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==Beastman==
 
==Beastman==
  
[[Summary::A race of generic beastmen to fit any kind of world, with traits from the demihumans from Elden Ring. Can be used to replace goblins and/or orcs.]] The mysterious beastmen were present from the longest times, being recorded at the start of human history, with some, albeit debated, dwarven accounts even predating that era. They are a savage people of humanoid with various, unspecified beastial traits, both physical and mental. They live in wild areas, occupying the same ecological niche that ancient humans would, never having managed to raise above a primitive lifestyle, though it doesn't seem to bother them. Despite this condition, the beastmen's society is deeper and more culturally significant than other races think.
+
[[Summary::A race of generic beastmen to fit any kind of world, with traits from the demihumans from Elden Ring. Can be used to replace goblins and/or orcs.]] The mysterious beastmen were present from the longest times, being recorded at the start of human history, with some, albeit debated, dwarven accounts even predating that era. They are a savage people of humanoid with various, unspecified bestial traits, both physical and mental. They live in wild areas, occupying the same ecological niche that ancient humans would, never having managed to raise above a primitive lifestyle, though it doesn't seem to bother them. Despite this condition, the beastmen's society is deeper and more culturally significant than other races think.
  
 
===Personality===
 
===Personality===
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===Physical Description===
 
===Physical Description===
  
Selenites are diaphanous, usually with fair skin, sometimes grey-silvery, or darker, reminding the color of the other face of the moon or that of space. They are beautiful and have shapely limbs, usually with silver or blonde hair, though other colors are also found among them. Their eyes are of many lively colors, more than the average human. They have fine faces, with delicate noses and ears, high cheeks and perfect teeth. They can be confused for elves, but they have many body traits of humans or half-elves too.
+
They are humanoids, with a variety of body builds, different facial traits, color of skin and hair, height and weight. They look like humanoids with accentuated bestial traits, ranging from distored faces (assuming a human standard), or animalistic ones (feline, canine, rat-like, similar to bear snouts or other mammalian creatures), either coherent (like an all canine-looking beastman) or a mix of different creatures (like a boar snout and mouse-like ears). They have a varied quantity of fur and hair covering their body, usually shagged and unkept.
  
They are most certainly the distant offspring of these three groups, though they features were not left in the hands of chaos, but they, within a certain degree, genetically engineered to best adapt to their home and their society. They wear comfy and elegant clothes.
+
They have usually lanky limbs, also reminiscing of animal arms and legs (though sometimes they look and work like the real thing), muscular fit and they wear raggedy clothes and pelts, made from them or stolen, though they also have complex decorations, usually made from the bodies of preys or fallen foes, as a proof of strength, or with other objects of cultural or religious significance. Some of them have tails, or tail-like appendages.
  
 
===Relations===
 
===Relations===
  
While they are generally accepted and well-liked, they are very rare outside of Selene, so not many know of their existence. They are active neighbours though and often send diplomats, sages and brave selenites down into the world to better learn about their neighbours and help with their struggles.
+
Most of the civilized races hate and despise the beastman, seeing them as no more than raiders and savages, sometimes persecuting them and considering them as animals.
  
Their society is almost utopian and it's the result of a careful and cunning plan to direct the social and political evolution of the selenites, in such a way to produce a free, good-inclined, highly educated society.  
+
Beastmen in return aren't very keen on them and frequently raid and pillage, or attack travellers, which only contributes to the stereotype (though it must be said that most beastmen tribes are only protecting their territories from those that seemingly invade them).
  
They however suffer, while away from the moon, from lunacy (or moon madness), a psychological stress imposed by the absence of the moonlight, which makes them act erratically and almost mad while the moon is new, a fact that may make them less accepted than they would otherwise. This a flaw of their genetic and social design that their ancestors could not predict or eliminate when they planned for them.
+
They are considered an abomination of nature, usually due to a curse, an unholy union of man and beast, the result of the experiments of a mad mage or the spawn of malevolent gods. Their true origin is still unknown, and many scholars have attempted to study them, usually by kidnapping them and exposing them to horribile experiments.
 +
 
 +
This has left the beastmen distrusting of other races, and only in recent times some scholars have attempted to contact them more peacefully and observe and understand their culture and social dynamics.
 +
 
 +
Beastmen from different tribes may hold grudges due to the two tribes' history with each other.
  
