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Phanatons

The Phanatons were a race introduced in the last issue of the “Voyage of the Princess Ark” (Part 35) in Issue 188 of Dragon Magazine. (1991). They were a race of raccoon people with flying squirrel flaps. Not considered too intelligent by the Alphatians at first, but enough so that rules for the BECMI (Basic D&D) system were provided.
I was surprised to see such a race included in Glen Welch’s “Mystara Player’s Guide”. I guess they made an impact on him.


Phanaton

Originating from distant and exotic lands, phanatons are small mammals known for their ability to glide through the air and their prehensile tails. Phanaton are rare on the mainland continent but can be brought over by slavers or by stowing away on merchant ships.
Phanatons possess a strong sense of adventure and are naturally curious. While normally shy, there are a few that become enamored of the cities and have to see for themselves the mysteries to be found there. Some of the more strong-willed phanatons travel the world in search of adventure.

Arboreal Gliders
Phanatons are small humanoid creatures that possess a flap of skin that stretches between their arms and legs that allow them to glide for long distances. Phanatons are typically around 3 feet tall and weigh only 40 pounds. They also possess a prehensile tail that is nearly three feet long.
Most phanaton are brown or grey with patches of white. They often have black stripes down their body and black fur on their face like a burglar’s mask. They resemble a cross between flying squirrels and raccoons. They possess small claws that they use to cling to trees in the forests they call home.

Tropical Survivors
Phanatons are mostly found on the Isle of Dread, or the Savage Coast where they form tribes based on family lines. The phanatons get along peacefully with many of their neighbors like the lupin or rakasta. They are the mortal enemy of the aranea, who find phanaton children a delicacy. In addition to the aranea, the phanaton share their forests with several natural predators like giant eagles, wood imps, or dire wolves.
Because of their small sizes and a large number of creatures that prey upon them, phanatons are always on the lookout for danger. Their large eyes allow them superior night vision letting them stay alert at all times.

Naturally Adventurous
While phanaton value their family units, they also born with a curious and stalwart nature. They will not think twice about attacking a creature several times their size to protect their families. They work well with others and coordinate with other clans to drive off threats.
Some phanaton find the call of adventure too much and will hire on as adventurers on passing Ierendi or Minrothad ships, stowing away if necessary. While phanaton adventurers aren’t common on the mainland, they are becoming well known for their heroics.

5E Details

Phanaton Traits
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution increases by 1.
Age. Phanaton reaches maturity after only 5 years. They are a short-lived race, living on average 40 years.
Alignment. Phanatons tend to be lawful good in alignment.
Size. Phanatons reach about three feet tall and weigh around 40 pounds. You are a small creature.
Speed. Your speed is 30 feet.
Arboreal. You have proficiency with the Perception skill and have a climb speed equal to your normal speed.
Darkvision. You can see in the dark 60 feet.
Patagia: If you are not encumbered and wearing light armor or no armor, you can glide when you jump. You gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude immediately drops to 0 at the end of your turn if you don’t fly at least 30 feet horizontally. You are immune to falling damage unless restrained or incapacitated.
Prehensile Tail: You can manipulate and pick up items with your tail, but you cannot use it to attack.

BECMI Details

As an option, phanatons could be run as player characters (or NPCs with levels). Here is a way they could be added to your game. It is suggested that PCs’ game statistics be rolled with the standard 3d6 dice method.
Ability Score Modifiers:

AbilitiesStrIntWisDexConCha
Racial Maximum161515181818*
Phanatons-2-1+2
Shamans-2-1+1+1
* Natural Charisma applies only between phanatons, elves, treants, and dryads; otherwise, penalize Charisma – 1 when dealing with other humanoids, – 2 when dealing with humans and demihumans
other than elves. Phanatons and araneas have a relative Charisma of 3 when dealing with each other.


