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View Full Version : Inumimi (Wolf/Dog-folk) and various strange subraces (PEACH)



Aniikinis
2018-04-15, 11:48 AM
Well, given the amount of cats on this board and in dnd in general, I figure I'd better even the playing field a bit.

Little fun fact I didn't know about GitP's text box until writing this up... It doesn't like the caron accent character. Apparently it's a little bit too big for the lines it uses and so it puts it off to the side. :smallsigh: Thankfully I only needed to use it once, so I was able to switch it out with a breve, but it's going to annoy the baator out of me whenever I see it.


Inumimi
https://img00.deviantart.net/3529/i/2015/177/8/f/a_young_warrior_by_whiluna-d8yugha.png
The young warrior looks at you and places his axe in his hand, eyeing your party up and deciding to trust you.

Inumimi are, to put it simply, wolf-like humanoids that more closely resemble humans with various bits of canine anatomy such as: eyes, ears, tail, claws, and fur.

Inumimi
Inumimi characters possess the following racial traits:

+2 Con, +2 Wis, -2 Dex, -2 Int (+0 App)
Medium Humanoid(Canine)
Speed: 30 feet
Special Qualities: Low-light vision, scent
Automatic Languages: Common and Canis Bonus Languages: Any, except secret.
Favored Class: Fighter
Level adjustment: +0


Bonus Feat: Inumimi gain Track as a bonus feat at first level.

Natural Attacks: Inumimi have two primary natural claw attacks that deal 1d4 damage and a secondary natural bite attack that deals 1d4 damage.

Skills: Inumimi have a +4 racial bonus on Jump checks and have a +4 racial bonus on Survival checks when tracking by scent.

Subraces:

Animtala

These inumimi more closely resemble humans than other inumimi. They are no hairier than a normal human and have only the ears and tail of a wolf.

ANIMTALA CHARACTERS

Animtala characters possess the same racial traits as normal inumimi except where noted here.

+2 Con, -2 Int (+2 App)

Natural attacks: Animtala inumimi have two claw attacks that deal 1d2 damage and a bite attack that deals 1d4 damage.

Anubid

These inumimi are fairly reserved and watchful, preferring to speak when needed and act methodically. Anubid have heads resembling jackals and hairless bodies.

ANUBID CHARACTERS

Anubid characters possess the same racial traits as normal inumimi except where noted here.

+2 Con, +2 Wis, -2 Str, -2 Dex (+2 App)
Special Qualities: Wasteland Skin
Automatic Languages: Common, Khemet, and Canis
Favored Class: Cleric


Natural Weapons: Anubid have a primary natural bite attack that deals 1d6 damage.
Wasteland Skin: Anubid never take damage from high heat and take triple damage from cold temperatures. This does not function like fire resistance or weakness to cold, as it does not change the amount of damage taken from fire or cold attacks, just from ambient temperature.

Bahgran

These inumimi resemble a horrid mishmash of goblin, wolf, and human. They tend to have foul tempers and will often take their anger out on others.

BAHGRAN CHARACTERS

Bahgran characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Con, -2 Wis, -4 Cha (-4 App)
Special Qualities: Change Shape, pass without trace, darkvision 60 feet.
LA: +1

Change Shape (Su): A bahgran can assume the shape of a human or a wolf as a standard action. In human form, a bahgran cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barhgran loses its claw attacks but retains its bite attack.

Pass Without Trace (Ex): A bahgran in wolf form can use pass without trace (as the spell) as a free action.

Skills: In addition to the normal inumimi skill bonuses, bahgran in wolf form gains a +4 circumstance bonus on Hide checks.

Blinker

Blinker inumimi are excitable people, as evidenced by their hyperactive behaviour and their constant blinking.

BLINKER CHARACTERS

Blinker characters possess the same racial traits as normal {RACE} except where noted here.

