





Racial Abilities: +2 Dexterity, -2 Intelligence, -2 Charisma.







Beastmen are lithe and agile, but their fundamental







bestial nature detracts from both their reasoning







ability and their social interaction.






Base Speed: A Beastman's base land speed is 30 ft.






Medium Size: As medium creatures Beastmen have no







bonuses or penalties associated with size.






Shifting (Su): A Beastman can tap into his lycanthropic







heritage to gain short bursts of physical power. Once







per day a Beastman can enter a state that is







superficially similar to a barbarian's rage. Choose a







trait from the list below.








Shifting is a free action and lasts for a number of







rounds equal to 3 + the Beastman's Constitution







modifier. Any increase in Constitution due to shifting








If a Beastman takes feats related to his shifting







ability listed below he gains an additional round of







shifting for each one and an additional use of shifting
Low-Light Vision: Beastmen can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
Skill Bonuses: +2 racial bonus on Balance, Climb, and Jump checks. A Beastman's
animalistic heritage enhances many of his physical skills.
Automatic Languages: Common and Beastman
Bonus Languages: Elven, Gnome,. Halfling, and Sylvan.
Favored Class: Ranger. A Beastman's ranger level does not count when determining an
experience penalty.
Shifting Traits (Su)
A shifter may choose one (and only one) of the traits below to manifest while shifting.
Beasthide

While shifting the Beastman gains +2 CON and a +2 Natural Armor bonus to AC
Cliffwalk

While shifting the Beastman gains +2 DEX and has a climb speed of 20 feet.
Dreamsight

While shifting the Beastman gains +2 WIS and can communicate with animals


as if under the effect of a speak with animals spell.

The shifter also gains a +2 bonus on handle animal checks even while not
Longstride

While shifting the Beastman gains +2 DEX and a bonus of +10 feet to base land
Longtooth

While shifting the Beastman gains +2 STR and grows fangs that can be used as


a natural weapon dealing 1d6 damage +1/4 levels with a successful bite


attack. This bite attack cannot gain iterative attacks (even with a base


attack bonus greater than +5). The bite attack can be used as a secondary


attack while wielding a weapon, albeit at a -5 penalty (-2 with multiattack).
Razorclaw

While shifting the Beastman gains +2 STR and grows claws that can be used as


natural wewapons. The claws deal 1d4 damage +1/4 levels. He can attack


with 1 claw as a standard action or with 2 claws as a full attack action.


These claw attacks do not benefit from iterative attacks even if the character


has a base attack bonus greater than +5. He can attack with a claw as a


light offhand weapon if attacking with a manufactured weapon, albeit at a


-2 penalty on all attacks.
Wildhunt

While shifting the Beastman gains +2 CON and the scent ability. This ability


allows the Beastman to detect approaching creatures, sniff out hidden


creatures, and track by sense of smell. The Beastman can identify familiar


odors just as a human does familiar sights.

The Beastman can detect creatures within 30 feet by sense of smell. If upwind,


this range increases to 60 feet; if downwind it decreases to 15 feet. Strong


scents (such as smoke, rotting garbage, etc...) can be detected at twice the


above ranges. Overpowering scents (such as skunk musk and troglodyte


stench) can be detected at triple the above ranges. These scents mask


weaker ones, however, and can be used to confuse the Beastman's scent

The detection of a scent does not reveal exact location, but only its existence


within range. The Beastman can take a move action to note the direction of


the scent. If the Beastman comes within 5 feet of the source of the scent it

While shifting the Beastman effectively has the track feat and can make survival


checks to track by scent.

While not shifting the Beastman gains a +2 bonus on Survival checks due to the


lingering effects of the scent ability.
Racial Feats
Beastmen have access to the following racial feats for shifting.
Bestial Agility

Prerequisite: Beastman with the Cliffwalk or Longstride trait.

Benefit: You gain a +1 dodge bonus to AC and a +1 bonus to reflex saves while
Bestial Ferocity

Prerequisite: Beastman, WIS 13

Benefit: While shifting you continue to fight without penalty if you are disable or


dying. When reduced to 0 HP you can act as if you weren't disabled and you


do not lose 1 HP for performing a standard or otherwise strenuous action


while at 0 HP. When reduced to -1 to -9 HP you do not fall unconcious and


you don't automatically lose 1 HP each round.



When your current HP drop to -10 or lower you immediately die.
Bestial Instincts

Prerequisite: Beastman

Benefit: You gain a +1 bonus on Listen, Sense Motive, and Spot checks, and a +2


bonus on initiative checks.
Bestial Savagery

Prerequisite: Beastman with the Longtooth or Razorclaw trait, Base Attack Bonus


+6, ability to rage or frenzy

Benefit: While shifting and raging simultaneously the threat range of your natural


weapons doubles (to 19-20/x2) and the base damage dealt by your natural


weapons improves by two steps as if you had increased two size categories.



To find your new damage modifier, find your base damage below and



Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6



Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8

Special: The threat range improvement granted by this feat doesn't stack with


any other effect that expands the threat range of a weapon (such as


improved critical). The damage improvement granted by this feat does not


stack with other effects that increase the base damage of your natural


weapons (such as Improved Natural Attack) except for effects that grant an


actual size increase (such as the enlarge person spell).
Bestial Stamina

Prerequisites: Beastman with the Beasthide or Wildhunt trait, Endurance.

Benefit: While shifting you are immune to non-lethal damage, and the effects of


fatigue and exhaustion are suppressed. When your shifting ends any fatiuge


or exhaustion effects that would have taken effect during shifting (or that


were in effect when you began shifting) take effect normally.
Cliffwalk Elite

Prerequisite: Beastman with the Cliffwalk trait

Benefit: While shifting your climb speed improves by an additional 10 feet.
Dreamsight Elite

Prerequisite: Beastman with the Dreamsight trait

Benefit: While shifting you can use a full-round action to gain extraordinary visual


power. For the duration of your shifting you gain a +5 bonus on Spot checks


and can see invisible creatures and objects as if under the effect of a
Extra Shifter Trait

Prerequisite: Beastman, two other shifter feats

Benefit: Select a second shifter trait from those described. You manifest all the


benefits of the second trait except for the temporary bonus to an ability score.
Longstride Elite

Prerequisite: Beastman with the Longstride trait

Benefit: While shifting your base land speed improves by an additional 10 feet.
Longtooth Elite

Prerequisite: Beastman with the Longtooth trait

Benefit: Wounds dealt by your bite attack bleed copiously. Each time a living


creature takes damage from your bite attack it also takes 1 point of
Razorclaw Elite

Prerequisite: Beastman with the Razorclaw Trait

Benefit: When you make a charge attack you can make two claw attacks at the


end of the charge. Both attacks are at your highest attack bonus, and both


receive the +2 bonus for charging.

Normal: Without this feat a character can only make a single attack as part of
Reactive Shifting

Prerequisite: Beastman, Improved Initiative

Benefit: You can activate your shifting ability as an immediate action, allowing


you to begin shifting even when flat-footed or when it's not your turn.
Wildhunt Elite

Prerequisite: Beastman with the Wildhunt trait

Benefit: While shifting your nonvisual senses improve to such a degree that you


gain the blindsense ability out to 30 feet.