TabletopNuke
2009-10-23, 10:20 PM
(This used to be the Kajari thread, but I finished the other therianthropes, so I figured they should go here too.)
I'm in the process of creating a sci-fi/fantasy setting called Breakdown. I'll post bits and pieces as I finish them. It takes place in the a world that is basically our own, but has taken a drastically different turn due to supernatural energies leaking in from other dimensions (the other planes). The setting takes place in the fairly near future (around 2050-2200, I think).
The world was changing. Necrotic energy turned vast portions of countries into wastelands. In some places, madness in the form of incomprehensible visions spread like a plague (these areas were under the effect of energy from Breakdown's equivalent of the Far realms). The laws of physics seemed to be undergoing a revision. Scientists began harnessing these strange energies, developing technology never seen before.
Naturally, all these changes brought about an entirely new form of war. Different countries used the new technology in different ways. Countries were absorbed, split up, and overthrown on a regular basis. Eventually, most countries merged under a single government (the growing possibility of extradimensional threats tends to make nations set aside their differences).
With the advancement of genetic engineering, soldiers custom-made for various combat applications became an exciting possibility. Different groups approached this from different directions, but all worked in secrecy.
Therianthrope Background:
One group (I don't have a name yet, I'm always open to suggestions), tried creating humans with carefully selected animal features. The group was based in what used to be Germany (though the scientists came from all over the world), and they named their creations (with the exception of the kajari) using the pidgin German that they had picked up.
Eventually, the genetic experiments bore fruit, producing the various species of therianthropes. These creatures appeared human enough to go unnoticed in the outside world, but possessed unusual traits that made them particularly well-suited for specific applications.
However, while true-breeding (though not capable of interbreeding with the other species), the therianthropes sometimes produced offspring with visibly bestial features and a far more animalistic mentality. These "feral" therianthropes were deemed unsutible for the intended purposes, and geneticists tried to eradicate this trait from the gene pools. The original therianthrope species now have a much lower chance of producing feral offspring, but it still happens on occasion (roughly one in 100).
Therianthropes appear quite human, and have similar mental capabilities. However, they have subtle features hinitng at their animal heritage. For example, most therianthropes have slightly pointed teeth, and and rather thick, dark nails. This trait is especially noticeable in the wilder species, who often have nails that begin near the knuckle.
While inconspicuous enough in appearance, therianthropes tend to stand out more when social skills come into play. They have difficulty with the subtleties of human etiquette, and tend to be somewhat skittish or sullen around others.
I haven't included languages, because I haven't decided on everything I'll be using in the world setting.
I'll be adding a lot more, and possibly creating an aquatic species as well. Any suggestions (story or stat-wise would be greatly appreciated).
Fleig (Ghost Bat, Macroderma gigas)
Fleigs were the last of the original therianthrope creation project, as they were the most difficult to design. True flight requires a specialized body type, and the presence of wings greatly decreased their ability to operate in public.
Fleigs were created for aerial infiltration and combat, especially in situations where flight-enabling equipment would be impractical.
Fleig
-2 Strength, +4 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. Fleigs are incredibly quick and agile, but their thin, hollow-boned frames are fairly delicate and weak. Fleigs have keen senses and reliable instincts, but display unsettlingly animalistic behavior.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Wing-Aided Movement: Fleigs can use their wings to help with movement even if they cant fly yet. The extra lift from her wings gives a fleig a +10 racial bonus on Jump checks.
Gliding (Ex): A fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Fleigs glide at a speed of 40 feet (average maneuverability). Even if a fleig's maneuverability improves, he cant hover while gliding. A fleig cant glide while carrying a medium or heavy load.
If a fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
Flight (Ex): When a fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A fleig cant fly while carrying a medium or heavy load or while fatigued or exhausted.
Fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then theyre fatigued at the end of the flight. Fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).
