TEXT: RACIAL ADAPTATIONS 
   
   
   
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  ENO 
   
  You’re an eno, a member of a magically created 
  humanoid cat race, but who made your kind and why 
  is lost in the mists of time. 
  Your physical structure points to being a creation 
  in a number of ways. Your upper body’s skeletal structure is 
  nearly identical to that of a human. Your larynx is well formed to 
  speaking common and other languages. You also are likely to have 
  long hair growing on your head. If female, you only have two 
  mammalae, as the rest of the humanoid races do, unlike any of the 
  natural felines in the world. 
  Still, your animalistic side shows through the thin veneer of 
  civilization that your people have erected. You have an almost 
  pathological aversion to getting wet, and swimming is out of the 
  question. Likewise, metal is a rare and confounding material for 
  your people - working with fire and forge is uncomfortable and the 
  ringing of a smith’s hammer is sharp and painful for you sensitive 
  ears. Perhaps this aversion to smithing is tied up in your race’s 
  origins; whatever the reasons, metal items are a highly prized trade 
  good to you and other enos. And then there’s the subject of 
  combat… it seems that you can’t leave a downed opponent alone 
  until you’re certain that he’s no longer a threat. 
  Common Personality Traits: Aloof, easily distracted, 
  intimidating, oblique, practical, and prideful 
  Common Physical Traits: Feline features, fur covered body, 
  graceful movement, musty smell, retractable claws 
  Example Names: Gwar, Janchur, Kawal, Suri, Tak, Zalla 
  Splinter Race Feats: Not true splinter races, but the aspects 
  that an eno expresses after the Ralgan Mist ritual are treated as 
  such by many other races. The aspects are Bobcat, Cheetah, 
  Domestic, Jaguar, Leopard, Lion, Lynx, Ocelot, Puma, and 
  Tiger. Unless you choose one of these, you’re a ‘lost eno’, 
  one who never underwent the ritual of the Ralgan Mists. 
  Type: Medium biped folk with a Reach of 1. Your maximum 
  wounds equal your Constitution score. 
   Attributes: +2 Dexterity 
   Base Speed: 40 ft. 
   Cat Fall: You suffer 1 less die of damage from falling. 
   Darkvision I: You ignore the effects of dim and faint light. 
   Fixated: You may not attack a new opponent until your current 
  one is defeated or has escaped. 
   Natural Attack: You gain the Claw I natural attack (see 
  Fantasy Craft, page 235). If you gain a natural attack from 
  multiple sources, the attack’s grade becomes equal to the 
  highest single grade + 1 per additional benefit granting the 
  same attack, to a maximum of V (e.g. Bite IV, Bite III, and 
  Bite I become Bite V). 
   Restricted Actions: Crafting (metalworking) and Swim checks 
  you make are considered untrained (see Fantasy Craft, 
  page 63). 
   Sharp Hearing: Your hearing range increments are 
  equal to your Wisdom score x 10 ft. Further, you may 
  always act during a surprise round unless deafened.  
  
  (SPECIES) 
   
   
   
  ? 
   
   
   
