Anthromals

Long forgotten gods and wizards combined animals with humanoids to create the various Anthromal races. Humanoid but with strong features of animals these races eventually escaped their masters and settled homelands of their own. In recent times they have expanded and are now seen and accepted throughout the world.

Anthromals are a group of humanoid races with animal like features and abilities, the name is derived from a shortening of the words anthropomorphic and animal. Anthromal characters are either small, medium, or large and choose some of their racial abilities from a list to reflect their animal characteristics.

Small Anthromals

  • Type:      Humanoid
  • -2 Strength,      +2 Dexterity, -2 Wisdom, +2 Charisma
  • Small:      As a Small creature, an Anthromal gains a +1 size bonus to Armor Class, a      +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he      uses smaller weapons than medium characters use, and his lifting and      carrying limits are three-quarters of those of a Medium character.
  • Base      land speed is 20 feet
  • Natural      weapon: The character has a natural weapon such as a claw, bite, or slam.      This attack does 1D4 damage and criticals on a 20. The character is considered      to be armed even when unarmed that is, the character does not provoke      attacks or opportunity from armed opponents when he attacks them while      unarmed. However, the character still gets an attack of opportunity      against any opponent who makes an unarmed attack on the character.
  • Automatic      Languages: Common. Bonus Languages: none.
  • Favored      Class: Any. When determining whether a multiclass anthromal takes an      experience point penalty, his or her highest-level class does not count.
  • 2      choices from the Anthromal racial abilities list

Medium Anthromals

  • Type:      Humanoid
  • Medium:      As Medium creatures, anthromals have no special bonuses or penalties due      to their size.
  • Base      land speed is 30 feet
  • Natural      weapon: The character has a natural weapon such as a claw, bite, or slam.      This attack does 1D6 damage and criticals on a 20. The character is considered      to be armed even when unarmed that is, the character does not provoke      attacks or opportunity from armed opponents when he attacks them while      unarmed. However, the character still gets an attack of opportunity      against any opponent who makes an unarmed attack on the character.
  • Automatic      Languages: Common. Bonus Languages: none.
  • Favored      Class: Any. When determining whether a multiclass anthromal takes an      experience point penalty, his or her highest-level class does not count.
  • 3      choices from the Anthromal racial abilities list

Large Anthromals

  • Type:      Humanoid
  • +2      Strength, -2 Dexterity, +2 Constitution, -2 Intelligence.
    An anthromals starting Intelligence score is always at least 3. If this      adjustment would lower the character’s score to 1 or 2, his score is      nevertheless 3
  • Large      size: As a large creature an Anthromal has a -1 penalty to armour class, a      -1 penalty on attack rolls, a -4 penalty on Hide checks, a +4 bonus on grapple      checks, space/reach of 10 ft, and lifting and carrying limits double those      of medium characters.
  • Base      land speed is 30 feet
  • Natural      weapon: The character has a natural weapon such as a claw, bite, or slam.      This attack does 1D8 damage and criticals on a 20. The character is considered      to be armed even when unarmed that is, the character does not provoke      attacks or opportunity from armed opponents when he attacks them while      unarmed. However, the character still gets an attack of opportunity      against any opponent who makes an unarmed attack on the character.
  • Automatic      Languages: Common. Bonus Languages: none.
  • Favored      Class: Any. When determining whether a multiclass anthromal takes an      experience point penalty, his or her highest-level class does not count.
  • 4      choices from the Anthromal racial abilities list

