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The Ancients' Crossroads
Races of the Realm
Felosians - Quick Reference Sheet

Class Selection
  Common Uncommon* Rare*
 Highland  Fighter, Cleric, Thief, Fi/Cl, Fi/Th, Cl/Th Ranger, Mage Fi/Ma, Th/Ma, Fi/Cl/Th
 Woodland  Fighter, Cleric, Mage, Thief, Fi/Cl, Fi/Ma, Fi/Th, Cl/Ma, Cl/Th, Ma/Th Ranger, Bard, Specialist Wiz Ra/Cl, Tarian Mystic
 Grassland  Fighter, Thief, Mage, Cleric, Bard, Fi/Ma, Fi/Th, Ma/Th Specialist Wiz, Ranger Fi/Cl, Cl/Th, Tarian Mystic

* The DM may optionally require that players roll a percentile to see if they they are eligible to select an Uncommon or Rare class for that race. A roll of 50 or under means they may select one of the Uncommon classes, and a roll of 25 or under means they may select one of the Rare classes for that race.

† Woodland felosians can be any specialist wizard normally available to elves, plus Invoker. Grassland Felosians can be any type of specialist wizard, except Necromancer.

Minimum/Maximum Stats
  STR DEX CON INT WIS CHA
 Highland  6/18 9/18 8/18 3/18 3/18 3/17
 Wodland  3/18 9/18 6/18 8/18 3/18 3/18
 Grassland  3/18 8/18 3/18 9/18 3/18 6/18

Ability Adjustments
 Highland  +1 Dexterity, +1 Constitution, -1 Wisdom, -1 Charisma
 Woodland  +1 Dexterity, -1 Wisdom
 Grassland  +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Constitution

Height/Weight/Age
  Height* Weight* Age** Max Age**
Base
Modifier
60/58
2d6
120/90
4d12
12
1d4
70
2d12

* Felosian females tend to be shorter and lighter than males.

** Felosians reach middle age about 35, old age around 50, and venerable at 70.
They suffer the same aging affects as humans at these milestones.

Other Abilties:

Infravision to 30'
Like many demi-human races, Felosians can see heat in low or no-light conditions. However, because of another sight ability they have, they do not rely on this as much as other races with the same ability. They often use infravision to further enhance their natural night vision.

Night vision
Felosians have a natural sight ability in which they can see well under very low light conditions. This differs from infravision in that they can see objects that do not normally give off heat or cold. How far they can see depends on light levels and location. In outdoor night conditions, they can see up to twice the distance listed in table 62 of the PH. Indoors and underground, the tiniest amount of light (even as dim as an ember) allows them to see up to 60', or up to 120' if they concentrate in one direction for at least 1 round. How far they can see in these conditions is up to DM's discretion.

Surprise bonus
Felosians gain a +4 bonus to their surprise rolls (or their opponents suffer a -4 penalty) if they are more than 90' from any non-elven, non-Felosian party members, and are not wearing metal armor. This bonus is reduced to +2 (or -2) if the Felosian must remove or move around a minor obstacle.

Stealth skills
All Felosians have natural stealth skills. Regardless of class, Felosians have a base 15% chance to Hide in Shadows, and a base 25% chance to Move Silently. These skills are doubled if they are in their race's natural terrain (Highland Felosians gain the bonus when in mountain/rocky terrain, for example).

This natural stealth does not stack with the class-based abilities of Thieves, Bards, and Rangers, but racial adjustments to the class skills do apply. Dexterity and armor adjustments for these skills also apply, as found in table 28 of the Players Handbook.

Climbing skills
All Felosians are adept climbers, and gain a +15% bonus to all climbing scores on any wooden or similar surface which allows them to use their claws for extra grip. Dexterity, armor, and situation adjustments for this skill apply (see the "climbing" section of the PH for details).

Non-theives can attempt to scale a wooden wall or vertical surface as though they were a thief with the "Climb Walls" skill with a base score of 15% (modified for dexterity, armor, and situation).

Thieving skills
Bards, Rangers, and Thieves use the following racial adjustments to their relevant skills:

Pick Pockets: -10%
Open Locks: -5%
Find/Disarm Traps: -5%
Move Silently: +25%
Hide in Shadows: +15%
Detect Noise: +5%
Climb Walls: --
Read Languages: -5%
Natural weapons
Even when not carrying a weapon, Felosians can be very deadly. They have sharp claws with which they can strike at an opponent. Their attack counts as natural (non-magical) slashing attacks, with a speed of 3 and base damage of 1d4/1d4. They cannot use this ability when using weapons or a shield, and they must be able to expose their claws (if wearing gloves or gauntlets, they must have exposed fingers).

Leaping
When they set themselves, Felosians can leap to 15' horizontally from a stationary position, or up to 30' if they get a running start. They can jump vertically up to 6' with a successful Strength check at half.

Pouncing
Felosians can pounce in the same manner in which they can leap, striking at their target with both claw attacks. Pouncing counts as a charge attack, and is subject to the rules for charging. If the target is not aware of the Felosian's presence prior to pouncing, the Felosian's pounce gains the combat bonuses for attacks against a surprised opponent.

Felosians cannot pounce when using a weapon, and cannot pounce when wearing armor heavier than leather or elven chain.

Limits on armor
Felosians dislike wearing heavy armor, as it can severely impair their movements. They cannot wear field plate or full plate, and their AC is worsened by 1 when wearing any armor heavier than 1/3 their body weight. However, they do not suffer the AC penalty if wearing armor made by a Felosian craftsman, and made to fit the wearer. Felosian armor costs two to five times the normal price, and cannot be worn by other races without modification. Such armor is usually 10-25% lighter than "standard" human armor of the same type.

Limits on footwear
Felosians' feet are shaped differently from humans and most other demi-human races. As such, they have difficulty trying to wear boots. They can wear soft-soled and leather boots by placing a simple insert in to them, but cannot wear any kind of hard-soled or metal footwear. Wearing boots imposes -10% penalties on their Move Silently and climbing skills, or as decided by the DM.