View Full Version : Therians: New Races for D&D 3.5

byaku rai
2011-06-30, 09:09 PM
So I was walking across campus the other day, and I got to thinking about werewolves and, well, werebeasts in general. I've never really liked how they work in the Monster Manual, and since they're my favorite magical creatures, I decided to make PC races based on them. A week or so later, here we are.
Note: Therian is short for therianthrope, the general form of lycanthrope (which really only means werewolf).
Note 2: I would greatly appreciate help cleaning these races up, especially nailing down the LAs on them (i think most are from LA 1 to LA 3, but I don't know how to calculate that). Balancing is not a particularly large issue, but if you spot anything broken, please let me know.
Note 3: If there is enough interest in this project, I will add to the list, possibly including more racial variants, and even whole new species (Spider comes to mind, as does Alligator/Crocodile, aquatic species, and possibly even Dragon if this thread gets enough attention).
Note 4: I will be going through and formatting later, when I'm not exhausted, so just bear with it for now. I promise it will get better. Fixed. Now it's hopefully readable.

Well, here we go. :smallbiggrin:

Updated Therianthropy
Across the world, stories abound of humans mysteriously transforming into animals. Dismissed as mere legend, these stories have been discounted for centuries. That is exactly what the therians want. Descended from the Originals, humans infected directly by shapeshifting spirits, therians are a race of humans gifted with extraordinary magical abilities and the ability to transform into a “spirit animal”, the beast which most closely matches their abilities.
NOTE: all therians below are based on humans as the starting race. In order to use a different base race, simply add the appropriate abilities and score adjustments to the preexisting therian traits. For example, a dwarven Bear would get a further +2 to Con, -2 to Cha, and the Stonecunning racial ability, as well as other dwarf traits and Bear traits.
NOTE 2: The (Su) on the Alternate Form and Hybrid Form abilities refers not to being in the form, but to the changing. Thus, a therian in animal form which enters an antimagic field remains in animal form and cannot become human until they leave it. The human form, animal form, and hybrid form are all natural forms, unlike the Druid Wild Shape ability.