Anthromal Racial Abilities

  • Aquatic      Adaptation: The anthromal can breathe underwater and gains a +6 aquatic      bonus to all swim checks.
  • Bonus      Attack: The anthromal may make an additional attack with their natural      weapon each round.
  • Camouflage: The      anthromal’s hide is naturally camouflaged and provides them with a +4      camouflage bonus to Hide and Move Silently checks. In areas of tall grass      or heavy undergrowth the bonus rises to +8. This bonus is negated while the      anthromal wears clothing or armour.
  • Clinging:      The anthromal can move at half speed on any surface and does not count as      being flat-footed while moving. The anthromal counts as taking 20 on any      climb checks.
  • Constrict:      The Anthromal crushes the opponent, dealing bludgeoning damage, after      making a successful grapple check. The damage dealt is equal to the      Anthromal’s natural weapon damage
  • Cute:      The anthromal’s appearance is pleasing to small children and the soft      hearted. The anthromal gains +2 Cha and a +4 bonus on Bluff and Diplomacy      attempts.
  • Dextrous:      The anthromal receives a +4 racial bonus to Balance, Jump and Tumble      checks
  • Fast:      Base land speed is increased by 10 feet
  • Heightened      Senses: The Anthromal gains +4 on Listen, Search, and Spot checks.
  • Improved      Abilities: The Anthromal receives a +2 on one attribute
  • Improved Grab:      If the Anthromal hits with it’s natural weapons then it deals normal      damage and attempts to start a grapple as a free action, doing so without      provoking attacks of opportunity. No initial touch attack is required.      Unless otherwise stated, improved grab works only against opponents at      least one size category smaller than the anthromal.
    The anthromal has the option to conduct the grapple normally, or simply      use the part of its body it used in the improved grab to hold the      opponent. If it chooses to do the latter, it takes a –20 penalty on      grapple checks but is not considered grappled itself; the anthromal does      not lose its Dexterity bonus to Defense, still threatens an area, and can use      its remaining attacks against other opponents. A successful hold does not      deal additional damage unless the anthromal also has the constrict      ability. If the anthromal does not constrict, each successful grapple      check it makes during successive rounds automatically deals the damage      given for the attack that established the hold.
    When a anthromal gets a hold after an improved grab attack, it pulls the      opponent into its space. This act does not provoke attacks of opportunity.      The anthromal is not considered grappled while it holds the opponent, so      it still threatens adjacent squares and retains its Dexterity bonus. It      can even move, provided it can drag the opponent’s weight.
  • Improved      Natural Weapon: The anthromals natural weapon damage increases by one dice      size. E.g. 1D6 becomes 1D8, 1D8 becomes 1D10
  • Improved     ThreatRange: The anthromals natural      weapon has its threat range increased by one. This ability may be taken      more than once. E.g. First time this is taken the threat range becomes      19-20, second time it becomes 18-20, etc.
  • Low-light      vision. This ability may be selected more than once, each selection adds      two to the multiple for low-light vision
  • Poison: Any      creature damaged by the Anthromal’s natural weapons must succeed on a      Fortitude save (DC 10 + 1/2 the Anthromal’s level + the Anthromal’s      Constitution modifier) or succumb to the poison (initial damage 1d6      temporary Strength, secondary damage 1d6 temporary Strength).
  • Pounce:      The anthromal may double their jumping distance and receives a +4 bonus on      bull rush attempts when jumping and a +4 racial bonus on the Jump skill.
  • Scent: This      ability allows the Anthromal to detect approaching enemies, sniff out      hidden foes, and track by sense of smell, the scent ability can identify      familiar odors just as humans do familiar sights.
    The anthromal can detect opponents within 30 feet by sense of smell. If      the opponent is upwind, the range increases to 60 feet; if downwind, it      drops to 15 feet. Strong scents can be detected at twice the ranges noted      above. Overpowering scents can be detected at triple normal range.
    When an anthromal detects a scent, the exact location is not revealed—only      its presence somewhere within range. The anthromal can take a move or      attack action to note the direction of the scent. If it moves within 5      feet of the source, the anthromal can pinpoint that source.
    An anthromal with the scent ability can follow tracks by smell, making a      Survival check to find or follow a track. The typical DC for a fresh trail      is 10 (no matter what kind of surface holds the scent). This DC increases      or decreases depending on the strength of the quarry’s odour, the number      of creatures being tracked, and the age of the trail. For each hour that      the trail is cold, the DC increases by 2. The ability otherwise follows      the rules for the Track feat. Anthromals tracking by scent ignore the      effects of surface conditions and poor visibility.
    An Anthromal with the Scent ability has a -2 racial penalty to Search and      Spot checks.
  • Tough      Hide: The Anthromal gains +1 Defense and DR 3/-.