Tibbit
Tibbit is a D&D 3.5 player race from DC. Small Monstrous Humanoid, Level adjustment +0.
- Size
- Small
- Type
- Monstrous Humanoid
- Level Adjustment
- +0
- Monstrous Humanoid (shapeshifter): As monstrous humanoids, tibbits are immune to spells that affect only humanoids. (Tibbits, of course, would be horrified to learn that they are classified as “monstrous.”) They also have the shapeshifter subtype.
- +2 Dexterity, -2 Strength: Tibbits are small and relatively weak, but they have a cat’s quick reflexes and fluid agility.
- Small: As a Small creature, a tibbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium creature.
- Tibbit base land speed is 20 feet.
- Darkvision: Tibbits can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
- Feline Transformation: At will, as a standard action, a tibbit can transform into a house cat. This effect is similar to the spell polymorph but with a number of key changes.
In cat form, the tibbit becomes size Tiny. Her size bonus to Armor Class and on attack rolls increases to +2, and her size bonus on Hide checks becomes +8. She gains a +10 bonus to her land speed. A tibbit suffers a -8 penalty to Strength (minimum 3) but gains a +2 bonus to Dexterity.
A tibbit gains natural claw and bite attacks in her feline form. A tibbit’s claws deal 1d2 points of damage and her bite deals 1d3 points of damage. With a full attack, she can attack twice with her claws at her full attack bonus and once with her bite with a-5 penalty. A tibbit does not gain additional attacks due to a high base attack bonus when in cat form.
A tibbit can transform from a cat back to her humanoid form as a full-round action. She must wait 1 hour to turn back into a cat after reverting to her humanoid form.
A tibbit’s equipment usually transforms to become part of her cat body. She loses the benefits of any weapons, shields, armor, or robes she wears or carries. Items that require a physical apparatus to function, such as a ring or a pair of boots, shift to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits. A tibbit’s cat form is unable to speak or use her paws to manipulate fine objects. She cannot cast spells with a verbal or somatic component, use scrolls, or otherwise activate magic items.
While in cat form, a tibbit gains the scent ability.
A tibbit slain in cat form reverts to her humanoid form after 1 round.
Any spell that reveals the true nature of a creature under the effects of polymorph shows the truth behind a tibbit’s cat guise. Spells that reveal magical auras but do not penetrate a polymorph spell reveal nothing special about a tibbit in cat form.
Aside from the changes noted here, a tibbit’s abilities and game statistics otherwise remain the same. Note that anyone spotting a tibbit in cat form has a difficult time recognizing the feline as a tibbit.
- +2 racial bonus on all Spot checks. Tibbits have keen eyes.
- +2 racial bonus on all Jump and Escape Artist checks. Like their feline cousins, tibbits are quick, nimble, and lithe.
- Automatic Languages: Common and Feline. The Feline language is spoken by all tibbits and cats with an Intelligence of 3 or higher, allowing a tibbit to use the Diplomacy skill against such felines. This language is part of the felines’ racial heritage. Other races cannot master it, nor can they use spells such as tongues to communicate with cats. Bonus Languages: Any. Tibbits travel far and wide and their curiosity pushes them to learn a number of languages.
- Favored Class: Rogue. A multiclass tibbit’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Tibbits excel at keeping a low profile and finding secrets, two tasks for which the rogue is ideally suited.