Mando Knight
2008-09-24, 05:55 PM
I've been toying around with the mechanics of a catfolk-like race for 4E, to be implemented as a race in a custom campaign. I ended up with two subraces...
Felinian
Average Height: 5'3"-5'11"
Average Weight: 120-160 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Cat, Common
Skill Bonuses: +2 Athletics, +2 Perception
Natural Weapons: A Felinian has claws on each of her hands and feet, as described below. A Felinian may treat the claws as 1-handed daggers for the purpose of class features.
Cat-like Agility: You may ignore movement penalties from difficult terrain while shifting.
Leaping Strike: Once per encounter, a Felinian may use the Leaping Strike racial power.
Leaping Strike Felinian Racial Power
You leap towards your opponent, claws extended, intent on tearing him to shreds.
Encounter
Standard Action Melee Weapon
Requirement: You must be wielding two weapons.
Target: One creature
Special: You may move up to your speed before attacking.
Attack: Dexterity vs. AC (main-hand weapon and off-hand weapon), two attacks
Hit: 1[W] + Dexterity modifier damage per attack. If both attacks hit, deal extra damage equal to your Strength modifier.
Increase damage to 2[W] + Dexterity modifier damage per attack at level 21.
Pantheran
Average Height: 6'3"-6'7"
Average Weight: 200-250 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Cat, Common
Skill Bonuses: +2 Athletics, +2 Intimidate
Natural Weapons: A Pantheran has claws on each of his hands and feet, as described below.
Finishing Blow: A Pantheran gains a +1 bonus to attack rolls against bloodied enemies.
Killing Swipe: Once per encounter, a Pantheran may use the Killing Swipe racial power
Killing Swipe Pantheran Racial Power
Intent on the kill, you deliver a vicious blow to your foe.
Encounter
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, deal additional damage equal to your Constitution modifier.
Increase damage to 3[W] + Strength modifier damage at level 11, and to 4[W] + Strength modifier damage at level 21.
Natural Weapons:
{table=head]Weapon|Prof.|Damage|Group
Felinian Claw|+3|d4|Light Blade, Unarmed
Pantheran Claw|+3|d6|Heavy Blade, Unarmed[/table]
The claws may be enchanted as a pair (both hands), and take up the hand magic item slot. The character may not use her claws if she is holding something in the hand she is using to attack with, and attacking with a claw counts as holding a weapon in that hand (for Swordmage Warding or Ranger powers, for example). At the DM's discretion, the player may also use the claws on the feet as weapons, and if they are enchanted, they take up the foot magic item slot.
Feats:
Heroic:
Stealth of the Cats:
Prerequisite: Felinian or Pantheran
Benefit: Gain a +2 feat bonus to Stealth and Acrobatics.
Nocturnal Instincts:
Prerequisite: Felinian or Pantheran
Benefit: Gain Darkvision.
Paragon:
Felinian Claw Skill
Prerequisites: Felinian, Strength 15, Dex 17
Increase the damage dice from your natural weapons to d8s.
Pantheran Claw Power
Prerequisites: Pantheran, Strength 17, Dex 15
Increase the damage dice from your natural weapons to d10s.
Physical Description:
Felinians and Pantherans are both humanoids with distinctly cat-like features. They both have tails, muzzle-like faces, large ears on the tops of their heads, and a full coat of fur covering their bodies. Both grow long hair on their heads like elves, though some cut it shorter to match the rest of their fur.
The Felinian is smaller and more agile. Their fur tends to be a solid shade of gray, brown, tan, or black with a lighter streak running from the base of their tails up their front to their noses, though other patterns and colors are by no means uncommon, running from calico patches to tiger stripes to everything in between. Their eyes are most commonly shades of yellow or green.
Pantherans are tall, about as large as Dragonborn and almost as heavy. They usually have a coat of rusty-red and black tiger stripes with a white belly or a solid tan coat. Some others have leopard-like spots or white and black tiger stripes. In addition to their fur, some Pantheran males grow a lion-like mane across their neck and lower jaw. Their eyes tend to be shades of golden-brown.
Both subraces can mate freely with each other and most of the other humanoid races, usually humans and elves. When they mate with a "hairless" humanoid like the humans, the child may have any combination of the parents' physical traits. Sometimes a few of these traits may suddenly appear after several generations. For example, the child of a quarter-Felinian and a full human may have the tail and ears of a Felinan despite the "watered-down" bloodline.
Both Felinians and Pantherans have comparable life spans to Dragonborn, maturing faster than humans but living about as long.
Pantherans generally become Fighters or two-weapon Rangers, though some choose the path of a Paladin or Warlord. Felinians usually become Rogues or Rangers, with a few becoming clerics, usually of nature deities.