When they reach 10 Hit Dice, fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
A fleig with flight can make a dive attack. A dive attack works like a charge, but the fleig must move a 30 feet and descend a minimum of 10 feet. A fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A fleig with flight can use the run action when flying, provided he runs in a straight line.
Unerring Direction (Ex): A fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesnt function.
Low-Light Vision: A fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A fleig retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Climb, Hide, and Move Silently checks. Fleigs are stealthy, and natural climbers.
+4 racial bonus on Listen checks. Fleigs have very keen ears, as is to be expected.
Favored Class: Scout
Level Adjustment: +0
I based the fleigs' stats on Raptorans from Races of the Wild, replacing their weapon familiarity and their caster level bonus to Air spells with 2 skill bonuses
Feral Fleig+8 Dexterity, +2 Constitution, -4 Intelligence, +4 Wisdom, -4 Charisma. Feral fleigs are amazingly quick, and more powerfully built than their more intelligent kin. They have powerful insight and instincts, but little learning capacity or social skills
Medium Humanoid (Therianthrope)
Base Land Speed:30 ft.
+1 Natural Armor
Natural Attack: 2 Claws (1d3), Bite (1d4)
Low-light Vision
Scent
Wing-Aided Movement: Feral fleigs can use their wings to help with movement even if they cant fly yet. The extra lift from her wings gives a feral fleig a +10 racial bonus on Jump checks.
Gliding (Ex): A feral fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Feral fleigs glide at a speed of 40 feet (average maneuverability). Even if a feral fleig's maneuverability improves, he cant hover while gliding. A feral fleig cant glide while carrying a medium or heavy load.
If a feral fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The feral fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
Flight (Ex): When a feral fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A feral fleig cant fly while carrying a medium or heavy load or while fatigued or exhausted.
Feral fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then theyre fatigued at the end of the flight. Feral fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a feral fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).
When they reach 10 Hit Dice, feral fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
A feral fleig with flight can make a dive attack. A dive attack works like a charge, but the feral fleig must move a 30 feet and descend a minimum of 10 feet. A feral fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A feral fleig with flight can use the run action when flying, provided he runs in a straight line.
Unerring Direction (Ex): A feral fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesnt function.
Low-Light Vision: A feral fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A feral fleig retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Climb, Hide, and Move Silently checks. Feral fleigs are stealthy, and natural climbers.
+4 racial bonus on Listen checks. Feral fleigs have very keen ears, as is to be expected.
Illiteracy: Feral fleigs do not automatically know how to read and write. A feral fleig must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Scout
Level Adjustment: +1
Grauz (Spectacled Bear, Tremarctos ornatus)
Grauzes were the second species of therianthrope, the second attempt at creating a melee combatant superior to a human. Despite the fact that they are slightly less thick-skinned and muscular than their predecessors, they are generally regarded as more successful. Grauzes were found to be much easier to control that the headstrong and disobedient wilders.
Grauz
+2 Constitution, -2 Charisma. Grauzes are hardy, but gruff and brutish.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+1 Natural Armor
Low-light Vision
+2 racial bonus on Climb and Swim checks. Grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
+2 racial bonus on Intimidate Checks. Grauzes are large and threatening in appearance.
+2 racial bonus on Listen and Survival Checks. Grauzes have more acute hearing and scent than humans do.
Favored Class: Fighter
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Grauz
+4 Strength, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral grauzes are very strong and resilient. They have strong instincts, but limited mental capacity and an animalistic nature.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Natural Attack: 2 Claws (1d3) and Bite (1d4)
Low-light Vision
Scent
+2 racial bonus on Climb and Swim checks. Feral grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
+2 racial bonus on Intimidate Checks. Feral grauzes are large and threatening.
+2 racial bonus on Listen and Survival Checks. Feral grauzes have more acute hearing and scent than humans do.
Illiteracy: Feral grauzes do not automatically know how to read and write. A feral grauz must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Jager (Grey Wolf, Canis lupus)
The third species of theianthrope, Jagers were an attempt at creating superior commandos and trackers. Indeed they tend to be better at getting along in the wild than humans.
