The Ani-Men [Archive] - Wizards Community

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Hanzo187

12-15-07, 04:16 PM
The Ani-Men

Racial Info

History: The product of the experiments of demons and mad Warlocks, the Ani-Men are hybrids of Humans and the animals they were joined with. Unlike Lycans, they do not change into animals, but depending on one’s point of view, they are, and are not, animals. They are considered a confusing race to document because they are several different types of Ani-Men, and they have much in common with both Humans and the animal they have become a part of. Their population has risen since their inception, and some have found a place in society, while others have found their place in the wild.

History (if using Eberron): Victims of mad members of House Cannith, the Ani-Men were the by-product of experiments done using the devices that would later become the creation forges from which the Warforged emerged. Done as a way of combining Human intelligence with sharpened animalistic abilities, most Ani-Men were volunteers, doing so either out of patriotism or power, but when they walked out, they were horrified by what they had become. Nevertheless, many obtained heightened abilities, at the price of alienation, but they were nonetheless a benefit to the Last War. Now, with the Last War over, the Ani-Men, like the Warforged, try to find a place in society.
Personality: The Ani-Men, with their different characteristics, have varying personalities. Some, such as the Serpent-Men and Rat-Men are slippery and suspicious, while folks like the Lion-Men are honorable and willing to die for a cause. Most Ani-Men, in essence, carry more self-aware versions of their animalistic personalities, such as the Wolf-Man’s strong ties to their families.

Physical Description: Ani-Men have varied heights and weights, but Rabbit-Men tend to be the most slender and small, while Lion-Men are big and hardy. Female Ani-Men, called Ani-Women, have some differences physically with their male counter parts.
As with their build, different Ani-Men age at different rates, with life spans ranging from 120 years to 400 years.

Alignment: Alignment largely depends on what animal the Ani-Man has bonded with. Rat-Men and Tiger-Men tend towards chaos, while Wolf-Men and Lion-Men are usually lawful. An Ani-Man is just as likely to be good as evil, but the majority of Rat-Men are neutral, while Lion-Men are often good.

Relations: Since Ani-Men have some Human in them (just how much is never known), they have good relations with that race. Ani-Men with long life spans sometimes create lasting friendships with Dwarves, though they do not have the highest regard for the Dwarves’ slow process of friendship. Ani-Men in Eberron have very strong ties to the Warforged, seeing them as fellow survivors trying to find their place in a harsh world, even if that world has accepted them.

Religion: Ani-Men are not partial towards any deity. If they do go towards one, it is because of a class obligation or wishing luck to oneself. Lion-Men, however, sometimes worship Pelor or St. Cuthbert. Rat-Men are partial to Olidammara.

Names: Ani-Men take human names.

Languages: All Ani-Men speak Common, with certain Ani-Men speaking a second language, and they have a healthy number of additional languages they can learn as they reach adulthood. Contrary to popular belief, most Ani-Men are fairly intelligent, with even the occassional Shark-Man picking up a second language.

Adventurers: Adventuring for Ani-Men is varied. Some strive for personal enlightenment or embrace a cause, while certain others may adopt a life of a cutthroat. Serpent-Men often become the latter, while Rat-Men tend to become thieves and Lion-Men fight for something.

Ani-Men Racial Traits
Kangaroo-Man Racial Traits (by dulsi):
- Medium Humanoid
- The Kangaroo-Man's base land speed is 30 feet.
- +2 Dexterity, -2 Wisdom: Kangaroo-Men are quick but do not always think things through.
- The Kangaroo-Man has a kick attack that deals 1d4 damage.
- +4 racial bonus on Jump checks: Kangaroo-Men have powerful legs that enable long jumps.
- Hop (Ex): Kangaroo-Man gets +4 bonus on Constitution checks made to continue running and avoid nonlethal damage from a forced march. Kangaroo-Man's legs are very efficient at hopping and can do so for great distances.
- Languages: Common
- Bonus Languages: Elven, Gnoll, Terran, Sylvan
- Favored Class: Monk. A multiclass Kangaroo-Man's Monk class does not count when determining whether he takes an experience point penalty for multiclassing.

Lion-Man Racial Traits:
- Medium Humanoid
- The Lion-Man’s base land speed is 30 feet
- +2 Strength, -2 Dexterity: Lion-Men are very muscular, but their increased muscle mass makes them slow physically.
- The Lion-Man has a bite attack that deals 1d4 damage.
- Courage (Ex): The Lion-Man gets a +2 bonus on Will saves against Mind-Affecting abilities and fear effects. Lions are the symbol of courage, and Lion-Men are no different.
- Language: Common
- Bonus Languages: Celestial, Draconic, Elven, Infernal, Orc
- Favored Class: Paladin or Crusader (1st class chosen counts as Favored). A multiclass Lion-Man’s Paladin or Crusader class does not count when determining whether he takes an experience point penalty for multiclassing. Lion-Men usually fight for a cause.

Monkey-Man Racial Traits:
- Small Humanoid
- The Monkey-Man’s base land speed is 20 feet.
- +2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence: Monkey-Men are agile and lovable, but they tend to be weak of both body and mind.
- +2 bonus to Tumble checks: The Monkey-Man’s tail is useful for them in performing feats of athleticism and acrobatics.
- Monkey See, Monkey Do (Ex): The Monkey-Man gets a +5 racial bonus on Disguise checks made when impersonating another individual. Monkey-Men are idiosyncratic.
- Speak No Evil, Hear No Evil, See No Evil (Ex): The Monkey-Man gets a +1 insight bonus to attack rolls and AC against evil creatures. Monkey-Men are a natural enemy of evil.
- Language: Common
- Bonus Languages: Gnome, Halfling, Sylvan, Terran
Favored Class: Cleric. A multiclass Monkey-Man’s Cleric class does not count when determining whether he takes an experience point penalty for multiclassing. Monkey-Men have a strong connection to the divine.

