Anthromals (3.5e Race)

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Anthromals

Anthromals are humanoids that resemble animals according to their variety.

Good anthromals enjoy the company of others and like to assist others if they’re capable of doing so and if they have spare time. Evil anthromals are devious and hate almost everyone but the few they care for, even if that someone is also evil. They like to intimidate others to do their bidding, then maybe kill them afterward.

Most anthromals are born as one, also known as “natural anthromals.” Others are born as a normal humanoid, but choose to become anthromals. These individuals are called “created anthromals.”

The first anthromal was the result of a misspell, tens of thousands of years ago. A famed elf wizard and hero of great power, Leoven Gladomain fought a dark wizard in a mage’s duel to ensure the protection of the city Uxtaoul. The dark wizard attempted to turn Leoven into a common wolf using the Polymorph Any Object spell. Such a transformation would be permanent, and Leoven’s intelligence would’ve became that of a normal animal. But something went amiss in the dark wizard’s spell. It instead transformed Leoven into the first anthromal, an anthrowolf. After Leoven defeated the dark wizard, an entity spoke to him. The voice was that of Asenrir, who said it was she that caused the spell to go awry, but she could only change the form taken slightly. Allowing Leoven to live on until sword took him, but as an anthropomorphic wolf.

Leoven, over time, became fond of his new form, given it was a gift from an angel. He wanted to share his gift with the world, so with Asenrir’s permission, he researched the Polymorph Any Object spell and created a new spell to turn others into various anthropomorphic animals irreversibly and permanently. Many people of many races lined up willingly, either to be rid of unwanted heritage or because it was Leoven, whose fame and unique form inspired others to become anthropomorphic versions of their favorite animal.

Sadly, Leoven never taught nor told anyone his spell, and that lore died with him when a religious conservative shot him in the heart with a crossbow. Asenrir took pity on him, and told the people who witnessed his death, how one could still become an anthromal; by getting another anthromal to pray to her, one of the variety they wish to become.

The other deities however, were angry with Asenrir, saying that if she was the one who created this race, she must watch over it, becoming a deity herself, or witness the destruction of the race she created. She agreed only to protect the race she had created, taking on the form of a female anthrowolf, the variety Leoven had become.

Personality

Personality among anthromals usually varies based on the variety. However, most anthromals share a kinship to nature, and always want a close friend or mentor to turn to.

Anthrobadgers are easily angered and eager to fight, yet they bear outgoing personalities which is paired with the tendency to have a boisterous good time.

Anthromals adventure for different reasons depending on their variety.

Many anthrobadger adventurers find themselves in military branches thanks to their hardy to both physical and magical punishment, despite their chaotic tendencies. They may be found in groups of adventurers who lack in physical muscle and are willing to let the anthrobadger's skill in combat protect them.

Physical Description

An anthromal is essentially, an anthropomorphic version of an animal. They are often referred by non-anthromals as the beast-folk or civilized lycanthropes, the latter used by less intelligent individuals.

However, friends or relatives with discerning eyes may recognize a created anthromal before they are told of their loved one‘s transformation.

Like people, no two anthromals look alike, even if they’re both the same variety. They can have any eye color, any fur/hair/feather color, and any skin color underneath their fur/feathers.

Anthromals, having thick fur or feathers don’t typically wear clothing, since they are kept warm and covered up by their natural clothing. However, this fur doesn’t offer any real protection. Wearing clothing tends to make them uncomfortably hot, but they will wear clothing in cold weather for protection. Female anthromals do wear clothing made to cover at least their upper chest and thighs in warmer conditions, no matter what variety.

In fact, anthromals with thick fur or feathers have a strange ability that absorbs clothing and armor into their bodies so they are not overheated by them. They are however still encumbered, restricted, protected by, and subject to all other effects of the items, and others still know when they‘re wearing armor (due to the metallic luster that shines on their fur). Magic items of this sort also still take up the appropriate magic item slot required when absorbed. The magic items can be removed from the anthromal at its will, and items can still be taken from the anthromal as though it were wearing them. Only clothing and containers can be absorbed. Jewelry, rings, cloaks, shields, boots, belts, headbands, etc. cannot be absorbed. If such an item is absorbed and the item has containers, the anthromal cannot make use of the items within.

