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Post by dm_mainprize on Mar 26, 2015 14:01:52 GMT
Definitely need an anthro-rodent list. Hedgehogs, Mice, Squirrels (already have those in this thread), moles, and badgers. Badgers would be like the Goliath equivalent for rodents. I did initially make some anthro rodent races but I took them out. Maybe I will re-do them.
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Post by insightfulhedgehog on Mar 26, 2015 15:16:17 GMT
They would be like the halflings and gnomes of the beast-folk. For mouse-folk I picture reepacheep from Chronicles of narnia.
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Post by dm_mainprize on Mar 27, 2015 14:01:35 GMT
They would be like the halflings and gnomes of the beast-folk. In my PDF I have Squirrel-Folk and Fox-Folk, those are what I went with as my Halfling Gnome alternatives after I decided to remove Rat/Mouse-Folk as options.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Mar 27, 2015 14:14:23 GMT
They would be like the halflings and gnomes of the beast-folk. In my PDF I have Squirrel-Folk and Fox-Folk, those are what I went with as my Halfling Gnome alternatives after I decided to remove Rat/Mouse-Folk as options. If you scaled everything down, Fox-folk could be the elf alternative. I personally would love a rat/mouse-folk, but it completely makes sense why you removed it from this list. In order to even compare to Rhino-folk, you would have to upscale the mice to a ridiculously large height and that wouldn't fit at all.
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Post by dm_mainprize on Mar 27, 2015 14:43:37 GMT
Ya and in the 5e MM there are stats for a Were-Rat and I didn't want to cause confusion between the bad monsters and my playable races, there are also MM stats for Were-Bears and other Lycanthropes, but rats are just dirty, and cause diseases. They are far easier to vilify.
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Post by insightfulhedgehog on Mar 28, 2015 2:09:08 GMT
I definetly agree on the rats being easier to vilify. Also, I totally get why mouse-folk don't fit your world given the other races you made. However, a world with only rodent folk would be fun to create. Especially because, like you said, they are easy to vilify which gives you a primarily evil race which is always fun.
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Post by dm_mainprize on Mar 28, 2015 13:48:27 GMT
I definetly agree on the rats being easier to vilify. Also, I totally get why mouse-folk don't fit your world given the other races you made. However, a world with only rodent folk would be fun to create. Especially because, like you said, they are easy to vilify which gives you a primarily evil race which is always fun. O ya!! and that could be turned on its head in an all rodent world, maybe rats are noble and squirrels or mice are evil! this is the beauty of RPGs.
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Post by friartook on Jun 5, 2015 17:14:29 GMT
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Post by dm_mainprize on Dec 19, 2015 19:58:27 GMT
Ok so since the last post I made here I have kinda over hauled the way I let players create beast races. I used to have a list of beast folk that was broken down into categories like Deer-Folk which included an impala subrace and a caribou subrace. While I liked what I had created and felt I had a wide variety of beast folk to choose from I kept having players ask for a different animal or one not on the list. So with some internet searching and some copying and morphing ideas others came up with I settled on this new method.
Beastfolk in my world are originated from Alcarnóre my worlds version of the feywild. A portion of the beastfolk came through some portals into the prime world to aid in the war against the dragon lords. However the beast folk that came through did so sacrificing their ability to return to their home plane. trapped here over 600 years ago the beast folk have integrated into society and are as vast and varied as the animal kingdom.
All beastfolk share the following features.
Ability Score Increase. Increase one ability score by 2 or two ability scores by 1.
Age. Beastfolk age slightly faster than humans do and live to be 50-60.
Alignment. Beastfolk are true to their own hearts more than any law or code of ethics making them more often than not Chaotic. They tend towards Neutral more than Evil or Good.
Size. Beastfolk are medium.
Speed. Your basic walking speed is 30.
Wild and Free. Beastfolk have advantage on saving throws against charm effects.
All Creatures Under the Sun. Gain 2 breed traits based on the animal you share an appearance with.
Languages. You begin with Common and Beastspeech. Beastspeech can only be learned by Beastfolk and, when speaking it, they can communicate with animals as if under the effect of the spell, Speak With Animals.
So this is the basic template all beastfolk follow this allows for a player to pick any animal and use this template to construct it as a race. The Breed Traits are as follows, and the character gets to pick 2 of these that match with their base animal of choice and their choices are subject to the DMs approval.
Adept Climber. Gain proficiency in Athletics or Acrobatics. You have a climb speed of 30.
Burrowing. While you have two free hands you have a burrow speed of 25.
Echolocation. As a bonus action you can emit a shriek inaudible to most humanoids. Until the end of your next turn you have blindsight up to 30 feet away.
High Flyer. You have a fly speed of 30 feet. You cannot fly when you are carrying more than half of your encumbrance rating in weight. While flying you make attack rolls and ability checks at disadvantage, cannot maintain concentration on spells, and cannot cast spells.
Jumper. Gain proficiency in Athletics or Acrobatics. Your jump distance is doubled.
Keen Senses. Gain proficiency in the Perception skill and choose one sense. You gain advantage on Perception rolls that utilize that sense.
Kin to Beasts. Gain proficiency in Animal Handling and add your proficiency bonus twice.
Longstrider. Your basic walking speed is 40.
Natural Armor. When you are struck by an attack you can spend your reaction to interpose your chitinous exoskeleton or other defensive feature between you and your attacker, giving you +2 AC against the attack.
