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wolverine race(btw im new)
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<blockquote data-quote="Arkhandus" data-source="post: 4557002" data-attributes="member: 13966"><p>Hrrrm...</p><p></p><p>Just throwing something together:</p><p></p><p><strong>Feralen</strong></p><p>Medium-sized Humanoid (Feralen)</p><p><strong>Base Speed:</strong> 40 feet</p><p><strong>Ability Scores:</strong> Feralen get a +4 racial bonus to Strength and Dexterity, a +2 racial bonus to Constitution, and a -2 racial penalty to Intelligence and Charisma.</p><p><strong>Claws:</strong> Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d8 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action.</p><p><strong>Keen Senses:</strong> The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks.</p><p><strong>Scent:</strong> Feralen possess the Scent extraordinary quality, as described in the Monster Manual.</p><p><strong>Regeneration:</strong> A feralen benefits from Regeneration 5 as an extraordinary ability, naturally healing 5 points of nonlethal damage per round. Acid, cold, electricity, fire, and sonic attacks deal lethal damage to a feralen. Feralen may regrow a severed or ruined limb or organ in 4d4 days through Regeneration. A feralen's Regeneration functions otherwise as detailed in the Monster Manual.</p><p><strong>Automatic Languages:</strong> Common and Sylvan.</p><p><strong>Bonus Languages:</strong> Elven, Gnoll, Goblin, Halfling, Orc.</p><p><strong>Favored Class:</strong> Barbarian.</p><p><strong>Level Adjustment:</strong> +4.</p><p></p><p></p><p>A weaker version with lower Level Adjustment:</p><p></p><p><strong>Feralen</strong></p><p>Medium-sized Humanoid (Feralen)</p><p><strong>Base Speed:</strong> 30 feet</p><p><strong>Ability Scores:</strong> Feralen get a +2 racial bonus to Strength, Dexterity, and Constitution, and a -2 racial penalty to Intelligence and Charisma.</p><p><strong>Claws:</strong> Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d6 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action.</p><p><strong>Keen Senses:</strong> The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks.</p><p><strong>Scent:</strong> Feralen possess the Scent extraordinary quality, as described in the Monster Manual.</p><p><strong>Fast Healing:</strong> A feralen benefits from Fast Healing 1 as an extraordinary ability, naturally healing 1 point of lethal or nonlethal damage per round, as long as they have 0 hit points or more. This Fast Healing functions as detailed in the Monster Manual.</p><p><strong>Automatic Languages:</strong> Common and Sylvan.</p><p><strong>Bonus Languages:</strong> Elven, Gnoll, Goblin, Halfling, Orc.</p><p><strong>Favored Class:</strong> Barbarian.</p><p><strong>Level Adjustment:</strong> +2.</p><p></p><p></p><p>And an even weaker version with no Level Adjustment:</p><p></p><p><strong>Feralen</strong></p><p>Medium-sized Humanoid (Feralen)</p><p><strong>Base Speed:</strong> 30 feet</p><p><strong>Ability Scores:</strong> Feralen get a +2 racial bonus to Constitution, and a -2 racial penalty to Intelligence and Charisma.</p><p><strong>Claws:</strong> Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d6 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action.</p><p><strong>Keen Senses:</strong> The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks.</p><p><strong>Vitality:</strong> The feralen recover more quickly from injuries than humans do. Feralen natural healing (excluding any fast healing or regeneration granted by templates or other sources) is twice as fast as normal. So a feralen heals lethal damage and ability damage naturally every 12 hours instead of every 24 hours, and heals nonlethal damage every half hour. Feralen have a chance of starting to recover from negative hit points every half hour instead of every hour. Also, feralen have a 20% chance of stabilizing or healing at negative hit points, instead of a 10% chance.