Feral

There are countless stories of people that identify with wild animals. They see themselves as somehow trapped in the wrong body, and wish nothing more than to attain their true form. Ferals are people that have gained a measure of change toward their goal...they are mostly normal people in shape, but have been gifted with the qualities of a wild animal (creatures with the animal type).

Ferals can sometimes pass for normal people, if they keep themselves covered and in shadows. Should they be seen normally however, they are anything but normal. Each feral's physical appearance makes them look much like the animal they feel they are. Snake ferals may have slightly scaled skin and sharp fangs, cat ferals may have thick body hair and eyes with vertically slit pupils, hawk ferals may have small feathers and dangerous talons for fingernails. Ferals tend to think and move more like their animal counterparts than any normal person.

"Feral" is a template that can be added to any corporeal humanoid creature (referred to hereafter as the "base creature"). The creature's type changes to "magical beast." It uses all the base creature's statistics and special abilities except as noted here.

Speed: A ferals's mode of movement is the same as the base creature, except that maximum speed is 10 feet faster.
AC: The base creature's natural armor improves by +1.
Attacks: A feral retains all of the attacks of the base creature. It also gains a claw and/or bite attack (as per the animal they are tied to, except the damage die is 1/2 the animal's rounded up...a lion feral's claw would inflict 1d2+3 plus his str bonus rather than 1d4+5).
Special Qualities: A feral retains all the special qualities of the base creature and gains the magical beast type and those qualities listed here.
Fast Healing (Ex): A feral heals 1 points of damage per round so long as it lives.
Low-light Vision (Ex): A feral gains exceptional vision and can see as well in low light conditions as a human can in sunlight.
Animal Abilities (Ex): A feral gains any extraordinary (Ex) abilities possessed by a normal animal of the type the feral is connected with.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: For each ability the natural animal has of 16 or higher, the feral gains a like adjustment (for example, a cheetah has Str 16, Dex 19, which gives a cheetah feral a +1 to Str, +4 to Dex, and +1 to Con).
Skills: Ferals receive a racial bonus to any skills that their animal counterpart has (for example, a dog feral would gain a +5 racial bonus to Listen, Spot, and Swim checks, and a +1 racial bonus to Wilderness Lore...+8 when tracking by scent). Otherwise, same as the base creature.
Feats: Ferals gain Alertness, assuming the base creature meets the prerequisites and doesn't already have this feat.
Climate/Terrain: Any land and underground.
Organization: Solitary, pair, or pack (3-12).
Challenge Rating: Same as base creature +1
Treasure: Same as base creature.
Alignment: Any.
Advancement: By character class.


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