Beastkin Species in Eumaea | World Anvil

Beastkin

Beastkin are humanoids with animalistic traits, ranging from anthropomorphic animals to more human-like individuals with slight animalistic traits. Some say that beastkin came from hybrids of awakened animals and humans, and some say that they just appeared in nature on their own. Despite this, no one knows their true origin. While beastkin may display physical and personality traits of their animal species, they are otherwise completely humanoid. Some offshoots of beastkin are Kitsune, Catfolk, Ratfolk, Tengu, and Selachi. Beastkin are sometimes also known as Furries, Anthros, Gnolls, or Minkmen.

Standard Racial Traits

  Since beastkin is more of a racial template and not a specific race, each beastkin takes after a specific animal species, and this base species gives it specific traits, including size, ability score modifiers, senses traits, and additional traits. See table below. This table may not include a specific animal, in which case pick the most similar animal species or work with your GM to come up with one that fits.                                                                                                                      
Animal FamilyExample SpeciesAbility Score ModifiersNatural AttackSenses TraitsOther Traits
Amphibian Frog, Salamander +2 Dex, +2 Cha, -2 Str Bite - Hold Breath, Natural Singer, Natural Jumper, Natural Swimmer
Avian (Non-Corvid) Robin, Hawk, Owl +2 Dex, +2 Wis, -2 Con Bite or 2 Talons or 2 Wings Low-light Vision, Acute Vision Glide, Natural Singer
Avian (Corvid) Crow, Raven, Magpie See Tengu - - -
Bovine Cow, Goat, Sheep +2 Con, +2 Wis, -2 Int Gore or 2 Hooves - Charge Specialist, Pack Fighter
Canine Dog, Wolf, Coyote +2 Dex, +2 Cha, -2 Wis Bite Scent Natural Tracker, Pack Fighter
Cetacean Dolphin, Whale, Orca +2 Con, +2 Wis, -2 Str Bite Sonar, Acute Hearing Cold Resistance, Hold Breath, Natural Swimmer
Chiropter Bat +2 Dex, +2 Wis, -2 Str Bite or 2 Wings Low-light Vision, Darkvision, Sonar, Acute Hearing Glide, Small
Equine Horse, Deer, Antelope, Donkey, Zebra +2 Str, +2 Con, -2 Wis Bite or 2 Hooves - Natural Runner
Feline Cat, Tiger, Lion See Catfolk
Lagomorph Rabbit, Hare, Pika +2 Dex, +2 Cha, -2 Str Kick Scent, Acute Hearing Natural Runner, Small, Natural Jumper
Marsupial (Macropod) Kangaroo, Wallaby +2 Str, +2 Con, -2 Int Kick - Natural Jumper, Natural Runner, Pouch
Marsupial (Didelpha) Opossum +2 Dex, +2 Con, -2 Cha Bite - Natural Climber, Disease Resistance, Eat Anything, Musk, Pouch
Marsupial (Other) Koala, Wombat, Tasmanian Devil +2 Str, +2 Con, -2 Int Bite - Natural Climber, Oblivious, Pouch
Mustelid Skunk, Badger, Raccoon, Weasel, Otter +2 Dex, +2 Int, -2 Cha Bite or 2 Claws Low-light Vision, Scent Small; Musk (Skunk, Wolverine), Eat Anything (Raccoon), Natural Swimmer (Otter), Ferocity (Badger, Wolverine)
Pilosan Sloth, Anteater +2 Str, +2 Wis, -2 Cha 2 Claws Low-light Vision Oblivious, Natural Climber
Pinniped Seal, Sea Lion +2 Con, +2 Wis, -2 Int Gore Scent Cold Resistance, Hold Breath
Porcine Pig, Boar +2 Str, +2 Con, -2 Wis Gore - Ferocity, Eat Anything
Primate Monkey, Ape, Lemur +2 Dex, +2 Int, -2 Wis - - Tool Affinity, Natural Climber
Proboscidean Elephant, Mammoth +2 Str, +2 Con, -2 Dex Gore Acute Hearing Eidetic Memory, Pack Fighter
Reptilian (Snake) Snake +2 Dex, +2 Cha, -2 Int Bite Scent, Low-light Vision Venom or Grabbing Bite
Reptilian (Other) Lizard, Alligator, Turtle +2 Str, +2 Con, -2 Int Bite Scent, Low-light Vision Grabbing Bite, Natural Swimmer
Rodent Mouse, Rat, Squirrel, Beaver See Ratfolk
Ursan Bear +2 Str, +2 Con, +2 Wis, -2 Int, -2 Dex Bite or 2 Claws Low-light Vision, Scent Ferocity, Cold Resistance, Natural Climber
Viverridaean Hyena, Mongoose +2 Con, +2 Wis, -2 Cha Bite Low-light Vision, Scent Eat Anything
Vulpine Foxes See Kitsune
Type: Beastkin are humanoids with the Beastkin subtype.   Size: Beastkin are typically medium creatures. Beastkin with the Small trait are small creatures and gain all appropriate bonuses and penalties.   Base Speed: Medium beastkin have a base speed of 30ft and small beastkin have a base speed of 20ft.   Languages: Beastkin begin play speaking Common and Sylvan. Beastkin with high intelligence can choose from the following: Terran, Aquan, Auran, Gnome, Elven, or any regional language.  

