Origins

Specialties

Genesoldier

Through magic or technology, something was done to you. Someone took elements of other creatures and fused them with you, creating a new hybrid creature.
Bonus Feat: Pathfinder Basics (Appropriate Terrain type for your Animal Template)
Animal Empathy: The Disposition of non-adversary animals increase by 5
Hybrid Template: You have elements of other creatures within your body, giving you unique abilities. Choose a Hybrid template from the list below.
Tenacious Spirit: You gain 1 additional vitality per level.

Hybrid Templates

Ape
Attribute Training: The lower of your Strength or Dexterity scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
Superior Climber: You gain the Superior Climber I NPC quality.
Crunch!: Your Strength-based damage rolls inflict 1 additional damage.

Bear
Attribute Training: The lower of your Strength or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
Bloodthirsty: You may not attack more than one character in each round.
Natural Attack: You gain the Claw I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
Sterner Stuff: The keen quality of each attack made against you decreases by 4.
Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

Bird
Hollow Bones: You suffer 1 additional damage per die from blunt weapons and sickened for a number of rounds equal to 1/2 any blunt damage taken (rounded down).
Keen Sight: Your visual range increments are equal to your Wisdom score × 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
Winged Flight: You may fly with a Speed of 30 ft. If you already possess a winged flight speed it instead increases by 10 ft.

Cat
Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Cat Fall: You suffer 1 less die of damage from falling.
Darkvision I: You ignore the effects of dim and faint light.
Enlightened Sneak: Your maximum Sneak rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
Natural Attack: You gain the Claw I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

Chameleon
Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
Independent Eyes: You may only be flanked by 3 or more adjacent opponents.
Natural Chameleon: As a one minute action, you may gain Chameleon I matching the surrounding terrain (see page 231). This camouflage is lost when you sleep or replace it with a new terrain.
Prehensile Tail: You may ready 1 additional item, or make handle item actions when your hands are full.

Chloroplastic Infusion
Achilles Heel (Fire): When you suffer fire damage, you also suffer an equal amount of lethal damage.
Bleeding Immunity: You’re immune to bleeding (see page 212).
Cellular Hybridisation: Your type changes to Plant (see page 226).

Dog
Bloodhound: Your base scent range is equal to your Wisdom score × 10 ft. and, you gain a +6 bonus with Tracking checks.
Natural Attack: You gain the Bite I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

Elephant
If I Recall…: You gain a +5 bonus with Knowledge checks (see page 66).
Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

Fish
Aquatic: You gain the Aquatic II NPC Quality.
Heat Intolerance: You suffer 1 additional damage per die from heat and sickened for a number of rounds equal to 1/2 any heat damage taken (rounded down).
Natural Swimmer: You swim with a Speed of 20ft. If you already possess a swim speed then it increases by 10 ft.

Frog
Aquatic: You gain the Aquatic I NPC Quality.
Heat Intolerance: You suffer 1 additional damage per die from heat and sickened for a number of rounds equal to 1/2 any heat damage taken (rounded down).
Prehensile Tongue: You gain +1 Reach for Unarmed Disarm, Grapple and Trip attempts and may initiate Grapple attempts from within your reach (moving your opponent into your square if they are your size or smaller, or moving you into theirs if they are larger).
Superior Jumper: You gain the Superior Jumper II NPC quality.

Horse
Fast: Your Ground Speed increases by 10 ft.
Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).

Lizard
Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
Fast Healer: You gain the Fast Healer NPC Quality.
Natural Climber: You are always considered to have Climber's Gear (see page 159) and gain the Superior Climber I NPC quality.

Rabbit
Agile Defence: Your base Defence increases by 1.
Fast: Your Ground Speed increases by 10 ft.
Reduced Size: Your size is decreased one stage, with a minimum size of Small.

Rat
Cat Fall: You suffer 1 less die of damage from falling.
Fast: Your Ground Speed increases by 10 ft.
Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
Reduced Size: Your size is decreased one stage, with a minimum size of Tiny.
Repulsive Habits: You suffer a –2 penalty to Appearance (see FC, page 153).

Rhino
Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
Natural Attack: You gain the Gore I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
Thick Hide 3: You’re considered to be wearing partial armour that provides Damage Reduction 3. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

Snake
Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
Cat Fall: You suffer 1 less die of damage from falling.
Increased Size: Your size is increased one stage, with a maximum size of Large. However, you still weild weapons as if you were a Medium sized character.
Natural Attack: You gain the Bite I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
Restricted Actions: Kick attacks, as well as Tumble and Tumble checks you make are considered untrained (see page 63).
Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.

Spider
Multi-Armed: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects. You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands that are free. If you gain the Many-Armed feat you lose these benefits and the lower of your Strength of Dexterity rises by 1.
Natural Attack: You gain the Bite I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
Natural Climber: You are always considered to have Climber's Gear (see page 159) and gain the Superior Climber I NPC quality.
Reviled: The Dispositions of non-Genesoldiers decrease by 10.

Turtle
Aquatic: You gain the Aquatic I NPC Quality.
Slow: Your Ground Speed decreases by 10 ft.
Sterner Stuff: The keen quality of each attack made against you decreases by 4.
Thick Hide 3: You’re considered to be wearing partial armour that provides Damage Reduction 3. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

Unstable Structure
Bleeding Immunity: You’re immune to bleeding (see page 212).
Minor Shapechange: You are always considered to have a Disguise Kit, and may ignore Disguise check penalties from Height and Weight.
Structural Instability: Your type changes to Ooze (see page 226).

Infantryman

You're a member of an infantry unit, the cornerstone of any military.
Bonus Feat: Any Basic Combat feat.
Agile Defence: Your base Defence increases by 1.
Pack March: Once per session you may reduce the overland travel time of any 1 trip to 3/4 standard (rounded down).
Paired Skills: Each time you gain 1 or more ranks in the Survival skill, you also gain an equal number of ranks in the Tactics skill. This may not increase your Tactics skill beyond its maximum rank.
Stand Together: You gain a +2 morale bonus to Defence and all saves when at least 2 adjacent characters share your Species.

Operative

You steal and protect secrets for a living — almost certainly for a national power, major corporation, or rogue organization.
Bonus Feat: Any Covert feat.
Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
Linguist: You gain 2 additional languages.
Paired Skills: Each time you gain 1 or more ranks in the Blend skill, you also gain an equal number of ranks in the Impress skill. This may not increase your Impress skill beyond it's maximum rank.
Thrifty: Your Prudence increases by 2.

Sniper

You're a sharpshooter of great skill.
Bonus Feat: Marksmanship Basics.
Attribute Training: The lower of your Dexterity or Wisdom increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Species or Talent.
Called Shot: You gain the Called Shot trick.
Game Hunter: You inflict +2 damage when attacking standard animals or beasts.
Ranged Combat Expert: You’re considered to have 2 additional Ranged Combat feats for any ability based on the number of Ranged Combat feats you have.
Rifle Proficiency: You gain the Rifle proficiency.

Suit

You’re a corporate warrior, a high-power paper slinger easily weaving your way through organizations.
Bonus Feat: Any Style feat.
Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
Flashy: Your Panache rises by 2.
Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you also gain an equal number of ranks in the Bluff skill. This may not increase your Bluff skill beyond its maximum rank.
Skill Focus: You gain the Crafting skill's Inscription focus.

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