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Tribes of nomadic humanoids that raise herds of horses on the southern plains, the Horse-Men are known as the breeders of the best horses in Crescent. They are fierce warriors with a highly developed sense of honor.
Tribes of nomadic humanoids that revere totem animals, the Beast-Men roam the southern plains of Crescent freely. They are fierce warriors with a highly developed sense of honor.


; Appearance: Horse-men closely resemble humans, which leads some sages to believe that they share a common ancestor. Their features are a little more rugged, their movements more animalistic, their minds more cunning.
Each tribe of Beast-men is connected closely to a specific totem animal, and can take on many of the traits of their patron.
:Horse-men also have a limited shapeshifting ability, which allows them to enhance their physical attributes for a limited time.
 
; Alignment: Closely aligned with the natural world, horse-men are typically neutral leaning towards good. They have a strong sense of personal honor.
; Appearance: Beast-men closely resemble humans, which leads some sages to believe that they share a common ancestor. Their features are a little more rugged, their movements more animalistic, their minds more cunning.
; Religion: Originally a shamanistic, [[druid|druidic]] culture, they have transitioned to following [[Crustan]] with little fanfare.  
: Beast-men also have a limited shapeshifting ability, which allows them to enhance their physical attributes for a limited time.
; Location: Horse-men are native to the plains of the southlands, roaming in tribal organizations with their herds.
; Alignment: Closely aligned with the natural world, Beast-men are typically neutral leaning towards good. They have a strong sense of personal honor.
; Religion: Originally a shamanistic, [[druid|druidic]] culture, they have transitioned to following [[Crustan]] with little fanfare. Though the tribes are a strict patriarchy, their religion is led by women, in the form of the Dreamshifters (see below).
; Location: Beast-men are native to the plains of the southlands, roaming their tribal lands with herds of beasts.
   
   
==Horse-men Racial Traits==
==Beast-men Racial Traits==
; Shapeshifter Subtype (Ex): Horse-men are humanoids with the shapeshifter subtype.
; Shapeshifter Subtype (Ex): Beast-men are humanoids with the shapeshifter subtype.
; Attributes:+2 Dexterity, -2 Intelligence - Horse-men are fast and agile, but somewhat less worldly than their human cousins.
; Attributes:+2 Dexterity, -2 Intelligence - Beast-men are fast and agile, but somewhat less worldly than their human cousins.
; Size - Medium: As medium humanoids, horse-men have no special bonus or penalties
; Size - Medium: As medium humanoids, Beast-men have no special bonus or penalties
; Speed: Horse-men base land speed is 30 feet.
; Speed: Beast-men base land speed is 30 feet.
; Shifting (Su): Horse-men can tap into their connection to the natural world to gain short bursts of physical power. Once per day, a horse-man can enter a state that is superficially like a barbarian's rage, gaining a bonus to one of their physical attributes and additional advantages.
; Shifting (Su): Beast-men can tap into their connection to the natural world to gain short bursts of physical power. Once per day, a Beast-man can enter a state that is superficially like a barbarian's rage, gaining a bonus to one of their physical attributes and additional advantages.
: Shifting is a free action and lasts for a number of rounds equal to 3 + the Horse-man's Con modifier. Each shifter feat taken extends this by one round; every two shifter feats taken grants an additional use per day of this ability.
: Shifting is a free action and lasts for a number of rounds equal to 3 + the Beast-man's Con modifier. Each shifter feat taken extends this by one round; every two shifter feats taken grants an additional use per day of this ability.
; Automatic languages: Horse-men speak Common. Orc and Sylvan are bonus languages.
; Automatic languages: Beast-men speak Common. Halfling, Orc and Sylvan are bonus languages.
; Low-light vision: Horse-men can see twice as far as humans in conditions of low light.
; Low-light vision: Beast-men can see twice as far as humans in conditions of low light.
; Skill bonuses: +2 racial bonus on Handle Animal and Ride checks.
; Skill bonuses: A Beast-man's bond with their totem animal enhances many of their skills. Skill bonuses are based on tribe affiliation, and apply whether shifted or not.
; Favored Class: [[Barbarian]]
; Favored Class: [[Barbarian]]


==Horse-men Tribes==
==Beast-men Tribes==
Each tribe of Horse-men differs in subtle ways, and specializes in different types of horses and ponies.
Some legends speak of their totem animals as ancestors, other legends as spirit guides. Either way, each tribe of Beast-men differs in subtle ways, based on their connection the the animus. Interestingly, [[Crustan]] has claimed these spirits as his own; they are the equivalent of the Arcangels of [[ORB]].
; Weathered Stone tribe : When shifted, a member of the Heavy Hide tribe gains a +2 bonus to Constitution and a +2 natural armor bonus.
 