Jager
+2 Constitution, -2 Charisma. Jagers are tough and resilient, but their rather bestial behavior is off-putting.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+1 Natural Armor
Low-light Vision
+2 racial bonus on Hide, Jump, and Move Silently checks. Jagers are excellent jumpers and surprisingly stealthy.
+2 racial bonus on Listen and Survival Checks. Jagers have more acute hearing and scent than humans do.
Favored Class: Ranger
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Jager
+2 Strength, +4 Dexterity, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral jagers are strong, fast, and tough, but have a bestial mindset with poor learning capability.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Natural Attack: Bite (1d4)
Low-light Vision
Scent
Track: Feral jagers gain Track as a bonus feat at 1st level.
+2 racial bonus on Hide, Jump, and Move Silently checks. Feral jagers are excellent jumpers and surprisingly stealthy.
+2 racial bonus on Listen and Survival Checks. Feral jagers have more acute hearing and scent than humans do.
Illiteracy: Feral jagers do not automatically know how to read and write. A feral jager must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Kajar
Kajari (singular kajar) were created several years after the other therianthrope species, once genetically engineered creatures had transcended from urban legend to public knowledge.
The creation of the kajari was the pinnacle of achievement in the field of human-animal hybridization genetic engineering. Bred to serve essentially as sentient watchdogs, Kajari have extremely keen senses and a formidable arsenal of natural weapons. Kajari bloodlines lack the unwanted feral strains that periodically appeared in earlier hybrid species.
Until hybrids were recognized as free beings, kajari were popular bodyguards/pets among the very wealthy, considered something of a status symbol.
Kajar
+2 Constitution, -2 Charisma. Kajari are hardy, but socially unskilled.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Keen Senses: As kajari grow more powerful, their senses become more acute. A Kajari has Low-Light Vision and darkvision out to 30 feet.
At 6 HD, the kajars darkvision increases to 60 feet.
At 9 HD, the kajars darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.
At 12 HD, the kajars darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.
At 15 HD, the kajar gains blindsense out to 30 feet.
Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level.
Versatile Unarmed Strike: Kajari can attack with claws, fangs, and tail, as well as more typical unarmed strikes. They gain Versatile Unarmed Strike as a bonus feat at 1st level.
+2 racial bonus on Listen Checks. Kajari have sensitive ears.
+2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.
Favored Class: Monk
Level Adjustment: +0
This creature vaguely resembles a lean, sleekly-muscled man, with a catlike head topped with large bat ears. His smooth, rust-colored hide is completely hairless, save for a tuft of stiff, black fur along the outer rim of each ear, and a short, bristly mane running from the top of his head all the way down the length of his spine, ending in a large tuft at the end of his long, muscular tail. The creature's four-fingered hands and birdlike feet are tipped with large, dark claws.
Here's a hastily drawn picture of a kajar: http://pencil-of-sketching.deviantart.com/art/Lounging-Kajar-136501129
Pirsch (Leopard, Panthera pardus)
The fourth therianthrope species, pirsches were created to be stealth specialists, an area they do indeed excel in.
Pirsch
+2 Dexterity, -2 Charisma. Pirsches are nimble, but somewhat animalistic in demeanor.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Climb Speed: 20 ft.
Low-light Vision
+2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Pirsches are very agile and acrobatic.
+2 racial bonus on Spot Checks. Pirsches have sharp eyes.
+8 racial bonus on Climb checks. A pirsch can take 10 on Climb checks even when rushed or threatened.
Favored Class: Rogue
Level Adjustment: +0
Feral Pirsch
+2 Strength, +6 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral pirshes are catlike in their movements, and stronger and tougher than their fairly small builds suggest. They think and act much like the cats they resemble.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Climb Speed: 20 ft.
