Awakened Animal (Apath)

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Unofficial rules compendium

Awakened animals are for players who want to play animal characters, or druid characters who want to turn their animal companions into cohorts. They follow animal attributes and the awaken spell, but modified for balance and playability.

Awakened animals lack many abilities humanoids take for granted, such as hands with opposable thumbs. This means that they have been compensated with other abilities and high ability scores. This is especially true of the larger animals, for animals, large size is more of a hindrance than a benefit.

General Information

Awakened animals are magical beasts of the augmented animal subtype that are created from normal animals using the awaken druid spell. Most awakened animals are allies or former animal companions of the druids who awakened them, but some have been awakened on a whim or by some location, artifact, ancient magic, or created trough polymorph spells. In Zindia (Vuldra) there are locations, such as ancient ruins or magical pools, that awaken animals or polymorph intelligent creatures into awakened animals. This means that each awakened animal has a unique story, and their motivations are as varied as their origins.

An awakened animal that was an animal has only hazy memories of their life as an animal, much like most humans have of their first four years. They remember long-lasting love, friendship or enmity, but day-to-day events are a blur.

Physical Description: Awakened animals resemble the animals they were, but usually have a bit of a tame, well-groomed look about them that wild animals do not have. They are also well fed, to the point of being in worse physical shape than wild animals - their intelligence lets them get by better than normal animals would.

Society: Only around sites that automatically create new awakened animals does anything like a society exist. This is often among ruins, where the animals hold court and mimic civilized society. Often such a the ruin is considered a kind of sacred ground where no fighting is allowed. Predatory awakened animals tend to avoid eating other animals who are also awakened, tough they sometimes make a show of hunting them to impress and intimidate. Evil predators have no such compunctions.

Awakened animals are divided on the subject of creating more of themselves. Some see it as a right, that all animals ought to be awakened and emancipated. Others see awakening as an abomination and themselves as cursed. Both of these are extreme positions, most take a middle view, wanting to awaken their mate and immediate family but not caring much for normal animals of their species and even less for other animals. Another minority see themselves as exalted and refuse to deal with ordinary animals, living their entire lives among other intelligent creatures.

Relations: Awakened animals are rare enough that they are thought of as individuals, not a group. At the same time, they are relatively easy to understand and do not look monstrous. This means that once people have realized what the awakened animal is, they are accepted, especially if they accept animal-like roles in relation to humanoids. Most knight would love to have a talking horse, but if the horse demands a bedroom, there might be issues.

Alignment and Religion: Awakened animals tend towards neutral alignments and towards the druidic faith, because that is how most of them came to be. But this is not a given, awakened animals can be of any alignment and devote themselves to any power who is not too biased towards humanoids. Many awakened animals feel drawn to religions that see their kind of animal as sacred. Good awakened animals want to get to help and understand other intelligent creatures, and often act as guides for travelers in their native lands. Evil awakened animals see other intelligent creatures as legitimate prey.

Adventurers: Awakened animals are natural adventurers, as they have no natural niche is normal society. Living as an animal in the wild is a life of adventure in itself, and many awakened animals take naturally to the barbarian, druid, and ranger classes. Some skills are not usable without hands, and that makes some rogue roles hard, but awakened animals thrive as scouts. Large or predatory animals make good fighters. Most awakened animals lack the intelligence or charisma to make good arcane spellcasters, but clerics are not uncommon.

Names: There are no typical awakened animal names as such. Awakened animals are usually given their names by humanoids, and either have normal names depending on what humanoid named them, or have names typically given to animals. Being so rare, they are often refereed to simply by the name of their animal species with added emphasis, with names like The Tiger or The Bat.

Standard Traits

These traits are common to all awakened animals. Each specific animal described below only notes any difference from these standards.

Racial Traits

  • Ability Score Racial Traits: Varied depending on the specific type of animal.
  • Size: Varied depending on the specific type of animal.
  • Type: Awakened animals are magical beasts of the augmented animal subtype.
  • Base Speed: Varied depending with the specific type of animal.
  • Languages: Awakened animals normally speak Common and Sylvan. Awakened animals with high Intelligence scores can choose from the following: Draconic, Elvish, Gnoll, Gnome, Orc, Treant.

Feat and Skill Racial Traits

  • Tiny Animal Agility: Tiny and smaller animals use Dexterity to modify Climb and Swim checks.
  • Animal Similarity: All awakened animals gain a +10 circumstance bonus on Bluff and Disguise checks to masquerade as the type of animal they belonged to before they were awakened. They need no actual disguise to maintain such a role, they just need to refrain from talking and curb their intelligent behavior.