Anthromals are capable of interbreeding between other races. Any race is capable of crossing with an anthromal, though there are generalities. If ever, humans and half-human races will interbreed with any anthromal. Elves might interbreed with cats, foxes, hares, hawks, hedgehogs, otters, raccoons, skunks, squirrels, tigers, weasels or wolves. Dwarves might with badgers, bears, boars, lions, lizards, skunks or tigers. Gnomes might with badgers, bats, cats, hares, hedgehogs, otters, rats, squirrels, or weasels. Orcs rarely do so, but they prefer badgers, bears, boars, or lizards. Halflings might interbreed with bats, cats, foxes, hares, hedgehogs, otters, rats, raccoons, squirrels, weasels or wolves. Draconic races will interbreed with any anthromal, like humans, but most commonly integrate with lizards or hawks. Anthromals can also interbreed with each other.

These inter-racial relationships can produce fascinating and strange hybrids, but even though they are compatible, it rarely produces a child, due to the anthromals sterility. About one in one thousand unions ever have a child in the entire relationship, and such relationships themselves are uncommon, though not exceedingly rare, the most common being between an anthromal and his/her “true” friend. Children of such unions are generally accepted among others, in a way a half-elf might be accepted.

Specific appearance of anthromal varieties are found later in this chapter.

Anthrobadgers are stout and tough, bearing heights and weights similar to a dwarf. They have wide shoulders and deep chests that compliment their short tails, muzzles, and tough claws.

Relations

Anthromals are often raised with an individual they can call a “true friend.” One that they will always hold close to their heart. Even those that turn to evil will protect their childhood friend with all their ability. That individual is more important to the anthromal than anyone else. The race is usually a non-anthromal.

Humans are likely to be paired with any anthromal, most likely cats, foxes, hawks, hedgehogs, or wolves. Elves and half-elves are often paired with smaller anthromals, or foxes or wolves. Dwarves are often befriended by badgers, bears, boars, lions, or sometimes lizards. Gnomes have been known to get along famously with hedgehogs, but could also be paired with squirrels or bats. Half-Orcs and orcs aren’t usually paired with an anthromal friend, but those that are usually are paired with bears or boars. Halflings could be paired with any of the small anthromal varieties, but also get along with foxes and raccoons. Draconic races tend to be paired with reptilian or winged anthromals. Sometimes, their true friend chooses to become an anthromal themselves, taking on their friend’s variety.

Anthromals generally abhor things that are unnatural, such as undead, demons, devils, or necromancers.

Alignment

Each variety of anthromal seems to have a trend in alignment, shown later in this chapter, though this is only a majority above fifty percent.

Anthrobadgers are selfish, though they enjoy the company of others. They are free-spirited, working for whoever they feel like at the time, though they remain loyal to friends and family. Their tendencies lean towards chaotic neutral, which is further supported by their temper.

Lands

Anthromals have only one nation comprised mainly of them; Valenar, which is where the first anthromals came into being. They integrate with other races very frequently. Some may live in tribes, inhabiting regions that are suitable for them, but otherwise, they are much like humans when it comes to where they may live, just about anywhere.

Religion

Good and neutral anthromals typically worship Asenrir, the deity of anthromals, whose domains are Animal, Community, Good, Healing, and Protection, whose alignment is neutral good, and whose favored weapon is the shortspear. Asenrir often takes the form of a female anthrowolf with a sky blue mane, though she may appear as any anthromal she chooses.

Evil anthromals tend to worship Erythnul, the deity of slaughter, or Vecna, the deity of secrets.

They may also revere according to their base creature, their class, or nature deities such as Ehlonna or Obad-Hai.

Language

Anthromals all speak Common but they also frequently speak Sylvan as a third language. They also have their own language, Animalian, which uses the Common alphabet.

Names

Anthromals are named mainly on who they were raised among. They most frequently have only one name with a middle and surname, but some adopt nicknames.


