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| #1yarskathJul 04, 2008 18:00:57 | This is a feline race I am working on. It is mostly done, though I still want to flesh out some things. Anywho, I am hoping to get some opinions and critiques on it before actually using it. Balance is my primary concern, of course. I also, made three racial feats to put it in line with the RAW races. Physical Qualities: Xelthis are a race of lithe, yet sturdy feline humanoids. Xelthis possess sharp claws and fangs, a fur covered body, with the tail and ears to match. Their fur patterns run the gamut of every known pattern one can find on a feline. Their eyes retain the feral look cats are known for and range from yellows and oranges to greens and blues and even some shades in between. Playing a Xelthis: *under construction* Xelthis favor the Rogue, Ranger, and ??? classes. RACIAL TRAITS Average Height: 5´ 3˝– 6´ 2˝ Average Weight: 120–210 lb. Ability Scores: +2 Dexterity, +2 Constitution Size: Medium Speed: 7 squares Vision: Low-light Languages: Common, Xelthis Skill Bonuses: +2 Athletics, +2 Perception Feline Grace: Reduce damage from falling as if you had fallen 20ft fewer. You can choose to take a 10 on Balance checks even when you are rushed, threatened or distracted. Natural Athletics: Xelthis always make Jump checks as if they had a running start. Bestial Heritage: Xelthis have a Claw attack. Claw can be used any time a power allows you to use a Melee Basic Attack as long as you have one hand free. Claw (standard; at-will) Strength vs. AC, or Dexterity vs. AC; 1d6 + Strength Modifier damage Special: When you create your character, choose Strength or Dexterity as the ability score you use when making attack rolls with this power. This choice applies to the Rend racial power as well. Rend: You can use Rend as an encounter power Rend Rescue Feat Power You attack with the full force of both of your claws to tear an enemy apart. Encounter ✦ Martial, Unarmed Standard Action Melee Claws Target: One creature Attack: Strength +2 vs. AC, or Dexterity +2 vs. AC Hit: 2d6 + Strength Modifier damage. Increases to 4d6 + Strength Modifier damage with a +4 bonus to hit at 11th level, and to 6d6 + Strength Modifier damage with a +6 bonus at 21st level. Special: Both of your hands must be free to use Rend. Rend cannot be used on a creature that has been hit by Rend during the same encounter. Heroic Tier Feats Solo Effort [Xelthis] Prerequisites: Xelthis Benefit: You gain a +1 feat bonus to attack rolls against opponents that your allies have not hit since the end of your last turn. Improved Rend [Xelthis] Prerequisites: Xelthis Benefit: You can use the special Rend power one additional time per encounter at each tier of play (at 1st, 11th, and 21st level), but only once per turn. Paragon Tier Feats version 1 Improved Feline Grace [Xelthis] Prerequisites: Xelthis Benefit: You can now choose to take a 10 on Acrobatics checks even when you are rushed, threatened or distracted. version 2 Improved Feline Grace [Xelthis] Prerequisites: Xelthis Benefit: You gain a climb speed of 4. ***Edits Currently reworking the fluff. Climb speed moved to possible paragon tier feat. Rend attack bonus adjusted and ongoing damage removed. |
| #2pigknightJul 04, 2008 19:19:23 | I've been waiting for a cat girl race. Took long enough. I would get rid of the climb speed. |
| #3Neutronium_DragonJul 04, 2008 21:47:31 | Remove the ongoing damage from Rend and make the Climb speed a paragon tier feat. Those two elements are problematic as written. However, the claw and rend attack should have a +2 attack bonus at heroic, +4 at paragon, and +6 at epic. This would put them in line with other natural attacks thus far. -- The bigger issue is with the fluff - they basically like to beat things up, and... well, that seems to be about it. It's rather one-dimensional, and that's not really a good sign when you're talking about a potential PC race. I'm also dubious about saying that they favor the Fighter class. While I understand that this is how you want to present them thematically, their abilities don't really synergize all that well with the Fighter class. |
| #4yarskathJul 04, 2008 23:34:32 | To Neutronium, first off, thanks for the advice. Second, the core rules only have 2 heroic tier feats and one paragon feat per race. I would then need to decide whether the current paragon feat or having a climb speed would be a more balanced choice. Next, as far as fluff goes yes it is quite one-dimensional at the moment. I do want to improve on the actual non-mechanic aspects a good deal before using it. I would say this is at most a shell for the race. The overall goal is not purely beating up stuff, so I'll change that part. I was a bit hasty with it, I wanted to make this more like a race that loves to win and succeed at anything. As for the fighter part, I couldn't think of any other class that meshed with the race, so maybe just two favored races will have to do (not that it means as much in 4e). I'll edit in some changes soon. |
| #5Neutronium_DragonJul 05, 2008 7:06:48 | I don't think that two heroic and one paragon feat is any kind of hard limit on how many a race can have, it's just what they budgeted for the PHB. Go ahead and have two paragon feats. |