Rabbit-Man Racial Traits:
- Small Humanoid
- The Rabbit-Man’s base land speed is 20 feet
- +2 Charisma, -2 Constitution: Rabbit-Men make friends easily, but are not very hardy.
- Cunning Linguist (Ex): Diplomacy is always in-class for a Rabbit-Man
- Rabbit’s Foot (Ex): Rabbit-Men gain a bonus Luck Feat at 1st level, as it said that a rabbit’s foot brings good luck.
- Languages: Common
- Bonus Languages: Celestial, Dwarven, Giant, Halfling, Sylvan
- Favored Class: Bard. A multiclass Rabbit-Man’s Bard class does not count when determining whether he takes an experience point penalty for multiclassing. Rabbit-Men are excellent speakers and story-tellers.

Rat-Man Racial Traits:
- Medium Humanoid
- The Rat-Man’s base land speed is 30 feet
- Low-Light Vision
- +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Rat-Men are quick and know when to leave a sinking ship, but they are physically frail, and the stigma many carry about rats makes trusting them difficult.
- +2 racial bonus on Escape Artist, Hide, and Move Silently checks: Rat-Men are at home in the dark, and they can blend into the darkness effectively without wasted effort.
- Improved Concealment (Ex): If the Rat-Man has concealment or total concealment, add 10% to the miss chance. Rat-Men are more skilled than most at hiding themselves.
- Languages: Common, Sylvan
- Bonus Languages: Abyssal, Dwarven, Elven, Gnome, Goblin, Orc
- Favored Class: Ninja or Rogue (1st class chosen counts as Favored). A multiclass Rat-Man’s Ninja or Rogue class does not count when determining whether he takes an experience point penalty for multiclassing. Rat-Men are well-practiced at remaining unseen.

Serpent-Man Racial Traits:
- Medium Humanoid
- The Serpent-Man’s base land speed is 30 feet
- +2 Charisma, +2 Intelligence, -4 Wisdom: Serpent-Men are slithery, devious, and smart, but very long-winded.
- +4 racial bonus on Bluff and Intimidate checks: Serpent-Men have sharp tongues, and they use them to deadly effect.
- Venomous Bite (Ex): Serpent-Men have a bite attack that deals 1d4 damage and delivers a strong poison that causes pain and feverish chills, preventing a victim from concentrating in combat. (Injury DC 13 + Int Modifier, Initial 1d2 hp/character level, Secondary -2 penalty on attack rolls and Concentration checks for 3 rounds). If a Serpent-Man poisons his victim, he cannot poison another for 1 hour.
- Languages: Common, Terran
- Bonus Languages: Any (except secret languages, such as Druidic).
- Favored Class: Wizard. A multiclass Serpent-Man’s Wizard class does not count when determining whether he takes an experience point penalty for multiclassing. Serpent-Men like using magic, and they put it to good use.

Shark-Man Racial Traits:
- Medium Humanoid (Aquatic)
- The Shark-Man's base land speed is 30 feet.
- Low-Light Vision (x3 underwater)
- +2 Strength, +2 Constitution, -4 Intelligence, -2 Wisdom: Shark-Men are big and hardy, but not very bright.
- +4 racial bonus on Swim checks: As befitting their aquatic nature, Shark-Men have fins that enable them to swim more effectively than other creatures.
- Swim Speed 30'
- The Shark-Man has a bite attack that deals 1d4 damage.
- Gills and Lungs (Ex): The Shark can breathe air for 4 rounds per point of Constitution before suffocation begins. Shark-Men have both gills and lungs, but their lungs have become less efficient due to the experiment conducted on them, forcing them to return to sea after only a brief time.
- Aquatic Mastery (Ex): The Shark-Man gets a +1 bonus to attack rolls when fighting underwater, but gets a -1 penalty on attack rolls while on land. The Shark-Men become more used to the water over time, and this makes them better combatants in the water.
- Cartilaginous Body (Ex): The Shark-Man gets a +1 natural armor bonus to AC, but they cannot wear heavy armor. The Shark-Man's body is made of a rubbery material that protects them, but wearing heavy armor can wear on them and cause permanent physical injury.
- Languages: Common
- Bonus Languages: Aquan, Elven
- Favored Class: Barbarian. A multiclass Shark-Man-Man’s Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. Shark-Men love combat, viewing it as both a sport and a way of life.

Tiger-Man Racial Traits:
- Medium Humanoid
- The Tiger-Man’s base land speed is 40 feet
- Darkvision 30’
- +2 Dexterity, -2 Intelligence, -2 Charisma: Tiger-man are fleet of foot and very agile, but think too much on passion and instinct.
- The Tiger-Man has a Claw attack that deals 1d4 damage.
- Minor Heat Endurance (Ex): +2 bonus on Fortitude saves made to resist the effects of hot weather or exposure. Tiger-Men are naturally acclimated to a jungle climate, and they can tolerate the heat and humidity very easily.
- Languages: Common
- Bonus Languages: Dwarven, Elven, Goblin, Orc
- Favored Class: Ranger. A multiclass Tiger-Man’s Ranger class does not count when determining whether he takes an experience point penalty for multiclassing. Tiger-Men are more at home in the jungle than in the city.

Wolf-Man Racial Traits:
- Medium Humanoid
- The Wolf-Man’s base land speed is 30 feet
- Low-Light Vision
- +2 Wisdom, +2 Intelligence, -2 Strength: Wolf-Man are perceptive and wise, but physically weak.
- +2 racial bonus on Listen, Spot, and Survival checks: Borrowing from their wolf bond, Wolf-Men have an acute perception of their surroundings.
- Fight in Packs (Ex): When a Wolf-Man flanks, he gets a +3 attack bonus instead of +2.
- Minor Cold Endurance (Ex): +2 bonus on Fortitude saves made to resist the effects of cold weather or exposure. The fur the Wolf-Men grow keeps them warm in the cold.
- Languages: Common, Abyssal
- Bonus Languages: Draconic, Dwarven, Elven, Goblin, Halfling, Orc, Sylvan
- Favored Class: Monk. A multiclass Wolf-Man’s Monk class does not count when determining whether he takes an experience point penalty for multiclassing. Wolf-Men are often bound to some tie, and the Monk’s life in the monastery fits him perfectly.
Most Common Alignment:
Kangaroo-Man Neutral Good or True Neutral
Lion-Man Lawful Good
Monkey-Man Neutral Good
Rabbit-Man True Neutral or Neutral Good
Rat-Man True Neutral or Chaotic Neutral
Serpent-Man Neutral Evil
Shark-Man Chaotic Neutral
Tiger-Man Chaotic Good
Wolf-Man Lawful Neutral

