TABBIKINS: THE TABBIKIN RACE

The Tabbikins are a fastidious race of cat-like men and women, often appearing to be some sort of cross between men and great cats, like tigers, cheetahs, or leopards (though not lions). They are naturally quite stealthy and silent when they move, but rarely become rogues as their culture both frowns upon deceit and theft, and highly values knowledge and magic. They are also not especially strong. Thus, if they gravitate toward any particular classes, it is those of the spell casters. As non-adventurers, one common profession for Tabbikins is sage. Due to the value this society places on order, most Tabbikins are lawful, but any alignment is possible (especially for PCs who tend to make their own way).

Their coats of fur are often thick and colorful, sporting stripes, spots, patches of color, and rarely will they be monochromatic (one color). Most look like tigers and have stripes, though their natural coloring under these darker stripes may be anything from white to black. Despite the fact they are unashamed of their actual nudity, it is a matter of social pride and status to dress in fine robes, capes, and garments similar to those worn by human nobility. If without clothing, they would mostly be embarrassed they might be taken for poor beggars or thought of as immature, if anything, as their children don't start wearing clothing until around age 16.

A Tabbikin's hands are just that, more human-like than claw or paw, though their fingernails are often longer, stronger, and sharper, and make good weapons (+1 to attack and +1 to damage in addition to normal fist stats).

Tabbikins have some vague relationship to Rakshasas - apparently some common connection - but they hate Rakshasas and would do all they could to wipe them out of existence. Rakshasa, in turn, take great delight in torturing and eventually killing Tabbikins.

The Tabbikin society is very human-like, though much greater emphasis is placed on learning and scholarly pursuits and the collection of knowledge. They do not hoard this knowledge or keep it secret, however, as they believe information should be shared (even if for a price). Some of the greatest libraries around owe their existence to Tabbikin sages and scholars, wizards, and clerics. Most of these, however, will only be found in their preferred desert and arid climates favored by Tabbikin. Such dry conditions are quite good for paper and books. Because of this preference, Tabbikins and Humans rarely compete for the same living spaces.

As a race, they worship a collection of gods whose domains are knowledge and/or magic, and often share some of the gods of humans. But there is one Tabbikin goddess they all pay homage to: Jingle.

Jingle is a goddess of magic and knowledge, but little is known about her. Her primary endeavors and concerns seem to be the simple welfare of the Tabbikin race and the encouragement to seek knowledge. Unless there is some great need for silence (and there often is) many Tabbikin sport collars ringed will small silver trinkets that jingle when they move around. These religious symbols are called Ka-tar. Ka-tars are easily silenced or taken off, but as the actual musical noise is a sign of respect for Jingle, it is not done unless there is need for it. This is another reason why they don't often become rogues, despite the fact many say they would be quite good at this class, as the necessity for being quiet most of the time is almost disrespectful.

Tabbikins never marry and male adults always live alone. Females would too, probably, but they are usually with their children. They reach majority by age 16 when they leave their mother and make their own way. After age 16, the females may have one child every year until about age 40 (but they generally don't, often never having more than 5 to 10 kits in this 24-year period). Yet, some few choose not to have any kits until their late twenties, and may only have one or two, if any at all. The males do help economically by setting up accounts (a sort of trust fund) for each child when they are born. Tabbikin economic structure is such that this fund often accrue crude interest and keeps the child well fed (though clothing is not necessary).

Tabbikin males live between 70 and 120 years, though some as old as 140 have been heard of, but the females live, on average, 10 years less than their male counter parts. (Female maximum age is +2d20 years instead of +3d20 years like the males).

TABBIKIN RACIAL TRAITS
(Add these if your PC's race is TABBIKIN)

-2 STR (3 MIN)
+1 INT (18 MAX)
+3 DEX (18 MAX)
-1 CON (3 MIN)

Medium Size
Base Speed 40 feet
Low-Light Vision: Tabbikins see twice as far as a human does in starlight, moonlight, torchlight, and similar conditions of poor illumination. They do not, however, retain the ability to distinguish colors in such poor illumination. In fact, they have very poor color vision (humans would call them color blind) as they have difficulty distinguishing between shades of red and colors made up of red. They are red color blind or red deficient, and most of their fine clothing shy away from this color, tending toward blues and yellows more often than not.

+1 to Listen checks (they have keen hearing).
AC 11 (+1 natural)
Move Silent Rank 1 (they have this for free, but unless they take off their Ka-tar, their move silent rolls are at -2).
They have empathy (with all cats and cat-like animals of animal intelligence).

TABBIKIN CULTURAL TRAITS
(Add these if your PC grew up in a TABBIKIN culture)

Wilderness Lore (Desert Only)
Profession (Sage, choose one field of study).
They gain one extra free language.

Languages: Mewish (an odd mix of purrs, whispers, and guttural sounds) and Common. They may also learn almost any other language known, including Celestial.

Favored Class: +500 XP to the class of WIZARD or CLERIC at 1st level IF this is their first class.

© February of 2002
by
James L.R. Beach
Waterville, MN 56096