Rhunarian Preview: Nari Catfolk: The Progenitors

Nari
The small race of catlike humanoids called Nari are the progenitors of other humanoid
life in Rhunaria.  They vary greatly in coloration and features, based on bloodlines, but
all resemble humanoid cats roughly 3 feet in height, half that when moving on all four
paws.  Their bodies are generally around 40 pounds in weight, somewhat lean, and
omnivorous.  Nari have short tails, mostly nonfunctional though mobile, and their ears
are shorter versions of those on cats, sprouting slightly on both sides of their head rather
than directly on top of it.  Nari have soft but slightly thick fur, patterned in various styles
resembling those of tigers, leopards, or margays, though much more varied in coloration. 
Their eyes are very feline and may be of any bright color, while their mouth and nose are
halfway between those of felines and humanoids.  Nari hands and feet are likewise
somewhere between those of felines and humanoids, nearly as dextrous as humanoids
but padded like feline paws, bearing short retractable claws which are only mildly sharp. 
The Nari possess only some of a cat's agility, and are primarily bipedal.

-2 Strength, +2 Dexterity, -2 Intelligence: Their small frames and slightly stringy
musculature renders Nari a bit physically meek.  Nari are, however, particularly agile and
flexible of body, plus quick of reflex.  Their primitive lifestyle, with its willful resistance to
technological or societal progress, makes them rather poorly-taught, as they practice
superstitious mysticism instead of studying practical skills.

Size: Nari are Small humanoids, so they have a +1 size bonus on attack rolls and Armor
Class, as well as a +4 size bonus on Hide skill checks.  However, they use smaller weapons
than Humans do, and their carrying capacities are only three-quarters as great as those of
Humans with the same Strength scores.  As Small creatures, Nari deal only 1d2 subdual
damage with unarmed strikes, instead of 1d3.  Also, they suffer size penalties on certain
checks and rolls where greater size or mass would be advantageous.

Speed: Nari base speed is 30 feet.  However, as Nari are somewhat primitive humanoids
with strong connections to their feline roots, they may move around on all four paws to gain
an additional +10 feet to base land speed and +4 on Jump checks, as racial bonuses.  When
moving around on all fours, the Nari gains the stability benefits associated with quadrupeds,
making them more difficult to trip for instance.  A Nari standing or moving on the ground
(unless prone) may switch from standing on two legs to all fours, or vice versa, as a free
action once per round at either the beginning or end of their turn.  The Nari cannot stand on
all fours if holding anything in either hand at the time, such as a shield (other than a buckler).

Low-Light Vision: A Nari may see up to twice as far as a Human in conditions of poor
illumination, such as moonlight, torchlight, starlight, or candlelight, but not total darkness.

Feline Heritage: Nari have keen eyes, ears, and noses, gaining a +2 racial bonus on Listen,
Spot, and Wilderness Lore checks.  A Nari's small claws grant them a +2 racial bonus on Climb
checks.  Their softly-padded hands and feet, plus the way their fur is designed, grants Nari a +2
racial bonus on Move Silently checks.  Also, Nari with Wisdom scores of 11 or higher may gain
the Scent ability as a feat, as any one of their normal feats for standard character level
progression, but they are not required to do so.

Adaptive Body: The Nari gains a +2 racial bonus on any saves or checks to survive, avoid,
or resist natural environmental effects (not magical or extraplanar environments), which may
include such factors as heat, cold, thin air, water pressure, sunburns, dryness, or the like.  This
does not, however, include starvation, dehydration, suffocation, or drowning, except where it
pertains directly to environmental conditions (but not simply from being submerged in a
substance, such as drowning in water or quicksand).  Nari can also detect mundane signs in
their surroundings that indicate when a natural storm, quake, volcanic eruption, or the like is
coming or about to start, within a 5-mile vicinity around the Nari.  They detect such signs 1d4
hours before the event (some may be more sudden than others, up to the DM's judgement, so
in such cases the result may be predetermined as 1 hour).  Lastly, Nari gain a +2 racial bonus
on saving throws against poison and disease effects.

