FantasyCraft New Species and Feats

Species

Ape
Everything's better with apes.

Animal PC Species

Type: Medium semi-quadruped folk with a Reach of 1.  Your wounds are equal to your Constitution score.

    * Attributes: +2 Strength, -2 Dexterity, +2 Constitution
    * Base Speed: 30 ft.
    * Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
    * Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
    * Fast Climber: You gain the superior climber I NPC quality.
    * Improved Sense (scent): Your scent range is doubled and you gain a +4 bonus on scent-related Awareness and Perception checks.
    * Natural Attacks: You gain the Bite I natural attack.
    * Restricted Actions: Kick attacks, as well as Swim and Disable actions you make, are considered untrained.
    * Sterner Stuff: The keen quality of each attack made against you decreases by 4.

The stats here represent larger ape types like gorillas and orangutans.  For chimps you can just change the size to Small without any problem.  Taking a feat like Giant Blood or tweaking the traits could get you Large size for something like gigantopithecus.

Author's Note: Derived from the core book Bestiary.  Folk instead of Beast because they have hands, their lesser manual dexterity indicated by the Restricted Disable.

Changeling
A long history of cross-breeding between humans and doppelgängers – now almost disappeared – has given birth to this hybrid and mysterious specie. Changelings have inherited the curiosity and dare of both their ancestors and have carved a place for themselves in human societies. A place that often implies dealing with humans' dirty business.

Common Personality Traits: Smooth operator, manipulative, open-minded, daring, paranoid

Common Physical Traits: Thin, noseless, pale skin, featureless face, blank eyes

Example Names: mostly monosyllabic like Dox, Fye, Jin, Lam, Ruz

Splinter Race Feats: Superior Mind (mind bender), Superior Shape (shape shifter). Unless your possess one of these, you are a ‘free mind’ (a changeling with no particular potential).

Type : Medium (1×1) biped Folk with a Reach of 1. Your maximum wounds equal your Constitution score.

    * Attributes: +1 Intelligence, +1 Wisdom, +1 Charisma
    * Base Speed: 30 ft.
    * Bleeding Immunity: Closing wounds is one of the easiest tricks you know. You are immune to the bleed condition.
    * Minor Shapeshifting: You may attempt any Mask check without any kit and it takes you 2 rounds only. Further, all Disguise penalties are halved. You still may not disguise into a Specie with which you share no resemblance at all. A True Seeing spell reveals your true nature and you shift back to your original shape when killed.
    * Enlightened Disguise: Your maximum Disguise rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
    * Reviled: Changelings have a not always undeserved reputation of spies and assassins. The starting Disposition of non-changelings decreases by 10.
    * Linguist: You know 2 additional Languages.

Warg
Common Personality Traits: Cruel and bestial. Eschew tools, and find those who use them weak.

Common Physical Traits: Wargs resemble wolves. Really big wolves. Like wolves that weigh half a ton.

Example Names: Auk, Kraug, Orir, Skeslok, Snash.

Splinter Race Feats: Elemental Heritage/Legacy (Wargs may select Elemental Legacy as a feat), Warg-specific species feats

Type: Large (2x1) quadruped Beast with a Reach of 1. Your maximum wounds equal your Constitution score x1.5 (rounded down).

    * Attributes: +2 Strength, -2 Intelligence.
    * Base Speed: 40 ft.
    * Bloodhound: Your base scent range is equal to your Wisdom score x 10 ft. and, you gain a +6 bonus with Track checks.
    * Bloody Jaws: You gain Bite II with the bleed quality.
    * Darkvision I: You ignore the effects of dim and faint lighting.
    * Iconic Classes: If you possess more levels in any base class than your Scout and Thug levels combined, your starting action dice decrease by 1.
    * Menacing Threat: You may Threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately. If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.
    * Restricted Actions: When you make Maneuver, Mend, and Train & Breed Animal checks, you are always considered unskilled.
    * Sure Footed: Your encumbrance loads increase by 50%. When you take a Run action, your move multiplier increases by 1 (typically to 5). 

Griffin
Type: Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
Attributes: None
Base Speed: 30 ft.
Darkvision I: You ignore the effects of dim and faint light.
Improved Sense (sight): Your sight range is doubled and you gain a +4 bonus on sight-related Awareness and Perception checks.
Natural Attacks: You gain the Bite I and Talon I natural attacks.
Tenacious Spirit: You gain 1 additional Vitality per level.
Winged Flight: You may fly with a Speed of 40 ft.

Feats

Superior Mind
Prerequisites: Changeling, Level 1 only

Benefit: The lower of your Intelligence or Wisdom scores increases by 1 and Sense Motive is an Origin skill for you. Also, you gain the natural spell (Detect Emotions) NPC quality which you may use a number of times per scene equal to your starting action dice.

