Email: thor.teague@gmail.com
©1989-2026 Thorin Teague. All Rights Reserved. Excluding any fair dealing for the purpose of private in-game uses, private study, research, criticism, education, or review, no part of this publication may be reproduced, in part or in whole, except with the express written permission of the author. This publication may not be redistributed by any entity other than the publisher in any form, including but not limited to, electronic transmission, facsimile, recording, storage in electronic retrieval networks, or seeding in peer to peer networks. Inquiries can be addressed to the publisher.
ISBN 1 00000 000 0
Author: Thorin Teague
Editors: J.J. Anthony
Contributing Artists:
© Jason Harvey
© Meditating Munky
© Gabriel Pickard
© Dan DiPetro, Dungeons By Dan LLC
© DMS Creations, Twitter: @DMSCreations
© Brass Badger Workshop LLC
Additional Contributions: Mark Roberts, Matt Roberts, Mike Birch, Dave Crispin
Playtesters: Enoch, Casper, DW
Thank you: Mark Roberts, Matt Roberts, Mike Birch, Dave Crispin, Dave Smithkey, Terry Byrne, Philip Morey, David Nora, Jae Walker, in fond memory of: Patrick Bemrose (1975-2009)
Dedication:
For my Players,
All of whom contributed in their own way.
For Jean,
Who is my inspiration even though she thinks I’m a nerd.
For Audrey,
Who I can’t get to play... yet. (Update: 06/04/2021: She’s reconsidering it afresh upon learning she can play a ninja riding a unicorn.) (Update 05/14/2025: Still working on it—so far I’ve gotten her to play My Little Pony Tails of Equestria.)
This is a whole slew of less common playable species. These all need to be brought in line with the current 7.x design, but everything in this document from Hybrids to Quicklings to Ixthalcouatl to Autons will be a post-alpha expansion.
A hybrid (often referred to derogatorily as “mutant,” “half-breed,” or “jic,”) is the product of magical and alchemical experimentation. Their existence is due to certain societal needs for workers, guardsmen and women, spies, and even other less savory jobs. While in millenia past they were often created for the purpose of slavery, the prevailing attitude toward hybrids has changed, to a degree, since then, away from specieism and bigotry. Hybrids can still sometimes live on the lamb, or live a sad life of servitude, depending upon circumstances. All hybrids are sterile and incapable of reproduction.
Hybrids are initially required to have a minimum Endurance of 16, and will be required to meet another statistical minimum when choosing which species are being combined. Unlike other species, hybrids may use training to attain this score if necessary. However, training is not allowed for the statistical scores required of their hybrid species.
No/Yes.
All hybrids gain a number of Special hit points equal to their inheritor’s SHP half.
Because of the intense pain, shock, and trauma caused by the process of mutation, a grown inheritor must have a minimum Endurance of 16 (toddlers or youngers are young and flexible enough to bypass this restriction). No character with a lower Endurance can survive the process. At the end of the process, the newly created hybrid must pass a System Shock roll or die. When complete, the fresh hybrid will suffer a -1 to their Endurance, resulting in a minimum score of 15 (if hybridized at adolescence or later). If hybridized shortly after birth (the most common scenario), the hybrid’s adult Endurance score must be a minimum of 15 (use of training to attain this score is allowed).
Hybrids are hated and discriminated against in the extreme. An obvious hybrid will not be allowed into most common civilized areas, and, should any hybrid with mostly human characteristics be exposed, they are most often publicly executed or made an example of in some similar way. Some exceptions to this include feline hybrids, which are always welcomed in Ixchalcouatl societies. Lion Hybrids are venerated throughout Al Qaraya Kahn and sometimes beyond. All PC hybrids must be at least one part (demi)human.
A hybrid is a fantastic humanoid creature that derives some of its characteristics from another Species. This is not a half-breed in the same way that a half-elf is; a hybrid can only be created by magical means. It is typical for half of the hybrid's being to be an animal, but can also mean other nonmagical creatures. Any combination of human or demihuman and another nonmagical creature is possible. How the PC became a hybrid is up to the PF and player, it could be a magical experiment, a curse, or whatever you like. Be creative!
Hybrids are most often created to do jobs most civilized people don’t want. Hybrids are created by selecting someone to inherit another creature's powers (usually a human, sometimes a demihuman,) and selecting the creature from which it will inherit. Provided everything goes as planned, the creature inherits the second creature's powers and the second creature is killed (at which point a raise dead can be used normally.) Attempting to further splice a hybrid will invariably result in its death. Theoretically, any creature can b
e mutated with anything, but since the provider is destroyed, hybrid monsters tend to be very rare. Any attempts to splice the most powerful and magical of monsters, dragons, beholders, ki-rin, and so forth always result in both the provider's and the inheritor's death. Any attempts to mutate creatures that have completely alien or atypical anatomy such as puddings, oozes, beholders and so forth always result in both the provider's and the inheritor's death. Attempts to hybridize the living with anything undead results in the inheritor's death (he does not become an undead hybrid).
A few guidelines and a relatively small selection of sample hybrids are provided here as a basis for creating a hybrid.
Hybrid powers depend on what is spliced with what. The character will begin with the inheritor's traits as a baseline, and then the provider's characters are generally added to it. Ability score increases listed with each hybrid replace the inheritor's (they are not added together).
Hybrid Achievements | |
Milestones | Feats |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
TBD | TBD |
Hybrid XP Buy-ins | ||||
Buy-in | Cost | Effect | Special | Prerequisite(s) |
Hybrid HP | 1 | (Varies) | (Varies) | None |
Speak With Animals | ||||
Flight | ||||
Natural Weapons | ||||
Improved Hearing | ||||
Improved Smell | ||||
Improved Sight | ||||
Improved Taste | ||||
Improved Touch | ||||
Difficult to Surprise | ||||
Cat's Eyes | ||||
Gills | ||||
Sticky Pads | ||||
Natural Swimming Ability | ||||
Natural Balance | ||||
Natural Climbing | ||||
Natural Jump | ||||
Instinct Fighting | +1 with natural weapons | |||
The more common hybrids remain partially in the inheritor state combined with the provider. However, some lucky hybrids have the ability to change between their true and inherited form at will, and halfway in between. (This transformation has no effect on equipment carried, though!) Whether the character has the ability to switch between its three forms or stay in the in-between state is completely the player's choice.
The transformation process takes one full round. The character cannot take any actions whatsoever for one round, including but not limited to move, attack, bonus, or reactions.
When in their true form, they cannot use any of their animal inherited powers that require part of the animal's physique to be present (flying, underwater breathing, and so on.) When halfway between their true and inherited form, they can use any power... however, some function at half potency, such as natural weapons (claws, bites, etc.). When in their provider's form, if it is an animal, they cannot wield weapons, or do anything with their hands that would require the use of an opposable thumb. Other than that, no power will ever spring into existence unbidden as a result of mutation. Also, most powers tend to lose some potency when mutating. Here are just a few ideas, this list should not be considered exhaustive:
Any and all hybrid animals get the ability to speak with animals of their own kind. Any monstrous hybrids do not automatically get this ability, they must expend one language slot to speak their monster language.
