Difference between revisions of "Beastfolk"

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(New oage, new race)
 
(Racial Traits)
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'''Ursine''' - bear, sloth, panda, or racoon heritage.
 
'''Ursine''' - bear, sloth, panda, or racoon heritage.
+2 Strength
+
* +2 Strength
Individualistic: +2 on Survival checks
+
* Individualistic: +2 on Survival checks
  
 
'''Rodent''' - rat, mouse, squirrel, beaver, or rabbit heritage.
 
'''Rodent''' - rat, mouse, squirrel, beaver, or rabbit heritage.
+2 Constitution
+
* +2 Constitution
Sneaky: +2 on Stealth checks
+
* Sneaky: +2 on Stealth checks
  
Avian - hawk, owl, eagle, or falcon heritage.
+
'''Avian''' - hawk, owl, eagle, or falcon heritage.
 
• +2 Dexterity
 
• +2 Dexterity
 
• Flighty: +2 on Fly checks and on Acrobatics checks to jump.
 
• Flighty: +2 on Fly checks and on Acrobatics checks to jump.

Revision as of 14:07, 29 June 2018

The monks of the Crystal Mountains in the Sargrass Plains defend their alliance with chaos and their embrace of evolution by pointing to the way mutation can create beauty and wonder never seen in the Wold. Their greatest example is the Beastfolk. These small, new people, who the monks say are actually a new Noble race, are handsome and well formed and complete. The are examples of mutation gone right, and as they spread across the Plains, and even into the wider Wold, they are making a proud place for themselves.

Racial Traits

  • Beastfolk are humanoids and members of a noble race.
  • Ability Scores: +2 Wisdom, -2 Intelligence, +2 to one other stat, see below
  • Small: Beastfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Beastfolk have a base speed of 30 feet.
  • Low-Light Vision: Beastfolk can see twice as far as humans in conditions of dim light.
  • Keen Senses: Beastfolk receive a +2 racial bonus on Perception skill checks.
  • Natural Armor: Beastfolk have fur and hide that offers a +1 natural armor bonus to their Armor Class.
  • Natural Attacks: 1 bite for 1d4 or 2 claws for 1d2/1d2 (player choice).
  • Languages: All Beastfolk speak Common,

Beastfolk vary in the following ways, based on animal type:

Feline - cat, lion, tiger, jaguar, puma, cheetah, or leopard heritage.

  • +2 Charisma
  • Impassive: +2 on Bluff checks

Canine - wolf, dog, fox, or coyote heritage.

  • +2 Intelligence (cancels -2 penalty)
  • Social: +2 on Diplomacy checks

Ursine - bear, sloth, panda, or racoon heritage.

  • +2 Strength
  • Individualistic: +2 on Survival checks

Rodent - rat, mouse, squirrel, beaver, or rabbit heritage.

  • +2 Constitution
  • Sneaky: +2 on Stealth checks

Avian - hawk, owl, eagle, or falcon heritage. • +2 Dexterity • Flighty: +2 on Fly checks and on Acrobatics checks to jump.

Personality:

Surface Drow are kind but brooding, they are trying to overcome millennia of being forced underground and denying the part of themselves that wished to see the sun--that part that wished to worship free. Now that they are free they are loyal and fierce defenders of their friendships and their homes. They are focused and stoic and often have trouble appreciating humor. Their art is powerful but sad and their music touches the soul and makes you weep. They are a sad people who are learning happiness, and it is taking them a long time. However as the stretch into the future and into the light many things have happened to give their people hope. Males have gained places of authority and are no longer considered second class citizens. They have begun to worship all Gods, not just the goddess of revenge, casting aside their hunger to get even with those who live in the light, and most of all they have rid themselves of their evil intents and hearts. Becoming a varied people with the capacity of individuals to do great good or great harm as they choose.

Physical Description:

Physical Description:

The beastfolk are harmonious blends of animal and humanoid. They resemble anthropomorphic versions of the animals that were their original stock. Their appearance varies with their ancestry -- some look quite humanish, others look more beastial. They all walk upright on two legs, and all have forelegs and paws that are much more like arms and hands. Most have tails. All have fur and a thicker hide than a human does. Some have sharp teeth, others have claws. When two beastfolk of different varieties have babies, the kids follow either the father’s or mother’s lineage (50-50 chance). Player characters are free to describe physical characteristics, including tails or no tails, fur or no fur, vestigial wings or feathered arms, and so on, as preferred. These descriptors offer no mechanical advantages.

Society:

Beastfolk society is new and evolving. Some live together with all kinds of beastfolk as well as with other noble races; other clans stick to their own type. They are known for being open to unique experiences. They love to experiment and to try new things.

Relations:

All beastfolk are friendly with other beastfolk. All are willing to reach out to other races in friendship, but they avoid those who are hostile and maybe dangerous.

Alignment and Religion:

Most beastfolk acknowledge the role that [Mutantsar] played in the creation of the race. However, they worship a wide range of powers and gods, especialy Mother Maab. Some of these have travelled too freely and deeply in the Valleys of Twilight and the Wold’s Cradle, and returned to the Wold many years before they left. These are responsible for the reports of Beastfolk predating recent events and even the birth of their race! Foe example, ratkin were known in the Big Float years before the race was created, and raptorkin have been known to live on Shadow Mountain in North Aisildur for centuries.

Adventurers:

A number of beastfolk have joined the monks of the Crystal Mountains in their efforts to guide mutation in healthy, creative ways. Others live in the towns of the Sargrass, or among the druids of the Wandering Woods. In doing so, beastfolk have entered all the careers open to adventuring people in a harsh land, though rarely as wizards and witches, as they are a little less well suited for those classes.