Senses Traits

  • Beast Senses - Beastkin share an innate connection to nature and use their heightened senses to be aware of their surroundings. Beastkin gain a +2 racial bonus to Knowledge (Nature), Perception, and Survival checks.
  • Scent - Beastkin with the Scent trait gain the Scent ability.
  • Acute Vision - Beastkin with this trait can see and discern detail at twice the distance of a human. Their Beast Senses bonus to sight-based Perception checks increases to +6, however they take a -2 penalty to saving throws against Illusion spells.
  • Acute Hearing - Beastkin with this trait can hear with incredible detail. Their Beast Senses bonus to sound-based Perception checks increases to +6, however they take a -2 penalty to saving throws against spells with the sonic descriptor and similar effects.
  • Sonar - Beastkin with this trait can use ultrasonic waves to detect the locations of objects in their near vicinity. They gain Blindsense 60ft.

Other Traits

  • Natural Attacks - Many beastkin gain one or more natural attack depending on their species. These natural attacks are primary or secondary depending on their type and deal damage appropriate for a natural attack of the creature's size. See this table for reference. A natural attack not on that list uses the Other category. A beastkin that does not gain a natural attack instead gets Improved Unarmed Strike as a bonus feat.
  • Beast Speak - Beastkin gain Speak With Animals as a spell-like ability, usable a number of minutes per day equal to their character level. This ability only allows communication with mundane creatures of their animal family.

