![]() ![]()
![]() Abyssalwyrm wrote:
Darn, I was hoping to find a class that would enhance my claw attacks rather than completely overriding them. ![]()
![]() I want to play a catfolk character that focuses on claw attacks and thought the monk class would be a good fit, but I'm not sure how or if the monk stances would interact with the claws. Since the stances damage is based on normal unarmed strikes that do 1d4 damage what would happen if I used a stance with the catfolk's claws which do 1d6 damage? Would that mean because the claws are one damage increment higher than fists that the stances damage would be one increment higher as well, or would the stances damage be unaffected. If it is unaffected would playing a clawed catfolk monk be any different than playing any other ancestry, or would the claws just be relegated to flavor rather than being an actual benefit? ![]()
![]() bitter lily wrote:
I'm pretty sure the +4 is for CMD it is a lot harder to trip a four legged animal than a two legged person. They have more limbs to catch themselves with, but it doesn't make it any easier for them to trip something else. ![]()
![]() Cyrad wrote:
Yeah, I started basing some of the traits on tigers which have improved initiative. That's why I added it, but I could definitely drop that as well as catfolk exemplar. Four-footed Run is interesting, but I don't like the idea of dropping sprinter. Normal catfolk do have sprinter and you have to have it in order to get Claw Pounce later on and that is a pretty important feat if you want to focus on natural attacks. I could drop Fast though. ![]()
![]() UPDATED
Feral Catfolk (15 RP) Humanoid (0rp)
Racial traits:
*Cat's Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. *Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. *Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level: Catfolk Exemplar. *Silent Hunter (2 RP): Prerequisites: Quadrupedal Stance; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). *Sprinter (1 RP): Prerequisite: Normal speed, Quadrupedal Stance; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. *Cat's Claws (2rp): Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. *Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. *Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative as a bonus feat. *Fast (1 RP): Prerequisite: Normal speed, Quadrupedal stance; Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack. Alternate racial traits:
Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability. Replaces Quick reactions and Natural Armor. Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 racial bonus on all saving throws. Replaces Cat’s Luck and Fast. Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Replaces Cat’s Luck. Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. Replaces Sprinter and Fast. Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity, Quadrupedal; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks. Replaces Silent Hunter. Racial Feats
Black Cat
Catfolk Exemplar
Claw Pounce (Combat)
Feline Grace
Nimble Striker (Combat)
Fanged
Rake
What do you guys think? Do you like the changes? Anything you liked better before? Things I could still improve? Is there anything you think should or should not be tied to Quadrupedal Stance that would be different than What I have? What type of action should changing your stance be? Anything else you see fit to comment on? ![]()
![]() Quote:
I really only meant that they wouldn't start with proficiencies, but that they could gain them later through feats like you would with exotic weapons. It was only meant to encourage the use of natural attacks, but I see now that this was a bad idea and I am planning to drop the whole proficiency thing. I realize that natural attacks are more effective at lower levels, but generally when you get to higher levels they become worthless. There are feats that can make them better, but in order to stay relevant through the entire campaign you would have to take more feats than are usually available to you. That is why I started making this race, so that you could keep your natural attacks relevant at high levels without having to use quite so many feats. You do bring up a good point though that starting with three natural attacks might be to much. If you have any advice on how to get to that point more gradually, but not too gradually and without using too many feats I would love to hear it. ![]()
![]() bitter lily wrote:
Thanks for the advice, I hadn't thought about what type of big cat they stemmed from and you might be right about the Int penalty, I guess the curiosity thing is more a trait of domestic cats. I hadn't intended for them to never get proficiencies, just that they wouldn't start with them because they haven't trained with them which, to my understanding, is what proficiency means, but it sounds like maybe I should drop that idea. Also they wouldn't be limited to 1d4 attacks. There are ways to increase the damage and effectiveness of natural weapons through feats, such as Catfolk Exemplar and Improved Natural Attacks, and items, like the Amulet of Mighty Fists and Claw Blades. I would also like to make the Rake special attack available as a racial feat with appropriate prereqs, like Claw Pounce, so that eventually they could get more attacks. But without a base like this to start from, it would take a lot more feats than you would receive in a normal campaign. Especially when you consider that normal catfolk do not have a bite attack and therefore are limited to only two natural attacks. That's why I started making this race, so that there would be a viable option for players who wanted a catfolk character who uses primarily natural weapons. ![]()
![]() Cyrad wrote: Preventing a character from ever gaining proficiency in armor and weapons is beyond the scope of what a race is supposed to do. You're using it as a crutch in attempt to balance this powerful race that reads more like a character build than a race description. My intention was never to forbid them ever using weapons, it was to encourage the use of natural weapons and make it a viable option. The idea was that they would not start with weapon proficiencies, however, they could gain them later, but they would have to use a feat to do it. You do have a point though, this did stem from trying to create a single catfolk character that focused on using natural weapons and realizing that the way normal catfolk were built natural weapons just wouldn't be effective for very long. That sparked the idea of making a feral catfolk race that would be more physicaly powerful. This is also my first time trying to make a custom race. ![]()
![]() Dox of the ParaDox twins wrote: I looks pretty good at first glance, but if they are so xenophobic why don't they have a cha penalty instead of their wis penalty, I like the concept though. I'll look at it more in depth tomorrow as I am very tired right now I kind of did give them a cha penalty, because normal catfolk get a plus to dex and cha and a minus to wis. I simply switched the plus from cha to str. Catfolk get a wis penalty because their catlike curiosity often gets them into trouble. I liked that idea and figured that with feral catfolk being even more catlike this would still be an issue for them. That is why I kept the wis penalty. I also found a third party beastmaster class that I think could be a favored class for them because of their close connection to animals as they almost are animals. It also made sense to me that if they don't use weapons they might compensate by training predatory animals to assist them in hunting. And of course this class relies a lot on cha for handle animal checks. So they are not totally xenophobic, they just don't interact much with other intelligent races because they feel a closer kinship with animals. ![]()
![]() I am working on creating a custom race that would be a more feral less evolved version of catfolk that leans more towards it's origins as a big cat and focuses on natural attacks like claws and bite. I picture them being more solitary or living in small nomadic tribes that survive primarily by hunting and rarely if ever trade or interact with other races. As a result, they would lean more toward physical power and speed and be less sociable. I have been using the custom race builder with the idea that they would be an advanced race with an RP of 15, but that it would be at least partially offset by them only being proficient with their natural attacks (claws and bite), claw blades, and possibly light armor. This is what I have so far, but if anyone has any ideas or advice on how I could improve this that would be awesome. Feral Catfolk
Only proficient in claw blades and light armor. Racial Traits:
*Cat's Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. *Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. **Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus. Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack. *Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level: Catfolk Exemplar. *Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. **Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category. *Cat's Claws (2rp): Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter. *Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Possible alternate traits I am considering: Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability . Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 racial bonus on all saving throws. Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws. Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). Sneaky (5 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack. Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump. Other:
![]()
![]() How about a more feral less evolved version of catfolk that leans more towards it's origins as a big cat and focuses on natural attacks like claws and bite. I picture them being more solitary or living in small nomadic tribes that survive primarily by hunting and rarely if ever trade or interact with other races. As a result, they would lean more toward physical power and speed and be less sociable. Due to their close connection with animals (in fact they nearly are animals) I think a beastmaster or something similar would be a fun class for them. |