; Cliffwalker tribe : The disciples of [[Grandfather Beard]], the Cliffwalker tribe enjoys the dexterity of the mountain goat.
: Cliffwalkers receive a +2 racial bonus on Balance, Climb, and Jump checks. 
: While shifting, a member of this tribe gains a +2 bonus to Dexterity and a climb speed of 20 feet.
 
; Dreamshifters : Not a tribe, but a trait common to all tribes, Dreamshifters are always females, and form the spiritual core of the tribes. The daughters of [[Varsa]], the Mother Bear, they are almost always called to be shamans, or clerics of [[Crustan]]; in fact the Beast-men use the word "Dreamshifter" and "Shaman" interchangeably.
: Dreamshifters receive +2 to Handle Animals (and can use the skill untrained), Knowledge: Nature, and Heal, and +2 to wild empathy checks.
: When shifting, they receive a +2 bonus to Wisdom, and can communicate with animals as if under the effects of a ''speak with animals'' spell.
 
; Grayfur tribe : Pack members of [[Graytail]], the father of the wolfs, Grayfur tribe members are fiercely territorial and savagely defend their children.
: They gain a +2 bonus to Listen and Spot checks.
: While shifting, a Grayfur shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon.  
 
; Longstride tribe : Sons of [[Wind Drinker]], the Ghost Stallion, the Longstride tribe benefits from the speed of a quarter horse.
: Longstriders receive a +2 racial bonus on Handle Animal and Ride checks.
: When shifted, a member of this tribe gains a +2 bonus to Dexterity and a bonus of +10 feet to their base speed.


; Cliffwalker tribe : While shifting, a member of the Cliffwalker tribe gains a +2 bonus to Dexterity and a climb speed of 20 feet.
; Razorclaw tribe : The children of [[Orsalan]], the great lion, the Razorclaw tribe inherited his deadly sharp claws and noble temperament.
: Members of this tribe gain a +2 bonus to Climb, Jump, and Tumble checks.
: While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a –2 penalty.  


; Longstride tribe : When shifted, a member of the Longstride tribe gains a +2 bonus to Dexterity and a bonus of +10 feet to their base speed.
; Weathered Stone tribe : Followers of [[Papa Oliphant]], the Weathered Stone tribe takes on the durability and robustness of their patron, father of the elephants. 
: They receive a +2 bonus to Concentration, and to the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
: When shifted, a member of the this tribe gains a +2 bonus to Constitution and a +2 natural armor bonus.


; Wildhunt tribe: While shifting, a Wildhunt tribe member gains a +2 bonus to Constitution and the ''scent'' ability. When not shifting, a wildhunt tribe member gains a +2 bonus to Survival checks due to the lingering effects of the scent ability.
; Wildhunt tribe : Scions of [[Black Shuck]], the alpha dog of the Hounds of [[Crustan]], members of this tribe are amazing trackers.
: Members of this tribe gain a +2 bonus to Knowledge: Nature and Survival checks.
: While shifting, a Wildhunt tribe member gains a +2 bonus to Constitution and the ''scent'' ability. The ''scent'' ability lingers for 1d6+1 hours after shifting ends.




==Special Feats and Items==
==Special Feats and Items==
See [[Shifter Feats]] for more information on enhancing your Horse-man character.
See [[Shifter Feats]] for more information on enhancing your Beast-man character.


==Notable Horse-Men==
==Notable Beast-Men==
* [[Steppin' Razor]]
* [[Steppin' Razor]]


[[Category: Races]]
[[Category: Races]]
[[Category: Work in Progress]]
[[Category: Work in Progress]]

Revision as of 08:42, 12 November 2009

Tribes of nomadic humanoids that revere totem animals, the Beast-Men roam the southern plains of Crescent freely. They are fierce warriors with a highly developed sense of honor.

Each tribe of Beast-men is connected closely to a specific totem animal, and can take on many of the traits of their patron.

