Post by Orbak the Monster on Mar 29, 2013 20:54:37 GMT -5
Sherkasta (Tigerfolk)
Areas: Vudra and Taldor
Culture Classes: Wizard, Sorcerer, Oracle
The first catfolk subtype to be discovered by civilization on another continent. First impressions were strained: the tigerlike race had long been using magic to improve the quality of their lives, particulary arcane magic. They were mistaken for the similarly-tigerlike Rakshasa and violently warred upon. When it was discovered the sherkasta weren't related to the naturally evil outsiders at all, the civilized races realized their faux pas and apologied to them by sharing arcane knowledge.
Though originally untrusting, the sherkasta's curiousity makes them far more interested in magic than they should be. Many have left their tribes for other continents, sometimes entire families at a time, to learn the foreigner's magic. Those who feel they have learned enough take it back to their kin. They are tight-lipped on why they are so fascinated with magic to this day. Few consider it forboding, owing to the sherkasta's personable attitudes.Recently, they've gotten a reputation for being courteous and gentle, owing from the skill and personality of the handful that reach recognition in Taldor. They find castles and nobility fascinating, and attempt to adopt the same presence of fictional knights and ladies - even adopting the poetic speech patterns. They seem more interested in the fantasy of it than the reality - but this seems harmless, and even flattering to most humans and gnomes. Dwarves and elves consider this to be completely delusional, even when they find it endearing. Half-elves, halflings, and even half-orcs are known to play along, happy to escape reality for a while.
Sherkasta are almost entirely wizards and sorcerers, and do not discrimate between the two. Rarely, a sherkasta will emerge with a different class, often one inspired by another species' tales and legends. Though viewed upon as eccentric, they suffer no real loss of face in sherkasta society. A sherkasta pelt is extremely beautiful, well-kept, and is easily enchantable, and is worth about 400 gold. Of course, harvesting or wearing the pelt of a sentient humanoid is an evil act, and possession of a sherkasta pelt earns the ire of good-aligned creatures.
RP: 12
- Humanoid (Catfolk).
- Medium.
- Speed: 30ft.
- +2 Int, +2 Cha, -2 Str. The tigerlike sherkasta absorb knowledge shockingly fast, and they are as personable as their common kin. They are physically weak, however, owing to their lack of need for it.
- Low-Light Vision.
- Courteous Magocracy: Sherkasta gain a +2 racial bonus on Spellcraft and Use Magic Device checks.
- Subconscious Magic: A sherkasta often has a bit of magic constantly active. At the start of every day, choose one of these effects:
* Abjuration (Ex): While subconsciously manifesting abjuration magic, gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
* Conjuration (Su): While subconsciously manifesting conjuration magic, positive energy is summoned alongside your spells. You heal 1 hp per spell level when successfully casting a spell.
* Divination (Su): While subconsciously manifesting divination magic, you gain several spell-like abilities 1/day: comprehend languages, detect magic, detect poison, read magic, detect secret doors. Caster level is equal to character level.
* Enchantment (Ex): While subconsciously manifesting enchantment magic, you gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
* Evocation (Su): While subconsciously manifesting evocation magic, you add a little extra elemental damage to your spells. Spells that already inflict damage deal a extra point of fire, cold, electricity, or acid damage per dice.
* Illusion (Su): While subconsciously manifesting illusion magic, you can fascinate others with your fur. Once per day, you can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).
* Necromancy (Ex): While subconsciously manifesting necromancy, you take no penalty from energy-draining effects, though can still be killed if you accrue more negative levels you have HD. After 24 hours, any negative levels ayou have accrued are removed without the need for any additional saving throws. In addition, you gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Transmutation (Ex): While subconsciously manifesting transmutation magic, choose one effect: 20-foot climb speed, 30-foot swim speed, or take no damage from falling. You must select this at the beginning of the day, you may not change it until you next gain a subconscious magic.
Special Item:
- Fantasy Armor: Owing to their fascination with old myths of knights and magic upon being introduced to them, many sherkasta have begun to create sets of armor that don't hamper their spellcasting - though they're mostly illusion or lighter materials that would have no benefit in combat. These 'false armors' do not resrict movement, nor do they inflict a spell failure chance, but also give no bonus to armor class. They are easily identifiable: they seem made more for appearance than anything else, and often show quite a bit more cloth or fur than real armor ever would. They are impressive and endearing to some folks, however, and offer a bonus on Charisma-based skill checks. This isn't restricted to the sherkasta: many other races find these armors to be interesting and desirable costumes.
Masterwork versions of these armors exist. While they do not give a bonus on Charisma checks, these can be enchanted.
*Fantasy Light Armor: 50gp. Max Dex: +8. +1 bonus on Charisma-based skill checks. Weight: 7lbs.
*Fantasy Medium Armor: 100gp. Max Dex: +5. +2 bonus on Charisma-based skill checks. Weight: 15lbs.
*Fantasy Heavy Armor: 200gp. Max Dex: +3. +3 bonus on Charisma-based skill checks. Weight: 30lbs.