  ENO CULTURE, METAL, AND WEAPONS 
  The eno inability to work metal is an important, but 
  difficult to understand part of the race’s culture. Its 
  reasons are both mental and physical, including an 
  inefficient feline cooling system, the annoying din of 
  hammers and acidic smells assaulting sensitive ears 
  and noses, the distracting hypnotic flames, the 
  dangers of singed or flaming fur… Many tribal elders 
  even claim the basic bias is supernatural or magical 
  due to the race’s forgotten origins. For all these 
  reasons (and more) enos do not produce metal items. 
  Eno tribes, therefore, have a distinct lack or metal 
  items, including weapons. Thanks to their claws, this 
  isn’t as much of a hindrance for them as it could be; 
  but they are intelligent, tool-using humanoids. The 
  usefulness of metal as a material isn’t lost on the eno – 
  no, in fact metal weapons and armor are sought after 
  and command high trade value with the cat-men. 
  Remember, though, that just because enos have a pre-
  bronze age technology level, it doesn’t mean they are 
  stupid. Socially, enos are just as savvy as any other 
  Player Character race, and will likely hoodwink anyone 
  who treats them as backwards country bumpkins. 
  Enos, therefore make and use wooden weapons as 
  a matter of course – including two that are unique to 
  their culture (baring a heavy Asian influence on your 
  campaign). These two “enoish weapons” are the 
  boomerang and the tonfa. They also use the bola 
  extensively as a racial weapon (but sharing it with 
  other hunting cultures).  
  The bolas they use are similar to those of other 
  races, but with a somewhat savage feel – the weights 
  are often the skulls of small prey, packed with clay. 
  The boomerang and the tonfa, however, have 
  unique forms that set them apart. Both weapons use 
  the standard stats from the Fantasy Craft rulebook – 
  only the form and design is changed to create a racial 
  weapon. 
  The enoish tonfa (Enoish name: Rragleeth, or 
  “blocking club”) is made from a single piece of wood, 
  and its profile is rather “J” shaped. The curve of the J 
  is the handle, while the top of the J is a spoon shape 
  (for cradling the elbow) with a heavy knob of wood on 
  the bottom of the “spoon” to help facilitate its use as a 
  striking weapon. 
  The enoish boomerang (called a Rragthor, or “far 
  club” by enos) is “Y” shaped, with all three arms being 
  equally spaced around the center hub The arms then 
  widen out into a propeller/spoon-like shape. Enos 
  typically carry three to five boomerangs resting 
  between the shoulder blades, tucked into a bandoleer. 
   
   
  NEW ROGUE TEMPLATE 
   
  ENO (+6 XP) 
  Benefit: The NPC’s Dexterity rises by 2, his base speed 
  increases by +10 feet, he gains darkvision I and the Claw I natural 
  attack. In most cases you should also avoid Crafting 
  (metalworking) and Swim checks. 
  NEW SPECIES FEATS 
   
  The following new Species feats expand the abilities of enos in 
  any campaign containing them as a character option. 
  ENO BLOOD 
  Really, this is just to be expected in a world that had cat-girls. 
  Prerequisites: Non-Eno Folk, Level 1 only 
  Benefit: Your Dexterity score rises by 1, you gain darkvision I 
  (see Fantasy Craft, page 233), and you suffer 1 less die of damage 
  from falling, and you may select feats as if you’re an eno.  
  Special: You may only have 1 “Blood” feat. When you gain 
  this feat you may reduce any of your attributes by 2 to gain an 
  additional Species feat with the requirement “Level 1 only.” 
  RALGAN MANIFESTATION 
  You have undergone the Ralgan Mist ritual and it has revealed 
  your true self.  
  Prerequisites: Eno, Level 1 only 
  Benefit: Choose one of the following feline aspects. 
   Bobcat: You gain the aspects of the most compact and 
  surefooted of the wildcats. You ignore Speed penalties from 
  terrain. Also, you gain 1 rank in Notice and a +1 morale bonus 
  to all Notice checks. This rank cannot cause you to exceed you 
  maximum ranks in Notice. Finally, you manifest bobcat-like 
  physical characteristics. 
   Cheetah: You gain the aspects of the swiftest feline known. 
  Your base speed increases by +10 feet and you gain the 
  Superior Runner II NPC quality. Finally, you manifest cheetah-
  like physical characteristics. 
   Domestic: Your aspect reminds many of their cherished pet. 
  Your Charisma increases by 1. Also, you gain 1 rank in 
  Impress and a +1 morale bonus to all Impress checks. This 
  rank cannot cause you to exceed you maximum ranks in 
  Impress. Finally, you manifest the physical characteristics of 
  any one of the hundred or so domesticated cat species.  
   Jaguar: You take on the aspects of one of the stealthiest and 
  most observant of the big cats. Your Wisdom increases by 1. 
  Also, you gain 1 rank in Sneak and a +1 morale bonus to all 
  Sneak checks. This rank cannot cause you to exceed you 
  maximum ranks in Sneak. Finally, you manifest jaguar-like 
  physical characteristics. 
  Leopard: Your aspects encompass that of the leopard, one of 
  the most adaptable and competitive feline species in the world. 
  You gain the Superior Climber II NPC quality. Also, you gain1 
  rank in Survival and a +1 morale bonus to all Survival checks. 
  
