Chapter 2: Humanoid Races |
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Humanoid Races |
How to Read the Entries |
Races |
Aarakocra · Alaghi · Beastman · Bugbear · Bullywug, Advanced · Centaur · Fremlin · Giant-kin, Firbolg · Giant-kin, Voadkyn · Gnoll · Gnoll, Flind · Goblin · Hobgoblin · Kobold · Lizard Man · Minotaur · Mongrelman · Ogre, Half-Ogre · Ogre Mage · Orc, Half-Orc · Pixie · Satyr · Saurial · Swanmay · Wemic |
Wemic (Complete Book of Humanoids)[]
Ability Score Adjustments. The initial ability scores are modified by a +1 bonus to Strength and a -1 penalty to Dexterity.
Ability | Minimum | Maximum |
---|---|---|
Strength | 11 | 18 |
Dexterity | 6 | 17 |
Constitution | 11 | 18 |
Intelligence | 3 | 18 |
Wisdom | 3 | 18 |
Charisma | 3 | 18 |
Class | Maximum Level |
---|---|
Warrior | |
12 | |
— | |
— | |
Wizard | |
— | |
— | |
Priest | |
— | |
— | |
7 | |
7 | |
Rogue | |
— | |
10 |
Hit Dice. Player character wemics receive hit dice by class. In addition they receive 5 bonus hit points at first level.
Alignment. Most wemics are neutral. PC wemics can be of any alignment.
Natural Armor Class. 6.
Background. Wemics are part human, part lion, combining the two as centaurs combine human and horse. The wemic's leonine body has a human torso extending from what would be a lion's neck. Wemics grow to 10 feet long, reaching heights of six to seven feet when standing erect.
The leonine body is covered with dusky golden fur, while the underbelly fur is short and white. The tip of the tail is a brush of long black hair, and adult males also have a flowing mane of long black hair. The face is leonine, and the eyes are usually golden with slit pupils. The claws of the forepaws are retractable, the hind claws are not.
Wemics blend leonine and aboriginal human cultures in a primitive society. They live in nomadic groups called "prides", surviving through hunting. They know and use fire, and craft stone weaponry, pottery, and ornaments. Wemics have human intelligence; if exposed to more complex skills they can learn, providing they can overcome their superstitious nature.
Witch doctors and shamans are very important to wemic society, for the primitive hunters see everything as supernatural. Weather and the changing of day into night are functions of the gods. Everything is personified and alive and magical — the sun, the moon, the clouds, the rivers. Such is how wemics see the world.
Languages. Wemic, common.
Role-Playing Suggestions. Wemics are playful and curious as cubs, and they keep these traits into adulthood. They are excellent hunters, trackers, and guides, often hiring themselves out in exchange for treasure, tools, and magical items. This is one way for a wemic to come into contact with an adventuring party. Others are captured as cubs and raised as servants or slaves. PC wemics can be either recently freed, or can be free wemics who have left home to explore the world.
The primitive wemics risk exploitation by more advanced societies. They are taken as slaves, cheated into servitude, or even tricked out of valuable items they do not understand.
Wemics have a great deal of pride and courage — except against obvious agents of the supernatural. If they cannot defeat a foe with weapon or claws, then that foe cannot be defeated. They are noble savages, with honor and compassion. Once they alley themselves to a group or cause, they stick with it to the end.
Special Advantages. Wemics can attack with both foreleg claws for 1-4 points of damage each. They can also attack with hand-held weapons at the same time.
These leonine creatures have powerful leg muscles which allow them to leap 10 feet upward or 30 feet forward.
Special Disadvantages. Wemics take damage as large creatures.
Monstrous Traits. Appearance.
Superstitions. All of nature is personified in the wemic's mind, and thus every whisper of wind and rumble of earth is an omen. Certain modern items frighten them until they learn what they are. They especially fear obviously supernatural beings and the undead.
Weapon Proficiencies: Club (stone), javelin, short sword, spear.
Nonweapon Proficiencies: Animal noise, eating, fire-building, hunting, natural fighting, religion, spellcraft, survival (plains), tracking, weaponsmithing, weaving, wild fighting.