Difference between revisions of "Tabaxi"

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== About Race ==
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[[Category:Races]]
 
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==About==
: Alepokin, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Alepokin possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, alepokin prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and sometimes settle in ancestral clans, taking their wisdom from both the living and spirits.
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Hailing from the deep, tropical jungles of [[Atlas#Meridia|Meridia]], wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
 
 
: Quick-witted and nimble, alepokin make excellent bards and rogues. It is not uncommon for one to pursue sorcery, while those few born with white fur and pale eyes usually become oracles.
 
 
 
==== Physical Description ====
 
  
: An alepokin has two forms—a single human form and its true form, that of a humanoid fox. In their human forms, alepokin tend toward quickness and lithe beauty. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although more exotic coloration is possible.
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===Wandering Outcasts===
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Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.  
  
==== Society ====
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===Barterers of Lore===
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Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.
  
: Alepokin society is enigmatic, as alepokin prize loyalty among their friends but delight in good-natured mischief and trickery. Alepokin take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods.
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Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
  
==== Relations ====
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Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.
  
: Alepokin deal well with elves and the fey, but their reputation as tricksters follows them when they interact with other races. Many alepokin, particularly those who dwell in mixed-race societies, choose to hide their true natures and pose as humans in public.
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===Fleeting Fancies===
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Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
  
==== Alignment and Faith ====
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A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
  
: Alepokin tend to be neutral, or of alignments with a neutral component. Most alepokin revere artistry and craftsmanship.
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===Tinkers and Minstrels===
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Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.  
  
==== Adventurers ====
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These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
  
: Keenly interested in adding their own names to the myths and legends of explorers and heroes of old, Alepokin adventurers range across the world.
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These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.
  
'''Male Names:''' Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai
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==Tabaxi Names==
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Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.
  
'''Female Names:''' Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
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Clan names are usually based on a geographical feature located in or near the clan's territory.
  
== Racial Traits ==
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==Tabaxi Traits==
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'''''Ability Score Increase.''''' Your Dexterity score increases by 2, and your Charisma score increases by 1.
  
: '''Ability Scores:''' Alepokin are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
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'''''Age.''''' Tabaxi have lifespans equivalent to humans.  
  
: '''Type:''' Alepokin are humanoids with the kitsune and shapechanger subtypes.
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'''''Alignment.''''' Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.  
  
: '''Size:''' Alepokin are Medium creatures and thus have no bonuses or penalties due to their size.
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'''''Size.''''' Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
  
: '''Speed:''' Alepokin have a base speed of 30 feet.
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'''''Speed.''''' Your base walking speed is 30 feet.
  
: '''Languages:''' Alepokin begin play speaking Common and Sylvan. Alepokin with high Intelligence scores can choose from the following: any human language, Celestial, Elven, and Gnome.
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'''''Darkvision.''''' You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  
==== Feat and Skill Traits ====
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'''''Feline Asility.''''' Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
  
: '''Agile (Ex):''' Alepokin receive a +2 racial bonus on Acrobatics checks.
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'''''Cat's Claws.''''' Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  
  
:'''Bonus Feat:''' Alepokin select one extra feat at 1st level.
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'''''Cat's Talent.''''' You have proficiency in the Perception and Stealth skills.
  
==== Magical Traits ====
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'''''Languages.''''' You can speak, read, and write Common and one other language of your choice.
 
 
: '''Change Shape (Su):''' An alepokin can assume the appearance of a specific single human form of the same sex. The alepokin always takes this specific form when she uses this ability. An alepokin in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the alepokin does not adjust her ability scores.
 
 
 
==== Offense Traits ====
 
 
 
: '''Natural Weapons (Ex):''' In her natural form, an alepokin has a bite attack that deals 1d4 points of damage.
 
 
 
==== Senses Traits ====
 
 
 
: '''Low-light Vision:''' Alepokin can see twice as far as humans in conditions of dim light.
 
 
 
[[Category:Races]]
 

Latest revision as of 18:49, 6 January 2017

About

Hailing from the deep, tropical jungles of Meridia, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Wandering Outcasts

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.

Barterers of Lore

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.

Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.

Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.

Fleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.

A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Tinkers and Minstrels

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.

These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.

These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

Tabaxi Names

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.

Clan names are usually based on a geographical feature located in or near the clan's territory.

Tabaxi Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Tabaxi have lifespans equivalent to humans.

Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Asility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent. You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.