Kzinti
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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.
- Ill-Suited to Be: priests, fusiliers, wizards, fusiliers, black circle initiates, mindbenders?.
Comments
Despite their relatively high 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 and ogres do. They are, however, very sneaky and therefore they don't fail backstab (or similar skills) due to stealth very often.