 
===Alignment===
 
===Alignment===
  
Most of them are good, and they generally tend towards order rather than chaos, but they don't give up their individuality and freedom, which they highly value. There are non-good and non-lawful selenites but even they usually show restraint, and are otherwise re-educate when possible rather than shunned.
+
By human standards, they are almost only chaotic, which is true for the most part, as true as an animal can be chaotic, and most often than not evil.
 +
 
 +
They are really mostly neutral, which implies the need of adaptability to survive an harsh world.
  
 
===Lands===
 
===Lands===
  
Almost all selenites live on the moon, in the various, magical and futuristic cities that exist above and under the ground. They are tightly connected and, although the cities are not that many, they exchange and communicate rather often, and their inhabitants move often between the cities, not to stagnate too much one of them.
+
They can live almost anywhere humans live, though they occupy only wildlands, and don't build big settlements, contenting themselves to sleep under trees or in caves, though some have started using discarded wood and abandoned houses as shelters.
  
They haven't adapted to living in absence of oxygen because their ancestors built incredible cities able to sustain their descendants and modified the moon with powerful spells to make it less inhospitable.
+
They live in tribes, which usually keep for themselves, sedentary or nomadic alike, and most of the times commanded by a queen, the maximum rank of the beastmen, which gives them a sort of a kind of matriarcal society.
 
 
Adventuring selenites usually live wherever they find themselves, but many who have important tasks and jobs live among the nobility and governments of the world.
 
 
 
On Selene itself, they are plagued by the strange, shapeshifting beasts that live on the surface. They are at constant war with this mysterious race of monsters that seem to absorb power from the moon itself, an act that is both blasphemous and infuriating to the selenites.
 
  
 
===Religion===
 
===Religion===
  
As obvious, they worship the Moon itself, calling it Selene, the mother, father, home and protection, believing that's the moon itself sustaining them and allowing them to live in such a place, a feat that they deem worthy of adoration.
+
Not much is known of their religion, but they seem to have a shamanic cult of nature and ancestors, usually controlled by druids rather than clerics.
 
 
They recognize in every moon deity an aspect of the moon, and even among them there are those who choose to venerate mainly an aspect of the moon (very notable are the Darkmoon disciples but also those who follow the ancient cult of the lunar deity Demetra or Diana, which among the selenites is called the Silver Huntress).
 
 
 
They also pay respects to deities of travel, art, craft, love, nature, knowledge and such, which they believe are minor deities that may help them in day-to-day life.
 
  
 
===Language===
 
===Language===
  
They speak lunarian, a language which mixes parts of Common and Elvish, adding its own spin. Creatures that know the two languages may get a general idea of what a person speaking lunarian is saying. They also learn Common to better communicate with the earthlings.
+
They speak a form of Common, which scholars called Howling (a reminescence of unkind racial connotation), which to Common-speaker may appear as a simplified version of the language, with bellows and animal sounds mixed in.
  
 
===Names===
 
===Names===
  
Typical male names are: Nardul, Yerteas, Maniboi, Hulenii, Simarontl.
+
They usually don't adopt names for themselves, and so it's mostly the other races calling them in some way, usually not flattering.  
  
Typical female name: Wussion, Nerabel, Simiozin, Lioliu, Samenhine.
+
Some notable individual may choose or be bestowed a name, as a sign of power.
  
 
===Racial Traits===  
 
===Racial Traits===  
  
 
{{3.5e Racial Traits
 
{{3.5e Racial Traits
|name=Selenite
+
|name=Beastman
  
 
|type=Humanoid
 
|type=Humanoid
|subtype=Spiritfolk
+
|subtype=Beastman
|typefluff=Being humanoids which have lived on the moon since time immemorial, they have developed strange properties.
+
|typefluff=They are humanoids with beast-like features.
  
 
|attribbonus1=+2
 
|attribbonus1=+2
|attrib1=Any
+
|attrib1=any physical ability
 +
 
 +
|attribbonus2=-2
 +
|attrib2=any mental ability
  
|attribfluff=Selenite society allows individuals to grow their natural inclination and abilities.
+
|attribfluff=The natural inclination of beastmen is for physical prowess rather than mental faculties.
  
 
|size=Medium
 
|size=Medium
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|othermove=
 
|othermove=
  
 +
|vision=low-light
  
|vision=darkvision
+
|specialtext1=Despite not having true natural attacks, they have sharper fangs, claw-like nails, and sometimes things like horns or tails, which makes them somewhat on par with animals. When using an unarmed strike, they may choose to inflict piercing or slashing damage too, and they are treated as having natural attacks for the purpose of meeting requirements and for counting as armed.
 
