Lynxenthrope (3.5e Race)

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FlashGuard tiger man heavy armor big black glowing blue sword o 65dde9f6-bba0-4477-8eed-e68adc11b9f9.png
FlashGuard tiger man heavy armor big black glowing blue sword o 8e6e5a5e-2396-434e-ba4b-084ff630e146.png


Lynxenthropes[edit]

Personality[edit]

Lynxenthropes are more commonly known as Tigristhropes or weretigers for those able to shift. Derived from the synonym of Tiger "Lynx" and Thrope derived from the term therianthropic which means to change from human to animal. Most are Social and somewhat animalistic. Being closely related to tigers as we know them they are primarily solitary in nature. Only pairing into Family Units known as "Streaks" when raising young. This being the case they are primarily nomadic until they pair off to claim their own land. In rare cases, they continue to be nomadic if unable to acquire land. Such as the case with the player's race. As Younglings they can vary in the races and cities they venture. As well as exploring many environments. Near their teenage years, they are allowed to choose where to live. From there they join with others and attempt to secure land. Normally quite a large area that they become very protective of. So once they have become well-versed in language, etiquette, trade, and survival. Then they use those skills to fund their adult lives and land. Others that are unable or do not obtain land become traveling merchants. Normally they choose to do trade as well as offer other services that tailor to their stealth and strength. Because of these behaviors, many have come to know them as the best of allies or the worst of enemies. As they cover many areas and hold a firm grip on trade across the world it is best not to make them enemies.

Physical Description[edit]

Lynxenthropes vary in Height from 9 feet at the largest to 6 feet at the shortest. They can weigh anywhere between 500 lbs and 900 lbs. which makes them perfect Tanks. However, this also makes them medium to Large in Size Category. The fur varies between medium and short hair with a wide range of colors. Most are either silver, Tan, orange, black, or white with stripes. They have a stocky and sometimes sleek build.

Relations[edit]

Lynxenthropes are able to tolerate other races depending on their exposure to said race. Being very versatile and proper with most. However, lower-intelligence Lynxenthrops are cruder in expression and conversation. Being most comfortable around other Feline related races and creatures. Most tend to have thick disdain for humans if they have their own domain due to fierce conflict over land.

Alignment[edit]

Depending on being more nomadic or living in society Lynxenthropes are rarely lawful good or chaotic evil, but can be easily found anywhere else on the spectrum.

Lands[edit]

They can live in almost all climates due to their highly adaptive nature. Due to the ability to shed and grow more fur the Lynxenthrope can comfortably live in almost any environment.

Religion[edit]

Abbathor(NE) | Mask(NE) | Tiamat (LE) | Hoar (LE) | Null (LE) | Shaundakul (CN) | Shevarash (CN) | Uthgar (CN) | Waukeen (N) | Grumbar (N) | Hoar (LN) | Ptah (LN) | Lliira (CG) | Tymora (CG) |

The most common religions regard Nomads, Luck, and Wealth. Due to Lyxenthropes Becoming Merchants in society.

Language[edit]

read and write Common, Undercommon, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, and Orc. Also can speak and Understand Feline Creatures.

Names[edit]

Therial, Selemor, Most names have a heavy accent on the "Th" and "S" as well as rolling "R".

Racial Traits[edit]

  • Bite(Ex): You have a mouth full of sharp teeth which you can use to make unarmed

strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (see SRD:Natural Weapons)

  • Bleeding Strike(Ex): UNLOCKS AT LEVEL 10 with a Prerequisite of REND - In

addition to dealing with normal damage, you attempt to cut a gaping wound into your opponent. If your attack is successful, your target must make a Reflex save in order to remain unaffected. If the Reflex save fails, the target must then make a Fortitude save in order to prevent the bleeding. If both saves fail, the target starts bleeding for 2 points of damage each round at the beginning of their turn. Any magical healing received will remove this effect. This ability has no effect on creatures immune to critical hits. Note: This effect does not stack with itself, but it will stack with other sources of ongoing damage.

