Feedback on my feline race


Homebrew and House Rules


I've updated my feline race for my homebrew campaigns. Was wanting some feedback on the racial favored class options and racial ability option.

Fashtali
A humanoid feline race made up of several clans. Each clan is different, and resembles the normal animals they are descended from. The powerful but insular Beigra Clans of the tiger infested jungles, the Strong and Noble Khava Clans of the lion tamed savannas and plains, the Enigmatic Gheira Clans of the panther and cougar ruled forests, and the Quick and Mercurial Sleeva of the wind swept planes and desserts.

Fashtali are a group of humanoid felines that belong to one of several clans. They are a proud and generally neutral species. Their preferred environments are different by clan, although it is not unusual to find individuals of various clans living in the territory of another clan. While intra-clan pairings are uncommon for the Fashtali, they are not unheard of. When two Fashtali of different clans mate, the offspring are all of the clan of the mother.

Fashtali generally get along with other species that do not attack them first. Intraclan warfare is unheard of. All intraclan conflicts are resolved via contests of prowess rather than warfare. Athletic competitions, races, or other methods of non-violent competition. If that does not solve the situation, the leaders of the two clans (or the two clan segments) involved in the dispute will on rare occasions duel to the death, with both clans accepting the outcome.

Like their feline cousins, most Fashtali avoid submersing themselves in water (although there are exceptions). They are carniverous omnivores, and while they can survive without meat, they are not happy on such a diet. Fashtali have very acute senses, including their sense of hearing, which ranges high up into the ultrasonic. A Fashtali's voice also ranges up into the ultrasonic, and they consider non-Fashtali voices to be flat and dull in comparison. Non Fashtali, in turn, find Fashtali voices and singing to be somewhat painful to the ears due to it's extremely high notes, and it often sounds off key due to their inability to perceive the entire range of the voice. Fashtali voices tend to make domestic dogs and wolves extremely uncomfortable.

Fashtali Racial Traits
Ability score adjustments depend on your clan (see below).

Medium: Fashtali are medium sized humanoids, and have no special benefits or penalties based on size. Beigra are usually between 6 and 7 feet tall, and weigh between 200 and 300 lbs. Khava are usually between 5.5 and 6.5 feet tall, and weigh between 200 and 300 lbs. Gheira are usually between 5.5 and 6.5 feet tall, and weight between 150 and 250 lbs. Sleeva are between 6 and 7 feet tall, and weigh between 150 and 250 lbs.

30 ft. Base Speed

Humanoid (Feline) Type

Senses: Low-Light Vision, Ultrasonic Hearing, Scent

Ultrasonic Hearing: A Fashtali is capable of hearing at a much higher pitch than other species. This gives them the ability to hear sounds that other sentients cannot, such as the high-pitched whine of a dog-trainer's whistle.

Scent: Fashtali gain the Scent trait.

Natural Weapons: Fashtali have natural claws that do 1d4+Str, and may make a full attack action and take two Claw attacks, both at 1d4+Str. Any feats which work with unarmed attacks also work with their claws. A Fashtali who carries nothing in either hand, and has no footwear on gains a +2 Circumstance bonus to climb checks thanks to their claws.

Keen Senses: Due to their acute senses, Fashtali receive a +2 Racial Bonus to Perception

Languages: Fashtali begin play speaking Common and Fashtali. Fashtali with high Intelligence scores can choose from the following: Dwarven, Elven, Halfling, and Sylvan.

Alternate Racial Traits

Feline Affinity – The Fashtali has an especially high affinity for the felines his clan most resemble. The Fashtali gains a +2 bonus to Handle Animal checks when interacting with these types of felines. Additionally, if the Fashtali takes levels in a class that has animal companions, they may add felines to the list of valid animal companion selections. If they take levels in a class that has a special mount, they may use a lion or tiger as an appropriate mount. This trait replaces Fashtali's skill bonuses.

Beigra Clan
The Beigra clans usually live in heavy jungles, or occasionally swamps, and are rather insular, usually not building great cities. They prefer small communal villages or solitary homes. Beigra superficially resemble the tigers that live in such places, and often keep domesticated tigers as pets, guard animals, and hunting companions. Beigra have no aversion to water.

Beigra may add +2 to either Strength or Constitution at creation.

Usual Terrain: Jungles and sometimes swamps.

