trying to find a homebrew race

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trying to find a homebrew race

Postby Jaid » Sat Oct 21, 2017 6:17 am

been trying to dig it up. could've swore it was related to mirrorspace, it was i believe a small humanoid cat, and the origin of the race is that they were descended from generations of wizards familiars if i recall correctly.

anyone got a link to that? been trying google's domain search (site searches are broken iinm) and i just haven't been able to find it...
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Re: trying to find a homebrew race

Postby Khedrac » Sat Oct 21, 2017 7:20 am

Are you thinking of the tibbit which was a 3.5 race from a Dragon article and made it into the Dragon Compendium?
"If it looks like a duck and quacks like a duck, it might just be a crow".
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Re: trying to find a homebrew race

Postby night_druid » Sat Oct 21, 2017 11:22 am

Netherilspace, but close enough :)

Feliar
The feliar (pronounced FEE’lar) are a race of feline humanoids. They are the descendants of familiars that, after centuries of exposure to magic, gained sentience and a more humanoid form. From their origins in wizard towers, feliar spread rapidly across the moons and are now common everywhere.
Feliar Prides: Feliar families are known as prides. A pride is an extended family of feliar, and can include any other race. There will be a single dominate member, usually a feliar male but prides lead by humans, gnomes, or even dwarves are not unknown. A pride usually has 2d8 feliars. Prides are nomadic, rarely staying in one place for very long. Wealthier prides purchase land and have established territories to roam.
Personality: Feliar are curious and inquisitive. When presented with something new, a feliar will inspect it thoroughly, especially through his sense of smell. He is playful, enjoying nothing more than spending the day playing with a shiny object between cat naps. A lone feliar is independent and a wanderer. A feliar that is part of a pride is unshakably loyal to the members of his pride. Hunting rodents is considered great sport to a feliar. Being famous as a good Mouser is a source of pride for a feliar.
Physical Description: Feliar appear as humanoid domestic cats. They are small, standing just under three feet tall, and typically weigh no more than fifty pounds. Their fur is colored much like any species of cat. Thus, they can be stripped, spotted, solid, calico, and the like. Coloration runs the gamut of white, black, gray, yellow, orange, and brown. Their forepaws have developed into thick-fingered hands. Feliar have long tails that subconsciously indicates the mood of the feliar. Feliar purr when they find something enjoyable.
Relations: Feliar are a friendly race and get along with all other races. They are welcomed in agricultural communities and ports, as they keep rodent populations under control. Wizards also welcome them as helpful servants and even as guards. Felair do not understand why dwarves are always so busy and constantly shoo them from their work sites. Gnomes get along well with feliar, as they share a sense of humor.
Alignment: Feliar are unpredictable and as such are prone to be chaotic. They are equally caring and malicious; as such, they can be good or evil.
Feliar Lands: Feliar do not have lands separate from other races. Instead they inhabit the cities of other races. Many are naturally drawn to wizards, so it is not uncommon for a powerful wizard to have several feliars in his employment. Feliar prides that own land typically have no more than a few hundred acres.
Language: Feliar speak common. They do not possess a language of their own.
Religion
Names: All feliars have a common name, and a pride name if applicable.
Male Names: Luke, Tom, Scratches, Whiskers
Female Names: Liea, Missy,
Pride Names: Roll 1d12 twice and compare the results of the first dice with table 1 and the second dice with table 2. Combine the two words to create the pride name. For example: Twitchtail, Greymousers, and Ironclaw.

Table 1
1. Twitch
2. Gray
3. Iron
4. Red
5. Gold
6. Brown
7. Desert
8. Sun
9. Jungle
10. Winter
11. White
12. Black

Table 2
1. Tail
2. Mouser
3. Claw
4. Paw
5. Fang
6. Whisker
7. Tabby
8. Leaper
9. Stalker
10. Nomad
11. Pouncer
12. Bruiser

Adventurers: Independent-minded feliar are naturally predisposed towards adventure. A lone feliar may become an adventurer to sate his wanderlust or to acquire wealth and fame to establish his own pride.

<sidebar>
AD&D Stats
D20 Stats
</sidebar>
Racial Traits
-6 str, -2 wis, +4 dex, +2 cha
+4 to move silently checks
Small size
+2 to hide in shadows
Scent
Spell-like abilities: detect magic
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Re: trying to find a homebrew race

Postby Angel Tarragon » Sat Oct 21, 2017 2:02 pm

Khedrac wrote:Are you thinking of the tibbit which was a 3.5 race from a Dragon article and made it into the Dragon Compendium?
There's also this:
https://www.dandwiki.com/wiki/Tibbit_(3.5e_Race)
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Re: trying to find a homebrew race

Postby Jaid » Sat Oct 21, 2017 8:03 pm

that's the one, thanks nightdruid :)
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Re: trying to find a homebrew race

Postby Coronoides » Sat Oct 21, 2017 8:06 pm

Not what you are looking for but might be of interest to cat lovers. My Green Isles campaign has talking animal PCs. Not humanoid-animals but just normal animals that talk. Here is the cat.

Cat
Unlike other Awakened beasts cats frequently live among humanoids disguised as ordinary felines.
Cats have a king. Unlike the Kings of Mice, Frogs, and Birds, the King of Cats is an actual cat and
not a Faerie Noble. This ಫKingಬ does not rule as such, nor even rule a land, but traditionally has the
respect of all cats and sets standards of behaviour loyal cats aspire to. The King of Cats comes from
a long line of scoundrels and other cats often seek to emulate his trickery and thefts. In the North
bands of singing cats (bards) waylay travellers and rob them.
** ½ Tiny Beast Tool use 1. Languages: Common and one other of the player’s choice.
Str-2{1-6}, Dex+2{3-20}, Con+0{3-20}, Int+0{3-20}, Wis+1{3-20}, Cha-1{2-14}
Traits: Speed 40, Climb Speed 30ft. Proficiency in Acrobatics, Stealth and Perception (P 6) as well
as DEX saves. Keen smell (advantage on Wisdom (Perception) checks that rely on smell).
Lesser traits: one language free choice, no disadvantage on sight checks in dim light, Claw attack
does 1+DEX slashing damage (finesse).