+1 Natural Armor
Natural Attack: 2 Claws (1d3), Bite (1d4)
Low-light Vision
Scent
+2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Feral pirsches are very agile and acrobatic.
+2 racial bonus on Spot Checks. Feral pirsches have sharp eyes.
+8 racial bonus on Climb checks. A feral pirsch can take 10 on Climb checks even when rushed or threatened.
Illiteracy: Feral pirsches do not automatically know how to read and write. A feral pirsch must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Scout
Level Adjustment: +1
Wilder (Wild Boar, Sus scrofa)
The first animal species used for therianthropes was the wild boar. The geneticists theorized that the physiological similarities between pigs and humans (humans do sometimes receive organ transplants from pigs) would mean higher compatibility and less health problems. The combination worked, but the resulting therianthropes were headstrong and difficult to control. The scientists decided to try using stock from a more even tempered type of animal.
Wilder
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. Wilders are tough and powerfully built, but headstrong and ill tempered.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Low-light Vision
+2 racial bonus on Will saves. Wilders are stubborn and strong-willed.
+2 racial bonus on Intimidate Checks. Wilders are fierce and imposing.
Favored Class: Barbarian
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Wilder
+4 Strength, +2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma. Feral wilders are powerfully built, very hardy, and surprisingly quick. However, they are also dull-witted and savage in nature.
[B]Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+3 Natural Armor
Natural Attack: Bite (1d4)
Low-light Vision
Scent
Diehard: A feral wilder gains Diehard as a bonus feat at 1st level.
+2 racial bonus on Will saves. Feral wilders are stubborn and strong-willed.
+2 racial bonus on Intimidate Checks. Feral wilders are fierce and imposing.
Illiteracy: Feral wilders do not automatically know how to read and write. A feral wilder must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Height and Weight
{table=head]Race and Sex|Base Height|Height Mod|Base Weight|Weight Mod
Fleig, M|
4'6"|
+2d4"|
65 lb.|
x(1d6)
Fleig, F|
4'3"|
+2d4"|
50 lb.|
x(1d6)
Fleig, Feral, M|
4'2"|
+2d4"|
60 lb.|
x(1d6)
Fleig, Feral, F|
4'0"|
+2d4"|
45lb.|
x(1d6)
Grauz, M|
410|
+2d12|
150 lb.|
x(2d6)
Grauz, F|
45|
+2d12|
110 lb.|
x(2d6)
Grauz, Feral, M|
410|
+2d12|
160 lb.|
x(3d6)
Grauz, Feral, F|
45|
+2d12|
120 lb.|
x(3d6)
Kajar, M|
48|
+2d6|
120 lb.|
x(2d4)
Kajar, F|
46|
+2d6|
100 lb.|
x(2d4)
Jager, M|
45|
+2d12|
90 lb.|
x(2d4)
Jager, F|
44|
+2d8|
70 lb.|
x(1d6)
Jager, Feral, M|
45|
+2d12|
100 lb.|
x(2d4)
Jager, Feral, F|
44|
+2d8|
80 lb.|
x(1d6)
Pirsch, M|
46|
+2d6|
90 lb.|
x(2d4)
Pirsch, F|
44|
+2d6|
85 lb.|
x(1d6)
Pirsch, Feral, M|
46|
+2d6|
100 lb.|
x(2d4)
Pirsch, Feral, F|
44|
+2d6|
85 lb.|
x(1d6)
Wilder, M|
410|
+2d10|
140 lb.|
x(2d6)
Wilder, F|
45|
+2d10|
100 lb.|
x(2d6)
Wilder, Feral, M|
410|
+2d10|
160 lb.|
x(2d6)
Wilder, Feral, F|
45|
+2d10|
120 lb.|
x(2d6)[/Table]
Thanks everyone on GitP who has helped me out! I'll be posting more illustrations (better quality, too), as I draw them. I absolutely LOVE fluff, so expect a lot more.
