Feats Of The Beastfolk

Feral Form [Racial]
Claiming more fully their primal, bestial side, beastfolk who take this feat are able to tap into the raw energies coursing through the planet and through their veins, and turn this energy into the power to shift their form to match a more animalistic appearance.

Prerequisites: Constitution 12+; Must be a beastfolk.

Benefit: Usable a number of times per day equal to the Constitution bonus of the beastfolk in question, this feat allows the beastfolk who have it to acquire an animal form appropriate to the beastfolk's animal heritage, which can be transformed into as a standard action. This feral form can be maintained indefinitely (though extended use tends to cause psychological changes), and transforming back to bipedal form is a standard action that does not count against the number of times a day the power can be used. On changing, all clothing and equipment melding with the body and becoming unusable, as per druidic shapeshifting. However, unlike druidic shapeshifting, the beastfolk is still considered a member of the base race, and does not change statistically, except as follows.

First, the beastfolk in question changes in size, up to one category larger or smaller than the starting form. No more than one size category of change is possible, regardless of the animal form used by the beastfolk in question, though additional magical assistance can increase or decrease size further as normal.

Second, the beastfolk is unable to use most normal equipment, tools, and skills requiring hands, due to the lack of dexterity in animal appendages. Enchantments that allow other shapeshifters to use equipment in other forms also work for feral form beastfolk.

Thirdly, while in feral form, the beastfolk gains a +2 to all Listen and Spot checks, as well as to Survival rolls, thanks to an enhanced link to their savage side. This bonus immediately vanishes as soon as normal bipedal form is resumed.

Fourthly and finally, while a beastfolk is generally unable to use normal weapons in feral form, a beastfolk gains a single natural attack, dealing damage according to the following table:

Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 1d10
Gargantuan: 2d6
Colossal: 2d8

This natural attack may be of bludgeoning, slashing, or piercing type, according to the nature of the feral form taken by the beastfolk in question, the damage type being chosen when the feat is first selected. This feat also takes precedence over all other natural attacks that a given beastfolk might have.

Keen Scent [Racial]
All beastfolk have the potential to turn to their enhanced bestial senses, though this usually takes time, practice, and natural talent to do so. Those who learn to make use of their noses find that the gain an incredible ability. This extraordinary ability lets a beastfolk who has this feat detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Prerequisites: Must be a beastfolk; Wisdom 16+; At least 8 points spent on the Survival skill.

Benefit: A creature with the keen scent feat has all the advantages of the Scent special ability. This means that the beastfolk can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

A creature 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. The 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Natural Attack: Bite/Gore [Racial]
Tapping into the primal powers of feral ancestry, a beastfolk with this feat is able to use a natural weapon attack. While a given beastfolk might have a natural weapon already, such as sharp teeth or horns, as cosmetic features, this feat represents proficiency in knowing how to use the natural weapons in question.

Prerequisites: Must be of a beastfolk type whose animal forebear has access to a bite or gore attack.

Benefit: The beastfolk gains a bite or gore attack (chosen when this feat is selected, as appropriate to the base animal of the beastfolk), which deals piercing or bludgeoning damage, as appropriate. This attack deals damage according to the following table:

Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 1d10
Gargantuan: 2d6
Colossal: 2d8

This natural attack may be used in addition to normal attacks, as a secondary attack, at a -5 penalty to the attack roll.

Natural Attack: Claws/Hooves [Racial]
Tapping into the primal powers of feral ancestry, a beastfolk with this feat is able to use natural weapons in battle. While a given beastfolk might have a natural weapon already, such as sharp claws or hooflike feet, as cosmetic features, this feat represents proficiency in knowing how to use the natural weapons in question.

Prerequisites: Must be of a beastfolk type whose animal forebear has access to a claw or hoof attack.

Benefit: The beastfolk gains a claw or hardened hoof attack attack, chosen when this feat is selected, as appropriate to the base animal of the beastfolk, which deals either slashing or bludgeoning damage, as appropriate. This attack deals damage according to the following table:

Diminutive: 1
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 1d10
Colossal: 2d6

This natural attack may be used in addition to normal attacks, provided at least one hand is free, and is treated as a light weapon for purposes of multiple attacks.

Prehensile Tail [Racial]
The character’s tail is strong and skilled enough, through extensive training or natural talent, to lift and carry small objects, to perform some fine manipulations, to be used as an anchor while balancing, and even to wield a weapon.

Prerequisites: Must have a long, reasonably dexterous tail (i. e. that of a cat or rat, but not that of a horse or rabbit).

Benefit: Thanks to the prehensile tail, small objects may be carried and manipulated as though the tail had half the Strength score (not strength bonus), with fine manipulations, such as lockpicking or tying knots, possible, though at a -2 penalty. Anyone with this feat can also use a Small or smaller weapon in the prehensile tail, allowing a secondary attack at –5 to the Base Attack Bonus, though dealing damage with half Strength bonus as per any off-hand attack. If the Multiattack feat is taken in addition to this feat (replacing the Two-weapon Fighting feat for the beastfolk with a prehensile tail), this penalty drops to -2, and the weapon in the prehensile tail is treated as though it were a normal additional attack. Also, having a prehensile tail adds +2 bonus on all Balance checks.

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