>[!infobox]+
>#### Bashku
>![[Placeholder.png]]
>
> #### Creature
>|||
>|:-----|:-----|
>|**Size**|Medium|
>|**Type**|Humanoid|
>|**Subtypes**|Bash, Human|
>|**RP**|13|
>
> ##### Age and Longevity
>|||
>|:-----|:---|
>|**Adulthood**|20 years years|
>|**Intuitive**|+1d6|
>|**Self-Taught**|+1d8|
>|**Trained**|+2d8|
>|**Middle Age**|40 years|
>|**Old**|60 years|
>|**Venerable**|80 years|
>|**Maximum**|80+2d20 years|
>
> ##### Height and Weight
>||||
>|:-----|:---|:---|
>|**Gender**|**Height**|**Weight**|
>|**Male**|55+2d8 in.|100+(2d8×5) lbs.|
>|**Female**|53+2d8 in.|85+(2d8×5) lbs.|
# Bashku
##### (bawsh-koo)
The bashkuar (singular, "bashku") are a race of humans whose ancestors travelled to Temnia from the planet's moon, Kuna. They are known as a race of "beast-men" and "shapechangers," though few of their number actually have the gift of the basheire. They can, however, channel totemic spirits to grant themselves short bursts of strength, speed or durability.
## Physical Description
Bashkaur are, for the most part, human. Their physical appearance is similar to humans, in that there is a great deal of variation in height and build, skin tone, the shape and variety of facial features. What sets bashkuar apart from other humans, on a visual level, is their stark white hair, and bright blue eyes. These traits are the indelliable mark of the Basheire on their people. Bashkar clothing tends to include a fair amount of leather and fur, and jewelry is more likekly to be fashioned from the teeth, claws and bones of hunted animals or felled beasts, rather than precious gems or jewels. Animal motifs are very popular among the bashkuar, and will feature in their choice of dress and accessories. Tattoos are also common among bashkuar, more so than any of the other human kingdoms. Men often wear makeup, usually in bold colors and asymetic patterns.
## In Society
Bashkuar are typically looked upon as savages and barbarians. Many assume that bashkuar live as beasts, walking in towns and interacting with people as some sort of performance trick. At the drop of the hat they could be baying at the moon or chasing down a ally cat. Even those who accept that bashkuar are just as sapient as any other humanoid tend to expect more erractic behavior from a bashku, especially at night, or when the moon is full.
## Relations
Humans, especially those that see themselves as member of "great nations" like the Tyrrenhians, Dayrin and Atvar, have great contempt for bashkuar, seeing their supposedly "ferral" nature as all the more gauling because they look so human. Debates persist on whether bashkuar are human or not, in both the religous context of Amangyran evangalism and in the legal context of Tyrennhian policies on slavery. Direct conflicts with the Dayrin League and Zantulia have further strained the human view of the bashkuar. The Ylvani also tend to look down upon the bashkuar, as their barbaric reputation doesn't suit the Aldarwa philosophy of community or the Yelin conceptions of dignity and honor. The fell origins of the bashku's totemic religion and overall philosophy further lower the Ylvani estimation of bashkuar. Erume have so such prejudices, knowing full well that "civilization" is a luxury not everyone is afforded. Dwarves tend to respect bashkuar as a capable and durable people, with a no-nonsense approach to social interaction that jives well with the Dwarven mindset. Bashkuar don't have the same respect or reverence for the natural beauty of earth that dwarves do, but that's a failing all humankind shares. Halflings tend to be leery of bashkuar. They see the so-called beastmen as potentially harder targets of fraud or theft, and more likely to carry a predatory view of the smallfolk. Gnomes have a similar distrust, though seeded in their own superstitions regarding creatures that have the power to change their shape.
## Alignment and philosophy
Bashkuar tend to view the struggle to survive as more important than moral or ethical concerns about how survival is maintained. Some embrace a predatory mentality, while others are more socially inclined, but more often than not, these views are built on intution and instinct rather than a rigidly structured ethos. Bashkuar do not tend strongly towards good or evil, but are inclined towards chaotic alignments.
## Adventures
Bashkuar tend to have a strong sense of connection to kith and kin. Many adventure for the sake of those, or because the lack. Others seek to escape the turmoil of the shifing conflicts of the Baskuar Kingdoms, but find themselves outcast from other human society because of their appearance and the reputation of their people. Being mostly human, adventurers might set out for personal amibition, the thrill of discovery or the sheer novelty of the unknown.