Areas: Vudra and Taldor
Culture Classes: Wizard, Sorcerer, Oracle
The first catfolk subtype to be discovered by civilization on another continent. First impressions were strained: the tigerlike race had long been using magic to improve the quality of their lives, particulary arcane magic. They were mistaken for the similarly-tigerlike Rakshasa and violently warred upon. When it was discovered the sherkasta weren't related to the naturally evil outsiders at all, the civilized races realized their faux pas and apologied to them by sharing arcane knowledge.
Though originally untrusting, the sherkasta's curiousity makes them far more interested in magic than they should be. Many have left their tribes for other continents, sometimes entire families at a time, to learn the foreigner's magic. Those who feel they have learned enough take it back to their kin. They are tight-lipped on why they are so fascinated with magic to this day. Few consider it forboding, owing to the sherkasta's personable attitudes.Recently, they've gotten a reputation for being courteous and gentle, owing from the skill and personality of the handful that reach recognition in Taldor. They find castles and nobility fascinating, and attempt to adopt the same presence of fictional knights and ladies - even adopting the poetic speech patterns. They seem more interested in the fantasy of it than the reality - but this seems harmless, and even flattering to most humans and gnomes. Dwarves and elves consider this to be completely delusional, even when they find it endearing. Half-elves, halflings, and even half-orcs are known to play along, happy to escape reality for a while.
Sherkasta are almost entirely wizards and sorcerers, and do not discrimate between the two. Rarely, a sherkasta will emerge with a different class, often one inspired by another species' tales and legends. Though viewed upon as eccentric, they suffer no real loss of face in sherkasta society. A sherkasta pelt is extremely beautiful, well-kept, and is easily enchantable, and is worth about 400 gold. Of course, harvesting or wearing the pelt of a sentient humanoid is an evil act, and possession of a sherkasta pelt earns the ire of good-aligned creatures.
RP: 12
- Humanoid (Catfolk).
- Medium.
- Speed: 30ft.
- +2 Int, +2 Cha, -2 Str. The tigerlike sherkasta absorb knowledge shockingly fast, and they are as personable as their common kin. They are physically weak, however, owing to their lack of need for it.
- Low-Light Vision.
- Courteous Magocracy: Sherkasta gain a +2 racial bonus on Spellcraft and Use Magic Device checks.
- Subconscious Magic: A sherkasta often has a bit of magic constantly active. At the start of every day, choose one of these effects:
* Abjuration (Ex): While subconsciously manifesting abjuration magic, gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
* Conjuration (Su): While subconsciously manifesting conjuration magic, positive energy is summoned alongside your spells. You heal 1 hp per spell level when successfully casting a spell.
* Divination (Su): While subconsciously manifesting divination magic, you gain several spell-like abilities 1/day: comprehend languages, detect magic, detect poison, read magic, detect secret doors. Caster level is equal to character level.
* Enchantment (Ex): While subconsciously manifesting enchantment magic, you gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
* Evocation (Su): While subconsciously manifesting evocation magic, you add a little extra elemental damage to your spells. Spells that already inflict damage deal a extra point of fire, cold, electricity, or acid damage per dice.
* Illusion (Su): While subconsciously manifesting illusion magic, you can fascinate others with your fur. Once per day, you can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).
* Necromancy (Ex): While subconsciously manifesting necromancy, you take no penalty from energy-draining effects, though can still be killed if you accrue more negative levels you have HD. After 24 hours, any negative levels ayou have accrued are removed without the need for any additional saving throws. In addition, you gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Transmutation (Ex): While subconsciously manifesting transmutation magic, choose one effect: 20-foot climb speed, 30-foot swim speed, or take no damage from falling. You must select this at the beginning of the day, you may not change it until you next gain a subconscious magic.
Special Item:
- Fantasy Armor: Owing to their fascination with old myths of knights and magic upon being introduced to them, many sherkasta have begun to create sets of armor that don't hamper their spellcasting - though they're mostly illusion or lighter materials that would have no benefit in combat. These 'false armors' do not resrict movement, nor do they inflict a spell failure chance, but also give no bonus to armor class. They are easily identifiable: they seem made more for appearance than anything else, and often show quite a bit more cloth or fur than real armor ever would. They are impressive and endearing to some folks, however, and offer a bonus on Charisma-based skill checks. This isn't restricted to the sherkasta: many other races find these armors to be interesting and desirable costumes.
Masterwork versions of these armors exist. While they do not give a bonus on Charisma checks, these can be enchanted.
*Fantasy Light Armor: 50gp. Max Dex: +8. +1 bonus on Charisma-based skill checks. Weight: 7lbs.
*Fantasy Medium Armor: 100gp. Max Dex: +5. +2 bonus on Charisma-based skill checks. Weight: 15lbs.
*Fantasy Heavy Armor: 200gp. Max Dex: +3. +3 bonus on Charisma-based skill checks. Weight: 30lbs.