Khajiit are a race of feline humanoids native to the province of Elsweyr in southern Tamriel. In their native tongue of Ta’agra, the word Khajiit means “desert walkers”, a fitting epithet for the nomadic race. Unlike the other races of Tamriel, there are a variety of different “breeds” of Khajiit, ranging from bipedal to quadrupedal, the size of tigers to the size of house cats, and many in between. Some are even unable to speak, while others are hard to distinguish from elves. All of these things and more are determined by the moons, cementing their place at the center of Khajiit society. Aside from determining a given Khajiit’s form and abilities, the moons also form the basis of the Khajiit’s governmental system.
Most Khajiit value agility and cunning above brute force, as these traits are valuable assets for survival in the harsh deserts and tropical jungles the Khajiit call home. Their natural acrobatic ability, intelligence and unmatched agility make the Khajiit excellent guerrilla fighters, adventurers and thieves.
Each Khajiit breed counts as its own unique race.
Suthay-Raht
Suthay-Raht (Race Variant)
Similar in height and build to the races of men, the Suthay-raht are one of the most common breeds of Khajiit. Their coloring ranges from dark brown and orange to light yellow, both with and without stripes and spots. Suthay-raht are often referred to as “Ja’Khajiit” (meaning “kitten”) by those of other races; this appellation often strikes the Khajiit as odd, said title being one of their names for Mehrunes Dagon.
Suthay-Raht Characteristic Baseline
Traits
Dark Sight
Dark Sight
A character with this trait can see normally even in areas with total darkness and never takes penalties for acting in areas with dim or no lighting.
Link to originalNatural Weapons (Claws; 1d4; Slashing)
Link to originalNatural Weapons
(Type, Damage, Range) The character with this trait has unique natural weapons of some kind. The Type, Damage, and Range together specify the complete profile for the character’s natural weapons. This overrides the default natural weapons profile and they cannot be disarmed. Default Natural Weapons profiles can be found in Unarmed Combat. Natural Weapons cannot be enchanted.
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Alfiq
Alfiq (Race Variant)
A quadrupedal form of Khajiit, the Alfiq is, in many respects, similar to a common housecat. Although diminutive in form, the Alfiq retain the keen intelligence of the Khajiiti, having the ability to understand the spoken word of others, although unable to respond.
Alfiq Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Quadruped
Quadruped
Characters with this trait move up to twice their Speed when they use the Dash (Secondary Action) and three times their speed when they use the Sprint stamina ability.
Link to originalTelepathy
Telepathy (X)
Characters with this trait can communicate with others telepathically. They are capable of “broadcasting” thoughts to a maximum number of characters equal to their WB within a number of meters equal to one hundred times their WB. They must have line of sight to the character to whom they are broadcasting, unless the target character has this trait as well. Characters with this trait can make a Perception test as a Free Action to attempt to locate other characters with this trait within their broadcast range, though this test can be opposed by a Willpower test if a character wishes to remain hidden. The strength X of this trait determines the complexity of the thoughts they can broadcast.
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WB Maximum Message Complexity 1 A single word 2 A short sentence 3 A full sentence 4 Up to five sentences 5 As many words as the character desires 6 Images 7+ Complex feelings and concepts This trait can stack by adding together values of X. Other
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- During character creation, the Alfiq may learn the Catfall (Talent) for free.
- Alfiq can purchase the Thought Caster (Talent) without meeting any talent or characteristic prerequisites.
- Alfiq are Tiny sized characters. Attempts to hit the Alfiq suffer a -20 penalty. However, the character’s Carry Rating and total HP are halved.
Cathay
Cathay (Race Variant)
The Cathay are similar to the Suthay-Raht in appearance and bipedalism, however possess greater stature and strength, and are often described by non-Khajiit races as “jaguar-men.”
Cathay Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Natural Weapons (Claws; 1d6 Slashing)
Link to originalCircular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Ohmes
Ohmes (Race Variant)
Similar in many ways to the Bosmer, although generally of lesser stature. In order to avoid being mistaken as one of the Bosmer, many Ohmes tattoo their faces to resemble a feline-aspect. The Ohmes is the most common form seen outside of the province of Elsweyr, taking advantage of other races’ preference to their appearance to serve in positions of ambassadorship and trade.
