Beastfolk

Apefolk
Bearfolk – Ursine
Catfolk
Foxfolk – Vulpine
Frogfolk – Bullywug
Frogfolk – Grung
Porcine folk – Varkind
Rabbitfolk – Kunek
Ratfolk

Generic Class options

Beastfolk

Bestial folk can use their bodies in amazing ways, when compared to what most people consider the general bipedal template to be capable of. Some have heightened senses, and others move through obstacles that would challenge someone else with the benefit of daily training. Their origins vary: some are descended from fey in the early verses if the song of creation, and others arose naturally alongside humanity. Some have difficulty integrating into societies; especially where unfounded fear of the lycanthropy hangs over a populace.

“I had probably slain at least a hundred Charau-ka before I first befriended one. Like so many others of my kind, I had long since written them off as unintelligent brutes with little to offer.

But in time, I found them tender with their young- at least until puberty- and their dedication to strength admirable, in its own way. They are survivors.

– Gustavius, Pathfinder extraordinaire

Integration

Most beastfolk prefer living in the wilds with their own kind, but this says more about most folks’ tolerance for their kind than anything at all about the beastfolk. Some beastfolk integrate easily and eagerly into city life, often to the derision of their own kind. Others still use stealth and cunning to mask their nature from intolerant folk.

A few make their presence known only to trade, and then disappear, returning to their own civilizations deep in the wilderness, never lingering in dangerous or prejudiced lands.

Beastfolk Traits

Different types of Bestfolk are extremely diverse, with only the following trais in common.

Beastly Brotherhood

You have Expertise with Animal handling and Intimidation checks when interacting with normal animals related to your kind.


Apefolk

Like humans, apefolk are varied, clever, and highly adaptable. Those that leave their homes and native jungles behind are rare enough to turn heads when encountered by the unfamiliar, and at first glance, a naked greater ape is almost indistinguishable from their beastly counterparts. This has led to more than a few unfortunate misunderstandings and members of this proud people have been kept imprisoned by charlatans and circuses who show off their talking ape as a curiosity for passing travelers.

Apefolk tribes are known for their making alliances and readily join ranks with other races, forming long generational bonds. In areas where this has happened, seeing an ape tending bar or serving as a city guard can become a regular sight. Of all other races, apes are the least likely to trust humans, who they often believe themselves superior to in every way.

Apefolk do not live quite as long as their human cousins, and mature and age at more rapid rates. The greater apes are divided into two distinct races: the Ozo and the Charau-ka. The Ozo tend to dedicate themselves to a life of duty and service, while the Charau-ka are more likely to take to a life of freewheeling opportunism.

Traits

Apefolk characters have the following traits in common.

Languages. You can speak Common and Apelong.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag and lift, or when grappling a creature.

Subtype. Different types of Apefolk are available to you. Choose Ozo or Charau-ka listed in the following section.

Ozo

The mighty Ozo tower over their relatively hairless human cousins, preferring to walk on all fours. They usually resemble gorillas or orangutans.

Charau-ka

Charau-ka resemble chimpanzees, and despite their small stature, are much stronger than they look. Their keen minds lead them to all kinds of professions.

Apefolk class options

Apefolk approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Ursine

Reclusive but powerful, ursine are humanoid bearfolk that tend to keep to mountain villages, tranquil forests, or the cold tundras & wilderness far from civilization. Although their appearance may scare some off, some races and personalities find their calm and easy-going ways refreshing—an opinion sometimes shaken when an ursine is provoked.

Three Furs

Ursine have been shaped by their environments into three distinct subraces, each having adapted to different conditions and ways of life. Arctic ursine are the largest and sport dense insulating white fur that serves to provide both warmth and camouflage in snowy landscapes, and have narrower skulls than others. Forest ursine are the smallest of the the three, have mostly black fur, and possess claws well-suited to climbing trees in their woodland homes. Brown-furred mountain ursine fall in between the two extremes of size, although they are more bulky than arctic ursine.

Given their thick fur, ursine consider clothing to be entirely optional, most often donning garb only for religious or practical reasons. Armor is another exception, for those that make their living in dangerous professions such as mercenary work.

Legends

There are many different theories about how ursine came to be, and any definite truth is lost to the ages. Some say that ursine were originally werebears cursed by a god, and eventually chose to remain in their bear forms. Others simply say ursine were created along with many of the other races, and are lesser known only because of their isolated lifestyles.