Mysticism: The unique spiritual bonds, mystic traditions, extreme superstitions, primal
affinities, magical sensitivity, divine language, and quasi-arcane shamanism of the Nari
provides them with significant magical potential but also a certain vulnerability.  Nari suffer a
-2 racial penalty on saving throws against magical effects.  However, they gain a +2 racial
bonus on Knowledge (Spirits) and Knowledge (Nari Mysticism) skill checks.  A Nari also gains
a +2 racial bonus on Diplomacy checks and Sense Motive checks, but only for purposes of
social interaction with spirits and spirit creatures (which include Dragons, Elementals, Fey,
Outsiders, Plants, and Undead, as well as any creatures that have the Spirit subtype).  For
Nari, the Scry and Use Magic Device skills are not considered exclusive to any classes.  In
addition, Nari have exclusive access to the Glyphic Maester class.  Other creatures cannot
gain the Mysticism racial trait, even those who assume the form of Nari, or who are changed
into the form of a Nari.  The exception is that Nari glyph relics and Nari glyph spells may have
the potential for granting a creature the Mysticism quality that is normally exclusive to Nari,
however such a creature must first possess and retain understanding of the Nari language.

Automatic Language: Nari.  Only Nari may learn, speak, read, write, or understand the
Nari language, though Read Magic can decipher the meaning of Nari text.  The exception is
that Nari glyph relics and Nari glyph spells may have the potential for granting a creature the
capacity to learn, speak, read, write, and understand the Nari language.

Bonus Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Spirit
Tongue, Sylvan, or Terran.  Additionally, unless Nari are exposed to other cultures extensively,
these are the only languages available for them to learn, as they are the only languages known
besides Nari at the time of the Nari culture.

Favored Class: At each character level, a Nari chooses any one class of their choice to count
as their favored class until their next character level, which means that the chosen class does
not count for purposes of determining multiclass Experience Point penalties.



Character Class: The Glyphic Maester
Amongst the Nari, there is only one kind of magic, the primitive, shamanic magic based on
their divinely-infused arcane language.  Developing Nari glyph magic takes a combination of
superstition, religious fervor, and arcane study.
Alignment: Any.
Hit Dice: d6.

Class Skills: All skills are class skills for Glyphic Maester class levels.
Skill Points per Level: 6 + Intelligence modifier.

Weapon and Armor Proficiency: Glyphic Maesters are proficient in all simple weapons.
Languages: A Glyphic Maester must know the Nari language in order to perform their magic,
so all Glyphic Maesters learn Nari as a bonus language at their 1st-level in the class, if they did
not already understand the language.


Class      Base        Base    Base     Base
Level     Attack      Fort.      Ref.      Will      Special
1            +0            +0        +0        +2        Glyph Spells, Spirit Bond
2            +1            +0        +0        +3
3            +1            +1        +1        +3        Create Temporary Glyph Relics
4            +2            +1        +1        +4        Expanded Spirit Bond
5            +2            +1        +1        +4        Bind Familiar
6            +3            +2        +2        +5
7            +3            +2        +2        +5        Local Spirit Binding
8            +4            +2        +2        +6        Deeper Spirit Bond
9            +4            +3        +3        +6        Create Permanent Glyph Relics
10          +5            +3        +3        +7
11          +5            +3        +3        +7        Bind Greater Familiar
12          +6/+1       +4        +4        +8        Fuller Spirit Bond
13          +6/+1       +4        +4        +8        Eldritch Spirit Binding
14          +7/+2       +4        +4        +9
15          +7/+2       +5        +5        +9        Greater Permanent Glyph Relics
16          +8/+3       +5        +5        +10      Pierce The Veil
17          +8/+3       +5        +5        +10      Bind Mighty Familiar
18          +9/+4       +6        +6        +11
19          +9/+4       +6        +6        +11      Planar Spirit Gates
20          +10/+5     +6        +6        +12      Create Glyph Relic Artifacts
Back
Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, ability scores, size categories, skill names, feat names, skill ranks, character level, size bonuses, size penalties, subdual damage, skill checks, movement speeds, AC, Armor Class, creature types, Base Attack Bonus, class levels, saving throws, weapon and armor proficiencies, languages, skill points, class skills, alignments, hit dice, favored class, language names, low-light vision, racial bonus, and Scent ability are property of Wizards of the Coast, Incorporated, which is a division of Hasbro Corporation.  All other content on this webpage is copyright (c) 2004 and copyright (c) 2005, property of John J. Korsog Jr., internet aliases Mist Phantom and Arkhandus.  This material free for personal use but not for commercial distribution.