Natives of a foreign realm, the leonin are strong allies in the war against the Chaos. Unlike the catfolk with whom most are familiar, these naturalistic warriors rarely seek adventure for fun, preferring instead to focus on the task at hand and success in its execution above all else.
Leonin are strong and physically imposing. Males and females both wear their hair long, often braided with trinkets taken from their victories. They prefer shining armor to mute leathers, and wear their ceremonial attire proudly when given reason to celebrate.
Society: Leonin society is tribal, holding to a standard dictated by their tribunal of elders which always consists of a male (the true leader) and two females (his mates and advisors). Should the male be lost, either through death or exile, the females lead until a proper replacement can be found.
Relations: Leonin generally treat others as equal until they find reason not to. They are wary of overly social races, such as halflings and humans, but believe dwarves and elves can be too close-minded. Other races react to leonin as they would catfolk, and only through interaction do they realize the differences.
Alignment and Religion: Leonin laws hold to a natural order and in some tribes it’s kill or be killed. They recognize trial by combat, and worship of their neutral gods heavily influences their architecture and way of living.
Adventurers: A leonin adventures to right some wrong that was done to him, his family, or his tribe. When away from other members of his race, a leonin will adopt his adventuring companions as a small tribe, either placing himself or somebody he trusts to beat him in battle as their defacto leader.
Names: A leonin’s name is a story about the individual that often translates to things like Born Under a Blue Moon, He Keeps Watch, Sight of Day, or Wildcat.
|15 years||+1d4 years
(16 – 19 years)
(16 – 21 years)
(17 – 27 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5 ft. 10 in.||+2d10 in.||130 lbs.||+(2d10×5 lbs.)|
|Female||5 ft. 5 in.||+2d10 in.||95 lbs.||+(2d10×5 lbs.)|
Leonin usually have the following racial traits.
- Ability Score Racial Traits: Leonin are strong and proud, but their way of living lacks some of the teachings of other races. They gain +2 Strength, +2 Charisma, -2 Intelligence.
- Type: Leonin are humanoids with the catfolk subtype.
- Size: Leonin are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Leonin have a base speed of 30 feet.
- Languages: Leonin begin play speaking Common and Catfolk, but their dialect is different, making some words harder to understand or translate between the two. Leonin with high Intelligence scores can choose Catfolk, Draconic, Elven, Gnoll, Goblin, and Orc.
- Intimidating Prowess: Leonin begin play with Intimidating Prowess as a bonus feat.
- Keen Senses: Leonin receive a +2 racial bonus on Perception checks.
- Natural Hunter: Leonin receive a +1 racial bonus on Stealth and Survival checks.
- Low-Light Vision: Leonin can see twice as far as humans in conditions of dim light.
- Scent: Leonin gain the scent ability.
Leonin can select the following racial traits.
- Cat’s Claws: Some leonin have stronger and more developed claws than other members of their race, and can use them to make attacks. Leonin with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter and scent.
- Otherworldly: Leonin with strong ties to their native lands are considered outsiders with the catfolk and native subtypes. They gain darkvision and are immune to light-based blindness and dazzle effects. They are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). A leonin with an Intelligence of 10 or higher can cast light at will as a spell-like ability. This racial trait replaces low-light vision and Intimidating Prowess.
- Quick Reactions: Some leonin are more about action over intimidation. These leonin gain Improved Initiative as a bonus feat. This racial trait replaces Intimidating Prowess.
The following options are available to all leonin characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Accelerist: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
- Cleric: Add 1 spell from the sun cleric domain spell list to the cleric’s spell list. The spell must be at least 1 spell level below the highest level the cleric can cast.
- Heir Apparent: Gain 1/6 of a new combat feat.
- Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
- Nature Warden: Gain +1/6 of a use of guardian form per day.
- Paladin: Add a +1 deflection bonus to AC against a foe you are targeting with smite evil when wearing light or no armor (Max +6).
- Ranger: When you hit an enemy with at least 2 attacks during the same action, you deal an additional 1/2 point of damage. This increases to 1 point against favored enemies.
- Shifter: When you hit an enemy with at least 2 attacks during the same action, you deal an additional 1/2 point of damage. This increases to 1 point when in wild shape.
- Sorcerer: Add 1 spell from the sun cleric domain spell list to the sorcerer’s spell list. The spell counts as a sorcerer spell for the character. The spell must be at least 1 spell level below the highest level the cleric can cast.
The following racial bloodline is available to leonin:
Leonin count as catfolk for the purpose of meeting the prerequisites of feats.
Blessing of the Sun (Cleric Domain Option)
Leonin clerics have a special connection which allows the cleric to utilize the sun’s power without a specific domain.
When a leonin cleric gains a domain power or spell, he can instead choose to gain a power or spell from the sun domain or one of its subdomains. The chosen power or spell replaces that of the cleric’s normal domain.
Imperious Rule (Sorcerer Bloodline Option)
When a leonin sorcerer gains a bloodline power, feat, or spell, he can instead choose to gain that option from the imperious bloodline. Doing so replaces the original bloodline’s option at the same level.
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.