Arasi (3.5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing several entries.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: The racial class tables should conform to wiki standards. Needs linking.


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Scales.png This page is of questionable balance. Reason: See the talk page.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


Arasi[edit]

The Arasi (uh-RAH-see) are a fierce race of feline humanoids inhabiting the islands of Marshak, southeast of the continent. Fearsome and proud, they are the source of many legends among the peoples of the mainland.

Personality[edit]

They are a fierce race of cat people that hunt and fight in clans. Sometimes they help other clans, but they are quick to anger. Usually, they are a companionable to anyone and are loyal to any individual that can look them in the eye and not blink. They also honor the person that will give them a weed named Nepeta cataria. Around 2 out of every 3 Arasi will be affected by the weed, it has effects similar to cat nip.

History[edit]

"By the Teeth of the Ten!" - Arasi Oath

The first Arasi where born of the celestial lion companions of the cat goddess. They group themselves into ten prides, one for each bloodline descending from that first litter. Within the prides they are further divided, rank and prestige assigned according to the aspects of the great cats which they embody.

The prides living primarily by hunting the wild animals that inhabit the isles of Marshak. Whenever game grows scarce, the Arasi prides will clash, trying to claim more hunting territory. The fury of the mongrel warriors tears through all the clans, and a great many of the Arasi people fall. After enough battles and death, the available food becomes adequate for the survivors, and a temporary peace ensues.

Gradually the numbers of game animals on the island grow again, as do the Arasi's, until they are once more warring over hunting rights. For countless generations, this savage cycle is all the Arasi have known.

Eventually travelers from other races made contact with the Arasi, and the Children of the Lioness became curious about the lands away from Marshak. Visitors "volunteered" to teach them the craft of ship-building, and soon they became a menace on the seas, despite their natural dislike of water, chasing down any merchant vessel passing within a day's travel of the island in their sleek rowing galleys.

Their lives began to change, as those lost at sea slowed the need to fight for hunting grounds. But now they were learning to war amongst themselves for something else - the glitter of treasures and lure of magic pillaged from ships at sea.

Over the years, as faster sailing vessels of other races more common, the oar-ships of the Arasi became less of a threat. Their pirating days were over, and they returned to their cycle of battles, though contact with the outside world now colored their conflicts. Politics, possession and power were just as common motives for clashes as simple survival had been to their forefathers.

This left them open to the next major step in their history. Promising wealth, sailing ships, and even new lands for hunting, the usurper of the throne recruited many of the Arasi as her surprise mercenary force in the overthrow of the emperor.

Though just a few short years have passed, the Arasi are now becoming a more common sight in the southern parts of the mainland, and a growing concern for the new empress who unleashed them.

Physical Description[edit]

vary's from pride to pride some are short hair's some have wild manes of furr.

the men of the race stand at 4'9 and the woman stand at 4'5

weight varys from clan to clan.

Relations[edit]

Alignment[edit]

Lion lawful good

Tiger lawful neutral

Leopard chaotic neutral

Mongrel same as humans

Lands[edit]

Arasi They range from warm hummed Climates to cold Climates above and below the equator

Religion[edit]

The ten prides follow the way of the hunt to honor the celestial cat goddess.

Each KIT has a ritual.

that sets the Kit on a hunt OR a quest to find or kill or to retrieve an object and after they may choose to return to the pride or live a life of peace.

Language[edit]

Language will vary from clan to clan they all know Common, Pride(Arasi know this Language can not be learned by anyone else) and Draconic

Names[edit]

Har'Arasi

boys Asad,Awaale,Waabberi ,Arale,Bahdoon,Abtidoon,Gutaale

girls Asad,Cawo,Cawralo,Hodan,Cambro,Cadey,Sagal,Ubax

Tal'Arasi

boys Abhoy,Aghor,Anil,Anik,Ardhendu

girls Aghor,Ajoy,Akshay,Ananda,Ardhendu

Dal'Arasi

boys Mhambi,Meshindi,Kubu,KhethiweHlengiwe

girls Ingwe, Jabulie, Lwandle, Makhosazana, Mbali


Chanur

Take human's names

Racial Traits[edit]

