Difference between revisions of "Cala'diel (3.5e Campaign Setting)/Races/Catfolk"

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== Race Stats ==
 
== Race Stats ==
The high elf is the most common elf variety. High elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. High elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
 
  
* {{Property Link|Racial Ability Adjustments|SRD:Dexterity|+2 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Constitution|–2 Constitution}}.
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* {{SRD:Dexterity|+2 Dexterity}}, {{SRD:Charisma|+2 Charisma}}, {{SRD:Wisdom|-2 Wisdom}} {{SRD:Constitution|–2 Constitution}}.
* {{Property Link|Type|SRD:Humanoid Type|Humanoid}} ({{Property Link|Subtype|SRD:Elf Subtype|Elf}})
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* {{SRD:Humanoid Type|Humanoid}}  
 
* {{Racial Size|medium|high elf|gender=she|genderPossession=her}}
 
* {{Racial Size|medium|high elf|gender=she|genderPossession=her}}
 
* High elf [[SRD:Base Land Speed|base land speed]] is 30 feet.
 
* High elf [[SRD:Base Land Speed|base land speed]] is 30 feet.

Revision as of 14:11, 8 April 2014

Characteristics

What a Catfolk looks like. Notice the large ears.

Culture

Demeanor

Catfolk fit the role of thief for hire perfectly .

Race Stats

This material is published under the OGL

Dexterity (Dex)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

You apply your character’s Dexterity modifier to:

Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.


Back to Main PageSystem Reference DocumentAbility Scores

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This material is published under the OGL

Charisma (Cha)

Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.

You apply your character’s Charisma modifier to:

  • Checks that represent attempts to influence others.

Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.


Back to Main PageSystem Reference DocumentAbility Scores

,
This material is published under the OGL

Wisdom (Wis)

Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

You apply your character’s Wisdom modifier to:

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.


Back to Main PageSystem Reference DocumentAbility Scores

This material is published under the OGL

Constitution (Con)

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.

You apply your character’s Constitution modifier to:

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run).


Back to Main PageSystem Reference DocumentAbility Scores

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This material is published under the OGL

Humanoid Type

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.

Features

A humanoid has the following features (unless otherwise noted in a creature’s entry).

Traits

A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).




Back to Main PageSystem Reference DocumentTypes and Subtypes

  • Medium: As a Medium creature, a high elf has no special bonuses or penalties due to her size.
  • High elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: A high elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Table: High Elf Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: High Elf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: High Elf Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d6 85 lb. × (1d6) lb.
Female 4’ 5” +2d6 80 lb. × (1d6) lb.