Another legend posits that ursine in fact came first and were chosen by the gods to be shepherds of the wilds and lesser beasts, but that a group of ursine offended the gods in some terrible way. This group was struck dumb, creating the common bears everyone knows today, while the faithful ursine continued on serving the gods as shepherds.

Natural Wanderers

Most ursine tend to live far from civilization, gathering together in villages nestled in the woods, mountains, or tundra, or perhaps living the nomadic life chasing rich hunting grounds or caravan contracts. They usually prefer the quiet of nature, and often find the noise and bustle of cities to be jarring and unwelcome.

This temperament has led many ursine to pursue professions that either keep them on the road or permanently outside towns, such as farmers, hunters, scouts, wilderness guides, caravan guards, sailors, druids, and more.

Ursine don’t mind living in community, however, so long as those communities aren’t large or crowded, and particularly enjoy living in villages or large camps that often consist of a few extended families. Family tends to be important to ursine, although they are not usually clingy—always happy to see each other, no matter how often that might be.

Free spirits, ursine put more value on independence and a wandering soul than tradition, and prize relationships above places or nations. Given the small size of most ursine groups, leaders are usually either de facto or non-existent, with adults or family heads discussing a situation and reaching solution together—or not, in rarer cases, which might result in one family splitting with the group and finding others with which to travel.

Ursine Names

Although there are no strict naming traditions among ursine (particularly as the different subraces often live in quite different environments), there are nonetheless broad trends that have remained consistent throughout the years. Sylvan names associated with nature have always been popular, mostly due to Sylvan being one of the primary languages spoken by ursine.

Male Names: Afon, Bleddyn, Bran, Brynmor, Celyn, Colwyn, Cynwrig, Derwyn, Enfys, Ffionn, Gavin, Glendower, Gwalchmai, Hefin, Idwal, Lloyd

Females Names: Aberfa, Adara, Aelwyd, Alaw, Arthes, Bledig, Blodwen, Briallen, Crisiant, Daron, Efa, Eira, Eleri, Emlyn, Epona, Glenna, Gwen, Gwylan, Hafgan, Jenna, Rhodd, Rowena, Siwan, Talar, Vanora

Surnames: Adar, Awyrlas, Cangengref, Cariadmor, Coedwig, Fryniau, Glanyrafon, Gwynt, Ilaispur, Mellt, Meysydd, Mynydd, Nantclir, Nytheryr, Taenau

Ursine Traits

Ursine character has a number of traits in common.

Subtype. There are three related types of ursine, each with their own distinguishing characteristics: arctic ursine, forest ursine, and mountain ursine. Choose one of these subraces.

Arctic Ursine

As an arctic ursine, you’re strong and hardy, able to withstand cold climates and seas as a matter of course. The largest form of the species, arctic ursine usually stand at least 8 and a half feet tall and may weigh up to 1,500 pounds, although the average is closer to 900. Their white fur, resplendent in civilized areas or warmer climates, can provide useful camouflage in the tundras they often call home. These areas do not provide much in the way of permanent shelter, so a nomadic lifestyle is common (a tendency they often maintain even in warmer climes).

Forest Ursine

As a forest ursine, you are at home among the trees and traverse them with expertise. The smallest variety of ursine, they typically stand no taller than 8 and a half feet and weigh an average of two to three hundred pounds. Other races often view forest ursine as the most approachable of the three types, a trait that is likely the result of their gentler surroundings. Of all their race, forest ursine are the most likely to have permanent villages and to want to stay near them.

Mountain Ursine

As a mountain ursine, you embody the fortitude and magical spark of your homeland. Ranging from 7 to 9 feet tall and weighing an average of 500 pounds, brown-furred mountain ursine are known both for their endurance and wisdom. Druids are revered among mountain ursine, as are priests of gods of nature. Although villages of mountain ursine are not uncommon, just as many choose to live their lives on the road or as members of some traveling company or order.

Ursine class options

Ursine approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Catfolk

The small hunter-gatherer tribes of the catfolk roam the plains and forests late into the night, making camp after midnight with easily-portable tents and carpets and sleeping until the afternoon. Rarely settling down for long, they tend to take a passing, but enthusiastic, interest in anything around them and are content to let most things be. Except when they’re not.