Without armor, the character can fly at a speed of 90' (usually, note the exception of the hawk which flies at 120'). Remember that in most cases s/he always must be moving forward, with wings flapping, and at ½ his hit points, s/he must land.
With light armor, the speed reduces to 60' (90' for hawks).
With medium armor, the speed reduces to 40' (60' for hawks) and the hybrid must land at ¾ hit points instead of ½.
With heavy armor, flight is not possible.
The hybrid may have a bite, claws, or a tail lash available to use as weapons. Physical Fitness bonus applies in all cases (except in the very rare case of natural missile weapons, in which case Perception bonus applies.).
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantages. When the hybrid is being attacked by an enemy it cannot see, the attacker functions as if they were not proficient. Any perception checks relying on hearing gain a +3 bonus.
This character's smell allows him to discern anyone's passage, and identification if he knows that person, giving him advantage when it comes to tracking, as well as perception checks that rely on smell—these function as though proficient. Also, the hybrid may be able to detect certain poisons by smell.
Simply put, the hybrid can see further, better. When consulting the “Vision and Light” rules, all values are multiplied (rounded to the nearest convenient number,) but none can go higher than 40 miles (also requiring a high vantage point per “Vision and Light” rules). After about forty miles, the horizon joins up with the earth, and there are enough accumulated air particles and clouds in the atmosphere, that nothing can be spotted no matter what. For example, a hawk, with 20 times better vision than humans, could discern detail at about 200 yards, and movement at 20,000 yards (instead of 30,000).
All perception checks in regards to sight gain a +3 bonus.
The hybrid can taste better than most characters. Other than discerning poisoned liquids, the only use for this ability is to use the tongue for tracking.
This character has a highly advanced sense of touch, such that he could put his hand down on the floor of a cavern, and be able to tell if there are any vibrations coming from nearby walking creatures (for example.) This does not mean that the character is hurt any easier than others.
A hybrid character with heightened senses such as those listed above may be more difficult to surprise. In these cases, the potentially surprising enemy will function as if they were not proficient.
The hybrid has darkvision for a range of 60'.
Continuous water breathing.
Continuous spider climb.
Treat as proficiency in swimming.
Treat as proficiency in Acrobatics.
Treat as proficiency in climbing.
Treat as proficiency in jumping.
The actual abilities the character receives are up to the DM. A hybrid hawk's vision is not going to be twenty times that of normal human's, usually only ten, and a hybrid iguana is likely to have a natural climbing ability.
Some creatures warrant more specific abilities, such as a chameleon's power to camouflage himself instantly, and an octopus's ink spray. Also, almost all animals are going to have ability score adjustments. This, again, is up to the DM, but the typical +3 is a good baseline. If, in the DM’s judgment the hybrid warrants more than +3, further bumps should be balanced out with a -1 elsewhere.
Here are some animals commonly used for hybridization.
Dogs can be, and often are, trained for use in nearly any situation, including hunting, war, and pets to name a few.
Dogs are required to have a minimum Empathy of 12 and Perception of 12.
Dogs are proficient in Empathy.
Dogs gain 1d6 on Empathy and Perception.
All Dogs gain x hit points.
Dogs can Buy-In x hit point up to a maximum of x times.
Dogs move normally at a rate of 12 units per round.
Hybrid dogs have a subconscious tendency to make decisions based on the behavior of others around them. This is an instinctive survival behavior of their dog half. They will be much more comfortable carrying out activities and actions with a group. They are not incapable of individualism, but less inclined to it.
These hybrids have advantage on attack rolls, skill checks, and saving throws when one of his or her allies is within five feet.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantages. When the hybrid is being attacked by an enemy it cannot see, the attacker functions as if they were not proficient. Any perception checks relying on hearing gain a +3 bonus.
A dog's sense of smell allows it to discern anyone's passage, and identification if s/he knows that person, giving the hybrid an advantage when it comes to tracking, as well as perception checks that rely on smell—these function as though proficient. Also, the hybrid may be able to detect certain poisons by smell. When attempting to detect a target which is trying to avoid detection, the hybrid dog rolls with at +3 (this comes from a combination of both the improved hearing and smell).
A hybrid dog is difficult to surprise due to heightened smell and hearing. The potentially surprising enemy will have to roll surprise with disadvantage.
1d6 piercing damage in full dog form, or 1d3 when in-between. The damage increases by one die for every ally within 5' of the dog hybrid.
A hybrid dog character possesses the following traits.
Hybrid dogs get a +1 bonus to Strength, and a +1 bonus to Endurance, and +1 to any ability the player wishes.
Hybrid dogs reach adulthood at around 12-20 and live to be about as old as its inheritor.
Alignment: Tend toward lawful.
Hybrid dogs can be of either small or medium size, depending on the inheritor, the dog, and the player's wishes.
A hybrid dog's base walking speed is 30 feet.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid dog can speak to other dogs.
Wolves are, quite possibly, the most feared and hated of all hybrids—often mistaken for werewolves, or the distinction is moot in the eyes of most commoners. As such, they will face the most violent and unreasonable discrimination of any hybrid Species on Syseria. They are also some of the best hunters and trackers.
Wolves are required to have a minimum Perception of 12 and Physical Fitness of 14.
Wolves are proficient in Perception.
Wolves gain 1d6 on Perception and Physical Fitness. If these bonuses push either score past the maximum of 30, the excess rolls into Empathy.
All Wolves gain 7 hit points.
Wolves can Buy-In x hit point up to a maximum of x times.
Wolves move normally at a rate of 12 units per round.
Hybrid wolves have a subconscious tendency to make decisions based on the behavior of others around them. This is an instinctive survival behavior of their wolf half. They will be much more comfortable carrying out activities and actions with a group. They are not incapable of individualism, but less inclined to it.
These hybrids have advantage on attack rolls, skill checks, and saving throws when one of his or her allies is within five feet.
Living creatures within 30' must make a Empathysave or become frightened.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
A wolf's sense of smell allows it to discern anyone's passage, and identification if s/he knows that person, giving the hybrid advantage when it comes to tracking, as well as perception checks that rely on smell. Also, the hybrid may be able to detect certain poisons by smell. When attempting to detect a target which is moving silently, the hybrid wolf rolls with advantage (this comes from a combination of both the improved hearing and smell).
A hybrid wolf is difficult to surprise due to heightened smell and hearing. The potentially surprising enemy will have to roll surprise with disadvantage.
2d4 piercing damage in full wolf form and the target must make a strength saving throw or be knocked prone. When the wolf hybrid is in between inheritor and provider, the bite attack does 1d4 damage with no knockdown.
A hybrid wolf character possesses the following traits.
Hybrid wolves get a +1 bonus to Strength, a +1 bonus to Endurance, and an additional +1 to either Strength or Endurance.