Skills: +2 Racial Bonus to Climb, Jump, and Swim

Alignment: Usually Neutral

Favored Class Options
Druid : The druid gains a +1 bonus on his Handle Animal and Wild Empathy rolls when dealing with felines of any type (maximum bonus of 10).
Fighter : The fighter may add ¼ combat feat to his known fighter combat feats.
Monk : The monk, after taking this option 5 times, may use his claws with any monk special ability. Additionally, he does his monk unarmed damage with his claws. If he takes the feat Improved Natural Attack, he increases his monk damage by one step on the chart, up to the monks maximum damage when using his claws. Until the monk has taken this option 5 times, he gains no benefit. He gains no benefit for taking this option more than five times.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.

Khava Clan
The Khava clans usually live on open savanna or plains, and are very social and prefer to live in tight-knit groups. They are the most widely spread of the clans, and also the most likely to deal with non-Fashtali peoples. Khava also often share their territories with the Sleeva clan, as they each want something different in the same area (see below). Khava superficially resemble the lions that live in savannas or plains, and often keep domesticated lions as pets, guard animals, and hunting companions.

+2 Strength, +2 Wisdom, -2 Dexterity

Usual Terrain: Savannas and Plains

Skills: +2 Racial Bonus to Diplomacy and Intimidation

Alignment: Usually Lawful Neutral

Favored Class Options

Fighter : The fighter may add ¼ combat feat to his known fighter combat feats.
Monk : The monk, after taking this option 5 times, may use his claws with any monk special ability. Additionally, he does his monk unarmed damage with his claws. If he takes he feat Improved Natural Attack, he increases his monk damage by one step on the chart, up to the monks maximum damage when using his claws. Until the monk has taken this option 5 times, he gains no benefit. He gains no benefit for taking this option more than five times.
Paladin : The paladin adds ½ to his Sense Motive and Intimidate checks.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.

Gheira Clan
The Gheira clans usually live in forested areas, are moderately sociable, and tend towards small towns or villages that are built in tree-tops. They are often friendly with any elves or druids that live in the same region. Gheira are also smarter than most of the other clans, and revere games that test their mental prowess, such as riddles or puzzles. This obsession with puzzles and riddles and other mental exercises, however, tends to make them oblivious to what is going on around them. A sometimes dangerous thing for a clan that usually lives 40 to 50 feet off the ground. Gheira superficially resemble Cougars or Jaguars, who are often native to their preferred environments, and often keep domesticated cougars and jaguars as pets, guard animals, and hunting companions.

+2 Dexterity, +2 Intelligence, -2 Wisdom

Usual Terrain: Forests

Skills: +2 Racial Bonus to Knowledge (History) and Linguistics (grants bonus languages)

Alignment: Usually Neutral

Favored Class Options

Alchemist : The alchemist gains a +1 bonus to either Craft (Alchemy), or Use Magic device, per their desire. The maximum bonus to either skill is +5.
Sorcerer : Select one bloodline power available at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that power.
Wizard : Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's intelligence modifier. The wizard adds +1/2 to the number of uses per day of that power.
Witch : Add one spell from the witches spell list to the witch's familiar. This spell must be at least one level below the maximum the witch can cast. If the witch ever replaces her familiar, the new familiar knows these spells as well.

Sleeva Clan
The Sleeva usually live in savannas and plains, although some also live in desert areas. They are extremely quick and agile, and rarely build towns or cities, instead maintaining a nomadic way of life. Even family's are rare, it is more often the case to find a mated couple staying together long enough for the offspring to reach adolescence and then parents and child all part ways. Sleeva superficially resemble Cheetahs, who are often native to their preferred environments, and often keep domesticated Cheetahs as hunting companions (not having homes, there is little need for guard animals or pets).

+2 Dexterity

Usual Terrain : Savannas, Plains and sometimes Desserts.

Skills: +2 Racial Bonus to Acrobatics and Stealth

Speed: Sleeva gain a +10 ft. Racial Bonus to their Speed. They lose this racial bonus if they wear armor heavier than light.

Alignment: Usually Chaotic Neutral

Favored Class Options

Barbarian : The barbarian adds +1 to his base movement. This bonus has no game effect until this option has been selected 5 times. For every full 5 selections, the barbarian gains a +5 movement in combat. This bonus stacks with the class's fast movement feature, and only applies under the same conditions.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.
Rogue : The rogue adds +1/2 to Acrobatics and Slight of Hand checks, up to a +5 maximum.
Sorcerer : The sorcerer gains a +1/3 bonus to concentration checks to cast spells in combat without provoking an Attack of Opportunity, or while moving. The maximum bonus is +5
Summoner : The summoner adds +1/4 to one of his eidelon's mental stats (Int, Wis, or Cha).


good deal, now make me a watered down lizardfolk pc race, that isn't juts marshy.

Im thinking some kind of bonus to disguise and stealth based on changing color.

Natural attacks, scent... that kind of thing.