+
|special1=Bestial Nature
|vision=low-light
+
|specialtype1=
  
|specialtext1=All of selenites' unarmed attacks and natural weapons are treated as being made of [[SRD:Alchemical Silver|silver]]. They can gift this property as swift action to weapons they are wielding and the effects remain active until they no longer wield them. While under this effect, the weapons glow like a [[SRD:Candle|candle]].
+
|specialtext2=Their animal features make them vulnerable to effects that affect animals specifically but they gain a +4 racial bonus on saves against such effects. They gain the same bonus against effects that target humanoids specifically, as their bestial form and mind make them somewhat resistant.
|special1=Touch of Selene
+
|special2=Demi-Human
|specialtype1=Ex
+
|specialtype2=
  
|specialtext3=Selenites have an incredible bond with Selene, so much that they suffer when away from it. Whenever they aren't on the moon and the moon is new they suffer a -2 to all skill and ability checks. They also act erratically and don't seem their normal self. Their alignment shifts by one step in a random direction for the duration of the effect. This may prevent them from using certain abilities or items, but they don't permanently lose benefits, they are just suspended. If acting according to their shifted alignment would break an alignment restriction of theirs, they may try a Will save with DC 15 with a +2 to the save, and if they succeed they may avoid doing that action.
+
|specialtext3=A beastman, like a druid can, may improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person, but the beastman makes a [[Handle Animal]] check (even if untrained), adding a +4 racial bonus, to influence the animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use beastspeech, the beastman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. This racial trait counts as the [[SRD:Druid#Wild_Empathy|wild empathy]] feature of a druid for the purpose of requirements.
|special3=Lunacy
+
|special3=Beastspeech
 
|specialtype3=
 
|specialtype3=
  
|specialtext4=Selenites are educated since their youth among all their social castes for the betterment of their society, and so they gain automatically half the maximum skill points per level in a [[Craft]], [[Perform]] or [[Profession]] skill of their choice (additional points spent are added after this gain). When they gain a proficiency bonus on a skill check in their chosen skill they add another +2 racial bonus to the check.
+
|specialtext4=Beastman may enter a sort frenzied state, similar to the barbarian's rage or to the frenzy of an animal. Once per day, at night or when under half their hp, or as soon as they are afflicted by a negative condition<ref>Except for [[SRD:Grappling|grappled]], [[SRD:Knocked Down|knocked down]], [[SRD:Pinned|pinned]], [[SRD:Prone|prone]] or [[SRD:Entangled|entangled]].</ref>, a beastman may choose to fall, as a swift or immediate action, under the effects of a ''[[SRD:Rage|rage]]'' spell, with caster level equal to its HD. As long as the rage lasts, the beastman ignores the effect of its triggering condition and the [[SRD:Dying|dying condition]], but may not ignore subsequent conditions that may occur during the time the rage takes place. This feature counts as the [[SRD:Barbarian#Rage|Rage]] feature of a barbarian for the purpose of requirements.
|special4=Refined Craft
+
|special4=Blood Boils
|specialtype4=
+
|specialtype4=Ex
  
|specialtext5=They are immune to the curse of lycanthropy, and gain a +2 racial bonus to saves against transmutation effects.
+
|specialtext5=Living outdoors means you need to look after yourself and learn to navigate the land. Beastmen gain a +2 racial bonus to [[Climb]], [[Craft]], [[Hide]], [[Intimidate]], [[Jump]], [[Listen]], [[Move Silently]], [[Spot]], [[Survival]] and [[Swim]].
|special5=Silver Body
+
|special5=Wildborn
|specialtype5=Ex
+
|specialtype5=
  
|specialtext6=As a way to better contrast their natural enemies, by concentrating on all their senses, selenites may locate shapeshifters in ther proximity. They may replicate the effects of the ''[[SRD:Detect Magic|detect magic]]'' spell, but it senses the presence of creatures with the [[SRD:Shapechanger Subtype|Shapechanger subtype]] or that are currently transformed with a transmutation effect. They concentrate on it as a swift action, using a move action to activate this effect at first.
+
|specialtext6=Just like a barbarian, beastmen are [[SRD:Barbarian#Illiteracy|illiterate]], and they need to spend 2 skill points to learn other languages other than their own. They may spend 1 skill point to speak proper Common.
|special6=Sense Shapeshifters
+
|special6=Illiterate
|specialtype6=Ex
+
|specialtype6=
  
|autolanguage=Lunarian, Common
+
|autolanguage=Common (Howling)
|bonuslanguage=Any, except for secret ones
+
|bonuslanguage=Any
|favoredclass=Any
+
|favoredclass=Barbarian
 
|la=0
 
|la=0
 
|ecl=1
 
|ecl=1
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=== Racial Options ===
 