Hybrid wolves reach adulthood at around 8-18 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Hybrid wolves are medium size.
A hybrid wolf's base walking speed is 40 feet.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid wolf can speak to other wolves.
Foxes are cunning and mischievous. They are known for their manual skill and quick-fingered arts. They make great rogues. In addition, they are quite adept at the arcane arts and are known for their wizardly skills.
Beginning at first level, a fox hybrid may cast Minor Illusion as an innate spell. She or he may cast this once per long rest.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
A hybrid fox is difficult to surprise due to heightened smell and hearing. The potentially surprising enemy will have to roll surprise with disadvantage.
You can use your reaction to pounce on an enemy that is up to 10' away. You can do this on your turn or while the enemy is moving. Upon a successful attack, the enemy becomes stunned for 1 round and loses the rest of its turn.
A hybrid fox character possesses the following traits.
Foxes are required to have a minimum Perception of 16 and minimum Mental Acuity of 12.
Foxes are proficient in Mental Acuity.
Foxes gain 1d6 on Mental Acuity, Perception, and Spirit.
All Foxes gain 4 hit points.
Foxes can Buy-In x hit point up to a maximum of x times.
Foxes move normally at a rate of 12 units per round.
Hybrid foxes get a +2 bonus to Intelligence, and a +2 bonus to Dexterity.
Hybrid foxes reach adulthood at around 5-10 and live to be about half as old as its inheritor.
Alignment: Tend toward neutral.
Hybrid foxes are small or medium size depending on the inheritor's size and the player's wishes.
A hybrid fox's base walking speed is 40 feet.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid fox knows Sylvan and can speak to other foxes.
Owl hybrids have 5 times better vision than their (demi)human counterparts. Owls are known for their wisdom and hunting abilities.
Owls are required to have a minimum Mental Acuity of 15.
Owls are proficient in Mental Acuity.
Owls gain 1d6 on Mental Acuity and Perception.
All Owls gain x hit points.
Owls can Buy-In x hit point up to a maximum of x times.
Owls move normally at a rate of 12 units per round.
An owl hybrid may cast True Strike as an innate spell. She or he may cast this once per long rest.
The hybrid can see better. She or he gains advantage on all perception rolls regarding eyesight, and vision limits are multiplied by 5 (see DMG p.243).
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage.
A hybrid owl is difficult to surprise due to heightened smell and hearing. The potentially surprising enemy will have to roll surprise with disadvantage.
A hybrid owl character possesses the following traits.
Hybrid owls get a +1 bonus to Wisdom, a +1 bonus to Intelligence, and an additional +1 the player can apply to her or his choice of Intelligence, Charisma, or Wisdom.
Hybrid owls reach adulthood at around 14-20 and live to be about 1.5x as old as its inheritor.
Alignment: Tend toward lawful.
Owl hybrids are medium size.
A hybrid owl's base walking speed is 30 feet. Base flight speed is 90'.
You can see in the dark within 120'. You can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Other than gaining common and whatever languages the inheritor knows, a hybrid owl can speak one additional language of the player's choice, and to other owls.
Hawk hybrids have 10 times better vision than their (demi)human counterparts. Hawks are known for their speed but are most famous for their abilities to hunt prey. They make excellent rangers.
Once per day per level, as a free action, the hawk hybrid can select any quarry excluding constructs and undead, and designate the individual as its current prey. This grants advantage with a +2 bonus to track and attack their designated prey, as well as +2 damage per successful attack, until the prey is dead, the hawk hybrid designates another creature or person as its prey, or the hawk hybrid is dead.
The hybrid can see better. She or he gains advantage and +2 on all perception rolls regarding eyesight, and vision limits are multiplied by 10 (see DMG p.243).
A claw attack can only be executed while airborne. 2d4 slashing damage in full hawk form, plus the target is blinded. When the hawk hybrid is in between inheritor and provider, the claw attack does 1d4 damage, with no blinding effect.
A hybrid hawk character possesses the following traits.
Hawks are required to have a minimum Physical Fitness of 12 and Perception of 14.
Hawks are proficient in Perception.
Hawks gain 1d6 on Physical Fitness. Hawks gain 6 on Perception, with any excess after the maximum of 30 rolling into Physical Fitness.
All Eagles gain x hit points.
Eagles can Buy-In x hit point up to a maximum of x times.
Eagles move normally at a rate of 12 units per round.
Hybrid hawks get a +2 bonus to Strength, and a +2 bonus to Dexterity.
Hybrid hawks reach adulthood at around 8-14 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Hawk hybrids are medium size.
A hybrid hawk's base walking speed is 30 feet. Base flight speed is 40'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid hawk can speak to other hawks.
Eagles are powerful birds of prey. Eagles are universally admired as symbols of power, justice, righteousness, and transcendence.
You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
The hybrid can see better. She or he gains advantage on all perception rolls regarding eyesight, and vision limits are doubled (see DMG p.243).
A claw attack can only be executed while airborne. 2d4 slashing damage in full eagle form, plus the target is blinded. When the eagle hybrid is in between inheritor and provider, the claw attack does 1d4 damage, with no blinding effect.
A hybrid eagle character possesses the following traits.
Eagles are required to have a minimum Mental Acuity of 12 and Spirit of 14.
Eagles are proficient in Spirit.
Eagles gain 1d6 on Perception. Cats gain 6 on Spirit, with any excess after the maximum of 30 rolling into Physical Fitness.
All Eagles gain x hit points.
Eagles can Buy-In x hit point up to a maximum of x times.
Eagles move normally at a rate of 12 units per round.
Hybrid eagles get a +1 bonus to Strength, and a +1 bonus to Charisma, and an additional +1 the player can apply to her or his choice of Strength, Charisma, or Wisdom.
Hybrid eagles reach adulthood at around 12-18 and live to be about as old as its inheritor.
Alignment: Tend toward good.
Eagle hybrids are medium size.
A hybrid eagle's base walking speed is 30 feet. Base flight speed is 90'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid eagle can speak to other eagles.
Falcons are natural hunters, and are well-suited for Rangers. Falcons are known in folklore for taking on a protective role.
A hybrid falcon may cast either Protection from Evil or Protection from Good as an innate spell once per long rest.
The hybrid can see better. She or he gains advantage on all perception rolls regarding eyesight, and vision limits are tripled (see DMG p.243).
A claw attack can only be executed while airborne. 2d4 slashing damage in full falcon form, plus the target is blinded. When the falcon hybrid is in between inheritor and provider, the claw attack does 1d4 damage, with no blinding effect.
A hybrid falcon character possesses the following traits.
Falcons are required to have a minimum Mental Acuity of 12 and Perception of 12.
Falcons are proficient in Physical Fitness.
Falcons gain 1d6 on Perception. Falcons gain 6 on Physical Fitness, with any excess after the maximum of 30 rolling into Endurance.
All Falcons gain x hit points.
