Beastman (3.5e Race)
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Beastman
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.
Personality
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
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 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.
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.
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.
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.
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.
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 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.
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
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.
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
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.
Names
Typical male names are: Nardul, Yerteas, Maniboi, Hulenii, Simarontl.
Typical female name: Wussion, Nerabel, Simiozin, Lioliu, Samenhine.
Racial Traits
- +2 Any: Selenite society allows individuals to grow their natural inclination and abilities.
- Humanoid (Spiritfolk): Being humanoids which have lived on the moon since time immemorial, they have developed strange properties.
- Medium: As a Medium creature, a selenite has no special bonuses or penalties due to its size.
- Selenite base land speed is 30 feet.
- Low-Light Vision: A selenite 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.
- Touch of Selene (Ex): All of selenites' unarmed attacks and natural weapons are treated as being made of 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 candle.
- Lunacy: 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.
- Refined Craft: 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.
- Silver Body (Ex): They are immune to the curse of lycanthropy, and gain a +2 racial bonus to saves against transmutation effects.
- Sense Shapeshifters (Ex): 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 detect magic spell, but it senses the presence of creatures with the 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.
- Automatic Languages: Lunarian, Common
- Bonus Languages: Any, except for secret ones
- Favored Class: Any
- Level Adjustment: +0
- Effective Character Level: 1
Racial Options
Feats
Pathfinder Options
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.
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Author | the bluez in the dungeon + |
Effective Character Level | 1 + |
Favored Class | Any + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Racial Ability Adjustments | +2 Any + |
Rating | Undiscussed + |
Size | Medium + |
Subtype | Spiritfolk + |
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. + |
Title | Beastman + |
Type | Humanoid + |