The Felann Race
- Cat People
- Average height: 5'6"
- Average weight: 145
- DX minimum: 12
- IN minimum: 9
- WI minimum: 10
- Felann get +2 Dex, WI-2, CH-1, IN+1
- Max Movement Rate: 15"
- Native to forest/plains areas, originally from Lunelle
- Tribal society
- Slow to become "civilized" and integrate into
mankind
- Strong dislike for desert elves
- Mild dislike for humans.
- Skilled brawlers, get +10% k.o.
Can use claws for 1-4/1-4 without weapons
- Have nightvision
- Get move silently @ 50%, +10%/level
- Do not blend well in cities, sometimes are turned
away from superstitious towns.
- Often are distrusted by "social" races
- Track at 50% ability.
- Can fall up to 20' without injury
- Hated by High Elves
- Maximum of 2 languages may be learned by a Felann
- Can only be a thief, fighter, or cleric (no mage,
bard, specialist
fighter)
- Weapons disallowed: 2-handed, bastard sword, Longbow,
heavy
crossbow
- Weapons preferred: dagger, rapier, scimitar,
longsword,
crossdart, short bow.
-
Natural NWP's: jumping, blind-fighting,
tracking, herbalism, survival,
weather sense, hunting, astrology (very superstitious: religion revolves
around worship/understanding of the stars)
-
Swim extremely well
and love water (evolution gets confused
sometimes)
-
Few horses will allow
them to ride upon them.
-
Armor allowed: chainmail,
splintmail, studded leather, leather,
banded
-
Very keen sense of
smell
-
Poison resistance
rolls made at +3
-
Get
+1 to hit/damage with shortbow (d6+1)
-
Get -1 to hit with
non-preferred weapons
-
Felann have their
own language and know chaos dwarf
-
Get along well with
chaos dwarves
|