I'm in the process of creating a sci-fi/fantasy setting called Breakdown. I'll post bits and pieces as I finish them. It takes place in the a world that is basically our own, but has taken a drastically different turn due to supernatural energies leaking in from other dimensions (the other planes). The setting takes place in the fairly near future (around 2050-2200, I think).
The world was changing. Necrotic energy turned vast portions of countries into wastelands. In some places, madness in the form of incomprehensible visions spread like a plague (these areas were under the effect of energy from Breakdown's equivalent of the Far realms). The laws of physics seemed to be undergoing a revision. Scientists began harnessing these strange energies, developing technology never seen before.
Naturally, all these changes brought about an entirely new form of war. Different countries used the new technology in different ways. Countries were absorbed, split up, and overthrown on a regular basis. Eventually, most countries merged under a single government (the growing possibility of extradimensional threats tends to make nations set aside their differences).
With the advancement of genetic engineering, soldiers custom-made for various combat applications became an exciting possibility. Different groups approached this from different directions, but all worked in secrecy.
Therianthrope Background:
One group (I don't have a name yet, I'm always open to suggestions), tried creating humans with carefully selected animal features. The group was based in what used to be Germany (though the scientists came from all over the world), and they named their creations (with the exception of the kajari) using the pidgin German that they had picked up.
Eventually, the genetic experiments bore fruit, producing the various species of therianthropes. These creatures appeared human enough to go unnoticed in the outside world, but possessed unusual traits that made them particularly well-suited for specific applications.
However, while true-breeding (though not capable of interbreeding with the other species), the therianthropes sometimes produced offspring with visibly bestial features and a far more animalistic mentality. These "feral" therianthropes were deemed unsutible for the intended purposes, and geneticists tried to eradicate this trait from the gene pools. The original therianthrope species now have a much lower chance of producing feral offspring, but it still happens on occasion (roughly one in 100).
Therianthropes appear quite human, and have similar mental capabilities. However, they have subtle features hinitng at their animal heritage. For example, most therianthropes have slightly pointed teeth, and and rather thick, dark nails. This trait is especially noticeable in the wilder species, who often have nails that begin near the knuckle.
While inconspicuous enough in appearance, therianthropes tend to stand out more when social skills come into play. They have difficulty with the subtleties of human etiquette, and tend to be somewhat skittish or sullen around others.
I haven't included languages, because I haven't decided on everything I'll be using in the world setting.
I'll be adding a lot more, and possibly creating an aquatic species as well. Any suggestions (story or stat-wise would be greatly appreciated).
Fleig (Ghost Bat, Macroderma gigas)
Fleigs were the last of the original therianthrope creation project, as they were the most difficult to design. True flight requires a specialized body type, and the presence of wings greatly decreased their ability to operate in public.
Fleigs were created for aerial infiltration and combat, especially in situations where flight-enabling equipment would be impractical.
Fleig
-2 Strength, +4 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. Fleigs are incredibly quick and agile, but their thin, hollow-boned frames are fairly delicate and weak. Fleigs have keen senses and reliable instincts, but display unsettlingly animalistic behavior.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Wing-Aided Movement: Fleigs can use their wings to help with movement even if they cant fly yet. The extra lift from her wings gives a fleig a +10 racial bonus on Jump checks.
Gliding (Ex): A fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Fleigs glide at a speed of 40 feet (average maneuverability). Even if a fleig's maneuverability improves, he cant hover while gliding. A fleig cant glide while carrying a medium or heavy load.
If a fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
Flight (Ex): When a fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A fleig cant fly while carrying a medium or heavy load or while fatigued or exhausted.
Fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then theyre fatigued at the end of the flight. Fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).
When they reach 10 Hit Dice, fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
A fleig with flight can make a dive attack. A dive attack works like a charge, but the fleig must move a 30 feet and descend a minimum of 10 feet. A fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A fleig with flight can use the run action when flying, provided he runs in a straight line.