+2 Dex, +2 Wis, -2 Str, -2 Con (+2 App)
Special Qualities:

Blink (Su): A blinker can use blink as the spell (CL equal to their HD) a number of times per day equal to their Cha modifier, and can evoke or end the effect as a free action. At 10th level, the blinker is able to use this ability at will.

Dimension Door (Su): A blinker can teleport, as dimension door (caster level equal to their HD), a number of times per day equal to their Cha modifier as a free action. The ability affects only the blinker, which never appears within a solid object and can act immediately after teleporting. At 10th level, the blinker is able to use this ability at will.

Eyeless

The eyeless are a fairly new subrace of inumimi, born from yugoloth experimentation. Their head has a large, double jawed mouth with a large tongue and no other distinguishing features. Their bodies are covered in thick, layered scales and their claws are vicious.

EYELESS CHARACTERS

Eyeless characters possess the same racial traits as normal inumimi except where noted here.

Medium Aberration
+4 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha (-6 App)
Special Qualities: Blindsight 40 ft.,immunities, improved grab, telepathy 50 ft.
Automatic Languages: Common, Canis, Abyssal, and Infernal
Level Advancement: +6

Blindsight (Ex): Eyeless can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Eyeless are susceptible to sound- and scent-based attacks, and are affected normally by loud noises and sound-based spells (ghost sound, silence) and by overpowering odors (such as stinking cloud, cloudkill, or incense-heavy air). Negating an eyeless' sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the eyeless is effectively blinded.

Improved Grab (Ex): To use this ability, an eyeless must hit with its tongue attack. It can pull a grabbed opponent of Small or smaller size into its mouth in the same round and make a bite attack. The eyeless can establish a hold with a successful attack even if the victim isn’t paralyzed (see below).

Immunities (Ex): Eyeless are immune to gaze attacks, visual effects, sight-based illusions (such as silent image), and other attack forms that rely on sight.

Natural Attacks: Eyeless have a primary natural tongue attack that deals 1d4 damage and has a range of 20 feet, a secondary natural bite attack that deals 1d6 damage, and two secondary claw attacks that deal 1d4 damage.

Natural Armour: Eyeless have a +5 natural armour bonus.

Paralysis (Ex): Those hit by an eyeless' tongue attack must succeed on a DC (10+1/2 HD+Con) Fortitude save or be paralyzed for 1d6+2 minutes. The save DC is Constitution-based.

Telepathy (Su): Eyeless can communicate telepathically with any creature within 100 feet that shares a language with it.

Drinker

Drinkers are an unsightly race of inumimi with two different forms that they can be born with. The first form is covered in mottled, dark scales with a small ridge of spikes along their spine, glowing red eyes, and resemble a bipedal cross between a raptor and a dog. The second form resembles that of a hairless inumimi with sickly yellow eyes, leathery, sagging skin, and pronounced teeth.

DRINKER CHARACTERS

Drinker characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Dex, -2 Con, -2 Int, -4 Cha (-4 App)
Special Qualities: Chupar, Deep Bite, Pounce

Chupar: A drinker that pins an opponent or maintains a pin can suck blood from that opponent as a free action once per round, dealing 1 point of Constitution damage. Upon successfully draining blood, the drinker is invigorated, gaining a significant boost in speed for 10 rounds similar to the haste spell. The invigorated drinker can still drain blood – and in so doing increase the length of its invigoration – but it gains no additional effects.

Deep Bite: When a drinker crits with their bite attack, in addition to the bite damage the enemy takes 1d4 bleed for 1d8 rounds.

Natural Attacks: Drinkers have a primary natural bite attack that deals 1d6 damage and two claw attacks that deal 1d4 damage.

Natural Armour: Drinkers have a +2 natural armout bonus

Gravesight

These inugami are covered in deep black fur with completely dark eyes. They tend to be quiet and attentive, willing to deal with those who would harm sacred ground swiftly.

GRAVESIGHT CHARACTERS

Gravesight characters possess the same racial traits as normal inumimi except where noted here.

