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Zarias are able to put on a burst of speed, raising
their movement rate by +5' or better for up to 6 consecutive rounds (1 minute). If they use this ability for more than one consecutive
round, they suffer fatigue – taking 1 point of temporary Stamina damage on the 1st
additional round, 2 points on the 2nd additional round, 3 points on
the 3rd, and so on – this damage lasts until they have a chance to rest for 5 minutes. A zaria can use this burst of speed as part
of a charge action, gaining an additional +1 bonus to hit and damage on that
round. This ability cannot be used if
the zaria is wearing armour or carrying more than a light
burden.
Zarias have slender builds and long tails. They are lithe and graceful, moving with
deftness and ease. They have keen
eyesight and hearing. Both genders stand
around 5 feet tall and weigh around 130 pounds.
They live to about 70 years on average.
They speak their own language, and use the Elf column in Appendix L to learn additional language.
Tactics
Zarias hunt cooperatively in groups, or by ambush
as individuals. They avoid larger game
because of their relative fragility, targeting mostly small animals, such as
some species of antelope and wild pig.
Whenever possible, they use ranged attacks in preference to melee.
As a group, zarias will attempt to drive prey or
enemies toward waiting hunters. If there
are enough zarias, some will provide suppressive fire, using this option
whenever the prey animal (or enemy) seeks to go in an undesired direction or
attack the zarias with missile weapons of their own. The ambushers seek to ambush via stealth.
Solitary zarias likewise hunt by ambush, but are
unlikely to attempt to take prey much larger than a rabbit. Zarias are quite willing to drive prey or enemies
toward natural hazards, such as cliffs or tar pits, whenever possible.
Zaria Characters
Zaria Level Titles
Hit
Points: A
zaria gets 1d6 hit points at each level.
Weapon
training: A
zaria is trained in the use of blowgun, club, dagger, shortbow, sling, and
spear. Zarias do not usually wear armour,
but are not prohibited from doing so.
Wearing armour removes a zaria’s bonus to Initiative, Speed, and AC (see
below).
Alignment: Zarias are usually neutral
or lawful. Few zarias are chaotic, and these are shunned by their kind.
Enhanced
senses:
Zarias have excellent low-light vision and a keen sense of smell. They
can see twice as far as a human in the dark, so long as any light is present. Their keen sense of smell negates surprise on
a 1 in 5 chance, when surprise would otherwise occur.
Initiative: An unarmoured zaria adds her level to her Initiative.
Speed:
A zaria’s
movement bonus when sprinting increases as she gains levels. This ability can only be used when the zaria
is wearing no armour, and carrying no more than a light load.
AC
Bonus: An unarmoured
zaria carrying no more than a light load gains a bonus to AC based on her quick
reflexes, as indicated below.
Stealth: Zarias are stealthy, gaining
a bonus to hide and move quietly, as noted below.
Action
Dice: A
zaria can use her Action Dice for attacks or skill rolls.
Luck: A zaria’s Luck modifier is
applied to Initiative rolls, AC, and Reflex saves.
Zero-level
zarias: A
0-level zaria has a 5’ Speed bonus and enhanced senses.
Level
|
Attack
|
Crit Die/Table
|
Action Dice
|
Speed Bonus
|
AC Bonus
|
Stealth Bonus
|
Ref
|
Fort
|
Will
|
1
|
+0
|
1d4/II
|
1d20
|
+5’
|
+1
|
+2
|
+2
|
+0
|
+1
|
2
|
+1
|
1d6/II
|
1d20
|
+10’
|
+2
|
+3
|
+2
|
+0
|
+1
|
3
|
+2
|
1d8/II
|
1d20
|
+10’
|
+3
|
+4
|
+2
|
+1
|
+1
|
4
|
+2
|
1d10/II
|
1d20
|
+15’
|
+4
|
+5
|
+3
|
+1
|
+2
|
5
|
+3
|
1d10/II
|
1d20+1d14
|
+20’
|
+4
|
+6
|
+4
|
+1
|
+2
|
6
|
+4
|
1d12/II
|
1d20+1d16
|
+25’
|
+5
|
+7
|
+4
|
+2
|
+2
|
7
|
+5
|
1d12/II
|
1d20+1d20
|
+30’
|
+5
|
+8
|
+4
|
+3
|
+3
|
8
|
+5
|
1d14/II
|
1d20+1d20
|
+35’
|
+5
|
+9
|
+5
|
+3
|
+3
|
9
|
+6
|
1d14/II
|
1d20+1d20
|
+35’
|
+6
|
+10
|
+5
|
+3
|
+3
|
10
|
+7
|
1d16/II
|
1d20+1d20+1d14
|
+40’
|
+6
|
+12
|
+7
|
+3
|
+4
|
Zaria Level Titles
Level
|
Title
by Alignment
|
||
Lawful or Neutral
|
Chaotic
|
||
1
|
Kin-member
|
Kin-shunned
|
|
2
|
Warder
|
Wanderer
|
|
3
|
Hunter
|
Exile
|
|
4
|
Ranger
|
Lone-farer
|
|
5
|
Far-Ranger
|
Dark-spotted
one
|
Background: When I first introduced my older daughter to D&D (3.0 version), she wanted to be able to play a humanoid cheetah. Thus was a racial type born. Her character's name was "Zaria", and when I was working on RCFG, I used that name as the racial name of the species. With this entry complete, they are now also possible under the Dungeon Crawl Classics rules.
This is very cool. I've been toying with the idea of introducing a race of tribal cat warriors into my games.
ReplyDeleteI am intrigued by the idea of adding an additional encounter to the Tribe of Ogg adventure you wrote that allows players to collect level 0 Zarias.
ReplyDeleteDo it!
Delete