Unerring Direction (Ex): A fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesnt function.
Low-Light Vision: A fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A fleig retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Climb, Hide, and Move Silently checks. Fleigs are stealthy, and natural climbers.
+4 racial bonus on Listen checks. Fleigs have very keen ears, as is to be expected.
Favored Class: Scout
Level Adjustment: +0
I based the fleigs' stats on Raptorans from Races of the Wild, replacing their weapon familiarity and their caster level bonus to Air spells with 2 skill bonuses
Feral Fleig+8 Dexterity, +2 Constitution, -4 Intelligence, +4 Wisdom, -4 Charisma. Feral fleigs are amazingly quick, and more powerfully built than their more intelligent kin. They have powerful insight and instincts, but little learning capacity or social skills
Medium Humanoid (Therianthrope)
Base Land Speed:30 ft.
+1 Natural Armor
Natural Attack: 2 Claws (1d3), Bite (1d4)
Low-light Vision
Scent
Wing-Aided Movement: Feral fleigs can use their wings to help with movement even if they cant fly yet. The extra lift from her wings gives a feral fleig a +10 racial bonus on Jump checks.
Gliding (Ex): A feral fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Feral fleigs glide at a speed of 40 feet (average maneuverability). Even if a feral fleig's maneuverability improves, he cant hover while gliding. A feral fleig cant glide while carrying a medium or heavy load.
If a feral fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The feral fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
Flight (Ex): When a feral fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A feral fleig cant fly while carrying a medium or heavy load or while fatigued or exhausted.
Feral fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then theyre fatigued at the end of the flight. Feral fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a feral fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).
When they reach 10 Hit Dice, feral fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
A feral fleig with flight can make a dive attack. A dive attack works like a charge, but the feral fleig must move a 30 feet and descend a minimum of 10 feet. A feral fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
A feral fleig with flight can use the run action when flying, provided he runs in a straight line.
Unerring Direction (Ex): A feral fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesnt function.
Low-Light Vision: A feral fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A feral fleig retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Climb, Hide, and Move Silently checks. Feral fleigs are stealthy, and natural climbers.
+4 racial bonus on Listen checks. Feral fleigs have very keen ears, as is to be expected.
Illiteracy: Feral fleigs do not automatically know how to read and write. A feral fleig must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Scout
Level Adjustment: +1
Grauz (Spectacled Bear, Tremarctos ornatus)
Grauzes were the second species of therianthrope, the second attempt at creating a melee combatant superior to a human. Despite the fact that they are slightly less thick-skinned and muscular than their predecessors, they are generally regarded as more successful. Grauzes were found to be much easier to control that the headstrong and disobedient wilders.
Grauz
+2 Constitution, -2 Charisma. Grauzes are hardy, but gruff and brutish.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+1 Natural Armor
Low-light Vision
+2 racial bonus on Climb and Swim checks. Grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
+2 racial bonus on Intimidate Checks. Grauzes are large and threatening in appearance.
+2 racial bonus on Listen and Survival Checks. Grauzes have more acute hearing and scent than humans do.
Favored Class: Fighter
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Grauz
+4 Strength, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral grauzes are very strong and resilient. They have strong instincts, but limited mental capacity and an animalistic nature.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Natural Attack: 2 Claws (1d3) and Bite (1d4)
Low-light Vision
Scent
+2 racial bonus on Climb and Swim checks. Feral grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
+2 racial bonus on Intimidate Checks. Feral grauzes are large and threatening.
+2 racial bonus on Listen and Survival Checks. Feral grauzes have more acute hearing and scent than humans do.
Illiteracy: Feral grauzes do not automatically know how to read and write. A feral grauz must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Jager (Grey Wolf, Canis lupus)
The third species of theianthrope, Jagers were an attempt at creating superior commandos and trackers. Indeed they tend to be better at getting along in the wild than humans.
