Warbeast (Pathfinder Race)

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Warbeasts[edit]

Creator's Clause[edit]

I do not take ownership of this race. The race Warbeast belongs copyright to the anime No Game No Life. This is simply a fan work. I take NO credit.

Physical Description[edit]

As with nature, the genders of the Warbeast tend to vary. Males are generally much more muscular and taller than females, and the Alpha Males are even more so. They take on the physical appearance of a human, albeit the addition of a tail and pair of ears (of the same animal, such as wolf), and sometimes other traits, such as pronounced fangs and claws, whiskers of some sort, or more fur growth along their bodies. For some reason, males tend to take on more 'vicious' animals, such as wolfs and tigers.

Females, in comparison to the males are usually smaller and thinner, though contain the same ferocity as their male counterparts, and at times, more than their male counterparts. Their appearance is that of a human as well, following the same features as their male counterparts, yet they take on the appearance of more 'passive' or 'docile' creatures, such as rabbits. The reason behind this is unknown.

Society[edit]

Warbeast society is structurally the same as many human civilizations. However, many Warbeasts do follow the guidance of natural 'laws' of nature, such as 'Only the Strong Survive', or other laws along the basic principles of nature. Others follow the guidance of a divine figure, which allows a few Warbeasts the ability to cast divine spells, and as such allow them to fulfill a much more needed role in their society.

Relations[edit]

Warbeasts get along well with other beast-like races. On contrast, they do not tend to associate themselves with more violent races, like orcs, despite their own physical strength. Also, despite their closeness to nature, the Warbeast tend not to associate themselves with Elves, for reasons to be shown later. Humans, and oddly Half-Elves, mainly for their looks, are the races that Warbeast tend to associate well with. Also, Warbeast avoid all association with the Flügel if possible, finding their use of magic as an insult, their high and mighty egos rub abrasive against them, and their uncontrolled blood lust and knowledge lust aggravate them.

Alignment and Religion[edit]

The Warbeast race in general varies with their alignment, and all nine alignments can be found throughout the race. The Warbeast, however, tend to waver more on the Chaotic Neutral outlook on life.

While Warbeast usually don't follow religion, the gods and goddesses that they do follow are those found in nature, or those whose domains are given to Druids, or at times the various domains over travel and such. Practicing religion to most Warbeasts is, at times, meaningless, as some would like to see the results of their worship, while others defend it stating that rewards come in due time. Despite this, no true struggle over religion has occurred for the Warbeast race.

Adventurers[edit]

Warbeasts in general do have natural urges to travel, while some have urges to settle down. Traveling Warbeasts are a common sight, many traveling for any number of reasons, thought a number travel for the thrill of the hunt.

Warbeast Racial Traits[edit]

Warbeast:

  • +2 Strength, +2 Constitution, -2 Charisma: While strong and hardy, sometimes the animalistic nature of the Warbeast sets those around them into a cautious mood.
  • Humanoid (Beast)
  • A Warbeast is a Medium sized creature.
  • Normal base land speed: 40 feet.
  • Scent (Ex): A Warbeast gains Scent, as per the monster ability.
  • Darkvision (Ex): A Warbeast gains Darkvision out 60ft
  • Magically Disassociated (Ex): A Warbeast can never gain levels in any class that can cast Arcane, Divine, or Physic spells or Psionic Powers. They may select said classes if a Class Archetype allows the class to remove all traces of spells/powers from it. Also, when using the Use Magic Device skill, the DC of all items increases by +10.
  • Claws and Fangs (Ex): A Warbeast gains two Claws that deal 1d4 damage each, and a Bite attack that deals 1d6 damage. These are both Primary attacks that the Warbeast is proficient in. If attacking in conjunction with Manufactured weapons, the Claws and Bite count as secondary weapons.
  • Wild Affinity (Ex): Due to their connection with animals, unless provoked or magically instructed, wild animals will not attack a Warbeast.
  • Heightened Senses (Ex): A Warbeast gains a +2 to their initiative modifier due to a number of heightened senses beyond a human's.
  • Cold Reading (Ex): Creatures first, a Warbeast is always cautious of meeting new people. A number of times a day equal to their Wisdom Modifier, when attempting a Speech based check to gather information, discern lies, and various other reaons that mainly include speaking, the Warbeast may roll twice and take the better result.
  • Automatic Languages: Warbeasts start off knowing their own language, called Warbeast as well, which is a language consisting of various bestial sounds, and a second regional language if applicable. A Warbeast with a high Intelligence score can select these following Languages as Bonus ones: Common, Dwarven, Elven, Orc, Sylvan, Terran.

Alternate Racial Traits[edit]

The Warbeast has two varieties of 'subraces', Divine and Blood. Upon character creation, a player may choose to become a Divine Warbeast or a Blood Warbeast, which cannot be changed upon selection.

Divine: A Divine Warbeast is one who has been blessed by their god or goddess to allow them to cast Divine Spells.

  • A Divine Warbeast receives a -2 Strength, but +2 Constitution and +2 Wisdom. Trading off their physical power for their Mental Power, a Divine Warbeast can now become a better conduit for divine magics. This replaces the normal Statistics for a Warbeast
  • A Divine Warbeast can cast Divine Magics, but still not Arcane or Physic, or manifest powers, and removes the +10 added to any Use Magic Device check as long as the spell appears on the Divine Warbeast's spell list. This changes Magically Dissociated.

Blood: A Blood Warbeast is a powerful being, said to be born one out of every 10,000 births. They are able to access limits that can grant them amazing physical abilities, but at the same time corrode their body and, if not careful, destroy it.

  • A Blood Warbeast gains +4 Strength and Constitution, +2 Dexterity, but a -2 to all of their mental stats. Physically sharper and stronger, Blood Warbeast are said to be powerful warriors, though their mental sharpness has been dulled. This changes the normal statistics for a Warbeast.
  • Blood Destruction (Ex): Entering what is known as a Blood Rage, the Blood Warbeast doubles their Strength, Dexterity, and Constitution modifiers. Entering this state turns the Blood Warbeast's skin red over time, and releases heat from their body. A Blood Warbeast can safely maintain this Rage a number of rounds equal to their original Constitution Modifier. After that, they will take 1d4 points of damage that cannot be negated. This damage will continue for the duration of their new Constitution Modifier. After that point, if a Blood Warbeast has still maintained this state and has not died, the damage will increase to 2d6 and compound 1d6 every round until death. These bonuses do not stack with any effects that are granted through class features such as Rage. After the rage, a Blood Warbeast is consider fatigued for a number of round equal to the duration stayed in Blood Destruction, if they did not pass their Original Constitution Modifier. If they did, they are considered Exhausted. This overrides and ignores any class or racial features that prevent, shorten, or otherwise ignore Fatigue or Exhaustion.
  • Wild Affinity (Ex): Unlike their calmer counterparts, Blood Warbeasts treat all encounters with wild and tamed animals as one step less friendly than they already are. While tamed animals won't attack a Blood Warbeast at sight, they will be greatly restless and all Ride and Handle Animal checks will take a -6 penalty. Wild beasts will attack the Blood Warbeast at the slightest of provocation.

Vital Statistics[edit]

Table: Warbeast Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
15 years +1d6 +2d4 +2d6
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Warbeast Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
65 years 130 years 195 years +3d4 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.
Table: Warbeast Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 6" +2d6 160 lb. 2d8 × (x3) lb.
Female 5' 3" +1d6 120 lb. 2d6 × (x3) lb.

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