Falcons can Buy-In x hit point up to a maximum of x times.
Falcons move normally at a rate of 12 units per round.
Hybrid falcons get a +1 bonus to Strength, and a +1 bonus to Dexterity, and a +1 bonus to Endurance.
Hybrid falcons reach adulthood at around 12-18 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Falcon hybrids are medium size.
A hybrid falcon's base walking speed is 30 feet. Base flight speed is 90'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid falcon can speak to other falcons.
Crows are the symbol of death and decay. Crow hybrids are looked upon with fear and suspicion. They have double normal vision limits and low-light vision.
A hybrid crow may cast Speak With Dead as an innate spell once per long rest.
The hybrid can see better. She or he gains advantage on all perception rolls regarding eyesight, and vision limits are doubled (see DMG p.243).
A crow hybrid may summon a large swarm of crows to attack a target. All enemies within 120' gain the frightened condition, and can attack as a swarm of crows.
A hybrid crow character possesses the following traits.
Hybrid crows get a +1 bonus to Intelligence, and a +1 bonus to Wisdom, and a +1 bonus to Dexterity.
Hybrid crows reach adulthood at around 8-12 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Crow hybrids are medium size.
A hybrid crow's base walking speed is 30 feet. Base flight speed is 90'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid crow can speak to other crows.
Domestic cats (only) are either scavengers or pets. They are beloved by many, hated by some, worshiped in some places.
A cat hybrid may cast either Vicious Mockery or Friends as an innate spell once per day.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
2d4 slashing damage in full cat form, plus the target is grappled. When the cat hybrid is in between inheritor and provider, the claw attack does 1d4 damage, with no grappling effect.
You can use your reaction to pounce on an enemy that is up to 10' away. You can do this on your turn or while the enemy is moving. Upon a successful attack, the enemy becomes stunned for 1 round and loses the rest of its turn, and the feline hybrid may then make a claw or bite attack as a bonus action.
A hybrid cat character possesses the following traits.
Cats are required to have a minimum Mental Acuity of 12 and Perception of 12.
Cats are proficient in Mental Acuity.
Cats gain 1d6 on Perception. Cats gain 6 on Mental Acuity, with any excess after the maximum of 30 rolling into Spirit.
All Cats gain x hit points.
Cats can Buy-In x hit point up to a maximum of x times.
Cats move normally at a rate of 12 units per round.
Hybrid cats get a +2 bonus to Dexterity and a +1 bonus to Charisma.
Hybrid cats reach adulthood at around 8-10 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Cat hybrids are medium size.
A hybrid cat's base walking speed is 30 feet.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing. Climbing speed is 20'.
Treat as advantage to any Athletics checks for jumping.
Treat as advantage to any Survival checks that involve tracking.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Other than gaining common and whatever languages the inheritor knows, a hybrid cat can speak to other cats.
Lions are excellent hunters and warriors, and are well recognized throughout Syseria for their combat prowess and noble nature. A hybrid lion that is a Singh or a Paladin receives an improved roar. Furthermore, he is not outcast from society if he is mutated into a lion (in fact it is considered an honor, reserved for the bravest warriors.) All lion hybrids are immune to fear related spells and spell-like abilities.
A hybrid Lion can can let out a fierce roar once per long or short rest. Every enemy creature within 30' must make a Empathysave at a DC equal to 8 + Charisma + Proficiency Bonus. If the target(s) fail, they become frightened.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
1d6 slashing damage in full lion form, plus the target is grappled. When the lion hybrid is in between inheritor and provider, the claw attack does 3 damage, with no grappling effect.
Inflicts 1d8 piercing damage, plus the target is grappled. When the lion hybrid is in between inheritor and provider, the bite attack does 1d4 damage, with no grappling effect.
You can use your reaction to pounce on an enemy that is up to 10' away. You can do this on your turn or while the enemy is moving. Upon a successful attack, the enemy becomes stunned for 1 round and loses the rest of its turn, and, the feline hybrid may then make a claw or bite attack as a bonus action.
A hybrid lion character possesses the following traits.
Lions are required to have a minimum Perception of 12 and Empathy of 14.
Lions are proficient in Empathy.
Lions gain 1d6 to Empathy and 1d6 to perception. If this pushes either stat above 30, the remainder roll into Physical Fitness.
All Lions gain 6 hit points.
Lions can Buy-In x hit point up to a maximum of x times.
Lions move normally at a rate of 12 units per round.
Hybrid lions get a +2 bonus to Strength, +1 to Endurance, and a +1 bonus to either Charisma or Wisdom.
Hybrid lions reach adulthood at around 14 and live to be about as old as its inheritor.
Lion hybrids tend toward Good and are recognized as honorable and valiant warriors in the Realms of Syseria.
Lion hybrids are medium size.
A hybrid lion's base walking speed is 30 feet.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing. Climbing speed is 20'.
Treat as advantage to any Athletics checks for jumping.
Treat as advantage to any Survival checks that involve tracking.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Other than gaining common and whatever languages the inheritor knows, a hybrid lion can speak to other lions.
The cheetah is, of course, the ultra-fast running cat from the desert. Any character who is a cheetah enjoys an automatic double their running rate—walking rate stays the same—at half the penalty.
You can use your reaction to pounce on an enemy that is up to 20' away. You can do this on your turn or while the enemy is moving. Upon a successful attack, the enemy becomes stunned for 1 round and loses the rest of its turn, and, the feline hybrid may then make a claw or bite attack as a bonus action.
1d4 slashing damage in full Cheetah form. When the Cheetah hybrid is in between inheritor and provider, the claw attack does 2 damage. This attack has the Finesse property in all cases.
1d6 piercing damage in full Cheetah form. When the Cheetah hybrid is in between inheritor and provider, the bite attack does 3 damage. This attack has the Finesse property in all cases.
A cheetah that hits with a claw or bite attack trips the target if medium or smaller, pending a Dexterity save DC 8+Dex Mod+Proficiency. If unsuccessful, the target is knocked prone.
A hybrid cheetah character possesses the following traits.
Cheetahs are required to have a minimum Physical Fitness of 16.
Cheetahs are proficient in Physical Fitness.
Cheetahs gain a flat bonus of 10 to Physical Fitness. If this pushes the Physical Fitness stat above 30, the remainder roll into Mental Acuity.
All Cheetahs gain 4 hit points.
Cheetahs can Buy-In x hit point up to a maximum of x times.
Cheetahs move normally at a rate of 21 units per round.
Hybrid cheetahs get a +2 bonus to Dexterity and a +1 bonus to Endurance.
Hybrid cheetahs reach adulthood at around 10-12 and live to be about as old as its inheritor.
Hybrid Cheetahs tend toward neutral.
Hybrid Cheetahs tend to be slightly taller and more slender on average than their human progenitors. Your size is Medium.
A hybrid cheetah's base walking speed is 35 feet.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing. Climbing speed is 30'.
