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Racial TraitsRace Point Cost
TypeHumanoid (beastkin)0
SizeMedium0
Base SpeedNormal0
Ability Score ModifiersStandard (+2 Str, +2 Wis, –2 Int)0
LanguagesStandard0
DefenseBeastkin Immunities2
DefenseFearless1
DefenseNatural Armor2
Feat and SkillFleet-Footed3
Feat and SkillSkill training (stealth and survival)1
Feat and SkillSkill bonus (Perception)2
MovementSprinter1
SensesDarkvision2
SensesLow-Light Vision1
Total15
Beastkin exhibit animalistic features (such as fangs, ears, or enhanced physical prowess) while coexisting alongside humans.

Beastkin Racial Traits

  • Ability Score Racial Traits: Beastkins are powerful physical specimens geared toward hunting, though they tend to be dense. They gain +2 Strength, +2 Wisdom, and -2 Intelligence.
  • Size: Beastkins are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Beastkins are Humanoid creatures with the beastkin subtype.
  • Base Speed: Beastkins have a base speed of 30 feet.
  • Languages: Beastkins begin play speaking Common and Beastmen. Beastkin with high Intelligence scores can choose from the following: Draconic, Dwarven, Elvaan, Galkan, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Beastkin Immunities: Beastkins are immune to magic sleep effects and gain a +2 racial saving throw bonus against enfeebling spells and effects.
  • Fearless: Beastkins gain a +2 racial bonus on all saving throws against fear effects.
  • Natural Armor: Beastkins have a +1 natural armor bonus.

Feat and Skill Racial Traits

  • Fleet-Footed: Beastkins receive Run as a bonus feat and a +2 racial bonus on initiative checks.
  • Hunter: Beastkins always count Stealth and Survival as class skills.
  • Keen Senses: Beastkins receive a +2 racial bonus on Perception checks.

Movement Racial Traits

  • Sprinter: Beastkins gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Senses Racial Traits

  • Darkvision: Beastkins can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Beastkins have low-light vision allowing them to see twice as far as humes in dim light.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Alluring: Some beastkins are alluring and more magnetic than wise. These beastkins start with a +2 bonus to Charisma. This racial trait replaces the +2 Wisdom bonus.
  • Civilized: Outcast beastkins have learned to better integrate with society in an attempt to find a new pack. Beastkins with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks. This racial trait replaces keen senses.
  • Cold Acclimated: Beastkins are accustomed to the extreme temperatures of snowy and polar regions to the far north. Beastkins with this racial trait have white fur and are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), beastkins suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. In addition, beastkins with this racial trait also gain Ice Resistance 5. This racial trait replaces the natural armor trait.
  • Feral: Beastkins with this trait give in to their animal natures at the expense of their intellects. A beastkin with this racial trait always has Perception and Stealth as class skills. In return for this racial trait, the beastkin starts with a -2 penalty to Intelligence.
  • Heat Acclimated: Beastkins are accustomed to the extreme temperatures of the plains and deserts they inhabit. Beastkins with this racial trait automatically succeed on Fortitude saves to avoid heat dangers for conditions up to and including severe heat. This racial trait replaces the natural armor racial trait.
  • Influential: Exceptionally clever beastkins take up the mantle of shaman for their tribes and use their gifts to more readily enslave beastkin captives. Beastkins with this racial trait gain a +2 bonus on Diplomacy checks and add +1 to the saving throw DCs for their spells of the enfeebling school that they cast. This racial trait replaces keen senses.
  • Information Hunter: Outcast beastkins who live in large settlements have learned to apply their hunting and scavenging instincts to more esoteric pursuits. Beastkins with this racial trait gain a +2 racial bonus on Diplomacy checks to gather information, and Knowledge (local) is always a class skill for them. This racial trait replaces keen senses.
  • Light Build: Some beastkins are light and proportionately weaker but more agile. These beastkins start with a +2 bonus to Dexterity. This racial trait replaces the +2 Strength bonus.
  • Loper: Beastkins find success by moving faster than their kin, sometimes at the expense of the thick fur protecting them. Beastkins with this racial trait gain a +10 bonus to their base speed, and they gain an additional +10 foot racial bonus when using the charge, run, or withdraw actions. This racial trait replaces the natural armor racial trait.
  • Scent: Some beastkins favor a keen sense of smell over sensitive sight. Beastkins with this racial trait gain the scent ability. This racial trait replaces the low-light vision.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Astrologian: Add +1/3 times per day for the draw ability.
  • Bard: Add +1/6 to the bonus provided by the bard’s inspire courage bardic performance.
  • Beastmaster: Add +1/2 to the damage dealt by the beastmaster’s animal companion’s natural attacks.
  • Berserker: Add +1 to the berserker’s total number of rage rounds per day.
  • Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
  • Druid: Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.
  • Medic: Add +1/6 to the dodge bonus granted by the medic’s evasive ability.
  • Samurai: Add +1/3 to the samurai’s critical confirmation rolls.
  • White Mage: Add +1 to the amount of damage the white mage heals with lay on hands, but only when the white mage uses that ability on herself.