Beastkin (3.5e Race)
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Has to animal forms the main form with is the first form from birth in this form they can talk to people and stay in this for longer than all the other forms and the other forms witch are small animals is any small animal and third level gain med animal and fith level gain large and med at 10 th gain large animal
Somewhat reserved, the Beastkin come from a pack mentality. Although Loners exist and they are more open to others and willing to speak more freely. They fight with a ferocity and tenacity similar to the animals they emulate. their freedom and self worth are most important to them, and will fiercely guard it.
In their humanoid form, they are anywhere from 5'3" to 6'3". their animal form will determine their build and musculature. I.E. A falcon will be slender and light as a bear would be large and muscular. The color of their fur or feathers will also determine skin tone and hair color. Their eyes will start as blue when born but may change to purple, green, or yellow. They remain the same in both animal form and humanoid form. Lifespan is around 200 years and reach adult hood at age 35. With only one or two children born every 10 years or so, children are the focal point for each tribe.
Beastkin get on well with elves and fey, often sharing a like appearance. Dwarves sometimes have good relations with the few packs that live in the mountains, but Beastkin still tend to avoid outsiders if possible. Halflings, Gnomes, and Humans are races that are very rarely encountered. here is not animosity, but no kinship either.
The Beastkin follow their laws, but highly value their freedom and lean toward Chaotic. Neutral is also the general choice because no other can sway their belief in right or wrong.
Most Beastkin stick to the woods where there animal form is plentiful but some do choose the mountains or plains as their home. Also where they live will determine the animal forms available. They guard their territory fiercely and don't take kindly to strangers. Loners tend to roam where they will from a sense of wanderlust, not really caring where they are going so long as they are moving.
Most are worshipers of Obad-Hai. It is in their history and myth that he wanted a race to lie with nature and not harm it the way the animals do. So he created them and let them into the world to be one with nature in all its glory and peril.
Traditionally they speak elven and can understand and communicate with any animal. The packs of the mountains speak dwarven instead but few know common due to the lack of interaction.
After a Beastkin child takes their form for the first time, they take a name of the their choosing. Since every child has a different animal form and personality the names vary and are never the same.
Loners are most apt to leave the pack and often it is for a longing to move from place to place. Of the few who leave, even fewer return, and they are not always welcome. Depending on the circumstances of their exit from the pack, the penalty for return could be death.
- +2 Dexterity & -2 Charisma for all but bears, bears get +2 Strength & -2 Charisma: their animal reflexes and strength aid them while their natures make them less agreeable.
- Humanoid/ Animal
- Medium- gain no bonus
- Beastkin base land speed is 40 feet:
- Low-light Vision in both forms.
- Weapon Proficiency- May not use metal weapons, on weapons that can be crafted from natural materials. Clubs, Staffs, Slings, and rarely bows. Bone Daggers and Long Knives are also used. They are magically enchanted so they are as strong as steel and will not break.
- +2 racial bonus to Listen, Spot, Survival, and Knowledge of Nature.
- Bears get a +2 on climb and balance, while all others get +2 Hide and move silently.
- +2 naturally Armor Bonus, They live in nature and have tougher skin because of it.
- Spell-Like Ability: 3/day Know Direction, 2/day goodberry and charm animal, 1/day bind wounds (heals 1d10+1/lvl using natural materials)
- Automatic Languages: Elven/Dwarven and Animal. Bonus Languages: Sylvan, Draconic, and Rarely Common.
- Favored Class: Ranger, Drifter, or Druid. They don't gain the animal companion of any class and may not cast arcane magic.
- Level Adjustment: +0