Treat as advantage to any Athletics checks for jumping.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can triple your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Once per long or short rest, the cheetah hybrid can perform a charge with a movement rate of 500'. This can be followed by a pounce attack if you wish. This ability is not available in inheritor form.
Other than gaining common and whatever languages the inheritor knows, the cheetah hybrid can speak to other cheetahs.
Tiger hybrids are required to be a member of a Special Syserian social caste whose mission is to bring about world peace. They are generally fanatics and will not allow tiger hybrids to live if they are not a member (usually hybrids start out here anyway as they breed their own).
The reason for this is because they are frequently confused with Rakshasae, and their secondary mission is to perpetually hunt and kill Rakshasae.
Under Field Roles, see Disciple of the Tiger's Way─it is the required Field Role for Tiger Hybrids.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
1d8 slashing damage in full tiger form, plus the target is grappled if medium or smaller. When the tiger hybrid is in between inheritor and provider, the claw attack does 1d4 damage, with no grappling effect.
Inflicts 1d10 piercing damage, plus the target is grappled if medium or smaller. When the tiger hybrid is in between inheritor and provider, the bite attack does 1d6 damage, with no grappling effect.
A hybrid tiger character possesses the following traits.
Tigers are required to have a minimum Physical Fitness of 16.
Tigers are proficient in Physical Fitness.
Tigers gain a flat bonus of 10 to Physical Fitness. If this pushes the Physical Fitness stat above 30, the remainder roll into Endurance.
All Tigers gain 8 hit points.
Tigers can Buy-In x hit point up to a maximum of x times.
Tigers move normally at a rate of 12 units per round.
Hybrid tigers get a +1 bonus to Strength, +1 to Dexterity, and +1 Wisdom.
Hybrid tigers reach adulthood at around 14 and live to be about as old as its inheritor.
Tiger hybrids tend toward Lawful due to their Special place in Syseria's social caste.
Hybrid Tigers tend to be slightly taller on average than their human progenitors. Your size is Medium.
A hybrid tiger's base walking speed is 30 feet.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing.
Treat as advantage to any Athletics checks for jumping.
Treat as advantage to any Survival checks that involve tracking.
A tiger hybrid has proficiency in Perception and Stealth.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Other than gaining common and whatever languages the inheritor knows, a hybrid lion can speak to other lions.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing. Your climbing speed is 20'.
Treat as advantage to any Athletics checks for jumping.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Bears are naturally strong, tough, and fearsome. They are vicious damage machines and make great tanks, druids, and barbarians. Hybrid bears are not particularly predisposed for any Field Role , but they tend to make bad thieves, wizards, and Charisma based casters.
Bears are required to have a minimum Endurance of 16.
Bears are proficient in Endurance.
Bears gain a flat bonus of 10 to Endurance. If this pushes the Endurance stat above 30, the remainder roll into Physical Fitness.
All Bears gain 12 hit points.
Bears can Buy-In x hit point up to a maximum of x times.
Bears move normally at a rate of 12 units per round.
2d8 slashing damage in full bear form. When the bear hybrid is in between inheritor and provider, the claw attack does 1d8 damage. On a successful hit, target must make an opposed Strength (Athletics) or Dexterity (Acrobatics) vs. the hybrid's Strength (Athletics) check, with advantage as full bear, without advantage as hybrid, or be grappled.
Inflicts 2d6 piercing damage if in full bear form. When the bear hybrid is in between inheritor and provider, the bite attack does 1d6 damage. On a successful hit, target must make an opposed Strength (Athletics) or Dexterity (Acrobatics) vs. the hybrid's Strength (Athletics) check, with advantage as full bear, without advantage as hybrid, or be grappled.
Hybrid bears gain a free Tough feat at level 1.
A hybrid bear character possesses the following traits.
Hybrid bears get a xyx bonus to abc.
Hybrid bears reach adulthood at around 12 and live to be about as old as its inheritor.
Bear hybrids tend toward Neutral.
Hybrid bears are a bit larger than their inheritors, but the size class is always medium.
Other than gaining common and whatever languages the inheritor knows, a hybrid bear can speak to other bears.
Treat as advantage to any Athletics checks for climbing. Your climbing speed is 20'.
Treat as advantage to any Athletics checks for swimming. Your swimming speed is 20'.
Badgers are small but extremely tough and ferocious creatures. Badger hybrids are somewhat ill-disposed to being wizards, but are allowed if they so desire. They gain a +3 to their Endurance, a -1 to their Empathyand a -2 to their Intelligence.
Badgers are required to have a minimum Physical Fitness of 12 and Spirit of 12
Badgers are proficient in Spirit.
Badgers gain 1d6 on Physical Fitness and Spirit.
All Badgers gain 5 hit points.
Badgers can Buy-In x hit point up to a maximum of x times.
Badgers move normally at a rate of 18 units per round.
Horse hybrids tend to be hardy, stubborn, and thick-skulled. They make fairly good priests and warriors. Some of the more open-minded dwarven societies like to create dwarf/horse hybrids.
Horses are required to have a minimum Physical Fitness of 16.
Horses are proficient in Physical Fitness.
Horses gain a flat bonus of 10 to Physical Fitness. If this pushes the Physical Fitness stat above 30, the remainder roll into Endurance.
All Horses gain 8 hit points.
Horses can Buy-In x hit point up to a maximum of x times.
Horses move normally at a rate of 15 units per round.
Rabbit hybrids tend to be docile and curious.
Rabbits are required to have a minimum Empathy of 12 and Perception of 16.
Rabbits are proficient in Perception.
Rabbits gain 1d6 to Perception and 1d6 to Empathy. If these push the stats above 30, the remainder roll into Spirit.
All Rabbits gain 8 hit points.
Rabbits can Buy-In x hit point up to a maximum of x times.
Rabbits move normally at a rate of 12 units per round.
Monkey hybrids tend to be smart, agile, and aggressive. They excel in rogue skills or the arts of wizardry. They get a +2 bonus to Dexterity and +1 to Mental Acuity while suffering a -1 to Wisdom, Charisma, and Endurance.
Monkeys are required to have a minimum Physical Fitness of 12, Mental Acuity of 14, and Spirit of 12.
Monkeys are proficient in Mental Acuity.
Monkeys gain a flat bonus of 10 to Mental Acuity. If this pushes the Mental Acuity stat above 30, the remainder roll into Physical Fitness.
All Monkeys gain 5 hit points.
Monkeys can Buy-In x hit point up to a maximum of x times.
Monkeys move normally at a rate of 12 units per round.
Rat hybrids have a mean, evil streak and tend to be aggressive scavengers. They operate best in the dark arts of sorcery or following the dark filthy god Koelax.
Hybrid rats have a subconscious tendency to make decisions based on the behavior of others around them. This is an instinctive survival behavior of their rat half. They will be much more comfortable carrying out activities and actions with a group. They are not incapable of individualism, but less inclined to it.
These hybrids have advantage on attack rolls, skill checks, and saving throws when one of his or her allies is within five feet.