Appearance
Beast-men closely resemble humans, which leads some sages to believe that they share a common ancestor. Their features are a little more rugged, their movements more animalistic, their minds more cunning.
Beast-men also have a limited shapeshifting ability, which allows them to enhance their physical attributes for a limited time.
Alignment
Closely aligned with the natural world, Beast-men are typically neutral leaning towards good. They have a strong sense of personal honor.
Religion
Originally a shamanistic, druidic culture, they have transitioned to following Crustan with little fanfare. Though the tribes are a strict patriarchy, their religion is led by women, in the form of the Dreamshifters (see below).
Location
Beast-men are native to the plains of the southlands, roaming their tribal lands with herds of beasts.

Beast-men Racial Traits

Shapeshifter Subtype (Ex)
Beast-men are humanoids with the shapeshifter subtype.
Attributes
+2 Dexterity, -2 Intelligence - Beast-men are fast and agile, but somewhat less worldly than their human cousins.
Size - Medium
As medium humanoids, Beast-men have no special bonus or penalties
Speed
Beast-men base land speed is 30 feet.
Shifting (Su)
Beast-men can tap into their connection to the natural world to gain short bursts of physical power. Once per day, a Beast-man can enter a state that is superficially like a barbarian's rage, gaining a bonus to one of their physical attributes and additional advantages.
Shifting is a free action and lasts for a number of rounds equal to 3 + the Beast-man's Con modifier. Each shifter feat taken extends this by one round; every two shifter feats taken grants an additional use per day of this ability.
Automatic languages
Beast-men speak Common. Halfling, Orc and Sylvan are bonus languages.
Low-light vision
Beast-men can see twice as far as humans in conditions of low light.
Skill bonuses
A Beast-man's bond with their totem animal enhances many of their skills. Skill bonuses are based on tribe affiliation, and apply whether shifted or not.
Favored Class
Barbarian

Beast-men Tribes

Some legends speak of their totem animals as ancestors, other legends as spirit guides. Either way, each tribe of Beast-men differs in subtle ways, based on their connection the the animus. Interestingly, Crustan has claimed these spirits as his own; they are the equivalent of the Arcangels of ORB.

Cliffwalker tribe
The disciples of Grandfather Beard, the Cliffwalker tribe enjoys the dexterity of the mountain goat.
Cliffwalkers receive a +2 racial bonus on Balance, Climb, and Jump checks.
While shifting, a member of this tribe gains a +2 bonus to Dexterity and a climb speed of 20 feet.
Dreamshifters
Not a tribe, but a trait common to all tribes, Dreamshifters are always females, and form the spiritual core of the tribes. The daughters of Varsa, the Mother Bear, they are almost always called to be shamans, or clerics of Crustan; in fact the Beast-men use the word "Dreamshifter" and "Shaman" interchangeably.
Dreamshifters receive +2 to Handle Animals (and can use the skill untrained), Knowledge: Nature, and Heal, and +2 to wild empathy checks.
When shifting, they receive a +2 bonus to Wisdom, and can communicate with animals as if under the effects of a speak with animals spell.
Grayfur tribe
Pack members of Graytail, the father of the wolfs, Grayfur tribe members are fiercely territorial and savagely defend their children.
They gain a +2 bonus to Listen and Spot checks.
While shifting, a Grayfur shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon.
Longstride tribe
Sons of Wind Drinker, the Ghost Stallion, the Longstride tribe benefits from the speed of a quarter horse.
Longstriders receive a +2 racial bonus on Handle Animal and Ride checks.
When shifted, a member of this tribe gains a +2 bonus to Dexterity and a bonus of +10 feet to their base speed.
Razorclaw tribe
The children of Orsalan, the great lion, the Razorclaw tribe inherited his deadly sharp claws and noble temperament.
Members of this tribe gain a +2 bonus to Climb, Jump, and Tumble checks.
While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a –2 penalty.
Weathered Stone tribe
Followers of Papa Oliphant, the Weathered Stone tribe takes on the durability and robustness of their patron, father of the elephants.
They receive a +2 bonus to Concentration, and to the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
When shifted, a member of the this tribe gains a +2 bonus to Constitution and a +2 natural armor bonus.
Wildhunt tribe
Scions of Black Shuck, the alpha dog of the Hounds of Crustan, members of this tribe are amazing trackers.
Members of this tribe gain a +2 bonus to Knowledge: Nature and Survival checks.
While shifting, a Wildhunt tribe member gains a +2 bonus to Constitution and the scent ability. The scent ability lingers for 1d6+1 hours after shifting ends.


Special Feats and Items

See Shifter Feats for more information on enhancing your Beast-man character.

Notable Beast-Men