Chakat

Tectorman

Explorer
Chakat

A race of survivors whose gentleness belies their passion in the defense of their allies.

Racial Traits
Average Height: 5’ – 5’ 8”
Average Weight: 350 - 440 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses: +2 Endurance, +2 Insight
Quadruped: You can carry, lift, and drag weight up to your Strength score times 12.5 (see Carrying, Lifting, and Dragging, page 222 PHB).
Resilient Physiology: +5 racial bonus to saving throws against poison
Berserk Rage: You can use berserk rage as an encounter power.

Code:
Berserk Rage                                          Chakat Racial Power
Code:
[I][SIZE=3][FONT=Times New Roman][COLOR=white]You see your friend injured and under attack and blind animalistic fury [/COLOR][/FONT][/SIZE][/I]
[I][SIZE=3][FONT=Times New Roman][COLOR=white]takes over. The next thing you know, you have repaid his attacker tenfold.[/COLOR][/FONT][/SIZE][/I]
[FONT=Times New Roman][SIZE=3][COLOR=white]Daily[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Minor Action                                                     Personal[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Effect: You can channel your passion to gain a reroll on an attack roll against an [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]enemy that dealt enough damage to one of your allies to render your ally bloodied [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white](or worse) since your last turn. You must use the second roll, even if it’s lower. If [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]your attack hits and deals damage, the target also takes ongoing 5 damage (save [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]ends). You then suffer a -2 penalty to all defenses until the end of your next turn.[/COLOR][/SIZE][/FONT]
[SIZE=3][FONT=Times New Roman][COLOR=white]  Increase to ongoing 10 damage at 11th level and ongoing 15 damage at 21st [/COLOR][/FONT][/SIZE]
[SIZE=3][FONT=Times New Roman][COLOR=white]level.[/COLOR][/FONT][/SIZE]
[FONT=Times New Roman][SIZE=3][COLOR=white]Special: To activate this power, you must also expend a healing surge.[/COLOR][/SIZE][/FONT]



Chakats are a race of felitaurs from a distant land. Their entire existence a triumph of dualities brought to a more harmonious whole, they combine both the sagacity of civilized man and the power of the wildest of beasts.

Play a chakat if you want…
· To play a furry character.
· To make your enemies pay dearly when they hurt your allies.
· To be a member of a race that favors the cleric, paladin, or ranger classes.



Physical Qualities
Chakats are bestial centaur-like felines. They stand at about human height, but because of their taurform body, they also have length (approximately 5 feet from forehips to hindquarters). They also weigh considerably more. A chakat will typically look like a big cat (a lion, tiger, leopard, etc.) with the corresponding fur pattern, although more exotic looks aren’t uncommon either. From where the neck would be arises a human-looking torso continuing the same fur pattern as the “taurso”. A chakat’s head, though felinoid and fur covered, is capable of a much wider range of facial articulation than their feline relatives and is covered with a usually long mane of hair. Their forelegs end in handpaws that incorporate rudimentary fingers into the forefoot (very strong, but lacking in dexterity). Their tails extend about 5 feet behind them and are prehensile (though still not on par with their own hands, due to the tail being completely fur-covered with no pads). Also, all chakats are hermaphroditic, possessing both sets of reproductive organs at the same time. Thus, they require their own set of pronouns; “shi” (shay) and “hir” (hare) instead of “he” or “she” and “his”, “him”, or “her”.
Chakats typically wear little to no clothing, most of what they wear being confined to their upper torso (and usually for the sake of the modesty of other species). Otherwise, they would only wear practical apparel (belt pouches, cargo saddles, etc.). A chakat is typically comfortable in temperatures cooler than humans due to their fur, so the only clothing they wear for purposes of necessity would be thick and warm.
A chakat’s lifespan is about 150 years, when they become known as “Longtails”.

Playing a Chakat
Chakats, due to possessing a dual gender mindset, possess a special wisdom that can only come from being able to view a situation from both sides. This tends to make chakats exceptionally mentally stable. Combined with their special talent for reading people (bordering on supernatural empathy), this makes chakats particularly adept in the social realm. Indeed, chakats have an almost physiological need for community.
This need for social interaction leads to one of the most famous of chakat organizations: their very extended families. Chakat families are always growing, due in part to the relative frequency that new mates are found and welcomed. The other part is the chakat love of children. Indeed, little can spark a chakat’s ire more than hearing of a child (their child, someone else’s child, a child of another race) being mistreated.
For the most part, chakats adhere to little more than a “Do unto others…” philosophy of life. Chakats tend to deal with all things rationally and practically, and approach their relationship with the gods they worship in the same way. They hail from a faroff land where a massive collection of arcane and divine magic did what has never been done before or since: the creation of a new race. There, humans and chakats live together, their isolation from other sentient races leading them to think of each other as brother and sister races. However, every so often human tolerance wanes and though many chakats stay anyway and work things out in the end, enough have left to forge their own nation, a little known land called Chakona. Others have sought their destiny far away, and so have found other sentient races, such as the dwarves and the elves and the dragonborn.

