Physical Description: Mephians stand several inches on average shorter than their human counterparts, and as a result they are often more lithe then humans. Despite this, mephians typically manage to match if not exceed humans in weight, their dense fur and large tails encompassing roughly 25% of their body mass. Mephians are most well-known throughout the world for their strong resemblance to skunks; their fur typically reaches color ranges of black, gray, and brown, with lighter colors serving as highlights. Although mephians can excrete a powerful, musky vapor similar to skunks, the glands that allow them to do so are located on their tails and not in an anal gland. Also differing from their smaller cousins, most mephians aren’t able to launch their musk from their tails; it is strictly a contact solution. Despite this, many other humanoid creatures are wary of mephians, for their musk remains every bit as rancid.

Society: Mephian society often looks strange to outsiders, for it is community based rather than focused on land or territory. Mephian communities take great strides to care for one another, and the settlement as a whole governs itself together and not through any one powerful leader. Mephian communities strongly support their young, and the phrase, “it takes a village to raise a child” is an old mephian saying. Each child belongs to the community, and while most mephians are aware of their birth parents, such individuals are no more important to the child than any other adult in their life. Children are quickly and often sent from family to family, learning the ways and trades of each household along the way. Young adult mephians are then given the choice of a temporary guardian based on their trade; the mephian then lives with their guardian, accompanying him or her on their business and studying their trade until they are old enough to live on their own. Because of their cloistered ways, mephians rarely occupy anything larger than a single city as their home and care little for forming nations as other races do. Mephians are content to allow the nations of others build up around their communities and will even support these nations through trade and military presence.

Relations: Mephians generally have good relations with the people who build their empires around their homes. Mephians prefer peace to violence and often seek diplomatic ends to their problems. Generally speaking, most humanoids are wary around a mephian, for the smell of their musk lingers for days and no known material can actually mask it’s pungent order; the best remedies merely alter the odor temporarily. Mephians are occasionally met racism because of their potent weapon, but their helpful nature and skillfully efficient communities make even a single mephian settlement a treasured boon for a nation.

Alignment and Religion: Mephians tend towards good alignments over evil ones but do not sway particularly much towards law or chaos. Since mephian settlements are governed mostly by the community’s voice and opinion, they often seem chaotic when venturing into other lands where laws are much more rigidly defined. However, they prefer sticking to their codes and prefaces even in the abesence of organized government, which can also serve to make mephians appear extremely lawful in such situations. In terms of religion, mephians usually adopt the religion of whatever nation their settlement happens to fall within. Historically, mephians were stornger inclinded to simply abstain their worship, but with the creation of the church of Besarion, many mephians have become followers of the mephian god.

Adventures: Mephians who leave their homes to adventure are rare, as mephians usually value community life beyond all else. As such, most mephians who adventure do so because their way of life is in jeopardy for some reason or another, and any mephian would be proud to risk themselves to the world in service of their community. After being exposed to the other cultures of the world, some mephians simply cannot go on living their simple communal lifestyle, instead seeking bigger and brighter things for themselves.

Mephian Racial Traits

The following are the racial traits gained by all mephians:

  • +2 Constitution, +2 Charisma, -2 Wisdom: Mephians are hardy folk and extremely charming, but they are often brash and reckless with emotion.
  • Medium: Mephians are Medium creatures and have no bonuses or penalties due to size.
  • Normal Speed: Mephians have a base speed of 30 feet.
  • Therian Blood: Mephians are humanoids with the therian subtype. Therian creatures are immune to therianthropy.
  • Charming Personality: Mephians gain a +2 bonus on Bluff and Diplomacy skill checks and the DC of all charm effects they use increases by 1.
  • Low-Light Vision: A mephian can see twice as far as a human in conditions of dim light (see Chapter 7 of the Pathfinder Core Rulebook).
  • Mephian Musk (Ex): As a standard action, a mephian can make a touch attack against a creature to douse it with mephian musk. The touched creature must succeed on a Fortitude save (DC 10 + ½ the mephian’s hit dice + their Constitution modifier) or become sickened for 1d4 rounds. This ability can only be used once per day, and a creature can end the sickened condition early by taking a full round action to dilute the smell of the musk by dousing themselves with water, rolling around in dirt, or another similar action. Doing so provokes attacks of opportunities.
  • Strong Nose: Mephians gain a +2 bonus on saving throws against inhaled effects or effects that are smell-based, such as the Stinking Cloud spell.
  • Tail Balance: Mephians gain a +2 bonus on Acrobatics checks.

Alternate Mephian Racial Traits

A mephian can substitute the specified racial trait for any of the less-common racial traits listed below. A mephian can select multiple alternate racial traits, as long as they do not replace or modify the same racial trait.

  • Claws: Mephians possess two claw attacks. These attacks deal 1d6 damage plus 1-½ times the mephian’s Strength modifier. This racial trait replaces one of the following traits: the mephian musk racial trait or the charming personality racial trait.
  • Endurance: A mephian receives Endurance as a bonus feat at 1st level. This racial trait replaces the charming personality racial trait.
  • Frightening Demeanor: Mephians gain a +2 bonus on Intimidate checks. In addition, Intimidate is always considered a class skill for a mephian and the DC of all fear effects they use is increased by 1. This racial trait replaces the charming personality racial trait.
  • Heart of a Lover: Mephians gain a +2 bonus on Diplomacy checks. In addition, Diplomacy is always considered a class skill for a mephian and whenever the mephian attempts to use Diplomacy to improve the attitude of a humanoid creature or a creature that is romantically inclined towards them, they can take 10 on the Diplomacy check, even if stress or distractions would normally prevent them from doing so. This racial trait replaces the charming personality racial trait.
  • Strong Stomach: A mephian gains a +4 bonus on Fortitude saves made against ingested poisons. This racial trait replaces the strong nose racial trait.
  • Takes One to Know One: A mephian gains a +2 bonus on saving throws against charm effects. This racial trait replaces the strong nose racial trait.
  • Thick Fur: A mephian gains a +1 natural armor bonus to AC. This racial trait replaces the mephian musk racial trait.

Mephian Alternate Favored Class Bonuses

Whenever a mephian gains a level in their favored class, they can select one of the benefits described below in place of a bonus hit point or a bonus skill point if their favored class is one of those that is described below:

  • Bard: Add +1/3 to the number of times per day that the bard can use their bardic music abilities.
  • Binder: The binder gains a +1 bonus on any binding check made to determine if a pact was a good pact or a bad pact.
  • Caviler: Add +1/3 to the number of times per day that the caviler can use their tactician ability.
  • Druid: Add +1 to the result of any wild empathy checks that the druid makes.
  • Fighter: Add +1 to the fighter’s CMD when resisting disarms and feints.
  • Paladin: Add +1/3 to the number of times per day that the paladin can use their lay on hands ability.
  • Rogue: Add +1/2 on Bluff checks, including Bluff checks made to feint in combat.

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