+2 Con, +2 Wis, -2 Str, -2 Int (+2 App)
Special Qualities: Consecration, Sacred Sense, Spell-like abilities

Consecration: Once per day, a gravesight may cause a nonmagical consecrate effect to emanate from their body. At level 12, this effect is constantly active.

Sacred Sense: Gravesight have the ability to know of any sacred, hallowed, or consecrated ground within 60 ft. This ability functions as though blindsight, but only for sacred areas.

Spell-like abilities: Gravesight can use detect good and detect evil at will.

Skills: In addition to the normal skill bonuses granted by inumimi, gravesight inumimi have a +8 bonus to hide in shadows and darkness.

Reaper

These huge inumimi are covered in shaggy green and tan fur with huge claws, their tails are naturally plaited. They are fairly sociable, but are always ready for a good fight.

REAPER CHARACTERS

Reaper characters possess the same racial traits as normal inumimi except where noted here.

Large humanoid (Canid)
+4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis (-2 App)
Special Qualities: Three howls

Three Howls (Su): At first level, once per round as a standard action, a reaper may let loose a frightening howl. All foes within 15 feet per HD, must make a will save (DC 10+1/2 HD+Cha) or become shaken for 1d10 rounds.

At 8th level, three times per day as a move action, a reaper may let loose a terrifying howl. All foes within 10 feet per HD must make a will save (DC 14+1/2 HD+Cha) or become shaken for 1d12 rounds. Any foe that is under the effect of the first howl and fails their will save instead becomes frightened for 1d12 rounds and afterwards shaken for 2d8 rounds.

At 16th level, once per day as a swift action, a reaper may let loose a soul shaking howl. All foes within 5 feet per HD must make a will save (DC 18+1/2 HD+Cha) or become shaken for 2d8 rounds. Any foe that is under the effect of the first or second howl and fails their will save instead becomes frightened for 2d8 rounds and shaken for 2d12 rounds afterwards. Any foe that is under the effect of both the first and second howls and fails their will save instead becomes overwhelmed by fear and must make a fort save or immediately die as though under the effect of phantasmal killer.

This ability is a sonic effect, a fear effect, and mind-affecting.

Natural Weapons: Reapers have two primary claw attacks that deal 1d8 damage and a secondary bite attack that deals 1d6 damage.

Natural Armour: Reapers have a +3 natural armour bonus.

Gemini

These inumimi are looked upon as savage due to their association with death dogs, though this isn't necessarily true. Gemini inumimi tend to annoy people due to other races not enjoying to hear their conversations in stereo or alternating between two mouths. Gemini, on the other hand, often times forget this and can't understand why others would rather hear only one mouth speak.

GEMINI CHARACTERS

Gemini characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Dex, +2 Con, -2 Int, -4 Cha (-2 App)
Special Qualities: Disease, Double headed

Disease: Any creature hit by a gemini's bite attack must succeed on a fort save (DC 10+1/2 HD+Con) or contract a disease. The incubation period is one day and the disease deals 1d4 points of strength damage and 1d3 points of constitution damage.

Double headed: Gemini inumimi have two heads controlled by the same mind. As long as one of the heads is capable of functioning, the gemini remains alive. If a head is removed, the gemini loses it's +4 racial bonus to listen and spot. A vorpal weapon must activate twice to kill a gemini through beheading it.

Natural Armour: Gemini have a +1 natural armour bonus.

Natural Weapons: Gemini inumimi have two primary claw attacks that deal 1d4 damage and two secondary bite attacks that deal 1d4 damage and may cause disease.

Skills: In addition to the normal skill bonuses that inumimi gain, gemini inumimi have a +4 bonus on listen and spot checks.

Frenzied

These massive inumimi are commonly feared and most people quickly get out of their way when they see one coming. Frenzied inumimi are quick to anger, but also quick to understand reasoning. They resemble massive inumimi with dark fur and blazing yellow eyes.