Aging Table:
Race Adulthood Middle Age Old Venerable Max Age
Kangaroo-Man 15 30 50 65 +4d10
Lion-Man 35 100 170 240 +2d%
Monkey-Man 15 42 70 95 +5d10
Rabbit-Man 18 45 80 115 +2d20
Rat-Man 24 85 145 205 +7d10
Serpent-Man 16 40 70 100 +3d20
Shark-Man 18 45 73 105 +5d10
Tiger-Man 15 40 65 90 +2d20
Wolf-Man 22 75 125 175 +1d%
Random Starting Ages
Barbarian Bard Cleric
Rogue Fighter Druid
Sorceror Paladin Monk
Ranger Wizard
Kangaroo-Man +1d4 +1d6 +2d4
Lion-Man +2d4 +4d4 +7d4
Monkey-Man +1d4 +1d6 +1d10
Rabbit-Man +1d4 +1d6 +2d6
Rat-Man +1d6 +2d6 +4d6
Serpent-Man +1d4 +1d6 +1d8
Shark-Man +1d6 +1d8 +2d8
Tiger-Man +1d4 +1d6 +1d12
Wolf-Man +1d6 +1d10 +2d10
Height/Weight Tables:
Males
Height/weight Base Height Height Mod Base Weight Weight Mod
Kangaroo-Man
Lion-Man 5' +2d12 130 lbs. x 2d4 lbs.
Monkey-Man 2'11" +2d6 48 lbs. x 1 lb.
Rabbit-Man 2'10" +2d6 45 lbs. x 1 lb.
Rat-Man 4'7" +2d8 90 lbs. x 2d4 lbs.
Serpent-Man 4'6" +2d6 70 lbs. x 1d6 lbs.
Shark-Man 4'10" +2d10 95 lbs. x 2d4 lbs.
Tiger-Man 5'2" +2d12 110 lbs. x 2d4 lbs.
Wolf-Man 4'8" +2d8 100 lbs. x 1d6 lbs.
Females
Height/weight Base Height Height Mod Base Weight Weight Mod
Kangaroo-Man
Lion-Man 4'9" +2d12 110 lbs. x 2d4 lbs.
Monkey-Man 2'9" +2d6 37 lbs. x 1 lb.
Rabbit-Man 2'7" +2d6 35 lbs. x 1 lb.
Rat-Man 4'3" +2d8 65 lbs. x 2d4 lbs.
Serpent-Man 4'2" +2d6 50 lbs. x 1d6 lbs.
Shark-Man 4'8" +2d10 75 lbs. x 2d4 lbs.
Tiger-Man 5' +2d12 90 lbs. x 2d4 lbs.
Wolf-Man 4'4" +2d8 75 lbs. x 1d6 lbs.
Racial Substitution Table:
Lion-Man
Barbarian
Lv. BAB Fort Ref Will Special
1st +1 +2 +0 +0 Illiteracy, Rage 1/day, Rage Runner
3rd +3 +3 +1 +1 Frothing at the Mouth
17th +17 +10 +5 +5 Focused Rage
Skill Points at each Level: 4 + Int. Modifier

Rabbit-Man
Rogue
Lv. BAB Fort Ref Will Special
1st +0 +0 +2 +0 Deceptive Demeanor, Sneak Attack +1d6
3rd +2 +1 +3 +1 Lucky Streak 1/day, Sneak Attack +2d6
20th +15 +6 +12 +6 Whew!
Skill Points at each Level: 8 + Int. Modifier

Rat-Man
Ninja
Lv. BAB Fort Ref Will Special
4th +3 +1 +4 +1 Evasion
6th +4 +2 +5 +2 Acrobatics +2, Ki Hop
18th +13 +6 +11 +6 Acrobatics +6, Greater Ki Hop
Skill Points at each Level: 6 + Int. Modifier

Rogue
Lv. BAB Fort Ref Will Special
4th +3 +1 +4 +1 Hidden Blade Proficiency
8th +6 +2 +6 +2 Uncanny Dodge
20th +15 +6 +12 +6 Know Thy Enemy
Skill Points at each Level: 8 + Int. Modifier

Serpent-Man
Rogue
Lv. BAB Fort Ref Will Special
1st +0 +0 +2 +0 Sneak Attack +1d6, Poison Use
3rd +3 +1 +3 +1 Efficient Deathdealing, Sneak Attack +2d6
4th +3 +1 +4 +1 Improved Poison Use
Skill Points at each Level: 8 + Int. Modifier

Shark-Man
Barbarian
Lv. BAB Fort Ref Will Special
1st +1 +2 +0 +0 Quick Swimmer, Illiterate, Rage 1/day
11th +11 +7 +3 +3 Hammershark Rage
20th +20 +12 +6 +6 Tigershark Rage, Rage 6/day
Skill Points at each Level: 3 + Int. Modifier

Ranger
Lv. BAB Fort Ref Will Special
1st +1 +2 +2 +0 1st Favored Enemy*, Track, Wild Empathy
4th +4 +4 +4 +1 Animal Companion*
7th +7 +5 +5 +2 Aquatic Adaptation
Skill Points at each Level: 6 + Int. Modifier

Tiger-Man
Ranger
Lv. BAB Fort Ref Will Special
1st +1 +2 +2 +0 1st Favored Enemy, Track, Wild Empathy, Jungle Sense
4th +4 +4 +4 +1 Animal Companion
8th +8 +6 +6 +2 Scent
Skill Points at each Level: 6 + Int. Modifier

Druid
Lv. BAB Fort Ref Will Special
1st +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy*
12th +9 +8 +4 +8 Wild Shape (Monstrous Humanoid)
15th +11 +9 +5 +9 Never Weary
Skill Points at each Level: 4 + Int. Modifier