The origin of this race is a matter of debate, but the prevalent myth among non-catfolk involves an ancient druid circle’s awaken spell that went haywire and granted a few ordinary creatures a lot more than sapience. They presumably interbred with other normal cats, but the powerful awakening magic in their blood passed on to the offspring and the sentient felines became their own race. The catfolk find the idea that another group of humanoids just created them by mistake a little insulting.

Sleek and Nimble

Catfolk are intelligent bipedal felines, standing from nearly 6 feet tall to just under 5 feet. The exact kind of cat they resemble varies with location, but it is almost always one of the large, predatory types. The environments in which they typically grow up tend to give them at least a slim amount of muscle, and they are naturally agile and quick on their feet. Sometimes catfolk will drop to all fours if they want to make a quick dash, and in a tight situation they will not hesitate to unsheathe the claws embedded in their fingertips.

In contrast to these animalistic behaviors, even tribal groups of catfolk put a great deal of importance into how they dress. The felines view stylish clothing as a sign of maturity and sophistication, and make every effort to acquire or fabricate the best garb they can. Fine cloth is especially valuable to the catfolk, and makes a good start for establishing trading relations. They prefer loose clothing that preserves freedom of movement and, due to their large ears and tails, tend to either make it themselves or commission it personally. Nice outfits are passed down through generations like heirlooms, the tears lovingly sewn up and buttons carefully replaced. Because they rarely clothe their young, a small catfolk’s first piece of clothing is a proud sign that they have come of age.

Fleeting Fascinations

If the lifestyles of the humans seem hasty and frenetic to the longer-lived races, the catfolk go through life at a bewildering pace full of short-lived interests. At their most basic levels, the catfolk are highly inquisitive about things which fascinate them, but tend to have short attention spans that keep them from staying dedicated to any one thing for long. Their greater pursuits are anything but single-minded; they often take on several goals at once -all of roughly equal importance - and jump madly back and forth among them. Completing long-term plans is not a catfolk’s typical strong suit.

This behavior extends to their mannerisms, too. Though a catfolk’s overall mood will remain constant, they often contain short, scattered bursts of localized feelings - sudden laughter, brief outrage, and momentary sorrow can all be mixed into an otherwise calm disposition. They don’t hold grudges for very long, and are often surprised if someone they offended one day is still mad at them the next. Similarly, catfolk rarely bother to keep close track of what someone indebted to them owes, and can’t stand sticklers for rules.

Wide Networks, Loosely Connected

Although most catfolk live together in small tribes, they hold no particular loyalty to one or the other. Groups form and break apart just as quickly, and any catfolk might go through being a part of four or five different “tribes” in the course of a year. It’s not uncommon for an individual to just go off on their own, leading a solitary life interspersed with occasionally spending an evening hunting or talking with one group or another as they pass through various territories.

While this sounds chaotic, it actually results in all catfolk in a region having a general idea of what’s going on everywhere else in the region. News spreads quickly through word-of-mouth throughout the community, and the rare catfolk venturing into a city can be a useful source of information from far away, if not a particularly reliable one. They can make decent impromptu messengers across wilderness, too; but again, not particularly reliable ones unless given significant motivation.

Ready Wanderers

The nomadic life of the catfolk makes them particularly suited to the adventurer’s lifestyle, and their typical upbringing makes them fairly well-prepared for one. It doesn’t take much convincing for a passing catfolk to team up with a group of adventurers if their goals sound intriguing, though they can be prone to wandering off on their own from time to time. Catfolk stay loyal to their fellows in spite of this, as the unpredictable nature of quests tends to keep them interested and invested throughout.

Catfolk Names

Catfolk favor names that begin with “D,” “M,” or “N” and contain multiple “s” and “r” sounds. They don’t care about family names as much, and have no qualms about changing them if they join a new tribe or have been spending a lot of time living with another clan. Some adventuring catfolk even abandon having a last name entirely, or make one up.

Male Names: Densharr, Mersharr, Nermissar, Therrass.

Female Names: Dessirris, Mianissa, Morasha, Nera, Thessana.

Clan Names: Flying Eagle, Hunting Tiger, Running Brook, Screaming Arrow

Physical Description

In general, catfolk are lithe and slender. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws.

These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Catfolk traits

Your catfolk character has a number of traits in common with other catfolk:

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 145 cm +4d10 40 kg +4d10 x (Strength/10)
Female 135 cm +4d10 30 kg +4d10 x (Strength/10)

Feline heritage.

