Gez said:
Now, are they like their Elder Scrolls inspiration?
Because they're very interesting.
Seventeen different shapes depending on the phases of the moons at their birth, ranging from fully elven to fully cattish... The seventeenth breed being unique and appearing only when a third moon appears...
I just use the Suthay-raht form, the one from
Morrowind. D&D stats are based on the catfolk humanoid race from the
Minatures Handbook.
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KHAJIIT
The catlike khajiit hail from scattered islands in the Serpent Archipelago, where they live in relative isolation and harmony with the natural world. For several centuries they have endured raids from Tiamni slavers, and rumors abound of khajiit breeding programs in the Imperium. Some khajiit, curious about the world beyond, travel to Eriador and mingle with humanity. Though exotic and strange to humans, none can deny their talent for survival or their burning curiosity about lands other than their own.
Most khajiit are addicted to a substance they call moon sugar, which is prepared from a plant that grows in select places throughout the Serpent Archipelago. A khajiit under the effects of moon sugar is usually languid and serene, given to congeniality and playfulness. A khajiit going through withdrawals from the effects of moon sugar is terse and jumpy, and willing to do almost anything to secure a new supply of the drug.
Moon sugar has spiritual significance to the khajiit. They claim that it allows them to speak with the spirits of dead ancestors, and to look deep at the world around them. Khajiit artisans, artists, magicians, and shamans all claim that moon sugar facilitates the inspiration for their work. Younglings are not allowed to consume moon sugar until their Day of Becoming, when they cross to adulthood in a special ceremony in which they consume the drug for the first time, and in which the community celebrates the visions produced by that first consumption of the drug. Moon sugar has no documented effect on other races, except that it gives gnomes splitting headaches.
Khajiit speak their own tongue, and often learn the language native to the region they explore.
KHAJIIT RACIAL TRAITS
• +4 Dexterity, +2 Charisma, -2 Wisdom. Khajiit are graceful and compelling, but impulsive.
• A khajiit’s base land speed is 40 feet.
• Khajiit have a base climb speed of 20 feet. They gain a +8 racial bonus on all Climb checks, and use either their Strength modifier or their Dexterity modifier, whichever is higher. They can always choose to take 10, even if rushed or threatened when climbing. If a khajit chooses an accelerated climb (see the Climb skill in the Player’s Handbook), she moves at a speed of 30 feet and makes a single Climb check each round at a –5 penalty.
• Low-Light Vision: A khajiit can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Listen and Sneak checks. A khajiit is alert and stealthy by nature.
• Natural Weapons: 2 claws (1d4) and bite (1d3).
• Scent: A khajiit may take the Scent feat at 1st level if she chooses. A khajiit may not take the Scent feat after 1st level. Some khajiit have a highly attuned sense of smell, some do not.
• Moon sugar addiction: The vast majority of khajiit are addicted to this substance, which has mystical significance to their culture. A khajiit under the effect of moon sugar is more attuned to her surroundings than normal, gaining a +4 circumstance bonus to Listen and Spot checks for 12 hours per dose of the drug. A khajiit who has not consumed moon sugar for 48 hours temporarily loses 2 points of Dexterity and Wisdom as she begins to undergo the effects of withdrawal. If a khajiit does not consume moon sugar within 72 hours, she temporarily loses an additional 4 points of Dexterity and Wisdom as she becomes increasingly erratic and neurotic. After six days without the drug, withdrawal symptoms will begin to fade, but the khajiit suffers 2 points of permanent damage to Dexterity and Constitution. Furthermore, if the khajiit comes into contact with moon sugar in the future, she must make a DC 15 Will save or begin consuming the drug again. A khajiit arcane spellcaster who is under the effects of moon sugar withdrawal cannot gain a restful-enough sleep to regain spells.
• Automatic Languages: Regional human language (usually Arbonnesse, Eloi, Genovan, or Tiamni) and Khajiit. Bonus Languages: Giant, Kuo-toa, Regional human language (Arbonnesse, Eloi, Genovan, or Tiamni) and Shissar. Khajiit sometimes learn the tongues of their closest allies and enemies.
• Favored Class: Scout. A multiclass khajiit’s scout class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook).
• Level Adjustment: +1. Khajiit are slightly more powerful and gain levels more slowly than most other races of Eriador. See the Monsters as Races discussion in Chapter 6 of the Dungeon Master’s Guide for more information.[/sblock]