Weakness Racial Traits

  • No Hands: Most awakened animals lack hands. This makes them unable to use tools and the Craft, Disable Device, Profession, Ride, or Sleight of Hand skills. The weapons they can use are the brass knuckles, cestus, gauntlet, spiked armor, and spiked gauntlet. An awakened animal that uses a weapon loses the use of the corresponding natural weapon and treats all other natural attacks as secondary attacks.
  • Armor Hindrance: Awakened animals find armor restricting and hard to don. As non-humanoid creatures, all armor costs are doubled. In addition, awakened animals cannot use the most advanced form or armor proficiency they have. An awakened animal proficient in only light armor is not considered proficient in any armor when in animal form, an awakened animal proficient in medium and light armor can only proficiently use light armor, and an awakened animal proficient in all kinds of armor can proficiently use light and medium armor. An awakened animal cannot use shields.

Offense Racial Traits

All awakened animals have some form of natural attacks, which they are always proficient with. Awakened animals using these natural attacks are not considered unarmed. An awakened animal only uses one such attack with a standard attack action, or all of them with a full attack action. Some attacks are noted as secondary, these suffer a -5 penalty on attack rolls. If an awakened animal uses one or more weapons, all natural attacks become secondary. Awakened animals with high attack bonuses can use iterative attacks, but in this case they pick a single natural attack and use that one several times instead of using all their natural attacks.

Magical Racial Traits

  • Animal Somatics: An awakened animal can satisfy any somatic component of spells he knows as if he had hands.
  • Animal Materials: An awakened animal need only carry a spell component pouch to satisfy any material component requirements for spells, he need not actually hold the component. An awakened animal need not hold a divine focus in the hand to use it, and can use one that emblazoned, tattooed, painted, or otherwise shown without being held.
  • Animal Spell Books: An awakened animal can have a spell book in the form of fetiches, markings, tattoos, brands, or other adornments. Each such adornment stores one spell, and together they function just like an ordinary spell book.

Senses Racial Traits

Most awakened animals have low-light vision, but some awakened animals have other senses in addition to or instead.

  • Low-Light Vision: Awakened animals can see twice as far as humans in conditions of dim light.

Kinds of Awakened Animals

Alligator

Alligator at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +4, Constitution +2, Intelligence -2, Charisma -4.
  • Size: Medium
  • Base Speed: 20 ft., swim 30 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): Alligators have a natural armor bonus of +4

Offense Racial Traits

  • Bite: (1d6 plus grab)
  • Tail slap: (1d10)
  • Grab (Ex): If an alligator hits with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability. The alligator has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals bite damage. Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
  • Death Roll (Ex): When grappling a foe of its size or smaller, an alligator can perform a death roll upon making a successful combat maneuver check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The alligator inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
  • Sprint (Ex): Once per minute an alligator may sprint, increasing its land speed to 40 feet for 1 round.

Bat

Bat at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength -6, Dexterity +4, Wisdom +2
  • Size: Diminutive
  • Base Speed: 5 ft., fly 40 ft. (good)

Offense Racial Traits

  • Bite: 1d3

Senses Racial Traits

  • Blindsense: 20 ft. A bat perceives surroundings with echolocation, emitting high-pitched screams and listening to echoes. This sense is blinded in an area of silence.
  • Racial Modifier: +4 Perception

Bear (Black)

Bear (Black) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +2, Constitution +2
  • Size: Medium
  • Base Speed: 40 ft.

Defense Racial Traits

  • Natural Armor (Ex): +4

Feat and Skill Racial Traits

  • Racial Modifier: +4 Swim

Offense Racial Traits

  • 2 claws (1d4+ plus grab)
  • bite (1d4)
  • Grab: If a creature with this special attack hits with the indicated attack (a claw), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.
    The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
    Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Boar

Boar at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +2, Con +2
  • Size: Medium
  • Base Speed: 40 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +4
  • Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.

Offense Racial Traits

  • Gore: 1d8

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Cat (House Cat)

Cat (House Cat) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Str -4, Dex +2, Wis +2, Cha +2
  • Size: Tiny.
  • Base Speed: 30 ft.

Feat and Skill Racial Traits

Racial Skill Modifiers: +4 Climb, +4 Stealth

Offense Racial Traits

  • 2 claws: (1d2)
  • Bite: 1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Cat (Margay)

Cat (Margay) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Constitution, +4 Dexterity, -2 Intelligence
  • Size: Small.
  • Base Speed: 30 ft., climb 30 ft.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +8 Acrobatics, +4 Climb, +4 Perception, +4 Stealth
  • Margays use their Dexterity modifier for Climb checks.