Jager
+2 Constitution, -2 Charisma. Jagers are tough and resilient, but their rather bestial behavior is off-putting.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+1 Natural Armor
Low-light Vision
+2 racial bonus on Hide, Jump, and Move Silently checks. Jagers are excellent jumpers and surprisingly stealthy.
+2 racial bonus on Listen and Survival Checks. Jagers have more acute hearing and scent than humans do.
Favored Class: Ranger
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Jager
+2 Strength, +4 Dexterity, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral jagers are strong, fast, and tough, but have a bestial mindset with poor learning capability.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Natural Attack: Bite (1d4)
Low-light Vision
Scent
Track: Feral jagers gain Track as a bonus feat at 1st level.
+2 racial bonus on Hide, Jump, and Move Silently checks. Feral jagers are excellent jumpers and surprisingly stealthy.
+2 racial bonus on Listen and Survival Checks. Feral jagers have more acute hearing and scent than humans do.
Illiteracy: Feral jagers do not automatically know how to read and write. A feral jager must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Kajar
Kajari (singular kajar) were created several years after the other therianthrope species, once genetically engineered creatures had transcended from urban legend to public knowledge.
The creation of the kajari was the pinnacle of achievement in the field of human-animal hybridization genetic engineering. Bred to serve essentially as sentient watchdogs, Kajari have extremely keen senses and a formidable arsenal of natural weapons. Kajari bloodlines lack the unwanted feral strains that periodically appeared in earlier hybrid species.
Until hybrids were recognized as free beings, kajari were popular bodyguards/pets among the very wealthy, considered something of a status symbol.
Kajar
+2 Constitution, -2 Charisma. Kajari are hardy, but socially unskilled.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Keen Senses: As kajari grow more powerful, their senses become more acute. A Kajari has Low-Light Vision and darkvision out to 30 feet.
At 6 HD, the kajars darkvision increases to 60 feet.
At 9 HD, the kajars darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.
At 12 HD, the kajars darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.
At 15 HD, the kajar gains blindsense out to 30 feet.
Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level.
Versatile Unarmed Strike: Kajari can attack with claws, fangs, and tail, as well as more typical unarmed strikes. They gain Versatile Unarmed Strike as a bonus feat at 1st level.
+2 racial bonus on Listen Checks. Kajari have sensitive ears.
+2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.
Favored Class: Monk
Level Adjustment: +0
This creature vaguely resembles a lean, sleekly-muscled man, with a catlike head topped with large bat ears. His smooth, rust-colored hide is completely hairless, save for a tuft of stiff, black fur along the outer rim of each ear, and a short, bristly mane running from the top of his head all the way down the length of his spine, ending in a large tuft at the end of his long, muscular tail. The creature's four-fingered hands and birdlike feet are tipped with large, dark claws.
Here's a hastily drawn picture of a kajar: http://pencil-of-sketching.deviantart.com/art/Lounging-Kajar-136501129
Pirsch (Leopard, Panthera pardus)
The fourth therianthrope species, pirsches were created to be stealth specialists, an area they do indeed excel in.
Pirsch
+2 Dexterity, -2 Charisma. Pirsches are nimble, but somewhat animalistic in demeanor.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Climb Speed: 20 ft.
Low-light Vision
+2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Pirsches are very agile and acrobatic.
+2 racial bonus on Spot Checks. Pirsches have sharp eyes.
+8 racial bonus on Climb checks. A pirsch can take 10 on Climb checks even when rushed or threatened.
Favored Class: Rogue
Level Adjustment: +0
Feral Pirsch
+2 Strength, +6 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral pirshes are catlike in their movements, and stronger and tougher than their fairly small builds suggest. They think and act much like the cats they resemble.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Climb Speed: 20 ft.
+1 Natural Armor
Natural Attack: 2 Claws (1d3), Bite (1d4)
Low-light Vision
Scent
+2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Feral pirsches are very agile and acrobatic.
