I am presenting the Leoman in two formats. First, the Monstrous Compendium sheet from my personal copy, modified for HTML. Second, the entry from my player's manual. There will be some duplication in information. But I choose to allow that rather than edit one entry in favor of another. Further cultural information can be gained from the religion entry for the Sect of Sharla. Some information is campaign specific, and you will have to work around that. However, most of the references are general enough to be useful. -- Garry Stahl

Leoman

For the
Dungeon
Master
For the
Player
Climate/Terrain: Forest or plain
Frequency:Uncommon
Organization:Clan
Activity Cycle:Day
Diet:Carnivorous
Intelligence:Average
Treasure:P, Q, or A in clanhouse
       
No. Appearing:1-6 or 10-40
Armor Class:8
Movement:18
Hit Dice:1-4
THAC0: (1-2 Hit Dice) 19
(3-4 Hit Dice) 17
No. of Attacks: 2
Damage/Attack:1-8/1-8 and weapon
Special Attacks:Rake
Special Defenses:None
Magic Resistance:Standard
Size:M (5' 6" average
Morale:High
XP Value:
       1 or 2 Hit Die:65
       3 Hit Die: 120
       4 Hit Die: 175
       Cleric or Magician: 270 to 2000

       Leomans were created by the Wizard Gyrtias 3000 years before the founding of Eyrie. Gyrtias wished to make for himself a willing and deadly feline slave. He bred lions to the Wood Elf slaves he had. After many magically advanced generations what he had were Leomans. Gyrtias thought they where too small, too intelligent and sullen in captivity. He planned to breed them back to the lion stock. His test subjects learned of his plans and decided they, and their parents, had suffered more than enough at this mad man's hands. They freed themselves from cages meant for lions, killed Gyrtias and have tried to make a go of life since.

Appearance: Leomans are bipedal cats. Leomans stand between 4'10" and 5'10" tall. Individuals of greater of lessor height are rare. They have catlike heads with a thick mane, slight muzzle and large ears. Their tails are highly mobile and reach to the ground. Their legs are like a cat's back limbs. They have humanoid arms and torsos. Females have prominent breasts. They have retracting claws in both feet and fingers. The color of body fur ranges from sandy tan to black. Mane and tail tuff can be any color common to the hair of Wood Elves. Leomans are 50% heavier than humans of the same height. As a result they can not swim. Unless a Leoman keeps in constant motion in the water they will sink. Leomans don't bother to acquire the skill as the risk is too great.

Combat: Leomans will fight will either weapons common to humans or with their claws. Tactics when armed will depend on the class and training of the individual.        A Leoman fighting with claws strikes once with each hand a round. Should their opponent be 50% taller than the Leoman and they hit with both hands they can rake with their feet for 2d8 points damage. A Leoman will not bite unless they have no other option for attack. The Leoman bite will do only 1-3 points damage.
       Leomans possess keen senses of smell and hearing. They can identify individuals by scent alone. Perfume or a recent bath can foil this method of identification. They do not see as well in the dark as other cats but have excellent color vision.

Habitat/Society: Leomans are, for the most part, stay at home types. They build great homes that can house an entire clan wherever they settle. The woods Leoman builds a multilevel tree complex. His cousin on the plains builds a sprawling ranch. The clan house is a mark of Leomans wherever they are found. Leomans speak a felinized dialect of Quenya, the language of Elves. Many of their ways descend from Elves.
       The center of Leoman life is the Clan. This is a group marriage of six to thirty-six adults and their children. Clam members do not form permanent pairs, nor is there any dominance by sex. Work is divided by skill and inclination and the jobs no one wants to do are shared by all in turn. Leoman females come into season four to five times a year. Females are receptive to sexual relations at any time, but during their fertile period they are sexually aggressive. Gestation is eight months. From one to three children will be born at a time. Children are reared by the whole Clan regardless of sire and dam. However, careful records are kept to prevent inbreeding.
       Leomans, being furred creatures, dislike clothing or armor and will not wear it. They depend on their natural dexterity to keep them from harm. They will use rings, bracers and other magical items. Cloaks are not too confining. Besides they don't like getting wet. They use belts, carrying harnesses, and packs to tote gear and possessions. They are all beautifully made.
       Leoman arts run to the practical. They make what they need selling the excess for goods that they don't make. They excel at leather and wood working. Leomans carve intricate patterns into wood and leather. Leoman made furniture, saddles, harness, and other items command high prices with other races. Leoman smiths are rare, so they must trade for metal goods. Music and dance are both cultural and social skills. From the graceful and sensual dances of the females, to the acrobatic feats of the males. Many dances are named for and performed on the holidays of their naming. Few dances are for couples.
       Leomans are a peaceful race, gaining what they want by friendly concourse with others rather than conquest. This does not mean that they will not defend themselves. Leomans can be fierce fighters when necessary. Leomans pay little attention to the matters of government. They will give lip service to a human state and move rather than confront a King.
       Each clan will have at least one member that is a Cleric. They will be from 2nd to 9th level. Any Cleric over 6th level will have 1-3 other Clerics of 1st level as well. There is a 5% chance that the Cleric will be over 9th level. Roll 1d20+9 to find the level. Half the clans encountered will also have a Magician. Magician levels will follow the same pattern as Clerics.
       Leomans have two major communities. The Woods Leomans and the Plains Leomans.

