Khajiit (3.5e Race)
From D&D Wiki
Hailing from the province of Elsweyr, they are intelligent, quick and agile. They make excellent thieves due to their natural agility and unmatched acrobatics. All Khajiit can see in the dark.
To allies, Khajiit are friendly and helpful, but to enemies, they are deadly and merciless if it really matters. Most Khajiit have the innate desire to steal things which they can usually do pretty well. Despite this, they can do quite well as diplomats and nobles. In fact they can do pretty well in any position.
 Physical Description
Picture a Human's and a cheetah's child if they could have one. That's what a Khajiit looks like. Khajiit usually stand about 5'10" and weigh around 160 lbs. They almost always have green eyes, but about 1 in 500 have gold eyes, and 1 in 1000 have red eyes. Their fur varies in color from light tan to black with equally varied stripe colors.
The legs have a fifty-fifty chance on whether they are humanoid or feline.
To Humans and Elves, Khajiit are strange and evil. Because of this, Khajiit are treated with discrimination and cruelty. Many Khajiit hate them for this and treat them with equal cruelty and discrimination if they have the chance. The other races, however, are the exact opposite towards Khajiit than Man and Mer, and so are treated respectively.
Like humans, they contain the best and the worst, but most tend toward nuetral-chaotic.
Khajiit usually live in the Empire of Tamriel, in their home province of Elsweyr, a land of vast deserts (occupied by most of the civil khajiit) and rare, but dense rainforests (occupied by the tribal khajiit), but many migrate to other places looking for a better life. A common phrase of gratitude is "May your road lead you to warm sands".
Only very recently have they started traveling across the ocean. They were among the first from tamriel to discover that the empire is just very small portion of the world.
In Tamriel, they worship the Nine Divines or the Daedric Lords. They are, however, very flexible and, in distant lands, often convert to a local religion.
Khajiit mainly speak Common and Sylvan. A Khajiit can speak almost any language if they travel, though.
They have given names often with a prefix (M') or suffix(-Dar) to identify them among others by the same name. Many follow what their second name is so as not to confuse outsiders, or do away with it to avoid the confusion.
Male name examples: Maiq the Liar, M'Raj-Dar, J'Skar
Female name examples Tsrava, S'Krivva, Atrabhi
Khajiit leave home for many reasons. The thieves know to "Never steal where you live," and avoid that by being wanderers. Others can be very pious and travel to spread their religion. Mostly though, they work as mercenaries or merchants trying to earn their fortunes.
 Racial Traits
- Weapon Mastery: Because they are from a far-distant land, only Dwarven and Gnome weapons are considered exotic for them.
- +2 Dexterity, −2 Constitution, +2 Intelligence, −2 Charisma: Khajiits are agile and smart, but they are weak and frail. They're also not well liked by others.
- Humanoid (Feline)
- Khajiit base land speed is 30 feet.
- Khajiit have Natural Claws for 1d4 damage
- Darkvision 60 feet.
- Khajiit have a +2 to Intimidate, Spot, Listen, Move Silently, and Jump
- Khajiit have a -2 penalty to Swim due to the common fear among most cats of open water.
- Automatic Languages: Common and Sylvan. Bonus Languages: Any(besides secret languages, such as Druidic.)
- Favored Class: Rogue.
 Vital Statistics