A dangerous and prideful kind, seemingly the fierce matrimony of a soldier's heraldry come to life. These gryphonic people are known for their durability and sheer lack of understanding of fear.
Physical Description: A race of bipedal humanoids, they bear leonine and avian features, giving them striking comparison to gryphons. Eagle eyed, they have flat, partially humanoid, partially leonine faces with some minor plumage near their sharpened, elvish ears, and sharp fangs that replace their molars, with humanoid teeth between their canines. Their nose is visually similar to a lion's, flattened to not go to far from their humanoid visage. Their hair and fur often mats up and is commonly warmer colors, such as brown, blonde, tan, or red. Their back is covered mostly in organized plumage, with large tufts of feathers that hint at dergerians previously having wings, their plumage is often a mix of their fur's warm colors, but it is also possible for such plumage to be grey, black, or orange. Lower, they possess feet that show traits of flat and digitigrade feet akin to a humans but bearing leonine claws and hide. This fur reaches up to their waist and connects to their back's plumage, and gives way to their skin that is primarily only on their palms, front torso, and face where their facial fuzz is very thin. Their skin can come in common tones such as humans would have, but also can come in sheen onyx for those of particular blood. Where their fur and plumage meet at the waist, they possess two leonine tails, long enough to reach the ground, some of these tails show an odd mutation, where the tufts at the end are of two different fur colours. The arms and hands of a dergerian bear leonine fur and claws, while still having a humanoid shape, allowing them flexibility despite their clawed hands. The fur reaches up to their shoulders but often begins to wane here to give way to their thickened skin. For dergerians where this their fur remains determined to not give space, it often reaches their neck, where other fur and plumage subtly blend into an odd type of thin mane, more akin to a cloth neck for those not paying attention.
Adulthood |
Intuitive |
Self-Taught |
Trained |
20 years |
+1d4 years
(21 – 24 years) |
+1d6 years
(21 – 26 years) |
+2d6 years
(22 – 32 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. 1 in. |
+2d12 in.
(5 ft. 3 in. – 7 ft. 1 in.) |
120 lbs. |
+(2d12×7 lbs.)
(134 – 288 lbs.) |
Female |
4 ft. 9 in. |
+2d12 in.
(4 ft. 11 in. – 6 ft. 9 in.) |
100 lbs. |
+(2d12x7 lbs.)
(114 – 268 lbs.) |
Society: Dergerian society is mostly influenced, and nigh groomed and controlled by the dergerian kingdom's council. One focused on pride, warfare, and knighthood, the strongest bloodlines of the dergerians write word as law, the leaders of these bloodlines gaining the title of Dominus and decide the way many dergerian commoners live their life in dergeria, having a spreading influence to dergerians who live elsewhere in the world. The legends of mighty lionknights and winged arbitrators put many dergerian children into a quiet, pleased sleep throughout the world. Within the nepotism of the dergerian noble bloodlines, petty squabbles and dangerous plans to further strengthen their homelands would disgust any commoner, and more-so the pact. Experiments such as warbeasts or primal exemplars spit in the face of the chivalry that dergeria stands for, and powerful magical inventions, mechanisms, and war-wagons obsolete many of their knights. While the domina would seek to usurp power from their equals, all such plots can only ever be allowed by the word of the greatest law in dergeria, the lord dominus.
Relations: While dergerians have some assurance of their shared capabilities and weaknesses, other races lack the instinctual comradery dergerians possess with each other during a war fury. This has lead to a constant distance between them and other races, even once they had entered the final brigandine pact as latecomers. Their ability to have driven back the forces of evil from their lands alone during the dark wars due to their war fury's innate counter to the supernatural fear caused by the monsters led them to have a kinship with other races with particular tribulations from those times, such as the shockborne or dwarves. However, their repressed primal nature causes common friction between them and races such as elves who see them as a hindrance, or worse, expendable.
Alignment and Religion: Dergerian religion is a mix of older traditions and conglomerate worship, as members of the brigandine pact they acknowledge conglomerate authority and its pantheon, however this is muddled by their longstanding traditions they had formed before entering the pact, such as gladiatorial memorials and communal offerings of living lifestock. Dergerians commonly have preference for gods of community, beasts, warfare, and protection. Despite their primal powers, their preferences for tradition and knighthood lead them to have no particular bias in alignment, and can be of any alignment.
Adventurers: Dergerians are quick to make friends with those they have fought alongside, and quick to make life long enemies against those who fight against them, so it is not uncommon for some dergerians to seek an adventurous life with others, they innate sturdiness making them incredibly capable frontlines such as barbarians or fighters. However their war fury weakness often can build distrust or hesitation to be alongside them on the battlefield.
Standard Racial Traits
- Ability Score Racial Traits: Dergerians are sturdy, long lasting, and possess a large ego and sense of self, however they lack what many would consider normal viewpoints and a healthy dosage of personal fears. They gain +2 Constitution, +2 Charisma, -4 Wisdom.
- Type: Dergerians are monstrous humanoids with the dergerian subtype.
- Size: Dergerians are Medium creatures and thus have no bonuses or penalties due to their size.
- Base Speed: Dergerians have a base speed of 30 feet.
- Languages: Dergerians begin play speaking Common and Dergerian. Dergerians with high Intelligence scores can chose from the following: Draconic, Elven, Giant, Gnoll, Goblin, Orc, Undercommon. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
- Battlefield Tactician: Dergerians treat their Intelligence score as 2 points higher for the purpose of qualifying for combat feats.
- Gyphon Durability: Dergerians receive endurance as a bonus feat at level 1.
Defense Racial Traits
- Fearless: Dergerians are immune to fear effects.
- Thick Hide, Tough Feathers: Dergerians have durable leonine hide and eagle feathers on parts of their body, granting them a +1 natural armor bonus.
Offense Racial Traits
- Natural Attacks: Dergerians gain two claw attacks as natural attacks that deal 1d4 points of damage.
Weakness Racial Traits
- War Fury: Dergerians interact incorrectly with magical fears due to their fearlessness, whenever they would be a target for a fear effect, dergerians must roll a will save (DC equal to 10 + the dergerian's charisma modifier + half the dergerian's total character level.) If they fail this saving throw, enter a battle fury where they attack friend and foe a like for 1d4 minutes. During this effect, the dergerian gains a +4 morale bonus to their strength and dexterity, and must randomly roll a die equal to the amount of creatures within 30-ft. to determine who to attack. Dergerians naturally avoid other dergerians that are under the effect of war fury while under the effect of war fury. This does not activate when their fear immunity is bypassed.