       Woods Leomans are the older social group. The newly free people returned to the woods of their Elven parents to make a go of living. Here they build the great clan houses that stand to this day. They live one clan to the house, with miles of heavy forest between them. They live by hunting and trading. They are friends with Elves, Centaurs, other Fey and Humans.

       Plains Leomans live on the Plains of Arilan. They came here after the restoration of the Plains by the goddess Ariana circa 2000 IC. The original forest home was getting crowded. There was little room left for new clans to establish without stepping on the toes of Elves or Centaurs. Unlike their woods dwelling kin the Plains dwellers herd cattle in the manner of the old west. They eat what they must and sell the others for cash. The plains Leomans are more accomplished horsemen than their forest relations.

Ecology: Leomans are large carnivores. Due to their Elven heritage they can tolerate a small amount of vegetable matter in their diet. They eat meat both raw and cooked. Leomans will not willingly partake of any meat they know to have come from sentient creatures. This is strictly a cultural taboo.

Variants: Two Variants are known. Both are the creation of magicians breeding for mixed stock rather than natural variants of Leomans proper.

       The spotted Lepoman is a rare variant. They are about the same size as the Leoman. However, Lepomans are less social. They are always found singly. They are more aggressive and willing to fight opponents many times their size. In appearance they look like Leomans except that the fur is spotted in the manner of a leopard.

       The Tigran is the other known variant. A magician finding the lost notes of Gyrtias attempted to reproduce the results in a more successful fashion. The result is the Tigran. A 7' Feliniod. The are tiger striped and have no mane or tail tuff. Tigrans run from 3-5 hit dice but share all other characteristics with Leomans. Tigrans will wear armor when going into battle. The entire race serves Damian in his bid for power in the former Eastern Empire. He freed them from the slavery they lived under. Given the choice of serving him or leaving on their own, they took service. They number about 600 individuals, and will only be found in that area.

The Leoman as Player Character: Leomans are a senior player race. They can not be played without the Game- master's approval.
       Players wanting to play Leomans must first met the minimum scores for race and the class they want to play. Leomans can be of any class or sub-class. As Rouges they have certain bonuses and penalties due to the structure of their hands, and the nature of cats.

Ability
Adjustment
Pick Pockets
-15%
Open locks
-10%
Find remove Traps
-10% a
Move Silently
+15%
Hide in Shadows
+15%
Detect Noise
+15%
Climb Walls
+20%
       A) This penalty does not apply to snares, deadfalls, or other "outdoor" traps

Leomans have the following Advantages:

  • Natural attack
  • Armor class of 8
  • Exceptional hearing and smell

Leomans have the following disadvantages:

  • They can not wear Armor
  • They can not swim
  • They must have intelligent horses. Most beasts not raised by Leomans panic when ridden by them.

Role-playing the Leoman: Leomans are more than humans with fur and claws. The tend toward a more holistic approach to life. Originally raised in the Elven view, and having lived on the bounty of the land, they are close to the world around them. Leomans are hunters by their very nature. They will not crash about but will remain quiet as they can. A Leoman will not raise its voice louder than needed to be heard. Leomans avoid the flamboyant approach. They plan before acting. If assaulting a fort you can bet they will come over the walls at night. They will not show up at dawn with a battering ram. As a race they are serene and peaceful.

Leoman Religion: Leomans worship the goddess Sharla, patron of the race and goddess of love and beauty. A handful or Leomans look to Bast, or other gods.

