Lesbians & Labyrinths: Yuri options for 3.5 Dungeons & Dragons

So I got bored (having some writer’s block for PWA and had grown tired of converting Yuki Yuna episodes into cards) so I decided to create some custom player options for 3.5 Dungeons & Dragons.


A race of shape-shifting bears, yurikuma were created by the goddess Kumalia to protect bears from over poachers. They are a race of proud warriors driven by the desire to eat humans. As a result, they have been at war with humans for as long as either race can recall. Despite their bloody history, a few yurikuma rise above ages of hatred and try to befriend humans.

Personality: Yurikuma believe in survival in the fittest, a harsh doctrine born of their primal instincts. Abandoning the sick and wounded, they appear to be selfish to humans, but they are only interested in protecting the group. As a result many yurikuma, out of fear of being left behind, are less often to reveal they have been wounded or caught ill, enduring wounds and ailments that would have rendered many bedridden. Female yurikuma are violently protective of the young, especially their offspring and siblings. When a young yurikuma is threatened, her female seniors will not back down or show mercy to the threatening creature.

Physical Description: In their true (bear) form, yurikuma are stand between 2 to 2-1/2 feet tall and weight 1 to 8 lbs, resembling minature bears or living teddy bears. Their fur coloration varies between shades of brown and grey. Yurikuma’s eyes tend to resemble nondescript round circles with thick black edges in their true form. Yurikuma can also take a hybrid and human form. In their hybrid form they resemble humans with the ears and paws of bears. Yurikuma hair and eye color in human and hybrid form runs the same ranges of colors commonly found on humans. The little clothing yurikuma wear in their bear form often relates to the clothes they wear in their human and hybrid forms are usually small ornaments such as crowns, veils, arms bands and so on.

        Relations: Yurikuma have a long, bloody history with humans are often enemies though few are willing to try to make amends for their past crimes. Sharing their forests with elves, yurikuma tend to get along with the sylvan humanoids even if they don’t always see eye to eye. The few yurikuma who call the mountains their home tend to get along with dwarves quite well, sharing a strong sense of community and the willness to protect their own at any cost. They are suspect of halflings and gnomes due to their free spirited nature and the former’s resemblance to half-sized humans.

        Alignment: While yurikuma were once bears and don’t under the human ideals of morality, their adherence to survival of the fittest cause them to both lean towards lawful alignments and shy away from good alignments. While some are capable of becoming chaotic and good, they are often left behind or cast out of their pack for their unorthodox ideals.

        Yurikuma Lands:  Yurikuma are often found living within cities and kingdoms of their own design hidden deep within ancient forests. They architecture is reminiscent of humans despite their hatred of men. Whether this coincidence is intentional or not is unknown and best left unanswered.

Very few yurikuma enter human lands, but the few who do often taken the form of humans to integrate themselves into human society and allow them to hunt unsuspecting prey.

Religion: Yurikuma worship the goddess Kumalia, their creator. Their temples to her serve as orphanages, raising orphaned yurikuma into holy soldiers to fight the endless war of extinction against humans.

Language: Yurikuma speak common though their speach is punctuated with “-gao”. They also possess they ability to communicate to ordinary bears.

Names: Yurikuma do not possess last names normally, though many adopt last names when intergrating themselves into human societies (often incorporating the “yuri” at the start or end). Their given names often resemble human names.

Adventurers: Yurikuma rarely travel far from their homeland and the few they who often cannot return for various reasons (such as being exiled, criminals, or cast out of their pack).

Yurikuma Racial Traits

  • +2 Constitution, -2 Intelligence: Yurikuma are tough, but more often rely on their animalist instincts rather than reasoning when it comes to problem solving.
  • In human and hybrid form, yurikuma are medium creatures.
  • In human form, yurikuma base land speed is 30 feet.
  • Alternate Form: Yurikuma can change shape, assuming one of three possible forms. This supernatural ability functions like the polymorph other spell, but a yurikuma can change form a number of times per day equal to 1 plus her character level. Thus, a 1st-level yurikuma can switch from human form to bear form and back again in a single day. Changing form is a full-round action that does provoke attacks of opportunity, as wth the polymorph other spell.
    A yurikuma’s bear form is an animal of the tiny size. Equipment the yurikuma is wearing or carrying transforms to become part of the bear form (as with polymorph other), and magic items cease functioning while the yurikuma remains in bear form. In bear form, the yurikuma has low-vision and the supernatural ability to communicate with other animals of its kind. This is the same as a familiar’s ability to speak with animals of its type. Yurikuma have the size, speed, AC, damage rating and physical ability scores shown below. In bear form, a yurikuma is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form.
    Yurikuma in hybrid form retain their low-light vision and their ability to communicate with bears. In this form, a yurikuma can typically wear light or medium armor without modification, but wearing heavy armor is impossible. Equipment worn or carried by a yurikuma in human form does not transform when the yurikuma assumes hybrid form. When a yurikuma in bear form assumes hybrid form, her equipment returns to its normal form and magic items resume functioning. (8 points)
  • Shapechanger: Yurikuma are shapechangers, not humanoids. As such, they are immune to spells that specifically target humanoids (including charm person and hold person), but are suspectible to any spells that target shapechangers.
  • Scent (Ex): A yurikuma can detect approaching enemies, sniff out hidden foes, and track by sense of smell. She can identify odors just as humans do familiar sights.
    She can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet. If downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
    When a yurikuma detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. She can take a move action to not the direction of the scent. Whenever she is within 5 feet of the source, she pinpoints the source’s location.
    A yurikuma with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Yurikuma tracking by scent ignore effects of surface conditions and poor visibility.
  • +4 racial bonus to Swim checks: Yurikuma are excellent swimmers.
  • Automatic Languages: Common. Bonus Languages: Any.
  • Favored Class: Fighter. A multiclass yurikuma’s fighter class does not count when determining whether she suffers an XP penalty.
  • Level Adjustment: +1. Yurikuma are slightly more powerful and gain levels more slowly than the other common races

Yurikuma Bear Form
Tiny Animal
Hit Dice: 1d8+1 (9 hp)
Intiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 Dex), touch 13, flat 10
Base Attack/Grapple: +0/-8
Attack: Claw +2 melee (1d2+0)
Full Attack: 2 claws +2 melee (1d2+0) and bite -3 melee (1d3+0)
Space/Reach: 2-1/2 ft/0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 13, Int *, Wis *, Cha *
Skills: Climb +0, Listen +2, Spot +2, Swim +4
Feats: Endurance

*Yurikuma retain their mental ability scores from their human form while in bear form.

I wanted to post some more, but seeing as it has taken me quite a bit of time to create a single race, I feel I should call it a night and save rest for tomorrow. I don’t if I’ll create any more races, but I’m planning on working on a Hero/Yusha class (based on Yuki Yuna) and the Kumalia god portfolio for players wishing to play as her clerics.


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