You gain 2 of the following abilities, determined randomly, which represent your feline heritage:

1d8 Ability
1
Cat claws
Your claws are stronger and more developed. You can make unarmed strikes as if they had the finesse property, dealing 1d4 slashing damage. If you move at least 20 ft straight toward a creature and then hit with a claw attack, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target becomes prone, you can make one additional claw attack against it as a bonus action.
2 Climber You excel at hunting prey from trees and other high vantage points, and gain a climb speed equal to your walking speed.
3
Natural Instinct
Add the Stealth and Survival skills to your class skills if not already there and gain 1 skill point to spent on each of those skills.
4
Keen Smell
Gain the Perception - Sense-smell skill. In addition you can track by scent.
5
Cat’s Grace
You have an amazing sense of balance and keen knowledge of your own center of gravity. Add the Acrobatics skill to your class skills if not already there and gain 1 skill point to spent on that skill. Additionally you resistance to falling damage. This does not work if you are unconscious or restrained.
6 Sprinter Your speed increases by 10 ft when dashing. In addition, with a 10 ft running start, you can jump twice the normal distance.
7 Roar As an action, you can release a terrifying roar. Any creature within 20 ft of you that can hear you must make a Wisdom saving throw against DC 8 + your Charisma modifier + your proficiency bonus, or become frightened of you for 1 minute.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can’t use this trait again until after you complete a short or long rest.
8
Savage Attacks
When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Catfolk Quirks

You can use the Quirks table to determine an appearance or personality quirk for a catfolk character or to inspire a unique mannerism.

Catfolk class options

Catfolk approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Vulpine

Small and nimble, charming and clever, vulpine are humanoid foxfolk that can be found in any number of environments. Vulpine are a fiercely independent race, and their short lifespans inspire them to pursue their own objectives with steely determination.

Slender and Agile

The three subraces of vulpine are distinguished by the color of their fur, which is either white, grey, or red. Both grey and red vulpine have white-furred bellies, throats, and lower jaws, although this coloration is most obvious in red vulpine.

All varieties have elongated bodies with relatively short limbs, long and bushy tails, forepaws with five small fingers, furred pointy ears, and narrow and elongated skulls. Most have amber-colored eyes, although sea grey and blue eyes are not uncommon. Vulpine are thin and agile creatures, are usually three and half to four feet tall, and weigh between 25 and 40 pounds.

Although vulpine do not consider clothing necessary, many of them enjoy wearing clothes anyway for decorative purposes. The amount of clothing may vary by climate, as in hotter areas it may cause them to overheat. Even in such cases, vulpine are fond of multiple necklaces, bracelets, sashes, belts, and other accessories.

Present Over Past

Unlike the various myths of the ursine, vulpine rarely give much thought to where they came from, thinking it much more productive to spend their energies on the present than the past. That has not stopped members of the academia from theorizing, of course, but as the vulpine have not maintained any written or oral traditions regarding the matter, their veracity is dubious at best.

Whether the race was created, elevated from simple foxes, born of a mystical union, or “maybe just barfed from a magical fire” (as they commonly joke), members of the race have managed to leave their own mark on society. Vulpine have been famous thieves, musicians, magicians, rangers, warriors, and more, as the paragons among them seem to burn fast but blazingly bright.

Fame Seekers

Vulpine pregnancy lasts only two months, and kits reach adulthood after only six years. Combined with their brief lifespans, this rapid life cycle tends to instill in vulpine an urgency that many other races lack. They are eager to learn, eager to accomplish things, eager to find fame and fortune. This headlong and rapid pursuit of their goals, however, tends to make them impetuous and even reckless in the eyes of others.

Early adulthood also means that vulpine are very focused on their own individual independence and objectives. While parents are very protective of their young, once they are grown, the tendency is to push them out into the world and let them deal with life on their own. Family are not forgotten, but neither do they hold any strong allegiance among vulpine. Collectivist cultures or races seem odd to vulpine, who often don’t understand how the whole can be successful if the individual is held back or unhappy.

Nonetheless, vulpine are extremely adaptable and easily adopt the customs and dress of a given region. Even if they find themselves disagreeing with certain ways, they have an uncanny ability to fit in wherever they go.

Vulpine Names

Names among vulpine are a fluid thing, at least until one is able to gain a reputation for something. Parents give names to their kits, of course, but those names are often changed as they grow and begin to establish their own identities. A vulpine might change their name four or five times before settling on something. A final decision is usually prompted by achieving something remarkable or gaining a reputation for a particular skill or trait — this means that they might be remembered, and any fame they gain needs to be attached to a single name for maximum impact in the history books.