Offense Racial Traits

  • Bite(1d4 plus grab)
  • 2 claws (1d3)
  • Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). This only applies to natural attacks, not weapon attacks.
  • Rake: 2 claws, 1d3

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Leopard

Leopard at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Strength, +4 Dexterity.
  • Size: Medium
  • Base Speed: 30 ft., climb 20 ft.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 on Stealth in undergrowth

Offense Racial Traits

  • Bite(1d6 plus grab), 2 claws +6 (1d3)
  • Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). This only applies to natural attacks, not weapon attacks.
  • Rake: 2 claws, 1d3

Senses Racial Traits

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Lion

Lion at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +6 Strength, +2 Dexterity, +2 Constitution.
  • Size: Large.
  • Base Speed: 40 ft.

Defense Racial Traits

  • Natural Armor (Ex): +3

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics, +4 Stealth (+8 in undergrowth)

Offense Racial Traits

  • Bite (1d8 plus grab)
  • 2 claws (1d4 plus grab)
  • Grab: If a creature with this special attack hits with the indicated attack (a claw), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.
    The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
    Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
  • Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). This only applies to natural attacks, not weapon attacks.
  • Rake (Ex): 2 claws, 1d4. A creature with this special attack gains extra natural attacks when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. As noted under pounce, rake can be used in the same round as the creature pounces.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Tiger

Tiger at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Varied depending on the specific type of animal.
  • Size: Large.
  • Base Speed: 40 ft.

Defense Racial Traits

  • Natural Armor (Ex): +3

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics, +4 Stealth (+8 in tall grass)

Offense Racial Traits

  • Grab: If a creature with this special attack hits with the indicated attack (a claw), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.
    The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
    Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
  • Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). This only applies to natural attacks, not weapon attacks.
  • Rake (Ex): 2 claws, 1d10. A creature with this special attack gains extra natural attacks when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. As noted under pounce, rake can be used in the same round as the creature pounces.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Crocodile

Crocodile at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +6, Constitution +2, Intelligence -2.
  • Size: Large.
  • Base Speed: 20 ft., swim 30 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +4
  • Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
  • Sprint (Ex): Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +8 on Stealth in water

Offense Racial Traits

  • Bite: (1d8 plus grab)
  • Tail slap:(1d12)
  • Grab: If a creature with this special attack hits with the indicated attack (a claw), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.
    The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.
    Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
  • Death Roll (Ex): When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Dog (Small)

Dog (Small) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Constitution +2, Wisdom +2, Intelligence -2
  • Size: Small
  • Base Speed: 40 ft.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent

Offense Racial Traits

  • Bite: (1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Dog, Medium

Dog (Medium) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +2, Constitution +2, Intelligence -2
  • Size: Medium
  • Base Speed: 40 ft.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent

Offense Racial Traits

  • Melee bite (1d6 plus trip)
  • Trip (Ex): A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Dolphin

Dolphin at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Dexterity.
  • Size: Medium
  • Base Speed: Swim 80 ft.

Weakness Racial Traits

  • No legs: Dolphins lack legs, having limbs that are specialized in swimming. They are automatically prone when on land and can only move by crawling. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Perception
  • Hold Breath (Ex): A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Offense Racial Traits

  • Slam: (1d4)

Senses Racial Traits

  • Blindsight: 20 ft. A dolphin perceives surroundings with echolocation, emitting high-pitched screams and listening to echoes. This sense only works underwater and is blinded in an area of silence.

Eagle

Eagle at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Intelligence.
  • Size: Small
  • Base Speed: 10 ft., fly 80 ft. (average)

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +8 Perception

Offense Racial Traits

  • 2 talons (1d4)
  • Bite: (1d4)

Elephant

Elephant at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +14, Constitution +4, Dexterity -2, Intelligence -2.
  • Size: Huge
  • Base Speed: 40 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +9

Offense Racial Traits

  • Gore: (2d8)
  • slam: (2d6)
  • trample (2d8)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Fox

Fox at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Strength
  • Size: Tiny.
  • Base Speed: 40 ft.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent

Offense Racial Traits

  • Bite: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Deer

Deer at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Varied depending on the specific type of animal.
  • Size: Medium
  • Base Speed: 40 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Perception, +4 Stealth (+8 in forests), +4 Swim

Offense Racial Traits

  • Gore: (1d6+1)
  • 2 hooves: (secondary, 1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Elk

Elk at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +4 Dexterity, +2 Constitution, -2 Intelligence.
  • Size: Medium
  • Base Speed: 50 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Feat and Skill Racial Traits

  • Run

Offense Racial Traits

  • Gore: (1d6)
  • 2 hooves: (secondary, 1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Goat

Goat at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Charisma.
  • Size: Small
  • Base Speed: 30 ft.