Supremacy of the Mind
Prerequisites: Superior Mind

Benefit: The lower of your Intelligence or Wisdom scores increases by 1 and you may affect up to 3 targets at a time when you Detect Emotions.

You may choose to embrace your psychic nature once, when you level, becoming constantly affected by a Mind Blank spell effect. If you do, your starting action dice decrease by 1 and you become arrogant and aloof, suffering a –5 penalty with Impress checks.

Superior Shape
Prerequisites: Changeling, Level 1 only

Benefit: Your Charisma increases by 1 and Disguise is an Origin skill for you. Also, you ignore all Disguise penalties for Mask checks but still cannot disguise into a specie with which you share no resemblance at all. Finally, all your Disguise checks require only 1 full action.

Supremacy of the Shape
Prerequisites: Superior Shape

Benefit: You may now Disguise yourself into species with which you share no resemblance at all, as long as they are within 1 Size category of yours. You may also credibly pretend to possess a quality your shape should possess but you don’t actually have, gaining a +20 bonus with Bluff checks made to feign its use.

You may choose to embrace your shapeshifting nature once, when you level, becoming immune to sneak attack damage, critical wounds, and the paralyzed condition.  If you do, your starting action dice decrease by 1 and your body constantly shifts in a chaotic, unordered manner. All Medicine checks performed on you suffer a –5 penalty.

Amphibious
You are as at home in water as you are on land.

Type: Species Feat

Prerequisites: Level 1 only.

Benefit: You gain a +4 bonus with Swim checks, and the superior swimmer II and the aquatic I NPC qualities.

Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Animalheart
You and that little animal in you play along just nicely.

Type: Species Feat

Prerequisites: Therianthrope Heritage

Benefit: You may take the Transformation action as full actions and you may spend an Action Dice to stop a Transformation Action. However you still suffer the Stress Damage, but remain in your Normal form.

Another Year Older
Everyone gets to be young. Not everyone gets to be old...

Type: Style Feat

Benefit: Once per session, you may add a bonus to a failed skill check equal to one-half your Career Level (round up). Once per session, you may re-roll one failed saving throw.

Arboreal
Branches are as good as ground to you.

Type: Species Feat

Prerequisites: Level 1 only.

Benefit: You gain a +1 bonus with Climb and Jump checks, the superior climber I and superior jumper I NPC qualities, and are always considered to have climber’s gear.

Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Bodging Basics
You can bring back to "life" any broken mechanism, even for a moment.

Type: Skill Feat

Benefit: You may convert your blunt damage into lethal damage without penalty. Also, you may now attempt Bodging checks using the Crafting skill.

Bodge (1 Full Action)
You attempt to temporary fix a broken item or inert Construct.

    * With an item, the DC is equal to its Complexity. If you succeed, the item keeps on running until it fails another damage save. After 1 minute, the item automatically fails 1 damage save.
    * With a Construct, the DC is equal to 10 + the number of wounds the target has lost beyond 0. If you succeed, the Construct does not regain any wound but regains consciousness. After 1 minute, the Construct becomes inert again.

With a critical success, the effect lasts instead until the end of the scene. With a critical failure, the item or Construct is destroyed. A Bodge attempt has no effect on destroyed items or Constructs. You may not Bodge a single item or Construct more than once per scene.

Bodging Mastery
Fixing, breaking, bodging, wrecking, tweaking, dismantling ... You can do anything with a good whack of the hammer.

Type: Skill Feat

Prerequisites: Bodging Basics

Benefit: You can Bodge with a half action and gain a +4 gear bonus on Wisdom-based skills checks targeting Constructs. Also, you gain a trick.

Unjamming (Ranged Attack Trick): You target the right component to unjam this #%$£@§ machine! This attack inflicts no damage but allows you to Bodge the target item or Construct with a free action.

Bodging Supremacy
Machines and steampowered creatures have no secret for you.

Type: Skill Feat

Prerequisites: Bodging Mastery

Benefit: You may active critical successes with Bodge checks for 1 less action die (minimum 0) and you restore 3 wounds to Constructs you successfully Bodge. Also, you gain a trick.

Whack of the Hammer (Blunt Attack Trick): The target item or Construct immediately fails his Damage save (damage isn't rolled). You may use this trick once per round.

Breath Weapon Basics
"You will all burn!"

Type: Ranged Combat Feat

Prerequisites: Breath Weapon

Benefit: You gain 1 Edge each time you hit two or more adversaries with a single breath weapon attack. Also, you gain a trick.
Circle of Fire (Stance): Once per round per character when an adjacent opponent attacks you they are hit by your breath weapon (after completing their action). They may still make a Reflex Save (DC 10 + the number of Species feats you have + your Con modifier) to suffer only one-half damage (round down). You may not use your breath weapon attack or take movement actions while in this stance (you may still take 5-ft. steps normally).

Breath Weapon Mastery
You are an artist with a brush of surging flame.