Wolf-Man
Monk
Lv. BAB Fort Ref Will Special
1st +0 +2 +2 +2 Bonus Feat*, Flurry of Blows, Unarmed Strike
11th +8 +7 +7 +7 Jade Body, Greater Flurry
15th +11 +9 +9 +9 Jeweled Fist, Timeless Body
Skill Points at each Level: 6 + Int. Modifier
Racial Substituion Class Features:
Lion-Man Barbarian Racial Substitution Levels
To take a Lion-Man Barbarian Substitution Level, you must be a Lion-Man about to take his 1st, 3rd, or 17th Level of Rogue.
- Rage Runner: Beginning at 1st Level, the Barbarian becomes so enraged, he literally runs all over the place. When the Barbarian rages, he gets a +20' bonus to his land speed and gets a +4 bonus to attack rolls made when making a charge or bull rush.
This replaces the Barbarian's Fast Movement class feature.
- Frothing at the Mouth: Starting at 3rd level, the Barbarian begins frothing at the mouth, using this personality quirk as an effective method of intimidation. The barbarian gets a +1 bonus to Intimidate checks. This bonus increases by 1 every 3 levels above 3rd.
This replaces the Barbarian's Trap Sense class feature.
- Focused Rage: When the Barbarian reaches 17th level, even while he rages, he learns to maintain hia focus. When the Barbarian rages, he no longer suffers the -2 penalty to AC and can use all his Skills.
This replaces the Barbarian's Tireless Rage class feature.

Rabbit-Man Rogue Racial Substitution Levels
To take a Rabbit-Man Rogue Substitution Level, you must be a Rabbit-Man about to take his 1st, 3rd, or 20th Level of Rogue.
- Deceptive Demeanor (Ex): At 1st Level, the Rogue has such a strong force of personality and such a way with people, he can carry that influence in combat, making himself so difficult to gauge, his enemies’ attacks will miss. Once per day, as a Swift Action, all enemies have a 20% miss chance against the Rogue for 1 round per 2 class levels (Min 1). This ability will not function if the Rogue is denied his Dex bonus to AC, wears medium or heavy armor, carries a shield, or carries a medium or heavier load.
This replaces the Rogue’s Trapfinding class feature.
- Lucky Streak (Ex): Beginning at 3rd Level, the Rogue’s luck holds sway over his actions for a brief period. Once per day, for one round per 3 class levels, the Rogue gains 1 of 4 types of bonuses:
Attack: The Rogue applies his Charisma bonus to attack rolls
Defense: The Rogue applies his Charisma bonus to AC
Safety: The Rogue applies his Charisma bonus to Saving Throws
Skill: The Rogue applies his Charisma bonus to Skill checks (including Cha-based Skills)
The Rogue gains an extra use of Lucky Streak at 6th Level, and every three Levels after.
This replaces the Rogue’s Trap Sense class feature.
- Whew! (Ex): At 20th Level, a Rogue’s luck can come through in a situation when he would least expect it. By giving up two uses of Lucky Streak as an Immediate Action, the Rogue can automatically succeed on an attack against him, a Saving Throw, or a Skill Check (so long as the skill DC is not greater than 25 + your skill modifier)

Rat-Man Ninja Racial Substitution Levels
To take a Rat-Man Ninja Substitution Level, you must be a Rat-Man about to take his 4th, 6th, or 18th Level of Ninja.
- Evasion (Ex): Beginning at 4th Level, a Ninja can avoid attacks with great agility. When a Ninja succeeds on a Reflex save that would deal half damage, he takes no damage instead. A helpless Ninja does not gain the benefit of Evasion.
This replaces the Ninja’s Great Leap class feature, and the Ninja does not receive Evasion at 12th Level.
- Ki Hop (Su): Starting at 6th Level, by expending one use of his Ki Power as a Swift Action, the Ninja gets a +1 dodge bonus to AC for every 5 Ninja Levels for 1 round.
This replaces the Ninja’s Ki Dodge class feature.
- Greater Ki Hop (Su): Beginning at 18th Level, the Ninja’s Ki Hop gives a competence bonus to Reflex saves (in addition to the dodge bonus to AC). It can now be activated as an Immediate Action as well.
This replaces the Ninja’s Greater Ki Dodge class feature.

Rat-Man Rogue Racial Substitution Levels
To take a Rat-Man Rogue Substitution Level, you must be a Rat-Man about to take his 4th, 8th, or 20th Level of Rogue
- Hidden Blade Proficiency (Ex): Starting at 4th Level, the Rogue no longer takes a -2 penalty for attacking with hidden blades. In addition, a Rogue with the Quick Draw Feat can activate and retract a hidden blade as a Free Action.
This replaces the Rogue’s Uncanny Dodge class feature.
- Uncanny Dodge (Ex): At 8th Level, the Rogue can dodge attacks before his senses would allow it. The Rogue retains his Dexterity bonus to AC when caught Flat-Footed or struck by an invisible attacker.
This replaces the Rogue’s Improved Uncanny Dodge class feature.
- Know Thy Enemy (Ex): Beginning at 20th Level, select a creature type from the Ranger’s Favored Enemy list that is not vulnerable to Sneak Attack. The Rogue can now Sneak Attack that creature type, even if they are immune to critical hits.

Serpent-Man Rogue Racial Substitution Levels
To take a Serpent-Man Rogue Substitution Level, you must be a Serpent-Man about to take his 1st, 3rd, or 4th Level of Rogue.
- Poison Use: Beginning at 1st Level, the Rogue never risks poisoning himself when doing so to a weapon.
This replaces the Rogue's Trapfinding class feature.
- Efficient Deathdealing: Beginning at 3rd Level, the Rogue can make poisons that are deadier to his enemies. The DC for saves against poisons crafted by the Rogue increases by 1. This bonus increases by an additional 1 at 6th Level and every 3 levels thereafter.
This replaces the Rogue's Trap Sense class feature.
- Improved Poison Use: When the Rogue reaches 4th level, he may poison a weapon as a move action (instead of as a standard action)
This replaces the Rogue's Uncanny Dodge class feature. He instead gains Uncanny Dodge at 8th Level.