Ohmes Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Natural Weapons (Claws; 1d4 Slashing)
Link to originalCircular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Ohmes-Raht
Ohmes-Raht (Race Variant)
Similar to the race of men, save for their short, light-colored fur, the Ohmes-raht may easily be mistaken as men at a distance. Unlike the many other species of Khajiit who walk like cats upon the balls of their feet, the Ohmes-raht walk upon their heels. They often serve in positions of ambassadorship and trade.
Ohmes-Raht Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Natural Weapons (Claws; 1d4 Slashing)
Link to originalCircular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Dagi-Raht
Dagi-Raht (Race Variant)
Similar in all respects to the Dagi, while somewhat larger, however not overly so as they are able to dwell in higher tree branches of the Tenmar forest, like the Dagi. It can be assumed that, like their smaller cousins, they are naturally skilled in the use of magic.
Dagi-Raht Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Natural Weapons (Claws; 1d4 Slashing)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Power Well (20)
Power Well (X)
Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by X. If the character would receive this trait twice, combine the X values.
Link to originalOther
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- During character creation, the Dagi-Raht may start with the Acrobatics skill trained to Novice rank, take the Catfall (Talent) for free, or both together for 100 XP.
Pahmar
Pahmar (Race Variant)
The Pahmar are similar in appearance and size to tigers. It is unknown exactly how they communicate, but most believe it is by means of a more primal form of Ta’agra.
Pahmar Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Quadruped
Circular transclusion detected: rules/4---talents--and--traits/traits/quadruped
Natural Weapons (Claws; 1d10 Slashing)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Natural Weapons (Fangs; 1d8 Splitting)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Strong Jaws
Strong Jaws
A Bite attack made by this character that deals damage automatically starts a Grapple test. The test to contest this Grapple is made against the original test made by the attacker. If the target Counter-Attack (Reaction) against a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness (X) trait.
Link to originalOther
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- During character creation, the Pahmar may learn the Catfall (Talent) for free.
- Looted armor must be modified by a smith before the Pahmar can equip it.
- The Pahmar does not have opposable thumbs, and will suffer penalties to any tasks requiring fine motor skills or grip, such as using a weapon. This is left to GM arbitration.
Senche
Senche (Race Variant)
The Senche are the size of horses, and often used as steeds by smaller breeds. It is unknown exactly how they communicate, but most believe it is by means of a more primal form of Ta’agra.
Senche Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Quadruped
Circular transclusion detected: rules/4---talents--and--traits/traits/quadruped
Natural Weapons (Claws; 1d10 Slashing)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Natural Weapons (Fangs; 1d8 Splitting)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Vicious (SB + 1)
Vicious (X)
The creature treats their SB as being X for the purposes of resolving damage. This does not effect the character’s Strength (Characteristic) Score.
Link to originalStrong Jaws
Circular transclusion detected: rules/4---talents--and--traits/traits/strong-jaws
Other
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- During character creation, the Senche may learn the Catfall (Talent) for free.
- Looted armor must be modified by a smith before the Senche can equip it.
- The Senche does not have opposable thumbs, and will suffer penalties to any tasks requiring fine motor skills or grip, such as using a weapon. This is left to GM arbitration.
- Senche are Large sized creatures. Attempts to hit the character with ranged attacks gain a +10 bonus.
Tojay
Tojay (Race Variant)
Tojay live in the marshes and jungle regions of southern Elsweyr.
Tojay Characteristic Baseline
Traits
Dark Sight
Circular transclusion detected: rules/4---talents--and--traits/traits/dark-sight
Natural Weapons (Fangs; 1d4 Splitting)
Circular transclusion detected: rules/4---talents--and--traits/traits/natural-weapons
Disease Resistance (50%)
Disease Resistance (X%)
Whenever a character with this trait would be infected by a common disease, roll a d100. If the roll is less than or equal to X, the character doesn’t get the disease.
Link to originalResistance (Poison, 2)
Link to originalResistance (Y,X)
Characters with this trait reduce damage of * type by X after any other mitigation and gain a +10 bonus per X to tests made to resist non-damaging effects of the listed type. In cases where the character is not making the * related test, but rather a * related roll is being made against one of their Characteristics, increase that characteristic by 10 times X for the purposes of resolving that roll.
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