By far the most common of the therians, Wolves are a mixed bunch. They tend to form small, insular packs, and guard their territory fiercely.
Personality: Wolves tend to be fiercely loyal to those they consider friends and just as fiercely violent towards those they consider enemies. They respect martial skill, and as such tend to get along better with Fighters, Barbarians, and other such classes than full spellcasters. However, any spellcaster which demonstrates powerful abilities (for example, a sorcerer fireballing a group of enemies into oblivion) can gain plenty of respect from the average Wolf.
Physical Description: Wolves tend to look like muscular, unkempt or even savage-looking humans. Some look more lean than others, but all share a similar hungry look. Males are often noticeably larger and heavier than females, but both share the distinctive lupine ferocity. Other distinctive features which can mark out a “human” as a Wolf include unusual eye color (red or gold) and naturally black, pointed fingernails. Many Wolves mark pack affiliations with meandering, tribal tattoos, and woe betide any creature which accuses a Wolf of being part of a pack he isn’t…
Relations: Because of their general ubiquity, most other therians have to just tolerate the presence of Wolves. Most races are generally unaware of the presence of the Wolves, with the exception of more Evil packs that have no compunctions about killing intelligent creatures and destroying villages. The exception to the therian acceptance of Wolves is the Avians. Wolves and Avians have a racial hatred of each other going back all the way to the Originals, and it takes a Wolf of great willpower not to simply attack an Avian on sight.
Alignment: Wolves tend towards neutrality in their alignments, but Wolves of any alignment can be found if one is willing to look.
Wolf Lands: Wolves live in packs dominated by a single individual or mated pair, always the most powerful of the group (generally the highest level). The power of the Alpha is all that keeps a pack together; the more powerful the Alpha is, the larger his pack is likely to be. Similarly, the more powerful he is, the worse the turmoil when he dies. Packs are constantly splitting and merging as young Wolves leave their own packs to found their own or join another. When an Alpha dies, every young Wolf in the pack vies to become the new Alpha. Often, the new Alpha is not as strong as the old one and is not able to prevent other Wolves from splitting off from his pack.
Wolves are fiercely territorial when it comes to other packs in the area, but all except the most Evil leave normal passersby alone (Good ones because they don’t want to harm sentient creatures, Neutral ones because they don’t want to attract attention). Wolf packs can be found just about everywhere, including urban areas where they are often mistaken for normal gangs.
Religion: Wolves often worship the same deities as humans, but additionally worship the Great Wolf, the Original of their kind. He was a Wolf of almost limitless physical and magical power, and managed to cement all Wolf packs into a single, united pack within his greatly extended lifetime. At the end of his reign as the Alpha of Alphas, he addressed his subjects one final time, then simply vanished. Many Wolves maintain that he did not die, simply went into hiding, but all Wolves agree that at some point in the near future, at a time of great peril for their kind, he will return and once again rule all Wolves as Alpha of Alphas. The Great Wolf is also apparently the first therian, and is responsible for the creation of the other therian races as well as the Wolves… Although no other therian race would ever admit that.
Language: In addition to Common, Wolves speak their own language, called Wulfen. It is difficult for a human mouth to frame the guttural growls and snarls, and as the language is very sensitive to changes of intonation (one word/sound, produced three different ways, can mean rabbit, cockroach, or a dire insult against someone’s lineage) not even Wolves speak it much outside of their Wolf form. A variant of Wulfen exists for communication through howling.
Names: Wolf names are the same as human names.
Adventurers: Often, adventuring Wolves are exiles from a pack, young ones attempting to gain the power to found their own pack, or simply Wolves too independently-minded to join a pack.
Wolf Racial Traits:
• +4 Strength, +2 Dexterity, -2 Wisdom, -2 Charisma. Wolves are tough and quick, but tend to be impulsive and gruff.
• Augmented/Monstrous Humanoid: The Wolf may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Wolves gain no penalties or bonuses for size.
• Wolf base land speed is 40 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Automatic languages: Common and Wulfen. Bonus Languages: Any.
• Alternate Form (Su): As a full-round action, the Wolf may transform into a Medium wolf, keeping its own ability scores with the following adjustments: +4 STR, +4 DEX, -4 INT (min 2), +2 WIS, -6 CHA (min 1). They also gain a +1 enhancement to natural armor per 3 Hit Dice (starting at +1 at first level, +2 at third, etc). At 5 HD, this becomes a standard action. At 10 HD, this becomes a move action. At 15 HD, this becomes a swift action. For each 25% of their hit points lost in damage (normal or subdual), the Wolf must make a DC 15 Will save or automatically change forms to their Wolf form. Changing forms does not restore lost hit points. A Wolf may change a number of times per day equal to its Constitution modifier (minimum 1) without penalty. Any subsequent changes result in 1 temporary Constitution damage. Each transformation counts against this total, so a Wolf in human form which changes to wolf form has used up one transformation, and the same Wolf changing back to human form has used up two. All of the creature’s equipment vanishes into their body and is inactive for the duration of the transformation. Any equipment which would remain active on a Druid when they Wild Shape remains active on a Wolf when they transform.
• Hybrid Form (Su): Starting at 8 Hit Dice, the Wolf can use on of her uses of the Alternate Form ability to instead shift into a form which is a hybrid between their human and wolf forms in the same amount of time it takes them to shift into the animal form. In this form, they gain half of the bonuses for a full transformation (only +2 STR, for example), and only take half of the penalties (only -3 CHA). In addition, they gain the wolf’s bite attack as a secondary natural attack. In this form, they can still use all equipment.
• Howl (Su): Each Wolf has a special power associated with its howl:
Transformation: Any therian within 50 feet of the howling Wolf must succeed on a DC (10 + Cha mod + ½ Hit Dice) Will save or automatically shift forms (human form to animal form, animal form to human form). Alternatively, they may focus this effect on a single therian within 400 feet (generally used to force airborne Avians to change to human form and crash). A therian in hybrid form is forced to change into either human or animal form, as chosen by the howling Wolf.
Destruction: As the spell shatter, caster level = Hit Dice.
Fear: As the spell cause fear (DC 10 + Cha mod + ½ Hit Dice), except it effects creatures up to 3 HD higher than the Wolf. CL = HD
Soothing: As the spell cure light wounds, CL = HD. The Wolf chooses which creatures to include/omit.
The Wolf can use this power a number of times per day equal to their Constitution modifier.
• Scent: in any form, the Wolf has the Scent special quality.
• Keen senses: All Wolves get a +4 racial bonus to Listen checks.
• Favored Class: Any.
• LA: ???Wolf Variants:

Arctic Wolf:
Living in the freezing cold of the tundra has changed these creatures. In the temperate forests their normal cousins call home, it is ok to be fierce and wild. In the tundra, where food is scarcer and life is more difficult, wildness leads to death by cold. As such, Arctic Wolves tend to be much more reserved, especially in their dealings with other cultures. In addition, they tend towards a more democratic form of self-government, respecting the needs and opinions of all members of the pack. The Alphas of Arctic packs tend to be the wisest, not the strongest, and guide the pack with years of experience behind them.
Arctic Wolves tend to have blond hair and light-colored eyes, as well as very pale skin.
Arctic Wolf Racial Traits:
As the normal Wolf, with the following changes:
• +2 Dexterity, +2 Intelligence, +2 Wisdom, -4 Charisma. Arctic Wolves are not as strong or tough as their more normal cousins, but they are smarter, more civilized, and more observant. However, they tend to be very quiet and reserved, and are easily ignored by more exuberant people.
• Alternate Form: +2 Str, +4 Dex, -2 Int, +4 Wis, -4 Cha. In addition, they gain a +10 racial bonus on Hide checks in snowy environments.
• Howl:
Arctic Chill: any creature within 50 feet of the howling Arctic Wolf takes Xd6 cold damage (X = HD, Fort save DC 10 + Con mod + ½ HD half) and make an additional Fort save (same DC) or be affected as by the spell slow (CL = HD) for a number of rounds equal to the Arctic Wolf’s Con modifier (min 1)
• Resistance to Cold 5 + 5/5 Hit Dice
• Level Adjustment: ???
Timber Wolf:
The Timber Wolf is the largest of the Wolves, averaging well over 7 feet in human form and dwarfing other Wolves while in Wolf form.

Timber Wolf Racial Traits:
As the normal Wolf, with the following changes:
• +8 Str, -2 Dex, +4 Con, -2 Int, -4 Cha. Timber Wolves are massively strong and tough, but lack grace and social tact, and are a little bit slow mentally.
• Massive Build: The Timber Wolf may act as a Large creature whenever it would benefit it to do so, granting it a +4 bonus on grapple, bull rush, overrun, and trip checks, allowing it to use equipment sized for Large creatures without penalty, and allowing it to carry double what a Medium character may carry. It retains this special quality in its Alternate and Hybrid Forms.
• Alternate Form: +6 Str, +4 Con, -6 Int (min 2), +2 Wis, -6 Cha (min 1).
• Level Adjustment: ???
Cats are odd creatures, acting on whims which other creatures can’t hope to understand. Their therian counterparts are no better. Hopelessly chaotic, these creatures can be your best friend one day and clawing your face off for amusement the next. Still, at least they have fun.
Personality: Generally, Cats are chaotic. However, very few are actively malevolent, most just seeking fun through general low-level mental torture of anyone around them (including other cats). While many variations exist between individuals, the race’s personality as a whole can be summed up as follows: If they think it’s fun, they’re going to do it.
Physical Description: Cats appear very similar to normal humans, with a few distinctive traits. Most Cats have a small ring of orange or red in the center of their irises, just around the pupil. Green eyes with this ring are especially common. In addition, most cats with 8 or more Hit Dice tend to keep their ears and tail manifested at all times, just because they can. Cats tend to adorn themselves with untasteful amounts of jewelry, simply jumping at anything dangly or shiny they see and decorating themselves and their surroundings with it.
Relations: Cats tend to get along with just about everyone. There are, of course, some people who can’t stand them, but in general most people get along with them. They are difficult to hate. The primary exception to this is Bears. Similar to the racial enmity between Wolves and Avians, Cats and Bears have an eternal hatred for each other. With their typical lack of self-restraint, Cats tend to gleefully slaughter any Bear they can surprise. If forced into a face-to-face confrontation, however, they always make sure that numbers are on their side. Birds tend to mildly dislike Cats for their tendency to pounce on them/chase them up trees.
Alignment: Just about all Cats are Chaotic. Neutral and even Lawful cats exist, but are rare. Cats span the whole range from Good to Evil.
Cat Lands: Cats don’t really believe in the concept of owned land, or really even the concept of “society”. Any group of cats is a group of independent individuals, together for each individual’s own convenience or pleasure. Mated pairs can occasionally be found, but even these tend to be very open relationships by the standards of other cultures. Cats can be found just about everywhere, but prefer warm environments, and like cities for the exciting range of experiences and ready supplies of food.
Religion: Cats don’t have a systematic religion of their own. However, they are quick to profess belief in a religion if they think it will get them free/discounted stuff, especially food. All Cats will pay private respect to their Original, Dawn the Golden-Pawed, but worship of this entity varies from family to family, and indeed from Cat to Cat.
Language: In addition to Common, Cats have their own language, Felix. It is a very simple language, consisting mainly of general terms which rely on context to work. Interestingly, it has the greatest range of words for various flavors, scents, colors, and sounds of any language yet discovered.
Names: Cats use human names, but tend to prefer names with many R’s and S’s in them.
Adventurers: For Cats, adventuring is all about new experiences and the opportunity to gain shinies.

