Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 8435008" data-attributes="member: 2012"><p><strong><u>TABAXI</u></strong></p><p><strong>Medium Monstrous Humanoid (Feline)</strong></p><p><strong>Hit Dice:</strong> 2d8+6 (15 hp)</p><p><strong>Initiative:</strong> +7 (Dex, Improved Initiative)</p><p><strong>Speed:</strong> 30 ft. (6 squares), climb 20 ft.</p><p><strong>AC:</strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11</p><p><strong>Base Attack/Grapple:</strong> +2/+4</p><p><strong>Attack:</strong> Claw +4 melee (1d6+2) or flail +4 melee (1d8+2) or javelin +5 ranged (1d6+2)</p><p><strong>Full Attack:</strong> 2 claws +4 melee (1d6+2) and bite +2 melee (1d8+1) or flail +4 melee (1d8+2) or javelin +5 ranged (1d6+2)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Pounce, improved grab</p><p><strong>Special Qualities:</strong> Tabaxi traits, darkvision 60 ft., scent, intolerance</p><p><strong>Saves:</strong> Fort +3, Ref +6, Will +5</p><p><strong>Abilities:</strong> Str 15 (+2), Dex 17 (+3), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)</p><p><strong>Skills:</strong> Balance +8, Hide +9*, Listen +5, Move Silently +9, Spot +3, Swim +4</p><p><strong>Feats:</strong> Improved Initiative (B), Multiattack</p><p></p><p><strong>Continent/Region:</strong> Harqual/Storm Peninsula</p><p><strong>Environment:</strong> Temperate forests, marshes, hills, and mountains</p><p><strong>Organization:</strong> Solitary, pair, patrol (5–20), or tribe (30–300 plus 50% noncombatants plus one 1st-level sergeant per 20 adults, three 3rd-level clerics, five 5th-level lieutenants, one 7th-level noble tabaxi war-chief and one 9th-level noble tabaxi high-priest)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often lawful evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p>Tabaxi are a race of tiger-like humanoids who have just recently reappeared on Harqual after 1,001 years of banishment.</p><p></p><p>Tabaxi have the same color patterns as tigers although minor variations are possible (i.e. spots vs. stripes). Tabaxi have dexterous, clawed hands, sharp yellow teeth, and cat’s eyes that are typically yellow or green. They stand roughly 6 feet in height and weigh as much as humans.</p><p></p><p>Tabaxi dress in savage looking clothing and tabaxi warriors often wear ornamental headdresses made out of animal heads, fur and feathers. Tabaxi clerics usually wear very little instead covering their bodies in ritual tattoos and scars. Many of these markings are divine in nature and often give armor, strength or magical boons to the cleric for his devotion.</p><p></p><p>Tabaxi speak their own racial language and can speak Harqualian but rarely do so.</p><p></p><p><strong>Combat</strong></p><p>Tabaxi give no quarter to their opponents, nor do they expect any in return. Anger and resentment towards the North Gods drives them to attack those they perceive as their enemies without hesitation.</p><p></p><p><em>Pounce (Ex):</em> If a tabaxi leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p><em>Improved Grab (Ex):</em> To use this ability, a tabaxi must hit with a claw or bite attack.</p><p></p><p><em>Intolerance:</em> While most tabaxi aren't truly racist, tabaxi society teaches tabaxi to have an over-inflated view of their race and look down upon other races. Tabaxi have a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Tabaxi cannot buy off this disadvantage completely, but they may reduce it to -1 by spending 4 skill points any time after gaining 5 character levels. (Tabaxi raised outside of their culture do not have this trait.)</p><p></p><p><em>Scent (Ex):</em> A tabaxi can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.</p><p></p><p><strong>Tabaxi Society</strong></p><p>Of all the races of Harqual, only the human barbarians of the Northlands, the rakasta of the Far South, and the tabaxi were originally native to the continent. In ancient times, the tabaxi's tried to dominate the rakasta and paid for their aggressive nature when they and their god were banished from Harqual by the All-Mother, Mirella.</p><p></p><p>This was done at the request of the barbarian god Cronn that this occurred and Tu, the Lord of the Tabaxi, didn't take his banishment well. Unable to take his vengeance out upon the Lord of the North he turned on his people – inflicting awful suffering on them. Only when another tabaxi, Sa the Tolerant, ascended to divine status during the banishment did Tu realize he would lose everything unless he learned to care for his people the way the barbarian gods did their people. And while Tu remained evil he learned patience and even learned to share his people with Sa. However, the two gods don't like each other and really only tolerate each other for the good of the tabaxi.</p><p></p><p>Thus, it is hard for other races to truly understand what the tabaxi have gone through and why they are the way they are. Tabaxi are vicious and warlike showing no mercy to those they consider their enemies, and yet they protect each other, never betraying one another unless the survival of the whole is at stake. Very few of the tabaxi take the teaching of Sa to heart, as most have learned to tolerate Tu's dark, evil ways. After all it was him who gave them sentience.</p><p></p><p>Since the Return, the faithful of Tu have been on the offensive taking the fight to the southern kingdoms of the North. They have yet to attack across the Great Expanse into the South but it is only a matter of time before they also seek vengeance on the rakasta.