Kingdoms of Garda
Therians are feral humanoids, covered in fur, with animalistic features reminiscent of wolves and great cats. They stand several inches shorter than humans on average, and are universally lithe, though some tribes among the Varang Kol grow more broad and stout than their brethren. They exhibit very little gender dimorphism, often making it difficult for non-Therians to distinguish men from women. Though they often incorporate berries and nuts into their diet, their race is almost entirely carnivorous, and have been noted to become ill after several days of being able to eat nothing but plants. Gestation lasts four months, and mothers typically give birth to between two to four children at a time, maturing quickly.
Bear-Child: Unlike their kin, members of Bear’s tribe grow tall and wide. Your ability score modifiers become +2 Con, -2 Int, +2 Wis. This replaces a therian’s standard ability score modifiers. You must belong to the Bear tribe, or the tribe of a similarly stout animal, in order to select this trait.
Scourge of the Frontier: The time for subtlety is over, humans and orcs have been encroaching on the wild lands your tribe has called home before even your grandsires were young. Your hatred grants you a +1 racial bonus on attack rolls against humans and orcs. In addition, you gain a +2 racial bonus on Strength checks to break objects and +2 racial bonus on combat maneuver checks to sunder. This trait replaces Natural Hunter.
One With the Land: Your close bond to the land grants you a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains (except urban). You may also move through natural difficult terrain at your normal speed while within the chosen terrain. Magically altered terrain affects you normally. This choice is made at character creation, and cannot be changed. This trait replaces Fleet-Footed.
Grace of Lion: Your features are particularly feline and this manifests in your natural grace. Once per day, when you make a Reflex saving throw, you may roll it twice and take the better result. You must decide to use this ability before attempting the saving throw. In addition, you always land on your feet, even when you take lethal damage from a fall, and gain a +1 racial bonus to your CMD against trip attempts. This trait replaces Fleet-Footed.
Feral Canines: Your enlongated jaw and razor sharp teeth grant you a bite attack that deals 1d4 damage, this is a primary attack, or a secondary attack if you are wielding manufactured weapons. This trait replaces Keen Senses.
City-Raised: You are one of few Therian who weren’t raised among the Varang Kol. Your natural instincts lend themselves well to your urban surroundings and you’ve learned the knack for surviving in the city. You gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. You also gain a +2 bonus on Stealth checks in an urban environment and Sense Motive checks made to get a hunch about a social situation. This racial bonus to Perception stacks with the bonus from Keen Senses. This trait replaces Natural Hunter.
Feral Leap: Your ancestry and your tribe’s competitions in feats of leaping prowess have made you an exceptionally strong leaper. You are always considered to have running start when making Acrobatics checks to jump. This trait replaces Keen Senses or Claws (character’s choice).