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Tabaxi

A character race for Spelljammer

Created by Richard J. Pugh

The Tabaxi, or cat-men, are a race of human-sized, feline humanoids. They are quite lithe and move with the smooth grace of cats. They have human like faces and build, but with pointed cat-like ears, a tail, and retractable claws. They are covered with a coat of fur, whose thickness and pattern varies from one group to another. Among themselves they rarely wear clothing, but do wear jewels made from stone, bone, shells, or whatever else is available. Their eyes are usually green, blue or yellow, and are slit-pupilled.

The Tabaxi are native to the planet Trabarax in Trabaspace: a largely forest and jungle world, with a few mountain and grassland ranges. People who have visited Trabarax say that it reminds them of the continent of Africa on Terra. In their native habitat, the tabaxi are somewhat nomadic and nocturnal. Their society is basically matriarchal in structure, with the strongest female directing the actions of the pride. They have a spoken and written language, use human-like tools and weapons, and on occasion have traded with other races. In general, however, they are not known for making extended contact with other races unless such actions are necessary. Tabaxi player or non-player characters in a spelljammer campaign, however, are not from these simple, nomadic prides, but are descendants of those tabaxi taken from their home world by the Rama T'Alain, and sold as slaves to other space faring races.

The religion of the primal tabaxi is one of earth and nature worship. As far as spellcasting is concerned, tabaxi shammans can be considered druids. Space faring tabaxi still follow this system of beliefs, but have expanded it to contain a spirituality similar to Taoism. Meditation and the search for spiritual tranquality is a standard part of every tabaxi's life.


Tabaxi characters

Tabaxi tend to follow the model of Oriental human cultures.

PC tabaxi are subject to the following adjustments:

Ability         Range      Adjustment
Strength        3/17         0
Dexterity       5/19        +2
Constitution    3/18         0
Intelligence    3/18         0
Wisdom          3/18        -1
Charisma        3/17        -1

Notes: The dexterity benefit reflects the tabaxi emphasis on agility and speed over strength. The wisdom penalty is to reflect the fact that tabaxi sometimes act without thinking ("Curiosity kills the cat.") The charisma penalty only applies to non-tabaxi. Members of other races tend to see tabaxi as aloof and withdrawn. While being the same height as humans, should use the half-elf table when determining weight, to account for their lighter build. Tabaxi age at the same rate as humans.

Tabaxi also have the following special abilities:

They also have one noteworthy penalty:

Tabaxi don't have to wear clothing at all (in the wild they usually don't), but when associating with members of other races they will. They tend to wear clothing styles favored by oriental humans, usually adorned with bright colors and complex patterns, and a variety of jewels. Female tabaxi have a liking for oriental hair pins, for example. Clothing is primarily decorative for them when they aren't hunting or working. In these cases, they tend to wear purely functional cloths of leather and cotton.

The following classes are available to tabaxi:

Warrior (no level maximum)
This includes those warrior kits that are appropriate to the campaign. Tabaxi warriors with sufficient statistics can opt to be Rangers. In fact, this should be encouraged. Oriental warrior kits, such as sammurai, kensi and bushi, should also be encouraged.
Priest (no level maximum)
Tabaxi priests (usually called shammans) are similar to Druids in outlook. They are restricted to the same weapon selection as druids, and have access to the same spell schools. However, they are not entitled to the language bonuses and shape changing. On the plus side, they are also not restricted in level advancement.
Rogues (no level maximum)
Tabaxi make excellent spies and prowlers. In some areas they have outdone halflings as the prime suspects in thievery. Their natural dexterity makes them naturals for many of the various rogue kits. As with warriors, rogue kits with an oriental flavor should be encouraged. This includes yakuza, and (shudder) ninjas.
Note that tabaxi are not normally permitted to be mages. Culturally, tabaxi prefer to leave the powers of the universe to the shammans.

Tabaxi: adjustments for rogues:

Pick pockets:         -10%
Open Locks:           -5%
Find traps:           +10%
Remove traps:         -5% (1)
Move silently:        +15%
Hide in shadows:      +15%
Detect noise:         +15% (2)
Climb walls:          +15%
Read Languages:       0

  1. While tabaxi are good at detecting traps, they are not very good at removing them. Where possible, a tabaxi will go around a trap (after detecting it) rather than try to go through it by removing or disabling it.
  2. In addition to having acute hearing, they also have an acute sence of smell. If a GM wishes, a tabaxi rogue can use the "Detect Noise" ability to pick up the scent of another individual or substance.


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