The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the normal disadvantage. When the hybrid is being attacked by an enemy it cannot see, the attacker does not gain advantage. Any perception checks relying on hearing are rolled with advantage.
This character's smell allows him to discern anyone's passage, and identification if he knows that person, giving him advantage when it comes to tracking, as well as perception checks that rely on smell. Also, the hybrid may be able to detect certain poisons by smell.
2d4 piercing damage in full rat form and the target must make a Endurance saving throw or become infected with Sewer Plague. When the rat hybrid is in between inheritor and provider, the bite attack does 1d4 damage with no Sewer Plague.
A hybrid rat character possesses the following traits.
Hybrid rats get a +1 bonus to Intelligence, and a +1 bonus to Wisdom, and a +1 bonus to Dexterity.
Hybrid rats reach adulthood at around 6-8 and live about three-quarters as long as its inheritor.
Alignment: Tend toward evil.
Rat hybrids are medium size.
A hybrid rat's base walking speed is 30 feet. Base swim speed is 40'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid rat can speak to other rats.
Shark hybrids tend to be ferocious fighters, and hunters.
Sharks are required to have a minimum Endurance of 16.
Sharks are proficient in Endurance.
Bears gain a flat bonus of 10 to Endurance. If this pushes the Endurance stat above 30, the remainder roll into Physical Fitness.
All Bears gain 12 hit points.
Bears can Buy-In x hit point up to a maximum of x times.
Bears move normally at a rate of 12 units per round.
Crabs are powerful crustaceans of the deep sea and fresh water, and can thrive all over the world. They have thick armor and strong pincers.
As a full action plus, a crab can beat on a drum to cause inspiration for their allies within 30'. All allies gain advantage on all rolls for the duration of the drumbeat. The crab must maintain the drumbeat for this advantage to continue and is allowed only a move action and reaction. The crab cannot be in human form to take advantage of this ability.
The hybrid can swim better. She or he gains advantage on all athletics rolls regarding swimming, and can stay underwater for 24 hours before needing air.
1d6 bludgeoning damage in full crab form, or 1d3 when in-between. Damage increases by one die if attacking with advantage. Target gains the grappled condition, and remains grappled as long as the crab uses a bonus action to maintain the hold every subsequent turn, or until the target breaks free.
A crab hybrid may summon a large swarm of crabs to attack a target. All enemies within 120' gain the frightened condition, and can attack as a swarm of crabs.
A hybrid crab character possesses the following traits.
Hybrid crabs get a +2 bonus to Strength, and a +1 bonus to Consitution.
Hybrid crows reach adulthood at around 8-12 and live to be about as old as its inheritor.
Alignment: Tend toward neutral.
Crab hybrids are medium size.
A hybrid crow's base walking speed is that of its inheritor. Base swim speed is 40'.
You can see infrared spectra in complete darkness, within 60 feet of you. You can't discern color in darkness, only temperatures. (See full explanation above).
Other than gaining common and whatever languages the inheritor knows, a hybrid crab can speak to other crabs.
Alligators are thick-headed and aggressive. They reside mainly in swamplands, bayous, or lakes.
Alligators are required to have a minimum Physical Fitness of 16.
Alligators are proficient in Physical Fitness.
Alligators gain a flat bonus of 10 to Physical Fitness. If this pushes the Physical Fitness stat above 30, the remainder roll into Endurance.
All Alligators gain 10 hit points.
Alligators can Buy-In x hit point up to a maximum of x times.
Alligators move normally at a rate of 12 units per round.
Chameleon hybrids are the most stealthy and dexterous of all hybrids. They can, through use of the sticky pads on their feet and hands, climb walls at 100% at will (treat as spider climb.) Also, at any time they wish, he may instantly change his skin color to blend with his surroundings at 90%.
Chameleons are required to have a minimum Spirit of 14 and Perception of 14.
Chameleons are proficient in Spirit.
Chameleons gain 1d6 in Perception, Spirit, and Physical Fitness.
All Chameleons gain 4 hit points.
Chameleons can Buy-In x hit point up to a maximum of x times.
Chameleons move normally at a rate of 9 units per round.
Ant hybrids are hard workers, and are most often created for slaves.
Ants are required to have a minimum Physical Fitness of 16 and Endurance of 14.
Ants are proficient in Physical Fitness.
Ants gain a flat bonus of 6 to Physical Fitness and 6 to Endurance.
All Ants gain 8 hit points.
Ants can Buy-In x hit point up to a maximum of x times.
Ants move normally at a rate of 12 units per round.
Deep within the steaming Buhanga jungle, the roars and snapping teeth of the feral Ixchalcouatl are heard by those brave—or foolish—enough to venture that deep. Ixchalcouatl may be the product of hybridization or some form of magic—although the ability to change between provider and inheritor has long since left their being, if indeed it was ever there. They may also just be a naturally occurring sentient Species. It's difficult to say, as their Species is ancient. In fact, they claim to be the first thinking Species on the face of Syseria. Ixchalcouatl are actually several different Species mixed into one culture. Ixthalcoatl often go on quests that can take them far beyond the borders of the buhanga jungle. Some return, others do not.
For reasons unknown these Species were and are able to reproduce and became an entire civilization.
The empire that is the Great Catfolk (in the Common vernacular) has a rich and vibrant history, and they are a proud Species, more impressed with themselves than with any other Syserian Species. The Ixchalcouatl have no sense of humor and never laugh. They do not value gems and baubles, or platinum, but a high regard for gold, ivory, and jade, which is common throughout all Ixchalcouatl societies as it is used to make their holy plaques. Other things that are considered valuables are regional; for example jungle Ixchalcouatl use a great deal of Jade and consider it very valuable, desert Ixchalcouatl will gladly trade in ivory, and so forth.
Ixchalcouatl civilization is populated by 3 primary races, and is overseen by Genial. The most common Species are the Pantera. Usually referred to as “Ixchalcoutal”, these are the most frequently encountered of the Ixchalcouatl Species, and do not generally bother to explain that there are other Species involved with their culture. The average person assumes that this is all there is to Ixchalcoutal, an anthology of typical stereotypes and Speciesist misconceptions. These individuals range from 6 to 7 feet tall, sporting a long tail, and they have generally feline features although they are upright.
Lynxs are small, about the size of a halfling, agile, quick, and cunning. Their role in Ixchalcouatl society is typically as scouts, rogues, shamans, and as representatives and interpreters between the Genial and the rest of the Ixchalcoutal. They play a very important role as beast-tamers and captors.
Maal'Couatl Báalam are big lumbering beasts of Ixchalcoutal, whose ability with swinging their massive axes and warclubs is legendary. They are always on the front line of any battle important to the Ixchalcouatl as a whole. Ixchalcouatl behemoths can also be utilized for raw muscle and construction purposes.
Ixchalcouatl do not necessarily put forth effort into getting along with the world of mens (the human misconceptions of Ixchalcouatl being one Species is reciprocal), nor do they make it a point to antagonize. The values and morals of mens confound and annoy the average Ixchalcoutal, who shall not likely want to deal with the Species.