  RACIAL ADAPTATIONS 
   
   
   
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  THE RALGAN MIST RITUAL 
  When an eno reaches puberty, his eyes turn a deep 
  red. This condition lasted about a week and marks his 
  time to endure the Ralgan Mist ritual.  
  The ritual lasts several hours (often up to a day) as 
  the youth is locked in the misting hut. As he breathes 
  in the mists, profound changes occur in his body and 
  mind, and his “true form” is revealed by the mist. Some 
  may bulk up considerably, and their fur becomes tiger 
  striped. Others may take on more leonine features and 
  their minds adapt to planning and leading. Whatever 
  the result, it changes the eno fundamentally. 
  Not all enos undergo the ritual, though, and those 
  who don’t appear to be bipedal humanoid calico cats. 
  The “misted” enos refer to them as ‘lost’. 
   
   
  This rank cannot cause you to exceed you maximum ranks in 
  Survival. 
  Finally, 
  you 
  manifest 
  leopard-like 
  physical 
  characteristics. 
   Lion: You take on the aspects of the most noble of big cats. 
  Your Charisma increases by 1. Also, you may improve the 
  Disposition of any non-adversary eno NPC by 5.This ability 
  can be used once per session per eno affected. Finally, you 
  manifest lion-like physical characteristics. 
   Lynx: Your coat thickens as you express aspects for surviving 
  the artic. You gain Cold resistance 5. Also, you gain 1 rank in 
  Survival and a +1 morale bonus to all Survival checks. This 
  rank cannot cause you to exceed you maximum ranks in 
  Survival. 
  Finally, 
  you 
  manifest 
  lynx-like 
  physical 
  characteristics. 
   Ocelot: You express the aspects of one of the only cats that 
  regularly swims for recreation. You gain 1 rank in Athletics 
  and a +1 morale bonus to all Athletics checks. This rank cannot 
  cause you to exceed you maximum ranks in Athletics. Also, 
  Swim is no longer a restricted action for you. Finally, you 
  manifest ocelot-like physical characteristics. 
   Puma: Your aspects focus on the greatest feline jumper in the 
  world. Your gain the Superior Jumper II NPC quality and your 
  jumps are no longer limited by your height. Finally, you 
  manifest puma-like physical characteristics. 
   Tiger: You gain the aspects of the largest and most deadly of 
  cats. You gain Thick Hide 2. Also, you gain 1 rank in 
  Intimidate and a +1 morale bonus to all Intimidate checks. This 
  rank cannot cause you to exceed you maximum ranks in 
  Intimidate. 
  Finally, 
  you 
  manifest 
  tiger-like 
  physical 
  characteristics. 
  RALGAN MATURATION 
  You have fully embraced your true self. 
  Prerequisites: Ralgan Manifestation 
  Benefit: Your chosen feline aspect gains the following 
  additional abilities. 
   Bobcat: When you benefit from cover, it increases by 1 grade 
  (One-quarter becomes One-half, etc.) and your Wisdom increases 
  by 1. 
   Cheetah: Your base speed increases by +10 feet (for a total of 
  +20) and your Dexterity increases by 1. 
   
