Difference between revisions of "Kzinti"
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Revision as of 18:36, 4 May 2022
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A feline race of humanoids that seem bred for war. No one knows where this race comes from, as it is not native to these lands, but rumours exist that they come from another plane by way of some magic portal. They are very strong, smart, extremely quick, and hardier than most humans. They may not be very wise, but they are a strong enough race to live an existence on their own terms. Kzinti utilize their claws in combat, and are afforded limited protection from their hide-like skin. Kzinti all have the innate ability to move while hidden, often surprising their opponents. Kzinti are fearless in combat and thus they never flee. This same tenacity also tends to send them into a sudden frenzy when in melee combat as well.
- Abbreviation: Kzn.
- Racial Size: medium.
- Racial TNL: 1538 XP.
- Well-Suited to Be: rogues, monks, shadowfists, warriors, rippers.
- Ill-Suited to Be: priests, fusiliers, wizards, mindbenders.
Comments
Despite their relatively high intelligence, kzinti fail spells and do not get a spell cost reduction bonus, so they do not make efficient casters.
They do however get a natural armor and have very high dexterity, allowing them to serve as excellent tanks as rogue and monk related claases.
They lack a racial damage modifier but have good strength, so warriors and similar classes are a good option as well.
Kzinti do not have an archery modifier.
Stealth is where kzinti shine - with high dex, medium size and a positive stealth modifier they are excellent at stealth and do not fail backstab very often.