The Beastman
Properties
Attributes: Depending on bloodline
Favored Skills: Depends on the subrace
Size: Medium
Type: Monstrous Humanoid
Movement: medium 10.5m, small 7.5m
Features
Low Light Vision: The Beastman has Low Light Vision
Scent: All Beastmen gain Scent
Natural Instinct: All Beastman receive +2 on initiative and +1 on reflex saving throws.
Bestial Fortitude: All Beastman receive +1 on fortitude saving throws and 4 additional hitpoints.
Feats: Instinctive Proficiency, Iron Skin, Nocturnal Predator, Savagery, Thick-Skinned, Unnerving Presence
Subraces
Boggard (Toadster)
Attributes: +2 Dexterity, +2 Wisdom, -2 Constitution
Favored Skills: Acrobatics, Sleight of Hand
Amphibious: These creatures always have swim speeds and can move in water without making Athletics checks. An amphibios creature can breathe water. It can also breathe air. Amphibious creatures always treat Athletics as a class skill.
Sticky Fingers: The Boggard receives a +1 on DC of disarm, grab or trip combat maneuvers, they may use their wisdom modifier as dependent ability score for those combat maneuvers. Furthermore, they receive a +4 on saving throws against losing anything attached to them, such as disarming.
Articulate Tongue: The Boggard have a very articulate tongue and can use abilities, such as sleight of hand or touch attacks, at a 3m range. However, the tongue is not strong enough to make ordinary attacks.
Lesser Racial Power: Boggards do a jump check to jump instead of a 1.5m step. Jumping does provoke an attack of opportunity as normal for movement.
Moderate Racial Power: The Boggards skin secretes a highly poisonous substance. The Boggard can smear the poison on its own body as a standard action, affecting the each creature hitting it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour or when used on a weapon, after their first hit. The Boggard is immune to its own poison. Boggard Poison: Skin contact; effect 1d4 damage + half the Boggards wisdom modifier; Contact or injury 1d4 per level + the Boggards wisdom modifier. Non Boggards or creatures without poison use must succeed a wisdom based reflex saving throw every 10 minutes or trigger the poison themselves.
Greater Racial Power: The Boggard tongue becomes more flexible and has 6m range.
Feats: Sleep Venom
Cabrito (Goatman)
Attributes: +2 Strength, +2 Wisdom, -2 Charisma
Favored Skills: Survival, Athletics
Horns: You may perform bull rushs as if you possess the bull rush special quality weapon.
Lesser Racial Power: When attacking with two handed weapons or your gore one of your weapon damage dice increases by one up to d12.
Moderate Racial Power: Goatman have no penalty for difficult terrain and in difficult terrains he gains Improved Uncanny Dodge as a barbarian.
Greater Racial Power: Instead of the normal capstone class ability as a full-round action the Cabrito can move up to his speed. At any time during that movement, he may take a full-attack and provokes no AoOs during that movement. Attacks are made with maximum damage.
Feats: Head Over
Centaur (Horseman)
Attributes: +2 Constitution, +2 Wisdom , -2 Intelligence
Favored Skills: Endurance, Stealth
Tauric: The body is large, thus receive penalties and bonuses for a large size. But the upper torso is small, so you do not take penalty on attack rolls, additional reach or the ability to use larger weapons. The large body grants additional 4 bonus hitpoints.
Horse Legs: Centaurs have 15m movement speed.
Lesser Racial Power: The centaur take mounted combat feats as if he were mounted. However he makes athletics checks instead of ride checks.
Moderate Racial Power: Centaurs always receive another saving throw when some compulsion effect forces them against their will.
Greater Racial Power: Instead of the normal capstone class ability the centaur may choose to use Tranquility as a spell-like ability.
Feats: Dual Boot, Infernal Centaur
Dromite(Bugmen)
Attributes: +2 Constitution, -2 Wisdom, +2 Charisma.
Favored Skills: Perception, Knowledge(Psionics)
Chitin: A dromite's skin is hardened, almost like an exoskeleton, and grants 5 points of energy resistance to all energies. Furthermore, the energy resistance of dromites stacks with other forms of energy resistance.
Hive Mind: A dromite gains mindlink as a psi-like ability usable at will. Dromites are also susceptible to compulsion effects and take -2 on will saves versus such effects.
Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.
Lesser Racial Power: If the dromite has a class that grants power points, your power point reserve is increased by one point per level.
Moderate Racial Power: The mindlink power of the dromite also provides a +2 bonus to initiative.
Greater Racial Power: The exoskeleton improves and grants 5 more points of energy resistance.