=== Racial Options ===
 
+
WIP
 +
<!---
 
====Feats====
 
====Feats====
  
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==== Alternate Racial Features ====
 
==== Alternate Racial Features ====
  
* ''Darkmoon Cultist'': Some devoted selenites are part of the Darkmoon cult and develop different skills than most others. They gain a +2 racial bonus to [[Hide]], [[Knowledge]] (religion) and [[Move Silently]], aided as they are from the shadowy part of the moon. This alternate feature replaces the ''Refined Craft'' feature.
+
* ''Little Runt'': Some beastmen are imposing, some aren't. Beastmen with this trait are Small in size. They gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but they use smaller weapons than Medium creatures use, and their lifting and carrying limits are three-quarters of those of a Medium character. This alternate feature replaces the Medium size.
 +
 
 +
* ''Shamanic Training'': The tribe's shaman saw something in you and took you as an apprentice. Instead of strengthening your body, you developed mental abilities, and so you gain a +2 to any mental ability and -2 to any physical ability. This alternate feature alters the ability modifiers.
  
 
----
 
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Latest revision as of 08:16, 10 June 2024

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Author: the bluez in the dungeon (talk)
Date Created: 3 June 2024
Status: Complete
Editing: Clarity edits only please
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Beastman[edit]

A race of generic beastmen to fit any kind of world, with traits from the demihumans from Elden Ring. Can be used to replace goblins and/or orcs. The mysterious beastmen were present from the longest times, being recorded at the start of human history, with some, albeit debated, dwarven accounts even predating that era. They are a savage people of humanoid with various, unspecified bestial traits, both physical and mental. They live in wild areas, occupying the same ecological niche that ancient humans would, never having managed to raise above a primitive lifestyle, though it doesn't seem to bother them. Despite this condition, the beastmen's society is deeper and more culturally significant than other races think.

Personality[edit]

Beastmen are savages and brutes, with minimal social structures, though this doesn't mean they don't have complex and deep traditions. They are as varied as humans, being especially differentiated depending on their original tribe's culture, their experiences and where they live, but some common traits may be found: they value strength and raw power, as it gains honor and respect among them, which in turn means that a good portion of them, namely the weaker ones, live in deference and fear of stronger beastemen, making them appear frail and cowardly. Despite this, beastmen society have a use for everyone, and even the less brutish of them can help with stealth, craftiness, manual skill and similar abilities, which define their roles differently.

Despite being individually different, a part for their common cultural traits, they are collectively one of the most adventurous races, many of them taking a more vagrant lifestyle, or joining mercenaries companies.

Physical Description[edit]

They are humanoids, with a variety of body builds, different facial traits, color of skin and hair, height and weight. They look like humanoids with accentuated bestial traits, ranging from distored faces (assuming a human standard), or animalistic ones (feline, canine, rat-like, similar to bear snouts or other mammalian creatures), either coherent (like an all canine-looking beastman) or a mix of different creatures (like a boar snout and mouse-like ears). They have a varied quantity of fur and hair covering their body, usually shagged and unkept.

They have usually lanky limbs, also reminiscing of animal arms and legs (though sometimes they look and work like the real thing), muscular fit and they wear raggedy clothes and pelts, made from them or stolen, though they also have complex decorations, usually made from the bodies of preys or fallen foes, as a proof of strength, or with other objects of cultural or religious significance. Some of them have tails, or tail-like appendages.

Relations[edit]

Most of the civilized races hate and despise the beastman, seeing them as no more than raiders and savages, sometimes persecuting them and considering them as animals.

Beastmen in return aren't very keen on them and frequently raid and pillage, or attack travellers, which only contributes to the stereotype (though it must be said that most beastmen tribes are only protecting their territories from those that seemingly invade them).

They are considered an abomination of nature, usually due to a curse, an unholy union of man and beast, the result of the experiments of a mad mage or the spawn of malevolent gods. Their true origin is still unknown, and many scholars have attempted to study them, usually by kidnapping them and exposing them to horribile experiments.

This has left the beastmen distrusting of other races, and only in recent times some scholars have attempted to contact them more peacefully and observe and understand their culture and social dynamics.

