Lynxenthrope (3.5e Race)
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Lynxenthropes are more commonly known as Tigristhropes or weretigers for those able to shift. Derived from the synonym of Tiger "Lynx" and Thrope derived from the term therianthropic which means to change from human to animal.
Most are Social and somewhat animalistic. Being closely related to tigers as we know them they are primarily solitary in nature. Only pairing into Family Units known as "Streaks" when raising young. This being the case they are primarily nomadic until they pair off to claim their own land. In rare cases they continue to be nomadic if unable to acquire land. Such as the case with the player race
Lynxenthropes vary in Height from 9 feet at the largest to 6 feet at the shortest. They can weigh anywhere between 500 lbs and 900 lbs. which makes them perfect Tanks. However, this also makes them medium to Large in Size Catagory. The fur varies between medium and short hair with a wide range of colors. Most being either silver, Tan, orange, black or white with stripes. They have a stocky and sometimes sleek build.
Lynxenthropes are able to tolerate other races depending on their exposure to said race. Being very versatile and propper with most. However lower intelligence Lynxenthrops are cruder in expression and conversation. Being most comfortable around other Feline related races and creatures. Most tend to have thick disdain for humans if they have their own domain due to fierce conflict over land.
Depending on being more nomadic or living in society Lynxenthropes are usually Chaotic Neutral, Neutral, or Lawful Neutral.
They can live in almost all climates due to their highly adaptive nature. Due to the ability to shed and grow more fur the Lynxenthrope can comfortably live in almost any environment.
Shaundakul (CN) Shevarash (CN) Waukeen (N) Grumbar (N) Hoar (LN) Ptah (LN)
The most common religions regard Nomads or Wealth. Due to Lyxenthropes Becoming Merchants in society.
You can speak, read and write Common, One Language of your choice and you can speak to any felines and understand what they are saying back to you.
Hit Die 1D12
- +4 Strength, +2 Dexterity , +4 Constitution, -4 Intelligence, +2 Wisdom:
- 3 feats at creation
- retractable claws
- Medium or Large:
- Lynxenthrope base land speed is 40 feet:
- Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
- Darkvision (Ex): You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
- Claws (Ex): You have proficiency in unarmed strikes using your claws, which deal 1d4 slashing damage on a hit. You can use Dexterity instead of Strength for these attack and damage rolls.
- Bite (Ex): You have a mouth full of sharp teeth which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Soft Fall (Ex): have feline reflexes thanks to their heritage. When falling less than 20 feet, you take no damage and land on your feet.
- Natural Stealth (Ex): have a natural tendency to be stealth and are natural rogues and thieves. You gain proficiency in the Stealth skill.
- Keen Hearing and Smell (Ex): You have an +3 advantage on Wisdom (Perception) checks that rely on hearing and smell.
- Thick Hide (Ex): If bludgeoning, piercing, or slashing damage from a nonmagical weapon reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead and you take one level of exhaustion.
- Minor Heat Endurance (Ex): Recieve a +2 bonus on Fortitude saves made to resist the effects of hot weather or exposure. Lynxenthrope are naturally acclimated to a jungle climate, and they can tolerate the heat and humidity very easily.
- Taunting Roar (Sp): You roar out, releasing your power and taunting your opponents. Any enemy target within 30ft. of you must succeed on a Will save or become fixated on you. (Will Save DC+CON+Initmidation/Diplomacy) Fixated creatures must attack you for the duration of the ability and cannot attack any other creature until the ability ends. lasts for 3 rounds. is considered a full action.
- Rend: Prerequisite: Power Attack, Snatch, Str 14+ - If you strike the same opponent with two claw attacks, you automatically inflict additional damage equal to two claws plus 1.5 times your strength bonus. You cannot grab an opponent at the same time you rend them.
- Bleeding Strike: UNLOCKS AT LEVEL 10 with a Prerequisite of REND - In addition to dealing with normal damage, you attempt to cut a gaping wound into your opponent. If your attack is successful, your target must make a Reflex save in order to remain unaffected. If the Reflex save fails, the target must then make a Fortitude save in order to prevent the bleeding. If both saves fail, the target starts bleeding for 2 points of damage each round at the beginning of their turn. Any magical healing received will remove this effect. This ability has no effect on creatures immune to critical hits. Note: This effect does not stack with itself, but it will stack with other sources of ongoing damage.
- Vicious Clarity (Sp): At half health Lynxenthropes enter a state of Rage like Clarity. This Trance is a Fight or flight response. Which Gives the Lynxenthrope +4 to hit and an extra 1d6 + your Strength modifier on damage roles. However once in this trance, the Lynxenthrope will no longer be able to go into a defensive stance or block. This Ability Marks a single target at a time. You are also unable to change targets until the original mark is dead.
- Primal Build (Ex): Due to the sheer amount of muscle and size of a Lynxenthrope They can use two-handed weapons as one-handed. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. You may take this feat multiple times. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Weapon and Armor Proficiency (Ex): A Lynxenthrope is automatically proficient with all simple and 1 martial weapon and 1 ranged weapon. All armors and shields. This includes Tower Sheilds.
- Automatic Languages: Common and you can speak to any felines and understand what they are saying back to you. Bonus Languages: One Language of your choice.
- Favored Class: Any Martial Class of choice.
- Level Adjustment: 3
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