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Alright, here's my go at the Pantheria we've been talking about.
Not every attempt at creating beastfolk went as planned - not by a long shot. In most cases, the experiments were altered or aborted entirely. Lost resources were simply chalked up to the cost of creating new and exciting slaves for the pits or for other kinds of service. The Pantheria are an example of how things can go terribly wrong indeed.
Pantheria are either lone hunters or form into small familial prides. They retain enough intelligence and human nature, however, to band together when faced with an outside threat, and some Pantheria build homes and use simple tools. Others are more lost to their animal natures and stalk their island as highly intelligent apex predators.
Pantheria are long-boned and lithe and have the relaxed musculature of the great cats, capable of bursts of tremendous speed and strength when needed. In coloration, they take after one of the families of great cats - lions, tigers, leopards and jaguars.
The Pantheria sometimes tolerate trade with other beastfolk, as long as they do not appear to be easy prey, in which case they are eaten. Pantheria consider Humans to be relatively unappetizing, but would rather devour them than speak with them. One of the few tenets of their society that they maintain is their white-hot hatred of Human magic and Humans in general.
Alignment and Religion
Pantheria follow their own animistic religion of the hunt and of the renewal of nature. They believe that by devouring an opponent or rival's heart and other key organs, they gain his or her power for themselves. From a Human point of view, they tend toward Evil, though of course the Pantheria do not see it that way.
Pantheria who have PC classes obviously tend toward Barbarians and Rangers. Religious leaders of the Pantheria are almost exclusively female, and they are often Druids or Witches. Few Pantheria if any leave their island home to adventure, though it is not unheard-of for young males seeking status as manhunters will cross to the mainland and make raids on outlying villages, carrying back treasures and trophies alike.
+2 Dexterity, -2 Intelligence, +2 Wisdom. Pantheria are nimble and athletic, and are more bestial than other beastfolk.
[1pt] Bestial Nature: Pantheria can communicate with any great cats at will because of their bestial background. Domestic cats are naturally terrified of them, but they can communicate as well.
[1pt] Failed Experiment: Pantheria, rather than being susceptible to mind-controlling magic, turned out to be resistant to it, and because of this were able to gather their strength and win their freedom in a bloody rebellion. Pantheria have a +2 save bonus to all [Mind-affecting] spells.
[1pts] Vengeance: Pantheria gain a +1 attack bonus against all Human arcane spellcasters
[1pt] Night-Eyed: Pantheria have low-light vision
[-1pt] Primitive: Pantheria do not trust things they associate with Humans, including some simple technologies. Pantheria cannot use Crossbows and do not wear metal armor, though they do make use of metal weapons. Pantheria also begin play illiterate - in order to become literate, a Pantheria must spend a skill rank.
[7pts] Red in Tooth and Claw: Pantheria have two claw attacks and a bit attack which can be used as part of a full attack. Each claw deals 1d4 damage, as does their bite attack, and all are made at a -5 to their base attack bonus. Pantheria claws give them a +2 bonus to Climb checks.