Beastman Medium Monstrous Humanoid Hit Dice: 3d8+9 (21 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +3/+6 Attack: Claw +6 melee 1d6+3 Full Attack: 2 Claws +6 melee (1d6+3) and bite +4 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Psionics Special Qualities: Darkvision 60 ft., Low-light vision, scent Saves: Fort +4, Ref +4, Will +3 Abilities: Str 17, Dex 12, Con 17, Int 7, Wis 10, Cha 8 Skills: Survival +6*, Climb +4, Listen +6*, Hide +1, Move Silently +2 Feats: Multi-attack (B), Psionic Fist, Improved Initiative, Environment: Any Organization: Solitary, pair, or pack (5-10) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic neutral Advancement: 4-20 HD (medium), or by character class (see text) Level Adjustment: +3 Before you stands a strange mixture of reptile and mammal; its skin is covered with fur in some sections and scales in others. One of the two legs it stands upon appears to belong to a lizard; the other to a great hunting cat. This intermixture continues throughout its body. It crouches before you, snarling and looking ready to lunge; only the all-too-human eyes, gleaming in madness, seem to be left of the person that this creature used to be. The creatures that are generally known as the beastmen did not start appearing until the end of the God's War; beastmen are sometimes formed when a humanoid creature attains adolescense. One in every ten humanoids born after the great war seems to be going through this process; the transformation takes one day, and leaves the subject utterly changed and usually insane. Beastman of aquatic stock gain a swim speed of 30 ft and a +8 Racial Bonus to Swim checks; beastmen of aerial stock gain a fly speed of 60 ft with a maneuverability class of average, and have the Spot skill in place of Listen. A small beastman has a default array of Str 13, Dex 14, Con 15, Int 7, Wis 10, Cha 8, 18 HP, and 1d4 damage natural weapons, along with the natural consequences of being Small. Movement is unaffected, in these cases. Beastmen speak beastman, and rarely fight each other. An unusually intelligent one may speak additional languages. Combat Beastmen rely on their superior physical capabilities to take down enemies and prey; they will ruthlessly hunt down and kill weak creatures that try to escape them. Beastmen will often attack without provocation, though they'll avoid non-herbivorous creatures that are bigger than they are. Beastmen will try to use their psionic abilties before they engage if melee, if the situation seem appropriate for such. Psionics (Sp): A normal beastman has 1 Talent that can be manifested 1/day. Beastmen with 6 to 10 HD have a 1st level power that can be manifested 1/day, those with 11-15 HD have a 2nd level power, and those with 16-20 HD have a 3rd level power. The beastman's highest stat is its primary stat, and it has PP equal to the ability score modifier of its highest stat for purposes of using psionic feats. Skills: Beastmen have a +4 racial bonus on Survival and Listen checks. Feats: Beastmen receive Multi-attack as a bonus feat. Beastmen characters Beastmen can advance in their race, or they can advance in PC classes. The favored class for beastmen is beastman, but Psychic Warrior and Psion are common classes for them to take.