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The
Tabaxi of Saltwave
Mysterious
Catlings
Tabaxi are the metakzin equivalent of elves. Although their origins
are lost in the dusts of time, a few sages know that the tabaxi appeared
during the time of the kzin colonization. The mana rich environment of
Saltwave caused ancient genotypes to appear in kzinti, as well as in humans.
The unexplained transformation of some kzinti into tabaxi prompted great
furor. As a result of their changed temperament, the new tabaxi fled,
rather than trying to stand and fight. Unlike the births of elves, dwarves,
and orcs to human settlers, nearly all of the tabaxi infants born to kzinretti
were destroyed by the kzintoshes before they could grow.
The changed tabaxi explored their newfound skills and abilities and became
the stalkers of secrets and the lurkers in shadow. These days, there are
many tabaxi scattered throughout the world. They tend to dwell in small
groups in hidden lairs, although there are some open communities here
and there. Tabaxi mostly serve their own ends, building a vast network
of spies through on-and-off-again contact and cooperation. They delight
in the discovery of secrets, especially those hidden by others. They can
be capable wizards, priests, psionicists, or scientists, but most tabaxi
lack the drive needed to do well in original research.
Tabaxi Statistics: Tabaxi characters
(on the rare occasions they are played) have modifiers of -1 to Strength
and -2 to Wisdom, and +2 to Dexterity (max 20) and +1 to Intelligence
(max 19). They have about double the lifespan of ordinary humans. They
are close to humanoid in body structure, and can wear human, half-elven,
or elven gear comfortably (if allowance is made for the tail).
Tabaxi Stealth: All tabaxi are expert
skulkers. Few humans ever realize that these feline folk walk among them.
Tabaxi have the innate ability to Move Silently, Hide in Shadows, and
Climb Walls at at 90%. They have the other basic thieving skills, including
Backstab and Read Languages, at the fouth level of ability, and can train
these up to great heights, gaining the ability to overcome impressive
penalties. Tabaxi rogues start with their thief abilities at fourth level
averages (considered to be the racial skill bonuses), modify them by dexterity,
and may then apply their starting point allocations to the skills as they
please.
Class Abilities: Tabaxi can progress
in any major class, although they seldom pursue priesthood. Most tabaxi
choose to dabble in multiple professions, and see little benefit from
focusing on a single class. Their fighter-thieves function much like ninja,
honing their innate stealth skills to a razor’s edge. Tabaxi fighter-mages
serve as defenders and battle leaders for their prides. Tabaxi have slightly
higher than human normal incidence of psionic talent, but the discipline
required to become a psionicist is rare.
Psychology: The majority of tabaxi
are chaotic neutral or chaotic good in their alignment tendencies. They
consider themselves free to do as they please and hang the consequences.
As a race, tabaxi are prone to laziness, doing only what is needed to
feed, protect, and amuse themselves. Combined with their fastidious nature,
this makes tabaxi very appreciative of high-quality goods made by others–especially
when those goods might be easily gained through trickery or theft. They
can be very creative, but do not pursue long and difficult tasks, leaving
the drudgery of hard work to others. One catling fighter-mage expressed
a common tabaxi sentiment in this way: "I thought
about crafting a spell to clean molds, slimes, and other such nuisances
out of a ruin I was keen on investigating, but decided it wasn’t worth
my time. I suggested the idea to a human wizard acquaintance, and got
him working on it. All I have to do now is come back to the tree when
the spell is ripe and pluck it."
Combat: Tabaxi can be fierce warriors,
but generally avoid toe-to-toe fights. They prefer ambushes, attacks from
high places where opponents cannot reach them, and stealthy backstabs.
They are not nearly as big and sturdy as their kzin forebears, and this
shows in their fighting style. Many tabaxi are ambidextrous, and many
more have trained themselves in two-weapon fighting, using a rapier or
smallsword and a second weapon in their off hands. They make liberal use
of the hand crossbow and bolts coated with sleep poison. Some tabaxi use
other, more exotic bolt venoms, but these are never lethal. Lethal poisons
are considered to be bad form. In addition, they are not only dangerous
to the user, but also deprive the tabaxi of the opportunity to play with
and torment her opponent. Some tabaxi have developed open-handed fighting
styles, employing their natural claws, but most consider this to require
too much discipline and practice. Tabaxi rarely wear heavy armor, preferring
to rely upon specially made chain mail. This tabaxi chainmail is proportioned
for their anatomy and made of very light and quiet alloys. Unlike elven
chainmail, tabaxi chainmail is easily acquired by those of the race who
desire it.
Magic: Tabaxi wizards use a standard
selection of spells, but will scrupulously avoid using any magic that
might harm their appearance, such as close-range fire, electricity, or
acid spell effects. They are very accomplished at using specially crafted
spells to imitate the appearance of other races for the purposes of spying
on and stealing from humans and kzinti.
