Here are the next three beastfolk races I’m featuring. Some of these were late drafts but never finally polished and put together, but I think there is more than enough here to be helpful in your game:
Not every attempt at creating beastfolk went as planned – not by a long shot. In most cases, the experiments were altered or aborted entirely. Lost resources were simply chalked up to the cost of creating new and exciting slaves for the pits or for other kinds of service. The Pantheria are an example of how things can go terribly wrong indeed.
Pantheria are either lone hunters or form into small familial prides. They retain enough intelligence and human nature, however, to band together when faced with an outside threat, and some Pantheria build homes and use simple tools. Others are more lost to their animal natures and stalk their island as highly intelligent apex predators.
Pantheria are long-boned and lithe and have the relaxed musculature of the great cats, capable of bursts of tremendous speed and strength when needed. In coloration, they take after one of the families of great cats – lions, tigers, leopards and jaguars.
The Pantheria sometimes tolerate trade with other beastfolk, as long as they do not appear to be easy prey, in which case they are eaten. Pantheria consider Humans to be relatively unappetizing, but would rather devour them than speak with them. One of the few tenets of their society that they maintain is their white-hot hatred of Human magic and Humans in general.
Alignment and Religion
Pantheria follow their own animistic religion of the hunt and of the renewal of nature. They believe that by devouring an opponent or rival’s heart and other key organs, they gain his or her power for themselves. From a Human point of view, they tend toward Evil, though of course the Pantheria do not see it that way.
Pantheria who have PC classes obviously tend toward Barbarians and Rangers. Religious leaders of the Pantheria are almost exclusively female, and they are often Druids or Witches. Few Pantheria if any leave their island home to adventure, though it is not unheard-of for young males seeking status as manhunters will cross to the mainland and make raids on outlying villages, carrying back treasures and trophies alike.
+2 Dexterity, -2 Intelligence, +2 Wisdom. Pantheria are nimble and athletic, and are more bestial than other beastfolk.
Bestial Nature: Pantheria can communicate with any great cats at will because of their bestial background. Domestic cats are naturally terrified of them, but they can communicate as well.
Failed Experiment: Pantheria, rather than being susceptible to mind-controlling magic, turned out to be resistant to it, and because of this were able to gather their strength and win their freedom in a bloody rebellion. Pantheria have a +2 save bonus to all [Mind-affecting] spells.
Vengeance: Pantheria gain a +1 attack bonus against all Human arcane spellcasters
Night-Eyed: Pantheria have low-light vision
Primitive: Pantheria do not trust things they associate with Humans, including some simple technologies. Pantheria cannot use Crossbows and do not wear metal armor, though they do make use of metal weapons. Pantheria also begin play illiterate – in order to become literate, a Pantheria must spend a skill rank.
Red in Tooth and Claw: Pantheria have two claw attacks and a bit attack which can be used as part of a full attack. Each claw deals 1d4 damage, as does their bite attack, and all are made at a -5 to their base attack bonus. Pantheria claws give them a +2 bonus to Climb checks.
Testudo are humanoid tortoises created by School of Metamorphosis Wizards before the Collapse to be effective wartime workers during a time when raw materials for armor were becoming scarce. It was decided that, given the relative ease of magical manipulation and availability of slaves, it might be beneficial to grow armored workers rather than pay to equip them. After the war was over, they Testudo were left to their own devices. Though they are heavyset and have the carapace and plastron of their tortoise ancestors, the Testudo tend to be bookish and quite conservative, and most of them eschew adventure. They are long-lived – no Testudo has yet died of old age, and they were created over 200 years ago. Testudo are universally vegetarian, and aggression does not come naturally to them. The reproduce by laying and fertilizing one large egg at a time – as long as the egg’s internal temperature is maintained, it does not have to be actively cared for. Hatchlings that result, however, are cared for assiduously. Testudo are not entirely reptilian.
