Wildmen

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Wild beast people renowned for their bloodlust, Wildmen are fiercely territorial, making it near impossible for two to remain in the same area. Feared by the other races of the world, Wildmen have the capacity for a surprising level of wisdom and heroism – though the species made its name by tearing out the throats of its foes.

Physical Description

Both genders stand between 6 and 7 feet tall, typically with lean but muscular builds and short fur of all colours and patterns. They look, essentially, like a cross between a hyena and a human. Like normal dogs, they pant when overheating, though unlike normal dogs, their sense of smell isn’t all that impressive.

Society

In part because the society is so reclusive, and in part because of the antisocial and violent behaviour often attributed to them, Wildmen tend to be on the outskirts of mixed society. Still, though they’re rarely fully trusted, Wildmen are prized combatants in any company, regularly courted by military officials to gain a place as night watchmen and scouts.

Relations

A lifetime of persecution leaves the average Dogman wary and quick to anger, yet those who break through this savage exterior might find a well-hidden core of empathy. Mycelians tend to be the least accepting of Wildmen, seeing in them a lack of self-control, and other races aren’t much more understanding. Human societies with few Wildmen problems tend to be the most accommodating, and there Wildmen make natural mercenaries and enforcers.

Alignment & Religion

Forced to live desperate and violent lives, or as lonely outcasts in civilized lands, most Wildmen are bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature—rather, most Wildmen are chaotic neutral, having been taught by long experience that there’s no point doing anything but that which directly benefits themselves.

Adventurers

Staunchly independent, many Wildmen take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.

Wildmen Racial Traits

+2 to One Ability Score: Wildman characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Wildmen are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wildmen have a base speed of 30 feet.
Darkvision: Wildmen can see in the dark up to 60 feet.
Intimidating: Wildmen receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Wild Blood: Wildmen count as both humans and orcs for any effect related to race. (Will adapt this further – RC)
Wild Ferocity: Once per day, when a Wildman is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Wildmen are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Wildmen begin play speaking Common and Crocutan. Wildmen with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

The Wildmen race is heavily inspired by (read: plagiarized from) the half-orc race described in the Pathfinder Core Rules.

Wildmen

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