  Domestic: You gain the Beguiling NPC quality and your 
  Intelligence increases by 1. 
   Jaguar: The DCs of Tracking checks to follow your trail 
  increase by 10 and your Wisdom increases by 1. 
   Leopard: Your Panache rises by 2 and your Intelligence 
  increases by 1. 
   Lion: You gain Thick Hide 2 and your Strength increases by 1. 
   Lynx: Your Cold resistance increases by +5 (for a total of 10) 
  and your Constitution increases by 1. 
   Ocelot: You gain the Superior Swimmer II NPC quality and 
  your Charisma increases by 1. 
   
  Puma: You gain Thick Hide 2 and your Dexterity increases 
  by 1. 
   Tiger: Your Claw natural attack increases by 1 additional grade 
  (typically to Claw II) and your Constitution increases by 1. 
  RACIAL ARMOR AND 
  WEAPON UPGRADES 
   
  The following craftsmanship upgrades follow the same 
  parameters as those in Fantasy Craft (see Fantasy Craft, pages 
  184-186) – namely that of a racial construction upgrade for the eno 
  race. 
  ARMOR UPGRADE DESCRIPTIONS 
  Eno: Enoish armor is made to blend in with a given terrain, 
  emulating their four-footed feline cousins. 
  WEAPON UPGRADE DESCRIPTIONS 
  Eno: Enoish weapons are typically made of a heavy hardwood, 
  and can easily knock an opponent away with a solid hit. 
   
  Table X.X: Armor Upgrades (Craftsmanship) 
  Name 
  DR 
  Effect  
  DP 
  ACP 
  Speed 
  Disguise 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Eno 
  — 
  +4 gear bonus with Sneak in 1 
  terrain 
  — 
  +1 
  — 
  — 
  — 
  +5 
  -25% 
  Primitive 
  +50% 
   
   
   
   
   
   
   
  Table X.X: Weapon Upgrades (Craftsmanship) 
  Name 
  Effect 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Eno 
  Grants Shove trick (see Fantasy Craft, page 222) 
  — 
  — 
  +25% 
  Primitive 
  +100% 
   
  
  (SPECIES) 
   
   
   
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  NEW MASTER CLASSES 
   
  There is one new master class that accompanies the addition of 
  enos as a playable race to a campaign. 
  LEGENDARY ENO 
  (MASTER) 
   
  Some say that Legendary Enos are a throwback to the race’s 
  savage roots, due in no small part for their propensity for 
  mercilessly clawing and biting their foes. But they also show a 
  smooth and practiced proficiency with the unique racial 
  weapons made by the eno, proving they are simply the finest 
  enoish warriors possible.  
  Depending on your campaign, a Legendary Eno could 
  be... 
   A wandering warrior, always ready to prove that skill 
  makes enoish weapons as effective as the steel of other 
  races 
   A regal orator, who is also one of the finest unarmed 
  combatants in the region 
   A cunning hunter who protects tribal lands from the forest 
  shadows 
   A honey-tongued minx, mixing grace and cat-like allure to 
  cover the fact that this kitten has claws 
   A tribal war leader who undergoes a ceremonial Ralgan 
  Mist ritual a second time… and expresses a striking new 
  inner self, blended with his original aspect 
   
  Party Role: Combatant. You are the poster child for a savage, 
  animalistic humanoid predator race. Of course your party role is 
  combatant. 
  CLASS FEATURES 
  Requirements: 
  Eno, 
  Ralgan 
  Maturation 
  feat, 
  Ralgan 
  Maturation’s bonused attribute 15+, Parry trick, Panache 4+, 
  Heroic Renown 1+ 
  Favored Attributes: Dexterity, Wisdom, Charisma 
  Class Skills: Acrobatics, Athletics, Intimidate, Notice, Search, 
  Survival 
  Continuity: At Level 1, choose 2 skills that are class skills for 
  any of your other classes. These become Legendary Were-Touched 
  class skills for you. 
  Skill Points: 4 + Int modifier per level 
  Vitality: 12 + Con modifier per level 
  CLASS ABILITIES 
  Eno Epitome: You display many of the most renowned traits 
  of your kind. At Level 1, you gain 1 additional Species feat. With 
  GM permission, you may gain the Ralgan Manifestation feat a 
  second time or any species feat that possesses the “Level 1 only” 
  prerequisite (see Behind the Curtain: Racial Epitomes, next page). 
  If you do not qualify for any Species feats when you gain this 
  ability, you instead gain 1 additional Advanced Skill feat. 
  By Tooth And Claw: At Level 1, your gain the Bite I natural 
  attack. Also, any time after this that you gain an increase in your 
  Claw or Bite natural attack grade, you may apply to the other if 
  you wish. 
   