Shark-Man Barbarian Racial Substitution Levels
To take a Shark-Man Barbarian Substitution Level, you must be a Shark-Man about to take his 1st, 11th, or 20th Level of Barbarian.
- Quick Swimmer (Ex): At 1st Level, the Barbarian gets +15' bonus to his swim speed.
This replaces the Barbarian's Fast Movement class feature.
- Hammershark Rage (Ex): When the Barbarian reaches 11th Level, when he rages, he gains the light fortification ability, giving him a 25% chance to negate the extra damage from a Sneak Attack or a Critical Hits.
This replaces the Barbarian's Greater Rage class feature.
- Tigershark Rage (Ex): When the Barbarian reaches 20th level or higher, his bonus to Strength and Constitution is increased to +6, and he becomes immune to the extra damage from Sneak Attacks or Critical Hits.
This replaces the Barbarian's Mighty Rage class feature.

Shark-Man Ranger Racial Substitution Levels
To take a Shark-Man Ranger Substitution Level, you must be a Shark-Man about to take his 1st, 4th, or 7th Level of Ranger.
- Favored Enemy (Ex): This functions exactly like the normal Favored Enemy, except when the Favored Enemy is Humanoid (Aquatic), Outsider (Water), or a Water Elemental, the bonuses are doubled.
- Animal Companion: Beginning at 4th level, a ranger gains an animal companion selected from the following list: boar, crocodile, manta ray, monitor lizard, octopus, polar bear, porpoise, Medium shark, squid, or toad.
- Aquatic Adaptation (Ex): Starting at 7th level, the ranger's swim speed is doubled. The ranger also suffers only half damage (both lethal and nonlethal) against underwater conditions, such as deep water pressure or flowing over rocks. See the Dungeon Master's Guide for rules on water dangers.
This replaces the Ranger's Woodland Stride class feature.

Tiger-Man Ranger Racial Substitution Levels
To take a Tiger-Man Ranger Substitution Level, you must be a Tiger-Man about to take his 1st, 4th, or 8th Level of Ranger.
- Jungle Sense (Ex): At 1st Level, the ranger gets a +2 bonus on all Climb and Survival checks.
- Animal Companion: At 4th level, a ranger gains an animal companion selected from the following list: Boar, camel, cheetah, dire rat, eagle, horse (light or heavy), hyena, leopard, monkey, owl, snake (Small or Medium viper), or tiger.
- Scent (Ex): At 8th Level, the Ranger gains the scent ability.
The replaces the Ranger’s Swift Tracker class feature.

Tiger-Man Druid Racial Substitution Levels
To take a Tiger-Man Druid Substitution Level, you must be a Tiger-Man about to take his 1st, 12th, or 15th Level of Druid
- Natural Stealth: Hide and Move Silently are Class Skills for the Druid.
- Wild Empathy: This functions the same way as the Druid’s Wild Empathy, except you may use your Wis Modifier instead of your Cha Modifier for the check.
- Wild Shape (Fey) (Su): At 12th Level, the Druid can use the Wild Shape ability to become a creature of the Fey Type that has the same size and Hit Dice restrictions as the Druid’s animal forms.
This replaces the Druid’s ability to Wild Shape into Plant Types
- Never Weary (Ex): When a Druid reaches 15th Level, he does not take ability score penalties for aging and cannot be magically aged.
In addition, a Druid that receives an ability score bonus due to age can forego a bonus for one mental score (Int, Wis, or Cha) and apply the bonus to a physical score (Str, Dex, or Con) instead.
This replaces the Druid’s Timeless Body class feature.

Wolf-Man Monk Racial Substitution Levels
To take a Wolf-Man Monk Substitution Level, you must be a Wolf-Man about to take his 1st, 12th, or 17th Level of Monk.
- Bonus Feat: At 1st Level, the Monk can select Combat Expertise, Improved Grapple, Run, or Stunning Fist as a Bonus Feat.
- Jade Body (Ex): When the Monk reaches 11th Level, his body becomes harder than jade, giving him a stronger defense against attacks. The Monk gains Damage Reduction 2/Adamantine.
This replaces the Monk's Diamond Body class feature
- Jeweled Fist (Su): When the Monk reaches 15th Level, he gains the ability to launch a Flurry of Blows so quickly, the enemy cannot help but become mesmerized, falling victim to the Monk’s true power. Once per day, when a Monk initiates a Flurry of Blows, he can force his target to make a Will Save (DC 10 + ½ Monk Level + Wis Modifier). If it fails, the Monk adds his Base Attack Bonus to damage rolls for each attack made by Flurry of Blows.
This replaces the Monk's Quivering Plam class feature.

Racial Feats:
Ani-Sense
An Ani-Man can use his developed senses to unlock his latent animalistic nature and gain a greater clarity of his surroundings.
Pre-Reqs: Any Ani-Man, BAB +6
Benefit:
You may gain a special ability once per day as a Free Action depending on your race. This ability lasts for one round per Hit Die.
Lion-Man: You gain Darkvision 60'.
Monkey-Man: You gain a climb speed of 20'.
Rabbit-Man: You get a +10' boost to your land speed.
Rat-Man: If you have concealment, you gain total concealment instead.
Serpent-Man: You gain Termorsense out to 30'.
Shark-Man: You gain Blindsense 30' while underwater.
Tiger-Man: You gain the Scent ability.
Wolf-Man: You can see Invisible creatures as if under the effect of a See Invisibility spell.

Clear Focus
Your focus is so strong and unwavering, the enemy cannot control, scare, or sway you to their side.
Pre-Reqs: Rat-Man, or Wolf-Man, Wis 15, Base Will Save +2
Benefit:
Once per day, you may automatically succeed on a Will saving throw against a Mind-Affecting Ability.
Special: Using this Feat negates any effect that results from this saving throw, even if success normally results in a lesser effect.