Animal Family Traits

  • Hold Breath - Beastkin with this trait can hold their breath for much longer than a human. They can hold their breath for a number of minutes equal to twice their Constitution score.
  • Natural Singer - Some beastkin are naturally inclined towards singing, using their natural anatomy. A beastkin with this trait gains a +2 racial bonus on Performance (Sing) checks, and increases the DCs of any spells or abilities they create based on sound (such as Bardic Performances and spells with the sonic descriptor) by 1.
  • Natural Jumper - Beastkin with this trait gain a +4 racial bonus to Acrobatics checks made to jump.
  • Natural Climber - Beastkin with this trait gain a +4 racial bonus on Climb checks and may use either their Strength or Dexterity as their ability bonus to Climb checks.
  • Natural Swimmer - Beastkin with this trait gain a +4 racial bonus on Swim checks.
  • Natural Tracker - Beastkin with this trait gain a +4 racial bonus on Survival checks made to track other creatures.
  • Natural Runner - Beastkin with this trait increase their speed by 10ft and gain Run as a bonus feat.
  • Glide - Beastkin with this trait use vestigial wings to coast through the air. As long as their arms are free, they can glide through the air as if under a constant glide spell.
  • Grabbing Bite - Your bite natural attack gains the Grab property.
  • Eat Anything - Some beastkin have tough stomachs and can digest nearly any organic matter. Beastkin with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
  • Charge Specialist - When a beastkin with this trait makes a Charge, they gain an additional +1 bonus on attack rolls or CMB checks made as part of the charge and reduce the penalty to AC for charging by 1.
  • Pack Fighter - Some beastkin are more used to fighting alongside allies. They gain Outflank as a bonus feat.
  • Cold Resistance - Beastkin with this trait gain cold resistance 5.
  • Disease Resistance - Beastkin with this train gain a +4 racial bonus to saves against disease and are immune to leprosy.
  • Pouch - Female Beastkin with this trait have a pouch on their stomachs that allow them to store up to five cubic feet of objects. Retrieving an item from a pouch is a swift action.
  • Ferocity - Beastkin with this trait gain the Ferocity ability.
  • Musk - Once per day, a beastkin with this trait can spray a stream of pungent musk at a single target within 30ft as a standard action. With a successful ranged touch attack, the target must make a Fortitude save (DC 10 + half user's number of hit dice + CON) or be nauseated for 1d6 rounds and then sickened for 1d6 minutes. A successful save reduces the effect to being sickened for 1d4 rounds. A creature affected by this ability cannot use the scent ability while affected, and such creatures take a -5 penalty on their save. This ability does not function underwater.
  • Oblivious - Beastkin with this ability gain a +5 racial bonus against charm and compulsion effects due to their slow processing minds.
  • Tool Affinity - Beastkin with this ability gain a +2 racial bonus to all Craft, Disable Device, and Sleight of Hand checks, as well as any checks required while using a tool or kit. Additionally, these beastkin may create improvised tools by spending one minute and succeeding a DC15 Craft check of a subtype applicable for the tool they are trying to create. On a success, they create an improvised tool that may be used for its intended task at a -5 penalty. Additionally, such tools break if a check made with them fails, and has a 50% chance to break after being used successfully.
  • Eidetic Memory - Beastkin with this ability gain a +2 racial bonus on all Knowledge checks.
  • Venom - Beastkin with this ability gain the poison property on their bite attack. Their venom has a DC of 10 + half the user's total number of hit dice + CON. The poison details are below:
    Bite -- injury; save Fort DC 10 + (total hit dice / 2) + CON; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
 

Racial Feats

  Inner Beast
  • Prerequisites: Beastkin with at least one racial natural attack that you do not yet have.
  • Benefits: You gain one additional natural attack available for your beastkin subspecies. A pair of attacks of the same type (such as 2 claws) count as one choice for the purposes of this feat. You may take this feat multiple times, each time you pick a new natural attack available to your subspecies that you do not yet have.
Vestigial Flight
  • Prerequisites: Beastkin with the Glide trait, character level 7th.
  • Benefits: You gain the ability to fly, but in a limited capacity. If you are a medium creature, you gain a fly speed of 30ft with clumsy maneuverability. If you are small, your fly speed is 20ft.
Potent Venom
  • Prerequisites: Beastkin with the Venom trait, character level 5th.
  • Benefits: Your venom increases in potency to the following:
    Bite -- injury; save Fort DC 10 + (total hit dice / 2) + CON; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves
Master Charger
  • Prerequisites: Beastkin with the Charge Specialist trait, BAB +6
  • Benefits: Your bonus to charge attacks and CMB checks increases to +2 and the penalty to AC for charging is reduced by an additional 1.
Improvised Tool Master
  • Prerequisites: Beastkin with the Tool Affinity trait, character level 5th
  • Benefits: Your improvised tools are now equivalent to basic tools of their kind, do not take the -5 penalty when used, and now only break if their check fails.
Improved Musk
  • Prerequisites: Beastkin with the Musk trait, BAB +6
  • Benefits: Your Musk attack can now be used up to 3 times per day, and its range increases to 60ft.
Death Roll
  • Prerequisites: Beastkin with Grabbing Bite trait, BAB +6
  • Benefits: When choosing to deal damage to a foe as part of maintaining a grapple, double the damage dealt, as if it were critical.

Basic Information

Genetics and Reproduction

When beastkin reproduce, their offspring may individually take the animal family of either parent. Hybridization is extremely uncommon. When beastkin reproduce with other humanoids, their offspring may display a mix of traits from both parents.

Additional Information

Geographic Origin and Distribution

Beastkin can be found wherever other humanoids live, though they often tend to gravitate towards more natural areas.

Perception and Sensory Capabilities

Beastkin typically have heightened senses when compared to humans, though the specifics of this may vary depending on the animal family they take after.

Civilization and Culture

Interspecies Relations and Assumptions

Beastkin typically get along well with other humanoid races, though some humanoids may see them as mere talking animals and not fully sapient people.
Genetic Descendants

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