The Getiermensch are a people that is a blend of man and beast. They have the characteristics of many of the animals that live in the forests. This means that while some are almost twice the size of a human, others are nearly half the size. Many of the humans that live on Aithea find commonality with many of the Getiermensch, at least superficially.
The Geitermensch live in the forests on the continents in the sky, generally staying away from the heavier urban areas. That’s not to say that they are not civilized some of the largest population areas in the sky were built by the Getiermensch. They just tend to spread out rather than bunch up closer together. They can often be found living either with the Tuatha or humans, though rarely at the same time.
The Geitermensch are based on late medieval German culture.
Age. Getiermensch reach maturity in their mid-teens and live to around 70 years of age.
Size. Getiermensch can be bulky or lithe weighing between 120 to 300 pounds. Your size is Medium.
Languages. You can speak, read, and write Druech. Druech is a language of harsh vowels and consonants that can often sound angry to non-native speakers.
Moon Vision. You can see in dim light within 60 feet of you as if it were bright light.
Beast Lore. You have advantage on Intelligence rolls about beasts or natural animals.
Beast Mind. Your beastial nature helps you resist the calls of men. You have advantage on defense rolls against being charmed.
Beast Tongue. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Survival (Will) – Wildlife rolls you make to influence them.
Getiermensch lineages are listed below.
Löwe
Löwe, or Lion, are kin to the big cats of the wild. While they can look like a tiger, a panther, or a lion, their overwhelming presence remains the same. They are often soldiers and mercenaries, using their ability to intimidate their opponents to take control of any battlefield. You will often find Löwe Geitermensch guarding the gates to any large Geitermensch city or village.
Daunting Roar. For 3 Action Points, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Magic (Will) defense roll or gain 2 levels of fear. The target number is 8 + your Will + half your level. You can use this trait a number of times equal to your Will and it recharges after a short or long rest.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. Your claws deal 1d6 slashing damage.
Wölf
Wölf, or Wolf, are skilled hunters and trackers. They are compared to the wolves of the forest, though they can look like any pack dog. Despite their ability to easily coordinate with others, their almost supernatural sense of smell sets them apart from others. Amongst the Getiermensch, the Wölf are sought out for any sort of tracking.
Aggression. Once per turn, when you take the move action, you can immediately take the attack action.
Keen Smell. Thanks to your sensitive nose, you have advantage on Awareness rolls that involve smell.
Bär
Bär, or Bear, are large and imposing, easily the largest of all Getiermensch. They share many physical qualities with bears, though many would say that the most apparent quality is their large size. Because of this they often find themselves as bodyguards, and many have found success as gladiators in large cities.
Powerful Build. Your carrying capacity is increased by 10.
Bear Hug. You have advantage on Maneuvers (Endurance) – Grapple rolls. As long are you are using two hands to grapple an opponent, you can make additional grapple rolls to deal your Strength as damage to your opponent on your turn.
Elch
The Elch, or Elk, are swift like the elk and deer of the forests that they get their name from. While they don’t have the massive racks of horns that the beasts are known for, they all have enough horns on their head to deal damage and set them aside from their brethren. That is not to say that their longer and taller bodies don’t have them standing taller than their other brethren as well. Their speeds often have them serving as couriers and messengers.
Bound. Your movement increases by 1.
Horns. Your horns are natural melee weapons that deal 1d6 piercing damage.
Reckless Charge. Immediately after you use the Dash movement on your turn and move at least 20 feet, you can make one melee attack with your horns. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll, and all attacks against you are made at advantage until your next turn.
Eichhörn
The Eichhörn, or Squirrel, are small and wiry people. While not looking like a squirrel too much, their timid nature gives it away. Like their smaller cousins, they have little problem climbing trees, and their ability to glide down from the high branches means that they a never in fear of heights.
Climb. You have a climb speed equal to your movement.
Cautious. Your cautious nature keeps you safe, you can take the Hide action for 3 Action Points.
Hoard. You know how to take the treasures and treats you have more easily. You have advantage on Stealth (Dexterity) – Concealing rolls.
Glide. You have extra skin between your arms and legs that allow you to glide. As a reaction when you fall, and you are not incapacitated, you can use your movement action to subtract up to 100 feet from your fall when calculating your fall damage. You also can move horizontally 2 feet for every 1 foot you fall.
Frettchen
The Frettchen, or Weasel, but also include skunks, are often looked down upon by others. They are naturally scuttering people, and their smell often puts them at odds with those not used to it. It doesn’t help that the common “bandit” like making across their eyes are often seen as a real mask. Despite this, most Frettchen are not all that inclined to thievery.
Scraggly. You count as one size category smaller when determining what size spaces you can squeeze through.
Filth Dweller. You have resistance to poison damage.
Musk. As a reaction, for 2 Action Points, you let out your musk in a 5 ft. radius around you. Anyone within this cloud must make a Body (Endurance) defense roll equal to 8 + your Endurance + half your level, or become poisoned while they are within the musk. This lasts a number of rounds equal to your Endurance and recharges after a short or long rest.
Kanin
The Kanin, or Rabbit, are mostly unassuming people. While you can easily spot them by their long ears in a crowd, they are short enough that that is all you will see. They are often known to “rabbit out” when things go bad, their superior speed giving them an advantage when running to or from things.
Bound. Your movement is increased by 1.
Leap. You have a skill boost in Movement (Strength) – Jump. Your jump distance is doubled.
Hare-Trigger. You add your double your Agility to your Action Point rolls.