Panthera

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Physical Description

Panthera are thin and slender creatures, standing in a range between that of a dwarf or a human. However, unlike their humanoid counterparts, they are clearly distinguished by their coat of soft fur, slit pupils, and tail, as well as their round and pointed ears atop their head. Their hands are shaped similarly to that of any other race, but also contain a natural weapon -- their retractable claws.

Accents are typically Carosi in nature with a bit more of a lisp. The words are fluid and often rather crisp when spoken. For example, “What do you want to do?” read in common would be “Vhat doo yoo-u vant too doo?” Everything is very stretched.

Pantheran people prefer more neutral tones in comparison to other Carosi. They often don browns, grays, burned oranges, dark yellows, and deep reds. Only do the nobility wear bright colors to display their status. You will rarely see a panthera sporting the colors purple or blue, as they believe purple and blue are “elven colors”. They wear loose clothing and prefer lighter armor but will wear heavier if need be. They often wear turbans to shield themselves from the intense humidity and rarely wear shoes. Their hair is often dreaded and held with decorative beads or wrappings as the hair of a panthera is sacred.


Race Bonus Ancestral
Origin
Population Average
Lifespan
Catfolk DEX +2
CHA +2
WIS -2
Caros Scarce 60 Years

Racial Traits

Size: Medium

Base Speed: 35 feet per turn

Natural Weapon: Cat's Claws (1d4 damage)

Languages: Pantheran begin play speaking Carosi and Common

Due to the variations of Pantheran traits, they can choose between multiple racial traits. They are allowed to choose one of each type of racial trait, or an alternative that may be selected in place of one or more of these types.

Senses --

Low Light Vision: Pantheran have low-light vison, allowing them to see twice as far as humans in dim light.

Scent: Pantheran gain the scent ability, tracking by sense of smell, detecting the presence of creatures within anywhere from a 15 to 60 feet range (depending on wind)

Defense --

Cat's Luck: Once per day when a Pantheran makes a Reflex saving throw, he can roll it with advantage.

Feat and Skill --

Natural Hunter: Thanks to their natural hunter instinct, they gain a +2 bonus to Perception, Stealth, and Survival checks.

Clever Cat: Their craftiness and interest in social affairs gains a +2 bonus to Bluff, Diplomacy and Sense Motive checks.

Curiosity: Pantheran are naturally inquisitive about their world, gaining a +4 bonus to Diplomacy (when asking for information), and Knowledge (History) and Knowledge (Local) are always class skills for them. If a class chosen already has those Knowledge skills as class skills, they gain a +2 bonus to those skills.


Movement --

Sprinter: Pantheran gains an additional 10-foot racial bonus when using Charge, Run, or Withdraw actions

Climber: Their claws and natural instinct gains a +8 bonus on Climb checks, and possess a climb speed of 20 feet per turn.

Nimble Faller: Pantheran naturally land on their feet even from lethal falls and gain a +1 bonus to their CMD against trip maneuvers.

Special Alternative --

Jungle Stalker: A Pantheran's homeland is in deeply forested terrain, and as such have adapted to it. Those who have gain a +2 bonus to Acrobatics checks and ignore difficult terrain caused by foliage. This takes up both the Movement and Defense slot.



Relations

While they do not hold position in the Sandwyrm Conclave, they are still regarded as a major power on the southern island. Their leader, Queen Khalida, has established a firm society based off of the trade of silks and inks.

Culture

Known for indulgence and passion, the panthera have little restrictions. Respect is earned, not given in Pantheran culture. Slaves are widely accepted as they are in most of Caros and the slave trade is very fluid throughout Shasa. In fact, Shasa is renowned for trading in slaves who are used in every aspect of life, including as guards, maids, pit fighters, and whores. Those born into slavery are given little chance to appeal against their heritage and are often forced into the lifestyle. The people of Shasa, similar to the rest of southern Caros, believe in the term “ an eye for an eye” unlike their northern cousins who believe in the rest of the phrase “...only makes the world blind”. Those who break the laws of Shasa (which are rather difficult to break) are given two options. Die in the fighting pits, or live as a cripple.

Sorcerers, clerics, and monks are particularly valued in Pantheran culture because they are viewed as being “touched by the ancients” and the true descendants of the turned felines.

History

The bringing of the panthera is one shrouded in secrecy kept by the loyal line for generations. The story told to the public is one regarded as reality despite it’s glorious and unrealistic nature. They believe that thousands of years ago, the ancient gods saw that their descendants were being hunted to extinction by the northern elves for their beautiful furs and their sharp teeth. This beautiful race of felines was dwindling down to the point where only a few hundred existed and were on the brink of being completely extinct. Seeing their beauty, the ancient gods delivered them a gift which would allow them to walk on two feet and wield a proper weapon as the elves who threatened them did. The remaining felines stood wayward against the elves and pushed them back, and reveled in their new forms. They begged for one last gift in which the ancient reluctantly abided to. This new established race of felines were given a voice, a language, and culture. Thus, the panthera were born.


Society

Their society while tribal in nature is rather advanced when in comparison to other beastly races of Caros, featuring a caste system and a royal figure, that resides in the House of the Undying Sun, in the city of Shasa.


Shasa

Shasa is the capital of the pantheran people and is an oasis on the edge of the Mysts, a rainforest in the southeast portion of Caros. The people often live in large apartments made of sandstone. The city is often wracked by intense hurricanes and monsoons which flood the lower portions of the city. The bay shore is dominated by great broken stepped walls, the largest known as the wall of binding is four hundred feet high. All manner of trees, vines and flowers grow on the terraces but are often swept away by the intense waves. The fighting pit of Shasa is located just at the very edge in which it also serves as a basin for when flooding occurs. Their most infamous landmark is the wall of binding, in which those who refuse the pits are strung to be eaten away by seagulls and the harsh waves. The House of the Undying Sun is where the monarchy resides. It’s a giant temple with bright red glowing spires that burn the eyes of those who look upon them.


Alignment and Religion

Their people generally worship the universal “spire” (sun god) known as Sól while seemingly less worship the hedonistic religion of Natanis, a religion dedicated to indulging on the seven sins.

Adventurers

Pantheran are natural born trackers that therefore predisposes a career of rangers and druids in Catfolk adventurers, but others can find their trade in performance art, wizardry, or even a holistic path as a monk or cleric.

Male Names: Hemlok, Azu, Carthan, Jonat

Female Names: Alya, Shimu, Nunnewa, Zalyra, Maru