Cat Racial Traits:
• +6 Dexterity, -2 Constitution, -2 Wisdom, +2 Charisma. Cats are amazingly dextrous, able to perform feats of acrobatics and flexibility impossible for normal humans, but are relatively fragile compared to humans and easily distracted. Their easygoing manner helps them a lot with social interaction.
• Augmented/Monstrous Humanoid: The Cat may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Cats gain no penalties or bonuses for size.
• Cat base land speed is 40 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Automatic languages: Common and Felix. Bonus Languages: Any.
• Alternate Form (Su): As the Wolf, but ability scores change as follows: Str +2, Dex +4, Int -4 (min 2), Wis +4, Cha +4.
• Hybrid Form (Su): As the Wolf.
• Pack Bond (Su): As Rary’s Telepathic Bond, CL = HD, always active with any Cat within 100 feet. For every 5 Hit Dice the Cat possesses, it may include one non-Cat in the bond. Messages may be transmitted via separate Cats , as long as every cat involved is within 100 feet of the one relaying it.
• Fast Metabolism (Ex): Cat metabolisms burn at an astonishing rate, even compared to normal therians. They gain a +2 racial bonus on Fortitude saves vs. disease and poison, but must consume double the normal amount of food for creatures their size in order to avoid taking starvation penalties. Thus the racial emphasis on food.
• Scent
• Keen Senses: The Cat gets a +2 racial bonus on Spot and Listen checks.
• Low-light vision
• Favored Class: Rogue
• Level Adjustment: ???
Cat Variants:

Jaguars are jungle cats, born and raised where trees grow so thick they block out the sky. In the jungle, it takes more than speed and strength to survive; it takes cunning, resourcefulness, and sometimes just a bit of cruelty. Jaguars tend to be somewhat larger and stronger than normal Cats, and show frightening amounts of intelligence in the face of adversity. Unlike their normal kin, Jaguars tend noticeably toward Evil, and lack the telepathic bond to hold any society they might have together. They are fiercely individualistic, insisting on doing everything they can on their own without help from others. When adventuring, they try to dominate the party, at least until they realize that the group can perform better acting in concert than with the Jaguar trying to do every little thing.

Jaguar Racial Traits:
As the Cat, with the following changes:
• Str +4, Dex +4, Int+2, Cha -4. Jaguars are stronger and smarter than their normal cousins, but not quite as deft. They tend to be moody and quiet, and as such suffer with social tasks.
• Base land speed 30 feet, climb speed 15 feet.
• Uncanny Dodge: In the jungle, being taken by surprise means being dead very quickly. Jaguars are never treated as flat-footed, even when they would normally be. In addition, they gain a +2 racial bonus on Reflex saves. This replaces the Pack Bond special quality.
• Alternate form: Str +4, Dex +4, Cha -6 (min 1). In addition, when in cat form, Jaguars gain a +10 racial bonus to Hide checks in jungle environments.
• 60-foot Darkvision instead of low-light vision.
• +2 racial bonus to Hide and Move Silently.
• Level Adjustment: ???
Cheetahs are cats. Only more so. Spazzy, easily distracted, and they sometimes move faster than they think… But you can’t help but love them.

Cheetah Racial Traits:
As the Cat, with the following changes:
• Dex +8, Con -2, Wis -4, Cha +6. Cheetahs are incredibly graceful, and charming beyond belief, but comparatively frail and inattentive.
• Base Land Speed 50 feet.
• Sprint: a number of times per day equal to their Constitution modifier, the Cheetah can move up to five times their normal move speed as a normal move action. The increased speed is treated as their new base speed for the purposes of Jump check modifiers, etc.
• Blur (Ex): As the spell, CL = HD, self only. This effect can be used a number of times per day equal to the Cheetah’s Constitution modifier. This replaces the Cat Pack Bond special quality.
• Level Adjustment: ???

