| Redchigh |
Instinctual (wild stalker is taken, suggestions welcome)
Instinctual PC's view most inventions of humanoids as a weakness, especially metal weapons. They view their natural weapons as far superior. Most are filled with distrust towards humanoids (core humanoids, anthropomorphic humanoids are often exempt and viewed as kindred spirits) and suspicious of magic.
Hit die: d10
Alignment: (trouble here too.. Any neutral maybe?)
Class Skills: Acrobatics, Climb, Fly, Intimidate, knowledge (local)*, knowledge (nature)*, knowledge (geography)*, Perception, stealth**, survival, swim
* + 30% (min 1) bonus applies to knowledge and stealth applicable to their home territory. Knowledges apply depending on the native habitat.
Habitat Categories:
Wide Open Spaces: (stealth:deserts and plains)(knowledge, beasts, goblinoids,
Settlements (stealth:urban) (Knowledge: humanoid, classes, vermin,)
Forest (stealth: forest, jungle) (Knowledge: beast, fey)
Underground (stealth: underground and rocky areas) If this is chosen, knowledge: dungeoneering replaces knowledge: nature.
Skill ranks per level: 3 +int mod
BAB: 1, full progression but no iterative attacks.
Saves: fort +1, reflex +3, increase both by 1 every three levels (1, 4, 7, etc)
1 Tier 1 ability, Woodland Stride (as per druid)
2 Bonus Feat
3 Experienced Hunter, Tier 1 ability
4
5 Tier 2 ability, Tier 1 ability
6 Bonus Feat
7 Tier 1 ability
8
9 Tier 1 ability
10 Tier 2 ability, bonus feat
11 Tier 1 ability
12
I think you see the pattern... Tier 2 will be at 10, 15, and 20 (in addition to all the tier 1's)
Tier 1 abilities:
-Any dex-based rogue trick (requirement must be met)
Pick locks and disable device (using claws only: on a skill of 1, the nail /claw breaks dealing 1d4-2 damage (min 1). Attacks with that weapon (left claw, for example) takes a -1 to damage for 1d4 days (until it regrows. 'Heal' spells or potions makes all broken claws regrow, but heals half normal hp. Caster chooses before spell is cast.)
-Keen Scent
--Track by scent (track as per ranger, requires keen scent)
Nomadic (choose 1 additional habitat and 3 additional languages)
Stealthy Predator (+4 to stealth, additional +2 in habitat)
- Predator's Strike (Can deal 1d6 sneak attack damage as per rogue. Damage increases as rogue level -4)
Cat's Grace: move speed increased by 10 on normal terrain when wearing light or no armor. Can also reroll a single reflex save once per day (as per 'cat's luck')
-Improved cat's grace: Can take a '15' on any dex-based skill check.
Semi-Aquatic (Gains Swim speed 25', can roll twice and take best result for eveyr con-based check for holding breath.
Tier 2
Feral Weaponry: An appendage native to the race can be used as a natural weapon, at the cost of the corresonding equipment slot.
Hands- Nails strengthen into claws (2x 1d4 primary). Gloves cannot be worn.
Feet- Toenails grow into 3-inch talons (2x 1d4 primary). Snoes cannot be worn.
Jaw- Grants bite (1d4), with modified grab ability. (If attack hits and beats their CMD by 5 or more, target is grabbed. Must be.characters size or smaller)
Head (must have horns or horn-like appendage): Grants 1d6 Gore.
Pounce (requires improved cat's grace)
Feral Vocalizations (Can communicate with beasts and other anthropomorphic races through a language of gestures,
growls, whines, and barking.
Communication and answers are limited to three word phrases due to its simple nature.
Gutteral Vocalisations (requires feral vocalisations) SPELL-LIKE ABILITY- pick one (all are treated as 20 ft cone, with the sonic subtype. Deaf targets are not affected.
Deafening Roar - A loud roar: Target is deafened and shakened for 1d4 + int mod rounds.
Taste of Innocence- A soft purr or mournful howl: Save dc is treated as instinctual's level plus int modifier, vs will. On a failed save, target defends instinctual for 1d6 rounds. If target passes save, target is dazed for 1d6 rounds.
Ferocious Growl: Treated as 'cause fear'
Any balance problems that you see? This is really more of a rough draft and starting point... I also want to add a list of feats for the bonus feats, but I was also considering bestiary feats and beast traits...
Any ideas?
I was also thinking about a form of animal empathy that only works on a related species... (humans > humans and primates; catfolk >catfolk and cats; Duegar > Duegars and underground critters, etc)