Carnivore And Omnivore Subraces Of Note


The word 'aranthi' is elven, and means "smells like honey," taken from a five-petalled flower known for its unassuming appearance and exceptionally sweet fragrance. But while the aranthi beastfolk subrace do have the same unassuming, pleasant charm expected of the flower from which they take their name, their scent, when used as a sprayed musk, is one of their most potent weapons, as best befits a sentient species with its ancestral roots drawing from skunks. The aranthi (also called skunklings) are gradually coming to be a not-uncommon sight in many human cities, chattering happily in their attractive Sylvan-accented voices, as they have found that they enjoy the energy to be found in the bustle of urban areas, though the majority of aranthi are still found in the rural and forested areas from which they originally come.

Physical Description: The aranthi have many of the characteristics of skunks, including the stereotypical black-and-white stripes, mottling, or spots; a solidly-built body; a long, bushy tail (which sometimes hinders their motions in its attractive flowing about their bodies); and a bright, attractive furry face. Aranthi are Medium-sized, and while their body proportions tend to be similar to those of humans, they are most comely in their builds, and the extremes of corpulence are almost nonexistent among the skunkfolk.

About Aranthi: These furry fellows are good-hearted by nature, taking very much after their animal forebears in terms of pleasant disposition and agreeable tendencies. Aranthi will actually go out of their way to defuse conflicts before they start, and attempt to find common ground with all those they come in contact with, which makes them natural diplomats. They tend to be a bit too shy to make exceptional leaders, though they make excellent advisors and ambassadors. Shyness is their worst weakness, for it makes them impressionable, and sometimes easily bullied, so long as they do not feel badly threatened. Their natural weapon is a source of quiet confidence as well as mild embarrassment for the race as a whole, so that despite their retiring natures they always know that they have a defense available for emergencies.

Special Racial Feats:
Aranthi Musk [Racial]
With practice controlling and tapping into the natural defensive ability of skunks, a skunk-based beastfolk can use musk as a weapon.

Prerequisites: Must be a skunk-type beastfolk (can be taken at any level).

Benefit: Once per day, plus once more per point of Constitution bonus (minimum of once per day), an aranthi can spray musk in a 10' cone, requiring a Fortitude save (DC 12 + aranthi's Constitution bonus). If affected targets have 2 hit dice or less, then they will be stunned for 1d3 rounds, then blinded for 1d3 rounds after that. If the targets have 3 to 4 hit dice, they will be stunned for 1d2 rounds, then blinded for 1d2 rounds afterward on a failed save. If the targets have 5 or more hit dice, they will be stunned for 1 round on a failed save. Besides these effects, those caught in the cone will smell bad (no save, easy to track, and -1 on all social rolls for the duration) for 2 hours per class level of the aranthi, lessened to half that time if washed off with tomato juice or similar solvents.

Pleasing Scent [Racial]
Many aranthi are born with surprisingly pleasant musk, rather than the strongly-scented musk that is stereotypical of their subrace. Others learn how to control their scent, or have it modified through herbal and magical methods later in life. The end result is a form of natural perfume that makes an aranthi especially appealing in scent.

Note: If this is taken along with Aranthi Musk, then the musk attack is an especially concentrated version of this pleasant scent, which is so thick as to create the same effects as the Aranthi Musk feat, similar to an overapplication of perfume.

Prerequisites: Must be a skunk-type beastfolk (can be taken at any level).

Benefit: Thanks to this pleasing scent, the skunkling gains a +1 bonus on all social rolls with creatures that have a working sense of smell.


Their name, translated, means “bug eaters,” and that is exactly what the arthrophages are. Descended from deep jungle creatures of long snout and sharp claws, these anthropomorphic anteaters are actually quite good-natured and easy-going – as long as you aren’t a bug. Then all bets are off, for this race claims descent from a race cursed into their present form by demonic insects from another plane of existence. A perpetual vendetta against all arthropods is the end result of that ages-old feud from time out of memory, and it is one that the arthrophages pursue with great relish.

