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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