Chakat Characteristics: empathic, friendly, good-natured, hardy, joyful, loving, optimistic, perceptive, practical, sociable, well-adjusted

Names: Brightspot, Darkstar, Forestwalker, Goldendale, Goldfur, Jinx, Late Bloomer, Midnight, Quickpaw, Stormchaser, Swiftwalk, White Tip, Windsong

Chakat Adventurers
Three sample chakat adventurers are described below.
Brightspot met a crew of humans (and an eladrin) at an early age and was soon inspired to lead a similar lifestyle. Deciding that good was not simply that which was not evil, but rather that which opposes evil, shi took up Pelor’s mantle to roam the lands and fight in his name. Shi wears the name of paladin proudly, standing as a true defender of the innocent, protector of the weak, and all-around good guy (term used loosely). Pelor’s simultaneous compassion and kindness and unceasing vigilance against evil suit Brightspot in hir own travels.
Jinx (so named for hir childhood proclivity for entwining hirself around other people’s legs) took to a life in the wild after a string of bad luck (and this didn’t inspire hir to change hir name, either). Atypically for a chakat, shi tends to avoid deep relationships with others, as twice before shi’s been the sole survivor in a terrible trek. Jinx hopes one day to redeem hirself before hir peers. Shi specializes in the bow to avoid the same death that shi has witnessed time and again.
Late Bloomer is as firm as bedrock and as reliable an ally as any dwarf lord. From the day shi was born, shi always did things late (shi was even born two days late, an event unprecedented in chakat medical history). Late Bloomer has no tolerance for wishy-washiness and is disinclined to change hir mind on a whim. Shi became a cleric of Avandra, the goddess of freedom and adventure, in the hopes of exploring that new frontier first, of changing the world for the better first, so that the inevitable change that Avandra inspires starts out good and can only get better. Let the world change for the better, but let it go right the first time.
 

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Heroic Racial Feats

Experienced Sentinel [Chakat]
Prerequisite: Chakat
Benefit: You no longer suffer a -2 penalty to all defenses for using the berserk rage power.

Paragon Racial Feats

Senses Open to the World [Chakat]
Prerequisite: Chakat
Benefit: When you make an Insight check or a Perception check, roll twice and use the higher result.
 

I'm mostly pleased with the race, but I'm not confident in the racial power or the racial feats (well, Experienced Sentinel, really; Senses Open to the World is on par with Agile Athlete so I'm all right with it).

What I'm looking for are some suggestions/alternatives to the Berserk Rage. I definitely want it to be a daily power and I definitely want it to be used only against an enemy that attacked (preferably bloodied) one of your allies. Beyond that, any suggestions are welcome.

Make it a stance? It doesn't need to cost a healing surge/put a penalty to your defenses/both? Instead of ongoing damage, make it a straight up 1d6 (2d6 at 11th, 3d6 at 21st)? Or make it a condition (dazed, stunned, surprised)? Instead of a reroll, make it a +1 power bonus to attack? These are ideas I've toyed with but haven't been able to decide on.

Oh yeah, Google "chakat" or "Bernard Doove" if you want to see the race as originally conceived.
 

Might I recommend their daily power be less aggressive and damage-oriented. Your descriptive terms contradict the feral nature of their berserker rage.

If you want to keep the savage aggressiveness in which they defend their allies, then I recommend making them less docile and passive in personality. They are too perfect as written. It’s like an uber elf fanboy was describing elves (they’re pretty and nice and perfect and artistic and peaceful and can kick butt and everyone likes them except for a few intolerant people). Add some negative aspects to the description. The vicious fury that sparks their rage has to come from somewhere and probably shows up in more cases than just combat. If you look through the PH, the races have both positive and negative social and psychological traits listed.

PS: Also, I'd recommend changing the "to play a furry race" to something like "to play a centauric (no idea of what term to use) race", since this race is a bit more unusual than a run-of-the-mill anthropomorphic race that some would call furry.

PSS: Personally, the name Chakat can stick. I doubt most people would recognize it (well.. I didn’t.. But I’m not really net savvy), and the lolfurrezlol people would have said that at any point in the description (feline people? Hermaphrodite feline people!? Lolfurrezlol) and not reacted to just the name.


Edit: *fewh* where was my coffee when I tried to respond to this post? Fixed spelling, grammar, and clarified things.
 
Last edited:

I have a suggestion.

