Beastfolk, Equitra (3.5e Race)

Equitra

From out of the wild plains they come. The Equitra are a stalwart race, nomadic and untamed, mighty warriors, and yet capable of great gentleness, with a strong sense of right and an eagerness to run with the wind. According to the Equitra themselves, they are the descendants of heavenly beings, an offshoot of the Equinal Guardinals (found in The Book of Exalted Deeds), brought to the mortal plane to establish themselves and prosper and show the right way through their strength. Some have taken more after the ways of the plane on which they now live, while others still seek after this ideal. But regardless of where they go, all who look at the Equitra in their splendor know them to be beautiful and strong. However, though it is not spoken of much, for all their strength, without constant connection to sources of holy light, the Equitra are also surprisingly vulnerable to the maladies and afflictions of the mortal plane, and so find it most advantageous to always stay close to the divine.

Personality

The Horsefolk are a wild folk, but not an unruly one. They have a love of activity and freedom, and are energetic and youthfully boisterous, even when old age is upon them. Most Equitra are amiable and pleasant of disposition and will try to get along with others around them, even those not of their race. They understand that not everybody can be lucky enough to be an Equitra, and so will often go out of their way to be helpful. Some can be quite mischievous at times, as a part of their playful energy, and some can be quite impatient with those who cannot keep up with them, but for the most part the Equitra are easygoing, so long as they are allowed the freedom to run.

Physical Description

The roving Horsefolk of the plains, the Equitra, are a tall and powerful people, ranging in size from 5’8” to 8’ tall, and are strong in their ways, and not easily bested in any contest of speed or endurance. While they have a humanoid build, they have similar markings and fur patterns as normal horses, and manes and tails to match, with a rare few having markings similar to those of zebras or okapis and similar creatures. Their long faces and pointed ears allow them to sense all dangers that might come out onto their plains, and their great speed and ferocity in battle truly make them lords of the plains.

Relations

The Equitra are lords of the plains, able to move faster for longer and with more power than any other sentient race without the aid of riding beasts. Because of this they sometimes come in conflict with humans who try to cultivate and fence in the wide open spaces, but are willing to make compromises as long as the lands in which they run are left mostly alone. When Equitra meet elves, the two races get along just fine, the Equitra recognizing that the elves are people of the forests, and acknowledging that they are adapted to their environment the same way the Equitra are adapted to theirs. The danali are one of the only races that can keep up with the Equitra. Their short-term speed is no match for the lasting endurance of the Horsefolk, but nevertheless the Equitra regard the danali as equals, and are perfectly happy to share their space with them and defend them in times of trial. They consider the stumpy, slow-moving dwarves quite comical, and have an affection for gnomes and halflings, who they seem to think of as wise old children.

Note: Equitra are able to interbreed with centaurs, with the result being a centaur with the upper torso of an Equitra, but otherwise statistically identical to a centaur.

Alignment

Most Equitra are free-spirited, strong and wild, with a strong sense of right and wrong, leading them to a Chaotic Good alignment. However, this sense of right and wrong will sometimes drive a select few to go out and set things right in the world, and they will often have a Lawful Good alignment instead. The two camps of Equitra do not seem to see anything wrong with this odd dichotomy of culture in their own race, and the two factions do not often meet anyway, because they are usually busy doing different things.

Lands

As mentioned, Equitra are lords of the plains, their domains stretching as far as they can run. They are omnivores, despite their equine appearance, but eat meat very sparingly, most animal protein in their diets coming from fish at the freshwater streams that run through their running grounds. Humans, halflings and wild catfolk are the only other groups that the Equitra usually meet on the plains, as well as the danali in the more remote areas. Since they are nomadic, they see no point in direct conflict when their lands are encroached, so long as those coming into the region do not seem likely to stay. Permanent settlements are a sign of less free space, and this can rouse the Equitra to great interest in the new community, to see if those moving in will be good neighbors. If it seems unlikely that they will be so, then the Equitra will enlist what aid they can from their allies and do all they can to drive the interlopers out with minimal loss of life on either side.

Religion

Oddly enough, Kord and Heironeous are worshipped with almost equal interest by the Equitra. They admire strength and good-natured sport in their gods, as well as a love for freedom and joy in life. At the same time, they also admire justice and righteousness, valuing the power of the gods to protect, to heal, and to wage war on that which is evil and unjust in the world.

Language

Equitra speak Common as their starting language, having accepted the tongue of travelers as their own. As bonus languages, they can choose between Avian, Celestial, Dwarven, Elven, Feline, Halfling, Ibixian and Wolfen.

Names

Names among the Equitra are a form of prophecy, or what the mother of a foal hopes that her child will become, integrating events of note that took place between the time of the foal’s conception and birth. Last names are according to sire, and are usually taken from places of racial origin, when the Equitra first arrived on the Prime Material Plane, using the Equitra method of description. First names include Guiding Star, Runs-With-Rivers and Strongbow, while surnames include Bright Fields, Cold Forest and Tall Mountain.

