Arasi (3.5e Race)

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Arasi[edit]

The Arasi (uh-RAH-see) are a fierce race of feline humanoids inhabiting the islands of Marshak, southeast of the continent. Fearsome and proud, they are the source of many legends among the peoples of the mainland.

Personality[edit]

They are a fierce race of cat people that hunt and fight in clans. Sometimes they help other clans, but they are quick to anger. Usually, they are a companionable to anyone and are loyal to any individuals that prove to be slow to intimidation.

History[edit]

"By the Teeth of the Ten!" - Arasi Oath

The first Arasi where born of the celestial lion companions of the cat goddess. They group themselves into ten prides, one for each bloodline descending from that first litter. Within the prides they are further divided, rank and prestige assigned according to the aspects of the great cats which they embody.

The prides living primarily by hunting the wild animals that inhabit the isles of Marshak. Whenever game grows scarce, the Arasi prides will clash, trying to claim more hunting territory. The fury of the mongrel warriors tears through all the clans, and a great many of the Arasi people fall. After enough battles and death, the available food becomes adequate for the survivors, and a temporary peace ensues.

Gradually the numbers of game animals on the island grow again, as do the Arasi's, until they are once more warring over hunting rights. For countless generations, this savage cycle is all the Arasi have known.

Eventually travelers from other races made contact with the Arasi, and the Children of the Lioness became curious about the lands away from Marshak. Visitors "volunteered" to teach them the craft of ship-building, and soon they became a menace on the seas, despite their natural dislike of water, chasing down any merchant vessel passing within a day's travel of the island in their sleek rowing galleys.

Their lives began to change, as those lost at sea slowed the need to fight for hunting grounds. But now they were learning to war amongst themselves for something else - the glitter of treasures and lure of magic pillaged from ships at sea.

Over the years, as faster sailing vessels of other races more common, the oar-ships of the Arasi became less of a threat. Their pirating days were over, and they returned to their cycle of battles, though contact with the outside world now colored their conflicts. Politics, possession and power were just as common motives for clashes as simple survival had been to their forefathers.

This left them open to the next major step in their history. Promising wealth, sailing ships, and even new lands for hunting, the usurper of the throne recruited many of the Arasi as her surprise mercenary force in the overthrow of the emperor.

Though just a few short years have passed, the Arasi are now becoming a more common sight in the southern parts of the mainland, and a growing concern for the new empress who unleashed them.

Physical Description[edit]

Varies from pride to pride. Some are short haired where others have wild manes of fur.

Arasi males stand around 5' 1" and the women stand at 4' 10".

Weight varies from clan to clan.

Relations[edit]

Arasi are generally lenient with visitors and travelers, but are slow to trust large caravans that appear capable of settlements. Arasi keep good trade with Orcs and small Human townships, but rarely intermingle with either. The typical social protocol for an Arasi tribe is, "Keep the gate closed, but never locked."

Alignment[edit]

Lion: Lawful Good, Lawful Neutral

Tiger: Lawful Neutral

Leopard: True Neutral, Chaotic Neutral

Mongrel: No tangible alignment constraints due to their variable and rejected nature.

Lands[edit]

Arasi typically settle in plains and hills, but some outliers exist for tactical or exploratory purposes.

Religion[edit]

The ten prides follow the Way of the Hunt to honor the celestial cat goddess.

Each Kit has a ritual that sets the Kit on a hunt or a quest to kill or retrieve an item for their tribe. Upon the completion of this task, the tribe selects where the Kit best fits the tribe's needs according to its skills.

Language[edit]

Arasi have their own spoken and written language, but are practicers of Common to keep trade and mutual agreements alive.

Names[edit]

Har'Arasi:

  • Male: Asad, Awaale, Waabberi , Arale, Bahdoon, Abtidoon, Gutaale
  • Female: Asida, Cawo, Cawralo, Hodan, Cambro, Cadey, Sagal, Ubax

Tal'Aras:

  • Male: Jihoy, Aghor, Ronil, Funik, Cerdhendu
  • Female: Aghor, Ejoy, Ukshay, Renanda, Ardhendu

Dal'Arasi:

  • Male: Mhambi, Meshindi, Kubu, Khethiwe, Hlengiwe
  • Female: Ingwe, Jabulie, Lwandle, Makhosazana, Mbali


Chanur:

Named by the tribe that takes them in or name themselves if they are cast out entirely.

