Homebrew Spotlight: Lepi

Lepi

Medium Humanoid (lepi, animalfolk) (12 RP)

Racial Traits

  • +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
  • Humanoid: Lepi are humanoid with the Lepi subtype. (0 RP)
  • Medium Size: Lepi are medium so have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Lepi have a base speed of 30 feet (0 RP)
  • Lowlight Vision: Lepi can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Keen Senses: A Lepi’s skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
  • Expert Leaper: When making jump checks, Lepi are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
  • Feet of Fury (Ex): The large, powerful feet of a Lepi make effective weapons. All Lepi automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. (3 RP)
  • Healthy: Lepi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
  • Fleet Footed: Lepi receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
  • Language: Lepin and Common. Bonus Languages: Elven, Gnome and Sylvan.(0 RP)

 

Alternate Racial Traits

  • Burrow: Lepi gain a burrow speed of 20 feet. Replaces expert leaper.
  • Sociable: When Lepi attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
  • Swarming: The warren is life, Lepi are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Replaces fleet footed.
  • Beguiling Liar: Lepi gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
  • Plains Runner: Lepi love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.

 

Lepi are a race of humanoid Hare that live in underground warrens on Animus Island. They have a smaller cousin called the Lepus. They both evolved underground, but the Lepi left their warrens to begin a hunter-gatherer existence.  Lepi were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators.

Whether it was from lack of food, population pressure or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.

A Lepi’s fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific and have few enemies. Favored classes include: fighter, ranger and rogue. Rarely do they follow the magic arts, although it is possible if one can sit still long enough to learn.

BASIC INFORMATION

Anatomy & Morphology

Lepi are medium-sized hare-like humanoids (animalfolk).

Genetics and Reproduction

Lepi are very prolific and tend to have large families. Females are fertile a few times a year, litter size can range from 2-6 kits, with 3 as the average. They prefer other Lepi partners but are compatible with many other humanoid races. These unions only yield one or two offspring, that are usually sterile.

Growth Rate & Stages

Lepi kits are born with their eyes open and can run around on all fours within a day of birth. They tend to be uncoordinated and clumsy for the first month or so, but learn fast. They grow quickly, and eat prodigious amounts to fuel this growth. Often 1-3 feet in the first year. They become an adult between ages 2-4, leaving home to train with the Fianna soon after.

Ecology and Habitats

Any temperate, but prefer mountainous and hilly areas, some like plains or desert as well.

Dietary needs and habits

Lepi are vegetarians, with prodigious appetites. They prefer a diet of root vegetables, tubers and greens; with a sprinkling of nuts and fruit. A rare few eat fish or insects.

ADDITIONAL INFORMATION

Social Structure

They have a very structured society. Whether it be from the military or guilds depends on the location and time period.

Uses, Products & Exploitation

They are commonly hired as mercenaries, or craftsman.

Facial characteristics

They have long, narrow faces with tall ears and bushy cheek hair.

Geographic Origin and Distribution

Any temperate, but most live on Animus Island or Sylvania (location).

Average Intelligence

Lepi are of average intelligence.

Perception and Sensory capabilities

Lowlight vision, and keen senses (+2 racial bonus to Perception).

CIVILIZATION AND CULTURE

Naming traditions

Lepi commonly have 3-6 names. The first name is usually a nickname, others are from relatives and the last is their surname.

Some examples are:

  • Male: adarin kordyne, algador swiftback, ballaw de quincewold, jodd, kersey, longeyes, lorquin woodsorrel.
  • Female: maudie, peasblossom, pennybright, petunia, daphne duckfontain dillworthy, dewfleck, ecrea.

Major organizations

The Fianna clans are similar to a militia, that is beholden to their clan chief. They roam their territory protecting the clan from roving hordes and enemies of any kind.

Beauty Ideals

A Lepi’s ears, tail and coloring are important to females as well as some males.

Gender Ideals

One of the few examples of differences in the sexes, is that females are trained more in ranged weapons than melee. In everything else, there is no difference.

Courtship Ideals

Females are often picky when choosing a male to give permission to court her. Courtly manners and battle prowess are important qualities in prospective mates.