Racial Traits

Created Anthromal Racial Changes

  • “Anthromal” is a template that can be added to any humanoid (referred to hereafter as the base creature.) The template can be acquired or inherited. (For created and natural anthromals respectively.)
  • The base creature retains original types and subtypes, gaining the anthromal subtype. The creature is still a member of his/her original race for the purpose of any effect or prerequisite that depends on race.
  • The base creature retains its original Hit Dice gained from class, as well as benefits gained there from. Ex. Base attack and save bonuses, skill points, hit points, etc.
  • The base creature loses its original racial ability adjustments and gains racial ability adjustments based on type of anthromal.
  • The base creature loses his original size and gains a new size based on variety of anthromal. Height and weight are recalculated if size changes.
  • The base creature loses base land speed, taking on the land speed of the new form.
  • The base creature loses spell-like abilities, bonus feats/extra skill points, racial skill modifiers, attack and save bonuses, etc. given by race, and gains the racial traits of the chosen variety.
  • Automatic Languages: As base creature, plus Animalian.
  • Bonus Languages: As base creature, plus Sylvan.
  • Favored Class: As base creature
  • Level Adjustment: +0
  • Becoming an Anthromal- Becoming an anthromal involves a ritual called the Gift of Asenrir. The individual who wants to become an anthromal must seek the aid of another anthromal. Many good anthromals will pray to Asenrir at no expense, but some will ask for payment, whether it be in gold pieces or a task of the anthromal‘s choosing. If Asenrir deems the wannabe worthy, she will bestow the gift to the individual, but the wannabe loses 200 x Hit Dice in experience points. When an individual is given the gift, he is slowly transformed into his new form over the period of 1d4 weeks. After that, he is a fully fledged anthromal. Natural anthromals cannot change their variety by this process.
  • Removal of Asenrir‘s Gift- The anthromal must be voluntarily desiring to be rid of his form for a full year. This desire is a difficult process to maintain, so the anthromal must succeed on a DC 12 Will save each month or be forced to start over. After a full year, the anthromal must then consume a potion created with a sample of material from the same species as the anthromal’s animal mixed with a fresh sprig of belladonna. Cost: 5,000 gp or Craft (alchemy) DC of 20. Because belladonna is poisonous, the consumer of this potion must succeed a DC 20 Fortitude save or take 1d4 points of Constitution damage; initial and secondary. After drinking the mixture, the anthromal must sleep for 24 hours on a night of the new moon. The mixture must be consumed on the same day in order to work. Only created anthromals can have their form reversed.

Natural Anthromal Racial Traits

  • Natural anthromals have no base creature. They are their own base creature.
  • A natural anthromals type is humanoid with the anthromal subtype.
  • Anthromals with a thick coat of fur or feathers gain a +2 circumstance bonus on Fortitude saves made to resist the effects of cold weather whenever they wear clothing that covers at least the legs or torso. This bonus stacks with the bonus provided with cold weather outfits. When the weather is not cold or hot, they are treated as being in very hot conditions when they wear clothing, having to make the appropriate Fortitude save. If they are in clothing in very hot conditions, it is treated as severe heat, and in severe heat, it is treated as extreme heat.

All anthromals gain the following below:

  • Low-Light Vision (Ex): All anthromals can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to see color and detail under these conditions.
  • Natural Weapons- An anthromal has a natural weapon based on variety. The damage of an anthromal’s natural weapon is one size category less than a usual creature of its size. An anthromal is not automatically proficient in its natural weapon, taking a -4 penalty on attack rolls when attacking with their natural weapon. They also provoke attacks of opportunity if they are not proficient with their natural weapon. An anthromal monk who is proficient in its natural weapon has its damage increased, as well as its unarmed strike, and the monk can also use his/her natural weapon as part of a flurry of blows.
  • Badger: Claws (1d3)
  • Bat: Wing Slap (1d2)
  • Bear: Claws (1d3)
  • Boar: Gore (1d4)
  • Cat: Claws (1d2)
  • Fox: Claws (1d3)
  • Hare: Bite (1d3)
  • Hawk: Wing Slap (1d3)
  • Hedgehog: Quills (1d3)
  • Lion: Claws (1d3)
  • Lizard: Tail Slap (1d4)
  • Otter: Claws (1d2)
  • Rat: Claws (1d2)
  • Raccoon: Claws (1d3)
  • Skunk: Claws (1d3)
  • Squirrel: Bite (1d3)
  • Tiger: Claws (1d3)
  • Weasel: Claws (1d2)
  • Wolf: Claws (1d3)
  • Automatic Languages: Common, Animalian.
  • Bonus Languages: Aquan, Auran, Draconic, Dwarven, Elven, Gnome, Goblin, Gnoll, Halfling, Ignan, Orc, Sylvan, Terran.