Improved Razor Bite
Your bite becomes stronger, and your teeth are much sharper.
Pre-Reqs: Lion-Man or Shark-Man, Str 17, Razor Bite
Benefits:
When you confirm a critical hit with your bite attack, you deal an additional 1d4 points of Constitution damage to that enemy.
Special: Your bite attack damage increases to 1d8

Lion Heart
The heart of the lion beats within you, strengthening your resolve
Pre-Reqs: Lion-Man, Str 15, BAB +4
Benefit:
You may apply your Strength modifier (instead of your Wisdom modifier) to Will saving throws.
Nomral: You apply your Wisdom modifier to Will saves.

Lion’s Roar
You roar like a lion, giving you an edge in combat for a brief time
Pre-Reqs: Lion-Man, Cha 15, BAB +6
Benefit:
Once per day, you can force all enemies within 30’ to make a Will save (DC 10 + ½ character level + Cha modifier). If it fails, the creature becomes Panicked for Cha modifier (Min 1) rounds. Those who succeed on their save become Frightened (instead of Panicked) for Cha modifier rounds.
Special: The Lion-Man can use this Feat as a Swift Action. It counts as a Mind-Affecting ability.

Lucky Skill [Luck]
A rabbit’s foot brings good luck, Thankfully for you, you have two.
Pre-Reqs: Rabbit-Man, Cha 15, any two Luck Feats
Benefit:
You may expend one luck reroll to automatically Take 20 on a skill check, even if failing the check normally yields negative consequences (such as setting off a trap)
Special: You gain one extra luck reroll per day.

Master of Shapes
You are a natural at changing shapes.
Pre-Reqs: Any Ani-Man, ablility to cast 3rd level arcane spells
Benefits:
You get a +2 bonus to caster level when using spells of the Transmutation school
Special: You recieve a +2 bonus on Saving Throws against Transmutation spells.

Quadruped
You have tendency to walk on all-fours.
Pre-Reqs: Lion-Man or Tiger-Man, Str 13
Benefits:
As a Move Action, you can go from a standing position to an all-fours position. In this position, you cannot hold any weapons, and you are considered one size category smaller for the pupose of determining vertical reach. However, you can make Jump checks without a running start, and you are treated as having the Improved Grab Feat while on all-fours. You also gain a +10' bonus to your land speed while you are on all-fours.
Special: You gain a +4 bonus on ability checks made to resist a charge or bull rush when on all fours (see the Dwarf's Stability racial ability, PHB p. 15)
Special: You may return to a standing position from an all-fours position as a Move Action.

Razor Bite
Your bite is so strong, you can cause a wound that does not heal quickly.
Pre-Reqs: Lion-Man or Shark-Man, Str 13
Benefits:
When you confirm a critical hit with your bite attack, you deal an additional 1d2 points of Constitution damage to that enemy.
Special: Your bite attack damage increases to 1d6
Normal: Your bite attack deals 1d4 damage.

Sensitive Hearing
Your hearing is highly developed and sensitive, giving you certain advantages and vulnerabilities.
Pre-Reqs: Rabbit-Man, Rat-Man, or Wolf-Man, Wis 15+, Listen 10 ranks
Benefits:
You gain blindsense out to 10' and a +2 bonus to Initiative. You lose blindsense if you are deafened.
Special: You get a +5 bonus to Listen checks
Speical: You take a -2 penalty to Saving Throws against Sonic attacks.

Ultrasensitive Hearing
Your hearing has heightened to an astounding level.
Pre-Reqs: Rabbit-Man, Rat-Man, or Wolf-Man, Wis 19+, Listen 15 ranks, Sensitive Hearing
Benefits: Your blindsense 10' becomes blindsight 10'. You lose blindsight if you are deafened.
Special: Your bonus to Listen chacks remains at +5, and your bonus to Initiative remains at +2.
Speical: Your Saving Throw penalty against Sonic attacks increases to -3.
riftdragon

12-15-07, 10:14 PM
Some of um need a la
Demon_Paladin

12-16-07, 12:10 AM
I think I might use this for my Eberron campaign. It reminds me of the Weapon X program.
Watsyurname529

12-16-07, 12:21 AM
I love the idea of the race although some of them do need a LA, barely probably but either that or they're really strong LA +0.

Wolf-Man: The unbalanced ability mod's make it powerful but the rest is okay. Probably could pass for a LA +0 getting to LA +1.

Tiger-Man: The higher speed and claw attack give it some power, but not that much. Once again, probably could pass for LA +0

Lion-Man: The balanced ability scores are okay, the natural attack is fine. This is an okay LA +0

Rat-Man: The ability scores are slightly balanced in their favor as Cha isn't worth much to most people. The Improved Concealment ability is quite powerful. Probably could pass for an LA +0 though on the boarder of LA +1.

Rabbit-Man: The ability scores aren't a problem, except when you're playing a Cha based caster, in which they are extremely vaulable. The bonus luck feat isn't much. Having Bluff and Diplomacy always as class skills is somewhat powerful. A strong LA +0 and getting to LA +1.

Snake-Man: The ability scores here are not that much of a problem, except when playing a Divine caster, then they are horrible. The Poisionous bite and Poison use are quite powerful. I would give this a weak LA +1.

Most of them are strong LA +0 with the Wolf and Rat men getting really close to LA +1 with the Snake-Man being a weak LA +1.

Otherwise I like the idea and the flavor.
Hanzo187

12-17-07, 07:51 PM
Some of um need a la
I see. Could you elaborate on why?
I think I might use this for my Eberron campaign. It reminds me of the Weapon X program.
I'm actually flattered you would think of Weapon X. Though I wasn't thinking about that, I can see why one would see it as such. As before, I was thinking of the Zodiac and cultural symbols of the animals, but considering the illicit experiments and whatnot, it makes sense.

Also, I think this can go fairly well in Eberron.
Wolf-Man: The unbalanced ability mod's make it powerful but the rest is okay. Probably could pass for a LA +0 getting to LA +1.
The mods would make them good casters, tha's for sure. I went the reverse method of assigning mods in DMG, so it's a little off. How about a Cha penalty, considering Wis and Int are not high up compared to Str?

