Table of Contents
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About Beastfolk
The beastfolk (also called feralkin, animal people, and a host of other names) are among the youngest of the races of Therafim, and also the race with the strongest ties to the natural world, save for a few of the plant-based races. Because of their relative newness, especially compared to such elder races as the elves and dwarves, as well as their connection to their powerful instincts which can lead them to behave in ways that are less comprehensible to those races that are not as in touch with these deeper matters, beastfolk are often looked down upon with condescension or even derision by other races, and occasionally with fear and hate.
Long ago in the history of Therafim, before humans came to the planet, when Therafim's mother goddess, Matra, first awakened, an outpouring of the energies of raw creation engulfed the world, leading to the rise of many strange and mighty creatures. The beastfolk were among these, ranging from such creatures as the skunklike aranthi to the hyenalike gnolls to the reptilian lizardfolk to the bovid turos. Though bearing as little (or as much) relation to their animal forebears as humans do to monkeys (and feeling roughly the same way that humans do about their primate relatives, even to the extent that eating or keeping pets of the forebear animal does not trouble a typical beastfolk, though it might seem odd to an outsider), the beastfolk as a whole still have many of the same instincts and desires as their animal relatives, and are far more in touch with their primal sides than almost any other race.
As there are a wide variety of possible beastfolk, rather than attempting to catalog every possible subrace of the beastfolk, only a series of the more common statistic blocks have been provided, to account for the majority of possible beastfolk races. In addition, for the more historically important beastfolk races, entries have been provided to give additional background information about that race's history and role in the world of Therafim.
Most beastfolk live a simple tribal lifestyle, with several families of same-species beastfolk that live and travel together. The exact temperament of each tribe varies according to those who make it up, and thus can vary widely, though it usually conforms at least roughly to the temperament of the animal that the beastfolk tribe most resembles. Beastfolk that live among other races tend to adopt the culture of those other races, more or less, working either to blend in, or else to use their unique racial abilities to distinguish themselves.
Physical Description
As might be expected, beastfolk have a strong resemblance to the animals from which they are descended, set into a humanoid frame. There are a host of different sorts of beastfolk, and each shares similar physical features to their quadrupedal relatives, though they distinctly their own race, as evident by the astonishing variety of expression in their faces (from more facial muscles than animals possess), the higher slope of their skulls (allowing for larger brains), and the unique shape of their limbs, which often appear to be intermediaries between those of their animal relatives, and that of the other major sentient races. The degree of animalistic appearance that an individual beastfolk can have to face and limbs can vary widely, depending on the amount of "pure" beastfolk in the individual's lineage. Those with mixed blood (which includes a large percentage of the beastfolk population, thanks to their genetic adaptability) can sometimes, in extreme situations, even look almost like especially furry members of other races, though there are generally enough tell-tale signs to distinguish them. Additionally, unless otherwise noted, all beastfolk are omnivorous, though they usually prefer eating similar foods to their pure animal relations.
Interbreeding
Because, despite all of their similarities, they are now so distant from their animal forebears, beastfolk are unable to interbreed with their feral relatives. Even those with the feral form feat (see the Beastfolk-Specific Feats section) only take on the appearance of animals, without gaining the genetic heritage thereof. However, beastfolk are able to interbreed with most other humanoid races of their subtype (thus, mammalian beastfolk can produce offspring with other mammalian humanoids, reptilian beastfolk with other reptilian humanoids, and so forth), the offspring thereof having elements of the appearances of both races, but usually having the statistics of the mother's race. Rarely, the father's race will be dominant, but this is exceptionally uncommon, and usually only occurs in the case of recognized half-breeds, such as half-dragons, half-minotaurs, or half-orcs. While the genetic adaptability of beastfolk does provide a long list of possible potential hybrids, miscarriage or stillbirth generally prevents the more extreme ones from taking place, and of those that are born successfully, most are sterile.
Lycanthropy
Beastfolk can get lycanthropy, the same as any other humanoid species. However, because they are already so close to their animal ties, beastfolk receive an additional +4 to any saves to resist becoming infected, to recover from infection when such rolls are appropriate, and, when infected, to gaining control of the lycanthropy. Beastfolk (even beastfolk with the feral form feat) are not to be confused with lycanthropes of any sort, because lycanthropes are able to change shape, have set alignments (as set forth in the various Monster Manuals), are identifiably more savage and horrific in appearance (as a result of being controlled by the powerful instincts of their change), and often sport many fairly obvious supernatural characteristics that are not present in beastfolk. The curse of lycanthropy is one where the sufferer loses themselves to the feral, savage instincts of another entity that destroys their former personality and alignment, and it is feared and hated as much by beastfolk as it is by any other race.
