Wemics are centaur-like creatures with the upper torso of a humanoid atop a lion's broad shoulders. They are a proud and noble people who may be the most skillful hunters in all the world. From head to rump, wemics are 10 to 12 feet long, and they stand 6 to 7 feet tall from their front paws to the tops of their heads. They weigh around 600 pounds. Dusky golden fur covers them from head to tail. Their tails feature a brush of black hair, and the males have a long black mane. Wemics' faces are a mixture of humanoid and leonine, and their golden eyes have the slitted pupils of a cat. Their ears are set high on their heads. All six of their limbs end in claws, but the ones on their hands and their front paws are retractable.

Wemics remain children for only five years, and live about 40 years on average. Most wemics die in dangerous hunts on the savanna long before age can take them.

Wemics have the same life expectancy and age categories as half-orcs.

Racial Traits

Close as they are to nature, there are many druids among the wemics. They have no other spellcasters in their tribes, although wemics that have spent some time in the "civilized" world have sometimes picked up levels as various kinds of spellcasters. In any case, the wemic's favored class is, of course, barbarian.

Wemics have the following racial traits:

  • +8 Strength, +2 Dexterity, +2 Constitution, –2 Charisma. Strong, fast, and hardy, wemics do not care much for impressing others outside their pride.
  • Large: As Large creatures, wemics suffer a –1 size penalty on attack rolls and AC. They also suffer a –4 size penalty on Hide checks. However, they can use larger weapons than humans can, and their lifting and carrying limits are twice those of Medium-size characters.
  • Wemic facing is 10 feet They have a reach of 5 feet.
  • Wemic land speed is 40 feet .
  • +4 natural armor.
  • Darkvision 60 feet.
  • Proficient with all simple weapons and shields.
  • +8 racial bonus on Jump checks.
  • Monstrous Humanoid Hit Dice: A wemic has 5d8 racial Hit Dice. A wemic character receives the maximum hit points for his first monstrous humanoid Hit Die and rolls his other monstrous humanoid Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class-level Hit Die. A wemic's racial Hit Dice also provide a +5 base attack bonus and saving throws of Fort +1, Ref +4, and Will +4. Wemics with class levels add their class attack bonus and save bonuses to their racial attack bonus and saves.
  • Monstrous Humanoid Skills: A wemic's monstrous humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) ×8. Class skills for these skill points are Hide, Jump, Listen, Move Silently, Spot, and Survival. A wemic does not get the ×4 multiplier for skill points acquired from his first class level.
  • Monstrous Humanoid Feats: A wemic's monstrous humanoid Hit Dice grant him 2 feats. A typical wemic chooses Alertness and Great Fortitude. A wemic with class levels gains feats based on his total Hit Dice, as shown on Table 2 in the Introduction.
  • Racial Feats: None, but wemics can acquire the Spirited Charge and Trample feats (ignoring the prerequisites) and apply the benefits to their own melee attacks.
  • Natural Attacks: Wemics can make 2 claw attacks, dealing 1d6 points of damage each. A wemic can attack with a onehanded weapon at his normal attack bonus, and make a claw attack as a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll).
  • Automatic Languages: Sylvan, Common. Bonus Languages: By region.
  • Favored Class: Barbarian.
  • Regions: Anauroch, Shaar, Vilhon Reach, Western Heartlands.
  • Level Adjustment: +3. Due to his 5 racial Hit Dice, his natural attacks, and his racial skill bonus, a wemic has an effective character level of 8 plus his class levels. Thus, a 5th-level wemic barbarian would have an ECL of 13. See Table 1 in the Introduction for more information.


Str Dex Con Int Wis Cha
+8 +2 +2 0 0 -2


Starting Age Aging Effects
Adulthood Short Medium Long Middle Age Old Venerable Maximum
? ? ? ? ? ? ? ?

Height and Weight

Gender Base Height Height Mod Base Weight Weight Mod
Male ? ? ? ?
Female ? ? ? ?



The wemics are a tribal people with no writing skills or interest in recording history. Nature gave the wemics their hunting grounds, so they fight tooth and claw against the civilizations encroaching upon them from all sides. The wemics aren't evil and don't want to hurt anyone in particular, but they do want strangers to stay well clear of their hunting grounds and the wemics' plentiful prey.

Wemics live in harmony with nature, uncivilized and proud of it. They eschew the ways of civilization, since they can't see why anyone would ever want to live under a shingled roof when she could have the sky itself as her roof. Wemics are a proud people, usually slow to anger, but they have no patience for civilized folk who take their lack of familiarity with human society for ignorance.

Wemics learn to hunt and fight from a very young age. Female wemics do most of the hunting. The males sometimes lead the hunt, but more often they roam the plains, protecting the pride from outside threats. Adventuring wemics sometimes leave their remote homes to see more of the world. They are fascinated by the colorful human merchants who travel through their territory. With civilization creeping closer to their hunting lands every year, some of the more adventurous wemics realize that it's in the interest of the pride for them to learn everything they can about their neighbors before it is too late.

Life as a wemic is simple. Most of the day is spent playing around, basking in the sun, or hunting for food.

In a single pride of wemics, there are usually 1 to 4 males, 2 to 12 females, and 1 to 6 cubs. The cubs are allowed to play freely until they reach 5 years of age, at which point they are brought out on their first hunt to make their first kill. Once they have proven themselves, they are considered adults.

In these prides, the males spend the nights patrolling the area, protecting the pride from any threats. They mostly sleep during the day while the females hunt for food. The leader of the pride is the strongest male. When he is eventually challenged and removed from power, he usually wanders off to live alone or join with other males who have left their prides for various reasons. Sometimes prides join together to form a tribe that can defend itself against a threat larger than a single pride could handle.

Older wemics eventually slow down too much and are picked off from the pride by predators, much in the same way that a wemic might cull a herd of antelope. This is considered the natural order of things. Some older wemics, realizing that they are slowing down the pride, instead wander into the nearest humanoid community, retiring from the pride but taking up a whole new life elsewhere.

Language and Literacy
Wemics normally speak Sylvan. Wemics who interact with outsiders pick up Common to hire themselves as guides or scouts in their homelands, or (more often) to warn away settlers or hunting parties trespassing on wemic territory.

All wemics are illiterate, except for those with a player character class other than barbarian.

Wemics worship Nobanion, the demigod of noble animals and woodland creatures. Nobanion is a nature deity and may grant spells to wemic druids and rangers. Some wemics are lured by the feral bloodlust of Malar, and worship the Beastlord instead.

Isolated as they are, wemics don't have much of an opinion about the other races. They prefer to deal with people who recognize the sanctity of nature, but they are willing to guide just about anyone through or around their homelands for the right deal.

Wemics prefer to use clubs, spears, and large wooden shields. They only use weapons they can make themselves.

Animals And Pets: Wemics hold a deep reverence for all animals, especially the game animals they hunt most often. They are careful not to take too many kills from the same herd, and never kill more than they can eat. Wemics are enraged by humanoid hunters who slay an animal for a small portion of its body, such as a rhino's horn, and then abandon the carcass.

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