The actual names vary drastically by culture and nation, and might be nearly anything. Given the vulpine tendency to choose new names and seek glory, however, these names often have a flair for the dramatic or ostentatious.

Vulpine Traits

Your vulpine character has a number of traits in common with all other vulpines.

Subtype. There are three closely related types of vulpine: arctic vulpine, grey vulpine, and red vulpine. Choose one of these subraces.

Arctic Vulpine

As an arctic vulpine, you are particularly well-suited to life in cold regions, and are tougher than others of your race in order to survive harsh winters. Most arctic vulpine have a fur coat of pure white, although some are mottled or striped with other colors.

Grey Vulpine

As a grey vulpine (also called ashfoxes), you are swift with your hands, and also very clever. Grey vulpine naturally possess grey fur, although with lighter silver or white areas on their bellies, throats, and lower jaws. Justly or not, they have a vague reputation of propensity toward thievery, which some work to overcome while others embrace.

Red Vulpine

As a red vulpine, you have an innate charm and way with others…even if that way involves a bit of a magical nudge. Red vulpine have bright orangish-red fur, with white areas on their bellies, throats, and lower jaws. With a reputation for flamboyance, winning smiles, and witty banter, red vulpine make excellent bards, sorcerers, and con artists.

Vulpine Class Options

A Vulpine approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Frogfolk - Bullywug

Frogfolk come in two distinct species, the swamp-dwelling Bullywug, more akin to toads, and Grung, who are smaller, froglike and adapted to a life in tropical forests.

Through only their own initiative, Bullywugs claim to be the rulers of any and all swampy regions. While they don’t have a complex social structure, most of them certainly act as if they were part of one; giving themselves extravagant titles, excessively bowing and pleading for the acknowledgement of those above them.

Bullywugs live in primitive groups, hunting and fishing together. The hierarchy is based on strength, with the strongest being the leaders. Bullywugs are very territorial, and mostly will attack anyone who trespasses. Oddly enough, they tend not to fight within the tribe, but rival bullywug tribes will fight with each other.

Bullywugs rarely work alongside other creatures since they would rather use them for food or sacrifice. However, occasionally during hard times small groups of bullywugs will latch onto a powerful ally that can help them bring down tougher game.

Bullywugs possess a unique ability to communicate with all manor of frog and toad-like creature, even over vast distances. Croaking in this manner can allow for information such as intruders, a cache of resources, or a previously undiscovered plot of land to expand upon to be quickly spread across a tribe’s area of influence.

Bullywug Traits

Bullywug Class Options

Bullywug approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Grung

While related to the swamp-dwelling bullywugs, grung are more adapted to life in rainforests and jungles. Grung tribes are often slavers, and they use their skill with poisons to keep their captives sedate by poisoning their food. Grung typically prefer their own kind, but a few ambitious grung manage to find steady work as assassins, alchemists or poisonmakers.

Castes and Colors

Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste as soon as they become physically capable. All grungs are a dull greenish gray when they are born, but the color of their caste comes to light as they mature.

Green grung become warriors, hunters, and general laborers. Blue grung are usually artisans and domestic workers. Supervising and guiding both those groups are the purple grungs, which serve as administrators and commanders. Red grung are born with magical talent, and often serve as advisors to those in positions of true leadership. Orange grung are a tribe’s elite warriors, with authority over all lesser grungs.

Grung Traits

Grung tables

When creating your grung, roll on the color/caste table once, and on the other tables as you wish for inspiration.

Grung Class Options

Grung approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Varkind

Varkind appear to be large humanoid pigs. Most have big bellies with swarthy, stout bodies and possess long stout arms, ending in hands with 3 cloven fingers and a thumb, while standing on short but powerful legs. They have large, squat faces, small beady eyes, floppy ears and pronounced snouts. The females tend to have smaller, more petite snouts, and rounder bodies. Favoring both utility and style, the varkind tend to wear heavy enduring clothing such as jackets, suits, and boots, favoring ornate and finely made pins and medals as a form of decoration. Females tend to wear some form of bonnet or hat, elaborately decorated with feathers or pins, and favor dresses and coats with careful and neat embroidery.

There are two main types of varkind, very much shaped from the environment they live in. Urban varkind tend to look like domestic pigs, with tufted ears and larger snouts. They are famously happy-go-lucky, with sunshine laden, easy going personalities. Barbarian tribes of varkind tend to have a more boar-like appearance, with thick fur or a crested mane, and the males tend to have large tusks protruding from their faces, which they ornately decorate or trim.