As mentioned, arthrophages are quite friendly and laid back, so long as one isn’t one of their racial enemies. This race tends to take life pretty easy when they are on their home terrain, and they get along well with most other races. However, just because they have nothing wrong with other races, does not mean that they are especially open with them, and this race is exceedingly adept at engaging visitors to their lands with hours of interesting conversation, without actually divulging any details of importance during the process.

Physical Description:
Arthrophages take after the shambling form of humanoid anteaters and other, similar creatures of every stripe of existence, ranging from the truly massive giant anteaters of the plains, to the diverse burrowing armadillo species, to the smaller echidnas of dry forests and the pangolins of the deep jungles. The race ranges in height from around 5’6” to a good seven feet tall, and they tend to be quite well-devloped in physique, from long hours spent climbing trees and burrowing in the earth for the bugs that are their only food. Without exception, this race have long, toothless snouts, coupled with very long, sticky tongues that they use to lap up termite and ant larvae, and thick, powerful claws that they use to rip open the nests of these tiny treats.

About Arthrophages:
The bug eaters have such a specialized niche that they seldom come in conflict with any non-arthropod species. They could not really care less about the doings of other races, preferring instead to keep largely to themselves, and focusing their efforts on becoming better bug hunters. This often leads them into conflict with intelligent arthropodal species and those races who revere them, such as the aranea, formians, thri-kreen, and the spider-loving drow. This last conflict, and their tendency to clear away overlarge and potentially damaging groups of vermin, endears the arthrophages to the elves, who often enlist their aid when they find that they need an extra boost of ability against specialized foes. They also trade rather extensively with roaming bands of halflings, who are one of the few races that arthrophages consider true racial friends – something helped along by the bug eaters’ lack of concern for material possessions.

Adventuring life comes easily for arthrophages, and the travels of their nomadic bands are often rife with exciting exploits. Few bug eaters actually leave their bands, though, preferring the safety that comes in numbers. Some are willing to leave the comfort of those they care about in order to act as expert assistance in companies of adventurers who might have need of an arthrophage’s specialized racial abilities.

Racial Specific Feat Option:
Burrow: With their strong claws and compact bodies, arthrophages are able to Burrow at a rate of 10’ per round through dirt, earth and other relatively soft materials. In exchange for a feat, arthrophages gain a burrow speed.


The porque (pronounced as both ‘pork’ or ‘por-KAY,’ depending on who you ask, and how pretentious the pigfolk in question happens to be) are as self-serving a race as one is ever likely to meet. Unmotivated, uninterested, and uninvolved, the pigfolk have largely been overlooked in the history of the world, and frankly could not care less. There are two significant groups of the porque. The first and most common are the civilized porque. This group tends to live out of the sight of others, on small subsistence farms, shacks and shanties in the rural backwoods of the world, where they can live out their lives without bother from others, using anonymity as a potent defense. Some of these civilized porque make their way into cities, usually after they get some money to invest, and use their natural intelligence to find ways to make their money work for them. This segment of the porque population is one of the least liked, because they tend to be rich, lazy, and overbearing in the extreme, reveling in luxury and excess. The second significant group of porque are the wild ones, roving bands of feral porque that have sunk into a state of barbarism, and now revel in savagery and raiding. Most civilized porque will deny the existence of their wild brethren, simply because they are such an embarrassment, and because they have a bad enough reputation as it is.

Physical Description: With legs that are about as long as their arms, a set of pointed ears, a rounded snout, beady eyes of brown or black, and a curly tail, the porque look very much like pigs that have learned how to walk on two legs and use tools. Porque range in height from a short, pot-bellied 4'6" all the way up to a burly 6’8”, and have a variety of skin colors, falling in the same ranges as expected of normal pigs. Their body hair ranges in amount from a scanty, downy covering of more domestic-oriented porque to the short, thick, bristly fur of porque who have taken to the barbaric lifestyle. While most porque tend to be pleasantly chubby, growing somewhat obese as they age, they are often very muscular beneath their pot bellies, and many have quite well-developed physiques

About the Porque: In general porque are friendly and outgoing-enough that they get along all right with most people. However, it quickly becomes apparent that their outgoing natures are purely surface-level, and they actually tend to be quite shallow, despite their rather keen natural intellects. Most of the mental efforts of a porque are spent in figuring out ways to avoid work, and they are creatively adept at this in ways that would astound even the most inventive of gnomes. Orcs and wild porque have developed a working relationship in many areas, and so it is quite common for the two races to mingle freely, resulting in many very piggish-looking orc tribes, mostly among greenskinned orcs and half-orcs.


