RACCOON FOLK (can progress to level 14) --------------------------------------- Raccoon Folk are mutants - 3' - 3'6" tall humanoid raccoons - created by genetic technologists after the fall of the Ancient Ones and before the dominance of magic, when superscience and magic still mixed. Raccoon Folk are highly intelligent, curious, and inquisitive. They like to touch things - objects and creatures they encounter in their world. Because they have a highly developed sense of touch, they can often perceive small details in objects and creatures that most others would miss. They are also quite impulsive, often leaping into a situation before looking. This makes them fall on the Chaotic side of the alignment spectrum. Raccoon Folk are attracted to interesting objects - especially if they are shiny - and a saving throw must be rolled whenever a they see such an item in order to avoid stealing it. Raccoon Folk will also absent-mindedly pocket just about anything that catches their fancy for later examination. They are thus considered to be natural thieves by those who have had personal experience with the race. Raccoon Folk are startled by loud or sudden sounds which usually cause them to instantly freeze in place, in whatever position they were in at that moment(which is sometimes very amusing). They also have an extreme dislike and fear of large birds of prey, or creatures with similar features such as griffins and hippogriffs, and will take a lot of convincing to go anywhere near such a beast. Though usually friendly, Raccoon Folk can be quite caustic and abrasive when annoyed. They can also be quite talkative and are natural story tellers and performers. Some are found in traveling shows as stage actors and entertainers, while some will carry musical instruments and function as bards (though without the spellcasting abilities of the Bardic class). Raccoon Folk love practical jokes and get along very well with Gnomes. * HIT POINTS: D6 + 1 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Attacks as a Fighter, Saves as Thief. * Light armor and no shield. * Can use any weapon sized for them(a longsword would be a 2-h sword for Raccoonfolk. They prefer daggers, throwing knives, rapiers, cutlasses, crossbows, and firearms. * Bite/Claw attack for D4 damage. * Ambidextrous and can fight Florentine. * +2 on to-hit rolls with thrown weapons. * Large humanoids such as ogres and trolls, etc attack Racconfolk at -2 to hit. Giants attack at a -4. * Keen sense of smell, can track by scent. * Cold Resistance: +2 to saves vs cold attacks, -2 to every D6 of cold damage. * -2 to saves vs attacks/spells involving scent (Stinking Cloud for instance). * -2 to saves vs sonic attacks. * Can see on a dark night as if they were in bright moonlight. * Hear Noise/Listen at doors: 3 in 6 chance. * Surprised on a roll of 1, Surpise on a 1-3 when moving normally. * 1 in 6 chance to notice secret doors/hidden compartments when merely passing by. 3 in 6 chance to find when actively searching. * Stealth: Hide in Shadows/Plain Site and Move Silently on 1-4(D6). if this roll fails, have anyone nearby roll a Hear Noise check to see if the Raccoonfolk was detected. * Pick Pockets/Palming/Concealing Small Items: As Thief of the same level. * Open Locks/Puzzle Boxes/Magical Closures/Disarm Traps: as 7th level Thief. * Escape Artist - as Thief of the same level. * Climbing: can usually climb any surface that is rough enough to be able to grip with hands and feet without climbing gear and without any skill roll. If a skill roll is required, treat them as lvl 7 thieves. * Languages: Begin with Common, Thieves' Cant, and the languages of small mammals (squirrels, badgers, beavers, opossum, etc). * Falling: Can fall 40' without injury. * Animal Empathy. * +4 to reaction checks from small mammals and non-predatory larger mammals (horses, deer, etc). * Cleptomania: Must make a SAVE vs SPELLS every turn when within sight of shiny or interesting objects to avoid stealing them. If the save is failed, treat the character as "stunned" as all of their attention is on the object of their desire. A new save can be made on the next turn (if the Raccoon Folk hasn't yet pocketed the item). In combat, or other immediately dangerous circumstances, a new save can be made each round until the character regains control of themselves. * Because of their origins, Raccoonfolk have an automatic 1-2(D6) chance of knowing (or being able to easily figure out) the function and operation of hi-tech devices they come across. This increases to a 1-3 chance at 9th level. * Scavenger: When in a city, dungeon, or other area with lots of possible junk to scavenge, it may be possible to find particular items useful to the situation at hand. This ability has a few restrictions: 1) It must be something genuinely useful/necessary at the present moment. 2) It must fit the locale which is being scavenged (city dump, dungeon, ancient ruins, tech site, etc. 3) It can't be something unique or magical (no Orb of Dragon Control). This ability can be used once/day at first level, twice at level 5, three times at level 9, 4 times at level 13. Roll on the table below to see if a useful item is found: Scavenging Table ---------------- level 1 = 1(D6) level 9 = 1-3 level 5 = 1-2 level 13 = 1-4