Ulfgar Geshalt Campaign
+2 Constitution, +2 Dexterity, -2 Charisma. Tigris are hardy and Flexible creatures, but a bit reclusive when it comes to other races.
Medium: Tigris are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Tigris have a base speed of 40 feet (only on all four paws).
Natural Armor: Tigris get a +2 natural armor bonus due to their tough, Furry skin.
Low-Light Vision: Tigris can see twice as far as humans in conditions of dim light.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Tigris begin play speaking Common and Infernal (of which Tigris is a dialect). Tigris with high Intelligence scores can choose any of the following: dwarven, elven, giant, or infernal.
Random Starting Age: (30 years) Bard, Rogue, Sorcerer +3d6 Barbarian, Fighter, Paladin, Ranger +5d6 Cleric, Druid, Monk, Wizard +6d6
Aging Effects: Middle Age 75 Old 125 Venerable 175 Maximum 175 add 2d20.
Height and Weight: Male Height 5’0 Weight 140 Modifier 2d10 Weight Multiplier x6; Female Height 4’8 Weight 100 Modifier 2d10 Weight Multiplier x6