Beastmen from different tribes may hold grudges due to the two tribes' history with each other.

Alignment[edit]

By human standards, they are almost only chaotic, which is true for the most part, as true as an animal can be chaotic, and most often than not evil.

They are really mostly neutral, which implies the need of adaptability to survive an harsh world.

Lands[edit]

They can live almost anywhere humans live, though they occupy only wildlands, and don't build big settlements, contenting themselves to sleep under trees or in caves, though some have started using discarded wood and abandoned houses as shelters.

They live in tribes, which usually keep for themselves, sedentary or nomadic alike, and most of the times commanded by a queen, the maximum rank of the beastmen, which gives them a sort of a kind of matriarcal society.

Religion[edit]

Not much is known of their religion, but they seem to have a shamanic cult of nature and ancestors, usually controlled by druids rather than clerics.

Language[edit]

They speak a form of Common, which scholars called Howling (a reminescence of unkind racial connotation), which to Common-speaker may appear as a simplified version of the language, with bellows and animal sounds mixed in.

Names[edit]

They usually don't adopt names for themselves, and so it's mostly the other races calling them in some way, usually not flattering.

Some notable individual may choose or be bestowed a name, as a sign of power.

Racial Traits[edit]

  • +2 any physical ability, -2 any mental ability: The natural inclination of beastmen is for physical prowess rather than mental faculties.
  • Humanoid (Beastman): They are humanoids with beast-like features. 
  • Medium: As a Medium creature, a beastman has no special bonuses or penalties due to its size.
  • Beastman base land speed is 30 feet.  
  • Low-Light Vision: A beastman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Bestial Nature: Despite not having true natural attacks, they have sharper fangs, claw-like nails, and sometimes things like horns or tails, which makes them somewhat on par with animals. When using an unarmed strike, they may choose to inflict piercing or slashing damage too, and they are treated as having natural attacks for the purpose of meeting requirements and for counting as armed. 
  • Demi-Human: Their animal features make them vulnerable to effects that affect animals specifically but they gain a +4 racial bonus on saves against such effects. They gain the same bonus against effects that target humanoids specifically, as their bestial form and mind make them somewhat resistant. 
  • Beastspeech: A beastman, like a druid can, may improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person, but the beastman makes a Handle Animal check (even if untrained), adding a +4 racial bonus, to influence the animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use beastspeech, the beastman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. This racial trait counts as the wild empathy feature of a druid for the purpose of requirements. 
  • Blood Boils (Ex): Beastman may enter a sort frenzied state, similar to the barbarian's rage or to the frenzy of an animal. Once per day, at night or when under half their hp, or as soon as they are afflicted by a negative condition[1], a beastman may choose to fall, as a swift or immediate action, under the effects of a rage spell, with caster level equal to its HD. As long as the rage lasts, the beastman ignores the effect of its triggering condition and the dying condition, but may not ignore subsequent conditions that may occur during the time the rage takes place. This feature counts as the Rage feature of a barbarian for the purpose of requirements. 
  • Wildborn: Living outdoors means you need to look after yourself and learn to navigate the land. Beastmen gain a +2 racial bonus to Climb, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival and Swim
  • Illiterate: Just like a barbarian, beastmen are illiterate, and they need to spend 2 skill points to learn other languages other than their own. They may spend 1 skill point to speak proper Common.
  • Automatic Languages: Common (Howling)
  • Bonus Languages: Any
  • Favored Class: Barbarian
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options[edit]

WIP

Pathfinder Options[edit]

Alternate Racial Features[edit]

  • Little Runt: Some beastmen are imposing, some aren't. Beastmen with this trait are Small in size. They gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but they use smaller weapons than Medium creatures use, and their lifting and carrying limits are three-quarters of those of a Medium character. This alternate feature replaces the Medium size.
  • Shamanic Training: The tribe's shaman saw something in you and took you as an apprentice. Instead of strengthening your body, you developed mental abilities, and so you gain a +2 to any mental ability and -2 to any physical ability. This alternate feature alters the ability modifiers.

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the bluez in the dungeon's Homebrew (783 Articles)
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Facts about "Beastman (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassBarbarian +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 any physical ability + and -2 any mental ability +
RatingUndiscussed +
SizeMedium +
SubtypeBeastman +
SummaryA race of generic beastmen to fit any kind of world, with traits from the demihumans from Elden Ring. Can be used to replace goblins and/or orcs. +
TitleBeastman +
TypeHumanoid +