Type: Ranged Combat Feat

Prerequisites: Breath Weapon Basics

Benefit: When making a breath weapon attack, you may spend 1 Edge to affect 1 additional opponent adjacent to the area encompassed by the breath or to exclude 1 ally in the area from the effects of your breath. Also, you gain a trick.

Bolt of Flame (Run Trick): You may make 1 free breath weapon attack at any point during your movement. You may use this ability a number of times per combat equal to your starting action dice.

Breath Weapon Supremacy
Truly, your breath is of the gods.  It certainly sends people to them.

Type: Ranged Combat Feat

Prerequisites: Breath Weapon Mastery

Benefit: When making a breath weapon attack, you may spend up to 4 Edge to gain a bonus to the damage roll and Save DC equal to the Edge spent.  Also, you gain a trick.
Fearsome exhalation (breath weapon trick): The save DC of this attack is reduced by 4. As a free action, you may then threaten every opponent who suffered damage from this attack (after DR and resistances are applied). Roll only once for the action, while each opponent rolls to resist separately.

Clawfoot Body
Your lower half is that of a powerful, clawed animal.

Type: Species Feat

Prerequisites: Non-Beast, Level 1 only.

Benefit: You are a clawed quadruped below the waste, and gain improved stability and Claw I, and your ground speed increases by 10 ft.

Dark Clutch
You are a powerful, black lizard, 10 feet tall with a 5 feet tail. Who would dare challenge your authority?

Type: Species Feat

Prerequisites: Saurian, Level 1 only

Benefit: Your Size increases to Large (2×2, Reach 2) and the starting Disposition of non-saurians decreases by 10.

Dark Crest
You are the mightiest predator of the jungles, a full ton of muscles and scales.

Type: Species Feat

Prerequisites: Dark Clutch

Benefit: Your Strength increases by 2, but your Intelligence and your Charisma both decrease by 2. Also you gain aquatic I, darkvision I and Acid Resistance 5.

Deathless
Whether by arcane rite, curse of the gods, or indominable will, you pursue destiny rather than lie in your grave as the dead should.

Type: Species Feat

Prerequisites: Animal, Beast, Fey, Folk, Horror, Ooze or Plant type.

Benefit: You gain no benefit until you die. When you die you may return in the next adventure without suffering the effects of Cheating Death. If creating a new character you may choose to enter the game already dead. After your death you gain the following. Your type changes to Undead [4.5] (see page 227). Few people are comfortable around you and you feel yourself growing distant from the concerns of the living. You gain Aloof [-0.5] (+2 error range on Sense Motive and Impress) and Reviled [-1] (the disposition of non-undead decreases by 10).

Author's Note:  A living character gains no benefit from taking this feat but some players may use it as ‘life insurance’ or to enhance their characters developing story. This last could be combined with a Sub-plot (page 379).

This species feat version of the deathless was designed to allow for greater diversity in undead PC’s than the species version. It allows undead elves and orcs to keep their species abilites. The species version was also limited to medium size very human shaped folk. With this you can create pech zombies, Saurian mummies, giant barrow kings, and more. A drake with the mage class, truly massive, and deathless is a draco-lich.

Like the species version the focus is roleplaying and social effects rather than attacks or supernatural powers. However, the undead type does make deathless PCs pretty tough survivors.

Deathless: Skeleton
Your flesh has been cleaned from your bones or perhaps just rotted away.

Type: Species Feat

Prerequisites: Deathless, Undead type.

Benefit: You also gain the following NPC qualities Damage Resistance 10 (Bows) [2], Damage Resistance Edged 5 [1]. However your dry bones are susceptible to fire (Achilles heal Fire) [-0.5] and your Appearance is at -2 [-0.5]

Dervish Basics
Fast feet and dual wielding make you hard to pin down.

Type: Combat Feat

Benefit:You gain a +1 bonus to defense when you are armed with two 1-handed weapons. Also, you gain a stance.
Swordance (stance). You can take a 5 ft. bonus step even if you have already taken a move action in a round.

Dervish Mastery
Hard to hit, hard to catch.

Type: Combat Feat

Prerequisites: Dervish Basics

Benefit:You gain 1 Edge whenever you make a successful tumble check (minimum DC 15). Also, you gain a trick
Blade Cross(melee parry trick). If your armed with two 1-handed weapons, you may make your reflex saving throw twice, and keep the better result.

Dervish Supremacy
A dance of death to leave your foes breathless.....and dead.

Type: Combat Feat

Prerequisites: Dervish Mastery

Benefit:Once per round when you’re armed with two 1-handed weapons, you may spend 4 Edge to make 1 standard attack with each of those weapons. Also, you gain a trick.

Flurry (Melee attack trick). If you hit by 4 or more and your armed with two 1-handed weapons, you inflict damage from both weapons. Roll damage for each weapon separately.

