Racial Attributes
Wound Points 1d8
Control Modifier +0
+2 Strength
+2 Dexterity
-2 Wisdom
Size: Medium
Base Speed: 30ft
Medical Class: Group IV-a: (Felinoid)
Darkvision - 60 feet
Natural Weapons
Ferasans do 1d4 points of damage when using their claws as a weapon
Natural Armor
Ferasans have a damage resistance equal to DR 1/- due to their thick fur.
Scent Feat
Because of their excellent sense of smell all Ferasans are eligible to gain the Scent Quality by using a feat slot.
Other Languages: Common
Ferasans are a felinoid species that originated on the planet Ferasa, and are closely related to Caitians. They are bipedal, have tails that assist their balance, extended maxillary canine teeth and large eyes with excellent night vision. Their skin is covered with a soft fur coat, and their felinoid ears can pick up frequencies that most humanoids are unable to detect. Ferasans have telepathic abilities similar to their Kzin ancestors.
The Kzin were once a unified species, shattered by failed genetic engineering attempts. Those who were to be experimented on either fled before or after their treatments - results varied. Ferasans come from Kzin's psionic stock but two extensive genetic engineering programs have greatly modified their genome, using data stolen from other Kzin colonists [that eventually became the Caitians] to perform repairs and upgrades to their Psionic Potent.
Ferasans consider themselves to be superior to other felinoid races and most relish the chance to prove that superiority in combat. Ferasan society is dominated by clans of inter-related family groups who band together for defense and conquest. Loyalty is highly prized among Ferasans, although betrayals are common. The greatest honor a Ferasan can give to a clanmate or Captain is to remain faithful through adversity.
Pounce
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.
Rake
A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a creature can attack with only one of its natural weapons while grappling, but a creature with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.
A creature with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Natural Force Sensitive:
When the Ferasans take Force Sensitive they roll 1d4+2 instead of the standard roll.- Psi-rating roll 1d4+2 for Ferasans
Natural Telekinetic:
Telekinesis is always a class skill.
DM-RP: 22
Attributes: Frail Structure: -1 RP
Ability Scores: Normal
Claws: 2 RP
Fur Damage Reduction: 2 RP
Pounce an Rake: 8 RP
Darkvision: 2 RP
Naturally Telekinetic: 4 RP
Force-Sensitive II: 5 RP