The various Arasi castes all have the following racial traits in common, except where noted:

  • Type: Humanoid (Feline)
  • Ability Score Adj:
    • Har'Arasi, Tal'Arasi: +2 Str, +2 Con
    • Dar'Arasi: +2 Dex, +2 Con
    • Chanur: +2 Dex, +2 Wis
  • Size: Medium
  • Speed: 30 ft.
  • Lowlight Vision
  • +2 Racial Bonus on Spot, Listen and Balance Checks
  • +1 Racial Bonus on Reflex Saves
  • Fear of Water: Whenever an Arasi risks falling into, or is actually in, a body of water, they suffer a -1 morale penalty to all attacks and saving throws.
  • Natural Attacks: Two claws (1d4 plus Strength bonus) as a primary attack, which deal lethal damage. Using both claw attacks requires a full attack action.
  • Automatic Languages: Arasi. Bonus Languages: Auran, Sylvan, Common
  • Favored Class (varies by caste): Barbarian [Chanur], Cleric [Har'Arasi females], Fighter [Har'Arasi males], Ranger [Dal'Arasi], Sorcerer [Tal'Arasi]


Arasi Class Changes[edit]

The following modifications are made to classes taken by Arasi characters:

  • Animal Empathy: Arasi receive a +2 bonus to this skill when dealing with feline creatures.
  • Swim is never a class skill for an Arasi.
  • Sorcerers: Arasi sorcerers, especially those of the Tal'Arasi caste, do not gain a familiar as a class ability. Instead, they receive the Bardic Knowledge class feature as a Bard equal to their sorcerer level.

Racial Classes: Arasi characters of the upper castes can take racial class levels, tapping deeper into their feline heritage to draw upon new powers. Racial class levels are treated as a favored class with respect to multi-classing.

Arasi Castes[edit]

Har'Arasi (Lion Caste)[edit]

The Har'Arasi are both the physical and spiritual leaders of the Arasi prides, as they resemble most closely the divine lioness, from whom they are all decendents.


Among the Arasi, clerics of the cat goddess are exclusively females of this caste. Their word is law within each clan, and disobedience can result in banishment or worse. Their responsibilities cover almost every aspect of Arasi life, but most notably prayers and rituals related to hunts and fertility rites.


Male Har'Arasi are the warrior chiefs, acting as leaders in battle and protectors of the clergy of Basa. Better trained than the barbarian mongrels they lead, they often surprise more advanced cultures they encounter with their fighting prowess.

Har'Arasi Racial Class

Hit Die: d8

Skill points at 1st Character level: (2 + Int bonus) x 4

Skill points at higher levels: 2 + Int bonus

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Religion] (Int), Listen (Wis), Search (Int), Spot (Wis)

Weapon and Armor Proficiency: Har'Arasi are proficient in all simple and martial weapons, with light and medium armors, and with shields.

Har'Arasi Racial Class
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Roar
2 +1 +0 +3 +0 Pounce
3 +2 +1 +3 +1 +2 Cha, Bite
  • Roar: Once per day as a standard action, a Har'Arasi may roar in such a fierce manner that all opponents within 30' feet must make a Will Save or become shaken while the Har'Arasi is in combat. The save DC is equal to [10 + 1/2 HD + Cha Mod]. This ability is considered a fear effect.
  • Pounce: When charging a flat-footed foe, Har'Arasi may make a full attack at the end of the charge.
  • Bite: the Har'Arasi gains the ability to bite as a secondary natural attack, dealing damage equal to (1d4 plus ½ Str bonus). He also qualifies for the Multiattack feat.

Tal'Arasi (Tiger Caste)[edit]

The powerful and sly Tal'Arasi serve as the advisors and keepers of wisdom for the Arasi prides. Often they become negotiators and diplomats with the leaders of other clans, though the Chanur caste usually consider them untrustworthy.