FRENZIED CHARACTERS

Frenzied characters possess the same racial traits as normal inumimi except where noted here.

Large Humanoid
+6 Str, +4 Con, +2 Wis, -4 Dex, -4 Int, -4 Cha (-2 App)
Special Qualities: Frenzy, powerful build, sundering fur
Level Advancement: +1

Frenzy: Once per day a frenzied inumimi may fly into a frenzy in the following round, biting and attacking with its weapons until it or its opponent is dead. It gains +2 Strength, +2 Constitution, and -2 AC. The creature can end it's frenzy voluntarily, but it ends automatically once the first enemy dies to the frenzied inumimi.

Powerful Build: The physical stature of a frenzied lets them function in many ways as if they were one size category larger. Whenever a frenzied is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the frenzied is treated as one size larger if doing so is advantageous to him. A frenzied is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A frenzied can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Sundering Fur: Due to the coarseness of their fur, frenzied inumimi are able to cut through restraints and bindings. While bound, a frenzied inumimi may attempt a special burst action on their bindings. On making this action, the frenzied inumimi makes a single strength roll against their bindings that adds double their strength modifier, their size modifier, and their natural armour bonus in addition to any other modifiers that would influence the roll.

Natural Armour: Frenzied inumimi have a +3 natural armour bonus.

Natural Weapons: Frenzied inumimi have two primary natural claw attacks that deal 1d8 damage and a secondary natural bite attack that deals 1d8 damage.

Fanged

These inumimi are dangerous and destructive, constantly hunting due to their accelerated metabolism. Their fangs constantly jut from their mouths and they are covered in blue-tinted fur.

FANGED CHARACTERS

Fanged characters possess the same racial traits as normal inumimi except where noted here.

Large Monstrous Humanoid
+4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis, -4 Cha (-4 App)
Special Qualities: Boiling blood, quick tail, trip

Boiling Blood (Ex): A fanged’s blood runs steaming hot. If an opponent adjacent to a fanged damages the creature with a melee weapon that deals piercing or slashing damage, that foe takes 1d6 points of fire damage (Reflex DC 10+1/2 HD+Con half) from a spray of hot blood.

Quick Tail (Ex): A fanged needs only a standard action to make a bite attack and a tail attack. The tail deals the indicated damage plus 1-1/2 times the fanged’s Strength bonus despite it being a secondary attack.

Trip (Ex): A fanged that hits with a tail strike can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the fanged.

Natural Armour: Fanged have a +4 natural armour bonus.

Natural Weapons: Fanged have two primary claw attacks that deal 1d6 damage, a secondary bite attack that deals 1d10 damage and crits on a 19 with a critical of x4, and a secondary tail strike attack that deals 1d8 damage.

Hellblood

Just as tieflings are [insert generic humanoid race here] with infernal heritage, these inumimi have infernal parentage and it definitely shows. These inumimi have pitch black fur, eyes that resemble orbs of flames, and razor sharp claws. Unlike tieflings though, hellblood commonly have aggressive personalities.

HELLBLOOD CHARACTERS

Hellblood characters possess the same racial traits as normal {RACE} except where noted here.

Medium Outsider (Native)
+2 Str, +2 Con, -2 Int, -2 Cha (-2 App)
Special Qualities: Breath Weapon, Darkvision 60 ft., Fiery Bite

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC (10+1/2/Con) half.

Fiery Bite (Su): A hellblood deals an extra 1d6 points of fire damage every time it hits an opponent with a natural weapon, as if its natural weapons were flaming weapons.

Skills: Hellblood have a +5 racial bonus on Hide and Move Silently checks. And they also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Annwe

Annwe inumimi are fairly knowledgeable folk, though frightening looking. THey often prefer to live as lone hunters in the wild, hunting and gathering to survive away from the trivial needs and wants of civilization. Annwe resemble normal inumimi save that their snouts aren't covered in flesh, their eyes glow with an inner flame that follows closely as the move, and their fur has strange designs that resemble ancient runes. Usually, their eye flames and fur patterns are the same colour.