Furbolg (Bearman)
Attributes: +2 Strength, -2 Dexterity, +2 Constitution
Favored Skills: Athletics, Intimidate
Bearman: Furbolg gain Stability as the dwarven race feature, and his unarmed strike receive the grab and trip special quality. Furthermore, his unarmed attacks deal +2 points of damage.
Climber: You possess climb speed. However, your bonus to climb is only +4.
Lesser Racial Power: Ursas do not receive arcane spell failure for wearing fur armors. And they may choose that their constitution modifier determines the number of bonus spells.
Moderate Racial Power: Furbolg gains 3 points of armor damage reduction.
Greater Racial Power: Instead of the normal capstone class ability the Furbolg can release a powerful shout as an immediate action, which grants 2 + half his level as bonus to weapon damage rolls to him and allies within 18m for 3 rounds.
Feats: None.
Ganesh (Elephantman)
Attributes: -2 Dexterity, +2 Constitution, +2 Strength or Wisdom
Favored Skills: Concentration, Insight
Tusks: You may perform bull rushs as if you possess the bull rush special quality weapon.
Elephantman: A Ganesh gains Stability as the dwarven race feature.
Lesser Racial Power: Elephants are stubborn and have a strong will and receive additional +2 on will saves against compulsory effects.
Moderate Racial Power: A Ganesh gains DR 1/-, which increases to 3/- if he does not wear any armor.
Greater Racial Power: Instead of the normal capstone class ability the Ganesh can release a powerful trumpeting as an immediate action which grants armor damage reduction equal to 4 + his level to all allies within 18m for 3 turns.
Feats: Perfect Memory, Precious Ivory
Gnoll (Hyenaman)
Attributes: +2 Strength, +2 Constitution, -2 Wisdom
Favored Skills: Intimidate, Bluff
Strong Stomach: A gnoll may eat anything
Lesser Racial Power: In addition when a Gnoll drinks a potion, he may decide to store it in his stomach. This means, that the potions effect is delayed, until the Gnoll releases it as an immediate action. A Gnoll may store only one potion at a time in this way.
Moderate Racial Power: A Gnoll doubles his threat range with spears and polearms against opponents, which are below 50% hitpoints.
Greater Racial Power: Instead of the normal capstone class ability the Gnoll may receive immediately a free retreat action and +4 on ac and saves for one turn. Gnolls do not provoke attacks of opportunity for movement for one turn.
Feats: Rude Songs, Ultimate Coward
Kahjit (Catfolk)
Attributes: +2 Dexterity, -2 Wisdom, +2 Charisma
Favored Skills: Stealth, Acrobatics
Cats Swiftness: The Kahjit are fast and have a 12m movement speed.
Cats Claws: The Kahjit receive the improved unarmed strike feat and she deals (1d6/ 18-20 x2/ slashing damage).
Lesser Racial Power: When an opponent succeeded a saving throw versus the catfolk the next saving throw increases its DC by 2 points versus that opponent.
Moderate Racial Power: Catfolks bonus to saving throws increases to +2 on reflex saving throws they receive evasion and treat falling damage as 3m lower. When she is falling prone she can spend a immediate action to stand up.
Greater Racial Power:
The Kahjit gains another use of their capstone ability:
Feats: Nimble Striker
Kobold
Attributes: -2 Strength, +2 Dexterity, +2 Constitution.
Favored Skills: Athletics, Craft(Trapmaking), Profession(Miner)
Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.
Reptilian: As reptilian you receive two points of natural armor class, Darkvision 18m and a +4 on swim checks.
Tail: You can use their tail to retrieve items, pick pockets, draw an weapon or activate easy to use alchemical, magical or other devices like buttons, drop smoke bombs or throw a pearl from a fireball necklace as a swift action. Throwing such weapons reduces the range to one half of their actual range and imposes a -4 penalty on the attack roll. This does not work for items that require class knowledge to be activated, such as, scrolls and wands, even when use magic device is used. You can use it to reload light, hand crossbows and slings. .
Lesser Racial Power: You receive 5 + your constitution modifier resistance versus one element of your choice.
Moderate Racial Power: Your levels count 2 higher for any kind of breath attack.
Greater Racial Power: Kobolds are merciless they receive a +2 on save DCs versus creatures that are bloodied, i.e., below 50% of their maximum hitpoints. Furthermore, they receive +2 precision damage on weapon damage rolls versus such creatures.
Feats: Merciless Precision
Lizardfolk
Attributes: +2 Strength, +2 Constitution, -2 Intelligence
Favored Skills: Athletics, Survival
Reptilian: As reptilian you receive two points of natural armor class, Darkvision 18m and a +4 on swim checks.
Strong Tail: Since they can rely on their tail, Lizardfolk gain Stability as the dwarven race feature and +4 on balance checks.
Gator Heritage: Lizardfolk perform a grab with their mouth dealing (1d8 + strength modifier) constrict damage when successfully grabbing.
