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Quests Of Change
Quests Of Change

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Races Part Six (Alpha 0.2)

Exotic Beastfolk: 

Humanoid creatures that possess features of a wide variety of animals, Beastfolk are among the most prevalent races that can be encountered within the Realm of Mortals. While Beastfolk possess a sizable number of subraces, each with their own cultures and history, some are far less common than others. While a substantial number of Beastfolk types can be encountered within Hendrea, Centralia , and Talizan, the most common are the Canis, Felis, and Leporine subraces. Despite this, there are several other species of beastfolk that inhabit the realm of mortals.

All Beastfolk:

All Beastfolk possess the following attributes regardless of subclass:

Speed +2

Move: 6

Pavo (Peacock)

Native to tropical jungles and some islands, Pavo Beastfolk are immediately identifiable in a crowd due to their striking blue and green plumage, feathery tails, and natural beauty. While many of these Beastfolk are known to take naturally to professions as entertainers, others set out from their homes in search of adventure.

Evasion: +2 

Natural Distraction: As a one-handed action, you can flaunt your naturally striking attributes to distract those around you. If you do, until your next turn, each creature within two spaces of you that can see you reduce the result of rolls made to hit a creature with a spell or attack by -2.

Mephitis (Skunk)

Despite their undeserved reputation, these monochromatic, fluffy-tailed Beastfolk don't possess any heinous odors unless they choose to direct them towards an unlucky victim, a trait that a given Mephitis Beastfolk may only utilize once per day. Mephitis Beastfolk are most found in lush forests and urban cityscapes.

Evasion: +2

Mephitis Spray: Once per day, you may target a creature within two spaces of you with Mephitis Spray. That creature must roll 1d8, adding their Speed. If the total result is less than your finesse, that creature is afflicted with a unique Stench affliction. This affliction lasts for 24 hours (or until that creature bathes). As long as that creature remains afflicted, it and all other creatures within 2 spaces except for those incapable of perceiving scents and Mephitis Beastfolk have their resolve reduced by -2. Canis Beastfolk affected by this Stench have their resolved reduced by -3 this way instead.

Rana (Frog) 

If not for the slightly greenish coloration of their hair and skin, to many, Rana beastfolk may be the type of Beastfolk that appear the most human-like at first glance. Perhaps the most notable features of a Rana Beastfolk are their amphibious nature, and the extensive lengths of their tongues. While they may not be able to wield weaponry, these tongues may be strong enough to move and maneuver objects that may be otherwise out of reach.

Amphibious: You are capable of breathing both air and water and can swim at a speed equal to your walking movement speed.

Frog Tongue: As a one-handed action, you can extend your tongue up to two spaces away. You may use it to interact with an object such as to turn a doornob or pull a lever, or you may use it to reel in an object not held by a creature that you would be able to lift with one arm.

Mus (Mouse/Rat)

Mus Beastfolk are notably diminutive when compared to other Beastfolk, toting sizable round ears and long traits that often grow in length equal to the Beastfolk's height. Though they have a reputation as perhaps the most frail races within the Realm of Mortals, they are naturally quite dexterous and difficult to pin down. Mus Beastfolks often form tight-knit communities in remote subsections of mountain ranges, forests, and in cities of Centralia, Hendrea, and Luné

HP: -1 Per Level

Evasion: +3

Small-Sized: Despite being a humanoid, you count as small sized, gaining the benefits of that size category.

Unicorn

While various forms of exotic Beastfolk are among the least common races found within the Realm of Mortal, Unicorn Beastfolk are yet even more rare, and are less frequently seen than Half-Demons, Half-Angels, and Mythbloods. In truth, Unicorn Beastfolk are direct descendants of "Balen, the First Beast," the progenitor god of all Beastfolk, and have their hidden community within the Midnight Grove, known only to those of their kind. With shades of skin and hair ranging in shades from lavender to peach, though these Beastfolk have pristine horns on their foreheads, they serve no purpose in combat. Unicorn Beastfolk have a unique biology that provides them with an inherent resistance to magic whilst rendering them vulnerable to weapons made of metal.

Resolve: +1

Evasion: +1

Inheritance of the Unicorn: You are resistant to all damage caused by spells. However, you are vulnerable to all damage dealt by weapons made of metal. 


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