ANNWE CHARACTERS

Annwe characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Dex, +2 Wis, -4 Cha, -2 Con (-4 App)
Special Qualities: Dimensional Anchor, Freedom, Hunter's Howl, Moonhunter
Favored Class: Ranger

Dimensional Anchor: Any creature hit by an annwe's bite attack must succeed on a will save (DC 10+1/2 HD+Cha) or be effected by dimensional anchor, as the spell, for 1 round. At 10th level, the creature is not allowed a save.

Freedom: Annwe can use Freedom of Movement as a spell-like ability a number of times per day equal to their charisma modifier. At 12th level, this effect becomes constant.

Hunter's Howl:As a move action, an annwe can release an echoing howl. Those within a (6 ft./HD (round down to nearest 5'))radius spread must succeed on a DC (10+1/2 HD+Cha) Will save or be shaken for 1 minute. A creature that saves cannot be affected by that same hound of the hunt’s howl for 24 hours.

Moonhunter: Whenever an annwe bites a foe while outdoors when the moon is in the sky, the wound deals extra damage equal to the annwe's HD.

Natural Armour: Annwe have a +4 natural armour bonus

Skills: Annwe are accomplished hunters that can stalk their prey as silently as a shadow. They have a +8 racial bonus on Hide, Intimidate, and Move Silently checks and a +4 racial bonus on Listen and Spot checks.

Quilled

Where the hellblood are obvious sources of infernal corruption, the quilled are evidence of demonic corruption on the more chaotic spectrum. Quilled inumimi are similar to tieflings in that while they have fearsome appearances, they may have any kind of personality. Quilled inumimi tend to have gaunt, almost skeletal physiques with no fur and quills along their arms, back, and neck.

QUILLED CHARACTERS

Quilled characters possess the same racial traits as normal inumimi except where noted here.

Medium Outsider (Native)
+4 Str, +2 Dex, -2 Con, -4 Cha (-4 App)
Special Qualities: Darkvision 60 ft., quills
Automatic Languages: Abyssal, Common, and Canis.

Quills:A quilled bristles with long quills. While attacking, the quilled thrashes about, striking with 1d4 of them. An opponent hit by a quilled’s quill attack must succeed on a DC (10+1/2 HD+Dex) Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill..

A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Jolter

These inumimi are similar to the genasi in that they're mortals with elemental ancestry. Jolter inumimi have blood of the Raijū of the elemental plane of air running through their veins. Their fur is commonly white or silver with accents of blue and their eyes are glowing with either ice blue or pure white colour.

JOLTER CHARACTERS

Jolter characters possess the same racial traits as normal inumimi except where noted here.

+2 Dex, +2 Con, -2 Int, -2 Wis (+2 App)
Special Qualities: Electric body, shocking burst, spell-like abilities
Automatic Languages: Common, Canis, and Auran.
Level Advancement: +2

Electric Body: As a swift action, a jolter can transform itself into a ball of living lightning. While in this form, the jolter gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources if they are magical (it takes no damage from non-magical weapons and objects). Additionally, it sparks with electricity while it is in this form. Any creature that touches the jolter with a natural or unarmed attack or whose square the raiju passes through during its movement must succeed at a DC 17 Reflex save or take 1d6 points of electricity damage per 3 HD the jolter has (minimum 0d6). The save DC is Dexterity-based.

In normal weather, a jolter can remain incorporeal for a number of rounds per day equal to its Hit Dice, though it can remain incorporeal for twice as long during a thunderstorm.

Shocking Burst: Besides dealing normal damage, the natural attacks of a jolter are considered to have the shocking burst weapon special quality. They deal 1d6 extra points of electrical damage on a normal hit and an additional 1d10 points on a critical hit.

Spell-Like Abilities: Jolters may cast Call Lightning as a spell-like ability once per day per 2 HD they have (minimum 1/day).

