| Post/Author/DateTime | Post |
|---|---|
| #1zenrakJul 16, 2010 1:20:46 | I love the Tari and I have a player who may want to be one. Has there been any homebrew stats for them in fourth edition? If not, let's throw down some stats and see if we can whip something up for my player! Strength -4, Dexterity +4, Wisdom +2, Charisma -2 |
| #2nimblegrundJul 16, 2010 3:26:30 | To be honest, I don't know much about them. Looking at the Dark Sun Wiki it sounds like they would probably be a pretty easy race to stat out. |
| #3BeraJul 16, 2010 4:12:29 | Easiest thing to do: use the halfling, goblin, or kobold stats and call it a tari. I had a Tari write up sitting in my homebrew folder somewhere, but was never particularly happy with it. |
| #4zenrakJul 16, 2010 18:58:30 | I posted the third edition statistics for Tari, put together by the fine folks at athas.org. I am hoping someone can "fourth editionize" it a little ![]() |
| #5nimblegrundJul 17, 2010 3:41:41 | Hm. According to the unofficial Dark Sun Wiki, www.darksunwiki.com/darksun/index.php/Ta... Tari are 5 feet tall on average. This seems to contradict the athas.org stats, which make the Tari small creatures. Honestly, if I had the choice I would make them medium-sized creatures, as a way to differentiate them from goblins and kobolds and the like. The wiki also says that they knuckle-walk, which could also account for the small size category, but even still, anything to make them distinct from kobolds is good. Their stats seem to suggest that they should definitely get a +2 dexterity and +2 wisdom bonus, though I don't know why Tari are so wise, but what the hay. Why not. Speed I imagine should be 6 squares. Definitely a candidate for low-light vision. As for skills, we have quite a few options, and what we take kind of depends on how we proceed with their other racial abilities. -Perception: This seems apropriate, given the racial bonuses done by athas.org. This stacks well with the Tari's Wisdom bonus, as well. -Dungeoneering: In the Shattered Lands game, the Tari lived in the sewers beneath Draj. Perhaps this leads to a rather unique familiarity with dungeons? This would also stack with their Racial Wisdom bonus. -Stealth: Given their somewhat parasitic lifestyle, being able to stay out of sight would work to nearly any Tari's advantage. Also stacks with their wisdom bonus. My votes would be for Stealth and Perception. One is Wisdom, the other is Dex, and they would seem to be pretty useful skills for Tari. -Disease: Now there are a couple things we could do here. We could just give them a flat immunity to disease, which is what they have had, historically. And if you really like that, I am not going to argue against it. However, one thing to keep in mind is that disease is a much deadlier thing in 4th edition, than it was in any previous edition, which makes that immunity pretty potent. OTOH, how often is disease going to come up? It seems like a really potent defense against something that is not terribly common. It makes me wonder if we wouldn't be better off with a more reasonable +5 bonus to saving throws against disease, that way we could focus more on giving them more interesting and more frequently useful abilities. I might even scale that up a bit and give them a +5 bonus to saving throws and endurance checks against disease. But I don't see it as necessary to give them otyugh-level-i-roll-around-in-poop-and-love-it disease immunity. -Bite: Given the way that disease works in 4e, I can see no logical reason to give Tari PC's a disease attack. It would be totally useless for a player. I could see a bite attack that does ongoing damage, though. Maybe a bite attack, encounter, that does 1d3 damage ongoing 1 save ends? -Tail: The tail could also be the source of a good racial power. Perhaps some kind of trip attack? I don't know. |
| #6PennarinJul 17, 2010 4:24:18 | Knuckle walk? AFAIK (and you can look it up in Athas.org's Terros of Athas) Tari are rat-people...just like Kenku are raven-people. They once were a great race, so great a Champion was assigned to them. |
