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BESTIAL TRAITS

At 4th level and every 2 levels thereafter, the shifter gains a bestial trait, representing the ways he has changed through his assumption of other forms. The shifter may choose to keep these traits when he assumes other forms, even if the trait would normally be removed (such as natural claws).

 

Adaptation (Ex): You suffer no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. Your equipment is likewise protected. This trait doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. If you possess the flight bestial trait, you also are acclimated to living at high altitudes and treat your altitude zone as if it were one lower. At shifter level 10, you may treat it as two lower. If you possess the home in water bestial trait, you also are immune to the pressures of the ocean and take no damage from water pressure.

  • Improved: You gain resistance to acid, cold, electricity, fire, and sonic equal to your shifter level.

  • Greater (requires 10th level): Choose one of the energy types you have resistance to through Improved Adaptation. You gain immunity to that energy type. This bestial trait can be selected multiple times, granting immunity to another energy type each time.

Animal Advisor (Su): You gain a familiar, treating your shifter levels as wizard levels. This stacks with levels gained from other sources.

Animal Hide (Ex): You gain a +1 natural armor bonus that stacks with all other sources of natural armor. This bestial trait can be taken multiple times. The effects stack.

Animal Trainer (Ex): You gain a bonus equal to 1/2 your shifter level to all Handle Animal checks. You may reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also train more than one animal at once, although each animal after the first adds +2 to the DC..

Barding (Su) (requires 6th level): When assuming a form with the Alteration sphere that would normally cause your worn armor to meld into your form, you may instead mold your armor around your new form, allowing you to keep your armor’s bonuses and benefits.

Bestial Rage (Ex): As a standard action, you may let out a ferocious howl. This allows you to attempt to demoralize all enemies within 30 ft of you.

Bestial Speed (Ex): Increase all of your movement speeds by 10 ft. This bestial trait can be taken multiple times. The effects stack.

Bite (Ex): You gain a bite attack. This is a primary attack dealing 1d6 damage (1d4 small). If this is the only attack made during your turn, add 1-1/2 your Strength bonus to the damage dealt.

  • Trip (Ex) (requires 6th level): When you hit a creature with your bite attack, you may attempt to trip the target as a free action. This does not provoke an attack of opportunity, and you cannot be tripped in return.

Chameleon (Ex) (requires 10th level): You gain the ability to hide in plain sight, using Stealth without cover or concealment, even while being directly observed.

Claws (Ex): You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).

  • Detachable Claws (Ex): You may hurl your claws as a ranged attack. This is treated as a thrown weapon with a 10 ft range increment. Each hand is treated as a different weapon (allowing you to throw each as a separate attack). Thrown claws may be regrown as a swift action.

Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, or no armor, and carrying no more than a light load. If you are helpless, you lose the benefit of evasion.

  • Improved Evasion (Ex) (requires 10th level): Your Evasion ability improves, so that while you still take no damage on a successful Reflex saving throw, you henceforth take only half damage on a failed save.

Feinting Shift (Ex): When you apply a shapeshift to yourself, you can make a feint check as part of that same action.

Ferocious (Ex) (requires 6th level and the Endurance feat): You gain the Diehard feat.

Fey Kin (Su): You gain low-light vision if you don't already possess it. You may move through any sort of undergrowth at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Flight (Ex) (requires 6th level): You gain a 30 ft flight speed with maneuverability (clumsy).

  • Skillful Flight (Ex): You gain either the Flyby Attack, Hover, or Wingover feats. You may select this trait up to 3 times, gaining another feat each time.

  • Perfect Flight (requires 6th level): Your flight maneuverability increases by one step, +1 step per 6 shifter levels beyond 6th, of a maximum of (perfect).

Gore (Ex): You gain the ability to sprout a horn from your head as a free action. This grants you a gore attack dealing 1d6 damage (1d4 small). If this is the only attack made during your turn, add 1-1/2 your Strength bonus to the damage dealt.

  • Powerful Charge (Ex): You may make a powerful charge with your gore attack. When charging, your gore attack doubles its damage dice plus 1-1/2 times your Strength bonus.

  • Impaling Charge (Ex) (requires Powerful Charge) You gain the Impaling Charge feat.

Grab (Ex): You gain the grab universal monster ability with a natural attack of your choice. If you lose that natural attack due to a shapeshift, you may designate a different natural attack for this to augment for the duration.

Graft Weapon (Su): You may spend a spell point and 1 minute to graft a weapon to a limb capable of wielding a weapon as per the Graft Weapon trait of the Morphic Weapon Alteration talent. This graft persists until the weapon is removed as a standard action.

Home in the Underground (Ex): You gain a 10 ft burrow speed.

