TEXT: Untamed Lands
  By David Silver
  
  2
  Credits
  Writing: David Silver, Ismael Alvarez, Magan Marchant 
  (ArkansanDragon)
  Assistant Producers: N. Jolly, Paul Fossgreen, All the helpful patrons 
  (https://www.patreon.com/ponyfinder), Especially Tida, Navajo 
  Demar, Anthony Kissinger, Fox Cutter, ShiningArrow, Kayila, Casey 
  Ludwig, Alynna Trypnotk, Rome Silvanus, Tsargoth Runeclaw, Wolf, 
  and Catherine Kramer
  Art: Sita Duncan, Tama’at Studio, Ayla Rinta, Pfenix Artwork, Megan 
  Giles
  Editing: Thomas Behrens Jr., Regan Anderson (Llisandur)
  Formatting: Regan Anderson (Llisandur)
  Layout: Kikimora Selrahc (Ki) Noone
  Untamed Lands
  Questions, ideas, concerns? We have a forum at http://forum.
  ponyfinder.net/, a reddit at https://www.reddit.com/r/Ponyfinder/, and 
  you can always email us directly at ponyfinder@ponyfinder.net.
  Pathfinder Roleplaying Game rules used under the Open Game 
  License. Learn more about Pathfinder at http://paizo.com and 
  peruse their official database of rules at http://www.aonprd.com
  5th Edition rules used under the Open Game License. Learn more 
  about the game at http://dnd.wizards.com/ and peruse their official 
  database of rules at http://dnd.wizards.com/dungeons-and-dragons/
  start-playing
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared 
  Open Game Content. All items subject to the definition of Product 
  Identity are the property of Silver Games LLC, and cannot be used 
  without written permission.
  Product Identity
   The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: all trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artwork, and trade dress. Elements that have 
  previously been designated as Open Game Content or are in the 
  public domain are not included in this declaration.
  Untamed Lands provides material for use with 
  The Pathfinder Roleplaying Game, Pathfinder 
  Second Edition, The Starfinder Roleplaying 
  Game, and 5th Edition.
  Sections dedicated to a specific ruleset are 
  designated with unique colors and symbols. For 
  the convenience of the reader, a key is provided 
  below.
  Pathfinder
  5th Edition
  Pathfinder
  Second Edition
  Starfinder
  
  3
  Contents
  Contents 
  3
  Towards the Rising Sun 
  4
  Beyond Humanity 
  4
  A Diverse Land 
  4
  For Every Rule 
  5
  Through the Ages 
  5
  Before the Empire 
  5
  Empire 
  5
  Post-Empire 
  6
  Ashes 
  6
  Space 
  6
  Communities 
  7
  Untamed Lands 
  7
  Tono Castle 
  7
  Treetop 
  9
  Iron Fort 
  10
  Pony Keep 
  11
  Beast Folk 
  12
  Beast Folk (PF2) 
  12
  New Beast Folk Feats (PF) 
  13
  Beast Folk Ancestry Feats (PF2) 
  15
  Masakio ya Mchanga 
  22
  Masakio Racial Traits (PF) 
  22
  Masakio Racial Traits (SF) 
  22
  Masakio Traits (5e) 
  23
  Sub Races 
  23
  Masakio (PF2) 
  24
  Masakio Power 
  24
  Masakio Naming 
  24
  A Brief History of Masakio 
  24
  Life of Masakio  
  25
  Masakio Religion 
  26
  Stereotypes of Other Races 
  26
  What Other Races Think of Them 
  27
  Masakio Feats (PF) 
  28
  Masakio Feats (5e) 
  28
  Masakio Ancestry Feats (PF2) 
  28
  Masakio Race Traits (PF) 
  29
  Masakio Favored Class Options (PF) 
  30
  Tembo 
  32
  Tembo Racial Traits (PF) 
  32
  Tembo Racial Traits (SF) 
  33
  Tembo Traits (5e) 
  33
  Sub Races 
  33
  Tembo (PF2) 
  34
  Tembo Power 
  34
  Tembo Naming 
  35
  A Brief History of Tembo 
  35
  Life of Tembo 
  36
  Tembo Religion 
  37
  Stereotypes of Other Races 
  37
  What Other Races Think of Them 
  38
  Tembo Feats (PF) 
  40
  Tembo Feats (5e) 
  41
  Tembo Ancestry Feats (PF2) 
  41
  Tembo Race Traits (PF) 
  43
  Tembo Favored Class Options (PF) 
  43
  Twiga 
  44
  Twiga Racial Traits (PF) 
  44
  Twiga Racial Traits (SF) 
  44
  Sub Races 
  45
  Twiga Traits (5e) 
  45
  Twiga (PF2) 
  46
  Twiga Power 
  46
  Twiga Naming 
  46
  A Brief History of Twiga 
  47
  Life of Twiga 
  47
  Twiga Religion 
  48
  Stereotypes of Other Races 
  48
  What Other Races Think of Them 
  49
  Twiga Feats (PF) 
  50
  Twiga Feats (5e) 
  51
  Twiga Ancestry Feats (PF2) 
  51
  Twiga Race Traits (PF) 
  52
  Twiga Favored Class Options (PF) 
  52
  Many Races 
  54
  Blue Feathers 
  54
  Dragon’s Mask 
  55
  Musties 
  57
  The Pack 
  58
  Rosestone Monastery 
  59
  Sandra Colony 
  62
  Class Options 
  66
  Archetypes (PF) 
  66
  Elementalist Pacts (PF) 
  67
  Shaman Spirits (PF) 
  69
  Elementalist Pacts (5e) 
  72
  Class Feats (PF2) 
  73
  Untamed Lands Backgrounds 
  75
  (5e) 
  75
  (PF2) 
  76
  New Animal Tricks (PF) 
  77
  Untamed Lands Traits (PF) 
  78
  Untamed Magic Items 
  79
  (PF) 
  79
   (5e) 
  80
  (PF2) 
  82
  Notable Untamed Lands Folk 
  84
  Places of Interest 
  88
  Beast’s Peak 
  88
  Cloudy Ruins 
  88
  Hundred Rainbow Lakes 
  89
  Grave of Conflict 
  89
  Mirror of Men 
  90
  Laden Dens 
  90
  Lair of the Pale Horses 
  91
  Untamed Lands 
  92
  Untamed Lands Bestiary 
  94
  Template: Vines of the Lost Guardian 
  94
  Disclaimer 
  96
  