When not involved in tribal politics, the tiger-men are actually very solitary. They are also the most curious about the outside world, seeking to learn the history and legends of other cultures, and coveting the wealth and possessions of those lands.


Commonly touched by the mystical, most Arasi sorcerers belong to this caste, and are born under the sign of Anar. Tal'Arasi sorcerers also have the duty of providing arcane support when the prides go into battle. They seem to have a sixth sense about dangerous magical energies directed their way.


Legends say that some Tal'Arasi sorcerers seek to transform into the evil spirits known as Rakshasa, much like some human wizards attempt to become liches.

Tal'Arasi Racial Class

Hit Die: d8

Skill points at 1st Character level: (2 + Int bonus) x 4

Skill points at higher levels: 2 + Int bonus

Class Skills: Balance (Dex), Bluff, Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Arcana, History, Nature] (Int), Listen (Wis), Spot (Wis)

Weapon and Armor Proficiency: Tal'Arasi are proficient in all simple weapons, but not shields or armor

Tal'Arasi Racial Class
Level BAB Fort Ref Will Special Spellcasting Level
1 +0 +0 +2 +0 Arcane Reflexes --
2 +1 +0 +3 +0 Darkvision +1 Existing Level
3 +2 +1 +3 +1 +1 Natural Armor +1 Existing Level
  • Arcane Reflexes: Tal'Arasi gain a +1 bonus against spells or spell-like effects which require a Reflex save. This bonus stacks with their racial Reflex bonus.
  • Darkvision: Tal'Arasi can see in complete darkness out to 60 feet. However, their eyes glow a dim orange-red in total darkness, giving opponents with normal vision the ability to pinpoint their location when within five feet, or ten feet for low-light vision, though the normal 50% miss chance still applies.

Dal'Arasi (Leopard Caste)[edit]

Like pieces of living shadow, the black-furred Dal'Arasi are archetypical feline stealth made manifest. They are the woodland spies of the prides, proof that even such a savage race can appreciate the more subtle aspects of war. Even when the island is at relative peace, they enjoy counting coup against their counterparts in other clans.


The Dal'Arasi are also the true hunters of the Arasi, bringing in more than half of the pride's kills each month by themselves. They are constantly aware of the location of any game within their territory, and enjoy investigating any new beast that appears on the shores of their island.


Even if they grow to follow another path, all Dal'Arasi youth are taught how to blend into their surroundings, and are usually fed a diet of slightly noxious plants to help build a resistance to poisonous creatures.

Dal'Arasi Racial Class

Hit Die: d8

Skill points at 1st Character level: (4 + Int bonus) x 4

Skill points at higher levels: 4 + Int bonus

Class Skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis)

Weapon and Armor Proficiency: Dar'Arasi are proficient in all simple and martial weapons, and with light and medium armors

Dal'Arasi Racial Class
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Skill Bonuses
2 +1 +0 +3 +0 Poison Resistance
3 +2 +1 +3 +1 Scent
  • Skill Bonuses: +2 Racial Bonus on Climb, Hide and Move Silently checks
  • Poison Resistance: +2 racial bonus on saves vs. poison
  • Scent: The Dar'Arasi develops his natural sense of smell to an extraordinary level.

Chanur (Mongrel Caste)[edit]

Cross-breeds of the upper Arasi castes, the Chanur are the lowest rung of the Arasi social ladder, though they form the majority of each pride. They are the warriors of the Arasi, and the priestesses of the cat goddess strive to keep their numbers plentiful. Ferocious on the battle-field, the mongrels are also kept fearful, superstitious and subservient to the other castes.


In appearance the Chanur vary widely, from domestic felines to the great cats represented by any "pure-blood" parent, though there is usually some trait that distinguishes a mongrel from the other castes, such as a distinctive black mane, or a mongrel of tiger caste descent with spots instead of stripes.


On rare occasions, a Chanur is born who is indistinguishable in appearance from members of another caste. These individuals are usually adopted into that group, and will breed true with them.

There is no racial class for the Chanur caste.



Back to Main Page3.5e HomebrewRaces

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors