Custom Pathfinder Race: Feralin

Feralin

 Image credit: Alexander Kryuhckov

Gifted by the animal spirits of the world, these human-like individuals gain animalistic qualities that some would see as uncivilized – though their talents are a force to be reckoned with.

Age
15 years: +1d4 (intuitive); +1d6 (self-taught); +2d6 (trained)

Aging effects
32 years (middle-aged); 50 years (old); 65 years (venerable); 65 + 3d12 years (Maximum)

Height and weight
Male: 4 ft. 10 in. + 2d10”; 95 + height modifier×5 lbs.
Female: 4 ft. 5 in. + 2d10”; 80 lbs + height modifierx4 lbs.

+2 Dexterity, +2 constitution, –2 intelligence: Feralins are born of the wild, growing in both reflexes and fortitude – but aren’t as bright as other evolved races.

Medium: Feralinn are Medium creatures and receive no bonuses or penalties due to their size.

Feral speed: Feralins have a base land speed of 40 ft.

Low-light vision: Feralins see twice as far than normal in dim light.

Feral senses: Feralins receive a +2 racial bonus on Perception checks, and gain the scent special ability.

Animalistic reflexes: Feralins gain a +2 bonus on acrobatics and climb checks.

Claws: Feralins gain 2 claw natural attacks. Each of these deal 1d4 damage.

Speak with animals: Feralins can speak with animals, as the speak with animals spell.

Feral blood: Based on which blood runs in their veins, feralins gain special qualities.
  • Bat: The feralin gains light blindness, blindsense 20 ft., darkvision 60 ft., and a fly speed (average) equal to their movement speed through bat-like wings that spread from their back. Fly is always a class skill for them
  • Bear: The feralin gains a bite attack (1d4), +2 strength instead of +2 dexterity, +2 bonus to their CMD on bull rush, overrun, and trip attempts, and their claws gain the grab special ability. In addition, the feralin gains the ability to let out a terrifying roar once per day, causing enemies to be shaken for 1d4 rounds (DC 10 + ½ the feralin’s level + their constitution modifier).
  • Bird: The feralin gains a fly speed (average) equal to their movement speed through eagle-like wings that sprout from their back, have talons (that act as their claws) on their feet, which also gain the rend ability. Fly is always a class skill for them.
  • Deer: The feralin gains 1 hoof attack and a gore attack, instead of 2 claws. They may make a free bull rush attempt that does not provoke attacks of opportunity on a successful gore, and gain vicious stomp as a bonus feat.
  • Fox: +2 bonus to stealth checks, and can use vanish once per day as a spell-like ability. In addition, they gain +1d6 precision damage that acts as the rogue’s sneak attack ability.
  • Rat: The feralin gains +2 to saves against poison and disease, and delivers disease with their bite attack. Filth fever: Bite—injury; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. DC 10 + ½ the feralin’s level + their constitution modifier.
  • Tiger: The feralin gains a bite attack (1d4), the rend and rake special abilities with their claws.
  • Wolf: The wolf gains an extra +1 to their attack roll while flanking, and +1 morale bonus to damage rolls while adjacent to an ally. Once per day, they can let out a howl to both intimidate foes and invigorate allies, granting allies a +1 morale bonus to attack and damage rolls, and causing foes to be shaken for 1d4 rounds (DC 10 + ½ the feralin’s level + their constitution modifier)
Languages: Feralins start with speaking Feralin. Feralins with high intelligence scores can learn common, dwarven, elven, and Zandali. 

Alternate racial traits:

Evolved: Some feralins retain some of their feral traits, but lose their core connection to their animalistic nature. They gain a bonus feat at first level, and lose their detriment to intelligence. This replaces Feral blood.

There are some additional race options on my patreon, if you're interested!

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