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Varient Catfolk?
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<blockquote data-quote="Arkhandus" data-source="post: 3308084" data-attributes="member: 13966"><p>I approve and endorse the choice of username, Jedit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I'll stat up an anthropomorphic tiger with Savage Species, and change it around a bit until suitable for just a small level adjustment and no racial HD.</p><p></p><p>Tigerfolk</p><p>These bipedal, thickly-muscled, feline creatures resemble tall humans with a strong mix of tiger-reminiscent traits. Tigerfolk have light, striped fur resembling that of a tiger's, with thick, pale skin beneath that, and a small claw at the end of each finger and toe. Their hands and feet mostly resemble a human's, but are slightly broader and padded like a tiger's. Their faces have short, tiger-like muzzles, but much smaller than a tiger's, with short, sharp teeth. Their ears are like those of a tiger, but mounted on the sides of their head like a human. Tigerfolk possess very human-like eyes of blue or green, and a human-like voice rather than the loud, rumbling sounds of a tiger. Tigerfolk stand roughly 7 to 8 feet tall, and weigh anywhere from 200 to 400 pounds. They age at a rate similar to half-orcs. Tigerfolk live in scattered tribes, and their legends trace them back to a single tribe created by druids to guard a sacred place. None of the tribes remember where this is, but they have spread much farther over time. Tigerfolk clerics, which are fairly uncommon, venerate whatever nature deity, battle deity, or athletic deity is most common in the area their tribe has settled or remained close to.</p><p></p><p>Medium-sized Monstrous Humanoid</p><p>Base Speed: 30 feet.</p><p>Abilities: +4 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma. Tigerfolk are tall and muscular, but also fairly light on their feet. Although tough and cunning, Tigerfolk aren't as civilized, social, or fast-learning as most humanoids.</p><p>Darkvision: 60 feet.</p><p>Natural Armor: +1 AC.</p><p>Natural Weapons: Tigerfolk have sharp teeth and claws, but not as large or strong as those of true tigers. Thus, Tigerfolk have the bite attack and two claw attacks of a tiger, but with lower damage, and no rake or pounce attacks. A Tigerfolk's claws deal a base of 1d6 damage, while their bite deals a base of 1d4 damage. Add the Tigerfolk's full Strength bonus to damage, if any, with each of his or her claws, but add only half of that bonus to damage with bite attacks. Tigerfolk are proficient in their natural weapons.</p><p>Skills: Tigerfolk receive a +2 racial bonus on Balance, Climb, Hide, Jump, and Move Silently skill checks. The Hide bonus is improved to +6 in tall grass or heavy undergrowth.</p><p>Ferocity: When Tigerfolk are wounded in combat, they go berserk for the rest of the battle, attacking foes in a frenzied bloodlust. Tigerfolk gain a +1 bonus on melee attack rolls during this frenzy, but suffer a -2 penalty to Armor Class, a -4 penalty on Concentration checks, and -4 on all skill checks based on Intelligence, Wisdom, or Charisma, as long as the bloodlust continues. It ends when they are fully healed of damage, or the combat encounter has ended. The effects of Ferocity stack with those of a rage or frenzy.</p><p>Automatic Languages: Common, Sylvan. Bonus Languages: Any, except for restricted languages.</p><p>Favored Class: Ranger.</p><p>Level Adjustment: +2.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3308084, member: 13966"] I approve and endorse the choice of username, Jedit. :D I'll stat up an anthropomorphic tiger with Savage Species, and change it around a bit until suitable for just a small level adjustment and no racial HD. Tigerfolk These bipedal, thickly-muscled, feline creatures resemble tall humans with a strong mix of tiger-reminiscent traits. Tigerfolk have light, striped fur resembling that of a tiger's, with thick, pale skin beneath that, and a small claw at the end of each finger and toe. Their hands and feet mostly resemble a human's, but are slightly broader and padded like a tiger's. Their faces have short, tiger-like muzzles, but much smaller than a tiger's, with short, sharp teeth. Their ears are like those of a tiger, but mounted on the sides of their head like a human. Tigerfolk possess very human-like eyes of blue or green, and a human-like voice rather than the loud, rumbling sounds of a tiger. Tigerfolk stand roughly 7 to 8 feet tall, and weigh anywhere from 200 to 400 pounds. They age at a rate similar to half-orcs. Tigerfolk live in scattered tribes, and their legends trace them back to a single tribe created by druids to guard a sacred place. None of the tribes remember where this is, but they have spread much farther over time. Tigerfolk clerics, which are fairly uncommon, venerate whatever nature deity, battle deity, or athletic deity is most common in the area their tribe has settled or remained close to. Medium-sized Monstrous Humanoid Base Speed: 30 feet. Abilities: +4 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma. Tigerfolk are tall and muscular, but also fairly light on their feet. Although tough and cunning, Tigerfolk aren't as civilized, social, or fast-learning as most humanoids. Darkvision: 60 feet. Natural Armor: +1 AC. Natural Weapons: Tigerfolk have sharp teeth and claws, but not as large or strong as those of true tigers. Thus, Tigerfolk have the bite attack and two claw attacks of a tiger, but with lower damage, and no rake or pounce attacks. A Tigerfolk's claws deal a base of 1d6 damage, while their bite deals a base of 1d4 damage. Add the Tigerfolk's full Strength bonus to damage, if any, with each of his or her claws, but add only half of that bonus to damage with bite attacks. Tigerfolk are proficient in their natural weapons. Skills: Tigerfolk receive a +2 racial bonus on Balance, Climb, Hide, Jump, and Move Silently skill checks. The Hide bonus is improved to +6 in tall grass or heavy undergrowth. Ferocity: When Tigerfolk are wounded in combat, they go berserk for the rest of the battle, attacking foes in a frenzied bloodlust. Tigerfolk gain a +1 bonus on melee attack rolls during this frenzy, but suffer a -2 penalty to Armor Class, a -4 penalty on Concentration checks, and -4 on all skill checks based on Intelligence, Wisdom, or Charisma, as long as the bloodlust continues. It ends when they are fully healed of damage, or the combat encounter has ended. The effects of Ferocity stack with those of a rage or frenzy. Automatic Languages: Common, Sylvan. Bonus Languages: Any, except for restricted languages. Favored Class: Ranger. Level Adjustment: +2. [/QUOTE]
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