Bears are the least varied of the therians, partially because of their strict society, partially because of their individual lawfulness. Bears, because of their extended lifespans and slow metabolisms, tend to take the long view of worldly events, similarly to dwarves.
Personality: Bears, compared to the normal humans they live with, are slow. To them, humans are rushing around at breathtaking speeds, often rushing headlong into danger that could easily be avoided if they paused to consider. Bears are planners and builders, and have a racial pity towards the humans and other therians which burn so brightly but burn out so fast. They are often calm and reasonable, even in the face of insults which would drive lesser beings to rage. This in itself can be frightening, as Bears driven to rage are merciless and terrible foes.
Physical Description: Bears are usually larger than normal humans, both in height and bulk, but are surprisingly gentle for all that. Their appearances vary as much as humans, but both males and females tend to be well-muscled and noble in appearance. They tend to dress simply, with minimal adornment other than a charm representing their family bonds. Even high-ranking Bears dress humbly, but still carry themselves with a dignity which puts other nobles to shame.
Relations: Bears get along best with each other. Others see them as prideful or even snobby, and Cats especially can’t stand them. Bears are more tolerant of Cats than Cats are of Bears; they wait for actual proof of chaotic or evil behavior before crushing the “irritating beasts”.
Alignment: Bears tend strongly towards the Lawful end of the spectrum, and many are Good as well. Unfortunately, they often impose these values on others around them, leading to tension and, rarely, conflict.
Bear Lands: Bears make insular societies based on a shared love of music, art, and general creation. Outsiders are allowed, but are carefully watched for signs of deviant behavior. For minor infractions, the outsiders are politely but firmly shown the exit. For more major infractions, the intruder may be forcefully introduced to the group’s contingent of Paladin guards.
Bear cities are generally large, made of stone, and artfully simple in their construction. However, Bears are also gifted strategists, and Bear cities are often designed to be nearly invulnerable to conventional attack. This design, combined with the Bears’ slow metabolism, makes laying siege to a Bear fortification difficult, as they are perfectly suited to out-wait any foe.
Religion: Bears generally pay their respects to their ancestors, although many also worship Heironeous or St. Cuthbert, or similar deities of Law and Good. Most Bear nobles attempt to trace their heritage back to the Shining One, the Original Bear, a Paladin of unstoppable power.
Language: In addition to Common, Bears speak a language of their own, called Ursan. To outsiders, it sounds like an impossibly complex song. Each word is made distinct both with its intonation, its context in the song, its individual pitch and volume, and its accent. Learning Ursan takes double the skill points of normal languages.
Names: Bears use the same names as humans, but tend towards simpler ones.
Adventurers: Adventuring Bears are often either questing Paladins with a specific cause (often a lofty cause like the destruction of Evil) or those Bears who did not quite mesh with their society. Such outcasts are often politely unwelcome in Bear lands, but only rarely have committed crimes worthy of true exile or worse punishments.

Bear Racial Traits:
• +8 Strength, -4 Dexterity, +4 Constitution, +2 Wisdom, +2 Charisma. Bears are large and powerful, but lack grace.
• Augmented/Monstrous Humanoid: The Bear may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Bears gain no penalties or bonuses for size.
• Bear base land speed is 30 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Alternate Form (Su): As the Wolf ability, except the Bear becomes a Large brown bear and gains the following ability adjustments: Str +6, Con +4, Int -4 (min 2).
• Hybrid Form (Su): As the Wolf.
• Shockwave (Su): As a standard action, the Bear may produce a 30-foot cone of force originating from its position that deals Xd6 force damage (X = HD, Reflex DC 10 + Cha modifier + ½ HD for half damage). An opponent being grappled by the Bear automatically takes full damage, even if they would normally only take half (as from the Improved Evasion ability). This power can be used a number of times per day equal to the Bear’s Charisma modifier without penalty. Each subsequent use causes 1d4 points of Constitution damage as the Bear is no longer able to avoid backlash and it damages its internal organs.
• Slow Metabolism: Bears’ natural lifetime is 4 times that of a normal human (age categories are 4 times as wide), and a Bear only requires half the food a normal human would need. However, they are slow to react, and take a -4 racial penalty to initiative.
• Scent
• Favored Class: Paladin
• Level Adjustment: ???, probably higher than the others…

Avians are, as one might suspect, a flighty and inconstant race, preferring a nomadic, free-flying lifestyle to the poor existence of earthbound creatures such as ourselves. Avians are a varied race, but all share a love of freedom and flying, and a hatred of imprisonment.
Personality: Avians are champions of individual freedom and personal equality. They despise the idea of any one being having power over another, and fight for true democracy wherever they live. They are willing to concede power to military leaders in desperate situations, realizing that decisions made by a small group of informed, experienced experts will be better and made faster than similar situations made by the collective as a whole. Individuals vary wildly between subspecies and groups, and even within individual groups.
Physical Description: Avians tend to be lightly built and skinny, with sharp features and light, feathery hair. They dress in loose clothing, generally quite colorful, with various ornamentations such as medallions and bracelets.
Relations: Avians get along well with other races by the simple virtue of being out of the way. Avians tend to live in places hard to reach for those ungifted by flight, and so rarely come into contact with other races except in cases of diplomacy or trade. The primary exception to this is the Wolf race. Avians and Wolves have a deep, racially imprinted hatred of each other going back to their respective Originals, and often actively seek out the others’ settlements to wreak havoc on each other.
Alignment: Avians tend strongly towards chaos over law, favoring freedom over order. Lawful Avians exist, but are a relative rarity. Avians have no particular racial tendency on the Good/Evil scale.
Avian Lands: Avians tend to prefer a nomadic existence over the stifling regularity of city life, but several Avian cities, called Eyries, exist in remote, hard-to-reach places accessible almost exclusively by air. These are ruled through true democracy, with every citizen over a certain age able to vote on various community conundrums. In times of war, governmental power is temporarily handed over to the Triarchs, the three highest military leaders, who are entrusted with the power to do whatever necessary to ensure the freedom of the Avian race.
Avian cities are built vertically rather than horizontally, with the assumption that most visitors will be able to fly wherever they need to go.
Avians tend to favor mythril and similarly light materials for personal equipment, so that they can still fly in hybrid form.
Religion: The vast majority of Avians pay worship to their Original, She-Who-Flies-Between-Stars, in the hopes that she may some day return and gift her children with the ability to explore the whole universe with her divine freedom. Interestingly, each species of Avian insists that the Original Avian was in fact a member of their species.
Language: In addition to Common, Avians speak Avian, a language constructed to be identically easy to speak in bird and human forms.
Names: Avians prefer human or elven names with sharp, hard sounds in them which can be easily produced by beaks.
Adventurers: Avians are ideally suited to the adventuring life, and have a higher percentage of their population involved in adventuring than most other races.

