User:Blackcatz20/Ankimo (3.5e Race)

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Ankimo[edit]

Personality[edit]

Other humanoids may see Ankimo as animalistic, but the opposite is true. An Ankimos forms strong bonds with family and friends, and despite being quite open about their feelings and reacting on instinct, Ankimo are remarkably gifted in intellect. Ankimos society operates on three pillars of Artifice, War, and Family, because of the facts that:

  • Ankimo are brilliant minds that need an occupation to function properly.
  • Ankimo are easily-angered, and when they rage it is prolonged and dangerous. Without an effort to channel one's rage into, their society would break down.
  • Ankimo cannot operate outside of a group easily.

Physical Description[edit]

The average Homo felis uncia is a lanky, long-limbed individual. The species has a pair of rounded ears positioned roughly near their temples, which can rotate thanks to flexible cartilage and can hear both low and high frequencies. The body is covered in a light coat of fur, which can be a variety of shades fron dark grey to white. A few individuals do not have any fur on their body at all. Some, but not all Ankimo have human-like hair on their heads. Members of the species have long, fluffy tails used for balance.

Society[edit]

Ankimo have a complex society very different from that of, say humans, or maybe elves. Their society operates on the Three Pillars -

  • Artifice. To live is to innovate.
  • War. To live is to be glorious.
  • Family. To live is to be loved.

Ankimo have five "castes". An individual chooses their caste soon after birth (a few months after birth, the infant is given a choice between symbolic objects), and it can be changed with enough effort. The first four castes are equal, and the fifth is viewed as slightly superior.

  • Seekers: Seekers are spies, scouts, and ambassadors. Sometimes they gather and hunt for the others. In times of war they are skirmishers who infiltrate the enemy ranks. The seeker caste is symbolized by an ornate dagger.
  • Barriercats: Barriercats form the Wall - an elite army designed to forcefully push foes back and defend the others at any cost. In times of peace, Barriercats forge and maintain armour and weapons for when they are needed. The Barriercat symbol is a decorated shield.
  • Solens: The sun is the herald of invention, and Solens are the greatest inventors of all. Tasked with maintaing the Ankimo's veritable arsenals of Magitek golems and mechsuits, Solens are respected universally, even by the Kaiser caste. The symbol of the Solen caste is a sun pendant made of steel.
  • Reapers: Reapers both bring and repel death - they are not only the artisans of the Ankimo, but also their medics and archers. All Reapers are gifted with some form of magic - from the bard boosting the army's morale to the druid leading packs of leopards into battle and the mage sniping foes with bolts of spell energy. The Reapers' symbol is an ornate scythe with a blade made of pure moonstone - any Reaper who lowers themselves to bloodying this blade is scorned.
  • Kaisers: The word for "emperor" in the Germanic language - and a suitable one indeed. Four High Kaisers exist at any time, one leading each caste except for the Kaiser caste - which is led by the One Kaiserin, always a female, and her consort. Traditionally High Kaisers had to be male but the restriction has been lifted in recent years. The Lesser Kaisers are commanders and generals. The symbol of the Kaiser caste is a crescent inside of which is a stylized drop of blood. This symbol is present in the One Kaiserin's pendant and the High Kaisers' badges.

Each infant Ankimos is raised by its parents alone - any parent who taints their hands with their own child's blood for any reason (barring drastic circumstances such as the child having become a dangerous renegade) is sentenced to death. At the age of ten, cubs enroll in a specific academy, depending on caste. At twenty, a cub undergoes a rite of passage known as "The Bleeding". The cub, along with four others of similar age, must survive its first battle and kill a foe unarmed and unarmoured. Those that die are raised by Reapers and forced to try once more.

Lands[edit]

The Ankimo inhabit the Third Continent, Vasrun. Vasrun is a cold area with an abundance of conifer forests and mountains. The Ankimo's capital, Tarimesa City, is located on the side (and somewhat INTO the side) of the mountain known as Cavern Peak (named thus because it's a long-inactive volcano whose caldera can be followed down to the Underdark).


Language[edit]

Ankimo speak a language named, surprisingly enough, Ankimo (Editor's note: What were you expecting?). Most humanoids cannot learn Ankimo properly because it involves lots of gesturing and the race does not openly state their emotions, considering that the plethora of pheromones they emit when in a strong emotional state sufficent.

Names[edit]

Ankimo often name themselves after words meaningful to them; an Ankimos who witnessed the death of her mother might give her daughters their grandmother's name. An Ankimos is named by their parents once they choose their caste. The surname tends to relate in some part to the caste, and although castes are not familial many families have a history of peoducing offspring that chose a specific caste, thus creating common family names.

Racial Traits[edit]

  • +2 Intelligence, +2 Strength or Dexterity (your choice), -4 Wisdom: Ankimo are smart and fit beings, but they rarely ever think of the consequences of their actions.
  • Monstrous humanoid (feline) : Ankimo are monstrous humanoids with the feline subtype. Any effect that is mentioned to affect only cats or felines applies to Ankimo.
  • Medium: As medium creatures, Ankimo don't receive any special size-related bonuses.
  • Ankimo base land speed is 30 feet; an Ankimos also has a base climb speed of 15 feet.
  • Cold Acclimation (Ex): Ankimo have coats of fur covering their bodies, causing them to be more resistant to cold. All Ankimo have cold resistance 5.
  • Snow Leopard Ancestry (Ex): Ankimo can jump long distances and balance is regained more easily to them. You have a +5 racial bonus to Jump and Balance checks.
  • Low-Light Vision (Ex): You can see 30 feet farther in low light levels than humans.
  • Claws (Ex): An Ankimos has sharp claws that can be used as weapons, dealing 1d6 slashing damage on a hit.
  • Automatic Languages: Terranglese/Common, Ankimo Bonus Languages: Any
  • Favored Class: Any
  • Level Adjustment:

Vital Statistics[edit]

Table: Ankimo Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d4 +1d6 +2d4
  • Ankimo don't suffer old age modifiers. They can live up to 4000 years
Table: Ankimos Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 3” +1d10 90 lb. × (1d4) lb.
Female 5’ 6” +1d12 90 lb. × (1d4) lb.

{{3.5e Races Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Race]] [[Category:Monstrous humanoid Type]] [[Category:Feline Subtype]] [[Category:Medium Size]] [[Category:LA +0]] [[Category:ECL]]

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