  Table X.X: Legendary Eno 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +1 
  +1 
  +2 
  +0 
  +1 
  +2 
  +0 
  +0 
  By tooth and claw, eno epitome 
  2 
  +2 
  +2 
  +3 
  +0 
  +1 
  +3 
  +0 
  +1 
  Tools of my people 
  3 
  +3 
  +2 
  +3 
  +1 
  +2 
  +4 
  +1 
  +1 
  Foot rake 
  4 
  +4 
  +2 
  +4 
  +1 
  +2 
  +5 
  +1 
  +1 
  By tooth and claw, living legend 
  5 
  +5 
  +3 
  +4 
  +1 
  +3 
  +5 
  +1 
  +1 
  Deadly grace 
   
  
  RACIAL ADAPTATIONS 
   
   
   
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  BEHIND THE CURTAIN: RACIAL EPITOMES 
  Many legendary master classes grant bonus 
  Species feats through the epitome ability and some of 
  these feats involve radical physical transformations 
  (e.g. the Swan Nation feat grants an elf a pair of wings). 
  With GM approval, the epitome ability may allow a 
  character to ignore the “Level 1 only” prerequisite 
  when taking a Species feat, which can result in 
  physical transformation after a character’s been in play 
  for a while. In these cases, the player and Game Master 
  should work together to come up with a plausible in-
  setting reason for the transformation. This might 
  involve divine intervention, genetic manipulation, 
  exposure to magic rituals and sites, or something 
  unique to the world. 
  Fortunately, levels and class abilities are generally 
  gained “off screen,” which places major body 
  adjustments outside adventures and therefore most 
  regular play. In settings where such events are 
  exceedingly rare, the GM may also require the 
  character to undertake some task or incorporate some 
  additional background to explain the change. Ideally, 
  players are encouraged to bring their plans and 
  questions to the GC prior to choosing a transforming 
  Species feat. This helps ensure a preservation of the 
  setting and a smooth progression of the story. 
   
   
  At level 4, you gain 2 natural attack grades, to be used for any 
  claw or bite natural attacks you already possess. 
  Tools Of My People: At level 2, bolas, boomerangs, and 
  tonfas on your person are considered armed at all times. Also, your 
  species feats count as Melee Combat feats for use of the Parry 
  trick. 
  Foot Rake: At Level 3, you gain an additional Claw I natural 
  attack (separate from the Claw attack granted by your species). 
  This raises your total natural attacks to 3 (claw, claw, bite), 
  allowing you to flurry (see Fantasy Craft, page 235). 
  Living Legend: At Level 4, your starting action dice increase 
  by 1. 
  Deadly Grace: At Level 5, your 
  Appearance modifier rises by 1. Also, you 
  gain Thick Hide 3. Finally, you gain a +5 
  bonus to reflex saves. 
   
   
   
   
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Legendary Eno 
  master class are available to NPCs using the class ability NPC 
  quality (see Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Tools of my people 
  3 
   
   
  Race, feats, craftsmanship, and Master Class design by Big Jim. 
  Art by pachycrocuta, RodEspinosa, and everwho of deviantART. 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/01 - Race - Eno (ver 2.2) (LtI).pdf