</p><p><strong>Automatic Languages:</strong> Common and Sylvan.</p><p><strong>Bonus Languages:</strong> Elven, Gnoll, Goblin, Halfling, Orc.</p><p><strong>Favored Class:</strong> Barbarian.</p><p><strong>Level Adjustment:</strong> +0.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4557002, member: 13966"] Hrrrm... Just throwing something together: [B]Feralen[/B] Medium-sized Humanoid (Feralen) [B]Base Speed:[/B] 40 feet [B]Ability Scores:[/B] Feralen get a +4 racial bonus to Strength and Dexterity, a +2 racial bonus to Constitution, and a -2 racial penalty to Intelligence and Charisma. [B]Claws:[/B] Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d8 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action. [B]Keen Senses:[/B] The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks. [B]Scent:[/B] Feralen possess the Scent extraordinary quality, as described in the Monster Manual. [B]Regeneration:[/B] A feralen benefits from Regeneration 5 as an extraordinary ability, naturally healing 5 points of nonlethal damage per round. Acid, cold, electricity, fire, and sonic attacks deal lethal damage to a feralen. Feralen may regrow a severed or ruined limb or organ in 4d4 days through Regeneration. A feralen's Regeneration functions otherwise as detailed in the Monster Manual. [B]Automatic Languages:[/B] Common and Sylvan. [B]Bonus Languages:[/B] Elven, Gnoll, Goblin, Halfling, Orc. [B]Favored Class:[/B] Barbarian. [B]Level Adjustment:[/B] +4. A weaker version with lower Level Adjustment: [B]Feralen[/B] Medium-sized Humanoid (Feralen) [B]Base Speed:[/B] 30 feet [B]Ability Scores:[/B] Feralen get a +2 racial bonus to Strength, Dexterity, and Constitution, and a -2 racial penalty to Intelligence and Charisma. [B]Claws:[/B] Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d6 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action. [B]Keen Senses:[/B] The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks. [B]Scent:[/B] Feralen possess the Scent extraordinary quality, as described in the Monster Manual. [B]Fast Healing:[/B] A feralen benefits from Fast Healing 1 as an extraordinary ability, naturally healing 1 point of lethal or nonlethal damage per round, as long as they have 0 hit points or more. This Fast Healing functions as detailed in the Monster Manual. [B]Automatic Languages:[/B] Common and Sylvan. [B]Bonus Languages:[/B] Elven, Gnoll, Goblin, Halfling, Orc. [B]Favored Class:[/B] Barbarian. [B]Level Adjustment:[/B] +2. And an even weaker version with no Level Adjustment: [B]Feralen[/B] Medium-sized Humanoid (Feralen) [B]Base Speed:[/B] 30 feet [B]Ability Scores:[/B] Feralen get a +2 racial bonus to Constitution, and a -2 racial penalty to Intelligence and Charisma. [B]Claws:[/B] Feralen possess long, sharp claws that they may use as natural weapons. These claws deal 1d6 points of slashing and piercing damage, plus the feralen's full Strength bonus. They threaten a critical hit on a natural attack roll of 19 or 20, and deal double damage on a critical hit. A feralen may make two claw attacks as a full-attack action. [B]Keen Senses:[/B] The sharp eyes and ears of feralen provide them with a +2 racial bonus on all Listen checks and Spot checks. [B]Vitality:[/B] The feralen recover more quickly from injuries than humans do. Feralen natural healing (excluding any fast healing or regeneration granted by templates or other sources) is twice as fast as normal. So a feralen heals lethal damage and ability damage naturally every 12 hours instead of every 24 hours, and heals nonlethal damage every half hour. Feralen have a chance of starting to recover from negative hit points every half hour instead of every hour. Also, feralen have a 20% chance of stabilizing or healing at negative hit points, instead of a 10% chance. [B]Automatic Languages:[/B] Common and Sylvan. [B]Bonus Languages:[/B] Elven, Gnoll, Goblin, Halfling, Orc. [B]Favored Class:[/B] Barbarian. [B]Level Adjustment:[/B] +0. [/QUOTE]
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