+2 racial bonus on Spot Checks. Feral pirsches have sharp eyes.
+8 racial bonus on Climb checks. A feral pirsch can take 10 on Climb checks even when rushed or threatened.
Illiteracy: Feral pirsches do not automatically know how to read and write. A feral pirsch must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Scout
Level Adjustment: +1
Wilder (Wild Boar, Sus scrofa)
The first animal species used for therianthropes was the wild boar. The geneticists theorized that the physiological similarities between pigs and humans (humans do sometimes receive organ transplants from pigs) would mean higher compatibility and less health problems. The combination worked, but the resulting therianthropes were headstrong and difficult to control. The scientists decided to try using stock from a more even tempered type of animal.
Wilder
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. Wilders are tough and powerfully built, but headstrong and ill tempered.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+2 Natural Armor
Low-light Vision
+2 racial bonus on Will saves. Wilders are stubborn and strong-willed.
+2 racial bonus on Intimidate Checks. Wilders are fierce and imposing.
Favored Class: Barbarian
Level Adjustment: +0
RaceCalc said these guys are +0.
Feral Wilder
+4 Strength, +2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma. Feral wilders are powerfully built, very hardy, and surprisingly quick. However, they are also dull-witted and savage in nature.
[B]Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
+3 Natural Armor
Natural Attack: Bite (1d4)
Low-light Vision
Scent
Diehard: A feral wilder gains Diehard as a bonus feat at 1st level.
+2 racial bonus on Will saves. Feral wilders are stubborn and strong-willed.
+2 racial bonus on Intimidate Checks. Feral wilders are fierce and imposing.
Illiteracy: Feral wilders do not automatically know how to read and write. A feral wilder must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
Favored Class: Barbarian
Level Adjustment: +1
Height and Weight
{table=head]Race and Sex|Base Height|Height Mod|Base Weight|Weight Mod
Fleig, M|
4'6"|
+2d4"|
65 lb.|
x(1d6)
Fleig, F|
4'3"|
+2d4"|
50 lb.|
x(1d6)
Fleig, Feral, M|
4'2"|
+2d4"|
60 lb.|
x(1d6)
Fleig, Feral, F|
4'0"|
+2d4"|
45lb.|
x(1d6)
Grauz, M|
410|
+2d12|
150 lb.|
x(2d6)
Grauz, F|
45|
+2d12|
110 lb.|
x(2d6)
Grauz, Feral, M|
410|
+2d12|
160 lb.|
x(3d6)
Grauz, Feral, F|
45|
+2d12|
120 lb.|
x(3d6)
Kajar, M|
48|
+2d6|
120 lb.|
x(2d4)
Kajar, F|
46|
+2d6|
100 lb.|
x(2d4)
Jager, M|
45|
+2d12|
90 lb.|
x(2d4)
Jager, F|
44|
+2d8|
70 lb.|
x(1d6)
Jager, Feral, M|
45|
+2d12|
100 lb.|
x(2d4)
Jager, Feral, F|
44|
+2d8|
80 lb.|
x(1d6)
Pirsch, M|
46|
+2d6|
90 lb.|
x(2d4)
Pirsch, F|
44|
+2d6|
85 lb.|
x(1d6)
Pirsch, Feral, M|
46|
+2d6|
100 lb.|
x(2d4)
Pirsch, Feral, F|
44|
+2d6|
85 lb.|
x(1d6)
Wilder, M|
410|
+2d10|
140 lb.|
x(2d6)
Wilder, F|
45|
+2d10|
100 lb.|
x(2d6)
Wilder, Feral, M|
410|
+2d10|
160 lb.|
x(2d6)
Wilder, Feral, F|
45|
+2d10|
120 lb.|
x(2d6)[/Table]
Thanks everyone on GitP who has helped me out! I'll be posting more illustrations (better quality, too), as I draw them. I absolutely LOVE fluff, so expect a lot more.