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| #1erk_Jan 06, 2009 16:07:47 | No, I am not talking about pretty girls with ears and tails. Erraow (called Cats or Catfolk by most other races) look like cats, only larger and mainly bipedal. The Erraow mainly worship Greebo (Grreebau in their own tongue), a god of alleys and dark paths. Greebo is unaligned, and cares little for races other than his chosen catfolk, although occasionally he will accept a halfling or other small-sized creature into his service. Some Erraow in cities have also taken up respect for the gods of the larger races. Erraow have few permanent settlements of their own, living mainly in subcommunities among the larger races. They are fairly well accepted by other small species, but find themselves ill-treated by larger civilised creatures. Many Erraow serve as slaves and even pets to humans, and many more live as second-class citizens in slums. In only a few cities have the Erraow earned a place of honour and distinction as another civilised race. Most of these places are, coincidentally, areas with high populations of halflings. Erraow and Halflings get along extremely well. Their fanged mouths and coarse tongues make it very difficult for Erraow to learn Common, a problem tightly related to their mistreatment by other races. Those few that do learn Common find they have much less difficulty integrating into higher society. (Nature DC 15) Traditionally, Erraow were a savage race, living in the wilderness. Though wild, savage Erraow are cunning and deadly, and highly territorial. Weaker tribes learned they could survive living off the scraps of civilisation, and gradually became more accepting of foreign races, until they became integrated into other settlements. (History DC 20) Rumour has it that the Erraow are a very young species, created through powerful rituals as the servant race of a long-dead wizard. After their creator's death, they spread and reproduced and became much more than simple magical constructs. The Erraow themselves consider this a blasphemous suggestion. At GM's discretion for if this rumour is true, History DC 25: additional sources have suggested that the rumour was started by anti-Erraow sentiment in some communities, to cement their role as a lesser race. While they are certainly a young race, their actual origin is unknown. (Religion DC 25) The Erraow god, Grreebau, has been around long before the catfolk became common. However, before the catfolk made their presence known, he was merely a minor felinoid nature spirit. Since then, with his worshippers' numbers increasing, he has become far more potent. RACIAL TRAITS Average height: 0.8-1.2m (2'8" to 4") Average weight: 10-25 kg (22-55 lbs) Ability scores: +2 Dexterity, +2 Wisdom Size: Small Speed: 7 squares* *Erraow can only move 7 squares if both hands are unoccupied. Moving on hind-legs only, they move 6 squares like everyone else. Vision: Darkvision Languages: Erraow, choice of one other (NOTE: Erraow do not speak common by default!) Skill bonuses: +2 athletics, +2 acrobatics Pointy bits: You have retractable claws, which can be used as formidable natural weapons. See claws, below Nine Lives: At character creation, you may use First Life: Uncanny Avoidance as an encounter power. Nonhumanoid shape: Armour designed for normal creatures does not fit you. However, the ritual Greebo's Blessing may be of use in wearing magical items. You may start play with Erraow-made armour. Tiny paws: Your opposable thumb is small, making it difficult to wield weapons made for other creatures. You may start play with Erraow-made weapons, under the same limitations of other Small-sized creatures. You may use Off-hand weapons for non-Erraow as regular one-handed weapons, and regular one-handed weapons for non-Erraow as two-handed weapons. Non-Erraow versatile and two-handed melee weapons are too clumsy to wield effectively. The ritual Greebo's Blessing may be of use in wielding magical items. Claws Your retractable claws are a natural weapon. At character creation, choose if your claw attacks are Str- or Dex- based. Your claws are considered a Light Blade weapon, with a +3 proficiency bonus and the offhand feature. They deal 1d4 damage. You may make basic attacks using either Str- or Dex, whichever you chose at creation. Bonuses applying to the use of daggers also apply to your claws (for example, rogue weapon talent). First Life: Uncanny Avoidance Encounter * Erraow Life Immediate Interrupt, Personal Trigger: You take damage from a fall or a trap Effect: You may negate damage from the trigger, up to your bloodied value. Special: You may only use one "Erraow Life" power per encounter. Racial Feats Feline Finesse Prerequisites: Erraow, Dex-based claw weapon Benefits: You may use your Dex modifier in place of Str on attack rolls for any weapon-based ability, as long as you use your claws as the weapon. Greebo's Opportunism (Channel Divinity) Prerequisites: Channel Divinity class feature, must worship Greebo Benefit: You may use the Greebo's Opportunism Channel Divinity power. Channel Divnity: Greebo's Opportunism Encounter * Divine, Weapon Standard Action, Personal Special: At least one creature must be granting you combat advantage. Effect: You may use any encounter ability you possess against the creature granting you combat advantage. This use does not count towards "using up" your encounter abilities. If the ability normally targets more than one creature, only allies (if they are normally at risk) and creatures granting you combat advantage are susceptible targets. |
| #2erk_Jan 06, 2009 17:37:52 | |
| #3vebrandssonJan 06, 2009 19:07:35 | So what are these guys, Puss in Boots as in the Shrek movies? Small bipedal, thats the image I'm getting. Also the enchant item already lets you change and resize armor and weapons, and if you can change armor/weapons from halfling sized to attachable/embedable medium robotic armor/weapons for the warforged, I think it'd work for these guys without the new ritual specifically for them. |
| #4erk_Jan 06, 2009 19:25:23 | So what are these guys, Puss in Boots as in the Shrek movies? Small bipedal, thats the image I'm getting. Also the enchant item already lets you change and resize armor and weapons, and if you can change armor/weapons from halfling sized to attachable/embedable medium robotic armor/weapons for the warforged, I think it'd work for these guys without the new ritual specifically for them. I guess not unlike Puss in Boots, but about 50% bigger. I am sure my friend who's playing one will draw her character soon enough. I suppose with RAW the equipment would fit, but I don't hold with magical shapeshifting D&D armour generally. Armour in my games comes sized for dragonborn, regular medium creatures, dwarves, and halflings separately. I suppose the ritual could easily be rewritten to apply to any resizing though... I haven't had many nonhuman characters so I've not had to worry about it much. Anyway, you could easily skip the armour part, but the weapon restriction is intentional. It's to help balance the unremovable natural weapon, and the 9lives powers (essentially a racial version of channel divinity) |