Beastfolk Racial Feats
Beastfolk have a variety of racial abilities which can be honed through the feats available here:
Feats of the Beastfolk
In addition to all racial abilities listed below, every beastfolk character is allowed to select a single bonus feat from the Feats of the Beastfolk document to represent their varied morphology. Many specific beastfolk subraces have their feats pre-selected for them - this is indicated in a subrace's specific entry.
Beastfolk Languages
All beastfolkstart with Common as a base language. Additionally, aquatic beastfolk also speak aquan, avians speak auran, canines and felines and other carnivores and omnivores speak carnivon, reptiles speak parseltongue, rodents and lapids know squeak speak, and ungulates know runnertongue.
For bonus languages, all of the beastfolk races may select the following (unless they start with a given language): aquan, auran, carnivon, giant, goblin, parselmouth, runnertongue, squeak speak, sylvan, trade tongue, and wildlander.
Beastfolk Breeds
Aquatic Beastfolk
All non-monstrous humanoid aquatic beastfolk races of mammalian heritage. This group includes dolphins, otters, and seals. Additionally, there are a few aquatic beastfolk that more closely resemble sharks and other fish.
Mammalian Aquatic Racial Traits:
+2 Dexterity, +2 Intelligence, -2 Wisdom
- Medium-size.
- 30' Movement.
- Keen Senses: +2 to Perception and Survival checks.
- Aquatic Grace: Aquatic beastfolk can move in water without any reduction in speed or penalties to armor class and attacks, beyond the normal restrictions of using items, armor and spells underwater (such as skill penalties). They have a natural +8 to all Swim checks, and can perform the Run action while swimming. In addition, they can hold their breath for four times as long as normal.
- Free Soul: These races are incredibly vibrant, filled with the energy of life and growth and health, stemming in large part from a racial closeness to the Positive Energy Plane. Because of this, they never suffer permanent level or attribute loss from negative energy damage, though they can suffer temporary losses as normal. These beastfolk also cannot be turned into undead. This vibrancy of life does not protect them from mundane attribute draining, such as from poisons or disease.
- Low-light Vision.
Fishlike Aquatic Beastfolk
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma
- Medium-size.
- 30' Movement.
- Aquatic Grace (Ex): Aquatic beastfolk can move in water without any reduction in speed or penalties to armor class and attacks, beyond the normal restrictions of using items, armor and spells underwater (such as skill penalties). They have a natural +8 to all Swim checks, and can perform the Run action while swimming. In addition, they can breathe underwater.
- Scent (Ex): As the ability.
- Low-light Vision.
Avians (Birdfolk)
All non-monstrous humanoid avian beastfolk races. This group includes perching birds, raptors, and songbirds, among others. Batfolk who focus on flight also frequently share statistics with winged avian beastfolk.
Racial Traits:
+2 Dexterity
- Medium-size.
- 30' Movement.
- Wing-Aided Movement: Even those birdfolk unable to fly are able to use their wings and aerodynamic shapes to provide a +4 to Acrobatics checks.
- Unerring Direction: Birdfolk are always able to determine which direction is north, even when they cannot see the sky.
- Keen Eyes: Because of their large, well-developed eyes and excellent inner ears, birdfolk gain +2 on all Perception checks.
- Low-light Vision.
- Unique movement option (see below).
Unique Racial Movement Options
Birdfolk must select one of the following racial movement options at first level. After first level, this selection cannot be changed.
Aquatic
Aquatic avian birdfolk can move in water without any reduction in speed or penalties to armor class and attacks, beyond the normal restrictions of using items, armor and spells underwater (such as skill penalties). They have a natural +8 to all Swim checks, and can perform the Run action while swimming. In addition, they can hold their breath for four times as long as normal.
Fleet
Fleet birdfolk are able to run with great speed and endurance. These grounded avians gain +10' to their movement (40' total), which is added to armor speed limits as well. They can also move five times their normal speed when running if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If Fleet birdfolk make a jump after a running start (see the Jump skill description), they gain a +4 bonus on the Jump check. While running, Fleet birdfolk retain their Dexterity bonus to AC. This ability stacks with the Run feat, allowing Fleet birdfolk to run at six and five times their normal running speed with light or medium loads, respectively.