Tesdudo tend to be bookish and conservative, concerned with lore, organization, and in things remaining much as they are. Testudo are not wont to challenge authority, nor are they prone to be innovators. They are conservators, and often feel that much of what Humans forget is in fact precious. Testudo carefully consider their options before choosing.
Though they are not true reptiles, Testudo retain the plastron and carapace of their tortoise ancestors. This means that they are wider and bulkier than other races, though not significantly heavier on average. Unlike tortoises, Testudo cannot pull their limbs inside their shell – it is a good bit of protection nonetheless. Testudo have short, thick fingers and toes and broad hands and feet. Their arms and legs tend to be short, and they never grow hair.
Testudo potentially get along with everyone, as long as you are not too loud and don’t make a lot of sudden moves. Galidines can make Testudo nervous, but they are useful for running and fetching things when the Testudo can’t be bothered.
Alignment and Religion
Testudo are quite Lawful, and do not tend toward great altruism nor are they particularly malevolent. If virtue is the balance between extremes, then Testudo are the picture of virtue.
Testudo are superb Alchemists when they try their hand at the art, and some even become Bards since they enjoy both gathering lore and knowing a little bit about everything. There is a school of Testudo Monks who practice a hard-hitting, methodical form of martial arts, drawing upon the strengths of their odd physiology. Testudo who have an interest in religious lore sometimes become Paladins, devoting themselves not only to a particular religious path, but also to the preservation of traditional values in general.
Testudo might be encountered in any urban area, and simply choose appropriate names from the local culture.
Testudo Racial Traits
-2 Dexterity, +2 Constitution, +2 Intelligence. Testudo are large, strong and resilient, but lack agility and can be slow to act.
Bestial Nature: Testudo are able to communicate with turtles and tortoises at will.
Bookish: Testudo receive one free Knowledge as a class skill at character creation, regardless of class. If all Knowledges are already class skills, then the Testudo receives a +2 to a Knowledge of her choice.
Carapace and Plastron: +1 Natural Armor. Testudo can wear armor, but it has to be custom-made and is bulkier than normal armor, and their nonmagical armor costs 150% of normal and weighs 150% of normal. When a Testudo is attacked by an opponent who is flanking her, her carapace grants DR 2/- against the attack. At the DM’s discretion, this DR can be applied to area attacks which hit the Testudo when she has fallen prone, hiding under her carapace (a move action to duck-and-cover before the attack goes off)
Resistant to Change: Testudo receive a +2 to all Will saves. They are very hard to convince or sway by any means.
Slow Breath: Testudo receive a +2 racial bonus to Concentration, and they can hold their breath 5 times longer than a human with the same Constitution score.
Sluggish: A Testudo’s base movement speed is 20. Testudo in heavy armor just don’t get around.
Testudo speak Common as well as the Sylvan language that is common to Beastfolk of all kinds.
Hawks, Eagles and Falcons
+2 Dexterity, +2 Charisma, -2 Intelligence
+2 Wisdom, +2 Intelligence, -2 Charisma
Medium – While slightly taller and slimmer than average humans, they are still of medium size.
Low-Light Vision – All egalit have can see twice as far as humans in dim light.
Keen Senses – Egalit receive a +2 racial bonus on all Perception skill checks.
Shinies – Due to their attraction to shiny objects, egalit receive a +2 racial bonus on Appraise skill checks for any object with metal or gems.
Bestial Nature – Due to their animalistic connections to their past, Egalit can speak with natural birds of prey at will as a supernatural ability.
Talons – While egalit have human-like hands, their fingers end in powerful talons that are useful for grasping and holding opponents. They receive a +2 racial bonus to CMB and CMD for grapples. They also receive a +2 racial bonus to Climb checks.
Sharp Eyes – All Egalit share incredible long-distance eyesight. On a clear day, an Egalit can see detail over a mile away. This does not mean that Egalit are better at sensing ambushes nearby; it only means that when an Egalit focuses on a distant object, she can see detail long before a Human could even see the object.