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Kzinti heroes are members of the four awakened species of Terran felines, Lion, Leopard, Jaguar, and Tigers. While there are common traits to all four subspecies, each does have distinct features. Lions are natural Diplomats and leaders. Leopards are natural Free Agents. Jaguar are less physically inclined, but have an inclination towards helping others. Tigers are naturally stronger and make natural Combat Specs.

Kzinti can be Psionic Talents.

Lion

Stat Min Max
STR 6 14
DEX 4 14
CON 4 14
INT 4 14
WIL 4 12
PER 6 16

Free Broad Skills: Athletics, Unarmed Attack, Awareness, Knowledge, Interaction, Leadership

Interaction Bonus: Whenever a lion-kzin makes an Interaction skill check (or any of the Interaction specialty skills), he receives a -1 step situation die bonus.

Leopard

Stat Min Max
STR 4 12
DEX 8 16
CON 4 14
INT 4 12
WIL 4 14
PER 6 12

Free Broad Skills: Athletics, Unarmed Attack, Stealth, Knowledge, Awareness, Interaction

Stealth Bonus: Whenever a leopard-kzin makes a Stealth skill check (or any of the Stealth specialty skills), he receives a -1 step situation die bonus.

Jaguar

Stat Min Max
STR 4 12
DEX 4 14
CON 6 16
INT 6 16
WIL 4 12
PER 4 12

Free Broad Skills: Unarmed Attack, Stamina, Medical Science, Knowledge, Awareness, Interaction

Medical Science Bonus: Whenever a jaguar-kzin makes an Medical Science check (or any of the Medical Science specialty skills), he receives a -1 step situation die bonus.

Tiger

Stat Min Max
STR 6 15
DEX 4 13
CON 4 14
INT 4 14
WIL 4 14
PER 4 12

Free Broad Skills: Athletics, Unarmed Attack, Acrobatics, Stamina, Knowledge, Interaction

Unarmed Attack Bonus: Whenever a tiger-kzin makes an Unarmed Attack skill check (or any of the Unarmed Attack specialty skills), he receives a -1 step situation die bonus. Additionally tiger-kzin do slightly better damage than other kzinti with their natural weapons: d4w/d4+2w/d4m (LI/O).

All

Natural Weapon: A kzin has retractable claws at the end of his arms that can be used in combat if the character makes a successful Unarmed Attack – brawl or power martial arts skill check. The claws do damage of d4w-1/d4+1w/d4-1m (LI/O), plus any Strength bonus that might apply.

Night Vision: A kzin’s eyes are designed to intensify ambient light, thus allowing them to see even in near total darkness. This ability enables a kzin to ignore any penalties that apply to other species in situations of low illumination. Night vision doesn’t function in total darkness, such as found in a completely sealed room.

Movement: A kzin can choose to drop down onto all fours and move at twice their normal speed and increasing their encumbrance to 1.5x normal. In this condition, the kzin cannot perform many activites that would normally require a bipedal stance (firing a weapon, using equipment, etc.)