Tool use 1 essentially means no hands and can’t use weapons. For full rules see links in my signature.
Need to convert races to D&D 5e? Check out my mathematical analysis of canon races and design rules: https://rpggeek.com/filepage/120857/rev ... system-opt and excel sheet https://rpggeek.com/filepage/120858/exc ... on-article
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Re: trying to find a homebrew race

Postby Lord Torath » Sun Oct 22, 2017 2:51 am

Here's something I found over on Dragonsfoot: Advanced Dungeons and Kittens
Mr Nexx @ Dragonsfoot wrote:So, I still have to develop the scenario, but I'd like some feedback on the character creation rules for Advanced Dungeons and Kittens.

In this brief scenario, players take on the role of the familiars whose masters have disappeared. All, by sheer coincidence, are cats, and so share certain features.

Abilities:
Strength: 3d2
Intelligence: 1d3+4
Wisdom: 3d6
Dexterity: 14+1d4
Constitution: 3d6
Charisma: 3d6

HP: 1d4+6; their masters are all 5th level. The cats only have ½ HD, though, so if they get a bonus to hit points from Constitution, they only get a single bonus.
ThAC0: 20. This is modified by Strength.
Attacks: 1-2/1 (Double Claw Swipe/Bite). If the claw swipe and bite are successful, cats may rake with their hind claws for 1-2 damage, but that worsens their AC by 1. This damage is modified by strength, with a minimum of 0 from an attack.
AC: 7, modified by Dexterity.
Movement: 9 (may exert for a burst of speed of 18 for 1d10 rounds, but must wait a full turn between the end of one burst and the start of the next). Cats can climb at half their normal movement rate, and jump their body length, plus one foot per point of strength from a standing start.
Saves: As a 0th level fighter
Natural Thief Abilities:
Hide In Shadows: 50%
Move Silently: 46%
Climb Walls: 75%
Detect Noise: 25%
Backstab: *3 damage. Remember that damage is multiplied BEFORE the penalty for Strength is applied.
These abilities are adjusted based on the familiar’s dexterity.
Cats may only be surprised on a 1 (1st edition) or a 1 or a 2 (2nd edition)
All cats can speak to cats, as well as birds and mammals. They understand other languages based on their Intelligence.

Special Ability:
Each familiar chooses one special ability.

*Bruiser: You’re a BIG cat. You have a 7 Strength, regardless of what you rolled, and a bonus 1d4 hit points. Big as you are, you don’t jump too well; you can jump your body length plus three feet.
*Hunter: You’re a mighty hunter. You bring down the big game, and bring it home to feed your master, who would be hopelessly starving without your constant stream of prey. You receive a +4 to hit birds, mice, and other prey species, no matter their size (a gryphon is just a really big parakeet, after all). However, you have a -4 to reaction rolls with all of these creatures. This penalty applies any time you’re visible in an interaction; no use sending forward the Cute Kitty if you’re going to stare at everyone like you’re figuring out how to dissect them.
*Sanctified: Your master was a cleric/mage, and some of their holiness have rubbed off on you. Once per day, you can lick a wound and heal 2 HP of damage. However, your Backstab multiplier is only *2, not *3.
*Enchanted: Your master lavished magical attentions (and, possibly, potions) on you, giving you a bit of magical ability… but just a bit. You can use magic items available to wizards that don’t require command words or body parts you don’t have, and can Detect magic by smell at a rate of 25% per round. However, this has made you a bit delicate, so you have only 1d4 HP (plus any constitution modifier).
*Tricky Kitty: You get into all sorts of mischief; odds are, you’ve got thumbs, which other kitties do not have. In addition to the usual thieving skills, you can Pick Pockets at 55%, Open Locks at 47%, and Find/Remove Traps at 45%, all adjusted for your kitty dexterity. Tricky kitties, though, can’t run as fast as other kitties, and so lose the ability to sprint.
*Ghost Hunter: You know things are out there. Humans can’t see them. Elves overlook them. But they’re there, and they’re dangerous! You can see invisible creatures, but must make a saving throw v. spells or run away for 1 round from the first such creature you see each turn. If you can sprint, you will sprint.
*Nature Cat: Tally ho! You are an outdoor kitty; you poop where you like, walk where you please, and no wall will stop you! You can move at your normal movement speed through underbrush and pass through non-enchanted thorns without damage. However, you do not like the indoors, and have a -2 to hit, AC, and Saving throws when inside.
*Sneaky Kitty: Sneaky kitties are never where you expect them to be; you’re too smart to be where they can catch you. When a given opponent attacks you, the first attack by that opponent that would hit has a 50% chance of missing, anyway. Sneaky kitties, though, are usually quite small, so you have a -2 to Strength and Constitution.
*Cute Kitty: Who’s a cute kitty? Yes, you are! You are! Switch your Charisma and Dexterity stats; Cute kitties are cute, but no more than average in grace.
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Re: trying to find a homebrew race

Postby Coronoides » Sun Oct 22, 2017 10:16 am

So need a ‘like’ button for last post
Need to convert races to D&D 5e? Check out my mathematical analysis of canon races and design rules: https://rpggeek.com/filepage/120857/rev ... system-opt and excel sheet https://rpggeek.com/filepage/120858/exc ... on-article
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