In addition, they may cast Control Weather once per day per 6 HD they have (minimum 0/day). This use of control weather may only be used to create a thunderstorm.

Natural Armour: Jolters have a +4 natural armour bonus.

Natural Attacks:Jolters have two primary claw attacks that deal 1d4 damage, a secondary bite attack that deals 1d4 damage, and a secondary tail slap attack that deals 1d3 damage.

Aral

These inumimi are commonly seen as protectors of the weak and champions of good, but the truth is a little different. Aral inumimi are inumimi resembling the senmurv, which is where they get the misinformed stereotype, and resemble them in many ways. Arals have two large avian wings upon their back, glowing eyes, and beautifully patterned fur and feathers.

Arals, however, are not bound by their likeness in their alignment and in fact it is fairly easy to tell what alignment an aral subscribes to by the colour of their eyes. Their eyes glow very slightly in two different colours that slowly fade into one another in a sort of gradient dependent on their alignment: Red-Evil, Blue-Good, White-Law, Black-Chaos, Green-Neutral(Moral), Grey-Neutral(Ethical). When an aral is under the effect of a spell or ability similar to undetectable alignment, their eyes seem to be any alignment the viewer isn't prejudiced against.

ARAL CHARACTERS

Aral characters possess the same racial traits as normal inumimi except where noted here.

+2 Dex, +2 Wis, -2 Str, -2 Con (+4 App)
Special Qualities: Flight, gliding, wing-aided movement

Gliding (Ex): Arals can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Aral glide at a speed of 40 feet (average maneuverability), Even if an aral's maneuverability improves, she can't hover while gliding. An aral can't glide while carrying a medium or heavy load. If an aral becomes unconscious or helpless while in mid air, their wings naturally unfurl and powerful ligaments stiffen the wings. The aral descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When an aral reaches 3 Hit Dice, they become able to fly at a speed of 40 feet (average maneuverability). An aral can't fly while carrying a medium or heavy load or while fatigued or exhausted. Aral can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. aral are likewise fatigued after spending a total of more than 10 minutes per day flying. Because aral 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 1 round at a time without becoming fatigued).

When they reach 5 Hit Dice, aral 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. An aral with flight can make a dive attack. A dive attack works like a charge, but the aral must move a minimum of 30 feet and descend at least 10 feet. An aral can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A aral with flight can use the run action while flying, provided she flies in a straight line.

Wing-Aided Movement: Aral can use their wings to help with movement even if they can't fly yet. The extra lift from their wings gives an aral a +10 racial bonus on acrobatics checks.

Angle

These inumimi are strange. With the blood of eldritch monsters flowing through their veins, angle inumimi have inherited a few of the abilities of the beings called the hounds of tindalos. While they resemble common inumimi, they more closely resemble the reptilian drinkers in their forms. Lanky and gaunt with pebble-like scales covering patchworked skin, fur and flesh covering the areas without scales, soulless, empty white eyes, and horrific claws and mouths, these inumimi are a sight to behold. While they are in no way as powerful as their heritage might suggest, they do still have a few tricks up their sleeve.

ANGLE CHARACTERS

Angle characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +4 Dex, +2 Int, -2 Con, -4 Wis, -4 Cha (-6 App)
Special Qualities: Angled entry, otherworldly mind
Level Advancement: +3

Angled Entry (Su): Angle inumimi move through the dimensions in ways other creatures cannot comprehend. They may use dimension door (self only) once/day/HD as a swift action and plane shift (self only) 1/day/3 HD(min 0) as a standard action. An angle inumimi can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.

At level 7 they trade dimension door for teleport and the use becomes once per day per 5 HD.

At level 14 they trade teleport for greater teleport and the use becomes once per day.

Otherworldly Mind (Ex): Any non-outsider attempting to read the thoughts of an angle inumimi or communicate with it telepathically takes 1d6 points of nonlethal damage per 2 HD and must make a DC (10+1/2 HD+Cha) Will save or become confused for 1d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

At level 8 the time spent confused increases to 2d4 rounds.