Instead of naming them Chakat, which will probably get the "Lol furry lol"* response, call them Wemics. Wemics are tauric lions from 2e. Not only does this give them a non-furry name, but it also harkens back something that all ready exists in the D&D history.

*And I say this as someone who is a furry.
 

Might I recommend their daily power be less aggressive and damage-oriented. Your descriptive terms contradict the feral nature of their berserker rage.
If you want to keep the savage aggressiveness in which they defend their allies, then I recommend making them less docile and passive in personality. They are too perfect as written. It’s like an uber elf fanboy was describing elves (they’re pretty and nice and perfect and artistic and peaceful and can kick butt and everyone likes them except for a few intolerant people). Add some negative aspects to the description. The vicious fury that sparks their rage has to come from somewhere and probably shows up in more cases than just combat. If you look through the PH, the races have both positive and negative social and psychological traits listed.

Yeah, that's kind of a problem. See, the race was originally created in a pseudo-Star Trek setting, so part of the problem is translating them into a medieval setting but retaining the core concept of the race (hence, the "A Wizard did it"-esque explanation of their creation; arcane and divine magic mixing simulate genetic engineering, don't they?).

But yeah, they have been described as "everybody's favorite over-perfected felitaur". I can see the need to modify the description a bit, but it would take a collaboration with someone I know is familiar with Chakat lore (Snakeman would do, but I haven't put this on the D&D Forum Boards yet).

But actually, not all playable races show both good and bad qualities in the same extent. Just look at Drow.

PS: Also, I'd recommend changing the "to play a furry race" to something like "to play a centauric (no idea of what term to use) race", since this race is a bit more unusual than a run-of-the-mill anthropomorphic race that some would call furry.
PSS: Personally, the name Chakat can stick. I doubt most people would recognize it (well.. I didn’t.. But I’m not really net savvy), and the lolfurrezlol people would have said that at any point in the description (feline people? Hermaphrodite feline people!? Lolfurrezlol) and not reacted to just the name.

You know what? No. I'm leaving the word "furry" right where it is. I mean, my honest reaction, both here and on GITP is that that is so not the point. I'm asking for help in balancing the daily power and the feats, and my use of the word "furry" is so irrelevant to me right now that I have difficulty taking seriously the fact that both here and on GITP people have said to change that word. Yes, that might be saying something but I just don't care.

I have a suggestion.
Instead of naming them Chakat, which will probably get the "Lol furry lol"* response, call them Wemics. Wemics are tauric lions from 2e. Not only does this give them a non-furry name, but it also harkens back something that all ready exists in the D&D history.

*And I say this as someone who is a furry.

No. Sorry, but I first put this race into D&D terms back in 3.5. At that time, Wemics already existed in the Races of Faerun book, so the name Chakat had to stay to distinguish them (not to mention that both Chakats and Wemics also both exist in the Chakat universe).

Furthermore, I've got a feeling that whenever a "Races of the Forgotten Realms" book comes out, it'll also have a Wemic. Maybe as a playable race, maybe not, but consider me hedging my bet.



So, I don't mean to be rude, but I'm really here just looking for help on the power and the feats. In fact, here's the Berserk Rage v2.0. Please help.

Code:
Berserk Rage                                                Chakat Racial Power
Code:
[I][SIZE=3][FONT=Times New Roman][COLOR=white]You see your friend injured and under attack and blind animalistic fury takes over. The next [/COLOR][/FONT][/SIZE][/I]
[I][SIZE=3][FONT=Times New Roman][COLOR=white]thing you know, you have repaid his attacker tenfold.[/COLOR][/FONT][/SIZE][/I]
[FONT=Times New Roman][SIZE=3][COLOR=white]Daily[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Standard Action                                                          Melee 1[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Target: One enemy that dealt damage to an ally and rendered the ally bloodied.[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Special: Before making the attack, you can move up to your speed to a square adjacent to [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           the target. If you move at least two squares from your starting position, the [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           attack is a charge.[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Attack: Strength +2 vs. AC[/COLOR][/SIZE][/FONT]
[SIZE=3][FONT=Times New Roman][COLOR=white]           Increase to +4 at 11th level, +6 at 21st level.[/COLOR][/FONT][/SIZE]
[FONT=Times New Roman][SIZE=3][COLOR=white]Hit: 2d6 + Strength modifier damage.[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           Increase damage to 3d6 + Strength modifier damage at 11th level, and [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           to 4d6 + Strength modifier damage at 21st level.[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]Effect: Until the end of the encounter, once per turn, you add 1d6 damage to [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           any damage roll made against the target (not including this attack).[/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           Increase added damage to 2d6 damage at 11th level, and to 3d6 damage [/COLOR][/SIZE][/FONT]
[FONT=Times New Roman][SIZE=3][COLOR=white]           at 21st level.[/COLOR][/SIZE][/FONT]
 

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