| #7nimblegrundJul 17, 2010 4:52:47 | I found my copy of terrors beyond tyr. It looks like tari ranged from small to medium size in 2nd edition, small for the common Tari and medium for the cheiftans and the warriors. As I said, I think they should be medium to help differentiate them from goblins and kobolds. I think a better analog might be Gnolls. Also, it says that Tari had a wonderous civilization "far to the south of the Tyr region" that was highly advanced. I just mention this because this is a good hook for a Tari PC. =] It also said their diseased bite is apparently due to venomous glands in their jaw, not from their filthy lifestyle. (gotta love 2nd edition attention to detail) Incidentally, the light-blindness and the disease immunity do not seem to be present, so dropping them in 4th edition isn't going to kill any sacred cows. It also says that Tari are theives, but not very good ones. They scurry about madly, climbing up walls and the like, making lots of noise and trying to steal whatever they can get their paws on. In that case, since stealth is apparently NOT their forte, perhaps athletics or acrobatics might be better. |
| #8nimblegrundJul 17, 2010 5:01:53 | Knuckle walk? Like a gorilla. |
| #9PennarinJul 17, 2010 12:54:18 | Let me rephrase that: WTF? |
| #10BeraJul 17, 2010 12:54:55 | I was thinking something like the stats below. It might be nice to incorporate some of the above suggestions though. I'm not happy with the writeup I have. Racial Traits: Average Height: 4’8”-5’6” Average Weight: 80-120lbs Ability Scores: +2 Constitution, +2 Dexterity or Wisdom Size: Small Speed: 5 squares Vision: Low-Light Languages: Tari, Common or Elven Skill Bonus: +2 Perception, +2 Stealth Nimble Tail: Tari gain a +5 bonus to athletics checks to catch and hold and to acrobatics checks to reduce falling damage. Tari do not need a free hand to catch hold. Deft squeeze: Tari may move their full speed when squeezing, or shift two squares. Tari do not provoke opportunity attacks for taking the squeeze action, and may move through squares occupied by large or larger enemies while squeezing (movement without shifting does provoke opportunity actions as normal). Survival lore: Tari are trained in Dungeoneering, Nature, Stealth, or Thievery. Bite: Tari unarmed attacks with a +3 proficiency bonus doing 1d6 damage. Cut and Run: Tari gain the Cut and Run encounter power. Cut and Run Tari racial power Encounter Immediate Reaction Trigger: An enemy hits or misses you with an attack Effect: The next two squares of movement you take do not provoke opportunity attacks. You may immediately take a free move action. |
| #11zenrakJul 17, 2010 19:36:39 | It's not a terrible write-up at all... |
| #12PennarinJul 17, 2010 20:25:28 | A feat would need to provide for poison damage (normally it'd be a diseased bite, but - and I might be wrong here - diseases are stuff meant to affect PCs, not monsters). |
| #13nimblegrundJul 18, 2010 1:44:17 | Let me rephrase that: WTF? Oh. Well, I dunno then. That's how they are described in Terrors Beyond Tyr. Don't know what to tell ya. A feat would need to provide for poison damage (normally it'd be a diseased bite, but - and I might be wrong here - diseases are stuff meant to affect PCs, not monsters). Considering you don't even make a saving throw against a disease until after a combat... It really makes little difference to a PC. I kind of like the idea of giving them a bite attack encounter ability that does a little ongoing damage because their bites cause their opponent to itch and burn. Probably give it the poison keyword as well. (so that way it doesn't work on creatures like skeletons) But to be honest the whole disease-carrying thing makes Tari a rather unappealing race in DS IMHO. I bet they are going to be in the creature catalog, and in there they are probably going to have a disease attack. So with a Tari PC, you are either going to have to A) give them a disease ability, which come to think of it is only good for making subdued foes sick later (yay!) or B) give them something useful to replace it, and then just hand-wave the whole disease thing, even though the others of their race have it. I personally would go route B. |
| #14BeraJul 18, 2010 2:44:12 |