“Giggling and snarling to herself, Pack Lord Gnara smiled, listening to the faint squealing and snorting she heard coming from the shield wall, she eagerly charged forward, trampling the smaller gnolls in her bloodlust, only to stop abruptly, as the shield wall parted to reveal a sea of shining tusks, with crossbows pointed at her and her kin, fear coursed through her for the first time, replacing her hot bloodlust with cold fear, as she felt scores of beady eyes lock on to her.”

– Final Battle of Wolfroot Vale

Varkind never forget favor nor offense: they are patient and kind with friends and loved ones, and vicious and unforgiving toward their enemies or those who have done them wrong. They are known to hold a grudge for the entirety of their lives.

Society

Varkind communities, or Sounders, are often made up of several large families, each family sometimes consisting of almost half a hundred individuals. Each Sounder is lead by a small council of elders or experienced leaders, deciding everything from community defenses to where the herdsmen will send their flocks, or even when and where to farm. A quiet and often reserved people, the varkind are renowned farmers, breeders, and very shockingly as mercenaries. The varkind are surprisingly adept hunters, mastering the use of crossbows so well, that they have only one type of organized military, armored varkind called “Iron Tusks”, all trained in the extensive use of crossbows and heavy shields.

The life of an adventurer appeals to many young varkind and is something actively encouraged by their parents, many of whom thought a few years spent on the road would do the young blood well, burning the curiosity and restlessness out of their systems. Many would eventually return home for good, but others still would manage to settle down and establish businesses, or even Sounders in different parts of the world. Many famous inns are varkind owned and managed, and often catered almost exclusively to adventurers.

Varkind Names

Varkind names are all hereditary, passing down the family line for centuries. Sons and daughters take on the names of their parents, and pass them to their children, and so on. Examples of this might be Eckhart the 39th, or Maja the 85th. The higher the number indicated a family that was very well off, and had been around for a very long time.

Male: Anton, Armin, Bastian, Benedikt, Dieter, Eckhart, Gerhard, Horst, Joachim, Marwyn, Weiland

Female: Ada, Agatha, Bertha, Caroline, Franka, Heidi, Irma, Kiki, Lulu, Marta, Maja, Sofi, Thora

Varkind racial traits

Your varkind character has the following racial traits.

Subtype. There are two main subraces of varkind, the urban variant and the tribal boarlike subtype.

Urban

Slightly smaller and decidedly rounder than their more rustic cousins, the urban varkind make up for their lack of physical abilities with a razor sharp mind and jovial ways, making wonderful tradesmen, and merchants, as well as brilliant strategists.

Tribal

This larger, more boarlike subrace, live a barbaric lifestyle in smaller tribes. They have tusks and a dark skin covered with thick hair.

Varkind Class Options

Varkind approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Kunek

Kunek are small humanoids with short fur, and the heads, tails and feet of rabbits. Their powerful limbs make them capable of remarkable leaps. They have long, sensitive ears and their eyesight detects motion almost reflexively. Their eyes are placed on the sides of their heads, akin to true hares and rabbits, giving them almost complete 360-degree vision. Kunek from northern climes have white fur, while those from southern areas will have fur of a darker color.

They are taller than halflings, standing a bit less than three and a half feet tall, but a little more lanky, weighing about 35 lbs. Kunek like lavish clothing with earthy tones for colors, preferring whites, greens, and brown hues over reds and purples. They have a preference for robes and coats, as well as long sleeve shirts, preferring the comfort they bring.

They are careful, intentional and cautious beings, but make excellent and loyal friends to those they come to know and love. Kunek are naturally drawn to people, and very social, but prefer to have a few feet of personal space and do not like to be touched or jostled by strangers. Kunek will go to great lengths to avoid a crowd.

Kunek are kind and caring, placing a great deal of stock in performing good deeds, but the expectation of reward is not something that enters their minds. Other races think of them as flighty busybodies because of their predilection to take on more than one task at a time, but they have short lives and only so long to accomplish their goals.

They regularly have as many as five children at once. Their infants are tiny and helpless for about a year, but quickly grow and reach adulthood in just a few short years, mastering language and their bodies at an incredible rate.