Weakness Racial Traits

  • Hooves: This animal lacks paws, having limbs that are specialized in jumping and climbing. They cannot don armor by themselves, and cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Acrobatics when jumping, +4 Survival to find food

Offense Racial Traits

  • gore (1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Moose

Moose at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +4, Constitution +2, Intelligence -2.
  • Size: Large
  • Base Speed: 30 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +5
  • Space 10 ft.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +2 Perception, +4 Stealth in forests, +4 Swim

Offense Racial Traits

  • Head butt: (1d8)
  • 2 hooves: (secondary, 1d6)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Sheep

Sheep at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Varied depending on the specific type of animal.
  • Size: Medium
  • Base Speed: 30 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +2

Feat and Skill Racial Traits

Offense Racial Traits

  • Bite: (1d6)

Horse, Light

Horse, Light at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +2, Constitution +2, Intelligence -2.
  • Size: Large
  • Base Speed: 50 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Feat and Skill Racial Traits

  • Run

Offense Racial Traits

  • 2 hooves: (1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Horse, Heavy

Horse, Heavy at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +4, Constitution +4, Dexterity -2, Intelligence -2.
  • Size: Large
  • Base Speed: 50 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +2

Feat and Skill Racial Traits

  • Run

Offense Racial Traits

  • Bite: (1d4)
  • 2 hooves: (1d6)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Pony

Pony at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Constitution +2, Charisma +2, Intelligence -2.
  • Size: Medium
  • Base Speed: 40 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Feat and Skill Racial Traits

  • Run

Offense Racial Traits

  • 2 hooves: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Primate (Ape)

Primate (Ape) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Dexterity +4, Intelligence -2
  • Size: Medium
  • Base Speed: 30 ft., climb 30 ft.

Defense Racial Traits

  • Natural Armor (Ex):

Feat and Skill Racial Traits

  • Biped: The ape has clever hands that can perform manipulation like a human hand. They cannot hold anything when using their natural attacks or climb speed but otherwise manipulates objects like a human does. Apes are not quadrupeds and don't receive any bonus to CMD when resisting trip attacks. A primate that uses a weapon loses the use of the corresponding natural weapon and treats all other natural attacks as secondary attacks.

Offense Racial Traits

  • 2 slams: (1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Primate (Baboon)

Primate (Baboon) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Dexterity +2
  • Size: Small
  • Base Speed: 30 ft.

Defense Racial Traits

  • Natural Armor (Ex):

Feat and Skill Racial Traits

  • Biped: The baboon has clever hands that can perform manipulation like a human hand. Baboons are not quadrupeds and don't receive any bonus to CMD when resisting trip attacks. A primate that uses a weapon loses the use of the corresponding natural weapon and treats all other natural attacks as secondary attacks.

Offense Racial Traits

  • bite (primary, or secondary if using weapons, 1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Primate (Chimpanzee)

Primate (Chimpanzee) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength +4, Dexterity -2
  • Size: Medium
  • Base Speed: 30 ft., climb 30 ft.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Biped: The chimpanzee has clever hands that can perform manipulation like a human hand. They cannot hold anything when using their natural attacks or climb speed but otherwise manipulates objects like a human does. Chimpanzees are not quadrupeds and don't receive any bonus to CMD when resisting trip attacks. A primate that uses a weapon loses the use of the corresponding natural weapon and treats all other natural attacks as secondary attacks.

Offense Racial Traits

  • 2 slams: (1d4)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Primate (Monkey)

Primate (Monkey) at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength -4, Dexterity +2
  • Size: Tiny
  • Base Speed: 30 ft., climb 30 ft.

Feat and Skill Racial Traits

  • Biped: The monkey has clever hands that can perform manipulation like a human hand. They cannot hold anything when using their climb speed but otherwise manipulates objects like a human does. Monkeys are not quadrupeds and don't receive any bonus to CMD when resisting trip attacks. A primate that uses a weapon loses the use of the corresponding natural weapon and treats all other natural attacks as secondary attacks.

Offense Racial Traits

  • Bite: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Raccoon

Raccoon at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength -4, Dexterity +2
  • Size: Tiny
  • Base Speed: 20 ft., climb 20 ft.