Tabaxi Statistics
Tabaxi Fighter-Thieves
| Tabaxi Adolescent
(F1/T1)
Rapier-11/5/2 (THAC0:20), D:1d6+1
Main Gauche-11/5/2 (THAC0:20), D:1d4
Hand Crossbow-11/5/2 (THAC0:18), D:1d3+sleep poison
Thief abilities: PP:60, OL:52, RT:50, MS:95, HS:95, DN:30, CW:95,
RL:20, BS:x2
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 6 hp
XP Value: 420 xp |
| Role:
Tabaxi adolescents are most commonly fighter-thieves (ninja-style
spies) in training. They will be carrying basic thieving tools that
their claws can’t replicate, as well as a disguise or outer clothing
suitable for their current tasks. Each will have some 2d6 gp worth
of personal coins and jewelry hidden about his or her person. |
| Tabaxi Adult (F2/T2)
Rapier-11/5/2 (THAC0:19), D:1d6+1
Main Gauche-11/5/2 (THAC0:19), D:1d4
Hand Crossbow-11/5/2 (THAC0:17), D:1d3+sleep poison
Thief abilities: PP:65, OL:62, RT:55, MS:95, HS:95, DN:35, CW:95,
RL:25, BS:x2
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 10 hp
XP Value: 650 xp |
| Role:
Some tabaxi may be craft specialists or members of other classes,
but most catling adults are accomplished spies. This is the typical
tabaxi one would find on guard duty. She will be carrying basic thieving
tools that her claws can’t replicate, as well as a disguise or outer
clothing suitable for the current task. Each will have some 5d10 gp
worth of personal coins and jewelry hidden about his or her person. |
| Tabaxi Spy (F3/T3)
Rapier-12/6/3 (THAC0:18), D:1d6+1
Main Gauche-12/6/3 (THAC0:18), D:1d4
Hand Crossbow-12/6/3 (THAC0:16), D:1d3+sleep poison
Thief abilities: PP:75, OL:72, RT:60, MS:95, HS:95, DN:40, CW:95,
RL:25, BS:x2
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 16 hp
XP Value: 975 xp |
| Role:
This is a tabaxi spy at the journeyman level. A character at this
level will be carrying fine thieving tools, a suitable disguise, and
some specialized tools, if needed for the current job. Each will have
some 5d20 gp worth of personal coins and jewelry hidden about his
or her person. This tabaxi is very likely to know some interesting
secrets, and may attempt to bargain with this information if captured. |
| Tabaxi Advanced
Spy (F4/T4)
Rapier-12/6/3 (THAC0:17), D:1d6+1
Main Gauche-12/6/3 (THAC0:17), D:1d4
Hand Crossbow-12/6/3 (THAC0:15), D:1d3+sleep poison
Thief abilities: PP:80, OL:77, RT:65, MS:95, HS:95, DN:50, CW:95,
RL:30, BS:x2
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 22 hp
XP Value: 1,400 xp |
| Role:
This is a tabaxi spy at the advanced journeyman level. A character
at this level will be carrying fine thieving tools, a suitable disguise,
and some specialized tools, if needed for the current job. Each will
have some 5d00 gp worth of personal coins and jewelry hidden about
his or her person. A tabaxi at this level probably has at least a
magical potion available to her, and may own more potent items. As
before, this tabaxi is very likely to know some interesting secrets,
and may attempt to bargain with this information if captured. |
| Tabaxi Spy Leader
(F5/T6)
Rapier +1-13/6/3 (THAC0:16), D:1d6+2, -1 step bonus
Main Gauche-13/6/3 (THAC0:16), D:1d4
Hand Crossbow-13/6/3 (THAC0:14), D:1d3+sleep poison
Thief abilities: PP:85, OL:82, RT:75, MS:105, HS:105, DN:50, CW:105,
RL:30, BS:x3
|
Attack/Defense: 3 step bonus
Armor: 5/1/3 (AC4)
Hit Points: 30 hp
XP Value: 2,000 xp |
| Role:
Tabaxi at this level are respected leaders. Equipment includes excellent
thieving tools, an appropriate disguise, specialized tools, and at
least two permanent magic items. The character’s armor may be enchanted,
and the tabaxi will have an increased attack/defense bonus. Each will
have some 5d10x100 gp worth of personal coins and jewelry hidden about
his or her person. Tabaxi at this level know how to escape bonds,
and will do so at the earliest opportunity. They will only bargain
if necessary, or if they think they can get something useful in return. |
Tabaxi Fighter-Mages
The tabaxi have learned the spell point system of memorization from the
Royal Academy of Landers. Whether they did so honestly or stole the knowledge
is anyone’s guess. As such, they gain bonus spell points for high intelligence
(typically an extra first level spell), and can adjust spell levels memorized
to suit their needs.
| Tabaxi Apprentice
(F1/W1)
Rapier-11/5/2 (THAC0:20), D:1d6+1
Main Gauche-11/5/2 (THAC0:20), D:1d4
Hand Crossbow-11/5/2 (THAC0:18), D:1d3+sleep poison
Thief abilities: PP:45, OL:37, RT:35, MS:33, HS:25, DN:15, CW:88,
RL:20, BS:x2
Spells: magic missle, sleep
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 5 hp
XP Value: 420 xp |
| Role:
Tabaxi apprentices often accompany other tabaxi on missions. They
will be carrying basic thieving tools plus spell components, as well
as a disguise or outer clothing suitable for their current tasks.