Natural Talent. Gain proficiency in a skill of your choice related to the animal you appear as.
Natural Weapon. You have a natural weapon that you are proficient in. This could be a bite, claw, quill, club tail, or other bestial feature. You can choose to add strength or dexterity to the attack roll and deal 1d4 + strength or dexterity modifier damage. The damage type should be selected when you take this trait; bludgeoning, piercing, or slashing.
Nocturnal. Gain darkvision up to 60 feet.
Scalekin. You have a swim speed of 30 feet and can breathe underwater.
Small but Mighty. Increase any ability score by 1 and gain another Breed trait. Your size is small.
Beastly Charge. You can charge up to your movement speed and strike a target with your horns, or antlers. The target takes 1d6 bludgeoning damage. You can add your STR mod to the damage done. Must complete a long or short rest before using this ability again.
Camouflage. You can spend up to 5 minutes changing color of skin to match surrounding, when this is done you gain +5 to Stealth
Mighty Roar. You let out a mighty roar or ear splitting screech each creature within 15 feet must make a CON saving throw or become deafened for 1d4 turns or each creature within 15 feet must make a WIS saving throw or become frightened for 1d4 turns.
Pouncing Strike. If you move more than 10 feet towards a target you can make a pouncing strike melee attack against that creature. The creature must make a successful STR check of a DC 10+ your STR mod or be knocked prone and take 1d6 bludgeoning damage.
Amphibious. You have webbed feet, hands or both and a swimming speed of 20 feet.
So here is the list of breed traits, hoping to add more as I find ones that are appropriate. Would love some feedback as to if you like this new plan or if you can think of any other breed traits to add to the list.
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Post by thugcorecowboy on Dec 20, 2015 14:34:33 GMT
I've always wanted to play ether a kangaroo folk monk or cheetah monk would be fun to
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Post by dm_mainprize on Dec 21, 2015 22:46:56 GMT
Ya man that would be awesome. I think I want to add something for insect like exoskeletons. Lots of options, i need to learn more about the animal kingdom and try to come up with even more breed traits.
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Post by blakeryan on Mar 24, 2016 20:13:19 GMT
I liked your original version, but I thought the revised version was awesome - hence this has prompted me to review my own furry races.
Regarding your Beastfolk - Just some things you may want to consider (if you have not already)
- Do they all get along/treat each other equally? - Do some of the regular races treat them well/badly? eg do Dwarves treat them as 'fae' while Eldarin/High Elves see them as 'animals'? - Do they get along/hate the beastial races like Gnolls, Kobolds, Bugbears and Minotaurs? - How civilized are they? do they use utensils and wear gloves/shoes? do they still fight over food/take turns watching for predators? - If two different Beastfolk mate, is the offspring hybrid, one/other, or a random type from all kinds? (for example with the last option if a deerfolk and bison folk mate and they have a wolf folk kid, perhaps there would be a more tolerant/community focused race) - Do they regard Happy Hunting Grounds as the highest plane and not Heaven? - Do they as a race hate Undead/Aberrations since this creatures are un-natural? - Do they have a caste system by type, eg you are born bison folk so you are presumed to be a warrior/guard/miner?
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Post by dm_mainprize on Mar 24, 2016 20:33:29 GMT
Totally some great things to think about. Here is what I can tell you from my own setting.
They get along really well with other races. They originally are from my settings version of the Feywild. They came through a portal to assist the common races in a war against the dragons and are seen as one of the primary reasons the dragons were defeated. So people generally treat them very well.
They get along fine with anybody that is neutral or good aligned, so gnolls kobolds etc are not to high on their list.
They are very assimilated into the various cultures of the known world. So they act just like most everyone else, eat and dress like others.
The offspring of a beast folk union is always a random type of beast folk.
No structured caste system.
The rest are great questions that I need to think about before answering.
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Post by drewp85 on Jun 14, 2016 18:32:37 GMT
So, last night through a series of bizarre events/rolls my partyhas a new NPC spawned into being, a Skunk-kind. So I'm trying to figure out the stats (obviously he will have a butt spray daily attack) but I figured I'd reach out on the forums to get some input or thoughts on the homebrew
I started with stout halfling stats, and replaced the lucky feat with the spray feat (stout because a skunk is gonna have a good constitution if they gotta deal with that smell all day). Although I'm not sure what I should replace the advantage on poison checks with, still trying to figure that out. And as far as the spray weapon, I figure it shouldn't do damage but just have some effects on sprayed creatures that depend on constitution saving throws.
Spray Weapon 15 ft. Cone Affected creatures must make Con Saving Throw for one minute (disadvantage on Creatures with heightened sense of smell) __ DC Creature has disadvantage on next __ DC Creature is stunned for the round __ DC Creature flees for their movement
I'm unsure about the numbers for the saving throws, originally I just went with 15/10/5. But my fiance pointed out that even though their's no damage roll, that still seemed a little OP. I compared it to a dragonborn breath weapon (2d6 @ lvl 1) and thought that since this was a once per day weapon that was an acceptable trade off. Although, since the breath weapon can level up, maybe a lesser DC is appropriate, but it increases as the Skunk level's up (Maybe it starts at 12/8/4, but by level 17 it's 19/15/10)
I'd love any feedback the forum can offer, thanks!
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Post by DittoIsNice on Mar 26, 2019 20:58:06 GMT
Please add a panda subrace and a penguin subrace 
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