Animal Aspect Table (Apath)
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|Unofficial rules compendium|
- Antelope: You do not lose your Dexterity bonus to armor class when you do the run action.
- Anura: Your leaps count as running jumps even without a running start.
- Frog: You can make unarmed grapple attacks as if you had reach, but do not threaten an area for this purpose and cannot make attacks of opportunity this way.
- Toad: You get a +1 bonus on Stealth checks.
- Armadillo: When you take the full defense action, increase your armor class by an additional +2.
- Bat: If you miss due to concealment you may reroll the concealment miss chance on your unarmed attacks.
- Bear: You gain a +1 bonus on grapple checks.
- Bird: Gain a +1 bonus on Perception checks.
- Crow: A creature damaged by one of your unarmed attacks must make a Fortitude save (DC 10 + ½ class level + Constitution bonus or be dazzled for one round. A creature need only make this saving throw once per round.
- Raptor: When you spend a move action to make a Perception check, your distance modifier on visual Perception checks is -1 per 100 ft. of distance (rather than -1 per 10 ft. of distance).
- Boar: You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and lose 1 hit point each round. You still die when your hit point total reaches a negative amount equal to your Constitution score.
- Canine: You gain scent, except when in water.
- Dog: Gain +2 to sense motive against creatures whose scent you can feel.
- Wolf: You do not trigger attacks of opportunity when you do trip attacks.
- Cat: When you make an unarmed attack in a surprise round, you gain a +2 bonus to hit.
- Cheetah: When you charge, you move three times your speed instead of twice your speed.
- Jaguar: When you charge and hit with an unarmed attack, you may make an additional unarmed attack at a -5 penalty against the same target.
- Lion: When you successfully scare using Intimidation, the target becomes frightened for the first round of the duration.
- Camel: Once per day you can force an opponent hit by one of your unarmed attacks to make a Fortitude save (DC 10 + ½ class level + Constitution bonus or be Sickened for 1 round.
- Crocodile: When you successfully grapple a creature with an unarmed attack, that creature is knocked prone.
- Dolphin: You can hold your breath for a number of minutes equal to 4 times your Constitution score before you risk drowning.
- Elephant: You can use Move By Attack and attack with an unarmed attack (only).
- Fish: You do full damage with unarmed attacks underwater.
- Barracuda: You gain a +2 bonus on unarmed damage attack when grappling.
- Eel: You cause 1 point of electric damage with an unarmed attack.
- Octopus: When you do the retreat action underwater, you can move four times your speed.
- Gar: You gain a +1 bonus on grapple checks.
- Pirahna: You gain scent underwater.
- Fox: You gain a +1 bonus on Reflex saves.
- Hedgehog: You cause half unarmed damage to anyone trying to force you into a grapple.
- Llama: Once per day you can force an opponent hit by one of your unarmed attacks to make a Fortitude save (DC 10 + ½ class level + Constitution bonus or be Sickened for 1 round.
- Ram: You gain a +2 bonus on Bull Rush maneuvers.
- Simian: You gain a +1 bonus on Climb checks
- Ape: You do not cause attacks of opportunity when you do the disarm maneuver.
- Gorilla: You gain a +1 bonus on grapple checks.
- Monkey: You do not lose your Dexterity bonus to Armor Class when climbing.
- Snake: You get +4 CMD against Trip attacks.
- Spitting cobra: As a standard action you can force an opponent within 30 ft. to make a Fortitude save (DC 10 + ½ class level + Constitution bonus or be blinded for 1 round.
- Viper: Once per day you can force an opponent hit by one of your unarmed attacks to make a Fortitude save (DC 10 + ½ class level + Constitution bonus or take 1d4 points of Constitution damage.
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