Earth Shaker
Earth Shaker allows Gargantuan PC’s such as 60’ tall giants, battleship-sized dragons, and towering Rootwalkers. This article includes the species feat followed by the math behind pricing very big Origins.

This feat is not suitable for many campaigns. A typical fantasy campaign features a lot of ‘dungeon crawls’. A Huge or Gargantuan PCs is effectively barred from dungeon adventures. My campaign will not have dungeons. There will be overland exploration, politics, clashes on battlefields, romance, enormous monsters, and struggles between faiths. If you are running a campaign such as this that suits bigger PCs you could consider opening up Truly Massive allowing PCs to about 30’ tall. However for my campaign set in a mythic first age the gigantes, titanic 60' giants who once defied the gods, still stride across the world.

Type: Species Feat

Prerequisites: Huge Size (Truly Massive from the first printing is one method of reaching Huge), first level only.

Benefit: You are Gargantuan (3=6-3 Huge). +1 square to both the length and breadth of your footprint. Gain Sterner Stuff (0.5) Reach increases by +1 (1). However your great bulk causes problems, resulting in Fatal Falls (-0.5) Banned Actions climb and jump (-1). (Total: 3). If you already possess Sterner Stuff the value of protection is raised by 4.

Expanded Elemental Heritage
Bone, Cave, Civilization, Desert, Forest, Grass, Herd, Mountain, Mud, Night, Ocean, Plains, River, Sky, Storm, Swamp.

    * Bone: Your unarmed and natural attacks gain bleed, and you gain thick hide 2 and a +2 bonus with Mend checks.  However, you also gain Achilles heel (blunt).
    * Cave: You gain darkvision II and light sensitive, Acid Resistance 5, and a +5 bonus on checks made to navigate.
    * Civilization: You gain a +2 bonus to Canvass checks, 2 Interests, and the hearty appetite Species trait.
    * Desert: You gain grueling combatant and a +2 bonus on Stash checks.
    * Forest: You are always considered to have a doctor’s bag and you ignore Species penalties to Medicine checks, you gain a +1 bonus to Appearance, superior climber I, and the disposition of non-adversary animals increases by 5.  However, you also gain Achilles heel (fire).
    * Grass: You gain Blunt Resistance 5 and a +2 bonus with Blend checks.  However your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
    * Herd: You count as 2 additional characters when determining numerical advantage, you suffer exactly 1 point per damage die when making a Push Limit check, and you gain superior traveler II.  However you take a -2 penalty on Will saves.
    * Mountain: You gain improved stability, Stress Resistance 4, and a +1 bonus with Athletics checks.  However you take a -2 penalty on Reflex saves.
    * Mud: You count as 1 size category smaller for the purposes of squeezing, gain a +4 bonus on Grapple checks, and are always considered to have actors’ props.  However, you also gain Achilles heel (heat).
    * Night: You gain darkvision I, a +2 bonus with Sneak checks, and the DC of Tracking checks made to follow your trail increases by 5.
    * Ocean: You gain a +5 bonus to checks made to predict the weather, superior traveler I and aquatic I, and your Strength-based damage rolls inflict 1 additional damage.
    * Plains: You gain regeneration 1 and superior runner I.  However, you also gain Achilles heel (fire).
    * River: You gain a +2 bonus on initiating Bull Rushes, +5 ground speed, aquatic I, and Fire Resistance 5.  However, you also gain Achilles heel (cold).
    * Sky: You gain Falling Resistance 5, a +2 bonus with Climb and Jump checks, and are always considered to have climber’s gear.  However your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
    * Storm: You gain a +1 bonus to Intimidate and may convert your unarmed damage to electrical damage without suffering the normal -4 attack penalty.  However your Wisdom decreases by 1.
    * Swamp: You gain a +2 insight bonus with saves against disease and poison, a +4 bonus on disease and poison Treatment checks, and ignore Species penalties to Medicine and Disguise checks.  However you suffer a -2 Appearance penalty.

Four-Armed
The extras come in very handy.

Type: Species Feat

Prerequisites: Level 1 only.

Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.

Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.

Hoof-Foot Body
Below your waist you have the form of a wild runner instead of a pair of sluggish stilts.

Type: Species Feat

Prerequisites: Non-Beast, Medium size, Level 1 only.

Benefit: You have a hoofed quadruped lower body of Large (1x2) size with Reach 1.  You gain a 50% increase to you encumbrance rating, Kick I, superior runner I, superior traveler I, and your ground speed increases by 10 ft.  However your Climb and Tumble checks are always considered untrained, you count as Medium sized creature for the purpose of handling items, you gain fatal falls, and you suffer double the Speed penalty from broken leg critical injuries.

Horn Brave
The savage and hairy minotaur is possessed of a tough hide and a fine sense of direction
Prerequisite: Ogre, level 1
Benefits: You gain Gore I, Thick Hide 2 and your maximum Survival ranks increase to 5+level.