Felinian
Average Height: 5'3"-5'11"
Average Weight: 120-160 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Cat, Common
Skill Bonuses: +2 Athletics, +2 Perception
Natural Weapons: A Felinian has claws on each of her hands and feet, as described below. A Felinian may treat the claws as 1-handed daggers for the purpose of class features.
Cat-like Agility: You may ignore movement penalties from difficult terrain while shifting.
Leaping Strike: Once per encounter, a Felinian may use the Leaping Strike racial power.
Leaping Strike Felinian Racial Power
You leap towards your opponent, claws extended, intent on tearing him to shreds.
Encounter
Standard Action Melee Weapon
Requirement: You must be wielding two weapons.
Target: One creature
Special: You may move up to your speed before attacking.
Attack: Dexterity vs. AC (main-hand weapon and off-hand weapon), two attacks
Hit: 1[W] + Dexterity modifier damage per attack. If both attacks hit, deal extra damage equal to your Strength modifier.
Increase damage to 2[W] + Dexterity modifier damage per attack at level 21.
Pantheran
Average Height: 6'3"-6'7"
Average Weight: 200-250 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Cat, Common
Skill Bonuses: +2 Athletics, +2 Intimidate
Natural Weapons: A Pantheran has claws on each of his hands and feet, as described below.
Finishing Blow: A Pantheran gains a +1 bonus to attack rolls against bloodied enemies.
Killing Swipe: Once per encounter, a Pantheran may use the Killing Swipe racial power
Killing Swipe Pantheran Racial Power
Intent on the kill, you deliver a vicious blow to your foe.
Encounter
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied, deal additional damage equal to your Constitution modifier.
Increase damage to 3[W] + Strength modifier damage at level 11, and to 4[W] + Strength modifier damage at level 21.
Natural Weapons:
{table=head]Weapon|Prof.|Damage|Group
Felinian Claw|+3|d4|Light Blade, Unarmed
Pantheran Claw|+3|d6|Heavy Blade, Unarmed[/table]
The claws may be enchanted as a pair (both hands), and take up the hand magic item slot. The character may not use her claws if she is holding something in the hand she is using to attack with, and attacking with a claw counts as holding a weapon in that hand (for Swordmage Warding or Ranger powers, for example). At the DM's discretion, the player may also use the claws on the feet as weapons, and if they are enchanted, they take up the foot magic item slot.
Feats:
Heroic:
Stealth of the Cats:
Prerequisite: Felinian or Pantheran
Benefit: Gain a +2 feat bonus to Stealth and Acrobatics.
Nocturnal Instincts:
Prerequisite: Felinian or Pantheran
Benefit: Gain Darkvision.
Paragon:
Felinian Claw Skill
Prerequisites: Felinian, Strength 15, Dex 17
Increase the damage dice from your natural weapons to d8s.
Pantheran Claw Power
Prerequisites: Pantheran, Strength 17, Dex 15
Increase the damage dice from your natural weapons to d10s.
Physical Description:
Felinians and Pantherans are both humanoids with distinctly cat-like features. They both have tails, muzzle-like faces, large ears on the tops of their heads, and a full coat of fur covering their bodies. Both grow long hair on their heads like elves, though some cut it shorter to match the rest of their fur.
The Felinian is smaller and more agile. Their fur tends to be a solid shade of gray, brown, tan, or black with a lighter streak running from the base of their tails up their front to their noses, though other patterns and colors are by no means uncommon, running from calico patches to tiger stripes to everything in between. Their eyes are most commonly shades of yellow or green.
Pantherans are tall, about as large as Dragonborn and almost as heavy. They usually have a coat of rusty-red and black tiger stripes with a white belly or a solid tan coat. Some others have leopard-like spots or white and black tiger stripes. In addition to their fur, some Pantheran males grow a lion-like mane across their neck and lower jaw. Their eyes tend to be shades of golden-brown.
Both subraces can mate freely with each other and most of the other humanoid races, usually humans and elves. When they mate with a "hairless" humanoid like the humans, the child may have any combination of the parents' physical traits. Sometimes a few of these traits may suddenly appear after several generations. For example, the child of a quarter-Felinian and a full human may have the tail and ears of a Felinan despite the "watered-down" bloodline.
Both Felinians and Pantherans have comparable life spans to Dragonborn, maturing faster than humans but living about as long.
Pantherans generally become Fighters or two-weapon Rangers, though some choose the path of a Paladin or Warlord. Felinians usually become Rogues or Rangers, with a few becoming clerics, usually of nature deities.