| Lucky Salamander |
I thought pathfinder needed more beastfolk, so I came up with three more.
Elephantfolk
+2 Constitution +2 Charisma -2 Dexterity
Elephantfolk are medium creatures but have some traits of large creatures.
Elephantfolk have a base speed of 20 feet.
Big-Boned: Elephantfolk are large for medium creatures and can wield large sized weapons and reduce the penalty by 1, also, they are treated as one size larger for the purpose of resolving wind effects.
Trunk: Elephantfolk have a long, flexible trunk that she can use to carry objects. She can wield light weapons with her trunk, and it allows her to
retrieve a small, stowed object carried on her person as a swift action.
Stability: Elephantfolk gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Landbound: Elephantfolk have a -4 penalty to fly checks, however they have a +2 bonus to swim checks and can hustle for double the normal amount of time per day.
Huge Empathy: Elephantfolk have a +2 bonus on handle animal and ride checks made against huge creatures.
Sealfolk
+2 Wisdom.
Sealfolk are humanoids with the sealfolk subtype.
Sealfolk have a base speed of 15 feet, they also have a swim speed of 35 feet.
Sealfolk are medium creatures.
Blubber: Sealfolk are nice and blubbery and have DR1/-, this stacks with any other DR, also he has Cold Endurance as a bonus feat, however, the blubber makes it hard to withstand the heat, and has a -2 penalty to saving throws made for extreme heat.
Flippy Hands: Sealfolk take a -1 penalty to attack rolls made with all exotic weapons except for the net, which they have a +1 bonus to attacks rolls with.
Seal's Endurance: Sealfolk have a +2 bonus to fort saving throws but a -1 penalty to reflex saving throws.
Talker: Sealfolk are adept at talking while lisning and have a +2 racial bonus to all Linguistics and Perception checks.
Languages: Sealfolk start speaking Common, Aquan and Sealfolk. Sealfolk with high Intelligence can learn any language they want.
Rabbitfolk
+2 Intelligence, +2 Dexterity, -2 Strength or Constitution
Rabbitfolk are humanoids with the rabbitfolk subtype.
Rabbitfolk have a base speed of 30 feet and a burrow speed of 20 feet.
Rabbitfolk are small creatures.
Prey: Rabbitfolk are adapted to being prey and have a +2 bonus to saving throws against swallow whole attempts, and a +1 dodge bonus to AC.
Rabbit's Foot: Rabbitfolk have a +1 racial/luck bonus to all saving throws.
Low-Light Vision: Rabbitfolk can see twice as far as humans in conditions of dim light.
Keen Nose: Rabbitfolk receive a +2 racial bonus on Perception checks involving smell.
Swarming: Rabbitfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two rabbitfolk can share the same square at the same time. If two rabbitfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares, also they can also share a space with ratfolk.
I will post more later.
| Lucky Salamander |
Here is three more!
Molefolk
+2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence.
Molefolk are humanoids with the molefolk subtype.
Mole have a base speed of 20 feet, they also have a burrow speed of 30 feet.
Molefolk are medium creatures.
Expert Digger: Molefolk can dig through rock, however his burrow speed is reduced to 10 feet and he is fatigued for 2 rounds afterwards.
Grip: Molefolk have the best grip of anyone and have a +1 racial bonus to attack rolls, profession (miner) and climb checks, also they have a +4 to CMD against being Disarmed.
Pick Skilled: Molefolk are always proficient with Light and Heavy Picks, and receive a +2 bonus to attack rolls using a pick, this stacks with the bonus from grip, however they have a -1 to attack rolls with bows and crossbows.
Keen Nose: Molefolk have extremely keen noses and have a +2 bonus to perception checks involving smell or touch, however they have a -2 penalty to perception checks involving sight.
Languages: Molefolk start speaking Common and Terran. Molefolk with high Intelligence can learn any language they want, however it takes twice the normal amount to learn Auran or Aquan.
Eelfolk
+2 Charisma, +4 Dexterity, -2 Strength or Intelligence, -2 Constitution.
Eelfolk are humanoids with the eelfolk subtype.
Eelfolk have a base speed of 30 feet, they also have a swim speed of 20 feet.
Eelfolk are medium creatures.
Weak Ears: Eelfolk have weak ears and they take a -2 penalty to perception checks involving hearing, but they have Sonic Resistance 5.
Hand Inepttantcy: Eelfolk have just evolved hands and are still learning how to use them, and receive a -2 penalty to Sleight of Hand checks, and a -1 penalty to attack rolls with weapons,
Electric Immumity: Eelfolk are well adapted to electricity and are immune to electric damage.
Shock: Once per day as a swift action, eelfolk can send out an electric shock dealing 1d4+character level of electricity damage to evreyone within 10 feet of you.
Languages: Eelfolk start speaking Common and Eelfolk. Eelfolk with high Intelligence can learn any language they want.
Turtlefolk
+2 Wisdom, +2 Constitution, -2 Dexterity.
Turtlefolk are humanoids with the turtlefolk subtype.
Turtle have a base speed of 10 feet,they also have a swim speed of 20 feet, and their speed can not be modified by anything.
Turtlefolk are medium creatures.
Underbelly: When attacked with sneak attack damage, turtlefolk take 2 extra damage.
Primitive Mind: Turtlefolk take a -1 penalty to attack rolls made with all exotic weapons, but a +2 bonus to attack rolls with simple weapons.
Skilled: Turtlefolk have a +4 racial bonus to Knowledge (history) and a +2 bonus to Appraise checks, but a -1 penalty to Use Magic Device checks.
Shell: Turtlefolk have a +4 natural armor bonus to their AC, but a -1 racial penalty to reflex saves.
Languages: Turtlefolk start speaking Common. Turtlefolk with high Intelligence can learn any language they want.
| gamer-printer |
Rite Publishing In the Company of Henge feature the hengeyokai of Kaidan. Instead of animalfolk races, these are shapeshifters that include the following species: mujina (badger), inu (dog), neko (cat), monkey (saru), rabbit (usagi), rat (nezumi) and raccoon dog (tanuki).
Kappa from In the Company of Kappa, make much more interesting turtle folk.
Of course our best monster race supplement is In the Company of Tengu.
While in many ways similar to the builds from ARG, these supplements were created 2 to 3 years ago.