I see no problems with the abilities, considering some subraces in UA are actually stronger than the standard base race at times.
Tiger-Man: The higher speed and claw attack give it some power, but not that much. Once again, probably could pass for LA +0
This one doesn't have great abilities anyway. Its Darkvision is shorter than the others that get it as well.
Rat-Man: The ability scores are slightly balanced in their favor as Cha isn't worth much to most people. The Improved Concealment ability is quite powerful. Probably could pass for an LA +0 though on the boarder of LA +1.
The Rat-Man is actually my favorite Ani-Man, so I put a little more stock in this one than the others. The Improved Concealmeant is strong, but the Rat-Man's Favored Classes aren't known for their AC, so Improved Concealment is actually necessary for them, especially when you go up against someone with Blind-Fight. in addition, I've created some Racial Sub Levels (for Ninja and Rogue) for the Rat-Man and other races, as well, so I'll have them up at the end of the week.
Rabbit-Man: The ability scores aren't a problem, except when you're playing a Cha based caster, in which they are extremely vaulable. The bonus luck feat isn't much. Having Bluff and Diplomacy always as class skills is somewhat powerful. A strong LA +0 and getting to LA +1.
Just Diplomacy, then? Bluff is shown to emphasize the Rabbit-Man's good speaking and deceiving skills, but seeing as how Bard (its Favored Class) and some other classes get Bluff also, I guess only Diplomacy is needed.
Snake-Man: The ability scores here are not that much of a problem, except when playing a Divine caster, then they are horrible. The Poisionous bite and Poison use are quite powerful. I would give this a weak LA +1.
The more I think about it, the more I don't like having Poison Use in with the Snake-Man. I stuck it in emphasizing it poisonous nature, and then, in my infinite "wisdom", I made Wizard Favored. Therefore, there's no need for Poison Use.

I believe that overall, all my Ani-Men are still fine (except for maybe the Snake-Men because when you look at all the bonus some of the other races (Elves are immune to sleep (helpful), Dwarves get get quite a few Skill bonus and an attack bonus (good), Gnomes get a Saving Throw bonus at ALL times (pretty helpful)), I don't think the Ani-Men are too strong. They all have a niche (Rat-Men for stealth, Lion-Men for melee, Wolf-Men for insight), but they won't suffer more than any other core race for going outside its niche.

Of course, if others make a case, I will make changes.

Thank you for the input so far. I'll be making some changes and I'll add the racial substitution levels at the end of the week.
Watsyurname529

12-17-07, 09:06 PM
Yea, most were still LA +0 and probably are still fine considering some other races. So yea, they're okay. I would like to see your sub levels when you get them posted though.
Hanzo187

12-21-07, 09:39 PM
Sorry for the wait for anyone who has checked this thread out. Since this week was finals week, I had to get that out of the way first, but it's over now, so back to the fun stuff.
- Wolf-Men don't get a Hide bonus. I just felt it didn't belong with the overall idea of the Wolf-Man being insightful and wise, so it's gone. EDIT: The Wolf-Man now gets a Suvival bonus.
- Poison Use is gone from the Snake-Man. That one wound up being pointless because Snake-Men have Favored Class Wizard.
AAAAAAAAAAAANND, for the moment of truth...
- Racial Sub Levels added. They're not all exactly done in the normal way in that some don't have a sub at 1st Level, but I'll leave it to the people to decide if they like it or not.

That's about it for now. I'll come up with Racial Sub Levels when I think of them, but for now, any feedback would be cool. :)

EDIT: - The Rat-Man now gets a bonus to Escape Artist.
Hanzo187

01-02-08, 06:04 PM
:bump:
Hanzo187

01-18-08, 08:44 PM
- Added a new race: The Monkey-Man.
- EDIT: Rabbit-Man's Cunning Linguist only includes Diplomacy now.

So, what do you guys (and gals) think?
Angel Black

01-19-08, 01:50 PM
Goody, i just woul add some substitution levels for Rogue and Druid Class, and some racial feats to all the ani-men.
Hanzo187

01-21-08, 11:19 AM
Goody, i just woul add some substitution levels for Rogue and Druid Class
I do have some racial sub levels for some of the races. It's at the bottom of the post, and it includes Tiger-Man subs for the Druid. Or are you referring to just the Monkey-Men in this case?
and some racial feats to all the ani-men.
Oh, crap. I never though of making any racial feats. Well, that's something else to tinker with. I'll try to have some racial feats up in a week or two, and I'll try to make time to do so. Thanks for the suggestion.
Hanzo187

01-26-08, 01:06 PM
I added a few racial Feats. I'll have some more up next week.
Hanzo187

02-08-08, 09:24 PM
I was supposed to update last week, but forgot.
Anyway,

- Five new Racial Feats have been added. I'll probably add some more at a later time.
- I'm in the process of creating a new Ani-Man, so I'll have it up in two weeks. The next Ani-Man will be my last.
- I'll be adding more Feats, and probably some more Racial Sub Levels within the next week or two.
Hanzo187

02-23-08, 01:00 AM
New stuff.

- Added a new Ani-Man: The Shark-Man. This will be my last one
- I added a few more Racial Feats
- I made a few changes to the Wolf-Man's racial sub levels

I want to make a few sub levels for the Shark-Man (I'm thinking Ranger), but I'm stuck. Anyone have any ideas?
Hanzo187

03-02-08, 02:10 AM
Well, I've got a little more stuff.

- The Shark-Man Swim bonus is only +4 and his Swim Speed is 15'.
- Added Racial Sub Levels for a Shark-Man Barbarian. Whether they're good or not, well, I don't know. Maybe.

I could use some help in making a Shark-Man Ranger. I trying to find some of incorporating the Ranger to the water. Anyone have ideas?
Hanzo187

03-08-08, 02:57 PM
- Added Shark-Man Racial Sub Levels. I'm still uncertain about it, but I wanted to create a more aquatic-style Ranger for the Shark, so if I did it (or anything else) well, I'd like to know (in other words, PEACH).
- The Ani-Man Aging Table has been changed around some.
turalisj

03-08-08, 08:31 PM
I can see it now. The PC's are in their tents, asleep. Suddenly, the PC that had guard duty wakes everyone up and a fight with mysterious masked ninja ensues! After they manage to capture a few, they pull off the masks and see the ninja have animal heads!:D
Hanzo187

03-10-08, 11:25 PM
I can see it now. The PC's are in their tents, asleep. Suddenly, the PC that had guard duty wakes everyone up and a fight with mysterious masked ninja ensues! After they manage to capture a few, they pull off the masks and see the ninja have animal heads!
LOL, you and I are right on the same page. Interestingly enough, the Rat-Men do have rat-shaped heads.

