Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Tabi

by Jamie Baty

X4 31, X10 40, DMR2 104, PC2 28
Tiny Magical Beast
Hit Dice: 5d10 (27 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armour Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Base Attack/Grapple: +5/-6
Attack: Claw +12 melee (1d4 -3 plus poison)
Full Attack: 2 Claw +12 melee (1d4 -3 plus poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, rotting stench
Saves: Fort +4, Ref +9, Will -1
Abilities: Str 5, Dex 20, Con 11, Int 14, Wis 6, Cha 13
Skills: Escape Artist +7, Gather Information +5, Hide +17, Knowledge (arcana) +4, Knowledge (history) +4, Listen +0, Move Silently +9, Search +4, Sleight of Hand +9, Spot +0, Tumble +5, Use Magic Device +5
Feats: Stealthy, Weapon Finesse
Environment: Warm forests
Organisation: Solitary, Pair, Gang (2-5), or Family Group (30-40)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Usually chaotic neutral
Advancement: 6-9 HD (Tiny) or by character class
Level Adjustment: +3

Tabi are tiny, winged monkey-like creatures. They are covered in various shades of golden brown fur and possess leathery, bat-like wings. They exude a horrific smell that can be likened to rotting flesh. They are sharp creatures, but lack direction and common sense. They are also very long-lived, living up to 300 years.
Tabi are very rare in the Known World, often present only due to summoning. They are more common along the coastal jungles of Davania.
Tabi are quite fond of sweet things, particularly fruits that have been candied. They are herbivores and do not eat meat.
Tabi are very territorial and will mark areas with their scent. They will fight anything that intrudes upon their territory, especially if they attempt to take fruit from trees within their territory.
Tabi are very stealthy and capable of picking pockets. They often use their stealth to ambush foes and aid their quests for sweets, "pretties" (gems and jewellery), and other interests. They are quite inquisitive and have amassed much knowledge and lore that they record on papyrus manuscripts. They are quick problem solvers and are quite adept at labelling and classifying things, but they are not deep thinkers suited to complex issues- they will often find the most expediate solution, rather than the best solution.
Tabi speak Gnome, Phanaton and other local languages. Other languages they may know are Infernal, Nag, and Sylvan. They are also capable of communicating with apes and monkeys of all types.

Combat
Tabi do not like toe-to-toe combat. They would rather sneak up on a foe, claw their backs to poison them, and flee into the shadows to watch the victims hallucinate.
Tabi do not use weapons other than their claws, and do not wear any armour, as it interferes with their flying.

Poison (Ex): Any creature hit by a tabi's claw attack must make a Fortitude save (DC 12, Con based). If failed, the victim has succumbed to the venom's hallucinatory effects, and becomes confused for 2d6 x 10 minutes. A neutralise poison spell will end the hallucinations.

Rotting Stench (Ex): Any creature within 100 ft. of a tabi gains a +4 circumstance bonus to all Spot checks made against it, due to its strong and distinctive odour of rot. A creature with the Scent ability automatically detects the presence of any tabi within 500ft.

Tabi as Familiars
A tabi may be summoned as a familiar by any chaotic wizard or sorcerer of 7th level with the Improved Familiar feat or by a nagpa. As a familiar, it grants its master a +2 bonus to Sleight of Hand skill checks and a +2 bonus to all Knowledge (arcane) skill checks , and it may telepathically communicate with its master.

Tabi Advancement
Tabi can advance by character class, or may gain up to 9HD in the Magical Beast type. Gaining HD in Magical Beast causes the following changes to a Tabi's stats:
• Strong Willed (Su): At 6 HD, a tabi receives a+1 bonus to all saving throws made against fear effects.
At 7HD, the bonus increases to +2; at 8HD, to +3; at 9HD, to +4.
• Rotting Blight (Ex): At 7 HD, a tabi can emit a more powerful stench at will. This stench affects all creatures in a 100ft spread. Any creature smelling the stench must make a Fort Save vs DC (10+1/2 HD+Con bonus) or be sickened. The victim is sickened for as long as they are in the area of effect and for two rounds after they leave it. The stench dissipates in 10 rounds, although winds (natural or magical) can dissipate the stench in two rounds.
• Lesser Spell Pool (Sp): At 6HD, a tabi gains the ability to cast 2 spells per day from the following list: charm person, detect magic, shield, ventriloquism, invisibility, minor image, mirror image, haste and locate object.
Other than detect magic, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 7HD, the tabi can cast four spells from this pool.
• Greater Spell Pool (Sp): At 8HD, a tabi gains the ability to cast 2 spells per day from the following list: confusion, dimension door, plant growth, hallucinatory terrain, passwall, transport via plants, and projected image.
Other than confusion, the tabi must find a scroll or spellbook in order to learn the other spells. Once learned, the tabi no longer has a need for the scroll or spellbook.
At 9HD, the tabi can cast four spells from this pool.
• Legend Lore (Sp): At 9HD, 1/week the tabi can cast the legend lore spell.

Tabi as Characters
Tabi have a favoured class of rogue. Tabi are capable of both arcane and divine magic, although arcane magic is much easier for them to grasp. In addition, some tabi have become bards, rangers, and fighters. Due to their chaotic predisposition, tabi usually are not paladins or monks. Tabi clerics may choose two of the following domains: Chaos, Knowledge, or Trickery. Tabi characters possess the following racial traits:
• +10 Dexterity, -6 Strength, +4 Intelligence, -2 Wisdom, +2 Charisma.
• Tiny size. +2 bonus to Armour Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
• A tabi's base land speed is 20 feet. It has a fly speed of 80ft (good).
• +2 natural armour bonus
• Natural Attack: 2 claws (1d4).
• Racial Hit Dice: A tabi begins with five levels of magical beast, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
• Racial Skills: A tabi's magical beast levels give it skill points equal to 8 × (2 + Int modifier). Its class skills are Escape Artist, Gather Information, Hide, Knowledge (arcane and history), Listen, Move Silently, Sleight of Hand, Spot, Tumble, and Use Magical Device.
• Racial Feats: A tabi's magical beast levels give it two feats.
• Darkvision 60ft and Low-light vision.
• Special Attacks (see above): Poison
• Special Qualities (see above): Rotting Stench
• Automatic Languages: Gnome, Phanaton, Local language, communicates with apes and monkeys. Bonus Languages: Infernal, Nag, Sylvan, and other local languages.
• Favoured Class: Rogue.
• Level Adjustment: +3