Anthrobadger Racial Traits

  • +2 Constitution, -2 Wisdom: Anthrobadgers are hardy, yet rash and irresponsible.
  • Medium size.
  • Anthrobadger base land speed is 30 feet
  • +2 racial bonus on grapple checks; Anthrobadgers are exceptionally skilled at wrestling foes to the ground.
  • Stability: Anthrobadgers are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
  • +2 racial bonus on saves made to resist magical compulsion effects; Anthrobadgers may not be wise, but their minds are hard to sway. They use their Charisma modifier on such checks if the save DC is Wisdom-based.
  • Favored Class: Fighter, Barbarian, Ranger, Knight. Player chooses one at character creation.

The above statistics can also be used for anthrowolverines.

Anthrobat Racial Traits

  • +2 Wisdom, -2 Strength: Anthrobats have extraordinary senses, but are physically weak.
  • Small size.
  • Anthrobat base land speed is 20 feet
  • +2 racial bonus on Listen checks. Anthrobat ears are very sensitive.
  • Gliding: Anthrobats can glide in a similar way a dragonborn (Races of the Dragon) can. Their glide speed is 30 feet. Their wings also grant a +10 circumstance bonus on Jump checks.
  • Darkvision out to 60 feet.
  • Favored Class: Ninja, Mystic, Druid, or Rogue. Player chooses one at character creation.

Anthrobear Racial Traits

  • +2 Strength, -2 Charisma: Anthrobears are strong, but hard to get along with.
  • Medium size.
  • Anthrobear base land speed is 30 feet
  • +2 racial bonus on Intimidate checks. Anthrobears are capable of instilling fear into others with their brawn. They use their Strength modifier for Intimidate checks instead of Charisma.
  • +2 racial bonus on Climb and Swim checks. Anthrobears are well-versed in climbing and swimming.
  • Favored Class: Favored Class: Barbarian, Fighter, Hexblade, or Monk. Player chooses one at character creation.

Anthroboar Racial Traits

  • +2 Constitution, -2 Charisma: Anthroboars are tough, but are socially unappealing.
  • Medium size.
  • Anthroboar base land speed is 30 feet
  • +2 racial bonus on saves against spells and spell-like abilities; Anthroboars have an innate resistance to magic.
  • Stability: Anthroboars are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
  • +2 racial bonus to natural armor when attacked by bludgeoning weapons; Anthroboars thick bodies can resist the pounding of bludgeoning weapons easier than other races.
  • Favored Class: Barbarian, Fighter, Ranger, or Duskblade. Player chooses one at character creation.

Anthrocat Racial Traits

  • +2 Dexterity, -2 Strength: Anthrocats are very dexterous, but they are small and therefore not as strong as other humanoids.
  • Small size.
  • Anthrocat base land speed is 30 feet.
  • +2 racial bonus on Jump, Balance, Climb and Tumble checks. Anthrocats are natural acrobats.
  • Darkvision out to 60 feet.
  • +2 racial bonus on Spot, Search and Listen checks. An anthrocat’s eyes and ears are sharp like an elf’s, but they can’t sense hidden portals the way an elf can.
  • Favored Class: Ninja, Rogue, Swashbuckler, or Ranger. Player chooses one at character creation.

The above statistics can also be used for anthropomorphic lynx’s and other smaller felines.

Anthrofox Racial Traits

  • +2 Charisma, -2 Constitution: Anthrofoxes are charming and attractive, but it comes at the price of their physical endurance.
  • Medium size.
  • Anthrofox base land speed is 30 feet
  • +2 racial bonus on Diplomacy, Bluff, and Gather Information. Others find it easy to trust anthrofoxes and they are natural negotiators.
  • +2 racial bonus on Sense Motive checks. Anthrofoxes have a sixth sense when it comes to an individual’s intentions.
  • +2 racial bonus on Listen checks. Anthrofoxes’ ears are sharp.
  • Favored Class: Bard, Ranger, Sorcerer, or Beguiler. Player chooses one at character creation.

The above statistics can also be used for anthropomorphic arctic foxes and jackals.

Anthrohare Racial Traits

  • +2 Dexterity& Charisma, -2 Strength ; Anthrohares are well liked quick and flighty, but weak of muscle.
  • Small/medium size.
  • Anthrohare base land speed is 30 feet.
  • +2 racial bonus on Jump checks. An anthrohare’s legs are strong and springy when jumping.
  • +4 racial bonus on Listen checks. Anthrohare ears are large and capable of picking up trace sounds.
  • Spell-like Ability: 1/day- speak with animals (burrowing mammals and rodents only, duration 1 minute.)
  • +2 racial bonus on Move Silently checks; Anthrohares are good at sneaking past their enemies.
  • Favored Class: Bard, Rogue, Healer, or Swashbuckler. Player chooses one at character creation.