Warrens

Kunek life is centered on warrens, independent communities of kunek usually made up of multiple families with complex interwoven bloodlines. Like traditional halfling homes, warrens are built partially underground, often beneath low hills or downs. Unlike halfling villages, however, kunek communities are interconnected below ground, often creating a bewildering maze of tunnels and passageways.

In most warrens, public spaces are entirely underground, and there may be as few as two exits to the outside world. In wealthier warrens, it is more common for individual domiciles to have their own entrances/exits, windows, etc. More secretive warrens may disguise or even booby-trap their entrances.

Kunek society is highly rigid and structured, with a hierarchical collective leadership. Each warren is led by a council of elders, at the head of which is a chief. Chiefs append the honorific -rah (roughly translated as “prince” or “leader”) to their names. The role of chief varies from benign figurehead to military dictator, but most warrens prefer a more consultative, quasi-democratic approach.

Although kunek are not aggressive by nature, they will fiercely defend their warrens against attack and have occasionally even been known to go to war with neighboring warrens.

Religion

The kunek religion characterizes the sun as Frith, a benign creator-god. The moon is Inlé, a land of darkness and the realm of the Black Rabbit of Inlé, the god of death.

But by far the most important figure in the kunek pantheon is El-ahrairah, the Prince with a Thousand Enemies, a trickster god who favors the form of a rabbit, and who is considered the ancestor of the kunek race. Their religion prizes wisdom, cunning and caution as virtues, believing if one uses their gifts to the utmost, they will leave a lasting legacy upon the world in the form of friendships and children that will echo throughout the ages.

Kunek Names

Kunek have two names. Their first name is usually taken from human or halfling cultures in their geographical areas, whilst their family names take inspiration from the environment and the deeds of their ancestors—their family names are fluid and prone to change every few generations, whether from changing reputations, a new deed, or settling in a new area.

Male: Blackavar, Buck, Celandine, Charlock, Chervil, Hawkbit, Hrairoo, Laburnum, Nightshade, Orchis, Sainfoin, Scabious, Speedwell, Thlayli, Threar, Vervain

Female: Anflellen, Betony, Clover, Flyarth, Hynthlay, Nethilta, Nilhain, Nyreem, Thrayonlosa, Vilthuril, Violet

Family names: Brookbounder, Dawnwild, Lakechaser, Thicketquick, Trickpaw

Kunek racial traits

Your kunek character has the following racial traits.

Kunek Class Options

Kunek approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Ratfolk

Ratfolk are small, rodent-like humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It’s common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.

Physical Description

Most ratfolk stand slightly shorter than men, no more than four or five feet tall and slightly built. Fur covers their entire bodies, and their fingers and toes end in small, sharp talons. Their fur colors range widely, from the rare shades of black or white to the vastly more common reddish brown. their incisors extend below their jaw and can cut through wood and flesh with equal ease. Ratfolk eyes are small and red, and reflect light well. In addition, they possess sharp hearing and a keen sense of smell. They often wear robes to conceal their forms in cities, as they know other humanoids find their rodent features distasteful.

Ratfolk have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. They are known to train giant rats, which they often use as pack animals and mounts.

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 100 cm +5d4 30 kg +5d4 × (Strength/10)
Female 90 cm +5d4 25 kg +5d4 × (Strength/10)

Society

Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city slums. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades.

When a specific ratfolk warren grows overcrowded and the surrounding environment won’t support a larger community, young ratfolk instinctively seek out new places in which to dwell. If a large enough group of ratfolk immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual ratfolk are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home.

Alignment and Religion

Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals. Ratfolk who take to religion tend to worship deities that represent commerce and family.

Ratfolk traits

Your ratfolk character has a number of traits in common with all other ratfolk.

Subtype. Ratfolk are split into two main types: Wild walkers and Sewer dwellers. Choose one of these.

Sewer Dweller Ratfolk

Sewer dwellers call underground network of tunnels or sewers their home, surviving however they can in the waste of others. They are typically more bitter and are often more cunning.

Wild Walker Ratfolk

Wild walkers are ratfolk who hail from the far reaches of civilization. They make their homes in burrows in forests or hills.

Ratfolk class options

Ratfolk approaches some classes is a bit different than other races. When you select one of these classes, it is modified as described below, as well as described in the general Beastfolk class option chapter.


Beastfolk Class Options

There are a lot of similarities in how the different beastfolk approach character classes, and they are all summarized in this chapter. Each class will also mention if the options apply to all beastfolk of just some.