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Leoman Player Characters

General physical characteristics
Ability Score Minimums
Age of Maturity
Lifespan Roll
Str
Con
Dex
Int
Wis
Cha
3
9
11
3
3
9
14
70+1d20

       Leomans were created by the Wizard Gyrtias 3000 years before the founding of Eyrie. Gyrtias wished to make for himself a willing and deadly feline slave. He bred lions to the Wood Elf slaves he had. After many magically advanced generations what he had were Leomans. Gyrtias thought they where too small, too intelligent and sullen in captivity. He planned to breed them back to the lion stock. His test subjects learned of his plans and decided they, and their parents, had suffered more than enough at this mad man's hands. They freed themselves from cages meant for lions, killed Gyrtias, and have tried to make a go of life since.
       Leomans are bipedal cats. They have catlike heads with a thick mane, slight muzzle and large ears. Their tails are highly mobile and reach to the ground. Their legs are like a cat's back limbs. They have humanoid arms and torsos. Females have prominent breasts. They have retracting claws in both feet and fingers. Leomans are 50% heavier than humans of the same height. As a result they can not swim. Unless a Leoman keeps in constant motion in the water they will sink. Leomans don't bother to acquire the skill as the risk is too great.
       Leomans, being furred creatures, dislike clothing or armor and will not wear it. They depend on their natural dexterity to keep them from harm. They will use rings, bracers and other magical items. Cloaks are not too confining. Besides they don't like getting wet. They use belts, carrying harnesses, and packs to tote gear and possessions. They are all beautifully made.
       Leomans possess keen senses of smell and hearing. They can identify individuals by scent alone. Perfume or a recent bath can foil this method of identification. They do not see as well in the dark as other cats but have excellent color vision.
       Leomans are large carnivores. Due to their Elven heritage they can tolerate a small amount of vegetable matter in their diet. They eat meat both raw and cooked. Leomans will not willingly partake of any meat they know to have come from sentient creatures. This is strictly a cultural taboo.
       Leomans are, for the most part, stay at home types. They build great homes that can house an entire clan wherever they settle. The woods Leoman builds a multilevel tree complex. His cousin on the plains builds a sprawling ranch. The clan house is a mark of Leomans wherever they are found. Leomans speak a felinized dialect of Quenya, the language of Elves. Many of their ways descend from Elves.
       Leomans are more than humans with fur and claws. The tend toward a more holistic approach to life. Originally raised in the Elven view, and having lived on the bounty of the land, they are close to the world around them. Leomans are hunters by their very nature. They will not crash about but will remain quiet as they can. A Leoman will not raise its voice louder than needed to be heard. Leomans avoid the flamboyant approach. They plan before acting. If assaulting a fort you can bet they will come over the walls at night. They will not show up at dawn with a battering ram. As a race they are serene and peaceful.

Leoman Life
       A Leoman is born after a gestation of eight months. From one to three children will be born at a time. The infants are helpless at birth and require the full attention of their mother. By the age of six months they will be toddling. Children are reared by the whole Clan regardless of sire and dam. However, careful records are kept to prevent inbreeding.
       Children live with their mother until they are at least 6 years of age. At that time they move to the great room that houses all the older children, and at least two of the adults.
       When a child reaches adolescence, at about age 12, they are fostered out to another clan. This gives the young Leoman a chance to meet with members of the opposite sex that are not related. Most of the time, the youngster ends up settling with that clan as an adult. In any case, by the time they are 16 they will have left home. Some Leomans fall into the life of adventure while they are seeking another clan to live with. Some will end up founding clans of their own.
       The center of Leoman life is the Clan. This is a group marriage of six to thirty-six adults and their children. Clam members do not form permanent pairs, nor is there any dominance by sex. Work is divided by skill and inclination and the jobs no one wants to do are shared by all in turn.
       Leoman females come into season four to five times a year. Females are receptive to sexual relations at any time, but during their fertile period they are sexually aggressive. The primary duties of the Leoman females are childrearing and bearing. As a result she gets four times the space in a clan house that a male will get.
       One of the advantages of the clan system is that elders are automatically cared for. Age by no means removes the Leoman from the daily life of their clan. Age, it is hoped, brings wisdom. The advice of elders is eagerly sought, and older members are important in the raising and education of children. As many as two thirds of the clan's adults in the Clan can be passed the baby making stage of life, at least for the females. Children are rare after the age of 40, and all but impossible for females over 55. Males remain fertile their entire lives, even if ability and Interest wane in the declining years.
       Most Leomans remain robust their entire lives. Age will somewhat diminish physical ability, but seldom robs the Leoman of it totally unless disability is caused by illness or injury. Due the Leoman's hunting lifestyle disabling injury is not uncommon, one reason that every clan goes to considerable effort to have a cleric, healer, or both within the clan.
       Death is usually swift, either by accident, or a final illness that the body is at last too old and weak to resist. The lucky few slip away in peaceful sleep.