Lesser Racial Power: Lizardfolk are trained in the use of poison and never risk poisoning themselves when applying it and can even augment their bite attack with it.
Moderate Racial Power: The lizardfolks skin is very sturdy. All natural armor class of the lizard folk reduces any kind of damage by its amount in addition to physical damage.
Greater Racial Power: When the lizardfolk performs solely one single melee attack or constrict during his turn this attack receives twice his constitution modifier as bonus damage.
Feats: None.
Minotaur (Bullmen)
Attributes: +2 Strength, +2 Constitution, -2 Intelligence
Favored Skills: Survival, Intimidate
Powerful Build: Your strength counts as 2 higher to calculate damage, bull rush push distance and lifting capacity, but not for anything else. Every three levels this increases by 1.
Horns: You may perform bull rushs as if you possess the bull rush special quality weapon.
Lesser Racial Power: Minotaurs receive a +8 bonus on saving throws and skill checks that are connected to labyrinths and finding the exit of a maze.
Moderate Racial Power: Minotaurs are never caught flat-footed.
Greater Racial Power: When charging you receive a +4 bonus to strength until the end of your turn.
Feats: Big Foot, Power House
Nezumi (Ratling)
Attributes: +2 Constitution, +2 Intelligence, -3 Charisma (this is no typo)
Favored Skills: Survival and one of their choice
Small: You are small and thus gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Furthermore, your HPR is reduced by one.
Basically a Rat: Nezumis bonus to saving throws increases to +2 on fortitude and reflex saving throws which furthermore improve to +4 versus poisons and diseases.
Lesser Racial Power: Nezumi gain ability drain and ability damage reduction equal to their constitution modifier, which does not work versus willingly self inflicted damage.
Moderate Racial Power: Nezumi are naturally sneaky and gain +2 on attack rolls and they add +2 to the DC of all abilities versus opponents which don't get their dexterity to AC. The bonus to DC do not stack with similar effects, but then instead give +2 caster or manifester level (without improving the dc) to powers with instantaneous duration which targets enemies.
Greater Racial Power: When using the capstone ability the nezumi receives an additional swift or move action.
Feats: None.
Pandare (Pandaman)
Attributes: -2 Dexterity, +2 Constitution, +2 Charisma or Wisdom
Favored Skills: Profession(Cook or Brewer), Knowledge(Dragons)
Pandaman: Pandaren gain Stability as the dwarven race feature.
Lesser Racial Power: Pandaren receive a +1 armor class and all saving throws.
Moderate Racial Power: If a pandare uses a potion all numeric effects are maximized.
Greater Racial Power: Instead of the normal capstone class ability the Pandare may add 1d8 to any d20 roll of his choice. Even if it is not his roll. This can be done immediately as a free action.
Feats: None.
Tengu (Birdfolk)
Attributes: +2 Dexterity, -2 Constitution, +2 Wisdom
Favored Skills: Perception, Fly
Birdfolk: A Tengu has wings and can use them as a raptoran of his level.
Lesser Racial Power: They cast spells with the air descriptor at a +2 caster level. When higher than your foe you receive +2 on attack and damage rolls.
Moderate Racial Power: The Tengu may now fly as a 5 hitdice raptoran.
Greater Racial Power: The Tengu may now fly as a 10 hitdice raptoran.
Feats: None.
Thri-Kreen
Attributes: +2 Dexterity, +2 Wisdom, -2 Charisma
Favored Skills: Acrobatics, Survival
Multiple Limbs: Thri-Kreen have one pair of arm that can be used normally and another pair of lesser arms. Lesser arms can be used to to retrieve items, pick pockets, draw an weapon or activate easy to use alchemical, magical or other devices like buttons, drop smoke bombs or throw a pearl from a fireball necklace as a swift action. Throwing such weapons reduces the range to one half of their actual range and imposes a -4 penalty on the attack roll. This does not work for items that require class knowledge to be activated, such as, scrolls and wands, even when use magic device is used. You can use it to reload light, hand crossbows and slings.
Chameleon Carapace: Thri-Kreen receive a +4 bonus to stealth checks in natural environment. Thri-Kreen lose armor proficiency. Their Chameleon Carapace provides an armor bonus depending on the proficiency you previously had, i.e., light 2, medium 4, heavy 6, can it can be enchanted.
Lesser Racial Power: Thri-Kreen jump a small distance instead of a 1.5m step, provoking attacks of opportunity. Thri-Kreen may take 10 on acrobatics checks.
Moderate Racial Power: The armor bonus of Chameleon Carapace provides energy resistance in addition to armor class.