Reptilian Pc race would be cool.


Pendagast wrote:

good deal, now make me a watered down lizardfolk pc race, that isn't juts marshy.

Im thinking some kind of bonus to disguise and stealth based on changing color.

Natural attacks, scent... that kind of thing.

Reptilian Pc race would be cool.

LOL

I'll see what I can come up with. :)


mdt wrote:
I've updated my feline race for my homebrew campaigns. Was wanting some feedback on the racial favored class options and racial ability option.

Nice, I especially like the monk option.

Though I can't get the image of a Gheira trying to play with a Rubik's Cube out of my head. *snicker*


Definitely the better of the homebrew feline-races. My only suggestion is to remove the 2-claw attack and replace it with a +2 CMB for continuing a grapple maneuver. There's already mechanics in place for doing multiple attacks, and despite having claws, the ease in doing multiple attacks from multiple claws should equate to the same as doing multiple attacks from multiple daggers.

The clans each look well done. While I do not necessarily recommend the alterations, I did want to add that it might be something to think on; to have the Rangers forced to select their natural terrain as their favored terrain IF they want to receive the Favored Class Option of the Ranger.


Sphynx wrote:

Definitely the better of the homebrew feline-races. My only suggestion is to remove the 2-claw attack and replace it with a +2 CMB for continuing a grapple maneuver. There's already mechanics in place for doing multiple attacks, and despite having claws, the ease in doing multiple attacks from multiple claws should equate to the same as doing multiple attacks from multiple daggers.

The clans each look well done. While I do not necessarily recommend the alterations, I did want to add that it might be something to think on; to have the Rangers forced to select their natural terrain as their favored terrain IF they want to receive the Favored Class Option of the Ranger.

Honestly, if you check the Bestiary, the rules above for the claws are just a copy/paste of natural attack rules. I just put them in so it's easy for me to remember at lower levels they make two attacks as a full attack when I use them as NPCs. Not overbalancing since you don't get iterative attacks using natural attacks at higher levels.

I do like the idea of the ranger's taking their natural terrain as their favored terrain. Not sure if I want to force it though. I'd rather use a carrot than a stick. :) I'll think on it and see what I can come up with.


QOShea wrote:
mdt wrote:
I've updated my feline race for my homebrew campaigns. Was wanting some feedback on the racial favored class options and racial ability option.

Nice, I especially like the monk option.

Though I can't get the image of a Gheira trying to play with a Rubik's Cube out of my head. *snicker*

LOL

Thanks OShea. Yeah, it never made sense to me that monks of species with natural attacks wouldn't develop the ability to use them with martial arts. I'm hoping UC has a natural attack monk option.

Shadow Lodge

Just a couple of random nit-picks not really a full review.

Quote:
Natural Weapons: Fashtali have natural claws that do 1d4+Str, and may make a full attack action and take two Claw attacks, both at 1d4+Str. Any feats which work with unarmed attacks also work with their claws. A Fashtali who carries nothing in either hand, and has no footwear on gains a +2 Circumstance bonus to climb checks thanks to their claws.

* You should specify whether this would grant access to feats that require Improved Unarmed Strike or not. You might also mention how to treat the claw attacks in combination with other weapons... it's a player resource and many players aren't familiar with the way natural weapons work when combined with other weapons.

Quote:
Ultrasonic Hearing: A Fashtali is capable of hearing at a much higher pitch than other species. This gives them the ability to hear sounds that other sentients cannot, such as the high-pitched whine of a dog-trainer's whistle.

* Consider replacing the phrase 'other sentients' just with 'humans' since it's entirely possible that there are other sentient races that can hear into the ultrasonic range... I would likely rule that gnolls for example can hear into that range. In general using humans as a baseline is easier since it established a more precise point of reference and won't constrain or possibly contradict later design.

Quote:
+2 Strength, +2 Wisdom, -2 Dexterity

I just have to raise an eyebrow at this, even the largest cat species are far more dexterous than a typical creature of their size. Lions can leap, climb trees, and are generally extremely agile. I don't know any cat species that would be considered below average when it comes to agility. I can understand not making it a bonus stat but you are making them clumsy which strikes me as just wrong.

*:
In your home game this stuff probably doesn't matter since you know what you are looking at. I'm just looking at it from the perspective of generic rules that others might reference.


0gre wrote:

Just a couple of random nit-picks not really a full review.

Quote:
Natural Weapons: Fashtali have natural claws that do 1d4+Str, and may make a full attack action and take two Claw attacks, both at 1d4+Str. Any feats which work with unarmed attacks also work with their claws. A Fashtali who carries nothing in either hand, and has no footwear on gains a +2 Circumstance bonus to climb checks thanks to their claws.