  • Earth Glide (Su) (requires 10th level): You gain earth glide. You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you may glide through lava. You leave behind no tunnel, hole, ripple, or any other sign of your presence.

Home in Nature (Ex): You gain a favored terrain, as the ranger class feature. You may select this trait once at 4th level, plus an additional time for every 4 shifter levels you possess beyond 4th. Each time this trait is gained beyond the first, you gain an additional favored terrain, and the bonuses granted in one of your favored terrains (even the one just selected if you desire) increases by 2.

Home in Water (Ex): You gain the amphibious subtype (including the ability to breath underwater) and a 30 ft swim speed.:

Improved Natural Attack (Ex) (requires 6th level): One of your natural attacks increases its damage by one die size. If you lose that natural attack due to a shapeshift, you may designate a different natural attack for this to augment for the duration. You can select this bestial trait multiple times. A single natural attack cannot be improved more than once. Each time this bestial trait is gained, increase the number of natural attacks that may be augmented at one time by 1.

Jumper (Ex): You add your level as a bonus on all Athletics skill checks made to jump. When making a jump in this way, the you are always considered to have a running start. You may make an Athletics check to jump as part of your charge. If your vertical height exceeds the height of your target, the target is flat-footed against the attacks granted by that charge and the critical threat range of your natural attacks is increased by 1. This increase stacks with and is applied after effects such as keen and Improved Critical.

Melded Equipment (Su) (requires 10th level): You may activate magic items that have melded into your shapeshifted form.

Multiattack: You gain the Multiattack feat.

Nightvision: You gain darkvision to 60 ft. If you already possess darkvision, increase the range of your darkvision by 30 ft.

Permanent Size Change (Ex) (requires 6th level): Your size permanently changes to either Small, Medium, Tiny, or Large, as if using the Size Change Alteration talent.

  • Greater (Ex) (requires 10th level): You may permanently change your size to either Huge or Diminutive, as if using the Size Change Alteration talent.

Poison (Ex) (requires 6th level): Select a single natural attack (one claw, bite, etc.) you possess. This natural attack inflicts poison on a successful attack (injury; save Fort DC 10 + 1/2 your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 CON damage; cure 1 save). If you lose that natural attack due to a shapeshift, you may designate a different natural attack for this to augment for the duration. You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack to inflict poison.

  • Improved (Ex) (requires 10th level): Select one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 CON and STR damage, 2 saves. You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack augmented by the poison trait.

Pounce (Ex) (requires 6th level): You gain the pounce special ability, allowing you to make a full-attack at the end of a charge.

Quick Healing (Su): As a free action once per round, you may heal 5 hit points as if you had the fast healing ability. You may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If you fall unconscious because of hit point damage and you still have healing from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day. This bestial trait can be taken multiple times. Each time it is taken, increase the maximum hit points that can be healed with this ability by an additional 5 per 2 shifter levels.

Scent (Ex): You gain the scent ability. If you possess the Home in Water bestial trait, you also gain the ability to detect creatures by scent up to a 180ft-radius underwater and can detect blood in the water at ranges of up to a mile.

Shape Weapon (Su): As a standard action you may spend a spell point to reshape a limb capable of wielding a weapon into a weapon you are proficient in as per the Shape Weapon trait of the Morphic Weapon (Alteration) talent. Use your shifter level to determine the effective caster level of this ability. This stacks normally with caster levels gained from other sources. This change persists until dismissed as a free action.

Snatch (requires Huge size): You gain the Snatch feat.

Spider Climb (Ex): You gain a 30 ft climb speed.

  • Improved: Your climb speed increases by 10 ft. You may climb virtually on any surface, no matter how slick or sheer. You can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. You need not make Athletics checks to traverse a vertical or horizontal surface (even upside down).

Spines (Ex): You grow spines, thorns, or spikes. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a secondary natural weapon if beneficial.

Sprint (Ex): You gain the Run feat. Once per hour, you may move up to 10 times your speed when running or charging.

Superior Senses (Ex) (requires 10th level): You gain blindsense out to 15 ft.

Taste for Blood (Ex) (requires 6th level): If you spend a standard action to feast on a corpse killed within the last minute, you gain a +4 morale bonus to your Strength and Constitution for 1 round per shifter level.

Track Master (Ex): Add half your shifter level (minimum: 1) to Survival checks made to follow tracks. You no longer leave a trail if you do not wish to.

Undead Kin (Su): You are healed by both positive and negative energy.

  • Living Death (Su): You no longer need to breathe. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.

Web (Ex): You may create webs as the Web trait from the Vermin Transformation Alteration talent. This ability is usable 8 times per day, rather than once per minute.

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