Feats of the Beastfolk

Story by Gideon Kalve Jarvis on SoFurry

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Feats of the Beastfolk

A collection of racial Feats and other rules of interest

Beastfolk-Blooded [Racial]

Because of a character's past ancestry, though the character is mostly descended from a single race (usually human, but see below), and has the usual advantages and disadvantages associated with that race, the character has some of the racial features of a beastfolk. These are usually minor cosmetic differences, such as bestial eyes, animal ears, a tail, fur instead of hair (which often results in the body lacking any hair, while the head hair is very thick and lustrous), or growing more feral and bestial-looking when experiencing strong emotions. Exact details of these personal appearance options are left largely to the player's discretion, only limited by the DM's caveat.

Prerequisites: Human, or other races in special circumstances; must be taken at 1st level.

Benefits: The character has beastfolk ancestry, and so counts as a member of a beastfolk's race (which beastfolk must be chosen when this Feat is taken) as well as their dominant race for any effects, magical or otherwise, that might be a factor. In addition, the character can select racial advantages from the subordinate race, and then take those advantages as racial Feats as the character progresses in level (e.g. an aranthi's Musk racial ability), or take Feats from this document that best represent the abilities gained from a beastfolk background (e.g. Feral Bite). As a general rule, sensory bonuses cannot be taken (take one of the appropriate Skill boosting Feats instead), but if the subordinate race has the Scent racial ability available, then the beastfolk-blooded character can take it as well as a racial Feat.

Special: Elves may reproduce with aranthi and foxkin, dwarves may reproduce with bucktoothed builders, and gnomes may reproduce with prickleskins under normal circumstances. However, see the rules listed on Half Breeds and Beastfolk-Blooded in "The Beastfolk" document for additional rules.

This Feat can be taken multiple times in later levels, provided it is taken the first time at 1st level, to demonstrate an especially complicated racial lineage. Each time it is taken, an additional beastfolk race must be selected.

Defensive Pheromones [General]

Some beings, through a quirk of genetics or hormonal development as they age, are naturally more intimidating and able to lie better than others. Very often this ability comes because of pheromones, which unconsciously affect others into wanting to avoid contact with the being in question, or do their best to please them at all costs to avoid an unknown wrath.

Prerequisites: Constitution 14+, Pleasing Pheromones

Benefit: The character with this Feat emits stronger dominating, aggressive pheromones than normal, influencing everyone in a 60' radius. This Feat provides a +1 bonus to all Bluff and Intimidate checks, as the pheromones works on the subconscious reactions of those around the person. This increases by an additional +1 (up to +6) for every five minutes that the character with this Feat spends around the beings to be affected. It also provides a -2 penalty to the Survival checks of any being attempting to track the character with this Feat by scent, due to a subconscious desire to avoid the person.

Drawback: These pheromones are race-specific, though they automatically adjust to match the race with the closest proximity (primary importance) and greatest numbers (secondary importance) to the character. In the rare instances that there are equal numbers of different races and sexes of equal distance from the character, a race and sex is selected at random. Because pheromones are automatic, they cannot be turned off or adjusted to the whim of the character - they just work, all the time.

Synergy Effect: If the Pleasing Pheromones Feat is also taken, the character can switch between the two at will, though one of the two Feats has to remain active at all times. Only one of these two effects can be active at any time.

Dwarfism [General]

Every so often, a member of a race will be smaller or more delicate of build than is normal for that race. This can come from mixed blood with a smaller race, genetic predisposition, or glandular mutation. The end result, however, is a member of a race who is noticeably shorter or more slight than other members of that race.

Prerequisites: Large- or Medium-size race, can only be taken at 1st level.

Benefit: The character acts as one size level smaller than is normal for that race (Large to Medium, and Medium to Small), which may be the result of smaller bone size, a decrease in height, or a combination of factors. This change in size results in a -2 Strength penalty and a +2 Dexterity bonus, a +1 size Armor Class bonus, a +4 size bonus to Hide checks, and a -4 grapple check penalty, as well as a 20' movement rate.

Normal: The character is whatever size is normal for that race.

Special Note: Some beastfolk races have starting level Feats of different names that allow this quality to be taken. Regardless of the name of the Feat, if it decreases the size of a character, then it is statistically identical to the Dwarfism Feat.

Feral Bite [Racial]

Through an atavistic quirk, or careful development of the more savage side of a beastfolk's heritage, the character has developed a deadly bite attack.

Prerequisites: Aranthi, Birdfolk, Catfolk (Urban and Wild), Foxkin (and all subraces), Lutrin (and all subraces), Porque, Proscion, Ratlings, Sirius, Slink, Treefolk (and all subraces) Ursa, Wolfen (and all subraces)

Benefit: The character gains a bite attack appropriate to size, according to the following table:

Diminutive: 1d2

Tiny: 1d3

Small: 1d4

Medium: 1d6

Large: 1d8

Huge: 1d10

Gargantuan: 2d6

Colossal: 2d8

A bite attack can be used as a primary melee attack, or it can be used as a secondary attack with a -5 penalty to the attack roll.

Gigantism [General]

Sometimes a member of a race has a genetic predisposition for massive size. Sometimes a primitive lineage is just larger and more brutish or taller and more elevated than normal members of a race. And sometimes something just goes odd while a person is growing up. The end result is an increase in size that differs (sometimes greatly) from the norm in a race. While these increases in size do not have to be grotesque in proportion (though they often are), the end result is a noticeable increase in height and body mass during maturation that allows the character to function as a creature of one size-level larger than normal.