  • Claws(Ex): You have proficiency in unarmed strikes using your claws, which deal

1d4 slashing damage on a hit. You can use Dexterity instead of Strength for these attack and damage rolls. (see SRD:Natural Weapons)

  • SRD:Darkvision (Ex): You can see in dim light within 60 feet of you as if it were bright

light and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

  • Feline Leap(Sp):(1/day)At level 5 Lynxenthrope gains the agility and dexterity to leap along walls and

flat surfaces. Up to 20ft high and 20ft in any other direction. At level 10 this amount increases to 40ft.

  • Keen Hearing and Smell(Ex): You have the 3e SRD:Scent skill and receive a +5 advantage on Wisdom (Perception)

checks that rely on SRD:Listen Skill.

  • Low-Light Vision (Ex):

A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It only sees shades of grey and white under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.

  • Minor Heat Endurance(Ex): Receive a +2 bonus on Fortitude saves made to resist

the effects of hot weather or exposure. Lynxenthropes are naturally acclimated to a jungle climate, and they can tolerate heat and humidity very easily.

  • Natural Stealth(Ex): have a natural tendency to be stealthy and are natural rogues or

thieves. You gain proficiency in the SRD:Move Silently Skill and SRD:Hide Skill.

  • Primal Build (Ex:): Due to the sheer amount of muscle and size of a Lynxenthrope

They can use two-handed weapons as one-handed. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this stack with the effects of powers, abilities, and spells that change the subject’s size category.

  • Rend(Ex): Prerequisite: Power Attack, Snatch, Str 14+:- If you strike the same

opponent with two claw attacks, you automatically inflict additional damage equal to two claws plus 1.5 times your strength bonus. You cannot grab an opponent at the same time you rend them.

  • Soft Fall:(Ex) Due to their natural agility they can fall from great heights. This acts as the

SRD:Tumble Skill. With a +15 to DC rolls. (this does not apply past 200ft) When falling up to 200 feet you can make a DC 50 Tumble check if you succeed you take no damage. If you fail you take half non-lethal damage. Falling a height greater than 200ft will be lethal damage and calculated normally.

  • Taunting Roar(Sp):(2/day) You roar out, releasing your power and taunting your

opponents. Any enemy target within 30ft of you must succeed on a Will save or become fixated on you. (Will Save DC+CON+Initmidation/Diplomacy) Fixated creatures must attack you for the duration of the ability and cannot attack any other creature until the ability ends. lasts for 3 rounds. is considered a full action.

  • Terrain Movement(Ex):At Level 5 Lynxenthrope gains the ability to move effortlessly in all natural environments

that would normally half walking speed. Due to their time as young lings and teens. They have grown accustomed to many environments and natural blockades. At level 10 this ability affects non-natural environments and structures as well.

  • Thick Hide(Ex): If bludgeoning, piercing, or slashing damage from a nonmagical

weapon reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead and you take one level of exhaustion.

  • Vicious Clarity(Ex): At half health, Lynxenthropes enter a state of Rage-like Clarity.

This Trance is a Fight or flight response. Which Gives the Lynxenthrope +4 to hit and an extra 1d6 + your Strength modifier on damage rolls. However once in this trance, the Lynxenthrope will no longer be able to go into a defensive stance or block. This Ability Marks a single target at a time. You are also unable to change targets until the original mark is dead.



  • Large size:(if taller than 8ft) –1 penalty to Armor Class, –1 penalty on attack rolls,

–4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Also due to size when calculating Health you roll 1d higher for stat. (Example: 1d10 to 1d12) (Refer to SRD:Movement, Position, and Distance)

Vital Statistics[edit]

Table: Lynxenthrope Random Starting Ages
Adulthood Simple Moderate Complex
150 years +4d6 +6d6 +10d6
Table: Lynxenthrope Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Lynxenthrope Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6ft’ 72in” +2d20 500lbs lb. × (2d6) lb.
Female 5ft’ 60in” +2d20 350lbs lb. × (2d5) lb.

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