Anthrohawk Racial Traits

  • +2 Charisma, -2 Strength: Anthrohawks generally have a reputation for being honorable and their sleek feathery appearance makes them quite appealing to the eye, but they don’t have much for muscle.
  • Medium size.
  • Anthrohawk base land speed is 30 feet
  • +2 racial bonus on Spot checks. An anthrohawk’s eyes are sharp.
  • Gliding: Anthrohawks can glide in a similar way a dragonborn (Races of the Dragon) can. Their glide speed is 30 feet. Their wings also grant a +10 circumstance bonus on Jump checks.
  • Spell-Like Ability: 1/day; know direction. Caster level 1st, as the spell. Anthrohawks are adept at finding north when it’s vital.
  • Favored Class: Ninja, Mystic, Druid, or Rogue. Player chooses one at character creation.

The statistics shown above also apply to other avian anthromals, such as eagles or owls, except owls get +2 Wisdom, not Charisma. Owls also get Darkvision at the loss of the spell-like ability that hawks get. Their favored class is one of the following: Favored Soul, Druid, Ranger, or Monk.

Anthrohedgehog Racial Traits

  • +2 Dexterity, -2 Strength; Anthrohedgehogs are agile and quick, but their small size detracts from their muscle power.
  • Small size.
  • Anthrohedgehog base land speed is 30 feet. Anthrohedgehogs move fast for their size.
  • +4 racial bonus on saves against poison; Anthrohedgehogs, like their non-anthropomorphic relatives, are very resistant to poison.
  • +1 natural armor bonus; An anthrohedgehog’s quills are very hard, providing decent protection.
  • Defensive Ball (Na): As a standard action that provokes attacks of opportunity, a hedgehog can curl up into a ball, providing a +2 circumstance bonus to AC, saves, and Tumble checks. Unrolling is a free action that doesn’t provoke attacks of opportunity. A hedgehog cannot voluntarily move while curled up into a ball, but doesn’t lose its Dexterity bonus to Armor Class and can still be moved by other means, examples being gravity or being bull rushed. (A hedgehog can take a feat allowing him/her to move at base land speed while in a defensive ball.) The hedgehog automatically fails grapple checks, but enemies grappling it must make a Reflex save (DC 10 + the hedgehog’s base attack bonus) or take 1 point of piercing damage when the anthrohedgehog is in a defensive ball. The hedgehog cannot attack while in a ball, except for his/her quills but treat such attacks as though the hedgehog is fighting defensively, taking a -2 penalty to attack rolls. (Another feat also removes this penalty.) Being in a defensive ball does not make the hedgehog unable to see.
  • Favored Class: Bard, Rogue, Monk or Ninja. Player chooses one at character creation.
  • An anthrohedgehog has a specific number of quills. At character creation, the player rolls 2d4+2. The number rolled is the number of quills the anthrohedgehog has. A quill can be sundered just as a weapon or armor has. Quills however are exceptionally tough having a hardness of 18. A quill dealt 5 points of damage breaks off the hedgehog harmlessly, though the natural weapon takes a -1 penalty on damage rolls (per quill lost). A hedgehog that loses all of its quills also loses its natural armor bonus until at least one quill regenerates. Lost quills regenerate in 1d6 weeks.

Anthrolion Racial Traits

  • +2 Strength, -2 Dexterity; Anthrolions are strong, but not very agile, despite being a feline anthromal.
  • Medium size.
  • Anthrolion base land speed is 30 feet.
  • +2 racial bonus on saves against fear. Anthrolions are naturally brave and bold in the face of danger.
  • Low-light vision out to 60 feet.
  • +2 racial bonus on Intimidate and Diplomacy checks. Lions are naturally a symbol of honor, so anthrolions are generally well-respected. They also tend to be intimidating, emitting a roar when they’re upset or angry.
  • Favored class: Paladin, Knight, Samurai, or Monk. Player chooses one at character creation.

