Beastmen

Beastmen are as varied as the animal kingdom itself. Present in nearly all parts of globe, their personalities and social position vary wildly from place to place or even from subspecies to subspecies. Thought to be the children of a worldwide magical experiment in the long forgotten past, beastmen have continued to thrive for centuries. They can(and do) interbreed with any humanoid species. The children of such unions are always fullblooded beastmen however.

Personality: Beastman personalities tend to mirror that of their species. Lions are proud and brave, Rats tend towards the skittish and shrewd and Dogs are straightforward, hard working and loyal. This is hardly the rule however, as many beastmen share little to no qualities of their species.

Appearance: Beastmen are all humanoid, their phsyiques’ always being reminicent of their kindred animal. Their heads vary from something halfway between a humans and an animals to being completely indistinquishable from a beasts.

Relations: Other races’ take beastmen at face value. A wolf may be feared and respected, a dog seen as a strong and loyal worker, or a fox as a sly trickster. Beastmen either struggle with or revel in this pre-judgement, depending on their dispostion.

Alignment: Beastmen tend towards no particular alignment.

Beastman lands: Beastmen can be found on every continent on the planet in fairly high density. The local animal population is a good indicator as to what beastmen will be present in the area.

Religion: Beastmen vary in their religions, often taking local custom into account.

Adventures: Beastmen often find themselves being typecast all too regularly, and as such enjoy getting out and exploring the world, hopefully in places that have less of a preconception about them. Besides escaping prejudice(which is often only a minor annoyance at its worst), Beastmen can go abroad for any reason whatsoever.

Racial Traits:

All beastmen share the following traits:

Racial Empathy: Beastmen are intrinsically linked with their animal aspect. They recieve a +2 racial bonus on Diplomacy, Intimidate, Handle Animal and Sense Motive checks when dealing with animals of their kind.

Natural Weapons: All beastmen have at least one natural weapon. Damages are as follows

Size Bite/Horn/tusk etc. Damage Claw Damage
Small d4 d3
Medium d6 d4

Animal Templates(choose one):

Dog

+2 str +2 Con, -2 Int, -2 dex. Dogs are strong and tough, but are less interested in the academic arts and tend towards clumsiness.

Keen Noses: Dogs recieve the track feat for free, and gain the scent ability.

Wolf

+2 str, +2 dex, -2 con -2 charisma. Wolves are strong and lean, but can be distant and aloof.

Low-Light vision: Wolves have good night sight.

Pack Hunter: Wolf beastmen improve flanking bonuses for himself and his flanking ally by +1.

Cat

+2 dex, +2 cha, -2 int, -2 wisdom. Cat’s are agile and have an air of mystery but often have poor judgement.

Lands on their feet: Cats get a +2 racial bonus to Balance, Climb and Tumble checks. In addition, if within arm’s reach of a wall, they reduce falling damage by 10ft.

Fox

+2 Int, +2 charisma, -2 con, -2 str. Foxes are cunning and gregarious but are fairly slight in build.

Tricksy: Fox’s are relentless pranksters. They gain a +2 racial bonus to Bluff, Disguise, Perform and Sleight of Hand checks.

Rat

+2 dex, +2 int, -2 con, -2 cha. Rats are nimble and clever, but they are also quite prone to sickness and can’t help but seem shifty and nervous.

Shifty: Rats are good at skulking in dank dark places where no one bothers them. They gain a +2 racial bonus to Hide and Move Silently checks.

Dodgy: Ill gotten gains tend to fall into rat hands for one reason or another. Rats gain a +2 racial bonus on Appraise, Diplomacy and sense motive checks when relating to stolen property.

Mouse

+2 dex, +2 wisdom, -2 str, -2 con. Mice are quick and intuitive but are physically frail.

Skittish: Mice are quick to run and hide when trouble starts. Their base movement is 40ft, and they gain a +2 racial bonus on Hide checks.

Squirrel

+2 dex, +2 con, -2 int, -2 str. The small squirrels are Quick and hardy, but are fairly small and a bit single-minded.

Climbers: Squirrels are very comfortable in trees, or in other high places. They gain a +2 racial bonus on Climb and balance checks.

Badger

+2 con, +2 wisdom, -2 dex, -2 cha. Badgers are tough and contemplative, but are slow to react and tend to have grumpy streaks.

