Tabit (3.5e Race)
Tabits[edit]
The descendants of halflings and catfolk , tabits are agile rascals. Much like their racial cousins, they enjoy merriment, adventure and freedom from a mundane life.
Personality[edit]
Tabits seek risks, the more dangerous the better. Some believe them to have a death wish but truly, they are in love with the great gains that can be obtained when winning a gamble. While treasure is on the top of most tabits lists, fame and the warm feeling of achievement are always at least runner ups. They avoid hand-to-hand fighting, preferring to use sneaky tricks while bigger friends distract opponents. Tabits might place the welfare of animals above intelligent races, especially those of the feline variety.
Physical Description[edit]
Adult Tabits are 3 to 4 ft tall and normally weigh about the same as halflings. They appear like halflings with feline feartures. Appearing more halfling than feline, their bodies often have a few tufts of fur. Narrow cat-like pupils, a feline tail, claws and canine teeth are common features of a tabit.
Relations[edit]
Tabits get along with those who like merriment and adventure. Monks and Paladins often despise tabits because of their seemingly lack of discipline and honor.
Alignment[edit]
Always Chaotic (any).
Lands[edit]
Tabits varely stay in one place. They prefer comfortable climates where people are abundant.
Religion[edit]
They often believe in halfing deities. They usually never take religion seriously.
Racial Traits[edit]
- +2 Dexterity -2 Wisdom. Tabits are dexterous but their lack of wisdom gets them into trouble.
- Humanoid (Feline, Halfling)
- Small: As a Small creature, Tabits gains a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are ¾ of those of a Medium character.
- Tabit base land speed 20 feet.
- Natural Weapons: Tabits have two claw attacks, each with a damage value of 1d4.
- +2 racial bonus on Balance, Climb, Jump and Move Silently checks.
- +1 racial bonus on all saving throws.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- Cat Empathy (Ex): Catfolk have an inborn talent in dealing with domestic cats, and will automatically succeed on all Handle Animal checks involving them. For non-domestic felines, they make a roll like normal but gain a +4 racial bonus.
- Automatic Languages: Feline and Common.
- Favored Class: Rogue
- Level Adjustment: +0
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