Anthrolizard Racial Traits

  • +2 Constitution, -2 Dexterity; Anthrolizards are hardy and healthy, but are awkward and lack agility.
  • Medium size.
  • Anthrolizard base land speed is 30 feet.
  • +2 racial bonus on saves against disease and poison. This bonus doesn’t apply to supernatural or magical diseases such as lycanthropy and mummy rot. Anthrolizards have strong immune systems to protect against disease and poison.
  • +2 racial bonus on Climb checks. An anthrolizard’s claws are specialized for digging into surfaces so they can easily climb along walls.
  • +1 natural armor bonus. Anthrolizard scales provide slight protection against attack.
  • Favored class: Dragon Shaman, Fighter, Druid, or Barbarian. Player chooses one at character creation.

Anthro-otter Racial Traits

  • +2 Charisma, -2 Wisdom; Anthro-otters are playful and cute, but a bit eccentric and naïve.
  • Small size.
  • Anthro-otter base land speed is 20 feet.
  • Anthro-otter base swim speed is 30 feet. This also provides a +8 racial bonus on Swim checks. They may also use their Dexterity modifier or their Strength modifier on Swim checks, whichever is higher. Anthro-otters are natural born swimmers.
  • +4 racial bonus on Fortitude saves made to resist non-lethal damage from swimming and holding one’s breath underwater. Anthro-otters have great aquatic endurance.
  • Favored Class: Bard, Beguiler, Knight, or Sorcerer. Player chooses one at character creation.

Anthrorat Racial Traits

  • +2 Dexterity, -2 Strength; Anthrorats are agile, but weak.
  • Small size.
  • Anthrorat base land speed is 20 feet.
  • +2 racial bonus on Move Silently and Hide checks. Anthrorats excel at skulking in the shadows.
  • +2 racial bonus on Swim checks. Anthrorats are very capable swimmers.
  • +2 racial bonus on Appraise checks involving precious metals and gems. Anthrorats have an affinity for shiny objects.
  • +2 racial bonus on Escape Artist checks made to squeeze through tight spaces. Anthrorats are adept at getting through spaces that would hinder others.
  • Favored Class: Rogue, Spellthief, Ninja, or Druid. Player chooses one at character creation.

The above statistics can also apply to rodent anthromals that aren’t hares or squirrels, though they have different personalities and outlooks.

Anthroraccoon Racial Traits

  • +2 Intelligence, -2 Constitution; Anthroraccoons are very smart, but physically frail.
  • Medium size.
  • Anthroraccoon base land speed is 30 feet.
  • +2 racial bonus on Sleight of Hand, Open Lock and Disable Device checks. Anthroraccoons excel at skills requiring deft hands.
  • +1 luck bonus on all saves. Anthroraccoons are extraordinarily lucky and capable of avoiding mishaps.
  • low-light vision out to 60 feet.
  • Favored Class: Rogue, Spellthief, Ranger, or Scout. Player chooses one at character creation.

Anthroskunk Racial Traits

  • +2 Constitution, -2 Wisdom; Anthroskunks are hardy, but their common sense isn’t very good.
  • Medium size.
  • Anthroskunk base land speed is 30 feet.
  • Spray (Ex): 1/day, the anthroskunk can spray out an unpleasant/pleasant musk (at his/her option). The musk sprays out in a 10-foot cone from behind him. If unpleasant, all creatures within the cone must succeed a Fortitude save DC 10 + the anthroskunk’s Con modifier or become sickened for 1d3 rounds. The after-stench also causes a -2 penalty on Diplomacy, Gather Information, and Perform checks, as well as adding a +2 circumstance bonus to creatures attempting to track the affected creatures by scent for 24 hours. If pleasant, all creatures within the cone are distracted by the pleasant stench for 1d3 rounds, taking a -1 penalty to Reflex saving throws, -2 penalty to Listen, Sense Motive, and Spot checks and having to take a Concentration check DC 10 + the anthroskunk’s Con modifier to cast a spell or use a skill requiring concentration. The after-stench also causes a +2 circumstance bonus on Bluff, Diplomacy, and Gather Information checks, as well as adding a +2 circumstance bonus to creatures attempting to track the affected creatures by scent for 24 hours. A Reflex save DC 15 avoids the spray.
  • +2 racial bonus on Intimidate checks; Anthroskunks have a reputation for their musk ability, making people more wary around them than other races.
  • Favored Class: Ranger, Scout, Duskblade, or Warmage. Player chooses one at character creation.