Hardy: Badgers gain the Great fortitude feat for free.

Bear

+2 Str, +2 Con, -2 Cha, -2 Int. Bears are Powerfully built, but are not particularly bright. They are insufferable braggarts.

Overbearing(groan): Bears are loud and a bit unnerving at the best of times. They gain a +2 racial bonus to intimidate checks.

Shaggy: Bears have little trouble dealing with superficial bumps or harsh weather. They gain the Endurance feat.

Donkey

+2 Con, +2 int, -2 wis, -2 cha. Donkeys are built for endurance and have good fact-retention, but tend to daydream and get distracted easily.

Stubborn: Donkeys are very difficult to persuade, even magically. They gain a +2 racial bonus to sense motive checks and the Iron will feat.

Horse

+2 dex, +2 cha, -2 int, -2 wis. Horses are fast and posses a proud bearing, but aren’t particularly bright or perceptive.

Fast: Horses are naturally a speedy race, their base speed is 40ft. and they gain the run feat for free.

Cow

+2 con, +2 wis, -2 dex, -2 int. Cows are lumbering and wise, but aren’t the fastest or brightest fellows around.

Charge: Cows use the full force of their weight and thick skulls in battle. They gain the improved bull rush feat, even if they don’t qualify.

Lion

+2 str, +2 cha, -2 int, -2 wis. Lions are noble and powerfully built, but tend towards mental sluggishness.

Roar: Lion’s are known for their deafening and terrifying roars. Once per day, a lion may unleash a Roar attack in a 30 ft. cone. Targets must make a reflex saving throw(DC 10 + Lion’s HD, +charisma bonus) or be stunned for 1d4 rounds. If targets save, they are Shaken for one round instead.

Tiger

+2 str, +2 dex, -2 cha, -2 int. Tigers are born hunters, but can be obtuse and illogical.

Leap: Tigers are known to jump great distances. They gain a +2 racial bonus on jump checks and jump distance is not capped by their height.

Elephant

+2 con, +2 wis, -2 dex, -2 cha. Elephants are tough and contemplative, but are lumbering and lack social finesse.

Trunk: Elephant trunks are prehensile and can be used to grasp light weapons or small items. It is essentially a second off-hand.

Rhino

+2 str, +2 con, -2 dex, -2 cha. Rhinos are powerhouses, but lack fine motor skills and get angry at the drop of a hat.

Thick skinned: Rhinos have very tough hides. They gain a +1 natural armor bonus.

Rabbit

+2 dex, +2 wis, -2 int, -2 str. Rabbits are exceptionally alert and quick, but are rather frail and tend to rely on instincts.

Burrow: Rabbits are fast diggers, they have a Burrow speed of 5ft.

Ready to bolt: Rabbits gain the improved initiative feat for free.

Cheetah

+2 dex, +2 wis, -2 con, -2 cha. Cheetahs are fast and percptive but are quite lean and can be antisocial.

Super sprint: Once per encounter, a Cheetah may give a great burst of speed. As a move action, a cheetah may move up to 5x it’s movement.

Panther

+2 dex, +2 int, -2 wis, -2 cha. Panthers are stealthy and smart, but they tend towards arrogance in both demeanor and action.

Sneaky: Panthers are great at getting the drop on people. They gain +2 racial bonuses on Hide and move silently checks.

Hyena

+2 str, +2 con, -2 int, -2 cha. Strong and tough, hyenas however lack much cognitive reasoning or charm.

Disconcerting: Hyenas make people uncomfortable. They take a -1 penalty on bluff and diplomacy checks but gain a +4 racial bonus to intimidate.

Orca

+4 str,-2 cha, -2 int. Orcas as physically massive, but tend to be callous and bullheaded.

Large size

Oceanborn: Orcas require water very regularly. If they are not fully immersed in water for at least 10 minutes a day, they become fatigued. Successive days without water immersion drains one point on Con per day.

Quite the mouthful: Orcas have enormous jaws and can deliver extremely powerful bite attacks. Their bite damage is D10.

Panda

+2 con, +2 wis, -4 dex. Pandas are stocky and spend a lot of time in contemplation, but are ungainly at best.

Serene: Pandas are quite calm and make excellent mediators. When dealing with unfavorable or hostile creatures, Pandas gain a +2 racial bonus on all charisma based skill checks.

Beastmen

Sorcery and Steam Greveb