Limited Flight
The character has a set of workable wings, which can either extend from the shoulder blades or be extensions of the arms themselves. This allows the birdfolk to glide, traveling 20 feet horizontally for every 5 feet of vertical descent. As long as a birdfolk is conscious and the wings are not hindered in any way (such as by the walls of a very narrow pit or being entangled with a net), the birdfolk can drop any distance and take only 1d6 damage, maximum. Also, those birdfolk who choose this option can fly for as many rounds in one burst as they have points of Constitution bonus (minimum 1), at a speed of 30 feet, with Average maneuverability, for up to 10 minutes each day, varying periods of gliding with periods of flight for long distances.
At 8th level, Limited Flight automatically becomes True Flight, allowing the birdfolk to fly with Average manueverability at a speed of 30 feet.
Canines
All major non-monstrous humanoid canid beastfolk.
Large Canines
This group includes dingos, domestic dogs, wild dogs, and wolves, among others.
Racial Traits:
+2 Constitution, +2 Wisdom, -2 Intelligence
- Medium-size.
- 30' movement.
- Scent (Ex): As the ability.
- Keen Senses: +2 on Perception and Survival checks.
- Pack Tactics: Thanks to natural group instincts that work well in battle, large canids give others, and gain for themselves, an additional +1 to attack rolls made during a flanking attack in which the large canid is the supporting flanker. Additionally, when large canids assist others in performing combat maneuvers, they provide the one they assist with an additional +1 to all opposed combat maneuver checks. This bonus stacks with other Pack Tactics used by other canid beastfolk.
- Low-light Vision.
Small Canines
This group includes coyotes, foxes, and jackals, among others. They are noted as tricksters, and are regularly associated with the fae.
Racial Traits:
+2 Dexterity, +2 Intelligence, -2 Strength
- Medium-size.
- 30' Movement.
- Natural Cunning: +2 on Bluff, Sense Motive and Escape Artist checks.
- Fae Relations: +1 to saves versus enchantments, and to the DC difficulty of others’ saves when casting spells that cause these effects.
- Longevity: Small canids reach maturity at the same age as humans, but have a maximum age like those of elves.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 size bonus to Stealth checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Low-light Vision.
Carnivores and Omnivores
All major non-monstrous humanoid carnivorous and omnivorous-based beastfolk.
Carnivore and Omnivore Subraces of Note
Large Carnivores and Omnivores
This group includes bears, pigs, and wolverines, among others.
Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity
- Medium-size
- 30 Movement.
- Shaman Spirit: +2 to all Heal and Survival checks.
- Massive: Due to their mighty size and commanding presences, large carnivores gain +2 on Diplomacy and Intimidation checks.
- Fat Reserves: Large carnivores and omnivores gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large carnivores and omnivores may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large carnivores and omnivores to sleep in heavy armor without becoming fatigued. Besides this, large carnivores and omnivores also get an additional +4 racial bonus on Fortitude saves against the effects of cold weather (but not cold-based attacks), giving them a total bonus of +8 on saves against cold weather.
- Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
- Low-light Vision.
Small Carnivores and Omnivores
This group includes racoons, skunks, and weasels, among others.
Racial Traits:
+2 Constitution, +2 Dexterity, -2 Wisdom.
- Medium-size.
- 30' Movement.
- Intimidating Presence: Because these beastfolk know how to put blood in their eyes and their backs up against the wall, as well having a well deserved reputation for being desperate fighters, they get a +2 on all Intimidation checks.
- Cunning: These beastfolk gain a +2 on Escape Artist and Perception checks.
- Cornered Desperation: Small carnivore beastfolk get a +4 on all Combat Maneuver checks, either to attack or defend.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Stealth checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Low-light Vision.
Felines (Catfolk)
All major non-monstrous humanoid felid beastfolk.
Large Catfolk
This group includes cougars, jaguars, leopards, lions, and tigers, among others.
Racial Traits:
+2 Strength, +2 Dexterity, -2 Intelligence
- Medium-size.
- Normal Speed: 30’ base speed.
- Scent (Ex): As the ability.
- Padfoot: +2 racial bonus on Perception and Stealth checks.
- Unerring Balance: +4 racial bonus to Acrobatics checks. May reroll any check made to retain balance once per day.
- Always Lands On Feet: All falls are automatically considered 10' less before any damage is rolled.
- Low-light Vision
Small Catfolk
This group includes housecat breeds and various wildcats, among others.
