The children of Lycanus, the feralfolk are a mix of man and beast. Often appearing as savage or bestial humans, feralfolk have the ability to transform, mutating into creatures that are neither man nor beast, growing sharp claws, cutting saber teeth, gruesome horns, and all manner of other bestial transformations. Thankfully these transformations are limited and mercifully short. In their normal form they appear as savage or bestial versions of humans usually with sharp teeth, long unkempt hair, sharp but harmless claws, bestial eyes, or some other mix of traits to show of their bestial lineage to the world. In these harsh lands they are mysterious and savage nomads, living off the land as they have since histories beginning. Often viewed with suspicion in the towns of the frontier, these feralfolk are blamed for everything from stolen livestock to maulings, with many fearing them as they do the predatory beasts of the wilds. That being said there are few other races that know the frontier as they do, and their ability to hunt down and procure the rarest and some of the most sought after resources therein make them a sought after, if mistrusted, group in the frontier.
Religion: Feralfolk almost universally follow Lycanus, the father of predators. Amongst his faith Feralfolk are considered to be one of the last of his humanoid children and one of the few races who still worships him almost exclusively. Amongst the Feralfolk though the Lycanus faith is as fractious and disjointed as the lord himself with the ideologies of the faithful often varying from pack to pack and the beliefs of their cleric. First amongst these faiths are the traditionalist. These followers often focus on either the power of predators and other less sentient progeny of their lord and seeking to emulate them in their everyday life in order to give them an edge in the environments they live in. Second are the reformists, this modern faith seeks to mend their broken lords psyche and rebuild him to his original proud state rather then having him remain the broken disjointed beast he has become. Many of these followers seek to promote his more proud and controlled states as well as combating those followers who seek to provoke him into wild fury or are aligned with the lord Jezelda and her vile brood. Finally there are the primalists, these wild followers seek to emulate their lords new maddening state, descending into his psychotic madness as a glorious expression of his wild power.
This build is tentative and subject to change upon the release of Blood of the Moon.
+2 Dexterity, +2 Wisdom, -2 Intelligence: The Feralfolk are agile and posses a feral cunning but there grasp of civilization and its teachings is usually quite limited.
Medium: Feralfolk are Medium creatures and have no bonuses or penalties due to their size
Normal speed: Feralfolk have a base speed of 30ft.
Low-light Vision: Feralfolk can see twice as far as humans in dim light.
Acrobatic: +2 on acrobatics and Climb Checks
Shifting: A feralfolk can tap into her lycanthropic heritage to gain short bursts of physical power. For a short time per day, a feralfolk can enter a state that is superficially similar to a barbarians rage. Each feralfolk has one of six feralfolk traits- characteristics that manifest themselves when a character is shifting. Each trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifting is a free action and lasts a number of rounds equal to 4 + the feralfolk’s unmodified Con mod. For every Feralfolk feat the feralfolk possesses the number of rounds per day increases by 2.
Feralfolk Traits: A feralfolk begins play with one of these traits
- Beasthide (Su): while shifting, a beasthide feralfolk gains a +2 bonus to Constitution and a +2 natural armor bonus
- Longtooth (Su): While shifting, a longtooth feralfolk gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels the feralfolk has). You cannot attack more than once per round with your bite, even if your base attack bonus is high enough to give you multiple attacks. You can user your bit as a secondary attack (taking a -5 penalty on your attack roll) while wielding a weapon.
- Cliffwalk (Su): While shifting, a cliffwalk feralfolk gains a +2 bonus to dexterity and has a climb speed of 20ft
- Razorclaw (Su): While shifting, a razorclaw feralfolk gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action ( as a primary natural weapon). She cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks. You can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all your attacks in that round take a -2 penalty.
- Longstride (Su): whild shifting, a longstride feralfolk gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
- Wildhunt (Su): While shifting, a wildhunt feralfolk gains a +2 bonus to Constitution and the scent ability. This ability allows the feralfolk to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt feralfolk can identify a familiar odors just as a human does familiar sights.
A wildhunt feralfolk can detect opponents within 30ft by sense of smell. If the opponent is upwind, the range increases to 60ft; if downwind, it drops to 15ft. 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 triple normal range, These stronger scents block other scents, so they can sometimes be used to confuse or hamper this feralfolk trait.
When a wildhunt feralfolk detects a scent, the exact location of the source isn’t revealed- only its presence somewhere within range. The feralfolk can take a move action to note the direction of the scent. Whenever the feralfolk comes within 5ft of the source, you pinpoint the source’s location.
While shifting a wildhunt feralfolk can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the increases by 2. This ability otherwise follows the rules for Survival. feralfolk tracking by scent ignore the effects of surface conditions and poor visibility.
When not shifting, a wildhunt feralfolk gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.