| Post/Author/DateTime | Post |
|---|---|
| HalfSlime12-18-07, 09:51 AM | Is there a variant of the catfolk race that has claws? In the stats for the race, the high Dex and night-vision reflect a feline race well, but NO CLAWS?! |
| AtsuiShoto12-18-07, 10:04 AM | I don't think catfolk need claws. Their hands are capable of far finer and more elegant work than just bashing at things (Remember, +4 Dex affects skill usage). In that light, I almost think a catfolk would be offended at the thought of having claws. |
| HalfSlime12-18-07, 10:12 AM | Why would they be offended? It'd be nice to be able to claw another player's face for 1d4 damage the next time they make a p**** joke. It'd also come handy if they find themselves in hand-to-hand combat without a manufactured weapon. |
| AtsuiShoto12-18-07, 11:28 AM | Adding a set of 1d3 retractable claws to the catfolk would not, in my mind, be a mistake. If that's what you want, then go ahead. As they are written up in Races of the Wild, though, they seem like a more civilized race; tool-users instead of bipedal animals. I don't recall any official catfolk variants with natural weapons, so if for some reason you can't use one of the many posted on these boards, and you can't make changes to the official race, then you're out of luck. You'd have to use spells, powers, the Warshaper PrC, or some other temporary means to gain claws. |
| HalfSlime12-18-07, 11:36 AM | I'll probably just ask the DM if I can have a set of 1d3 claws. That sounds resonable. It could probably pass if they are treated as non-proficient unarmed attacks (just like most other humanoid races) except that it does slashing damage instead of bludgeoning. |
| YamiShinobi12-18-07, 07:31 PM | I'll probably just ask the DM if I can have a set of 1d3 claws. That sounds resonable. It could probably pass if they are treated as non-proficient unarmed attacks (just like most other humanoid races) except that it does slashing damage instead of bludgeoning. heres another thing, say you grew out your fingernails, and that you can't punch with them, have a hard time holding weapons, but deal a d6 finessable slashing damage, (weaker, but you'd be exchanging weapon proficiency and unarmed strikes, for claws that are really just long fingernails, it would hurt your palms to hold a sword) |
| Tectorman12-19-07, 12:27 PM | Check my sig for the Felinis-Catfolk race. You may find an interesting alternative to just adding claws. I agree that claws wouldn't have been an undue addition, but what you really have to ask yourself is why, why, WHY they didn't add tails? |
| Essex12-19-07, 01:52 PM | Why not invent a racial feat that provides 1d3 damage claws? You could base it on the regional feat system used in the Forgotten Realms (you must take the feat at 1st level and can only ever have one regional feat, but the feat is slightly more powerful than any other feat that you are likely to qualify for as a first level character). |
| Ikeman0412-19-07, 09:08 PM | ...WHY they didn't add tails? I always thought they did have tails, but they didn't grant any mechanical bonuses, they just looked cool. |
| CombatMedic12-19-07, 11:04 PM | In the Traveller game universe, there are semi-leonine aliens called the Aslan. They have built in jacknife claws [the dewclaw]. Here's a link: http://traveller.wikia.com/wiki/Aslans They've been adapted to D20 in the D20 Traveller game, I'm sure. |
| 1 ton ghost12-20-07, 10:58 AM | Why not invent a racial feat that provides 1d3 damage claws? You could base it on the regional feat system used in the Forgotten Realms this is probably the fairest solution, however, i'd want maybe just a bit more "punch" for giving up a feat to get it. a small mod to the tail in addition to the claw, bite maybe, who knows. i thin the reason they didn't give them a natural attack is that they're already terribly dangerous given their very high speed, Dex, stealth, etc. having a natural weapon unbalances it a bit more as they're always armed then. this is especially dangerous when you're super fast and very rogue savvy. being disarmed, attacked while camping (no wielded/strapped weapon), and so forth are meaningless. plus, you could always Sleight of Hand them, especially the retractable variety. fixed ones would admittedly do more damage, but they would hinder manual dexterity such as manipulating other hand weapons, thieves' tools, etc. |
| bakasan12-24-07, 11:20 AM | Adding a set of 1d3 retractable claws to the catfolk would not, in my mind, be a mistake. If that's what you want, then go ahead. As they are written up in Races of the Wild, though, they seem like a more civilized race; tool-users instead of bipedal animals. . One thing to consider, when grappling they should get an automatic rake with the rear claws (assuming they're not wearing boots). |
| elonin12-24-07, 03:52 PM | Are catfolk considered to be well balenced for their LA? I don't see adding d3 claws (retractable), and +2 to climb and balence. |
| bakasan12-24-07, 09:44 PM | Are catfolk considered to be well balenced for their LA? I don't see adding d3 claws (retractable), and +2 to climb and balence. unarmed is such a small part of the game I can't seeing it really matter. It is no worse then a spiked gauntlet |