Difference between revisions of "Kzinti"

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== Comments ==
 
== Comments ==
  
Despite their relatively high [[Intelligence|int]], kzin fail spells and don't get a spell cost reduction bonus. I'm also fairly certain they don't get a racial damage modifier, like [[Orcs|orcs]] and [[Ogres|ogres]] do. They are, however, very sneaky and therefore they don't fail [[Backstab|backstab]] (or similar skills) due to stealth very often.
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Despite their relatively high [[Intelligence|intelligence]], kzinti fail spells and do not get a spell cost reduction bonus, so they do not make efficient casters.  
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They do however get a natural armor and have very high [[Dexterity|dexterity]], allowing them to serve as excellent tanks as rogue and monk related claases.
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They lack a racial damage modifier but have good strength, so warriors and similar classes are a good option as well.
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Kzinti do not have an archery modifier.
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Stealth is where kzinti shine - they are excellent at stealth and do not fail [[Backstab|backstab]] very often.
  
 
[[Category: Creatable Races]]
 
[[Category: Creatable Races]]

Revision as of 15:22, 21 November 2011

Kzinti Statistics Tables
Lowmort-Tier Kzinti Statistics by Class
bzk, bod, pal,
war
asn, mag, mnd,
psi, sor, wzd
cle, dru, prs
arc, bci, fus,
mon, rog, shf
ran
Str 16–23 (26) 15–20 (23) 15–20 (23) 15–20 (23) 15–20 (23)
Int 14–19 (22) 15–22 (25) 14–19 (22) 14–19 (22) 14–19 (22)
Wis 10–15 (18) 10–15 (18) 11–18 (21) 10–15 (18) 10–15 (18)
Dex 16–21 (24) 16–21 (24) 16–21 (24) 17–24 (27) 16–21 (24)
Con 14–19 (22) 14–19 (22) 14–19 (22) 14–19 (22) 15–22 (25)
Hero-Tier Kzinti Statistics by Class
bzk, bod, pal,
war
asn, mag, mnd,
psi, sor, wzd
cle, dru, prs
arc, bci, fus,
mon, rog, shf
ran
Str 23–28 (31) 20–22 (25) 20–22 (25) 20–22 (25) 20–22 (25)
Int 19–21 (24) 22–27 (30) 19–21 (24) 19–21 (24) 19–21 (24)
Wis 15–17 (20) 15–17 (20) 18–23 (26) 15–17 (20) 15–17 (20)
Dex 21–23 (26) 21–23 (26) 21–23 (26) 24–29 (32) 21–23 (26)
Con 19–21 (24) 19–21 (24) 19–21 (24) 19–21 (24) 22–27 (30)
NOTES: numbers in each cell above are initial trained value – maximum trainable value (maximum allowable value for non-devotees); class prime requisites are green.

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.

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 - they are excellent at stealth and do not fail backstab very often.