Avian Racial Traits:
All Avians possess the following racial characteristics:
• Augmented/Monstrous Humanoid: The Avian may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Avians gain no penalties or bonuses for size.
• Avian base land speed is 30 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Automatic languages: Common and Avian. Bonus Languages: Any.
• Air Affinity: Avians cast all spells with the Air descriptor at a +2 caster level.

Avian Variants:

The swiftest and lightest of the Avians, Falcons often serve as scouts or fast attack units in Avian militaries. Outside of war, they make excellent messengers and performers.

Falcon Racial Traits:
In addition to the Avian traits, the Falcon has the following racial traits:
• -2 Strength, +6 Dexterity, -2 Constitution, -2 Intelligence, +2 Wisdom, +2 Charisma. Falcons are quick and charming, but physically weak and scrawny.
• Fly speed 50 feet (good) (falcon form only), Fly speed 25 feet (average) (hybrid form only). An Avian with more than a light load, or wearing armor heavier than light armor, can not fly in hybrid form.
• Faster Than Thought (Ex): Falcons move faster than they think. They gain a +4 racial bonus to Initiative.
• Alternate Form (Su): As the Wolf ability, but the Falcon becomes a Medium falcon (adjust natural attack dice appropriately), and its ability scores change as follows: Dex +4, Con -2, Wis +2, Cha +4.
• Hybrid Form (Su): As the Wolf ability. A Falcon which is carrying more than a light load or is wearing medium or heavy armor cannot fly in hybrid form.
• Winds Protect Me (Su): As a standard action, the Avian can summon a barrier of constantly moving air across their whole body, granting a deflection bonus to their AC equal to their total Hit Dice / 4.
• Favored Class: Ranger
• Level Adjustment: ???
Hawks are the warriors of the Avians, replacing the speed of the Falcon with sheer force. In times of war, they are often the main force of the Avian military. In peacetime, they are artisans and farmers. Hawks are the most numerous of the Avians.