Feat and Skill Racial Traits

  • Hands: The raccoon has clever hands that can perform manipulation like a human hand. They cannot hold anything when running but otherwise manipulates objects like a human does.

Offense Racial Traits

  • Bite: (1d3)

Rat

Rat at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength -4, Dexterity +2
  • Size: Tiny
  • Base Speed: 15 ft., climb 15 ft., swim 15 ft.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Stealth (+8 more from size)
  • Racial Skill Modifiers: +8 Climb and can always take 10 on Climb checks (from climb speed)
  • Racial Skill Modifiers: +8 Swim and can always take 10 on Swim checks (from swim speed)

Offense Racial Traits

  • Bite: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Snake, Constrictor

Snake, Constrictor at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Varied depending on the specific type of animal.
  • Size: Large
  • Base Speed: 20 ft., climb 20 ft., swim 20 ft.

Weakness Racial Traits

  • Snake Tail: The only weapon this animal can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +4
  • Snake: Snakes cannot be tripped.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +8 Climb and can always take 10 on Climb checks (from climb speed)
  • Racial Skill Modifiers: +8 Swim and can always take 10 on Swim checks (from swim speed)
  • Racial Skill Modifiers: +4 Perception, +4 Stealth, +8 Acrobatics

Offense Racial Traits

  • Bite: (1d8 plus grab)
  • Constrict (Ex):

If a constrictor snake hits with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Constrict can only be used against targets of a size equal to or smaller than the creature with this ability.
The snake has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold deals constriction (bludgeoning) damage with each successful grapple check.
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Snake, Viper

Snake, Viper at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: -4 Strength, +2 Dexterity.
  • Size: Tiny
  • Base Speed: 20 ft., climb 20 ft., swim 20 ft.

Weakness Racial Traits

  • Snake Tail: The only weapon this animal can use is spiked armor. They cannot be tripped. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1
  • Snake: Snakes cannot be tripped.

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Perception, +4 Stealth

Offense Racial Traits

  • Bite: (1d2 plus poison)
  • Poison (Ex): Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Squirrel (Flying)

Squirrel (Flying) at pathfinder SRD. To make this a regular squirrel, remove fly speed and the glide ability.

Racial Traits

  • Ability Score Racial Traits: -4 Strength, +4 Dexterity.
  • Size: Tiny
  • Base Speed: 20 ft., fly 40 ft. (clumsy)

Weakness Racial Traits

Defense Racial Traits

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +11 Acrobatics (+8 when jumping), +8 Climb

Movement Racial Traits

  • Glide (Ex): A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.

Offense Racial Traits

  • Bite: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Turtle, Snapping

Turtle, Snapping at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: Strength -4, Dexterity -2, Intelligence +2, Wisdom +4
  • Size: Tiny
  • Base Speed: 10 ft., swim 20 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1
  • Shell (Ex): As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.

Offense Racial Traits

  • Bite: (1d3)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Weasel

Weasel at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: -4 Strength, +2 Dexterity.
  • Size: Tiny
  • Base Speed: 20 ft., climb 20 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +1

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Stealth, +8 Acrobatics

Offense Racial Traits

  • Bite: (1d3 plus attach)
  • Attach (Ex): When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Wolf

Wolf at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Dexterity, +2 Constitution, -2 Intelligence
  • Size: Medium
  • Base Speed: 50 ft.

Weakness Racial Traits

  • No paws: This animal lacks paws, having limbs that are specialized in whatever movement mode the animal uses. They cannot don armor by themselves, and need to use the Climb skill even on a steep (45°) slope that a human would only consider difficult ground. They cannot climb up vertical walls. The only weapon they can use is spiked armor. This is in addition to the penalties from the no hands weakness.

Defense Racial Traits

  • Natural Armor (Ex): +2

Feat and Skill Racial Traits

  • Racial Skill Modifiers: +4 Survival when tracking by scent

Offense Racial Traits

  • Bite: (1d6+ plus trip)

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Wolverine

Wolverine at pathfinder SRD

Racial Traits

  • Ability Score Racial Traits: +2 Strength, +2 Constitution, -2 Intelligence.
  • Size: Medium
  • Base Speed: 30 ft., burrow 10 ft., climb 10 ft.

Defense Racial Traits

  • Natural Armor (Ex): +2

Feat and Skill Racial Traits

Offense Racial Traits

  • 2 claws: (1d6)
  • Bite: (1d4)
  • rage

Senses Racial Traits

  • Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. 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.
    When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
    A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
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