</p><p></p><p>Where the tabaxi were banished to remains a mystery. The tabaxi won't talk about it and the faithful of Mirella don't even know where the goddess sent the cat people.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8435008, member: 2012"] [B][U]TABAXI[/U] Medium Monstrous Humanoid (Feline) Hit Dice:[/B] 2d8+6 (15 hp) [B]Initiative:[/B] +7 (Dex, Improved Initiative) [B]Speed:[/B] 30 ft. (6 squares), climb 20 ft. [B]AC:[/B] 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 [B]Base Attack/Grapple:[/B] +2/+4 [B]Attack:[/B] Claw +4 melee (1d6+2) or flail +4 melee (1d8+2) or javelin +5 ranged (1d6+2) [B]Full Attack:[/B] 2 claws +4 melee (1d6+2) and bite +2 melee (1d8+1) or flail +4 melee (1d8+2) or javelin +5 ranged (1d6+2) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Pounce, improved grab [B]Special Qualities:[/B] Tabaxi traits, darkvision 60 ft., scent, intolerance [B]Saves:[/B] Fort +3, Ref +6, Will +5 [B]Abilities:[/B] Str 15 (+2), Dex 17 (+3), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 10 (+0) [B]Skills:[/B] Balance +8, Hide +9*, Listen +5, Move Silently +9, Spot +3, Swim +4 [B]Feats:[/B] Improved Initiative (B), Multiattack [B]Continent/Region:[/B] Harqual/Storm Peninsula [B]Environment:[/B] Temperate forests, marshes, hills, and mountains [B]Organization:[/B] Solitary, pair, patrol (5–20), or tribe (30–300 plus 50% noncombatants plus one 1st-level sergeant per 20 adults, three 3rd-level clerics, five 5th-level lieutenants, one 7th-level noble tabaxi war-chief and one 9th-level noble tabaxi high-priest) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Often lawful evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +4 Tabaxi are a race of tiger-like humanoids who have just recently reappeared on Harqual after 1,001 years of banishment. Tabaxi have the same color patterns as tigers although minor variations are possible (i.e. spots vs. stripes). Tabaxi have dexterous, clawed hands, sharp yellow teeth, and cat’s eyes that are typically yellow or green. They stand roughly 6 feet in height and weigh as much as humans. Tabaxi dress in savage looking clothing and tabaxi warriors often wear ornamental headdresses made out of animal heads, fur and feathers. Tabaxi clerics usually wear very little instead covering their bodies in ritual tattoos and scars. Many of these markings are divine in nature and often give armor, strength or magical boons to the cleric for his devotion. Tabaxi speak their own racial language and can speak Harqualian but rarely do so. [B]Combat[/B] Tabaxi give no quarter to their opponents, nor do they expect any in return. Anger and resentment towards the North Gods drives them to attack those they perceive as their enemies without hesitation. [I]Pounce (Ex):[/I] If a tabaxi leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. [I]Improved Grab (Ex):[/I] To use this ability, a tabaxi must hit with a claw or bite attack. [I]Intolerance:[/I] While most tabaxi aren't truly racist, tabaxi society teaches tabaxi to have an over-inflated view of their race and look down upon other races. Tabaxi have a -3 penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Tabaxi cannot buy off this disadvantage completely, but they may reduce it to -1 by spending 4 skill points any time after gaining 5 character levels. (Tabaxi raised outside of their culture do not have this trait.) [I]Scent (Ex):[/I] A tabaxi can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. [B]Tabaxi Society[/B] Of all the races of Harqual, only the human barbarians of the Northlands, the rakasta of the Far South, and the tabaxi were originally native to the continent. In ancient times, the tabaxi's tried to dominate the rakasta and paid for their aggressive nature when they and their god were banished from Harqual by the All-Mother, Mirella. This was done at the request of the barbarian god Cronn that this occurred and Tu, the Lord of the Tabaxi, didn't take his banishment well. Unable to take his vengeance out upon the Lord of the North he turned on his people – inflicting awful suffering on them. Only when another tabaxi, Sa the Tolerant, ascended to divine status during the banishment did Tu realize he would lose everything unless he learned to care for his people the way the barbarian gods did their people. And while Tu remained evil he learned patience and even learned to share his people with Sa. However, the two gods don't like each other and really only tolerate each other for the good of the tabaxi. Thus, it is hard for other races to truly understand what the tabaxi have gone through and why they are the way they are. Tabaxi are vicious and warlike showing no mercy to those they consider their enemies, and yet they protect each other, never betraying one another unless the survival of the whole is at stake. Very few of the tabaxi take the teaching of Sa to heart, as most have learned to tolerate Tu's dark, evil ways. After all it was him who gave them sentience. Since the Return, the faithful of Tu have been on the offensive taking the fight to the southern kingdoms of the North. They have yet to attack across the Great Expanse into the South but it is only a matter of time before they also seek vengeance on the rakasta. Where the tabaxi were banished to remains a mystery. The tabaxi won't talk about it and the faithful of Mirella don't even know where the goddess sent the cat people. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
Top