Anthrosquirrel Racial Traits

  • +2 Dexterity, -2 Strength; Anthrosquirrels are quick, but their size detracts from their strength.
  • Small size.
  • Anthrosquirrel base land speed is 30 feet.
  • +2 racial bonus on Climb checks. Anthrosquirrels are natural born climbers.
  • +2 racial bonus on initiative checks and Reflex saving throws. Anthrosquirrels are fidgety and reactive to slight changes in their surroundings.
  • +2 racial bonus on Spot and Listen checks made to oppose Hide and Move Silently checks. Anthrosquirrels have sharp eyes and ears to help protect them from ambushes.
  • Favored Class: Rogue, Scout, Druid, or Ranger. Player chooses one at character creation.

Anthrotiger Racial Traits

  • +2 Wisdom, -2 Strength; Anthrotigers are insightful and wise, but physically weak.
  • Medium size.
  • Anthrotiger base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +2 racial bonus on Fortitude saves. Despite their weaker Strength, anthrotigers are hardy against poison and disease.
  • +2 racial bonus on saves against magic and spell-like abilities. Anthrotigers are naturally resistant to magic.
  • Spell-Like Ability: 1/day; speak with animals. Caster level 1st, as the spell. Anthrotigers can speak with animals for 1 minute per day.
  • Favored Class: Druid, Mystic, Monk, or Knight. Player chooses one at character creation.

The above statistics can also apply to anthropomorphic panthers, cheetahs and jaguars, except cheetahs lose the bonus on Fortitude saves, gaining a land speed of 40 feet. Panthers and jaguars lose the spell-like ability in exchange for a +2 racial bonus on Hide checks.

Anthroweasel Racial Traits

  • +2 Dexterity, -2 Constitution; Anthroweasels are quick and agile, but frail.
  • Medium size.
  • Anthroweasel base land speed 30 feet.
  • +4 racial bonus on Escape Artist checks and +2 racial bonus on grapple checks. Anthroweasels may use their Dex modifier or their Str modifier on grapple checks, whichever is higher. Anthroweasels are hard to hold.
  • Small-stature: When hiding, attacking, or squeezing through tight spaces, anthroweasels are treated as Small creatures, adding a +4 bonus on Hide checks and adding +1 bonus on attack rolls.
  • Favored Class: Barbarian, Rogue, Ninja, Swashbuckler. Player choose one at character creation.

Anthrowolf Racial Traits

  • +2 Dexterity, -2 Constitution; Anthrowolves are agile, but as a result, they are frail in body structure.
  • Medium size.
  • Anthrowolf base land speed is 30 feet.
  • +2 racial bonus on Survival checks made to track someone or something. Anthrowolves are excellent trackers.
  • +2 racial bonus on Listen checks. An anthrowolf’s ears are sharp.
  • +2 racial bonus on Craft (Alchemy) checks and checks involving sense of smell. An anthrowolf has a strong sense of smell compared to other anthromals.
  • +1 racial bonus on attack rolls when flanking. Anthrowolves are adept pack hunters, like normal wolves, who excel when surrounding their targets. This bonus stacks with the normal +2 bonus gained from flanking.
  • Favored Class: Druid, Ranger, Scout, or Fighter. Player chooses one at character creation.

Anthromals in your Campaign

When running an anthromal campaign, there are some things to consider, whether the standard races coexist with them, or whether the world is inhabited only by them. If you’re running the latter, then the following races tend to be replaced by the following varieties.

  • Human: Any of the below, plus Skunk.
  • Elf/Half Elf: Fox, Hawk, Raccoon, Wolf.
  • Dwarf: Badger, Lion, Lizard, Tiger.
  • Gnome: Hare, Hedgehog, Otter, Squirrel.
  • Halfling: Cat, Bat, Mouse, Weasel.
  • Half-Orc/Orc: Bear, Boar.
  • Goblin/Kobold: Rat.

Vital Statistics

Normally, an anthromal is immortal whether it is natural or created. But for other campaigns where there are no immortal races, use the base creature’s aging rules if the anthromal is created. Height and weight are still the same. For natural anthromals, the aging rules are shown below. For height and weight of a natural anthromal, use the human’s statistics for medium anthromals, and the gnome’s statistics for small anthromals.

Table: Anthromals Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d4
Table: Anthromals Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
500 years 750 years 1000 years +10d5 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

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