Gliding: Phanatons can glide, usually from branch to branch, due to loose skin between its limbs. The distance a phanaton can glide is equal to three times the starting height. So, for example, if a phanaton jumped from a height of 30′, it could glide over a horizontal distance of 90′ maximum at the rate of 50’/round). When gliding, a phanaton must spread its arms and legs to catch the air, and therefore cannot fight, cast spells, or do anything requiring two hands. For every 100 cn of weight they carry, phanatons reduce their horizontal gliding range by 20′ for the same loss of altitude as an unencumbered phanaton.
Flying: At 4th level, phanatons can fly- that is, maintain level flight or gain altitude, but only if updrafts or normal winds are present. The phanaton can gain 10′ of altitude for every 60′ of horizontal distance covered with normal winds (see the Rules Cyclopedia, page 90). A strong breeze will reduce the horizontal distance to 30′. Phanatons do not fly in high or extreme winds.
Pass plant: Phanatons gain the magical ability to pass plant, as per the druids fifth-level spell. They can use this ability once per day.
Shamans: Also called the “wise-ones,” they are chosen at birth and begin learning the way of the shaman from a very young age. They are entrusted with the knowledge of reading and writing.
They can only cast spells from the druidic spell list (see the Rules Cyclopedia, page 33). Shamans should have both a Wisdom and Charisma of 12 or better. If the Wrath of the Immortals accessory is used, shamans of Ui gain the ability to move silently and hide in shadows as thieves of the same experience level so long as they remain in trees. Mother Earths shamans gain the mystic’s ability to speak with animals. Shamans of the Huntsman receive the general skills of “Tracking” and “Alertness”
plus any other general skills they might have.
Jibaru shamans must use up one skill slot in order to read and write their own language. Common Jibaru don’t have that knowledge. Shamans must then choose language skills to speak treant, dryad, and elven (if any such creatures exist in the phanatons home), before any other skills. Non-shamans may acquire Jibaru writing skills, but with an initial penalty of – 3 to their Intelligence scores. Monarchs and other Jibaru leaders usually have that skill.
Miscellaneous: Phanatons are poor swimmers, preferring their arboreal habitat.
Phanatons do not have infravision. The more common, primitive (nonsentient) breeds of phanatons are normally clumsy with their hands. When fighting, they are likely to drop objects (coconuts, branches)
on their attackers, or bite them (1d6 points of damage), or use simple weapons (branches, stone maces, or other blunt objects). Phanatons of Jibaru have learned to use small spears, short bows, and blowguns
with needles dipped in a paralyzing poison (save vs. poison or remain paralyzed for 1d6 turns). Shields and armor are rarely used since they negate the phanaton’s ability to glide. All phanatons are otherwise naturally agile (PC phanatons must have a Dexterity of 16 or better to qualify). Their natural AC is 9, with a
+2 bonus to their AC and to all saving throws due to their small size and agility.
Names & language: Tapuru, Urua, Maragu, Araca, Ixaituba, Tuaca, Uapagu, Cacui, Jarapua, Gujari, Ixugu, Garanui, Axaua, Purucui, Palama, Tapaju, Uruxu, Itupaxingu, Macapui, Irigi. The Jibaru language does not have “e” and “o” sounds.
The “x” is pronounced “sh,” and the last vowel in the name is accented. Double names are usually a sign of nobility, as shown for the two queens mentioned earlier in this article.
The spoken language is still primitive as far as grammar and syntax go, requiring many gestures. The written language otherwise requires an extensive library of symbols representing animals whose sounds come close to the desired syllables. Ideograms conveying ideas complement other written symbols available to Jibaru shamans. The rest is left to the readers’ interpretations.

LevelExperienceHit DiceSpecial AbilitiesShaman ExpLv 1 SpellsLv 2 SpellsLv 3 SpellsLv 4 Spells
101d8-1Glide0
21,8002d8-23,0001
33,6003d8-36,0002
47,200Fly12,00021
514,4004d8-424,00022
628,8005d8-548,000221
756,600Pass Plant96,000222
8112,2006d8-5200,0003221
9225,000*+2hp**400,000*3322
* +300,000 XP per level after this. Shamans gain no more spells
** +2 Hp per level after this, Constitution bonus no longer applies

Return to the Race List

Thank you to Mr. Welch for the Phanaton Writeup for 5th Ed

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