  4
  Towards the Rising Sun
  Beyond Humanity
  Just east of Everglow proper, the territories of 
  the empire give way into orcish and human lands. 
  Great kingdoms wage eternal wars, struggling for 
  supremacy that can only be paid for with blood. 
  If one follows the Greywall Mountains, keeping it 
  south or north of them directly, they will run into 
  a land where there are no great cities, fertile and 
  lush, but seemingly ignored by the very nations 
  that spill the life of their fellow people for the right 
  to claim just such a place.
  They are known to those around them as the 
  Untamed Lands, where the only man that can live 
  easily are those that are filled with the fury and 
  wisdom of nature itself. These are tales, however. 
  The humanity that dwells there are the beast folk, 
  imbued with the essence of animals of all kinds. 
  They managed to defend this corner of the world 
  for themselves, to make it an undesirable target 
  for others. There were easier targets, and that 
  was enough.
  Though other varieties of humanity are not 
  forbidden from the Untamed Lands, they are the 
  strange ones there, reversing the roles the beast 
  folk have to face in the rest of the world. Despite 
  their communal desire to keep their region sover-
  eign and intact, several factions vie for power and 
  dominance. Like the animals they resemble, there 
  cannot be peace without a clear pecking order.
  A Diverse Land
  From the Berteg Vale’s temperate forests to the 
  icy stretches further north are all considered the 
  
