JANA-NIMR



"You think I'm stupid because I'm 4 legged don't you?"

The Jana-Nimr are big cats with birds wings. They don't necessarily resemble a real-world species (Mountain Lion probably comes closest), and fur varies greatly. While most are tawny, grey or black there are some individuals with stripes. Lightly colored Jana-Nimr tend to have white underbellies.

JANA-NIMR RACIAL TRAITS
· +8 Str, +6 Dex, +10 Con, +4 Wis, -2 Int
· Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'.
· Magical Beast, giving you 60' Dark Vision
· Base Land speed 30 ft.
· Base Flight speed 60 ft. (Good)
· +3 Natural AC Bonus
· Scent
· Rakes (Ex): In a Grapple the Jana-Nimr gains two additional Claw attacks at it's highest BAB.
· Pounce (Ex): Jana-Nimri may perform a Full Attack with a Charge, including Rakes.
· Improved Grab (Ex): To use this ability, a Jana-Nimr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
· A Jana-Nimr has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Balance, Climb, Hide, Listen, Move Silently, and Spot. It also gets 2 Feats.
· Jana-Nimr have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus. They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Jana-Nimr aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
· Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks
· Automatic and Bonus Languages: Jana-Nimr automatically speak Common, and Jana-Nimr. Bonus languages: Sphinx.
· Level Adjustment: +3
· Favored Class: Scout

STARTING AGE
Adulthood: 2 years
Barbarian, Rogue, Sorcerer: +1
Bard, Fighter, Paladin, Ranger: +1d2
Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
Middle Age: 20 years
Old: 30 years
Venerable: 40 years
Maximum Age: +2d6 years

HEIGHT AND WEIGHT
Base Length: Male: 6' Female: 5'6"
Length Modifier: +2d6"
Base Weight: Male: 80 lbs. Female: 63 lbs.
Weight Modifier: x (2d4) lbs.

JANA-NIMR CHARACTERS
Between Racial HD and LA you are not meant to be an optimal caster. But you can fly naturally so you're already well ahead of the rest of the parties beatsticks.
Adventuring Race: It's difficlut to roust you out of bed to go adventuring because you aren't the type. Except for revenge. There's always time for revenge.
Character Development: You make an excellent flying grappler, so a few levels of Fighter to soak up as many Feats as you can get might come in handy.
Character Names: Jana-Nimr names are in the speech of cats, and as such are not available to most Humanoids. They usually choose a name to go bye among 'civilized' company.

ROLEPLAYING A JANA-NIMR
The Humanoid races are a huge pain in the ass, but you've learned to tolerate some of them. After all their hands make it easy for them to prepare tastier dishes than you can find in the wild, and some of the more gullible ones can be convinced to share.
Personality: Jana-Nimr tend to be incredibly laid back (to the point some may accuse them of seeming to be lazy). They seem to be difficult to upset, but thwn they do become frustrated their personality quickly switches to all-encompassing aggression. It's best to let the sleeping kitties lie.
Behaviors: The Jana-Nimr divide their time equally between play, rest, and hunting, much like any other big cat. They do have more intelligence than the average animal though, so there is considerable more mischief that they can indulge in.
Language: Jana-Nimr have their own language, and some small few also speak the language of SPhinxes or other catlike species.

JANA-NIMR SOCIETY
The Jana-Nimr are intelligent animals. As such they only have the merest basics of a culture as they do not live in units larger than extended families.
Alignment : Jana-Nimr are Neutral in the manner of most Animals or Magical Beasts that resemble them. Unlike Animals, however, much of their population also tends towards Chaos as well.
Lands : They nest in the hills and grasslands of Al-Qadim, preferably far from Humanoids.
Settlements : The Jana-Nimr do not stray unless cast out.
Beliefs : The Jana-Nimr are not currently known to worship Gods.
Relations: Humanoid races tend to see the Jana-Nimr as pets or zoo animals, there fore they prefer the company of other felines or near-felines (such as Sphinxes).

JANA-NIMR Adventures
· It's mating season, and the local hottie has promised whoever brings her the best foodstuffs wins snuggling rights. Consequently you've been stealing the lunch of a local noble for 6 days straight despite his best attempts to stop you. Good thing he loves partridge and quail. Bad that he employs flying monkeys...
· A local Sphinx has mistaken you for her missing son. You have reason to believe she may be crazy. Her vows of destruction upon the humans who she blames for your odd new appearance are not exactly helping her make her case for not being crazy...
· A minor avatar of Death falls from the sky and expires at your feet telling you to carry on it's work and kill a local zookeeper with it's last breath. You have a feeling this will be fun.





JANA-NIMR RACIAL SUBSTITUTION LEVELS

BARBARIAN
Level 1: Replace Craft, Handle Animal and Ride with Knowledge (Geography, Nature) and Move Silently in the Class Skill List.

SCOUT
Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list. You are only proficient with your Natural Weapons
Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run. Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

CAT BURGLAR
Jana-Nimr have the same Racial Substitution Levels as the Mows.