Animal Infusion Races


Homebrew and House Rules


I've been trying to make a group of races that are basically the core races infused with animal genetics and gaining some abilities and instincts. I tried making a catch-all for humans, and it came out with a range of 23-67 RP, but I would rather have races with a +1-+16 RP power range.

Here are some must-haves:

Natural attacks
Animal communication (w/ like animals only)

Any race suggestions are greatly appreciated. Feel free to add some weaknesses.


They kind of have that already with Skinwalkers, so that might be a good place to go for inspiration.


Foeclan wrote:
They kind of have that already with Skinwalkers, so that might be a good place to go for inspiration.

That's a start, though I'm not that keen on the lycanthropic aspects of the race.


Are you looking for something that's more anthropomorphic like catfolk, ratfolk, lizardfolk, etc. or something that's more kemonomimi?

A bite, claw, and single natural attack would come to 4 RP total. For a bite attack that deals the normal damage for a creature of their size, the RP is 6. For multiple natural attacks the RP increases by +1 per attack (there are five total, so the max would end with a 10 RP - though such a combination wouldn't make much sense unless you're dealing with some kind of winged bull-eagle chimera or similar).

Attacks:

Bite (1 RP): Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Claws (2 RP): Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size.

Natural Attack (1 RP): Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size.
Special: This trait can be taken multiple times. Each time, pick a different natural attack.

Low-Light Vision (1 RP)

Scent (4 RP)

Tail Use:

Prehensile Tail (2 RP): Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Slapping Tail (3 RP): Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.

Tripping Tail (3 RP): When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Rodent Empathy (1 RP): Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents.

Treespeech (2 RP): Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell. - I include this because something like a continual speak with animals probably shouldn't be too dissimilar in cost for RP. I think it could easily be reduced to 1 RP for a limited family of species (canines, felines, strigidae, tytonidae, corvidae etc.).

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Skinwalkers are a good frame of reference. Though, be wary of some of the heritages like the weretiger-kin. Some of them are obviously too strong.

I'd say give each one:
One natural attack (two if claws)
speak with animals (related animals only) 1/day
+1 natural armor
+2 bonus in two skills
low-light vision
some other flavorful ability


Indagare wrote:

Are you looking for something that's more anthropomorphic like catfolk, ratfolk, lizardfolk, etc. or something that's more kemonomimi?

A bite, claw, and single natural attack would come to 4 RP total. For a bite attack that deals the normal damage for a creature of their size, the RP is 6. For multiple natural attacks the RP increases by +1 per attack (there are five total, so the max would end with a 10 RP - though such a combination wouldn't make much sense unless you're dealing with some kind of winged bull-eagle chimera or similar).

** spoiler omitted **

Low-Light Vision (1 RP)

Scent (4 RP)

** spoiler omitted **...

Thanks. I would like to add the flexible ability quality, a skill bonus or two, and a -2 on will saves to this and tack this onto the normal races. How much should the will save penalty affect the total RP?


You could also start with animal-like races and add core race traits to them.
www.d20pfsrd has a bunch of races (PF & 3PP) - catfolk, ratfolk, grippli, nagaji, gnoll, orang-pendak, reptiod, lizardfolk, tengu, strix, etc.


What I'm going for is a race augmentation/PC-friendly template, not a standalone race. The way I want the template to be acquired is to be subjected to a list of new spells designed just for this purpose.

Any suggestions for the template or the spells would be greatly appreciated.


Sounds like the races in Grimm, the tv series. I would just employee my own rules, make them balanced via extras for the lesser like extra senses etc. As GM, I wouldn't worry about game mechanics unless I was going to sell the world or idea. It is about story telling.


Ok, so I've settled on the race part, and am working on the spells. So far, I think that they should be transmutation spells requiring a verbal, somatic, and material (a piece of the animal that you wish to infuse the target with) component. I would like a temporary, permanent, curse (either a gradual baleful polymorph or makes the victim act like the animal for the duration), as well as one to undo the permanent spell(s).

Any suggestions for this would be greatly appreciated.

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Lazaryus wrote:

What I'm going for is a race augmentation/PC-friendly template, not a standalone race. The way I want the template to be acquired is to be subjected to a list of new spells designed just for this purpose.

Any suggestions for the template or the spells would be greatly appreciated.

I'm not sure what you're asking for. You said you wanted races. Templates are generally not a thing to give PCs.


Cyrad wrote:
Lazaryus wrote:

What I'm going for is a race augmentation/PC-friendly template, not a standalone race. The way I want the template to be acquired is to be subjected to a list of new spells designed just for this purpose.

Any suggestions for the template or the spells would be greatly appreciated.

I'm not sure what you're asking for. You said you wanted races. Templates are generally not a thing to give PCs.

I know, but adding the same group of traits to every last race would be redundant and tedious. Making the group of traits into a template would be simpler. Note that this template adds RP, not CR like the other templates.

I would still appreciate suggestions for spell design, though.


Here's the start of my racial template :
Wild-Touched (+18-20? RP)

Advanced Ability×2: in base animal's two highest ability scores (8 RP)
Skill Bonus (+2)×2: in base animal's two highest skill bonuses (4 RP)
Natural Attacks: as base animal, including bite and claws (1-3 RP)
Low-Light Vision (1 RP)
Scent (4 RP)
Primal Empathy: members of this template gain a +4 bonus on Handle Animal checks made to influence animals related to base animal (1 RP)
Primal Communication: members of this template have the ability to communicate with animals related to base animal, using methods that base animal uses. This functions like a continual, non-magical speak with animals, save that it only works for animals related to base animal (1 RP)
Primal Demands: members of this template gain a diet(food restrictions/requirements), a daily activity, and a social edict tied to base animal. Breaking one of these edicts forces a Will save (DC=20+1/2 your level+1/2 base animal's charisma score). Success results in you maintaining control, while failure results in you succumbing to animal impulses, acting like base animal until the next time you rest. (-? RP)

Any suggestions would be greatly appreciated.


For example:
Wild-Touched (Wolf;18 RP)

Advanced Dexterity, Constitution
Skill Bonus (+2 Perception, +2 Stealth)
Bite
Low-Light Vision
Scent
Primal Empathy (Canines)
Primal Communication (Canines)
Primal Demands: Character must not eat vegetation, must attempt to hunt and kill at least one animal for food daily, and unless ordered otherwise, must make every effort to stay with the majority of the party.(Will save DC=23+1/2 character level)

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