Racial Traits:
+2 Dexterity, +2 Charisma, -2 Constitution
- Medium-size.
- 30' Movement.
- Padfoot: +2 racial bonus on Perception and Stealth checks.
- Unerring Balance: +4 racial bonus to Acrobatics checks. May re-roll any check made to retain balance once per day.
- Always Lands On Feet: All falls are automatically considered 10' less before any damage is rolled.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Low-light Vision.
Reptiles
All non-monstrous humanoid reptiles. This group includes anoles, chameleons, and dinosaurs, among others.
Racial Traits:
+2 Strength, +2 Dexterity, -2 Intelligence
- Medium-size.
- 30' Movement.
- Unusual Build: Because of their unusual body configurations, reptilian beastfolk must pay 150% costs for armor (but not shields), after all other cost modifiers have been added up.
- Natural Armor: Thanks to their thick scales, reptile beastfolk gain a +2 natural armor bonus to Armor Class.
- Low-light Vision.
- Aquatic: Reptile beastfolk can hold their breaths for 4 times longer than normal.
- Strong Tails: Reptilian beastfolk gain a +2 racial bonus to all Acrobatics and Swim checks.
- Natural Survivors: Reptilian beastfolk gain a +2 racial bonus to Survival checks.
Rodents and Lapids
All major non-monstrous humanoid rodent and lapid-based beastfolk.
Rodent and Lapid Subraces of Note
Large Rodents and Lapids
This group includes beavers, hares, and rats, among others.
Racial Traits:
+2 Dexterity, +2 Constitution, -2 Charisma
- Medium-size.
- 30' Movement.
- Stealthy Survivors: +2 on Acrobatics, Escape Artist, and Stealth checks.
- Hardy: +2 on saves versus poison and disease, as well as on saves versus magical effects.
- Tireless: Large rodents and lapids gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large rodents and lapids may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large rodents and lapids to sleep in heavy armor without becoming fatigued.
- Low-light Vision.
Small Rodents and Lapids
This group includes chipmunks, mice, rabbits, and squirrels, among others. Those batfolk who are not as focused on flight are also included in this group.
Racial Traits:
+2 Dexterity, +2 Constitution, -2 Strength
- Small-size: A small rodent or lapid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but also uses smaller weapons, and lifting and carrying limits are three-quarters of those of a Medium character.
- 20' movement speed.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Frantic Scurry: When running, small rodents and lapids can move five times their normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If they make a jump after a running start (see the Acrobatics skill description), they gain a +4 bonus on the Acrobatics check. While running, they retain their Dexterity bonus to AC. This stacks with the Run feat, increasing each modifier by one (x5 run speed becomes x6, x4 run speed becomes x5, and so forth).
- Keen Ears: +2 to all Sense checks.
- Variable Movement Types: A small rodent or lapid gains a +4 racial bonus to either Acrobatics or Stealth, which is chosen at 1st level, and cannot be changed afterward. Additionally, all small rodent and lapid beastfolk gain a +2 racial bonus to Climb checks.
- Low-light vision.
Ungulates
All major non-monstrous humanoid hooved beastfolk.
Large Ungulates
This group includes bovines, draft horses, elephants, moose, and rhinoceri, among others.
Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity
- Medium-size.
- 30' Movement.
- Stable: Large ungulates can carry 150% as much as normal in each encumbrance category. Additionally, both light and medium armor do not reduce a large ungulates speed (heavy armor still reduces speed as normal).
- Dominating Personality: +2 to Diplomacy and Intimidation checks.
- Powerful Build: Whenever anyone with this trait is subjected to an opposed check based on size modifiers (such as bull rushes, grapple checks, and trip attempts), they count as one size larger if doing so is advantageous. In addition, characters with this trait count as one size larger to determine how different special abilities affect them (such as improved grab or swallow whole). However, characters with this Feat count as their normal racial size for determining space and reach. The abilities of this Feat stack with powers, abilities, and spells that affect size category.
- Tireless: Large ungulates gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large ungulates may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large ungulates to sleep in heavy armor without becoming fatigued.
- Low-light Vision.
Small Ungulates
This group includes antelope, deer, most horse breeds, goats, and sheep, among others.
Racial Traits:
+2 Dexterity
- Medium-size
- Swift: 40' Movement when unencumbered or in light armor; this reduces to 30' in medium armor, and 20' in heavy armor.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Stealth checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Surefooted: +2 to all Acrobatics and Climb checks.
- Low-light Vision.