Hawk Racial Traits:
In addition to the Avian traits, the Hawk has the following racial traits:
• +4 Str, +2 Dex, +2 Con, +2 Int, -2 Wis, -4 Cha. Hawks are powerfully built in comparison to Falcons, but are inattentive and uncouth.
• Fly speed 40 feet (hawk form), fly speed 20 feet (hybrid form). When carrying more than a light load, or wearing more than light armor, a Hawk in hybrid form cannot fly.
• Gift of the Wind (Su): Small gusts of wind surround a Hawk’s weapon, giving it more force as it strikes at its foes. Hawks gain a circumstance bonus to attack and damage rolls equal to HD/4. This stacks with magical enhancement bonuses.
• Alternate Form (Su): As the Wolf, except the Hawk becomes a Medium hawk, and the ability scores change as follows: Str +2, Dex +4, Wis +2.
• Hybrid Form (Su): As the Wolf. When carrying more than a light load, or wearing more than light armor, a Hawk in hybrid form cannot fly.
• Favored Class: Fighter
• Level Adjustment: ???
Snakes are a race apart, standing aloof from their fellow therians and treating all other creatures as inferiors. From the Snake racial standpoint, all other beasts and beings exist for the sole purpose of serving Snakes.
Personality: Snakes are schemers. Each Snake schemes constantly, to gain power for themselves first and their race second. They carefully manipulate the other beings around them, always working for the ultimate goal of placing the Snake race above all others, and themselves at the pinnacle of the Snake race.
Physical Description: Snakes, with their alter self ability, always choose comely forms, the better to manipulate lesser races which are swayed by such simple things. They favor green eyes, and many keep the reptilian slit rather than the more normal round pupil. Many also alter their skin to give tattoo-like patterns, which often change from day to day or even from minute to minute depending on the Snake’s mood. Their dress is often seductive or provocative; only 10% of Snakes are actually fertile, so sex among them is casual and frequent, and the sterile ones have no qualms with seducing lesser beings to do their dirty work for them (the fertile ones would never stoop to even the possibility of dirtying their genes with those of a lesser race).
Relations: Snakes do not interact with other races, even other therians, for any reason other than furthering their agenda. They are kind and gracious when required, and intimidating and dangerous at other times. They prefer to avoid open warfare or conflict, choosing assassination over other forms of death-dealing. Snakes fight almost constantly with Foxes, who have devoted themselves to the foiling of their plotting and scheming.
Alignment: Snakes are generally Evil, and tend towards Law over Chaos, but individuals vary. Good Snakes are as rare as selfless Devils, but do exist.
Snake Lands: Snake territory is often unmarked, and extends underground much farther than on the surface. Snake cities are well-guarded, with distinct tiers representing the social classes of the Snakes living therein. Any creature which enters Snake territory is considered prey, and few Snakes have any qualms about killing and eating sentient creatures.
Religion: Any Snake which has a religion at all worships Jormungandr, the World Serpent, the Original of the Snake race who will one day rise from the depths of the earth to strike down the Originals of the other therians and establish Snake dominance over all of the world. Interestingly, in both Fox and Snake mythology, the Original Fox and Jormungandr were brothers before becoming therians. Jormungandr, upon transforming, thought himself a newborn god, and sought to capture the world for himself. After many years of scheming, hiding his plans from the rest of the Originals, he took an army of his children, augmented by his immense magical powers, and an army of summoned Devils in a bid for dominance over the other therians and the world. The other therians banded against him, but would not stoop to summoning aid from other planes. Thus, the Devils won many of the battles. Finally, though, the Originals themselves took to battle, and nothing could stand before their combined might. When Jormungandr joined the battle, seeking to end his opponents before they could destroy his plan, he was confronted by the Ninetailed, the Original Fox, his brother. In the ensuing battle, Jormungandr put out his brother’s eye… But the Ninetailed banished him to a prison deep underground, to sleep for ten thousand years. The Snake army dispersed without their Original to aid them. From that day on, the Foxes have stood watch over the plots of the Snakes, and the Snakes have hated Foxes and disliked all other Therians.
Language: Snakes have their own language, Serithiss, which is horrifically complicated, with the idea in mind that any creature not born to it will never learn to speak it properly. This gives them a sense of racial pride and lets them easily distinguish outsiders.
Names: Snakes often choose human names, and prefer ones with long “s” sounds.
Adventurers: Snake adventurers often fall into one of three categories: 1) Gaining power for themselves. 2) Attempting to spread Snake dominance. 3) Outcast from Snake society. The adventuring Snakes in the third category are often the Good Snakes.