Adventurers, on the other hand, are commonly found wandering into humanoid settlements, attempting to procure gold for their religious creations. Ixchalcouatl traders are very common. The outside world is relatively accepting of this.
Although not seeking to create conflicts, Ixchalcouatl gold is frequently sought by greedy conquerors. So frequently, in fact, that Ixchalcouatl are well-versed in the ways of human warfare, and know how to exploit weak points and inflict startling amounts of damage as a team to any such threats. Many people have the mistaken view that Ixchalcouatl are evil because of this fact, and they are actually not. Some areas experience raids with a frequency that cause Ixchalcouatl to simply kill any humanoid on sight, for their own protection.
Ixchalcouatl almost always lean toward neutrality. They are not comfortable with change and have no value for personal freedom and the violence of opinion-thoughts. They excel at fighting in organized groups, indicating some remarkable tendencies toward lawfulness.
Ixchalcouatl Lands: Ixchalcouatl are said to have originated millennia ago in the Buhanga Jungles. They are most likely to occupy any tropical jungle type of climate, but have cities all over the world. They can be found in swamps, forests, the underdark, and deserts. They still have undisputed reign in their homeland, the Buhanga Jungles.
Ixchalcouatl religious beliefs are complex, ancient, pragmatic, and clever. It works through distributing information, for which each Genial is a receptacle, relayed to the Lynxs whom carve out a golden, jade, and/or ivory plaque bearing divine information, usually instructions.
The religion revolves around the Genial, a Species of leopard mage-priests overseeing the underlings in an intransigent hierarchy which has remained in place for many millennia. These Genial are pseudo-immortal, they will never die but can be killed (although this is a feat that only a handful of people on the planet could pull off). They have been alive for millennia and were present through the ages of Aasimar, the Dark Times, and throughout all other ages of Syserian history.
All Genial have an innate psychic ability, and all are aware of each other's thoughts throughout the world of Syseria, at all times. Each Genial on the planet knows about it when another is slain. They have immense abilities with the usage of magic, and use an ancient form of the arcane arts that have long been forgotten, but so powerful they can easily level or raise an army, move mountains, teleport to anywhere in the material universe, as well as many places in the non-material planes of existence, and move through time, just to name a few of their mammoth powers.
These Genial sit for eons atop Ixchalcouatl pyramid structures pondering the mysteries of the universe, periodically relinquishing cryptic puzzle pieces of their astronomical knowledge using bizarre language and roundabout puns to the lynxs. It is the clever lynx's duty to form this into a glyph that the Pantera and Maal'Couatl Báalam can understand and act on. This information is considered divine and to steal these valuable gold glyphs is considered the unholiest of blasphemies, punishable by ritual sacrifice.
They worship a serpentine, feathered, winged couatl, adorned in the headdresses of the ancient and long-dead Quetzolcouatl. He spits lightning and swallows all the Ixchalcoutal's ritual sacrifice, eternally growing. Ixchalcouatl (except Genial) believe him to exist in the belly of Syseria; he actually exists in the planes of the Beastlands, sometimes visiting Syseria to feed. Another of their gods is a sea god, Yaznnalleyan, once again serpentine in nature and controlling their passages to the different continents of Syseria. They do not fear him, for there is no reason to; if they get swallowed en route, it was only because Yaznnalleyan has willed it to be so, and they will simply be taken to Nirvana anyway.
Adventurers: Ixchalcouatl frequently adventure to new lands in search of glory for their mysterious reptilian gods. Their legends tell of Ixchalcouatl swimming across oceans, burrowing through the planet, and swallowing up lesser civilizations in the interests of obtaining newer, fertile lands for their people and to appease the will of their gods.
Pantera possess the following traits.
Chameleons are required to have a minimum Physical Fitness of 14 and Perception of 14.
Pantera are proficient in Physical Fitness.
Pantera gain 1d6 in Spirit and Physical Fitness.
All Pantera gain 6 hit points.
Pantera can Buy-In x hit point up to a maximum of x times.
Pantera move normally at a rate of 15 units per round.
Pantera reach adulthood at around 24 and live to be about 250 years old.
All Ixchalcouatl tend to be morally neutral. Socially, they lean toward lawful.
Pantera are slightly larger than human sized, standing 7’-8’ tall. Your size is Medium.
Pantera base walking speed is 30 feet.
All Ixchalcouatl are naturally immune to fear and fear-causing effects.
Pantera gain a +2 bonus to their AC for having a naturally tough hide.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing.
Treat as advantage to any Athletics checks for jumping.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Ixchalcouatl speak their own language. All Ixchalcouatl must make it a point to learn common (or whatever they may need) before adventuring out of Ixchalcouatl territory (assuming they wish to communicate).
Lynxes possess the following traits.
Lynxs are required to have a minimum Mental Acuity of 14 and Perception of 14.
Lynxs are proficient in Mental Acuity.
Lynxs gain 1d6 in Mental Acuity and Perception.
All Lynxs gain 4 hit points.
Lynxs can Buy-In x hit point up to a maximum of x times.
Lynxs move normally at a rate of 18 units per round.
Small-size: As Small-size creatures, lynxes gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are limited to three quarters of those of Medium size creatures.
Lynx base speed is 40 feet.
Infravision: Lynxes can see infrared heat spectrums in total darkness for up to 60 feet.
Automatic Languages: Saurian, Draconic. All Ixchalcouatl must make it a point to learn common before adventuring out of Ixchalcouatl territory.
All Ixchalcouatl gain a +4 Special bonus on their Swim checks. Lynxes can hold their breath twice as long as a normal [demi/semi]human can.
All Ixchalcouatl are naturally immune to fear and fear-causing effects.
Lynxs have sticky pads on their hands and feet. This operates as if the lynx had a continuous spider climb.
Lynxs gain advantage on stealth checks when in any thick foliage or vegetation that is taller than they are.
Maal'Couatl Báalam possess the following traits.
Maal'Couatl are required to have a minimum Physical Fitness of 16 and Endurance of 12.
Maal'Couatl are proficient in Endurance.
Maal'Couatl gain 1d6 in Endurance and Physical Fitness.
All Maal'Couatl gain 8 hit points.
Maal'Couatl can Buy-In x hit point up to a maximum of x times.
Maal'Couatl move normally at a rate of 15 units per round.
Maal'Couatl Báalam reach adulthood at around 24 and live to be about 250 years old.
All Ixchalcouatl tend to be morally neutral. Socially, they lean toward lawful.
Maal'Couatl Báalam are beastly. Your size is Large.
Maal'Couatl Báalam base walking speed is 30 feet.
All Ixchalcouatl are naturally immune to fear and fear-causing effects.
You have darkvision for 120'. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Note that this is not infravision.
Treat as advantage for any balance related Acrobatics checks or dexterity saves.