Horn Elder
The status of wily old minotaur elders is shown by the size of their horns and of their appetites.
Prerequisite: Ogre, Horn Brave
Benefits: Your Gore attacks increase by a grade, Outmanoevre ceases to be a restricted action for you, and you gain hearty appetite.

Jungle Brave
The shapeshifting, frequently man-eating Rakshasa hunt as they please in the jungle, masking their shape to fool their prey.

Type: Species Feat

Prerequisites: Ogre, Level 1, Int 13

Benefit: You gain Claw I, Bite I, and lose all size and species penalties to disguise checks.  Your reviled status does not apply while your species is successfully disguised.  You may take the Toxin Sac (claw) feat at a later level regardless of the usual requirements.

Jungle Elder
Rakshasa Rajas are among the most dangerous political animals, wreathed in deception and fully at home in darkness.

Type: Species Feat

Prerequisites: Jungle Brave, 1+ Spellcasting ranks

Benefit: You become an Outsider (see FC page 227) with Spell Defense equal to your Bluff (Cha) bonus.  Your Charisma score rises by 2 but your Constitution score drops by 2. You also gain Darkvision II.

Lucky Deflection
That would have hurt... but for your silver cigarette case

Type: Chance Feat

Benefit: Once per round, just after calculating damage taken by your character, you may spend and roll one AD to increase your DR against that hit only by the value rolled.

Protection of Fate
You will not die today. Your fate forbids it.

Type: Chance Feat

Prerequisites: Lucky Deflection

Benefit: When you use an action die to increase your defence, you gain an additional +1 defence (total +3) and the cost of activating critical threats against you increases by 1 action die for the same duration.

Miraculous Destiny
Even the most catastrophic events may be averted if your destiny decrees it.

Type: Chance Feat

Prerequisites: Protection of Fate

Benefit: Once per adventure, your party may spend either a number of action dice equal to half the sum of your party's starting action dice (round up) or all your party's remaining action dice (averaging a minimum of 1 per party member) to undo one event the moment it has happened

Nocturnal
You are well adapted for the night.

Type: Species Feat

Prerequisites: Level 1 only.

Benefit: You gain darkvision I and light sensitive, light sleeper, and your hearing range increments are equal to your Wisdom score x10 ft, and you may always act during a surprise round unless deafened.

Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Plains Folk
You ride your prehistoric mount with a simple spear in the hand and the courage of a true brave.

Type: Species Feat

Prerequisites: Pech, Level 1 only

Benefit: The lower of your Strength or Dexterity scores rises by 2 (your choice in the case of a tie). You also gain the Hurled proficiency and the Ride skill’s Riding or Flying Mounts focus.

Poison Clutch
In the dense jungle, your small size and thick scales give you the upper hand against most other opponents.

Type: Species Feat

Prerequisites: Saurian, Level 1 only

Benefit: Your Size decreases to Small. You gain thick hide 3 (see FC 13) and the aquatic I NPC quality (see FC 230) but you lose your Tail Slap attack.

Poison Crest
In the canopy, your adapting scales make you almost invisible to the eyes of the unwary.

Type: Species Feat

Prerequisites: Poison Clutch

Benefit: You gain a +2 bonus with Climb checks and are always considered to have climber’s gear. Also, you gain the chameleon I (jungle) NPC quality (see FC 231).

Scorpion Body
The body of a scorpion scuttles beneath you.

Type: Species Feat

Prerequisites: Non-Beast, Medium size, Level 1 only

Benefit: You are a scorpion below the waist, and are Large size (2x2) with Reach 1.  You gain Stinger I, Pincer I (functions as Squeeze I, except only when grappling using the front claws), and thick hide 2.  Kick attacks, as well as Jump and Tumble checks you make, are always considered untrained, and you count as Medium sized creature for the purpose of handling items.

Special: Scorpion Body’s stinger natural attack qualifies for the Toxin Sacs feat (Adventure Companion, p 137).

Scorpion Nation
You are a stealthy, lithe predator haunting the dark and ancient jungles

Type: Species Feat

Prerequisites: Elf, Level 1 only

Benefit: You gain darkvision II and the Hurled proficiency, as well as a 50% discount when purchasing poison. Also, your Dexterity score rises by 1. However, the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.

Scorpion Noble
Your devotion to the mighty scorpions with which you share the jungles have made you ... something else, entirely.

Type: Species Feat

Prerequisites: Scorpion Nation

Benefit: Your lower trunk and legs transform into those of a massive scorpion, making you a Large (2×2, Reach 1) Fey (though you continue to use Medium Scale weapons). You gain Sting I with the venomous (paralyzing poison) upgrade (see FC 236).

Spider Body
You are a spider down below... and above, when you’re hanging from the ceiling.