Adventurers

Equitra adventure either for the fun of it, or because they feel there is something wrong in the world which they should take a hand in correcting, though very often they do so for a combination of the two reasons. It is not at all uncommon for Equitra to become paladins, going forth to crusade directly against evil. Young and spirited Equitra often head out into the world to prove their mettle, and they are eager to prove their use to their companions as well as to themselves.

Racial Traits

  • +2 Strength, -2 Constitution
  • Monstrous Humanoid
  • Medium-size
  • Equitra base land speed is 40 feet
  • Mighty Runners: All Equitra have the Endurance and Run Feats automatically
  • Draft Breed: Equitra can take the Gigantism Feat at 1st level without restriction.
  • Pony Blood: Equitra can take the Dwarfism Feat at 1st level without restriction.
  • Automatic Languages: Common. Bonus Languages: Avian, Celestial, Dwarven, Elven, Feline, Halfling, Ibixian, Wolfen.
  • Favored Class: Fighter or Knight.
  • Level Adjustment: 0

Equitra Subrace: Aes

Where Equitra have moderate ties to their former place in the Upper Planes, and plainstriders (detailed below) are even closer to those ties, the Aes are a step away from these planar ties, instead being more solidly grounded in the Prime Material Plane and the practical matters of daily life. The Aes look like humanoid versions of wild asses, including zebras, burros, donkeys, and similar species, and have solidly-built, firm bodies made for hard labor and endurance, ranging between 4’2 and 5’10 in height. Aes tend to be Neutral in outlook, preferring to keep to themselves and make their living as best as they can, and can be rather gruff and grating on the nerves of others, as they tend to be stubborn and disagreeable. They are incredibly hardy, however, and often find a place among various communities as laborers and guides in the most treacherous of terrains.

Racial Traits

  • +2 Constitution, -2 Charisma
  • Monstrous humanoid
  • Medium-size
  • Aes base land speed is 40 feet
  • Hardiness: All Aes get a +4 racial bonus to saving throws on long-term actions to avoid taking subdual damage. This can stack with the Endurance Feat.
  • Stubborn: Aes receive a +2 to all Will saving throws.
  • Sure-footed: Because of their stable footing, all Aes receive a +2 bonus to Balance and Climb checks.
  • Load-bearing frame: Aes calculate their carrying capacity as if they had 5 bonus points of Strength.
  • Automatic Languages: Common. Bonus Languages: Avian, Celestial, Dwarven, Elven, Feline, Halfling, Ibixian, Wolfen.
  • Favored Class: .
  • Level Adjustment: 0

Equitra Subrace: Plainstrider

Plainstriders are much like normal Equitra in a great many ways, except that they are much taller, and have long, graceful necks and willowy limbs that allow them to see for vast distances. A casual observer would call the plainstriders a cross between a human and a giraffe, and this is indeed a fair assessment of what plainstriders are. They are similar to Equitra in many ways, but they are even closer to their planar origins, being filled with a strange, unending source of kindness and goodness that is wondrous to behold, being willing to go out of their way to serve others however they can, resulting in a calm and loving Neutral Good outlook on life. Herds of plainstriders will often follow tribes of danali and other tribal peoples who have need of defenses, and act as guardians for these less fortunate souls, warning them of danger and assisting them as they are able, in exchange for basic necessities.

Racial Traits

  • +2 Strength, +2 Charisma, -2 Constitution, -2 Intelligence
  • Monstrous Humanoid
  • Large-size: -1 size penalty to AC, +4 size bonus to Grapple checks
  • Planestrider base land speed is 40 feet
  • Graceful Runners: Plainstriders have the Run Feat automatically
  • Far-Sighted: +4 to Spot checks
  • Blessed: +1 holy bonus to AC; +1 holy bonus to all social rolls with Good and Neutral-aligned intelligent beings
  • Automatic Languages: Common. Bonus Languages: Avian, Celestial, Dwarven, Elven, Feline, Halfling, Ibixian, Wolfen.
  • Favored Class: Cleric or Favored Soul.
  • Level Adjustment: 0

Vital Statistics

Table: Random Starting Ages
AdulthoodSimpleModerateComplex
years+++
Table: Aging Effects
Middle Age1Old2Venerable3Maximum Age
yearsyearsyears+ years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male' "+lb.× () lb.
Female' "+lb.× () lb.



Back to Main Page 3.5e Homebrew Races
Back to Main Page 3.5e Homebrew Races Beastfolk (3.5e Race)

gollark: Anyway, I *did* GCSEs this year, I *am doing* A levels next school year and for two years after that, and I *am probably* going to university of some sort after that (I've been overresearching that out of böredom).
gollark: Schools are, you understand, not actually very efficient at teaching some people. Or possibly most.
gollark: GCSEs are the first actual qualification things and you study for 2 years for them. I did... I think 11 or so? I probably should know, but stuff like maths and further maths and English literature/language were taught together at school.
gollark: Er. 13?
gollark: …
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.