Treat as advantage to any Athletics checks for climbing.
Treat as advantage to any Athletics checks for jumping.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, counting only as a move action. Once you use this ability, you can't use it again until you move 0 feet on one of your subsequent turns.
Other than gaining common and whatever languages the inheritor knows, a hybrid lion can speak to other lions.
Autons are required to have a minimum Physical Fitness of 12, minimum Mental Acuity of 12, and minimum Endurance of 12.
Autons gain no special field role die.
No/No.
Autons are proficient in an Ability Score of their choice.
Autons gain 1d6 on Endurance and their proficient statistic.
All Autons gain 8 hit points.
Autons can Buy-In 3 hit points up to a maximum of 8 times.
Autons were first found two millenia ago. There were several hundred in an ancient ruin which were disturbed and awoken from their dormancy. These Autons began building more, returned to the surface to explore and also began building more Autons. These beings were determined to be sentient and it was deduced that they had to be in the world prior to The Dark Times, which they have no memory of. Autons are machines that mimic sentient living beings. They do not know why they were created or for what purpose. Therefore, Autons will adventure out into the world on their own to determine or define their own purpose.
Auton Awards | |
Milestones | Feats |
Auton XP Buy-ins | ||||
Buy-in | Cost | Effect | Special | Prerequisite(s) |
Auton HP | 1 | +3 HP | Maximum of 8 | None |
Male Auton Names:
Female Auton Names: Nyx, Seraphina, Kyra, Valkyrie, Echo.
Gender Neutral Auton Names: Zenith, Kai, River, Zephyr, Ember.
This is a suggested Auton training program to be implemented at Character Inception phase 2
Objective: Build a strong base in essential skills.
Ability Score Training: Increase Proficient Abilities to 24, minimum.
Phase 1: Foundational Auton Skills (40 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Animal Handling | None | 8 weeks | Managing pack animals | Useful for mounts and beasts of burden. |
Ambidexterity | None | 4 weeks | Use both hands | Increases versatility in combat. |
Ride | None | 4 weeks | Riding land based animals | Use a basic mount |
Athletics | None | 2 weeks | General physical ability | Includes climbing, jumping, and brute strength. |
Climb | Athletics | 1 week | Ascend grades | |
Jump | Athletics | 1 week | Jumping | |
Combat | None | 6 weeks | General combat ability | Includes hand to hand and simple weapons |
Weapon Proficiency | Combat | 4 weeks | Weapon handling: Medium Slashing or player choice | Essential for all orc warriors. |
Armor Proficiency | Combat | 3 weeks | Armor Handling: Light | Improves survivability in combat. |
Armor Proficiency | Combat | 3 weeks | Armor Handling: Medium | Improves survivability in combat. |
Street Fighting | Combat | 4 weeks | Improvised combat tactics | Fits with orcish culture of scrappy combat. |
Phase 2: Specialization (40 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Dual Wield | Ambidexterity | 6 weeks | Offense | Capitalizes on ambidexterity for combat. |
Wild Fighting | Combat | 5 weeks | Damage Output | Highly aggressive combat with reduced precision. |
Power Attack | Combat, WP | 6 weeks | Damage output | Devastating strikes Amplifies damage output in melee combat. |
Close Quarter Fighting | Combat | 1 week | ||
Running | Athletics | 1 week | Speed and endurance | Useful for chasing prey or fleeing danger. |
Swim | Athletics | 4 week | Aquatic mobility | Enhances versatility in diverse environments. |
Bend Bars/Lift Gates | Athletics | 3 weeks | ||
Deep Diving | Swim | 1 week | ||
Fine Balance | Athletics | 4 weeks | ||
[Resist] Grappling/Shoving | Athletics | 1 week | ||
Freefall | Fine Balance | 5 weeks | ||
Slow Fall | Athletics | 3 weeks | ||
Phase 3: Mastery and Advanced Combat (20 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Armor Proficiency | Combat | 3 weeks | Armor Handling: Heavy | Improves survivability in combat. |
Weapon Proficiency | Combat | 4 weeks | Weapon handling: Great Slashing or player choice | Essential for all orc warriors. |
Fighting Withdrawal | Combat | 4 weeks | Tactical retreating | Retain combat control while disengaging. |
Weapon Specialization | Combat, WP | 8 weeks | Precision and damage boost | Orc battleaxe or player’s choice |
Charge | Combat, Run | 1 week | Charging | Quickly close distance and enter melee |
Autons are incapable of worship and deities are incapable of patronizing Autons. They cannot interact in any way.
Quicklings are tiny, fast-moving creatures that can move by entering the ethereal plane, thus giving them a speed of 40 Units. They can only be a character Field Role with a hit die of d8 or lower. Also, no matter what Field Role they choose, they get only 1d6 hit points per level.
Quicklings have a deeply mischievous—even mean—streak. They are curious and inquisitive, and are fond of jokes—and particularly pranks. Larceny is innate to quicklings; regardless of skill they have a tendency to pick up anything interesting that is lying around. They talk in run-on sentences, so quickly that they frequently cannot be understood.
Quicklings are small creatures roughly the size of a gnome. They have pointed ears, long noses, and almond eyes. They favor short hair and sideburns. Skin tones can range from blue and purple hues to the more pale white tones (most often with a hint of that blue or purple).
Quicklings as a Species don't mind associating with other Species, but this attitude is not necessarily reciprocal. They will usually be regarded as a curious child or nuisance at best. Quicklings have no lands of their own.
Being the curious wandering Species that they are, their archetypical attitudes are quite conducive to adventuring.
Quicklings are required to have a minimum Mental Acuity of 11.
Stealth.
No/No.
Quicklings are proficient in Mental Acuity.
Quicklings gain 1d6 on Mental Acuity and Perception.
All Quicklings gain 2 hit points.
Quicklings can Buy-In 1 hit points up to a maximum of 3 times.
Cannot Become Hybrids. Any attempt to hybridize a Quickling results in the death of both the provider and the Quickling.
Quickling Achievements | |
Milestones | Feats |
Quickling XP Buy-ins | ||||
Buy-in | Cost | Effect | Special | Prerequisite(s) |
Quickling HP | 1 | +1 HP | Maximum of 3 | None |
This is a suggested quickling training program to be implemented at Character Inception phase 2. Quicklings are known for their mental acuity and adaptability. This training program leverages their natural intelligence and focuses on building skills that align with their culture of curiosity and playfulness. The player may tweak or ignore these suggestions at their prerogative.
Objective: Build a strong base in essential mental skills and arcane proficiency.
Ability Score Training: Increase Mental Acuity to 24, minimum. Recommend 30. Increase Perception to 20 minimum, recommend 24.
Phase 1: Foundational Quickling Skills (40 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Phase 2: Specialization (40 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Phase 3: Mastery and Advanced (20 Weeks) | ||||
Skill | Prerequsite | Training Time | Focus | Notes |
Quicklings tend toward atheism, but the PC’s are always free to choose their own path.