Type: Species Feat

Prerequisites: Non-Beast, Medium size, Level 1 only

Benefit: You have the lower body of a spider, and are Large size (2x2) with Reach 1.  The DC of your Climb checks decrease by 1/2 normal (rounded up).  Additionally you may produce spider webbing, allowing you to create the equivalent of climbing gear that may be used by one additional person at a time and binding rope.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained, and you count as Medium sized creature for the purpose of handling items.

Telling The Tale
You are able to turn your deeds into stories that will be retold forever.

Type: Style Feat

Prerequisites: Player Character only.

Benefit: Your Legend increases by +1. At the end of each adventure, you may make an Impress check (DC 20 + the adventure’s threat level). If your check is successful, you and each of your teammates gain 1 Reputation. A character may gain a maximum of 2 Reputation per adventure from any combination of characters with this feat.

The Measure of Wisdom
Enlightenment comes from doing.

Type: Style Feat

Prerequisites: Wisdom 17+

Benefit: You gain an additional Origin skill and a trick.

Wisdom Applied (Complex check trick): You gain a +2 bonus to this check.

Therianthrope Heritage
You have a little animal inside of you, just waiting to free itself.

Type: Species Feat

Prerequisites: Level 1 only.

Benefit: Choose one Animal based Species. You may take the Transform actions to change form between an Animal and your normal form. You have a single vitality point score but separate wound totals for your Animal and normal forms and each heals at the normal rate simultaneously. While in Animal form replace your normal Origin with the Animal Origin and vice versa (removing all attribute modifiers and features of one Species, then applying them from the other species). This may cause you to no longer meet the requirements for some of your feats and/or classes – if so, you may not use those feat benefits or class abilities of until you return to the for in which you qualify for them. You may select character options as both an Animal and your normal Species and using your attributes from either form.

Transformation(5 round Action): You may transform between your chosen animal form and your normal form. You become slowed for 5 rounds while you are transforming. When you are no longer Slowed you inflict 30 stress damage upon yourself. If you fail the associated Will save you become Enraged in your animal form instead of becoming Shaken.
You normally return to your normal form at the end of the current scene, however, you may take the Transformation Action, as long as you are not enraged to attempt to change back.

Special: You also involuntarily take the Transformation Action whenever you suffer fail a save for stress damage suffer or wound damage in your Normal form. Finally, you may lower one of your attributes by 2 to take an additional species feat with a prerequisite of 'Level 1 only' and either 'Animal' or your normal species.

Therianthrope Legacy
You have better control of that little animal in you.

Type: Species Feat

Prerequisites: Therianthrope Heritage

Benefit: When taking the Transformation Action you only suffer 20 Stress Damage. Also, you gain Fast Healer Quality, and when you take your Animal form you may become more humanoid and lose the Beast type.

Unearthed Arcana
You know every possible bit of information about monsters anatomy and habits.

Type: Skill Feat

Prerequisites: 4 or more Studies (monster species)

Benefit: Whenever you encounter a monster for which species you have a Study, you immediately recognize its true nature and gain 1 hint regarding its strength and weaknesses, in addition to any other you may learn (e.g. from a Knowledge check).

Alpha Warg
You don't run with the big dog. You are the big dog.

Type: Species Feat

Prerequisites: Warg.

Benefit: Captain is an Iconic Class for you and your size increases to Large (2x2) with a reach of 1. Your menacing threat may now affect up to 4 opponents at once.

Shadow Warg
They may not see you, but they're still scared to death of you.

Type: Species Feat

Prerequisites: Warg.

Benefit: Burglar is an Iconic Class for you and when you would gain a bonus Melee Combat feat you may instead choose a Basic Combat feat. You may Threaten using your Sneak skill. You gain the Salt the Wound trick (see FC, page 222).

Spirit Warg
You are a mystic among wargs, as mysterious as you are deadly.

Type: Species Feat

Prerequisites: Warg.

Benefit: Priest is an Iconic Class for you and your bite counts as your ritual weapon. Once per scene you may turn Folk.

Wise Warg
You get to be old being a fool. Not in this pack.

Type: Species Feat

Prerequisites: Warg.

Benefit: Sage is an Iconic Class for you. You may Threaten using your Sense Motive skill and gain the Mix-Up (threaten) trick (see FC, page 221).

Tunnel Clutch
The Kobold who live in remote mountains and deep caverns thrive in the darkness and have a habit of playing with fire.

Type: Species Feat

Requirements: Saurian, Level 1 Only

Benefit: Your size becomes small (1x1 reach 1), your wounds are equal to 2/3 of your Constitution, you also lose the natural attacks granted by your species.
You gain Crafting as an origin skill and Enlightened Skill: Prestidigitation. You also gain heat & fire resistance 5.
Finally you may ignore the “level 1 only” prerequisite of Draconic Heritage.

Tunnel Crest
Servants of dragons, their powerful magic runs through you.

