Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links

Tabi Racial Info/Progression

by Jamie Baty

Horrid smelling and tiny, these monkey-like creatures are often quite sharp and far more intelligent than one would expect.

Personality: Tabi 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 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.
Tabi are quite fond of sweet things, particularly fruits that have been candied. Many tabi can be enticed into service or be bribed by providing them with sweets. 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. Those in more civilised settings will hoard sweets, and react violently to those that would take them.

Physical Description: Tabi are tiny, winged monkey-like creatures, a little bit larger than a cat.. 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 also very long-lived, living up to 300 years.
Tabi do not wear armour or clothes, although they may use belts and other accessories that do interfere with its flying or claws. They do not use weapons.

Relations: Between the smell and the tendency for things to disappear when a tabi is around, most creatures tend to keep away from them. Nagpa are an exception to this, and tabi can often be found in the service of Nagpas. Some tabi also become familiars to adventurers, although this is less common. Some tabi can be found working for undead, lured by the promise of "pretties" and long forgotten knowledge.

Alignment: Tabi are almost always chaotic. Few are good, but the species does have a slight tendency towards evil. Most are obsessed with collections, cataloguing and hunting down trivia and minutiae and have little concern for others unless they are interfering with the tabi.

Tabi Lands: Tabi are not native to the areas commonly referred to as the Known World. They are more common on the continent of Davania, where they can be found in the jungles of The Four Kingdoms and Arypt. The flying city of Serraine probably has the greatest number of them concentrated in one place outside of those lands.

Religion: Tabi religious tendencies are unknown, although those that do pursue divine studies seem to be drawn to Immortals that are Entropic or show interest in knowledge or roguish skills. Those that don't follow a specific Immortal choose two of the following domains: Chaos, Knowledge, or Trickery.

Language: Tabi speak Gnome, Phanaton, and whatever the predominate local language is. They are also capable of speaking and communicating with monkeys and apes of all types, and this is their preferred method of communication amongst themselves. Exceptional tabi may pick up Infernal, Nag, Sylvan, and other local languages.

Names: Tabi names range from being similar to the naming conventions of the region they are found in to being very fantastic and arcane sounding. Some believe their naming conventions to be similar to the Alphatians. They do not have surnames.
Male Names: Augustus, Metzelaar, Quenstin
Female Names: Fausta

Adventurers: Tabi adventurers possess a level of curiosity that surpasses that of a normal one its kind. They are motivated by seeking new things to categorise and study. Some can be motivated by the offer of sweet treats or "pretties." As a species, a large number do seek out adventures of some type.

Tabi 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.
Poison (Ex): Any creature hit by a tabi's claw attack must make a Fortitude save (DC 10 +1/2 HD+ Con modifier). 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.
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

Tabi Racial Progression
The table below gives an optional level progression for tabi players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the base progression, the tabi will be the same as if created normally. The optional advanced progression continues to develop tabi abilities rather than class abilities.
Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Special
1st 1d10 +1 +2 +2 +0 (2+ Int Mod) x4 -6 Str, +4 Int, -2 Wis, +2 Dex; 2 Claws (1d3); Darkvision 60ft and Low-light vision; Rotting Stench; Starting Feat.
2nd 2d10 +2 +3 +3 +0 2+ Int Mod +2 Dex; +1 natural AC bonus
3rd 2d10 +2 +3 +3 +0 --- +2 Cha
4th 3d10 +3 +3 +3 +1 2+ Int Mod +2 Dex; Feat
5th 3d10 +3 +3 +3 +1 --- Poison
6th 4d10 +4 +4 +4 +1 2+ Int Mod +2 Dex, 2 claws (1d4)
7th 4d10 +4 +4 +4 +1 --- +2 natural AC bonus
8th 5d10 +5 +4 +4 +1 2+ Int Mod +2 Dex
Below are levels for advanced progression
9th 6d10 +6 +5 +5 +2 2+ Int Mod Strong Willed, Lesser Spell Pool (2/day)
10th 7d10 +7 +5 +5 +2 2+ Int Mod Strong Willed (+2), Rotting Blight, Lesser Spell Pool 4/day)
11th 8d10 +8 +6 +6 +2 2+ Int Mod Strong Willed (+3) , Greater Spell Pool (2/day)
12th 9d10 +9 +6 +6 +3 2+ Int Mod Strong Willed (+4) , Greater Spell Pool (4/day), Legend Lore (1/week)

Advanced Tabi Abilities
Strong Willed (Su): 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): 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): 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): 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): 1/week the tabi can cast the legend lore spell. Caster Level 9th. This ability is Charisma based.