Felosians
Description

Felosians are among the youngest races in existence within the realm. When they first appeared in the realm, they were wild, isolated creatures. They killed intruders with swift efficiency, and dominated the untamed woods and mountains in the south-western portion of Tarias' largest continent. With the guidance of their benefactor, the Ancient known as Felos, they began forming small hunting groups which eventually grew into primitive villages over the next few generations.

They are roughly humanoid, with cat-like facial features and body frames, and most of their bodies are covered in short, colorful fur. They stand roughly 62 to 74 inches in height, and their frames can range from small and limber to large and powerful. Felosians are nimble creatures, with superb balance and precision. They also have a love for exploration and to try new things, often against better judgement. They avoid wearing metal armor whenever possible, preferring instead light, natural armors that don't impair their natural abilities.

Felosians are one of the few demi-human races that have a shorter life span than humans. They typically live about 72-94 years. They reach adolescence at about 9 years old, adulthood about 15, middle-age about 35, and old-age around 50.

In the generations since their first contact with other races, most Felosians get along fairly well with their neighbors. They can be weary of strangers a times, but for the most part offer their hospitality towards friendly travellers who happen by their homes and villages. The notable exception to their disposition is humans. Depending on the geographic area, felosian-human relations can vary wildly from civil, guarded relationships to openly hostile encounters.

The average Felosian is skilled in one craft or another, from the artistic to the functional. Most become builders, potters, and other professions necessary to sustain the villages in which they reside. Those individuals that are particularly gifted often become scholars, artists, priests, or wizards.

All felosians have a bonus to their Dexterity score, and a penalty to their wisdom score. Because of their cat-like nature, they also have natural stealth and climbing abilities, and can use their claws in combat as natural weapons. All Felosians also have low-Light vision.

There are three main branches of the felosian race, divided by the geographic regions they reside in. There are the Highland Felosians, who live in rocky, mountainous terrain. Next are the Woodland Felosians, who live in forests and deep jungles. Finally, are the Grassland Felosians, who live in the grassy plains of temperate and tropical regions.

History

At the time of the War of the Scaled Horde, the Felosians were still somewhat primitive compared to other races, but their skill in fighting, arcane magic, and stealth proved more than a match for the dark forces attempting to destroy their homelands. They formed alliances with elves, humans, and dwarves alike, both to bolster their defenses and to strengthen their offensive efforts against the dark army. Their warriors were almost always on the front lines, while their wizards and priests often wielded strange magics considered too dangerous by the other races.

In the final weeks of the war, their homeland became the primary target of the Horde army. Despite their best efforts, their homeland was ultimately destroyed in the cataclysm that ended the war. The few remaining Felosians took refuge in the lands of their former allies.

With the homeland they had fought to preserve gone, their god mysteriously silent, and their people scattered like so many leaves in a wind storm, the felosians were a broken people. They roamed the realm, searching for a new place to call home. It would take many generations before the Felosians were able to settle down and re-discover their heritage. Though a few brave souls continued to involve themselves in the affairs of the world, most have turned their attention inward, and remain in seclusion even to this day.

Stats & Abilities
Height/Weight/Age
  Hgt Wgt Age Max Age
Base 60 120 12 70
Mod 2d6 4d12 1d4 2d12
Felosians reach middle age about 35, old age around 50, and venerable at 70. They suffer the same ageing affects as humans at these milestones.
Ability Adjustments
+2 DEX, -2 WIS
 
Size / Speed
Medium, 30'
 
Favored Classes
Fighter, Wizard, Druid, Tarian Mystic
 
Predatory Instincts
+2 racial bonus to Hide, Move Silently, and Climb
 
Low-Light Vision
Felosians 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.
 
Leaping
Can jump an additional 5' horizontally or vertically, or an additional 10' horizontally with a running start.
 
Natural Weapons
Felosians are able to attack with natural weapons for 1d4 slashing damage. When using natural weapons, they count as having the Two-Weapon Fighting feat and may use their DEX modifier for attack rolls.
 
Languages
Felosians start off knowing Common and Felosian. At 1st level, they can select a number of bonus languages equal to their INT modifier from the following list:
Elf, Halfling, Gnomish, Sylvan / Fey, Draconic, Gnoll, Goblin, Orc
Ability Adjustments
+2 DEX, +2 INT, -2 WIS
 
Size / Speed
Medium, 30'
 
Favored Classes
Fighter, Wizard, Druid, Tarian Mystic
 
Predatory Instincts
+2 racial bonus to Stealth and Climb
 
Low-Light Vision
Felosians 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.
 
Leaping
Can jump an additional 5' horizontally or vertically, or an additional 10' horizontally with a running start.
 
Natural Weapons
Felosians are able to attack with natural weapons for 1d4 slashing damage. When using natural weapons, they count as having the Two-Weapon Fighting feat and may use their DEX modifier for attack rolls.
 
Languages
Felosians start off knowing Common and Felosian. At 1st level, they can select a number of bonus languages equal to their INT modifier from the following list:
Elf, Halfling, Gnomish, Sylvan / Fey, Draconic, Gnoll, Goblin, Orc
Ability Boosts
DEX, INT, Free
 
Ability Flaws
WIS
 
Size / Speed
Medium, 25'
 
Predatory Instincts
You receive a +1 circumstance bonus to Stealth, and to Athletics checks to climb.
 
Low-Light Vision
You can see in dim light as though it were bright light, and ignore the concealed condition due to dim light.
 
Leaping
You receive a +1 circumstance bonus to Athletics checks to High Jump or Long Jump.
 
Natural Weapons
You have sharp claws which offer an alternative to the fists other humanoids bring to a fight. You have a Claw unarmed attack that deals 1d4 slashing damage and has the Agile and Finesse traits.
 
Languages
You start off knowing Common and Felosian. At 1st level, you can select a number of bonus languages equal to your INT modifier from the following list:
Elf, Halfling, Gnomish, Sylvan / Fey, Draconic, Gnoll, Goblin, Orc