Type: Species Feat

Requirements: Tunnel Clutch

Benefit: Your heat and fire resistance s increase by 5 (to 10) and spells from the Energy school cost 1 less spell point to cast.

Feral Horde
Your horde comes a very long way from anywhere civilised
Prerequisites: Orc or Goblin, level 1 only
Benefit: You gain Bite I, your base scent range increments are equal to your Wisdom score × 5 ft, and you gain a +4 to all Tracking checks.

Gemscale
Many drakes love treasure and riddles, but some more than others.  Their greed can be a peril to anyone in possession of the wealth they crave
Prerequisites: Drake, level 1 only
Benefit:  Your hearing range increments are equal to your Wisdom score × 10 ft. Further, you may always act during a surprise round unless deafened.  You also gain Thick Hide III and Lumbering (you suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you).

Deep Brave
In the deep, dark places of the earth, the Bugumarn wait.  
Prerequisites: Ogre, level 1 only
Benefit: Your hearing range increments are equal to your Wisdom score × 10 ft. Further, you may always act during a surprise round unless deafened.  Also, your base scent range increments are equal to your Wisdom score × 5 ft, and you gain a +4 to all Tracking checks.  However, your visual range increments are equal to your Wisdom score x5 ft, your increments with ranged attacks are halved, and you are light sensitive.

Deep Elder
As they age, the Bugumarn learn strange tricks with sound, and the ways of herding or paralysing their prey with fear.  
Prerequisites: Ogre, level 1 only
Benefit: You may cast Whispers and Ghost Sound once per scene with a casting level equal to your career level.  Also, you count as one size smaller for Stealth checks and squeezing, and your maximum Intimidate rank increases to your Career level +5.

Eye in the Sky
Big Brother has nothing on you.
     Prerequisites: Winged flight
     Benefit: Your visual range increment is multiplied by an amount equal to your starting action dice, and your travel speed while flying increases by the number of species feats you possess. Aditionally you gain 1 rank in Search and a +1 morale bonus to all Search checks. Apply this bonus rank before spending skill points.

High Flyer
Go where the eagles won't dare.
     Prerequisites: Winged flight
     Benefit: You gain the aquatic I quality, and may ignore 1 dice worth of Nature's Fury provided you are at least 40 ft above the ground (ie, at most you would be affected by 3 dice of a 4 dice event). Additionally when making a bullrush attack against an opponent you are physically above, you are treated as being one size category larger.

Big Appetite
Any time is dinner time
Prerequisites: Large size or greater*
Benefit: You gain the Devour NPC Quality, Hearty Appetite and the Swallow I natural attack.  However, you suffer a -2 penalty to appearance and require one additional meal per day.

Atavist
You eschew civilisation in favour of your more primative urges.
Bonus Feat: Primal Heritage
Animal Empathy: The disposition of all non-adversary animal NPCs is increased by 5.
Calling: You may gain levels as a Beastmaster or Force of Nature beginning at Career Level 4 if you meet all other prerequisites for that class.
Natural Menace: You gain 1 rank in Intimidate and a +1 morale bonus to all Intimidate checks. Apply this bonus rank before spending skill points.
Paired Skills: Each time you gain 1 or more ranks in the Notice skill, you also gain an equal number of ranks in the Survival skill. This may not increase your Survival skill beyond its maximum rank.

Primal Heritage
You're a throwback to what once was.
     Prerequisites: Level 1 only
     Benefit: The higher of your Constiution and Wisdom increases by 1, you gain a number of additional sensory increments equal to the number of species feats you possess, and you benefit from an additional food and drink per day. When taking the Basic Skill Mastery feat you have access to a new skill pair: Pursuer (Athletics & Survival). However, you may only posses a number of weapon proficiencies and fortes equal to your Intelligence modifier, minimum 1 (the restriction does not apply to tricks and advanced actions).

Primal Legacy
Grrrrr.
     Prerequisites: Primal Heritage
     Benefit: The lower of your Strength and Wisdom increases by 1, and your threat range when attacking standard animals, beasts or fae increases by 2, but your Intelligence based checks are always considered untrained.
     You may choose to surrender to your wild side once, counting your species feats as terrain feats and vice versa. If you do, your starting action dice decrease by 1 and the starting disposition of characters that aren't animals beasts towards you worsens by 10.

Bastard
Never forget what you are. Wear it like armour, and it can never be used to hurt you
Bonus feat: Any 'Blood' feat. (You may ignore type restrictions)
Chance Expert: You’re considered to have 2 additional Chance feats for any ability based on the number of Chance feats you have.
Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you also gain an equal number of ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank.
Natural Liar: You gain 1 rank in Bluff and a +1 morale bonus to all Bluff checks. Apply this bonus rank before spending skill points.
Retribution: You gain the Retribution trick (see Adventure Companion pg 142).

