NOTE: Tabaxti are not available as a PC race previous to the year 776 A12S.

The Tabaxti are a magically created race, made long ago by the Guild of Thirteen. Their existence was kept secret by the guild. The Tabaxti were lucky enough to survive the destruction of the guild and they hid themselves away. They spent many years exiled in the wild while they built their city and found a cure for the red death plague. Their debut in history was when they came down from their city and cured the plague that had nearly brought the populous of Cyrus to point of extinction.

A Tabaxti’s build is comparable to that of an Elf, but they are about one to one half foot shorter. Their features are very cat like, and there is an underlying ‘purr’ in their voices. Their bodies are covered with short tight fur and they have tails growing from the base of their spines. They also have a cats head and face, with cat eyes and whiskers. A Tabaxti’s feet and back legs are like those of a cat, so their bodies tend to be a bit longer than they are tall. Their chest, arms and hands are like those of an Elf, but their fingers end in catlike talons. Although they are quick and strong they appear fragile and weak. A long lived Tabaxti will be just over 45 years old.

Tabaxti History

Being derived originally from cats, Tabaxti have several catlike powers and hindrances.

Ability Modifiers: +2 Dex, -1 Wis, -1 Str. Additionally, a Tabaxti may never roll for exceptional Strength.

Ability Min/Max Score Class Level Limit
Str 10/17 Fighter 17
Dex 15/19 Ranger 12
Con 9/18 Wizard (any*) U
Int 3/18 Adherent * 11
Wis 3/17 Thief 16
Cha 8/18 Bard 8

Character Classes: A player character Tabaxti can be a Fighter, Ranger, Mage, Adherent Shaman, Bard or Thief. In addition, they may choose from the following multi-class options: Wizard/Thief, Fighter/Wizard, Fighter/Thief (rules for this are on PHB page 44).

  • A Tabaxti may never be an water elementalist wizard or priest.

Base Movement Rate: 16

Natural Armor Class: 8. The way a Tabaxti moves and their sheer speed make them harder to hit than slower races. It is so hard to figure out how a Tabaxti is going to move before they do so, their better natural armor class reflects this. While this would make it useless for them to wear armor of less protection than studded leather, it is a boon to them because they are repulsed by the feel of any armor made of an animal’s hide. Using armors heavier than brigandine Tabaxti actually lose the benefit of their odd movement because they are no longer as quick and agile when weighted down by heavy armor (base AC 10). They also suffer a -1 penalty to their to-hit rolls while wearing heavy armor, until they gain one full level while wearing it. Due to the fact that they have tails, Tabaxti must have armor specially made for them (this makes the armor cost 20% more and take 10% longer to make).

Saving Throw Bonus: Tabaxti have a very keen sense of balance, they gain a +1 bonus to all saving throws against attacks that would knock them down.

Natural Attack Form: When using no weapons, a Tabaxti can attack once with each hand in each round, for 1d3 damage per attack. They must be within 10 feet of the enemy you wish to attack and have nothing in either hand to use this attack. Tabaxti are counted as a specialist for making this attack (+1 to attack). Wearing a magical glove or Gauntlet negates this ability and Tabaxti do not gain the the +1 to hit if they are using a subduing attack.

If they manage to hit one target with both forepaws in one round they have the option of making one of two follow-up attacks in that round. They may follow up with a bite attack which does 1d3 damage if it hits. Alternately they may rake with their two back paws. Each attack must be rolled separately and each does 1d4+1 damage if it hits. The down-side to this attack is that the Tabaxti may take no action on the following round.

Stealth Bonus: Tabaxti move so silently they gain can gain a bonus to surprise opponents. If he is in non-metal armor, and a party comprised solely of elves and Tabaxti or 90 feet or more more away from his party, he can gain this bonus. If the requirements are fulfilled, he moves so silently that his opponents suffer a -4 penalty to their surprise rolls. If the Tabaxti must open a door or a screen to attack, the penalty is reduced to -2.

Cat Vision: Because of their specially adapted eyesight Tabaxti gain Low Light Vision and Dark Vision. Their Low Light Vision’s range is 90 ft. The range of their Darkvision is 60 ft.

Jumping Specialist: Tabaxti gain an extra non-weapon proficiency which they must spend on jumping. They must also spend an additional proficiency (not provided) to become a specialist in jumping. (Relevant stat: Strength, Check Modifier + 2). The effect of this specialism allows them to double their ranges for jumping.

Illusion Penalty: Tabaxti make their saving throws vs. Illusions normally but, even if they make their check there is still a 65% chance that they will stand there to admire the effect if it is particularly vivid.

Fear of Water: Tabaxti absolutely hate water. If fact they fear it. If someone throws water at a Tabaxti it will become enraged and may attack the person if it is not a good friend. On the other hand, if it’s body is immersed in water it will, if possible, immediately get out of the water and run away from it. It will then shake as much of the water off of his body as he can (2d6 rounds) to the detriment of others around him (everyone within 15 feet of him takes a -1 penalty to all rolls for the duration) and giving everyone outside the area of effect a +1 to hit those inside. Afterwards the Tabaxti will continue to shake slightly, giving it a -1 to hit and damage and a +1 to his AC. No Tabaxti may take any sailing or swimming proficiency.

Nine Lives: The strangest and most amazing power of the Tabaxti is their nine lives. When a Tabaxti character is created, the GM rolls 1d6+1 to determine how many lives it has left (this is never less than 2 or more than 7). As the character dies it gets its next life automatically within the next 24 hours (2d12). During this time a priest may try to resurrect the Tabaxti, but the life is spent anyway. For every hour that the Tabaxti is dead there is a 5% chance that he will lose his short term memories. After 16 hours there is a 10% cumulative chance that its long term memory will be erased. At 24 hours it loses both automatically. If the long term memory is erased the Tabaxti loses all memory of who he and all his friends are as well as his skills and character class. When the Tabaxti awakens he has one hit point. After the ninth life any attempt to bring the Tabaxti back to life will result in its body turning to dust. Also if the Tabaxti’s body is destroyed it will not be reborn.

Languages: Tabaxti begin play knowing two languages. The first is Kinol (gnome language). They can both read and write Kinol. The second language is Felion, which is their racial language. Felion has no written form. Even if they understand the words in Felion, any race other than themselves or another intelligent cat will find it incredibly hard to speak. Tabaxti have also found it useful to learn the languages of several of the forests children, both good and bad. As suggested initial languages are: Lemish, Aflin, Aluftian, Norin, Gwarn, and Dynast.

Aging Effects

Base Age Maximum Age
8+1d4 30+1d6
Middle Age: 25 Old Age: 31 Venerable: NA


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