Relationship Ideals

Honor and strength of character are important characteristics.

Average technological level

Lepi are a developing culture in the Iron Age.

Major language groups and dialects

Their main language is Lepin. Elven, Sylvan and Common are also spoken.

Common Etiquette rules

Lepi are a friendly and boisterous people. They hold honor in high esteem.

Common Dress code

Many Lepi, even ones that have retired from the Fianna, wear military uniforms or something similar.

Culture and cultural heritage

They have a militaristic society similar to the Irish. All Lepi have some form of martial training and most hold a place in one or another of the Fianna clans.

All Lepi are given basic military training, no matter what job they will fill later in life. After this training, they are required to fulfill 2-5 years of service. This is usually by patrolling with one of the Fianna clans that keep the peace along the borders.

Common Customs, traditions and rituals

Lepi follow the seasons and find any reason to have a feast. For this reason even a change in the season is the reason for a party.

Common Taboos

Making friends with vermin.

History

They are one example of Atlantean forced evolution that gained few side effects in the process. Lepi were bred for slave labor and cannon fodder. This is also why they were among the first to rebel against their masters.

Historical figures

Stonefist, an ancient Badger Lord, who traveled to Animus Island and led Lepi warriors in a battle against a vermin horde.

Interspecies relations and assumptions

Lepi are friendly with most good aligned races. Their closest allies are Elves, Tree Gnomes and Fey; as well as other animalfolk.

 

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Genetic Ancestor(s) Hare
Scientific Name Homo Leporidae Lepus
Origin/Ancestry Mountain Hare, Plains Hare
Lifespan 20-30 years
Average height 5′ 5″
Average weight 140
Average physique Lepi have a lean but muscular body. They are fast, flexible and great jumpers.
Body tint, coloring and marking

 

Lepi have a large variation of possible colors to its fur. Some of them are: tan, dull yellow, pale brown, or sandy-grey with brownish or reddish stripes. Some additions can be tan, brown, orange or grey. The head has often has a pale, bare, grayish or orange (or brown, tan) patch of skin around the eye and extending forwards to near the muzzle and backwards to the base of the long ears, which have black tips. The underparts and flanks are usually white or light tan. The top of the tail is usually a dark color.

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Creature Spotlight: Lutra

Lutra

This is one of the advanced races that I created for my Homebrew world of Aquatica. Below is the Pathfinder write-up for the Lutra:

Lutra (14 RP)

Medium humanoid (aquatic, animalfolk)

Racial Traits

  • +2 Dexterity, +2 Wisdom, -2 Strength. Lutra are nimble and curious, but their laziness makes them weaker than other races. (0 RP)
  • Medium Size: Lutra have no bonuses or negatives due to their size. Medium races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Standard Speed: Lutra have a base speed of 30 feet. (0 RP)
  • Aquatic Subtype: Lutra gain a swim speed of 30 feet, can hold their breath as long as their Constitution score plus their level in minutes, and operate normally underwater as if it were their natural element. (2 RP)
    • Bond to the Water: Lutra gain a +2 dodge bonus to AC when under water. (2 RP)
  • Lowlight vision: Lutra can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Whiskers: Lutra can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. (1 RP)
  • Keen Senses: Lutra receive a +2 racial bonus on Perception skill checks. (2 RP)
  • Waterborn: Lutra gain a +2 to 1 water-based skill of choice; craft: fishing gear (nets, poles, lures, boats), profession: fishing, ride: dolphin (or other), survival, or swim (2 RP)
  • Cliff Jumper: Lutra are fearless of heights because they often live in and around cliff caves. (1 RP)
  • Know Direction: Lutra always know north and direction of their Holt (home). (1 RP)
  • Tail Slap: A Lutra’s tailslap is a slam attack that does 1d6 damage. (1 RP)
  • Fearless: Lutra gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
  • Languages: Common and Lutran. Bonus: Aquan, Dwarven, Elven, Gnome, Goblin, and Mer. (0 RP)

 