At level 16 the time spent confused increases to 3d4 rounds.

Light-Eater

These inumimi have fur so black that it seems to suck out the very light around them. Often thought to be dangerous and bad omens, these inumimi tend to become travelers and mercenaries to make their lives away from those who would look down upon them. Whilst they are seen as evil, they can be of any alignment, and in deed many seek to prove the good that their kind can do.

LIGHT-EATER CHARACTERS

Light-eater characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Wis, +2 Cha, -2 Dex, -2 Int, -2 Wis (-2 App)
Special Qualities: Darkvision 60 ft., see in darkness, shadow fundamentals, shadowcaster affinity, sun-eater form, total eclipse

See in Darkness (Su): At level 10, light-eater inumimi gain the see in darkness ability.

Shadow Fundamentals: Light-Eater inumimi gain the following shadow fundamentals as supernatural abilities usable a number of times per day equal to their HD+their charisma modifier: Black Candle, Caul of Shadows, and Sight Obscured. These fundamentals and their uses are in addition to any gained through the shadowcaster class and are tracked separately

At level 8, a light-eater may use these three fundamentals an unlimited number of times per day.

Shadowcaster Affinity: A light-eater with one or more levels in the shadowcaster class is counted as two levels higher when calculating any ability based on it. This benefit can’t increase their effective Shadowcaster level to higher than their ECL, nor does it grant them access to class abilities they do not already have access to (it may grant access to higher-level mysteries, however).

Sun-Eater Form (Su): Starting at level 15, a light-eater may use two consecutive full-round actions to activate this ability. Upon activation, the light level of the surrounding (50 feet/HD) is lowered by one level, the light eater becomes incorporeal, and grows three size categories to a maximum of colossal. While in this form, the light-eater gains a fly speed of 60 feet(perfect) and may use the total eclipse ability.

Total Eclipse (Su): While in the Sun-Eater form, the light-eater may use this ability. Upon the use of this ability, the light-eater immediately exits the sun-eater form and returns to their previous form. The light level of the area affected by the sun-eater form lowers by an additional one level and all foes within the area affected take 3d6 per light level lower than bright illumination.

Frosted

Frosted inumimi are often viewed as detached and brutish, similar to reports of their likeness, the winter wolves. Covered in spiky, white fur resembling small icicles and cold blue eyes, they are a strong, cunning, and hearty folk that often make their homes in arctic areas.

FROSTED CHARACTERS

Frosted characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int (-2 App)
Special Qualities: Breath weapon, darkvision 60 ft., frostbite, trip

Breath Weapon: 15-foot cone, once every 1d4 rounds, damage 2d6 cold/3 HD, Reflex DC (10+1/2 HD+Con) half.

Frostbite: A frosted deals an extra 1d6 points of cold damage every time it hits an opponent with a natural weapon, as if its natural weapons were frost weapons.

Trip:A frosted that hits with a claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the frosted.

Skills: Frosted have a +1 racial bonus on Listen, Move Silently, and Spot checks. Frosted also have a +2 racial bonus on Hide checks. Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A frosted has a +4 racial bonus on Survival checks when tracking by scent.

Yetthi

These people are typically thought to be evil and dangerous, mostly due to their horrifying howls, though they aren't typically terrible people. They typically thin bodies, fine greyish-bluish-black fur covering their bodies, human-like faces, glowing white eyes, and pure white claws.

YETTHI CHARACTERS

Yetthi characters possess the same racial traits as normal inumimi except where noted here.

+2 Str, +2 Dex, +2 Cha, -4 Con, -2 Int, -2 Wis (-4 App)
Special Qualities: Bay, Trip

Bay (Su): When a yetthi howls or barks, all creatures except other yetthi within a (10/HD)-foot spread must succeed on a DC (10+1/2 HD+Cha) Will save or become panicked for 1d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours.

