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Don’t say we didn’t warn you. Expect and in equal measure, often with drawfaggotry or writefaggotry to match. And yet, hate and love can be said to be two sides of the same coin. Furries have often shamelessly involved themselves in roleplaying games, from the likes of and its spin-off to And Other Strangeness. And yet, even more mainstream games have thrown them some encouragement. Cats are, without a doubt, one of the most commonly admired of animals by furries.
Yet catfolk somehow get a pass on this. Anyway, there’s a lot of different cat-people races that run deffender various game settings.
This article will serve to house and refer to them all. However, I think refender general way of handing creatures in BESM 3rd as it was in previous editions is to not bother with stats for minor NPCs or creatures in this. Creatures,’ then setting up rules for how they interact, so that ever contradictory rules for those things don’t arise again, as they did in previous editions.
The notorious Pooka of can easily be adapted into catgirl form, as can certain others — hell, there’s an entire catgirl kith called the Nyan. These are just a couple of examples. The latest take on the tabaxi; looks kind of like the Cheetos mascot. Initially appearing in the Fiend Folio, Tabaxi are a reclusive race carguqrd humanoid felines native to tropical and subtropical jungles.
They live in Stone Age-level clans, shyly hiding from most other sapient humanoids and hunting native game like peccaries and capybaras. The Tabaxi were later made a native race of the indigenous to – because of course you’re going to have jungle-dwelling cat-people in the South America expy, right? They were then chosen to be added to the official Monstrous Manual. In the shift, tabaxi went from having an implicitly -like appearance and tiger-colored pelts to a appearance and a yellow with black spots pelt with either solid spots like a leopard or roseate spots like a jaguar ; those tabaxi who look like leopards pronounce their species name as ta-BAX-ee, whilst those who defenedr jaguars instead call themselves tah-BAHSH-ee.
Maztican tabaxi share something in common with, in that they have a larger, more powerful, innately magic and utterly evil ‘lord’ version that possibly has infernal origins and which sometimes enslaves their clans. Unlike the Lizard Kings, though, ‘tabaxi lords’ appear as huge, talking, non-anthro male jaguars or leopards.
They’re most notable for the fact that they’re bitter rivals of, and in fact were probably made to be expies for the Huitzilpochtli and Quetzalcoatl rivalry, and the fact that they can only reproduce by humping the female tabaxi, which is kind of squicky even for many furries.
They are notable as one of the absolute fastest races in the game, with a base speed of 40 feet per round and the ability to make a super-charged Dash that eats up their next turn’s movement action. Which is a pretty cheap price for moving close to feet in a single turn.
The 5e Tabaxi PC writeup looks like this: Darkvision 60 feet Feline Agility: When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can’t use einbauannleitung again until you move 0 feet on one of your turns. You have Proficiency in Perception and Stealth. Catfolk [ ] In 3rd edition, when was lost in files, they created a more generic anthro cat einbauanlritung, and they called them.
First appearing in the Miniatures Handbook, they einbauanleitng later reprinted with a fuller racial writeup in the Races of the Wild. They’re described as basically a primitive and nomadic tribal society of humanoid big cats, most commonly resembling lions, with leopard, tiger and cheetah-like individuals being just a difference in coat patterns.
They’re described as having an emotional nature and tending to act in ‘fits and starts’ rather than in a smooth, continuous effort.
Bursts of activity interspersing consistent laziness. They have the habit of leaping impulsively out of hiding and into combat when a foe is in the vicinity, and this is among the reasons carguar they tend towards Chaotic Neutral alignment. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors.
Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Draconic, Gnoll, Halfling, Sylvan. A Serendipity Shaman, one of the unique class styles developed by the Ammuran.
Also includes catfolk, which refer to themselves in-universe as the Amurran, as part of their fantasy kitchen sink approach.
This elicited some query from fans over differences in artwork, portraying them various as and as catfolk, until it was clarified in one splat-book that Amurran are very ‘mutable’ and so the exact ratio of cat to human in their appearance varies wildly between areas, or even between individuals, sort of like the Khajiit of The Elder Scrolls. Whether or not this has to do with humans tending to screw Amurran is left unclear. Like many of the more popular Pathfinder races, Ammuran have a wide array of alternative racial traits and options.
Humanoid Catfolk Medium Base Speed: Roll a Reflex saving throw twice and take the better result. This can be done once per day. Replaces Natural Hunter, grants the ability to make claw attacks inflict 1d4 damage as primary attack-class natural weapons. Replaces Low-Light Vision, grants the Scent trait.
The original tibbit, or cat-were, was an absurdly overpowered little freak. Its spell-like abilities are cast as a 10th level. In either form, it has access to the psionic powers of Body Equilibrium, Precognition, and Telempathic Projection, which it can use as a 10th level.