Spell books will be hidden at home or nearby, if travelling. Each
will have some 2d6 gp worth of personal coins and jewelry hidden about
his or her person. |
| Tabaxi Senior Apprentice
(F2/W2)
Rapier-11/5/2 (THAC0:19), D:1d6+1
Main Gauche-11/5/2 (THAC0:19), D:1d4
Hand Crossbow-11/5/2 (THAC0:17), D:1d3+sleep poison
Thief abilities: PP:45, OL:37, RT:35, MS:33, HS:25, DN:15, CW:88,
RL:20, BS:x2
Spells: magic missle, sleep,
color spray or charm person
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 10 hp
XP Value: 650 xp |
| Role:
This is a senior apprentice. She would stand guard duty and accompany
others on spying missions. She will be carrying basic thieving tools,
spell components, a disguise or outer clothing, and special equipment
needed for the current task. Spell books will be at home or hidden
nearby. Each will have some 5d10 gp worth of personal coins and jewelry
hidden about his or her person. |
| Tabaxi Wizard (F3/W3)
Rapier-12/6/3 (THAC0:18), D:1d6+2, -1 step bonus
Main Gauche-12/6/3 (THAC0:18), D:1d4+1, -1 step bonus
Hand Crossbow-12/6/3 (THAC0:16), D:1d3+sleep poison
Thief abilities: PP:45, OL:37, RT:35, MS:33, HS:25, DN:15, CW:88,
RL:20, BS:x2
Spells: magic missle, color
spray, charm person; blindness or alter self
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 15 hp
XP Value: 975 xp |
| Role:
After apprenticeship, the tabaxi wizard often leads simple missions
and patrols. A character at this level will be carrying fine thieving
tools, spell components, and a suitable disguise, if needed for the
current job. Each will have some 5d20 gp worth of personal coins and
jewelry hidden about his or her person. This tabaxi will have excellent
quality equipment, and may have some minor one-shot magic available. |
| Tabaxi Wizard (F4/W4)
Rapier-12/6/3 (THAC0:16), D:1d6+2, -1 step bonus
Main Gauche-12/6/3 (THAC0:16), D:1d4+1, -1 step bonus
Hand Crossbow-12/6/3 (THAC0:15), D:1d3+sleep poison
Thief abilities: PP:45, OL:37, RT:35, MS:33, HS:25, DN:15, CW:88,
RL:20, BS:x2
Spells: magic missle, color
spray, charm person, magic missle or sleep; scare, blindness
or alter self
|
Attack/Defense: 2 step bonus
Armor: 4/0/2 (AC5)
Hit Points: 20 hp
XP Value: 1,400 xp |
| Role:
This is a tabaxi wizard at the advanced journeyman level. A character
at this level will be carrying excellent weapons and tools, a suitable
disguise, and some minor magic. She will have some 5d00 gp worth of
personal coins and jewelry hidden about her person. A tabaxi at this
level may be encountered alone or as leader of a group. As with other
leaders, this tabaxi is very likely to know some interesting secrets,
and may attempt to bargain with this information if captured. |
| Tabaxi Wizard (F5/W5)
Rapier +1-13/6/3 (THAC0:15), D:1d6+2, -1 step bonus
Main Gauche-13/6/3 (THAC0:15), D:1d4+1, -1 step bonus
Hand Crossbow-13/6/3 (THAC0:14), D:1d3+sleep poison
Thief abilities: PP:45, OL:37, RT:35, MS:33, HS:25, DN:15, CW:88,
RL:20, BS:x2
Spells: magic missle, (x2),
color spray, charm person, phantasmal force or sleep;
scare, blindness or alter self; slow or spectral force
|
Attack/Defense: 3 step bonus
Armor: 5/1/3 (AC4)
Hit Points: 25 hp
XP Value: 2,000 xp |
| Role:
Tabaxi at this level are respected leaders. Equipment includes weapons,
tools, and armor, an appropriate disguise, and at least two permanent
magic items. The character’s armor may be enchanted, and the tabaxi
will have an increased attack/defense bonus. Each will have some 5d10x100
gp worth of personal coins and jewelry hidden about his or her person.
Tabaxi at this level know how to escape bonds, and will do so at the
earliest opportunity. They will only bargain if necessary, or if they
think they can get something useful in return. |
Summary
Higher level tabaxi are common, but stats for these individuals should be
created as needed.
The tabaxi have access (through theft) to many different magic spells
and advanced technologies. If they desired, they could establish a very
advanced society of their own. Some of their leaders have suggested this,
but no one has taken the initiative to bring about such a thing. The tabaxi
seem generally content to discover secrets, and are not especially motivated
to use what they learn. "The pleasure is in the
finding, not in the having," as one says.
Last updated
21-Jun-2003
Content copyright © 1998-2003 by SilverDragon.
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