Exemplar
You are the very model of a modern, erm, whatever you are.
Bonus feat: Any species feat.
Devotee: You gain 1 Alignment and a Study related to that Alignment. You may not have more than 1 Alignment.
Going Places: Choose a single renown track. You may purchase ranks in this track for only 20 reputation.
Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
Species Empathy: The Disposition of non-adversary characters who share your Species increases by 5.

Inheritor
Someday all this will be yours.
Bonus Feat: Any Herritage feat. (You may ignore species prerequisites for both feats in this chain)
Noble Blood: You may purchase ranks of Noble renown for only 20 reputation.
Linguist: You gain 2 additional languages.
Flashy: Your Panache rises by 2.

Tempest
The touch of the elements is as sudden as it is brief.
Bonus Feat: Elemental Heritage.
Agile Defence: Your base defence increases by 1.
Overland Travel: Once per session you may reduce the overland travel time of any 1 trip to 3/4 standard (rounded down).
Paired Skills: Each time you gain 1 or more ranks in the Intimidate skill, you also gain an equal number of ranks in the Sneak skill. This may not increase your Sneak skill beyond its maximum rank.
Trackless Step: The DC of Tracking checks to follow your trail is increased by 10.

Crossbow Basics
Your fingers do the moving and your bolts do the talking.
Benefit: When you wield a loaded crossbow, it gains the spike quality. Also, you gain a stance.
Moving Hands, Moving Feet (Stance): If you move no more than half your speed when performing a Standard Move, you may make a single Handle Item action to reload as part of the movement.

Crossbow Mastery
They'll know they've been hit, but not where from.
Prerequisites: Crossbow Basics
Benefit: If your previous attack was not made from your current position, your crossbow attack deals additional damage equal to your Intelligence modifier (minimum 1). Also you gain a trick.
Untraceable Shot (Crossbow Attack Trick): If you make this attack while benefiting from at least ½ cover, you inflict 2 additional dice of sneak attack damage.

Crossbow Supremacy
You've got until I count to five...
Prerequisites: Crossbow Mastery
Benefit: You may make a free Handle Item action to reload as part of an Analyze or Aim action. Also, you gain a trick.
Line 'em Up! (Crossbow Attack Trick): You may make a single attack check with a -2 penalty against every character within a straight line originating from your position and within your first 2 range increments. If this attack misses, you become flat-footed. This attack only consumes 1 unit of ammunition, and this trick may only be used once per round.

Improvised Weapon Basics
Any object within reach is as deadly as a real weapon in your hands.
Prerequisite: 1+ Weapon Group Fortes
Benefit: You are no longer considered untrained when using an improvised version of a weapon for which you have proficiency. Also, you gain a stance:
Catch Off Guard (Stance): You gain a +4 bonus to attack and damage on the first attack,  or a +4 bonus on the first  check you make with any Improvised Weapon improvised since the start of your last Initiative Count.

Improvised Weapon Mastery
Hide the Cutlery.
Prerequisite: Improvised Weapon Basics
Benefit: You may improvise any weapon with which you are proficient of complexity 5D or 7D as a Handle Item check. No crafting check is necessary, although the materials must be present as described in the Improvise Item description (page 73). Also, you gain a trick:
Open Handed (Improvised Weapon Attack Trick): The target must also make a Will save (DC 10 + your Str modifier + the number of Basic Combat Feats you have) or be baffled.

Improvised Weapon Supremacy
The things you can do with a ladder make grown men shudder.
Prerequisite: Improvised Weapon Mastery
Benefit: You may also improvise weapons with which you are proficient of complexity 10D as a Handle Item check. Once per round, you may improvise a weapon with which you are proficient of complexity 5D or 7D as a free action. No crafting check is necessary, although the materials must be present as described in the Improvise Item description (page 73). Also, you gain a trick:
Versatile Improvisation (Improvised Weapon Attack Trick): You may immediately Trip, Disarm, or Feint  the target as a free action, causing the Improvised Weapon used to be destroyed (or otherwise rendered unusable as an Improvised Weapon until the end of the scene). You become flatfooted at the end of your initiative count.

Arm-wings
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain winged flight 50 ft but only while you are holding nothing in your hands.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Grand Specimen
You are unusual, and that gets you noticed.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Strength or Charisma scores increases by 1 (your choice if a tie).  Apply this bonus after any modifiers from your Species or Talent.
* Celebrated: Your Legend increases by 2.
* Natural Elegance: Your Appearance bonus increases by 1.
* Noble Blood: You may purchase Noble Renown for 20 Reputation per rank.

Wild
You just focus on being the best You you can be.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Constitution or Wisdom scores rises by 1.
* Inquisitive Mind: You gain 2 additional Interests.
* Origin Skill: You gain an additional Origin skill.
* Species Feat Expert: You’re considered to have 2 additional Species feats for any ability based on the number of Species feats you have.
* Unarmed Proficiency: You gain the Unarmed weapon proficiency.