Trip (Ex): A yetthi that hits with a claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yetthi.

Skills: A yetthi has a +4 racial bonus on Survival checks when tracking by scent.

Racial Feats:

Hybridal Subrace [Racial]
Your parents were strange, you are even stranger
Prerequisites: 1st level only, race with subraces
Benefit: Pick a subrace you do not belong to during character creation. You gain that subrace's traits in addition to your own (including LA and stat adjustments).

Dead Sense [Racial]
Your sense have grown stronger and your connection to the other world has shown you more sights.
Prerequisites: Anubid or Gravesight Inumimi, 6 HD
Benefit: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by undead and deathless creatures. To your eyes, a Medium or smaller creature gives off death force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This death-light behaves like regular light--you can't see into solid objects, or past solid walls. A Large creature gives off death-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.

Drinking Deep [Racial]
You have learned to drink much more in one bite than before
Prerequisites: Drinker Inumimi, 4 HD
Benefit: When using your chupar ability, you may choose to instead deal 1d3 Con damage instead of a single point of con damage and cause the creature to take 1d4 bleed damage for 1d rounds

Outer Lineage [Racial]
You have accessed the deeper truths of your bloodline.
Prerequisites: 10 HD, Hellblood, Quilled, Eyeless, Tindalos, or Yetthi inumimi
Benefit: Depending on your subrace, you gain a different subtype and all of the benefits and drawbacks of the subtype. The benefits are:

Hellblood: You gain the evil and lawful subtypes
Quilled: You gain the chaotic and evil subtypes
Eyeless: You gain the evil and yugoloth subtypes
Tindalos: You gain the evil subtype
Yetthi: You gain the evil subtype.


Inner Lineage [Racial]
You have tapped into the elemental strength of your bloodline.
B]Prerequisites:[/B] 10 HD, Hellblood, Frosted, or Jolter inumimi
Benefit:Depending on your subrace, you gain a different subtype and all of the benefits and drawbacks of the subtype. The benefits are:

Hellblood: You gain the fire subtype.
Frosted: You gain the cold subtype.
Jolter: You gain the air subtype, a fly speed of 40 feet (Perfect), and lightning resistance 10


Strange Lineage [Racial]
You have tapped into the eldritch strength of your bloodline.
B]Prerequisites:[/B] 10 HD, Reaper, Annwe, Gravesight, or Light-Eater inumimi or Cheshire Nekomimi
Benefit:Depending on your subrace, you gain a different effect and all of the benefits and drawbacks of it. The benefits are:

Reaper: Your type changes to Fey
Annwe: Your type changes to Fey
Gravesight: Your type changes to Deathless
Light-Eater: You gain the Dark Creature Template. At your next level up you forgo it in order to pay for your added Level advancement
Cheshire: Your type changes to Fey


Slashing Fur [Racial]
While your kind has sheer fur, yours has become much more dangerous due to it's use.
Prerequisites: Frenzied Inumimi, 5 HD
Benefit: Your natural armour bonus increases by two and you may add half your level to the burst check granted by your sundering fur racial ability.

Slicing Quills [Racial]
Your quills have grown sharper and stronger.
Prerequisites: Quilled Inumimi, 3 HD
Benefit: You gain a spike slash melee natural weapon that deals 1d6 slashing damage.

GloatingSwine
2018-04-15, 03:10 PM
There are considerably more than ears on him....

VictoriousLoL
2018-04-15, 06:21 PM
I like the different subraces, very extensive.

Aniikinis
2018-04-15, 08:39 PM
There are considerably more than ears on him....

True, but they're more a counterpart to my nekomimi race and it's subraces. That and I didn't really feel like the title of inugami suited them.


I like the different subraces, very extensive.

Danke, I was working off of some basic canids from dnd and then branched off into mythology.

Some of them probably need LA and others don't but I was too tired to deal with that after writing them out. I'll handle the LA when I get back from work in the morning.