Custom Race: Gyronian

These catlike peoples are similar to Catfolk or Shifters, but different from either. They have skin covered in a thin layer of short fur that bears stripes or patterns of other cats, feline eyes of gold, amber, green, yellow, silver, blue, brown, red (rare) or a mix of these. They have ears atop their heads, which are feline, and their hair can be any color and shade. They have catlike tails, claws and fangs. They otherwise have the physical stature of humans, but with an elf’s longevity. Gyronians can actually shift themselves into a cat form, Lion, Tiger, Cheetah, Leopard, Panther, Mountain Lion, so on and so forth (but not that of a house cat).

Gyronian Stats:
>+2 Dex, 2 Wis, +2 Cha,
>Medium Size
>Base Land Speed 40 feet
>Low-light Vision
>Claw (2) 1d6 and Bite 1d4 natural attacks
>Qualify for the Multiattack feat, Improved Multiattack feat and Mighty Roar feat.
>Gain the Mighty Leaper feat, even if you don’t meet the prerequisites
2 to Tumble, Climb, Balance, Listen and Move Silently.
>Can shift into the form of one of the above big cats. This form, once chosen, cannot be changed and is usually reflected in the Gyronian’s fur.

You have developed your leg muscles and trained yourself
to make mighty leaps.
Prerequisite: Str 21, Dodge, Mobility, Jump 9 ranks or a
racial bonus on Jump checks.
Benefit: You gain a +10 competence bonus on Jump
checks. If you intentionally jump down from a height, a
successful Jump check (DC 15) lets you take damage as if
you had fallen 20 feet less than you actually did.
Normal: Without this feat, a successful Jump check lets
you take damage as if you had fallen 10 feet less than you
actually did.
Special: A creature with this feat is not limited by its
height when jumping.

You unsettle opponents with a dreadful roar as you attack.
Prerequisite: Animal or magical beast; Large size.
Benefit: Once per day, you can use this feat as a standard
action. Your mighty roar affects every opponent within 30
feet of you that can hear your roar and has a character level
lower than yours. An affected opponent must make a successful
Will save (DC 10 + 1/2 your Hit Dice + your Cha
modifier) to negate the effect. Failure means that opponent
becomes shaken for 1d6 rounds. A shaken creature takes a
–2 morale penalty on attack rolls, checks, and saving throws.

You are particularly adept at using all your natural weapons
at once.
Prerequisite: Three natural weapons, Multiattack.
Benefit: The usual –5 penalty on attack rolls for secondary
attacks does not apply to your secondary attacks with
natural weapons. The damage bonus for such attacks is still
only 1/2 your Strength bonus, if any.
Normal: Without this feat, your secondary natural
attacks take a –5 penalty (or a –2 penalty if you have the
Multiattack feat).


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