  5
  Untamed Lands, bordered on its eastern side by 
  the Ironwood Forest. Chilly Swampy marshland 
  (the aphotic swamps) runs along the north-west-
  erly side of the domain and a small desert lays 
  on the south-easterly corner, to speak nothing of 
  Graywall Mountains that dominates most of the 
  western directions.
  All of this means that many climates can be 
  found within the Untamed Lands. Though they 
  lack any tropical or hot places (the desert being 
  quite dry, but temperate in temperature, with 
  blazing summers and frigid winters), the Untamed 
  Lands can support a wide variety of beasts and 
  with them, the beast folk gladly spread through 
  it, many enjoying climates that are close to what 
  their bestial kin would enjoy.
  For Every Rule
  Though many of their inhabitants enjoy living 
  free, either alone or in tight-knit family structures, 
  there are some settlements of note, where a 
  variety of beastfolk of wildly different origins and 
  appearance congregate. It is from these places 
  that the defense of the region tends to issue forth 
  if a problem is not handled by the local families 
  that lay claim to a place.
  It is also these places that center the learning 
  and growth of the beast folk, as a people. If 
  one wants a cub raised in an art too complex to 
  simply advise them, they are sent to a city to find 
  a proper tutor or, if their parent has the means, 
  an instructor is directly hired. They also become 
  centers of magic and lore, and the people of the 
  region will flee to the closest settlement if spell-
  casters are required for a calamity.
  Through the Ages
  Before the Empire
  Before the pony empire, the Untamed Lands 
  existed. It came to be around the time of the 
  height of the feline empires. Unlike them, they 
  withstood the test of time, and would continue to 
  jealously guard their corner of the world against 
  all comers. It is theorized that the Author was 
  pleased that her creations had made something 
  for themselves, but clearly she was not satisfied, 
  as she brought the ponies into being in a clear 
  vote that they, the beast folk, were not perfect in 
  her eyes. She thought she could do better.
  During this time, the beast folk were barely 
  more civil than their enemies claimed they were 
  not. They lived rough lives, protecting what was 
  theirs and doing little else. It was that or be over-
  whelmed, but, step by step, they began to grow, 
  as a people. The smallest tribes are starting to 
  sprout, where hundreds of beast folk could call 
  home in close quarters, but the cities and the 
  unified identity of the region were not quite born 
  yet. That would take time.
  Empire
  It was a time of upheaval throughout the world. 
  While the empire thought it was the only thing 
  going on, the only reason they were not over-
  whelmed from the start was due to the devel-
  oping and strengthening nation of the Untamed 
  Lands. Though the region had long been called 
  that, derisively and covetously, the beast folk had 
  taken it up proudly, laying claim to what was once 
  a slur as a badge of honor. They were untamed 
  people, and would never bend their heads to the 
  many powers arrayed, ready to force the issue.
  With a unified and organized army, they raided 
  their neighbors in the grand tradition that had 
  been practiced on them, but they did not seek 
  new lands. They crushed militias and routed 
  armies while making their signal clear to humans 
  and orcs both, they were no longer willing to 
  suffer at their leisure. It is during this time that 
  enduring pacts were agreed upon, creating the 
  unified defense of the region that all people would 
  contribute towards, to keep the Untamed Lands in 
  the capable hands of the beast folk.
  
  6
  Post-Empire
  The passing of the empire was not noticed 
  by the beast folk, but the ripples of that event 
  and others surrounding it could not be ignored. 
  The irresponsible elves that had seized weather 
  magic caused many years of foul weather across 
  the world. With it came famine, though the region 
  flooded rather than drying, so drought, at least, 
  was not a concern. As the humanoids pressed 
  west into the weakened empire and began 
  carving it, attacks on the Untamed Lands abated.
  This did not last. Once all the land had been 
  parceled that could be, the kingdoms that 
  remained were stronger, and there were yet 
  more of them, both orcs and humans capable of 
  splintering and fracturing with a skill that amazed 
  the beast folk. The weather began to recover, 
  but with it, the attacks resumed by strengthened 
  neighbors.
  The Untamed lands shrank, losing territory, but 
  they never let the flames in their hearts gutter out. 
  The Untamed Lands was not lost to the aggres-
  sion, only diminished.
  Ashes
  Should the world descend into the ashes, the 
  Untamed Lands is not spared its wrath. The 
  expanding wave of annihilation wipes the entire 
  region clean in one awful moment, leaving those 
  who survived against the odds to scramble for 
  survival. Perhaps owing to their uncivil origins, 
  the beast folk reform into family units and later 
  into tribes just a little faster than the rest of the 
  world. By the time the other regions are starting 
  to emerge from the ashes, the beast folk have 
  built small cities of their own, each with lovingly 
  tended plant life.
  Rather than scrambling to preserve the 
  pre-ashen plants, the beast folk decided that 
  things had changed, and the only true way to 
  live was to grow with them. They gently sought 
  out and encouraged the growth of ash-hard-
  ened fruits and vegetables, paying little mind of 
  what was once considered appetizing. With new 
  recipes and new methods, they scraped a new 
  life from the ashes, embracing the changed world 
  rather than struggling eternally against it.
  Still wary of invasion, the people of the 
  Untamed Lands remain ready to repel all they 
  do not recognize. One would be well advised 
  to approach with weapons in sight, but not in 
  hand. Hands raised is even better, empty and 
  away from the plainly visible weapons. They 
  will tolerate traders, knowing the value of their 
  produce, and wanting the metal goods from 
  beyond their borders. Perhaps, in time, they will 
  learn brotherhood with the rest of the torn world.
  In a strange turn, the coming of the ash dries 
  the aphotic swamp, and its torment is absorbed 
  by the ash of the area. Rather than drowning in 
  brackish water, one now faces deep pits of ash 
  that will just as eagerly consume those foolish 
  enough to step into it.
  Space
  Should the world’s people arrive ready to 
  venture into space, either having survived the 
  ashes or having avoided such a dark time, the 
  beast folk fracture. Many are eager to see the 
  greater universe, to hunt on unimagined worlds 
  and see the entire universe as the forest through 
  which they stalk and thrive, others withdraw, 
  refusing to leave the ancestral home of the 
  Untamed Lands.
  “But it is there. Those are the true untamed 
  lands,” some cried, pointing up at the endless 
  stretch of stars with so many new worlds orbiting 
  them. Perhaps there, among the infinite, they 
  would find a place they could call their own 
  without dissenting voices.
  