* You should specify whether this would grant access to feats that require Improved Unarmed Strike or not. You might also mention how to treat the claw attacks in combination with other weapons... it's a player resource and many players aren't familiar with the way natural weapons work when combined with other weapons.

Good point. I should go through and make more specification on that. I don't think I want to give them free Improved Unarmed Strike. I think a simple addition of 'The Fashtali must still meet all prerequisites for said unarmed combat feats' would be enough. Basically, I want them to be able to use any martial arts feats that require improved unarmed strike (if they have it), but don't want to give away feats for free.

0gre wrote:


Quote:
Ultrasonic Hearing: A Fashtali is capable of hearing at a much higher pitch than other species. This gives them the ability to hear sounds that other sentients cannot, such as the high-pitched whine of a dog-trainer's whistle.

* Consider replacing the phrase 'other sentients' just with 'humans' since it's entirely possible that there are other sentient races that can hear into the ultrasonic range... I would likely rule that gnolls for example can hear into that range. In general using humans as a baseline is easier since it established a more precise point of reference and won't constrain or possibly contradict later design.

Another good point. I'll probably do this as well.

0gre wrote:


Quote:
+2 Strength, +2 Wisdom, -2 Dexterity

I just have to raise an eyebrow at this, even the largest cat species are far more dexterous than a typical creature of their size. Lions can leap, climb trees, and are generally extremely agile. I don't know any cat species that would be considered below average when it comes to agility. I can understand not making it a bonus stat but you are making them clumsy which strikes me as just wrong.

Believe me, I'm not happy with it either. However, if you look at PF, you'll see that races have a +2 overall. Now, Lions are Strong, and I want them Wise (fits with lions, thinking of the Lion Witch and Wardrobe here). They certainly aren't frail (so no neg con). They aren't going to be uncharismatic (not being the more jovial and interested in interacting with other species of the clans). So no - CHA. So that left Dex and Int. I really didn't want to make them dumb. So I sort of put them in the 'so big they're overmuscled' category. I wasn't happy with that either, honestly.

I may make it a +2 to either STR or WIS, similar to the tigers getting a choice of +2 to either STR or CON. What do you think?


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mdt wrote:


0gre wrote:


Quote:
+2 Strength, +2 Wisdom, -2 Dexterity
I just have to raise an eyebrow at
...

Better. I think you're only picturing males when you think Lions. And they are a lot less dexterous than the female counterparts, but any cat with a -dex does indeed feel wrong.

Shadow Lodge

I'm kind of ambivalent on the *choose* option in both cases actually. It's something that's generally reserved for the half-human races who identify a little less with their race than most races.... that said it's a better option than hitting dexterity in my eyes.


One possible re-fluff on the dex penalty: you could interpret it as being due to simple size, rather than an actual lack of dexterity. They're not truly any less agile... but they're bigger and thus easier to hit. They're not as good at fine manipulation (picking locks, etc.) because their hands are too big. And so on. It's not perfect, but if you describe them as being just shy of naturally size Large, a dex penalty could make sense without implying actual clumsiness. (Though, speaking of cats and clumsiness, I've certainly seen my share of housecats with dex penalties...)

I've also got a question on claws: is there any reason (other than tradition & the possibility of confusing players who already know the rules too well) why we don't give a humanoid race claws that function using the dual-wield rules? That would solve the whole issue of natural attacks being too strong at low levels (and too weak at high levels due to lack of iterative attacks).


I like these races, for the most part. My only concern is not directed at you, exactly, as much as D&D in general--why do these cat people have a special relationship with their feline counterparts, keeping domesticated tigers, lions, etc? (Similarly, why do gnolls keep hyenas around?) Humans don't favor apes or monkeys over other animals--in fact, it's rather the reverse both in and out of game, we use other animals way more than we do apes or monkeys.

Otherwise, I don't have any problems. Sort of reminds me of Bastet, but that's all to the good :)


0gre wrote:
I'm kind of ambivalent on the *choose* option in both cases actually. It's something that's generally reserved for the half-human races who identify a little less with their race than most races.... that said it's a better option than hitting dexterity in my eyes.

Well, that's part of why I limited it to just two stats. It's slightly better than fixed +2, but not as good as a human/half-human who can choose any stat.


Emerald Wyvern wrote:

One possible re-fluff on the dex penalty: you could interpret it as being due to simple size, rather than an actual lack of dexterity. They're not truly any less agile... but they're bigger and thus easier to hit. They're not as good at fine manipulation (picking locks, etc.) because their hands are too big. And so on. It's not perfect, but if you describe them as being just shy of naturally size Large, a dex penalty could make sense without implying actual clumsiness. (Though, speaking of cats and clumsiness, I've certainly seen my share of housecats with dex penalties...)