Thanks. It could still be fixed up quite a bit though. Anyway, potential feats: Bileous Venom Prerequisites: Tari, 11th level Benefits: All your attacks with the poison or acid keywords gain both the poison and acid keywords. Bite and Claw Prerequisites: Tari, Monk, Flury of Blows power Benefits: Your Flury of Blows power deals an additional point of damage, and each time you use it you may give your Flury of Blows power the poison keyword. Disease Caster Prerequisites: Tari Benefit: You gain a +1 bonus to damage rolls with attacks with the poison or acid keyword, and enemies suffer a -2 penalty to saving throws from ongoing conditions resulting from your poison or acid attacks. Disease Inured Prerequisites: Tari Benefits: You gain a +2 bonus to your AC and Fortitude defenses against attacks with the poison or acid keywords. Hidden Strike Prerequisite: Tari Benefit: Whenever you use the squeeze action to pass through an enemy’s square, you gain combat advantage against that enemy until the end of your turn. Night Eyes Prerequisites: Tari Benefit: You gain darkvision. Slick Fur Prerequisites: Tari Benefit: You gain a +5 feat bonus to athletics and acrobatics checks to escape a grab. Spirits of Filth Prerequisite: Tari, any primal class Benefit: Choose one of your primal at-will attack powers. That power gains the poison keyword. Swift Runner Prerequisites: Tari Benefit: Your speed increases to 6 squares. Tari Survival Training Prerequisites: Tari, 2nd level Benefit: You may select one free skill power from Dungeoneering, Nature, Stealth, or Thievery as long as you are trained in that skill. Venomous Fangs Prerequisite: Tari, Druid, Wild Shape power Benefit: Whenever you use a power with the Beast Form keyword, it gains the poison keyword. Vile Bite Prerequisites: Tari Benefits: Your unarmed attacks gain the poison keyword |
| #15nimblegrundJul 18, 2010 3:03:39 | So here's my version of the Tari. Racial Traits Average Height: 4'8" - 5'0" Average Weight: 80-120lbs. Ability Scores: Constitution +2 and Dexterity +2 Size: Medium Speed: 7 squares Vision: Low-Light Vision Languages: Tari, Common Skills: +2 Streetwise, +2 Thievery Guttertrash Gourmand: +5 bonus to saving throws and edurance checks against disease Nibble and Dash: You get the Nibble and Dash ability. Nibble and Dash Tari Racial Ability With a satisfying chomp, you sink tiny, sharp teeth into your foe. Infectious venom seeps into the wound, causing it to itch and burn. With this distraction, you make your getaway. Encounter * Poison Minor Action Melee 1 Target: One Creature Attack: Dexterity +3 vs. AC Increases to +5 at 11th level, and +7 at 21st level Hit: 1d4 +Dexterity modifier damage, plus 1 ongoing poison damage (save ends). Shift 3 squares. |
| #16alevarJul 18, 2010 14:40:48 | change the d3 to d4 since half dies don't appear to be included in 4th edition and imo they were confusing anyway, plus the ongoing damage should increase at 11th and 21st level, i'd also say that the power should be at least move or standard action. I also think you should add the no penalty for squeezing in, seems fitting for a rat. |
| #17nimblegrundJul 19, 2010 0:07:09 | change the d3 to d4 since half dies don't appear to be included in 4th edition and imo they were confusing anyway, plus the ongoing damage should increase at 11th and 21st level, i'd also say that the power should be at least move or standard action. I also think you should add the no penalty for squeezing in, seems fitting for a rat. I will go ahead and change the die to d4, I think you are right about that. I would rather leave the ability as a minor action, because making it a standard or move action hampers the ability's use as a mobility action. As it is, the shift is dependent on hitting with the attack. (because the bite is being used as a distraction) This version of the Tari is medium sized and has a speed of 7, so I am not entirely sure if it needs the squeezing ability, since it has a higher average movement rate than the small version that Bera did. |
| #18vigilant1Jul 19, 2010 2:08:09 | Here's a weird idea I had, how about using the stats for shifters? The long tooth ones have a bonus to dexterity and wisdom, and someone posted that that tari felt like a race that would have those as bonuses, and they have a skill bonus to stealth and acrobatics, which seem useful to a race of bandits and scavengers. Also thier racial power could represent them scurying around like rats. Longtooth shifters could also work, with the bonus to endurace showing how they can consume things too unsanitary for others, and maybe thier racial power could be interpretted as them going "rabid", which goes with the whole disease infested vermin idea. |