I would like to do a campaign with my Ani-Men, but since I'm so busy, it's impossible until the summer :weep:. Neverthelss, I'm glad I made these races because I think they're cool, and using the zodiac/mythology/superstition was something I really wanted to make into a race (or in this case, races). I hope you like them, turalisj (I'm guessing you do), and thanks for the little story. I'd love to see the Rat-Men ninja stalking the Lion-Men pallies.
Hanzo187

03-21-08, 07:54 PM
- Ages have been changed around some.
- I have gone deeply in-depth with the Ani-Men, in the form of flavor text, physical descriptions for each race, and further elaboration. If you want to see that, however, you have to go to the D&D Wiki (it starts here (http://www.dandwiki.com/wiki/Ani-Men_%28DnD_Race%29), and branches out). It'd take too long to transfer it here, but the important info is still here, if that's all you care about. As always, feedback is very much welcome.
Hanzo187

04-12-08, 12:12 AM
- Ages have changed around again.
- The Tiger-Man gets a Wis penalty and the Heat Endurance gets a +2 bonus instead of +4.

I plan to have some more stuff up in a few weeks. Feedback is welcome.
Hanzo187

04-27-08, 02:28 AM
- Tiger gets a Cha penalty rather than a Wis penalty. Sheesh, give them Favored Class Ranger and knock down Wisdom. What was wrong with me?

Anyway, the new content will be sub levels. It'll be up in a few weeks. Graduation's coming up, so I don't know exactly when it'll be done.

EDIT: The Rabbit-Man's Cha bonus is down to +2, and his speed is down to 20 feet.
Hanzo187

05-07-08, 07:54 PM
- The Shark-Man's swim speed has been bumped up to 30 feet.
- The Sensitive Hearing has been modified. It has additional pre-reqs, and blindsense has been added into the feat.
- Added a new feat: Ultrasensitive Hearing.

The sub levels are coming soon.
Hanzo187

06-04-08, 10:30 PM
- Added sub levels for the Lion-Man (Barbarian) and Serpent-Man (Rogue).

This will be my last addition to the Ani-Men. As it is now, there's really no point in continuing this, and as soon as I get my 4e books, I'm going to convert them all to 4th Edition. Until then, enjoy these final new bits.
dulsi

06-05-08, 02:45 PM
I like your Ani-Men and I couldn't help myself from adding another one.

Kangaroo-Man Racial Traits:
- Medium Humanoid
- The Kangaroo-Man's base land speed is 30 feet.
- +2 Dexterity, -2 Wisdom: Kangaroo-Men are quick but do not always think things through.
- The Kangaroo-Man has a kick attack that deals 1d4 damage.
- +4 racial bonus on Jump checks: Kangaroo-Men have powerful legs that enable long jumps.
- Hop (Ex): Kangaroo-Man gets +4 bonus on Constitution checks made to continue running and avoid nonlethal damage from a forced march. Kangaroo-Man's legs are very efficient at hopping and can do so for great distances.
- Languages: Common
- Bonus Languages: Elven, Gnoll, Terran, Sylvan
- Favored Class: Monk. A multiclass Kangaroo-Man's Monk class does not count when determining whether he takes an experience point penalty for multiclassing.
Hanzo187

06-07-08, 09:05 PM
I like your Ani-Men and I couldn't help myself from adding another one.
That Kangaroo-Man is actually pretty neat. I'll add it to the list, with your name as credit. If you give me the rest of the minor stuff (aging, primary alignmemt, height, etc.), I'll add that as well.
dulsi

06-08-08, 12:07 PM
Kangaroo-Men
Most Common Alignment: True Neutral or Neutral Good

Aging
Adulthood Middle Age Old Venerable Max Age
15 30 50 65 +4d10

Random Starting Ages
Barbarian Bard Cleric
Rogue Fighter Druid
Sorceror Paladin Monk
Ranger Wizard
+1d4 +1d6 +2d4

Basically I pictured them as being created as scout/runners. They figured the kangaroo is fast and well adapted to surviving. Unfortunately the magic fusion didn't work as well as the other Ani-Men which is why they have a shorter lifespan than humans. (Something mystically about marsupials that the mages didn't understand when creating the Kangaroo-Man.) I'll write up height and weight later.

Not sure what to do for Ani-Sense yet.
DebiHuman

06-12-08, 04:19 PM
Using x 1 lb. for a weight modifier doesn't actually change the weight of any creature. 45x1=45; perhaps you should change it to 1.5 lbs. or 2 lbs.

Debby
Hanzo187

06-13-08, 03:28 PM
dulsi, I just uploaded the info you gave for your kangaroo-man. I'll be looking forward to seeing the rest.
Using x 1 lb. for a weight modifier doesn't actually change the weight of any creature. 45x1=45; perhaps you should change it to 1.5 lbs. or 2 lbs.
The halfling and gnome have the same weight mod and are Small creatures, as are a few of my Ani-Men. Remember, weight is determined by height mod x weight mod, so while Small creatures' weights are somewhat variable, it's not nearly as so for larger creatures.
DebiHuman

06-13-08, 04:44 PM
The halfling and gnome have the same weight mod and are Small creatures, as are a few of my Ani-Men. Remember, weight is determined by height mod x weight mod, so while Small creatures' weights are somewhat variable, it's not nearly as so for larger creatures.

Yeah, I'd forgotten about the halfing and gnome (it's been a while since I've played one of those). It still seems odd to have any muliplier be a factor of one, but I suppose that's to give as little range as possible. If your choice for weight for a gnome is 30-35 pounds, you really don't get a lot of leeway.

Debby
Hanzo187

07-07-08, 07:53 PM
Yeah, I think it's a little odd, too, but that's the way WotC did it. In the end, though, it does make sense considering the smaller you get, the less varied your weight will be.