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Urgent: "Catpeople"-Race needed!!!
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<blockquote data-quote="barsoomcore" data-source="post: 2758040" data-attributes="member: 812"><p>CAT FOLK</p><p>In its natural form, a cat folk is an attractive biped standing approximately 6 feet tall and weighing about 120 pounds. Its face and body are humanlike except for several distinctly feline features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats. Its body is covered in soft fur-usually black, although almost any shade is possible. If desired, a cat folk can assume the form of a normal (albeit a bit large) house cat with fur the same color as it has in its normal form. The creature most often takes cat form to hide or run from attackers.</p><p></p><p><strong>Species Traits</strong></p><p>Alternate Form (Su): As an attack or move action, a cat folk can assume the form of a normal-sized cat or revert to its natural form. In cat form, the creature has the same physical statistics and attributes as a normal cat but retains its normal Intelligence, Wisdom, and Charisma scores, as well as its normal hit points. A cat folk can remain in either form indefinitely.</p><p>Automatic Languages: A cat folk reads, writes, and speaks Cat Folk. It can also speak the language of other felines (cats, panthers, tigers, and the like).</p><p>Bonus Feats: A cat folk receives Alertness as a bonus feat.</p><p>Claws (Ex): A cat folk has retractable claws that function as natural weapons. Each claw deals 1d4 points of slashing damage (plus the creature's Strength bonus) and threatens a critical hit on a natural 20.</p><p>Feline Aversion (Ex): Any normal feline that can smell or see a cat folk must make a successful Will save (DC 10 + 1/2 the cat folk's Hit Dice + its Charisma modifier) or flee in fear. A successful save means the feline is shaken but does not flee. In either case, the feline attacks the cat folk only if cornered. A cat folk is immune to its own feline aversion effect and to those of other cat folk.</p><p>Mesmerizing Gaze (Su): Any mammalian creature within 30 feet of a cat folk that meets its gaze must make a successful Will save (DC 10 + 1/2 the cat folk's Hit Dice + its Charisma modifier) or be dazed.</p><p>Scent (Ex): This ability allows a cat folk, regardless of its form, to detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p>Slow Fall (Ex): A cat folk ignores falling damage from heights of 30 feet or less. When falling from a greater height, it can attempt a Reflex save (DC 15) to halve the damage.</p><p></p><p><strong>Cat Folk:</strong> CR 2; Medium-size monstrous humanoid; HD 2d8-2; hp 7; Mas 9; Init +7; Spd 30 ft.; Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +2; Atk +2 melee (1d4+1, 2 claws); Full Atk +2 melee (1d4+1, 2 claws) or +6 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, claws, feline aversion (DC 14), mesmerizing gaze (DC 14), scent; AL evil; SV Fort -1, Ref +6, Will +5; AP 0; Rep +0; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16.</p><p>Skills: Balance +8, Hide +8, Listen +7, Read/Write Cat Folk, Read/Write English, Speak Cat Folk, Speak English, Spot +7, Tumble +7.</p><p>Feats: Alertness, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency.</p><p>Possessions: Glock 17 (9mm autoloader), 50 rounds of ammunition, concealed carry holster, formal outfit.</p><p>Advancement: By character class.</p><p></p><p><strong>Cat Folk Fast Hero 1/Charismatic Hero 2:</strong> CR 5; Mediumsize monstrous humanoid; HD 2d8-2 plus 1d6-2 plus 2d6-2; hp 15; Mas 9; Init +7; Spd 30 ft.; Defense 19, touch 18, flatfooted 16 (+3 Dex, +1 natural, +5 class); BAB +3; Grap +3; Atk +3 melee (1d4+1, claws); Full Atk +3 melee (1d4+1, claws) or +7 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, claws, feline aversion (DC 15), mesmerizing gaze (DC 15), scent; AL evil; SV Fort +1, Ref +10, Will +5; AP 1; Rep +2; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16.</p><p>Skills: Balance +10, Bluff +6, Disguise +8, Gather Information +7, Hide +11, Knowledge (behavioral science) +5, Knowledge (streetwise) +5, Listen +10, Read/ Write English, Read/Write Cat Folk, Speak English, Speak Cat Folk, Spot +10, Tumble +8.</p><p>Feats: Alertness, Dodge, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency.</p><p>Talents (Fast Hero): Evasion.</p><p>Talents (Charismatic Hero): Charm.</p><p>Possessions: Glock 17 (9mm autoloader), 50 rounds of ammunition, formal outfit, concealed carry holster, cell phone.