Alternate Racial Traits

  • Curiosity:  Lutra are naturally inquisitive, and gain a +4 bonus on Diplomacy checks to gather information, and both Knowledge (history) and (local) become class skills for them. If they choose a class that has these Knowledge skills as class skills, they gain a +2 racial bonus in the skills instead. Replaces water born
  • Gregarious: Lutra are naturally charming and social. Whenever Lutra use Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the aquatic’s Charisma-based skills for the next 24 hours. Replaces fearless.
  • Change Shape: Lutra gain the Feral Form feat at reduced cost and look like Large-size sea otters. Replaces waterborn.
  • Powerful Swimmer: Lutra receive a +10 foot bonus to their swim speed. Replaces whiskers.
  • Tough Hide: Lutra have a +1 to their Natural Armor. Replaces keen senses.
  • Water Child: Lutra gain an additional +4 racial bonus on Swim checks (this stacks with any other racial bonuses), can always take 10 while swimming, and may ignore penalties from water pressure and cold water temperatures, allowing them to dive as deeply as they wish. Additionally, they treat above-water cold climate effects as though they were one order of magnitude less. This advantage provides no protection against attacks that use pressure or cold. Replaces waterborn and bond to the water.
  • Weather Savvy: Lutra are so in tune with the air and sky above their liquid homes that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces tailslap.

Lutra live on Hyna Beatha is covered in mountains, cliffs, forests, rivers and streams.

This playful race is evolved from the common sea otter. They are a medium-sized race of humanoid otters with brown hair and eyes which live in nomadic tribes and are cooperative hunters. Lutra prefer to live in sheltered caves, commonly in cliffs, but often found in aquatic (underwater) caves in temperate to arctic waters. Their diet consists mostly of aquatic plants and animals [shellfish are favorites]. A rare few (20% or DM choice) can shapeshift into a Large sea otter. The majority of the tribes worship the primal egg (like lizardfolk) or the World Turtle.

Their society is like a combination of Pacific Islanders, Eskimo and Jamaicans. They are a very laid back people, but when needed work with a will; vocal, love singing and music; communal, everything is shared. Like to barter and use shells for currency.

ally: walaran, whales, dolphin, turtles, aquatic mammals

enemy: reptiles, sharks, snakes, lizardfolk, lemurans

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Upcoming is a Hombrewery PDF of the Lutra.

 

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Kangu

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Figure of the Week: Quaggoth Slave

Today’s figure is from Wizards of the Coast, a Quaggoth Slave. He is on wearing a kilt/wrap. with no weapons (I removed the ax). I painted him with badger markings.

This was a new race that I created, originally in 3.0, but its been updated to Pathfinder. This is the closest figure that I could find. Below are the stats:

Badger_Track_by_Goldenwolf

Badgen (12 RP)

Medium Humanoid

 

Racial Traits

  • +2 Strength, +2 Constitution, -2 Charisma. (0 RP)
  • Medium: Badgen have no bonuses or negatives due to their size. (0 RP)
  • Slow Speed: Badgen are slow and steady, they have a 20 ft movement, (-1 RP)
    • Burrow: Badgen have a 10 ft speed, they can dig a room (den) for a Medium-sized creature in 1 hour. (2 RP)
  • Darkvision: Badgen have darkvision of 60 ft. (2 RP)
  • Natural Armor: Badgen have a tough hide and gain a +1 to Natural Armor. (2 RP)
  • Relentless: Badgen gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. (1 RP)
  • Stubborn: Badgen gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round but can try the other on the second round if the first reroll ability fails. (2 RP)
  • Stonecunning: Badgen receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (1 RP)
  • Stone Sense: Badgen gain tremorsense 10 feet. They can feel movement in the very earth and stones around them. (2 RP)
  • Craftsmen: Badgen gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)
  • Languages: Badgen and Common. Bonus: Aquan, Dwarven, Elven, Lutra, and Draconic.

 

Alternate Racial Traits

  • Cornered Fury: Whenever a Badgen is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Replaces burrow and stone sense.
  • Ferocity: Badgen gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. Replaces natural armor and stubborn.
  • Stability: Badgen receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Replaces relentless or craftsman.
  • Scent: Badgen gain the scent ability. Replaces stubborn and stonesense.