Wizards have never been known to be able to leave well enough alone. One enterprising spellcrafter noticed the potential for even greater combat abilities present in the the larger, more melee-oriented members of the mustelid family, such as badgers and wolverines, and worked to draw it out. The end result of these experiments was the rippers, a race of incredible endurance and near unstoppable tenacity. Surprisingly, the rippers did not slaughter their creator, as is common after such experiments. This was mainly because the wizard in question was wise enough to hire them as mercenary guards instead of simply trying to use them as mindless slaves, having instilled enough intelligence in them to understand the use of gold and the importance of steady work. As the race began to multiply, they spread out and began to offer their services to others as well, until now it is gradually starting to become quite common for standing armies or well-heeled employers in need of guarding to keep a squad or two of ripper mercenaries on hand for use in really messy situations where lots indiscriminate force is needed.

Physical Description: Burly and of incredibly well-muscled, solid construction, a ripper looks like a wall of fur-covered muscle, ranging in height from 5’6” all the way to a good 7 feet flat, their shoulders broad and chests deep. With a strong resemblance to badgers and wolverines given a humanoid shape, with appropriate fur patterns and short tails as well as muzzles and black-padded noses, these mighty mustelids are an incredibly intimidating sight, with sharp claws tipping their thick fingers, and powerful, sharp-toothed jaws that can crack bones with ease.

About Rippers: Rippers are right on the edge almost all the time. It seems to a casual observer as though one of these powerful beings was a like a pot right on the verge of boiling over, just waiting for the right catalyst or the slightest excuse to let it loose. This eagerness for battle makes rippers hard to get along with at times, though they can often sublimate their darker urges (though not always) with boisterous, outgoing personalities and heavy partying. Many, though, turn to dark brooding, waiting for the next moment when they will be able to unleash their inner beast without having to hold back.


Nobody notices them until it’s far too late, and their jaws are sinking into the back of a victim’s skull. Slinks, also called weaselkin, are adept solitary predators: quiet, crafty, and lethal. They are adept at living alone in the wilds of the world, and generally prefer that manner of life. However, when they do enter the cities of other races, slinks become truly deadly. Most other races feel uneasy around the weaselkin, and there is good reason for this, since slinks are not noted for being the most social (or the most sane) or individuals, and are prone to occasional fits of mindless bloodlust. Besides this, they are also associated with the criminal underworld with almost gleeful enjoyment of their grisly tasks. However, there are many slinks who act as spies, infiltrators, and informants all over the world, and their talents are held in high regard wherever they are known. Those who know slinks know that they are expert, if eccentric, talent, and treat them accordingly, catering to their wishes for the excellent results that this brings. But anyone who really knows slinks never lets them out of their sight, for the moment one trusts a slink too much, that is the same moment that there begins the constant danger of a final, lethal bite.

Physical Description: Weaselkin are what their alternate name suggests: a humanoid version of one of the small mustelids, with bright eyes, quivering whiskers on the end of a short, delicate muzzle, soft, luxurious fur, and an almost constant state of hyperactive motion. Slinks can take after the general appearance of weasels, ferrets, mongooses, polecats, minks, sables, and other, similar, wiry predators of mustelid origins. They are small, slender, incredibly agile, and are almost impossibly flexible.

About Slinks: Nobody ever said that slinks were completely stable individuals. In fact, most people will say quite the opposite. Though not necessarily malicious, weaselkin tend to be eccentric loners, which seems to be a part of their genetic makeup. While they do enjoy the company of their friends, and often act the part of the jester, clowning their way into the hearts of those around them, all slinks feel most comfortable on their own. When around others, a slink tends to be a light-hearted chatterbox, speaking before thinking and given to acting on the least impulse, which can all-too-often lead to all sorts of trouble. When alone, however, a slink undergoes a remarkable transformation, suddenly becoming an incredibly smooth operator, efficient and lethal.

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