Prerequisites: Small- or Medium-sized race, can only be taken at 1st level

Benefit: The character is unusually large, and increases in size and proportionate weight by one Size category (Small to Medium, or Medium to Large). The character gains a +2 Strength bonus and a -2 Dexterity penalty, a -1 size AC penalty, a -4 size penalty on Hide checks, and a +4 bonus on Grapple checks, as well as a 40' movement rate, and 10' face/reach.

Normal: The character is whatever size is normal for that race.

Special Note: Some beastfolk races have starting level Feats of different names that allow this quality to be taken. Regardless of the name of the Feat, if it increases the size of a character, then it is statistically identical to the Gigantism Feat.

Musk Reserves [Racial]

Prerequisites: Aranthi, Constitution 14+

Benefit: The aranthi is able to use the musk spray attack (1+Constitudion Bonus) times per day.

Normal: An aranthi can use a musk attack once per day.

Pleasing Pheromones [General]

There is something indefinable about some people that makes them incredibly attractive, and makes all those around them want to do their best to please them. Sometimes this happens because the person was blessed, at some stage of their development, with especially pleasing pheromones that subconsciously influence others into wanting to make them happy.

Prerequisites: Constitution 12+

Benefit: The character with this Feat emits stronger attractive pheromones than normal, influencing everyone in a 60' radius. This Feat provides a +1 bonus to all Animal Handling, Diplomacy and Performance checks, as the pheromones works on the subconscious reactions of those around the person. This increases by +1 for every five minutes the person spends in the presence of those to be affected, to a maximum of +6.

Drawback: These pheromones are race-specific, though they automatically adjust to match the race with the closest proximity (primary importance) and greatest numbers (secondary importance) to the character. In the rare instances that there are equal numbers of different races and sexes of equal distance from the character, a race and sex is selected at random. Because pheromones are automatic, they cannot be turned off or adjusted to the whim of the character - they just work, all the time, which can lead to the character attracting hangers-on of a most unpleasant nature if care is not taken.

Synergy Effect: If the Defensive Pheromones Feat is also taken, the character can switch between the two at will, though one of the two Feats has to remain active at all times.

Powerful Musk [Racial]

Prerequisites: Aranthi, Base Attack Bonus +3

Benefit: The musk attack of the aranthi becomes more potent, stunning those caught in the 30' cone of its effect for (1d4+Constitution Bonus) rounds, in addition to the penalties for smelling bad.

Normal: The musk attack of an aranthi stuns for 1 round, in addition to the penalties for smelling bad.

Prehensile Tail [Racial]

Prerequisites: Arthrophages, Bucktoothed Builders (and paradoxus subrace), Catfolk (Urban and Wild), Elapi, Lutrin, Mouselings, Ratlings, Xi-Coatl (and all subraces).

Benefit: The character's tail is strong and skilled enough, through extensive training, to lift and carry small objects, to be used as an anchor while climbing, and even to wield a Small or smaller weapon, allowing an additional attack at -5 to the Base Attack Bonus. As an additional bonus, having a prehensile tail adds +2 Feat bonus to Climb and Balance checks.

Talons of the Beast [Racial]

Prerequisites: Birdfolk (and all subraces), Bloodseekers, Catfolk (Urban and Wild), Ratlings, Sirius, Slink, Wolfen (and all subraces), Xi-Coatl (and chameleon subrace)

Benefit: The character gains a claw attack appropriate to size, according to the following table:

Diminutive: 1

Tiny: 1d2

Small: 1d3

Medium: 1d4

Large: 1d6

Huge: 1d8

Gargantuan: 1d10

Colossal: 2d6

The character may attack with both claws in the same round at no penalties to either attack. Claws may be used in place of handheld weapons, but cannot be used while handheld weapons are being used.

Note: Damage is reduced from the normal claw attack table because the hands of beastfolk are intended for manual dexterity, not combat, and too-large claws would only get in the way.

Unicorn's Blessing [General]

Unicorns are at times able to assume the guise of other creatures, usually through the machinations of fey magic, and occasionally find suitable pairings with mortal beings. Also, sometimes an especially powerful good-aligned being of the realm of faerie will bestow the grace of a unicorn's horn upon a mortal that has performed a great service for the fey.

Prerequisites: Any non-fey, non-elven, non-gnomish race may take this Feat at 1st level as the DM allows (usually requiring a very well-written backstory of substantial length and quality). If taken after 1st level, the one who takes this Feat must have done some great act for good-aligned fey or other powerful creatures of the wild (coatls, ki-rin, phoenixes, unicorns, etcetera) as determined by the DM.

Benefit: The character gains a single spiral unicorn's horn protruding from the middle of the forehead, which ranges from two to six inches in length for a Medium-size creature, half that for a Small creature, and double that length for a Large creature. The fleshy horn is too delicate and sensitive to do more than 1d2/1d3/1d4 (Small/Medium/Large) points of lethal piercing damage, with a -5 penalty to the attack if used as a secondary attack (no penalty if used as the primary attack). However, the character gets a +2 inherent bonus on all interaction rolls (Animal Handling, Bluff, Diplomacy, etcetera) with good- and neutral-aligned beings, because of the benevolent aura emanating from the horn, but a -2 penalty in any interaction rolls with evil-aligned beings, who become inherently more hostile because of this same benevolent aura. This effect can be turned off and on at will, though the horn itself cannot be hidden except by illusion or careful disguise.

Normal: Unless otherwise noted, most creatures do not have a unicorn's horn protruding from the middle of their forehead.

Note: Equitra who have this Feat are called unicorns, as though they were the magical beast of the same name, as are some humans, and surf riders (a subrace of the lutrin) who have this Feat are called narwhals.