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JaminDM
2015-01-22, 02:35 PM
I am in the process of creating a new setting for d&d 3.5 and one of the races is going to be these "Animal-Folk", or Natured as they call themselves. (Basically Catfolk but not just cats.)

They were originally elves, elflings (elf-halflings), gnomes, halflings and humans.

The fluff:

They were given a magic stone (the nature stone, one of many power stones) by some of the last fey that made them look like animals and they were tasked with protecting the last fey forest.

The type of animal (e.g. canine) is judged by their personality and physical attributes and the power (Tiger vs house cat) is based on how much they cared for nature. The transformation begins at a ceremony on their 6th birthday and takes 2 years for the physical changes and the mental ones happen during puberty.




GenderBase HeightHeight ModifierBase WeightWeight Modifier

Male
3'11"
+3d5
89 lb
x (1d8) lb

Female
3'7"
+1d10
64 lb
x (1d6) lb




AdulthoodStarting age modifiersMiddle AgeOldVenerableMaximum Age

11
+1d3/4/10
27
41
54
+3d10


Their tails are their height (in inches) x (0.09 + 1d6/100)
The visual differences from humans are as follows: their eyes are more cat like, they have fur all over their bodies, their ears are higher, larger and more triangualar, they have a very short tail, paw like hands and feet, they have small whiskers and their noses flatten at the bottom.
They also act more like cats: They sometimes purr and find them, cats or other catfolk rubbing their cheek calming. They may also walk on all fours sometimes and lie on their stomachs' lots. They also become more playful and often play fight with others.

+2 Dexterity, -4 Intelligence, -2 Charisma
Size:Medium
Speed:45ft
Claws:+1d2 damage to unarmed attacks
Bite: 1d3+Str mod damage
Lowlight vision
Scent
+2 Climb, hide, move silently
+4 jump, balance, listen
-2 search
In heavy undergrowth hide bonus increases to 4
Can use dexterity instead of strength for jump and climb
+2 reflex
-1d6 fall damage
-1 to all checks using thumbs (includes attack bonus with weapons)
Weapon Finesse
They can survive for twice as long without water
Have a 20% chance to become sickened if they eat plant matter.
Languages: Sylvan, Cat
Bonus Languages: Common, Elven, Gnome, Halfling.
L.A. +1?




GenderBase HeightHeight ModifierBase WeightWeight Modifier

Male
2'8"
+2d4
29 lb
x1 lb

Female
2'6"
+2d4
24 lb
x1 lb




AdulthoodStarting age modifiersMiddle AgeOldVenerableMaximum Age

16
+1d4/6/2d6
39
59
79
+7d10


Their tails are their height (in inches) x (0.09 + 1d6/100)
The visual differences from halflings are as follows: their eyes are bigger, their ears get larger and flop over, they get covered in fur, they get a small snout, a short tail and their hand and feet become paw like.
They also act more like beagles: They get very friendly and excitable and they sometimes walk on all fours.

+4 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma
Size:Small
Speed:45ft
Bite: 1d2+Str mod damage
Lowlight vision
Scent
+2 Jump, Spot, Listen
+15 survival when using scent to track
-2 Concentration, Search

-1 to all checks using thumbs (includes attack bonus with weapons)
Track
Can be poisoned by chocolate, garlic and onions.
Languages: Sylvan, Dog
Bonus Languages: Common, Elven, Gnome, Halfling.
L.A. +1/2?


Any suggestions on what others to make or how to make these better?