Racial Traits[edit]

The various Arasi castes all have the following racial traits in common, except where noted:

  • Ability Score Adjustments:
    • Har'Arasi: Tal'Arasi: +2 Str, +2 Con, +2 dex
    • Dar'Arasi: +2 Dex, +2 Con, +2 int
    • Chanur: +2 Dex, +2 Wis, +2chr
  • Monstrous Humanoid
  • Medium. An Arasi gains no benefits or penalties for their size
  • An Arasi's base land speed is 40 feet.
  • Darkvision out to a range of 60 feet.
  • Feline Aptitude (Ex): Racial Bonus of +2 on Balance, Listen, and Spot checks.
  • Natural Attacks: Two claws (1d4 plus Strength bonus) as a primary attack, which deal lethal damage. Using both claw attacks requires a full attack action.
  • Automatic Languages: Arasi, Common. Bonus Languages: Auran, Sylvan
  • Favored Class Varies by caste: Barbarian (Chanur), Cleric (Har'Arasi females), Fighter (Har'Arasi males), Ranger (Dal'Arasi), Sorcerer (Tal'Arasi)
  • Level Adjustment: +0


Arasi Class Changes[edit]

The following modifications are made to classes taken by Arasi characters:

  • Animal Empathy: Arasi receive a +2 bonus to this skill when dealing with feline creatures.
  • Sorcerers: Arasi sorcerers, especially those of the Tal'Arasi caste, do not gain a familiar as a class ability. Instead, they receive the Bardic Knowledge class feature as a Bard equal to their sorcerer level.


Racial Classes: Arasi characters of the upper castes can take racial class levels, tapping deeper into their feline heritage to draw upon new powers. Racial class levels are treated as a favored class with respect to multi-classing.

Arasi Castes[edit]

Lion Caste (Har'Arasi)[edit]

The Har'Arasi are both the physical and spiritual leaders of the Arasi prides, as they resemble most closely the divine lioness, from whom they are all considered direct descendants.

Vital Statistics[edit]

Table: Har'Arasi Random Starting Ages
Adulthood Simple Moderate Complex
17 years +2d6 +2d8 +2d12
Table: Har'Arasi Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 80 years 100 years +4d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Har'Arasi Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 6" +2d6 140 lb. × (1d8) lb.
Female 4' 3" +2d6 120 lb. × (1d8) lb.



Among the Arasi, clerics of the cat goddess are exclusively females of this caste. Their word is law within each clan, and disobedience can result in banishment or worse. Their responsibilities cover almost every aspect of Arasi life, but most notably prayers and rituals related to hunts and fertility rites. Male Har'Arasi are the warrior chiefs, acting as leaders in battle and protectors of the clergy of Basa. Better trained than the barbarian mongrels they lead, they often surprise more advanced cultures they encounter with their fighting prowess.

Table: The Har'Arasi Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Bite
2nd +1 +0 +3 +0 Pounce
3rd +2 +1 +3 +1 Roar, Noble Pride

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Religion] (Int), Listen (Wis), Search (Int), Spot (Wis).

Class Features[edit]

Weapon and Armor Proficiency: Har'Arasi are proficient in all simple and martial weapons, light and medium armor, and shields.

Bite: At first level, Har'Arasi gains the ability to bite as a natural attack, dealing damage equal to (1d4 + 1/2 Str bonus). They also qualify for the Multiattack feat.

Pounce: At second level, Har'Arasi may make a full attack at the end of a charge.

Roar: Once per day as a standard action, a Har'Arasi of third level or higher may roar in such a fierce manner that all hostile creatures within 30 ft. must make a Will saving throw or become shaken while the Har'Arasi is in conscious. The save DC is equal to 10 + 1/2 HD + Cha Modifier and is Charisma based. A target is immune to this effect for 24 hours if it succeeds on the saving throw.


Tal'Arasi (Tiger Caste)[edit]

The powerful and sly Tal'Arasi serve as the advisors and keepers of wisdom for the Arasi prides. Often they become negotiators and diplomats with the leaders of other clans, though the Chanur caste usually consider them untrustworthy.

When not involved in tribal politics, the tiger-men are actually very solitary. They are also the most curious about the outside world, seeking to learn the history and legends of other cultures, and coveting the wealth and possessions of those lands.

Vital Statistics[edit]

Table: Tal'Arasi Random Starting Ages
Adulthood Simple Moderate Complex
19 years +2d6 +2d8 +2d12
Table: Tal'Arasi Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 80 years 100 years +4d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Tal'Arasi Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 6" +2d6 120 lb. × (1d8) lb.
Female 4' 3" +2d6 105 lb. × (1d8) lb.

Commonly touched by the mystical, most Arasi sorcerers belong to this caste, and are born under the sign of Anar. Tal'Arasi sorcerers also have the duty of providing arcane support when the prides go into battle. They seem to have a sixth sense about dangerous magical energies directed their way.

Rumors say that some Tal'Arasi sorcerers seek to transform into the evil spirits known as Rakshasa, much like some human wizards attempt to become liches.

Table: The Tal'Arasi Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting Level
Fort Ref Will
1st +0 +0 +2 +0 Arcane Resistance --
2nd +1 +0 +3 +0 Enhanced Darkvision +1
3rd +2 +1 +3 +1 Natural Armor +1 +1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff, Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Arcana, History, Nature] (Int), Listen (Wis), Spot (Wis)


Weapon and Armor Proficiency: Tal'Arasi are proficient with all simple weapons, but not shields or armor.