Greater Racial Power: The Thri-Kreen may wield light weapons in their lesser hands. When they do not use their standard or full-round action to perform weapon attacks, they may attack as a swift action with a single or with both lesser arms if they have the ambidexterity feat. They may also perform attacks of opportunity with their lesser arms instead of their primary if they choose to.
Feats: None.
Troglodyte
Attributes: +4 Constitution, -2 Intelligence
Favored Skills: Stealth, Survival
Stench: When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. During combat all living creatures (except troglodytes) who come within 9m of a troglodyte must succeed on a constitution based Fortitude save or be sickened for one minute.
Reptilian: As reptilian you receive two points of natural armor class, Darkvision 18m and a +4 on swim checks.
Bad Eyes: Troglodytes cannot see very far and take -4 on perception checks and attack rolls beyond 9m.
Lesser Racial Power: When standing still a troglodyte can blend in with its surroundings like a chameleon and providing a +8 on stealth checks to hide.
Moderate Racial Power: Troglodytes receive a +2 bonus on fortitude saves and their natural armor class improves by 1 cause troglodytes are the toughest bastards out there.
Greater Racial Power: Troglodytes receive tremorsense 9m.
Feats: Disciplined
Vanara (Monkeyman)
Attributes: +2 Dexterity, +2 Wisdom, -2 Charisma
Favored Skills: Acrobatics, Stealth
Climber: You possess climb speed. However, your bonus to climb is only +4.
Tail: You can use their tail to retrieve items, pick pockets, draw an weapon or activate easy to use alchemical, magical or other devices like buttons, drop smoke bombs or throw a pearl from a fireball necklace as a swift action. Throwing such weapons reduces the range to one half of their actual range and imposes a -4 penalty on the attack roll. This does not work for items that require class knowledge to be activated, such as, scrolls and wands, even when use magic device is used. You can use it to reload light, hand crossbows and slings. .
Lesser Racial Power: Vanara do a jump check to jump instead of a 1.5m step. Jumping does provoke an attack of opportunity as normal for movement.
Moderate Racial Power: Monkeyman receives +4 on saving throws versus supernatural abilities, spells, powers, combat maneuvers or alike which hinder movement, such as slow or paralysis.
Finally they receive +2 on AC versus attacks of opportunity.
Greater Racial Power: The Varana gains another use of the capstone ability:
Self-Duplication: The Vanara splits into one clone per two levels of himself as a full-round action, while the vanara disappears. The clones act as the true vanara and being affected by the same buffs, starting with the same HP etc but only may make a move and an unmodified standard attack action (no spell/power/special ability, e.g., smite, ghoul touch, mage slayer strike, etc.). If any ability with charges is used successfully all clones lose that use (as true strike). At the start of the vanara he becomes one clone of his choice and all others disappear. If all clones were killed the vanara dies.
Wendigo (Stagman)
Attributes: +2 Strength, +2 Charisma, -2 Wisdom.
Favored Skills: Intimidate, Survival
Stagman: A wendigo heals faster than normal, his healing rate is per hour and not per day. He can also easily engraft humanoid body parts of other creatures if he lost those. This takes 1d6 days and does not imply any benefits or penalties.
Lesser Racial Power: A wendigo can eat corpses to heal. It takes one minute per HD of the creature and heals the wendigos constitution modifier times the targets HD.
Moderate Racial Power: When the wendigo receives a saving throw he may pay with his life to receive a bonus. The bonus is +4 and he loses a number of hit points equal to the DC of the saving throw.
Greater Racial Power: Instead of the normal capstone class ability the Wendigo can release a psychotic scream as a standard action. All enemies within 18m must succeed a charisma based will save or try to eat creatures within their sight. They prefer creatures of their own kind and dead creatures. If there is no good target they try to auto cannibalize. This is a magical compulsory effect which can be dispelled but is not subject to spell resistance. This effect holds 24h or until at least one creature has been eaten..
Feats: Leeching From The Living, Life Stealer
Wolfen (Wolfman)
Attributes: +2 Strength, +2 Dexterity, -2 Intelligence.
Favored Skills: Survival, Stealth
Wolfer: Wolfen gain 12m movement speed and can use scent to follow persons at full speed without penalty. In addition their unarmed attacks receive the trip special quality.
Lesser Racial Power: The Wolfen can select one opponent as his prey, he may not do this in combat. A wolfen gains all bonuses of favored enemy like a ranger of his level would give him versus his pray. Though, he does not qualify for any favored enemy feats. However a wolfman can only have one prey at a time, if he caught his prey he can let it loose. Once per week he may let is prey loose without getting it.
Moderate Racial Power: Wolfen gain the woodland stride ability.
Greater Racial Power: Instead of the normal capstone class ability the wolfen may choose a prey even in combat.
Feats: Huntmaster, Ultimate Prey