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## Beastmen

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AndreiChekov
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### Beastmen

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Post by AndreiChekov » Mon Jun 01, 2015 5:47 pm

So, continuing with making egypt themed stuff, I've done raptorans into an egyptian thing, and now I am working on Shifters.
Fluff
Seeing the creations of Horus and Thoth, the other gods became jealous, and decided to make their own creations. They worked together to create the beast men. Although the origin of beastmen is from jealousy, they get along fairly well with anyone, because they themselves are so diverse. The form of a child is always that of the mother.
Beast men live all over the place, and are interspersed with humans throughout the north and south kingdoms. They don't really have a unique society, as they are part of the human societies. They are the second most populous species around. Humans make up 50% of the population, and beastmen come in at 30% (Irikara and dwarves are both 10% each.).
Mechanics
• Humanoid with the shapechanger subtype, unless otherwise noted
• Size medium
• Land speed 30 ft.
• +2 survival and diplomacy
• Lowlight vision
• +2 to saves against transmutation
• Assume animal form (Su): as detailed below, except that all changes have a duration of 10 minutes per level. Any armour or items held meld into the body and become ineffective for the duration. You lose any class abilities you have, while in this form, but keep your feats. From 6th level onwards, you keep your class abilities, and can cast spells in this form. Transforming takes a full round action. Ending this before the duration runs out takes another full-round action.
Pick one of these In addition to the shared statistics for the race, each deity involved in making them has a personal subtype.
Sekhmet – Lion form: canines are larger than normal, enough to be noticeable but not weapons. They have very strong hands with claws instead of fingernails.
• +2 str or dex
• +2 to AC, saves, and atk rolls vs evil incorporeal creatures
• 2 natural claw attacks 1d4
• Once per day turn into a lion. At 3rd level this becomes at will. At 7th level, you can turn into a dire lion
• Smite Humanoid – 3 + cha mod/day add character level to atk and dmg roll against a humanoid
• Pounce
Bast – Cat form: Cat ears and tail, sometimes whiskers
• +2 dex or wis
• Small size
• At will turn into a cat or dire cat.
• Darkvision 60 ft.
• +1 to caster levels for fire spells, and +1 per 3 levels to any fire damage dealt
• 1/day cast alarm as a spell like ability with a caster level equal to hit die.
Ammut – Crocodile Form scaly looking skin, and a crocodile head
• Reptilian humanoid – shapechanger subtype
• +2 str or con
• Once per day per turn into a crocodile. At 2nd level this becomes at will. At 4th can turn into a giant crocodile instead. At 8th level turn into dire versions.
• Any weapon wielded has the ghost touch property
• Can go without air for 1 minute x con score before making any checks
• Swim speed of 30 ft.
• Bite attack at 1d6
Apep – Snake form: scaly skin, slit yellow eyes. Eyelids work as a snakes, no nose
• +2 wis or dex
• Spit poison (Ex):3+wis mod per day, spit a poison with a range of close. Target must succeed on a Fort saving throw with a DC of 10 + ½ HD + Wis mod, or suffer 1d6 of con dmg
• At will with a ranged touch attack can shoot fire from its eyes dealing 1d6 of fire dmg. This cannot be used if blinded.
• 1/day turn into a medium constrictor snake. At will turn into a tiny, small or medium viper. At level 3 turn into a large or huge snake. At 6th level dire versions
Anubis – Jackal Form: has a jackals head that varies in colour
• +2 Wis or dex
• +2 sense motive and jump
• At will, turn into a jackal. Use the statistics for a wolf. At 3rd level can turn into a dire wolf.
• 1/day can cast Zone of Truth as a spell like ability with a caster level equal to hit die
• Scent (Ex)
• +1d6 of positive energy damage to any damage dealt to undead
Hathor – Cow Form: Horns on head, and cow ears, and hooves instead of feet. Some have a complete cows head.
• +2 Cha or Str
• +2 perform and diplomacy checks
• +1 caster level for divination spells
• 1d6 gore attack, that deals double damage when charging
• 1/day turn into a bison. At 3rd level this becomes at will. At 5th level, dire bison.
Hapy – Baboon Form: Thick course hair covers their entire body.
• +2 dex or int
• Climb speed 30 ft.
• +2 climb, jump, balance and tumble
• Spells with “protection” or “magic circle” in their name are cast with a duration as if the caster were 20th level.
• At will, turn into a baboon. At 3rd level dire baboon.
Heket – Frog Form: they have webbed hands, slimy skin, and their eyes are further apart than normal.
• +2 dex or Int
• Amphibious (Ex): can breather water or air interchangeably
• Swim speed of 30 feet.
• +1/4 level dodge bonus to ac when wielding a dagger
• At will turn into a frog at will. Use the base statistics for toad. Also can turn into a dire frog.
Khepera – Scarab Beetle Form: Shell on their back and antennae. They can’t quite stand straight upright, and a hunched over.
• +2 Str, con and -2 dex
• +2 natural armour. When taking the full-defense action, they gain cover against ranged attacks, and half cover against melee attacks.
• Fast healing ¼ level: this can be given to another character 1/day. When this happens you lose fast healing and the target gains it. After 10 minutes it goes back to normal. Requires a touch, and a swift action.
• 1/day can turn into a giant bombardier beetle. At 3rd level, this becomes at will.
Khnemu – Ram Form: Looks a lot like a satyr, but sheep bits instead of goat
• +2 Int or Cha
• +2 craft checks
• Cold resist 5
• At will turn into this http://www.d20pfsrd.com/bestiary/monste ... nimals/ram
• At will cast light and create water
• Any charge attack made deals an extra 1d6 of piercing damage
Nekhbet – Vulture Form: Balding top, with feathers surround their crown, a hooked beak, and wings
• +2 wis or Cha
• Immune to ingested poisons
• Inflict spells are empowered
• Fly speed same as an irikara
• At will, they can turn into a vulture. Use the base statistics for eagle. At 3rd level dire version.
Reshep – Gazell Form: Gazelle head, and hooves in place of feet.
• +2 str or dex
• Immunity to mundane diseases
• +2 to saves vs poison, disease, and curses
• Proficiency with spear, mace, and sickle, and +1/4 level to attack rolls made with these weapons.
• +2 spot and listen
• At will, they can turn into this http://www.d20pfsrd.com/bestiary/monste ... s/antelope . At 3rd level dire version.
Peace favour your sword.
I only play 3.x
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MGuy
  Prince
  Posts: 4665
  Joined: Tue Jul 21, 2009 5:18 am
  Location: Indiana

###

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Post by MGuy » Mon Jun 01, 2015 6:24 pm

Where is Ra?
The first rule of Fatclub. Don't Talk about Fatclub..
If you want a game modded right you have to mod it yourself.

> MGuy wrote:Finally a thread about fighters!

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AndreiChekov
  Knight-Baron
  Posts: 523
  Joined: Fri Aug 17, 2012 12:54 pm
  Location: an AA meeting. Or Caemlyn.

###

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Post by AndreiChekov » Mon Jun 01, 2015 8:18 pm

> MGuy wrote:Where is Ra?

I'm making a campaign setting, and the hawk race thing is already covered by the irikara of Horus.
Khelep, the scarab beetle, was considered to be an alternate form of Ra, so that covers him being a part of it.
Also, in later mythology, Ra was joined with Amun, making Amon-Ra, and all of the bird features were gone.
And, I might take Nekhmet's vultures and just put them under irikara, the only problem I see with this is that thoth and horus are quite clearly bird headed, and nekhmet looks like a human.
Peace favour your sword.
I only play 3.x
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