Leoman Politics
       Leomans are a peaceful race, gaining what they want by friendly concourse with others rather than conquest. This does not mean that they will not defend themselves. Leomans can be fierce fighters when necessary. Leomans pay little attention to the matters of government. They will give lip service to a human state and move rather than confront a King.
       Among themselves they do not form political groups larger than the clan. Clans are usually far enough apart that inter-Leoman politics is not a matter of conflict. Conflict within the clan is settled in the manner families usually settle such matters. On rare occasions a clan member might leave because of a dispute. Such a total disagreement is shaming to both clan and the disaffected member. It is avoided if at all possible.

Leoman Art
       Leoman arts run to the practical. They make what they need selling the excess for goods that they don't make. They excel at leather and wood working. Leomans carve intricate patterns into wood and leather. Leoman made furniture, saddles, harness, and other items command high prices with other races. Leoman smiths are rare, so they must trade for metal goods. Music and dance are both cultural and social skills. From the graceful and sensual dances of the females, to the acrobatic feats of the males. Many dances are named for and performed on the holidays of their naming. Few dances are for couples.

Leoman Religion
       Leomans worship the goddess Sharla, patron of the race and goddess of love and beauty. A handful or Leomans look to Bast, or other gods.
       Religion is an inherent part of the clan life. A priest or priestess is either sought as a clam member or a clan member will train for the task. Leoman priests do not cloister themselves apart.

Leoman Races
       Players wanting to play Leomans must first met the minimum scores for race and the class they want to play. Leomans can be of any class. As Rouges they have certain bonuses and penalties due to the structure of their hands, and the nature of cats.
       Leomans stand between 4'10" and 5'10" tall. Individuals of greater of lessor height are rare. The color of body fur ranges from sandy tan to black. Mane and tail tuff can be any color common to the hair of Wood Elves.
       Leomans have two major communities. The Woods Leomans and the Plains Leomans.
       Woods Leomans are the older social group. The newly free people returned to the woods of their Elven parents to make a go of living. Here they build the great clan houses that stand to this day. They live one clan to the house, with miles of heavy forest between them. They live by hunting and trading. They are friends with Elves, Centaurs, other Fey and Humans.
       Plains Leomans live on the Plains of Arilan. They came here after the restoration of the Plains by the goddess Ariana circa 2000 IC. The original forest home was getting crowded. There was little room left for new clans to establish without stepping on the toes of Elves or Centaurs. Unlike their woods dwelling kin the Plains dwellers herd cattle in the manner of the old west. They eat what they must and sell the others for cash. The plains Leomans are more accomplished horsemen than their forest relations.
       Two variants of the Leoman are known. Both are the creation of magicians breeding for mixed stock rather than natural variants of Leomans proper. In the case of both the Lepoman and the Tigran the notes of Gyrtias, or fragments thereof, where used in their creation. Thus the results are considered variants of the Leoman.

Lepoman: The spotted Lepoman is a rare variant. They are about the same size as the Leoman. However, Lepomans are less social. They are always found singly. They are more aggressive and willing to fight opponents many times their size. In appearance they look like Leomans except that the fur is spotted in the manner of a leopard.

Tigran: The Tigran is the other known variant. A magician finding the lost notes of Gyrtias attempted to reproduce the results in a more successful fashion. The result is the Tigran. A 7' Felinoid. The are tiger striped and have no mane or tail tuff. Tigrans run from 3-5 hit dice but share all other characteristics with Leomans. Tigrans will wear armor when going into battle. The entire race serves Damian in his bid for power in the former Eastern Empire. He freed them from the slavery they lived under. Given the choice of serving him or leaving on their own, they took service. They number about 600 individuals, and will only be found in that area.

Leomans have the following Advantages:

Leomans have the following disadvantages:

       The advantages and disadvantages are considered to balance. Therefor there is no experience rider when playing a Leoman.

Leoman Height and Weight

Females and males have the same weight for height. Average height is 5'4", range is 4'10" to 5'10", build runs slight to heavy.
Leomans add the following weight for each strength point over 14, by build;
Slight
Slender
Medium
Heavy
3
5
8
11
Height
Weight by Build
Slight
Slender
Medium
Heavy
4'10"
135-147
144-156
151-170
168-192
5'0"
141-156
153-165
160-179
172-197
5'2"
159-171
168-180
177-194
189-212
5'4"
162-179
177-189
186-204
198-222
5'6"
172-188
186-200
195-215
210-237
5'8"
184-200
198-212
207-228
220-249
5'10"
201-212
210-225
219-240
232-261
Note: Leomans are too dense to swim well. They will sink unless in constant motion. As a result they do not learn to swim due to the risk in learning.

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