Snake Racial Characteristics:
• -2 Strength, +4 Dexterity, -4 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. Snakes are graceful, quick-witted, and silver-tongued, but lack the toughness and brute force of a true fighter.
• Augmented/Monstrous Humanoid: The Snake may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Snakes gain no penalties or bonuses for size.
• Snake base land speed is 30 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Automatic languages: Common and Serithiss. Bonus Languages: Any.
• Alternate Form (Su): As the Wolf ability, but the character becomes a Large Viper, and the ability scores adjust as follows, beyond size increase changes: +2 Str, +6 Dex, -2 Wis, -4 Cha.
• Hybrid Form (Su): As the Wolf.
• Blindsense (Ex): Snakes have blindsense out to 20 feet.
• Venom (Ex or Su, see description): Snakes produce natural venom in specialized glands in the roof of their mouth, which can be delivered through a bite attack (treat as a natural attack, 1d3 damage + ½ Str modifier + poison. If any other attacks are made in the round, this attack takes a -5 penalty). This use is an (Ex) ability. Alternatively, the Snake can use a Swift Action to transfer a single dose of the poison to a weapon they are wielding (including natural weapons, in the case of a Monk). An envenomed weapon keeps the venom for one minute or until it makes a successful attack, whichever comes first. Using the poison this way is a (Su) ability. The venom works as follows: upon making the bite attack or transferring the venom to a weapon, the Snake chooses either Strength, Dexterity, or Constitution to deal damage to. The venom deals 1d6 damage to the chosen stat for primary damage, then 1d6 to the same stat for secondary damage. Fort save DC 10+ ½ HD + Int modifier negates. Snakes are immune to their own venom, and get a +4 bonus on Fort saves against the venom of other Snakes.
• Alter Self (Su): As a full-round action, a Snake can alter minor details about their form, changing their features to suit their whim. This gives them a +10 racial bonus to Disguise checks, or up to a +4 bonus on hide checks (blending in like a chameleon).
• Favored Class: Rogue
• Level Adjustment: ???
Foxes stand ready across the world to stop the progress of evil. Acting on the last orders of the Ninetailed, their Original, they stand ever-vigilant, helping those in need and crushing evil before it can take root. They are rare, however, and growing rarer as the Snakes succeed in their grim mission.
Personality: Foxes are friendly, open, and nice to whoever they meet. They assume that a person is good until proven otherwise, and are quite trusting. The exception to this rule is, of course, Snakes, which are always assumed to be evil until being proved otherwise beyond all doubt.
Physical Description: Foxes are smaller than other therians in human form, and often have red hair. Many also have red or red-tinged eyes, and needle-sharp canine teeth, which sometimes make them get mistaken for vampires. Clan tattoos are fairly common, and tend to form camouflaging patterns over exposed skin. Red and white are lucky colors to Foxes, so many of them wear clothes or decorations in those colors.
Relations: Foxes keep to themselves and their woods for the most part, emerging to help villages in need or to destroy infestations of evil creatures. Most nations are unaware of the Clans’ existence, because Foxes prefer to work in secret. Snakes and Foxes have been warring in the shadows of civilization for centuries, as Foxes foil Snake plots and Snakes seek to eradicate the thorn in their side. Foxes and Wolves (at least, the Good ones) share a close relationship, as the Great Wolf was the first to respond to the Ninetailed’s call for aid against his brother.
Alignment: Most Foxes are Good, devoted to helping the citizens of the world, even (perhaps especially) non-therians. They tend more towards the freedom of Chaos over the restriction of Law, but the majority of Foxes are neutral on that axis. Evil Foxes are banished from the Clans as they mature, and live lonely lives on the fringes of civilization.
Fox Lands: Foxes live in deep forests and valleys, keeping to nature and only emerging to help those in need. They are organized into Clans (the Lawful foxes call them Chapters, and the few Evil Fox Clans are called Covens), each governed by the Fox most suitable for the job, usually the most experienced. In times of trouble, this is generally a warrior. In times of peace, a Cleric or Druid most often fills the role. Foxes have a love of creation, and Fox cities are often filled with works of art and feats of creativity. Festivals and carnivals are common in peacetime, and parades common in wartime. Visitors are welcome, as any visitor to a Fox city is well-learned in the ways of nature and the wild. In times of war, Fox cities are protected by nature, their locations providing as much defense as stone walls.
Religion: Foxes worship good deities such as Pelor and Heironeous, but all good Foxes pay their respects to the Ninetailed, the Original of their race and the savior of all therians from the Snake menace. He lost an eye in the defense of the world, and so clerics of the Ninetailed often wear a cloth band or eyepatch over their left eye in honor of their patriarch. The most radical of the clerics will even put out their left eye, to share the Original’s pain.
Language: Foxes speak a slightly altered version of Wulfen. Wolves and Foxes can understand each others’ Wulfen dialects, although it sounds like the other is speaking in an impossibly thick accent, and there are often misunderstandings and/or mistranslations.
Names: Foxes choose similar names to Wolves.

Fox Racial Traits:
• -4 Strength, +4 Dexterity, -2 Constitution, +4 Wisdom, +2 Charisma. Foxes are quick and deft, insightful and kind, but are weak of body.
• Augmented/Monstrous Humanoid: The Fox may act as either an Augmented or Monstrous Humanoid, whichever is most beneficial.
• Medium: As medium creatures, Foxes gain no penalties or bonuses for size.
• Fox base land speed is 40 feet.
• Human Racial Traits: One bonus feat at first level, 4 extra skill points at first level, and one bonus skill point at every level thereafter.
• Automatic languages: Common and Wulfen. Bonus Languages: Any.
• Alternate Form (Su): As the Wolf, but the Fox becomes a Medium dog (I couldn’t find stats for a fox, if someone could direct me to that I’d be grateful), and ability scores change as follows: Str +2, Dex +4, Con -2, Wis +2, Cha +2
• Hybrid Form (Su): As the Wolf.
• Insightful Strike (Su): A Fox’s hands are guided by fate, striking where they will hurt most. Foxes may use their Wisdom modifier in place of their Strength modifier when determining attack and damage bonuses.
• Scent
• Favored Class: Druid
• Level Adjustment: ???

Well, that's all for now. Get to PEACHing!

byaku rai
2011-07-04, 09:08 AM
Ok guys, I realize it's a massive wall of text. I don't expect anyone to comment on everything all at once. But I would like some feedback, because a friend of mine is going to use these in his homebrew setting. Maybe just take them one at a time or something? :smallfrown:

2011-07-04, 03:26 PM
All but the cat, cheetah, and bear probally need a +1 level adjustment, and the cat, cheetah, and bear probally need a +2 level adjustment, other then that they look fine.

2011-07-04, 03:30 PM
Note 2: I would greatly appreciate help cleaning these races up, especially nailing down the LAs on them (i think most are from LA 1 to LA 3, but I don't know how to calculate that). just now noticed that part, so yes most of the races are about a +1 level adjustment., In a campaign with just these races they probally wouldn't need a level adjustment, they're all about equal with each other.