Felis Sapien (3.5e Template)
From D&D Wiki
- 1 Felis Sapien
- 1.1 Creating a Felis Sapien
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Full Attack
- 1.1.7 Damage
- 1.1.8 Special Attacks
- 1.1.9 Special Qualities
- 1.1.10 Abilities
- 1.1.11 Skills
- 1.1.12 Feats
- 1.1.13 Environment
- 1.1.14 Organization
- 1.1.15 Challenge Rating
- 1.1.16 Treasure
- 1.1.17 Alignment
- 1.1.18 Advancement
- 1.1.19 Level Adjustment
- 1.1 Creating a Felis Sapien
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Felis Sapiens are the result of an alchemical disaster in which the victim becomes a cat-humanoid. The exact shape the mutation takes may very however the only known example happens has been able to return a human form with an exception for having the ears and tail of a cat. Also the the Felis Sapien has acquired the uncanny ability of being able to communicate with cats and relate creatures of the feline family along with personality traits and other special abilities related to a cat.
Creating a Felis Sapien
The Felis Sapien is an acquired template that be applied to any humanoid creature hence called the base creature.
Size and Type
The Base Creature becomes a Monstrous Humanoid (Augmented Humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Increase all current and future Hit Dice to d8s.
Same as the base creature.
The Base Creature gains no bonuses to its Armor Class.
A Felis Sapien retains all attacks of the base creature and gains a claw attack with each hand if it didn't already have one. A creature with any natural weapons retains them. A Felis Sapien without weapons may use its claw attacks or any primary natural weapons (if it had any). A Felis Sapien armed with a one-handed weapon attacks with the weapon or a single claw attack with it free hand. A Felis Sapien with a two-handed weapon uses the weapon instead of its claw attack.
A Felis Sapien without any weapons may use it claw attack (see above) or its natural weapons (if it has any). If armed with a weapon, a Felis Sapien uses the weapon as its primary attack with a claw attack with any open hand or natural weapon as a natural secondary attack. A Felis Sapien can't use its claw attack while its holding a two handed weapon.
The damage that a Felis Sapiens claw attack is the same as an unarmed strike except that it is an slashing weapon instead of a bludgeoning weapon.
A Felis Sapien retains all special attacks of the base creature.
A Felis Sapien retains all special qualities of the base creature and gains low-light vision, scent and the following:
Feline Tongue(Ex): A Felis Sapien can communicate with any feline creature. This ability does not change the disposition of the feline to which a Felis Sapien is talking to.
Feline Affinity(EX): A Felis Sapien gains a +2 familiarity bonus on all Handle Animal and Diplomacy checks against any feline creature.
Feline Mind(Ex): A Felis Sapien must make a successful Will Save (DC 15- his Intelligence Score) whenever something shiny catches his attention or else revert feline curiosity and be forced to check shining object out, despite any obvious danger doing so. A Felis Sapien may perform a Concentration Check and receive a +2 determination bonus to the save as long as he has something to focus on.
Feline Reflexes(Ex): When falling, a Felis Sapien gains +10 racial bonus to any tumble check to reduce the damage by landing on its feet and Reflex saving throws to reduce the damage from or avoid an attack or spell. If a Felis Sapien gets a natural 20 on the check, then the distance is treated as half the actual distance when determining damage. If a Felis Sapien gets a natural 20 on a Reflex Save to reduce the damage from an attack or spell, then it takes no damage instead.
Tail Dependence(Ex): A Felis Sapien must rely on its tail to keep balance. If severe damage is dealt to his tail or if the tail is cut off, the Felis Sapien must make a successful Balance Check whenever walking or performing any strenuous action such as running or climbing, or else loose its balance and fall prone, provoking attacks of opportunity. If a Felis Sapien fails a Balance Check by less than 5 points while performing an attack role, he gains a -10 situation penalty to that roll. Failing a Balance Check by more than 5 points while performing an attack roll causes the attack to become an automatic 1.
Spring Time Infatuation(Ex): During spring time, a female Felis Sapien must perform a Will Check whenever meeting a male of the base creature's race- the DC of which is 10+ the male's Charisma Modifier or else lose all sense of self-respect and morality, failing all Reflex and Wisdom Saves and any Intelligence Based saves. All Diplomacy saves that the male that she has become infatuated with instantly succeeds and all Intimidate checks gain -10 situation penalty. A Felis Sapien infatuated with a male may perform a Will Save with a DC of 15+ the male's Charisma Modifier every hour or when the male leaves her. Failing this save will cause the Felis Sapien to remain infatuated with the male and, in case that the male moves away from her, she will follow him. If the Felus Sapien is already in a serious relationship will another person, she gains a +5 racial bonus to every save involving this ability.
Increase from the base creature as follows: Strength -1, Dexterity +2, Wisdom +1, Charisma -2.
A Felis Sapien has +2 racial bonus on all Balance, Climb, Jump, Hide, Listen, Move Silently, Spot Checks and uses its Dexterity Modifier instead of its Strength Modifier on all Climb checks. Otherwise the same as the base creature.
Any usually the same as the base creature.
Same as the base creature +1.
Same as the base creature, but a Felis Sapien may carry anything that is shiny or appeals to it in anyway.
Same as base creature.
Same as base creature +1.