</p><p></p><p>Supplied from your friendly neighborhood d20 Modern SRD. <a href="http://www.wizards.com/d20/files/msrd/msrdlegal.rtf" target="_blank">Please be sure to abide by the terms of the OGL</a></p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2758040, member: 812"] CAT FOLK In its natural form, a cat folk is an attractive biped standing approximately 6 feet tall and weighing about 120 pounds. Its face and body are humanlike except for several distinctly feline features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats. Its body is covered in soft fur-usually black, although almost any shade is possible. If desired, a cat folk can assume the form of a normal (albeit a bit large) house cat with fur the same color as it has in its normal form. The creature most often takes cat form to hide or run from attackers. [b]Species Traits[/b] Alternate Form (Su): As an attack or move action, a cat folk can assume the form of a normal-sized cat or revert to its natural form. In cat form, the creature has the same physical statistics and attributes as a normal cat but retains its normal Intelligence, Wisdom, and Charisma scores, as well as its normal hit points. A cat folk can remain in either form indefinitely. Automatic Languages: A cat folk reads, writes, and speaks Cat Folk. It can also speak the language of other felines (cats, panthers, tigers, and the like). Bonus Feats: A cat folk receives Alertness as a bonus feat. Claws (Ex): A cat folk has retractable claws that function as natural weapons. Each claw deals 1d4 points of slashing damage (plus the creature's Strength bonus) and threatens a critical hit on a natural 20. Feline Aversion (Ex): Any normal feline that can smell or see a cat folk must make a successful Will save (DC 10 + 1/2 the cat folk's Hit Dice + its Charisma modifier) or flee in fear. A successful save means the feline is shaken but does not flee. In either case, the feline attacks the cat folk only if cornered. A cat folk is immune to its own feline aversion effect and to those of other cat folk. Mesmerizing Gaze (Su): Any mammalian creature within 30 feet of a cat folk that meets its gaze must make a successful Will save (DC 10 + 1/2 the cat folk's Hit Dice + its Charisma modifier) or be dazed. Scent (Ex): This ability allows a cat folk, regardless of its form, to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Slow Fall (Ex): A cat folk ignores falling damage from heights of 30 feet or less. When falling from a greater height, it can attempt a Reflex save (DC 15) to halve the damage. [b]Cat Folk:[/b] CR 2; Medium-size monstrous humanoid; HD 2d8-2; hp 7; Mas 9; Init +7; Spd 30 ft.; Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +2; Atk +2 melee (1d4+1, 2 claws); Full Atk +2 melee (1d4+1, 2 claws) or +6 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, claws, feline aversion (DC 14), mesmerizing gaze (DC 14), scent; AL evil; SV Fort -1, Ref +6, Will +5; AP 0; Rep +0; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16. Skills: Balance +8, Hide +8, Listen +7, Read/Write Cat Folk, Read/Write English, Speak Cat Folk, Speak English, Spot +7, Tumble +7. Feats: Alertness, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency. Possessions: Glock 17 (9mm autoloader), 50 rounds of ammunition, concealed carry holster, formal outfit. Advancement: By character class. [b]Cat Folk Fast Hero 1/Charismatic Hero 2:[/b] CR 5; Mediumsize monstrous humanoid; HD 2d8-2 plus 1d6-2 plus 2d6-2; hp 15; Mas 9; Init +7; Spd 30 ft.; Defense 19, touch 18, flatfooted 16 (+3 Dex, +1 natural, +5 class); BAB +3; Grap +3; Atk +3 melee (1d4+1, claws); Full Atk +3 melee (1d4+1, claws) or +7 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, claws, feline aversion (DC 15), mesmerizing gaze (DC 15), scent; AL evil; SV Fort +1, Ref +10, Will +5; AP 1; Rep +2; Str 10, Dex 16, Con 9, Int 12, Wis 14, Cha 16. Skills: Balance +10, Bluff +6, Disguise +8, Gather Information +7, Hide +11, Knowledge (behavioral science) +5, Knowledge (streetwise) +5, Listen +10, Read/ Write English, Read/Write Cat Folk, Speak English, Speak Cat Folk, Spot +10, Tumble +8. Feats: Alertness, Dodge, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency. Talents (Fast Hero): Evasion. Talents (Charismatic Hero): Charm. Possessions: Glock 17 (9mm autoloader), 50 rounds of ammunition, formal outfit, concealed carry holster, cell phone. Supplied from your friendly neighborhood d20 Modern SRD. [url=http://www.wizards.com/d20/files/msrd/msrdlegal.rtf]Please be sure to abide by the terms of the OGL[/url] [/QUOTE]
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