RACCOON FOLK ------------ 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. * +2 to REFLEX Saving Throws. * 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. * Add 6" to movement rate if on all fours. * Light armor and no shield. High-Tech Power Armor may be used. * Can use any weapon sized for them(a longsword would be a 2-h sword for Raccoonfolk. They prefer daggers, throwing knives, shortswords, rapiers, cutlasses, crossbows, and firearms. * Raccoonfolk get a number of attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round when using one-handed melee weapons, small thrown weapons(knives/darts), high-tech firearms, or natural weaponry(claws/bite). So a 3rd level Raccoonfolk would have 3 attacks/round against these. * Bite/Claw attack for D4 damage. * Ambidextrous and can fight Florentine. * +1 on to-hit rolls with thrown weapons. ------------------------------------------------------------------------------ Fighting Ability: Begin with +1. Add +1 levels 3, 5, 7, 9, 11, 13, 15. (DEX/PER)Filching(pick pockets/palming/Concealing Small Items): Begin with +1. Add +1 every level through level 16. (DEX)Open Locks/Puzzle Boxes(INT): Begin with +1. Add +1 every level through level 16. (DEX)Disarm Small Traps: Begin with +1. Add +1 every level through level 16. (DEX)Acrobatics(tightrope, tumbling, parkour): Begin with +1. Add +1 every level through level 16. (DEX)Free Climbing: Begin with +1. Add +1 every level through level 16. (PER)Tracking(by scent): Begin with +1. Add +1 every level through level 16. ------------------------------------------------------------------------------ Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * Escape Artist - Escape from ropes, bonds, non-magical bindings, in D6 rounds. ------------------------------------------------------------------------------- * Because of their origins, Raccoonfolk have a chance of knowing (or being able to easily figure out) the function and operation of most hi-tech devices they come across. Roll on the Scavenging Table below. * 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 per game session at first level, twice at level 8, 3 times per session at level 14. Roll on the table below to see if a useful item is found: Scavenging Table ---------------- level 1 = 1(D6) level 7 = 1-3 level 13 = 1-5 level 4 = 1-2 level 10 = 1-4 ------------------------------------------------------------------------------- * Languages: Begin with Common, Thieves' Cant, Raccoon, and one other language of choice. * Raccoonfolk can use those magic items particular to Fighters and Thieves as well as all general purpose magic items. * Large humanoids such as ogres and trolls, etc attack Raccoonfolk at -2 to hit. Giants attack at a -4. * Wilderness Survival * Can see on a pitch dark night as if they were in bright moonlight. * Surprised on a roll of 1, Surprise on a 1-3 when moving normally. * Falling: Can fall 40' without injury. * Animal Empathy: Raccoonfolk can feel the emotional state of any natural animal on a 1-5(D6). * Hide in natural surroundings("in plain sight"): Any Raccoonfolk remaining still, while in a natural environment containing some measure of concealment(tall grasses, small bushes and shrubs, etc), has a passive 90% chance of remaining undetected. * Raccoonfolk will automatically find mechanical traps INSIDE of locks (poisoned needles and the like) if searching for them. * +4 to reaction checks from small mammals and non-predatory larger mammals(horses, deer, etc). * Kleptomania: Must make a Save vs SPELLS at -2 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 (with a +2 BONUS) can made each round until the character regains control of themselves. No further saves must be made for that item once the spell has been broken. ------------------------------------------------------------------------------- * At 7th level, Raccoonfolk get 2 attacks/round. * At 13 level, add a second damage die to all damage rolls. -------------------------------------------------------------------------------- EXPANDED ExPLANATION OF SOME RACCOONFOLK ABILITIES -------------------------------------------------- * Keen sense of smell, can track the RECENT passage of another creature by scent without difficulty. For trails less recent, where the scent is old or being obscured by conflicting or stronger smells, make a skill roll. * Raccoonfolk can usually free climb any surface that is rough enough to grip with clawed hands and feet without making a skill roll.