I've also got a question on claws: is there any reason (other than tradition & the possibility of confusing players who already know the rules too well) why we don't give a humanoid race claws that function using the dual-wield rules? That would solve the whole issue of natural attacks being too strong at low levels (and too weak at high levels due to lack of iterative attacks).

That was sort of what I was going for originally, when I say overmuscled, I mean bulky. Big hands, big bodies, etc. However, and think the semi-floating +2 works better.

As to the claws on humanoids, I think the biggest reason is just that it's bad design to stick a rule on PCs that is different from NPCs. It makes for clunkyness, plus it confuses people as you said, but both new and old hands alike.


wynterknight wrote:

I like these races, for the most part. My only concern is not directed at you, exactly, as much as D&D in general--why do these cat people have a special relationship with their feline counterparts, keeping domesticated tigers, lions, etc? (Similarly, why do gnolls keep hyenas around?) Humans don't favor apes or monkeys over other animals--in fact, it's rather the reverse both in and out of game, we use other animals way more than we do apes or monkeys.

Otherwise, I don't have any problems. Sort of reminds me of Bastet, but that's all to the good :)

Well, honestly, what reason would you need an ape companion?

Most of the industrialized countries (USA, Canada, Europe, China, Japan, Australia, Russia) don't have native apes or monkeys. China does, but not as varied. They also do have them in both myth and as pets though. African countries and south american countries have much more history of apes and monkeys as companions, due to their being much more abundant.

However, if you stop and think of it, apes, monkeys and humans really don't have a lot going for them other than opposable thumbs. They no sense of smell, poor eyesight, they're clumsy and slow. Any feline or canine can out hunt, out run, and out sense any ape (including humans).

So, it's not surprising humans would have feline or canine companions. By the same token, why would a feline race or canine race (Gnolls) want a slow, smelly, half-blind (poor sight and no sense of smell) ape when they could instead have a wolf or tiger to hunt with?


how do we recommend this actually go into a book somewhere?


dave.gillam wrote:
how do we recommend this actually go into a book somewhere?

LOL

Thanks. :) No clue though. I do have them up on the PathfinderDB site, although they haven't been updated (I'm planning on sending this update to PathfinderDB once I'm done with it).


mdt wrote:
Well, honestly, what reason would you need an ape companion?

Because you're rich and eccentric? And even though humans have kept monkeys as pets and they appear in mythology, they have never been domesticated because, as you point out, what's the point? Plus, they throw poop.

And really, my point is more that the fashtali already have most of the abilities of their feline counterparts, plus much greater intelligence to boot--so really, anything their tiger buddies can bring is fairly redundant (except for their huge whoppin' Str score, I guess). I would expect them to favor animals that supplement their abilities rather than duplicate them--like tiger guys riding war-trained elephants through the jungle, or lion-guys roaming the savannahs with packs of hunting hyenas! Or cheetah-guys with hunting hawks. Or whatever.

Anyway, this is not to say that I don't think your stuff here is good--I really like the fashtali! It's just a weird thing I have... possibly my aesthetic sense is just offended by that many stripes in one village :)


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wynterknight wrote:
It's just a weird thing I have... possibly my aesthetic sense is just offended by that many stripes in one village :)

More of a spots man, eh?


LOL,
Honestly, I wouldn't have a problem with using hunting packs of hyenas or elephants.

I guess it's just a GM style difference. Most classes already have dogs (hyenas) on their AC list (I can't think of any that don't). Elephants are already appropriate mounts (as are camels, horses, etc). So I would absolutely expect Fashtali to use them as mounts and have packs of hyenas for hunting.

What I did find however was that 'unusual' mounts and ACs are hard to get for certain classes (I really really don't get the limitations on ranger ACs, you'd think a ranger would have just as wide a selection as a druid, honestly, they go more unusual places than druids do, by fluff).

As to why they'd pick the large cats, they're faster than the Fashtali, have better natural attacks than the Fashtali, and make excellent skirmishers. :) Again though, it's not in my head that that's all they get, I'm just adding to the list.

Don't think of it as saying they only use those, think of it as saying 'In addition to all the normal things you can already take, add felines to the list'. If you look at it like that, I think it will not offend your sense of too many stripes in one area.

EDIT: Oh, btw, I totally add environment specific ACs to rangers in my game. A ranger from the desert is going to have a different list than one from the swamps than one from the mountains than one from the plains than one from the forests.

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