If that’s not enough ridiculousness for you, just once in its lifetime, a tibbet can make a one-way Plane Shift that transports itself and up to lbs of various materials to the plane of, where tibbets apparently dwell ‘in great numbers’.
Given that this was made before recognized the planes, it’s probably more logical to place them on the now. The tibbets who remain on the mortal world can also issue a plea for help, summoning 5d10 of their fellows from Pandemonium who will fight on their summoner’s side for 30 rounds before they are drawn back into the planes.
And the cherry on top: The 3rd edition version is altogether less powerful, and is essentially what you get if you try to mix ‘werecat’, ‘ and ‘ in a pot.
They are now described as having evolved from wizardly bonded cats generations ago, so you can no longer try and engineer the birth of tibbits by crossbreeding your familiar with other cats. In their humanoid form, they look pretty much like halflings or maybe; small humanoids with pointed ears.
Their feline-like eyes and their cat’s fur-colored hair betray their true nature.
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In feline form, they look like any normal housecat. Moody, curious and often rather arrogant, tibbits are by nature both hedonistic and adventurous, flexible, but surprisingly loyal to those they consider a true friend.
Their stats are as follows: A tibbet can spend a standard action at will to transform into a house cat. It gains a natural bite attack 1d3 piercing damage and 2 natural claw attacks 1d2 slashing damage and its only full attack option is to make 2 claw attacks and 1 bite -5 penaltycarguwrd matter its base attack bonus.
Weapons, shields, armor and robes are melded into the tibbet’s body during the transformation and cannot be used. Items that require a physical apparatus ddefender function, such as rings or boots, shift into an appropriate form for a cat and remain viable. In cat form, a tibbet can’t speak or use its paws to manipulate fine objects, which prohibits the use of casting spells with verbal or somatic components, using scrolls, or activating magic items.
Whilst in cat form, a tibbet’s true nature is only revealed to any effect that can pierce the effects of a Polymorph spell. If slain in cat form, a tibbet reverts to its true form in 1 round. Returning to its humanoid form takes a full-round action and, once it has done so, the tibbet must wait for 1 hour before transforming again.
Can speak to cats as an innate ability. The original Paka artwork from 2e. Yes, 2e Ravenloft art could be kind of crap. Though certainly not as obscure as tibbets, few but the setting’s most devoted fans remembers the existence of pakas, a race of evil feline lesser shapeshifters hailing from the setting. Except, in this case, they’re justified trying to burn pakas at the stake, because pakas are fucking douchebags.
Seriously; their whole fluff is that they believe humans committed some transgression against them long ago, and so now they want revenge on all humanity. They don’t even remember what humans supposedly did, they just take it as religious doctrine that humans did something, and that nebulous something is justification to trick, harass, and even kill or eat humans forever.
That said, they are capable of gratitude, and are known to appreciate and repay acts of kindness, generosity and mercy towards them. This was even used as justification in Quoth the Raven 19, which houses the largest amount of paka-related lore in any Ravenloft book, to give them potential PC status. After all, they’re a chaotic species more than an evil one, and so that means there are some paka out there who decide that the whole revenge deal is stupid and devote themselves to just having fun instead.
Beyond being able to switch between catgirl and human forms, pakas have the magical ability to telepathically communicate with and control felines of all kinds, from common housecats to great cats like lions or tigers. They can also heal wounds by licking them, though not very often. Paka society is essentially matriarchal pride-structure; females group together and form stable bands, whilst males roam as they see fit, occasionally hooking up with a pride usually to bang any interested females and then leaving when they’re not interested anymore, with kittens being raised by the female prides.
Mandatory Ability Score Increase: You have the Catform at-will racial power shift between your paka form and your human form as a minor action and are considered a Shapechanger for effects and conditions that target racial types. Racial encounter power, only usable when bloodied, use a minor action to spend a single healing surge.
A paka can use a standard action to shift between its normal form and its ‘human guise’, a single specific human identity of the same gender as its normal form. This otherwise functions as Alter Self, save it does not adjust ability scores.
A paka has two primary natural claw attacks dealing 1d4 damage.
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A paka is always considered to have a running start defrnder making a jump. As a standard action, a paka can lick its wounds, gaining fast healing 2 for 1 round. A paka can use this ability einbauanleitjng heal 2 hit points per character level each day. Speak With Cats Sp: Terali [ ] The terali are a race of leopard-featured catfolk native to the jungles of southern Termana in the campaign setting.
Materially primitive – they are a Stone Age people, using wood, bone and ivory as their primary materials – they are, none the less, one of the more civilized races of Termana – certainly compared to their neighbors.
These leopard-people live a seminomadic lifestyle; traveling in tribes up to strong, they build vilages for shelter during the rainy season, and then roam the jungles following the game and living out of temporary shelters during the dry season.
Instead, they worship a pantheon of spirits, both ancestral and territorial. A terali tribe is led by a hereditary chieftain, who is advicsed by a councile of elders and tribal sorcerers.