Khajiit

Racial Attributes

  • Wound Points 1d8

  • Control Modifier +0

  • +2 Dexterity

  • -2 Wisdom

  • +2 Strength (Male)

  • +2 Constitution (Female)

Size: Medium
Base Speed: 30ft
Medical Class: Group IV-a
: (Felinoid)

Low-Light vision 120ft & Darkvision 60ft

Automatic Languages: Khajiit

DM-RP: 12

Physical: Eye of Fear: 2 RP
Claws: 2 RP
Skills:
Acrobatics +2 RP
Stealth +2 RP
Perception +2 RP
Vision: Low-Light Vision +1 RP
Darkvision I +2 RP
Ability Scores: Normal - Gender Split Attributes: Slightly Unspiritual -1 RP

Khajiit hail from the province of Elsweyr and Khajiit of all breeds have a weakness for sweets, especially the drugs known as skooma and moonsugar. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.

Personality:
The Khajiit are a race filled with curiosity and a love of Elsweyr with stories that often surprise other races.


Physical Description:
Khajiit can vary in appearance from the nearly Elven Ohmes-Raht to the Cathay-Raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the Suthay-Raht, is intelligent, quick, and agile. No matter what type of Khajiit, they will always have fur and a tail. They are often as tall as Argonians and weigh the same amount too. Khajiit often live to be 70 years old.

Relations:

The Khajiit are always having wars with the Bosmer of Valenwood and have rebelled against the Imperials of the Cyrodiilic and the Septim Empires. Other than that, the Khajiit are on good terms with most races.


Khajiit Lands:
Their home is the land of Elsweyr which is located south of Cyrodiil and east of Valenwood. In the north, it is a hostile, arid land dotted with sand dunes and oasis, while in the south lays the Tenmar Forest. Its cities include Riverhold, Dune, Orcrest, and Rimmen in the north, the skooma-trade cities of Corinthe and Torval in the middle, and the harbor city of Senchal in the south.


Male Names:
Ra’zhin-Dar, Ra’jarr, S’rasha, Ra’farruk, Ma’jhad, Ri’zaym, Ra’mathra, Kharjo, Qa-Dar, M'aiq.


Female Names:
Hareya, Nisha, Roshira, Tsamusa, Svana, Bashi, Ziniira, Awassi, Shavari, Urijoshi.

Adventurers:
Taking up the life of an adventurer is easy for a Khajiit. Whether it is for drug money or out of curiosity, they will most likely adapt very quickly.


Natural Weapon:
Hand Claws (2) Damage: 1d4


+2 Acrobatics, Stealth, Perception


Eye of Fear
Once per day a Khajiit can unnerve an opponent with its Eye of Fear. The target must succeed at a Will Save (DC 10 + 1/2 Character Level + Cha modifier) or be shaken until the end of combat.