## Names
Bashkaur names consist of a given first name, and a "son of" (jal) or "daughter of" (vaz) modifier and the name of either their father or mother. Often daughters are given their mother's name and sons their fathers, though family circumstances or a partiucarly famous parent might break this pattern. So, Gansk, son of Lyure would be "Gansk jal'Lyure." Upon marriage, a couple will adopt eachother's names as their last name. In this circumstance, Kolë spouse of Ura would be "Kolë kes'Ura" and Ura's name would be "Ura kes'Kolë."
**Male Names:** Cilir jal'Desnik, Kristaq jal'Nikollë, Ramiz kes'Ura, Ylli jal'Erban
**Female Names:** Arbana vaz'Eiola, Jehona kes'Geln, Qaltrina jal'Ura, Venera vaz'Tamar
<br>
# Racial Traits (13 RP)
### Standard Racial Traits
- **Ability Score Racial Traits:** Bashku characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- **Size:** Bashkuar are Medium creatures and thus receive no bonuses or penalties due to their size.
- **Type:** Bashkuar are humanoids with the bash and human subtypes.
- **Base Speed:** Bashkaur have a base land speed of 30 feet.
- **Languages** Bashkaur begin play speaking Common and Eveshje. Bashkuar with high Intelligence scores can choose from the following: Dykrosh, Kalash, Lashi, Maderan, Ylvani and Zantu. See the [Languages of Temnia] page for more information about these languages.
#### Feat and Skill Racial Traits
- **Instinctive Awareness:** Bashkuar gain a +2 racial bonus on Survival checks.
- **Skilled:** Bashkuar gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
#### Magical Racial Traits
- **Spirit of the Bashiere (Su) (4 RP):** As a swift action, Bashkuar can channel the Spirit of the Bashiere to enhance their physical abilities and gain supernatural powers for short periods of time. <br>Bashkuar can invoke the Spirit of Basheire for a number of rounds equal to 4 + her constitution modifier + 1 additional round per character level. They can release the Spirit of Basheire as a free action, and is automatically released if they fall unconscious.<br>Bashkuar can invoke one of the following spirits, which is selected when a character is created and cannot be changed thereafter.
- **Charging Boar:** While invoked, this spirit grants a +2 bonus to Strength, and a successful charge attack deals an additional 1d8 points of damage. This damage is not multiplied on a critical hit. If they gain more than one attack on a charge, this damage only applies to the first attack.
- **Circling Shark:** While invoked, this spirit grants a +2 bonus to Strength and a swim speed of 20 feet.
- **Dreaming Tortoise:** While invoked, this spirit grants a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a _speak with animals_ spell.
- **Hunting Hyena:** While invoked, this spirit grants a +2 bonus to Constitution and the scent ability.
- **Lurking Crocodile:** While invoked, this spirit grants a +2 bonus to Constitution and a +2 natural armor bonus.
- **Pouncing Tiger:** While invoked, this spirit grants a +2 bonus to Strength and a bite attack that deals 1d6 points of damage.
- **Running Wolf:** While invoked, this spirit grants a +2 bonus to Dexterity and increases base land speed by 10 feet.
- **Scurrying Rat:** While invoked, this spirit grants a +2 bonus to Dexterity and a climb speed of 20 feet.
- **Soaring Hawk:** While invoked, this spirit grants a +2 bonus to Dexterity and a fly speed of 20 feet.
- **Stalking Bat:** While invoked, this spirit grants a +2 bonus to Dexterity and blindsense 20 feet.
- **Standing Bear:** While invoked, this spirit grants a +2 bonus to Constitution and two claw attacks that deals 1d4 points of damage.
#### Defense Racial Traits
- **Resiliant Form (2 RP):** Bashkuar gain a +2 racial bonus on fortitude saving throws to resist spells and spell-like abilities of the transmutation (polymorph) subschool. In addition, if a bashku fails such a save, it receives another save 1 round later to prematurely end the effect (even if the effect is normally permanent). This second save is made at the same DC as the first.
# Racial Options
<br>
## Alternate Racials Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- **Adaptive Form:** The latent shapechanger heritiage of the Bash allow some bashkuar to make better use of transformative magic. Whenever you are the subject of a harmless transmution spell, the effective caster level is increased by one. This trait replaces resiliant form.
- **Bonus Feat:** Some bashkuar have weaker than normal bloodties to the Bashiere, and cannot evoke thier spirits. But they find ways to adapt. You may select one bonus feat at first level. You must qualify for this feat as normal. This trait replaces spirit of bashiere.
## Favored Class Bonuses
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
## Racial Feats
The following feats are available to a dwarf character who meets the prerequisites.