Arcane Reflexes: Tal'Arasi at first level gain a +2 bonus against spells or spell-like effects which require a Reflex save.

Enhanced Darkvision: A second-level Tal'Arasi can see in magical darkness out to 60 feet. However, their eyes glow a dim orange-red while doing so, giving opponents with normal vision the ability to pinpoint their location when within five feet, or ten feet for low-light vision. This does not increase a chance to hit the Tal'Arasi with a spell while it is hidden in total darkness.

Natural Armor: At third level, the Tal'Arasi's natural affinity for magical energies give them a +1 deflection bonus to its Armor Class.


Dal'Arasi (Leopard Caste)[edit]

Like pieces of living shadow, the black-furred Dal'Arasi are archetypical feline stealth made manifest. They are the woodland spies of the prides, proof that even such a savage race can appreciate the more subtle aspects of war. Even when the island is at relative peace, they enjoy counting coup against their counterparts in other clans.

The Dal'Arasi are also the true hunters of the Arasi, bringing in more than half of the pride's kills each month by themselves. They are constantly aware of the location of any game within their territory, and enjoy investigating any new beast that appears on the shores of their island.

Vital Statistics[edit]

Table: Dal'Arasi Random Starting Ages
Adulthood Simple Moderate Complex
17 years +2d6 +2d8 +2d12
Table: Dal'Arasi Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 80 years 100 years +4d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Dal'Arasi Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 6" +2d6 120 lb. × (1d6) lb.
Female 4' 3" +2d6 105 lb. × (1d6) lb.


Even if they grow to follow another path, all Dal'Arasi youth are taught how to blend into their surroundings, and are usually fed a diet of slightly noxious plants to help build a resistance to poisonous creatures.

Table: The Dal'Arasi Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Heightened Instincts
2nd +1 +0 +3 +0 Poison Resistance
3rd +2 +1 +3 +1 Scent

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis)

Weapon and Armor Proficiency: Dar'Arasi are proficient in all simple and martial weapons, and with light and medium armors, but not shields.

Heightened Instincts: A hunting Dal'Arasi of first level gains a +2 bonus on Climb, Hide and Move Silently checks

Poison Resistance: Dal'Arasi training involves intense trials regarding the various poisons found in the wilderness. At second level, the ability to fight these toxins and foreign substances grants them SRD:Damage_Reduction equal to their Character Level/poison.

Scent: The Dar'Arasi develops their natural sense of smell to an extraordinary level. A Dar'Arasi of third level gains the Scent (Ex) trait and gains a +4 circumstance bonus on Perception (Wis) checks that rely on smell when they have gotten used to an environment's smell. This usually take an hour of dwelling in the area.


Chanur (Mongrel Caste)[edit]

Cross-breeds of the upper Arasi castes, the Chanur are the lowest rung of the Arasi social ladder, though they form the majority of each pride. In appearance the Chanur vary widely, from domestic felines to the great cats represented by any "pure-blood" parent, though there is usually some trait that distinguishes a mongrel from the other castes, such as a distinctive black mane, or a mongrel of tiger caste descent with spots instead of stripes.

On rare occasions, a Chanur is born who is indistinguishable in appearance from members of another caste. These individuals are usually adopted into that group, and will breed true with them.

Vital Statistics[edit]

Table: Dal'Arasi Random Starting Ages
Adulthood Simple Moderate Complex
12 years +1d6 +1d8 +1d12
Table: Dal'Arasi Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 80 years 100 years +4d12 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Dal'Arasi Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d6 130 lb. × (1d8) lb.
Female 4' 6" +2d6 120 lb. × (1d8) lb.


Chanur are the warriors of the Arasi, and the priestesses of the cat goddess strive to keep their numbers plentiful. Ferocious on the battlefield, the mongrels are also kept fearful, superstitious and subservient to the other castes.

Table: The Mongrel Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Tenacity
2nd +2 +0 +3 +0 Martial Advantage
3rd +3 +1 +3 +1 Combat Niche

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str) Knowledge (Nobility) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis)

Weapon and Armor Proficiency: A Mongrel is proficient with all simple and martial weapons, light armor and shields (except tower shields).

Tenacity. A Mongrel in the midst of combat is hard to stop. Beginning at first level, during initiative, mongrel warriors gain a +2 circumstance bonus to resist being Entangled, Grappled, Prone, Paralyzed, and Stunned.

Martial Advantage. At second level, mongrel warriors learn to use the presence of their comrades to drive a wedge into their enemies' defenses. Once per turn, when within 5 feet of an ally that is not helpless, the Mongrel can add an extra 2d6 damage to a creature it hits with a weapon attack.

Combat Niche. At third level, Mongrels are more cemented into a roll when it comes to combat. Select a feat from the list. You do not have to meet the prerequisites for this feature, however, if a feat can be selected later and it appears on this list, you must meet the requirements then: Power Attack, Two-Weapon Fighting, Improved Shield Bash, Improved Natural Attack, Combat Expertise, Quick Draw, Point Blank Shot



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