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A humanoid feline race made up of several clans. Each clan is different, and resembles the normal animals they are descended from. The powerful but insular Beigra Clans of the tiger infested jungles, the Strong and Noble Khava Clans of the lion tamed savannas and plains, the Enigmatic Gheira Clans of the panther and cougar ruled forests, and the Quick and Mercurial Sleeva of the wind swept planes and desserts.

Fashtali are a group of humanoid felines that belong to one of several clans. They are a proud and generally neutral species. Their preferred environments are different by clan, although it is not unusual to find individuals of various clans living in the territory of another clan. While intra-clan pairings are uncommon for the Fashtali, they are not unheard of. When two Fashtali of different clans mate, the offspring are all of the clan of the mother.

Fashtali generally get along with other species that do not attack them first. Intraclan warfare is unheard of. All intraclan conflicts are resolved via contests of prowess rather than warfare. Athletic competitions, races, or other methods of non-violent competition. If that does not solve the situation, the leaders of the two clans (or the two clan segments) involved in the dispute will on rare occasions duel to the death, with both clans accepting the outcome.

Like their feline cousins, most Fashtali avoid submersing themselves in water (although there are exceptions). They are carniverous omnivores, and while they can survive without meat, they are not happy on such a diet. Fashtali have very acute senses, including their sense of hearing, which ranges high up into the ultrasonic. A Fashtali's voice also ranges up into the ultrasonic, and they consider non-Fashtali voices to be flat and dull in comparison. Non Fashtali, in turn, find Fashtali voices and singing to be somewhat painful to the ears due to it's extremely high notes, and it often sounds off key due to their inability to perceive the entire range of the voice. Fashtali voices tend to make domestic dogs and wolves extremely uncomfortable.

Fashtali Racial Traits

Ability score adjustments depend on your clan (see below).

Medium: Fashtali are medium sized humanoids, and have no special benefits or penalties based on size. Beigra are usually between 6 and 7 feet tall, and weigh between 200 and 300 lbs. Khava are usually between 5.5 and 6.5 feet tall, and weigh between 200 and 300 lbs. Gheira are usually between 5.5 and 6.5 feet tall, and weight between 150 and 250 lbs. Sleeva are between 6 and 7 feet tall, and weigh between 150 and 250 lbs.

30 ft. Base Speed

Humanoid (Feline) Type

Senses: Low-Light Vision, Ultrasonic Hearing, Scent

Ultrasonic Hearing: A Fashtali is capable of hearing at a much higher pitch than other species. This gives them the ability to hear sounds that other sentients cannot, such as the high-pitched whine of a dog-trainer's whistle.

Scent: Fashtali gain the Scent feat.

Natural Weapons: Fashtali have natural claws that do 1d4+Str, and may make a full attack action and take two Claw attacks, both at 1d4+Str. They take any appropriate penalties for off-hand attacks, but are considered armed even when not holding a weapon. A claw attack against an armed opponent does not provoke an attack of opportunity. Any feats which work with unarmed attacks also work with their claws. A Fashtali who carries nothing in either hand, and has no footwear on gains a +2 Circumstance bonus to climb checks thanks to their claws.

Keen Senses: Due to their acute senses, Fashtali receive a +2 Racial Bonus to Perception

Languages: Fashtali begin play speaking Common and Fashtali. Fashtali with high Intelligence scores can choose from the following: Elven, Sylvan.

Beigra Clan

The Beigra clans usually live in heavy jungles, or occasionally swamps, and are rather insular, usually not building great cities. They prefer small communal villages or solitary homes. Beigra superficially resemble the tigers that live in such places, and often keep domesticated tigers as pets, guard animals, and hunting companions. Beigra have no aversion to water.

+2 Strength, +2 Constitution, -2 Dexterity

Usual Terrain: Jungles and sometimes swamps.

Skills: +2 Racial Bonus to Climb, Jump, and Swim

Alignment: Usually Neutral

Khava Clan

The Khava clans usually live on open savanna or plains, and are very social and prefer to live in tight-knit groups. They are the most widely spread of the clans, and also the most likely to deal with non-Fashtali peoples. Khava also often share their territories with the Sleeva clan, as they each want something different in the same area (see below). Khava superficially resemble the lions that live in savannas or plains, and often keep domesticated lions as pets, guard animals, and hunting companions.

+2 Strength, +2 Wisdom, -2 Dexterity

Usual Terrain: Savannas and Plains

Skills: +2 Racial Bonus to Diplomacy and Intimidation

Alignment: Usually Lawful Neutral

Gheira Clan

The Gheira clans usually live in forested areas, are moderately sociable, and tend towards small towns or villages that are built in tree-tops. They are often friendly with any elves or druids that live in the same region. Gheira are also smarter than most of the other clans, and revere games that test their mental prowess, such as riddles or puzzles. This obsession with puzzles and riddles and other mental exercises, however, tends to make them oblivious to what is going on around them. A sometimes dangerous thing for a clan that usually lives 40 to 50 feet off the ground. Gheira superficially resemble Cougars or Jaguars, who are often native to their preferred environments, and often keep domesticated cougars and jaguars as pets, guard animals, and hunting companions.

+2 Dexterity, +2 Intelligence, -2 Wisdom

Usual Terrain: Forests

Skills: +2 Racial Bonus to Knowledge (History) and Linguistics (grants bonus languages)

Alignment: Usually Neutral

Sleeva Clan

The Sleeva usually live in savannas and plains, although some also live in desert areas. They are extremely quick and agile, and rarely build towns or cities, instead maintaining a nomadic way of life. Even family's are rare, it is more often the case to find a mated couple staying together long enough for the offspring to reach adolescence and then parents and child all part ways. Sleeva superficially resemble Cheetahs, who are often native to their preferred environments, and often keep domesticated Cheetahs as hunting companions (not having homes, there is little need for guard animals or pets).

+2 Dexterity

Usual Terrain : Savannas, Plains and sometimes Desserts.

Skills: +2 Racial Bonus to Acrobatics and Stealth

Speed: Sleeva gain a +10 ft. Racial Bonus to their Speed. They lose this racial bonus if they wear armor with an armor check penalty.

Free Spirit: Sleeva do not deal well with heavily urbanized areas like large cities, nor with confined spaces (such as prison or a ship at sea). Every 24 hours they are in such an environment, they must make a Will check (DC 15) to continue staying there. Every 5 checks, the DC increases by one. When a Sleeva fails the check, he must attempt to leave the objectionable environment. If unable to, he will sink into a depression (-2 penalty to all attack rolls, skill checks, and saves) until he has spent 24 hours in an open environment. A critical failure results in a frenzied attempt to leave the environment (throwing himself against the bars if in jail until he bashes himself unconscious, throwing himself from a ship in the middle of the ocean) until he is able to or until he loses consciousness. If he survives this frenzy, he will sink into a depression as stated above. While frenzied, anyone attempting to restrain the Sleeva is attacked without regard to who they are.

Alignment: Usually Chaotic Neutral

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Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 3.08 (13 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 3.62 (13 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 3.62 (13 Votes)