Beastman

Beastman Ability Score Range


AbilityMinimumMaximum
Strength618/50
Dexterity618
Constitution616
Intelligence318
Wisdom318
Charisma316

Ability Score Adjustments: The initial ability scores are modified by a +2 bonus to Dexterity, and a penalty of -2 to Charisma.

Hit Dice: Player character beastmen receive hit dice by class.

Alignment: Beastmen tend toward neutral (good) alignment. PC beastmen may be of any alignment.

Natural Armor Class: 8

Allowed Classes: Fighter, Ranger, Thief

Multiclass: Fighter/Thief

Height & Weight: Humanoid Average Height & Weight table

Age: Humanoid Age Table

Kit Summary: Humanoid Character Kit Summary

Thieving Skill: Humanoid Thieving Skill Racial Adjusment table


Background: Beastmen are short, slender humanoids with a fine layer of dark green or olive colored fur covering their bodies. An inner coat of coarse black fur lies beneath this, which gives them a natural camouflage ability. Beastmen can instinctively create patterns of stripes or spots across their bodies. The coloration helps them blend in with shadows of the forests from which they hail.

In their native forests, beastmen are dangerous hunters and adversaries. However, they seek to avoid combat and even contact with others unless they must defend themselves or their tribes. They are experts with spears, stone axes and knives, bolas, nets, and blowguns. Some beastmen know how to create a special poison for their blow gun darts. Those who fail a saving throw vs. poison at a +4 bonus die in 2d4 rounds. The toxin can only be prepared in the wild and with the proper ingredients.

Beastman culture is self-sustaining and it does not discriminate against either sex. The average beastman has no need or desire to trade or interact with other races. Of course, beastmen PCs are not of average stock. They possess a healthy curiosity to learn and see new things, though they still hold their own culture to be the superior one.

Languages: (non-native languages require a nonweapon proficiency slot be spent) Beastmen, common.

Role-Playing Suggestions: Beastmen seldom wear clothing or ornamentation as it interferes with their natural camouflage ability and with the use of their language.

As the beastman language involves spoken words, hand and body gestures, and even the shifting of fur patterns, all other languages they may learn are considered simplistic and primitive. This gives beastmen a natural feeling of superiority over other races.

In the wild, beastmen take on leadership roles depending upon the circumstances. The best qualified takes charge as needed. When working with non-beastmen, they try to con- tinue this honored tradition, usually to the cha- grin of their companions.

Special Advantages: Beastmen can make themselves undetected in forest settings, able to hide with 90% chance of success. Opponents who are not aware of the beastman's presence suffer a -6 penalty to their surprise rolls.

Beastmen do not believe in magic, ghosts, spirits, or the supernatural. Only those things which can be seen, touched, tasted, smelled and heard exist. Beastmen are not hindered by superstitions.

A beastman who is proficient in Herbalism can expend a proficiency slot to develop the ability to make beastman blowgun poison.

Special Disadvantages: By nature, beastmen are nonmagical. They have 80% magic resistance, even to beneficial effects. They cannot use magical items except for magical weapons, and cannot themselves initiate any special magical functions of such weapons.

Monstrous Traits: Appearance, tendency to roar when completing a hunt.

Superstitions: None.

Weapon Proficiencies: Bola, blowgun, hand axe, knife (stone or wooden weapons).

Suggested Nonweapon Proficiencies: Alertness, Animal Lore, Animal Noise, Cooking, Fire-Building, Fishing, Hiding, Hunting, Rope Use, Set Snares, Survival (forest), Tracking, Wild Fighting.

[Complete Book of Humanoids]

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