  7
  Communities
  Untamed Lands
  TN metropolis
  Corruption 0; Crime 0; Economy 0; Law 0; 
  Lore 0; Society -4
  Danger 0
  Demographics
  Government none
  Population 426,423 (80% beast folk, 10% 
  beast fey, 5% fey, 2% humanoid, 3% other)
  Marketplace
  Base Value N/A; Purchase Limit N/A; 
  Spellcasting 9th
  Minor Items --; Medium Items 4d4; Major 
  Items 2d4
  The Untamed Lands itself is a great society 
  filled with a huge number of people that all feel 
  they belong more among one another than 
  beyond its borders. Though it is without laws that 
  are upheld everywhere, each individual group or 
  tribe has its own expectations. Being so large and 
  dispersed, one can expect little of the comforts 
  one might expect in most metropolises. Finding 
  items, from minor to major, takes at least 1d4 
  weeks of asking around and finding a seller. 
  Services are similarly slow unless you happen to 
  be near someone who can provide it (GM discre-
  tion).
  City Opinions
  Beast Folk: Kin, though some are easier to 
  understand than others. It is far easier to trust 
  the most alien of beast kin than the tamest of 
  outsider. They can hear the call that rings through 
  us all.
  Big Mao: Another land of the wild and free, but 
  under the rule of a specific beast folk. I would like 
  to see it someday perhaps, but I have my own 
  land to tend.
  Everglow Fey: They are beast folk of a 
  different sort, all on all fours more often than two, 
  and they do not see us as kindred, so I see little 
  reason to return the favor.
  Humanoids: They come in as many varieties 
  as our own. Beware the orcs, for they think our 
  lands would be better served under their rule, and 
  we disagree, often violently. Beware the humans, 
  for they think all lands would be better served 
  under their rule.
  Elves: Once they were our neighbors, an untold 
  time ago. They are gone now, as are most of our 
  thoughts about them.
  Dwarves: Their lands are underground, and 
  they mostly keep to themselves. Our paths rarely 
  cross, so there isn’t much to say about them. At 
  least they do not seek more land. Or if they do, 
  they can dig underneath us for it and avoid a 
  fight.
  Plot Seeds
  ● Human or orc invaders strike from the east or 
  west respectively, testing the Untamed Lands’ 
  defenses and plunging the PCs into the 
  middle of the conflict.
  ● Whispers of secrets of the beasts able to do 
  many miraculous things, from staving off age 
  to banishing otherwise terminal illnesses lure 
  the PCs to the region.
  ● An abandoned fortification of another race, 
  now within the reach of the Untamed Lands, 
  has something the PCs want, but the locals 
  would rather they stayed away.
  ● Strange dreams draw the PCs towards a 
  coven of beast folk witches with the promise 
  of a new life, if only they could prove their 
  worthiness.
  ● Beast folk have mustered an attacking force, 
  ready to lay siege to an accompanying town 
  or fortress, bringing the fight back to the 
  humans or orcs.
  Tono Castle
  LE metropolis
  Corruption -4; Crime -3; Economy -2; Law 
  +2; Lore -1; Society -3
  Danger 0
  Demographics
  Government Autocrat (Commander)
  Population 214,678 (90% beast folk, 5% beast 
  fey, 2% fey, 1% humanoid, 2% other)
  Notable NPCs
  Ronald Claw, commander of Tono Castle (LE 
  male lion beast folk cavalier 16)
  Pierces Heaven, arcane master (NE female 
  snake beast folk arcanist 17)
  Marketplace
  Base Value N/A; Purchase Limit N/A; 
  Spellcasting 9th
  
  8
  Minor Items --; Medium Items 4d4; Major 
  Items 2d4
  Located just to the southwest of Tono Vale, 
  Tono Castle is perched atop a hill, allowing it to 
  oversee great distances to all sides, a fact that 
  its owners take advantage of. Operating under 
  the philosophy that the attacks from the outside 
  will never stop, the beast folk are better rallied 
  together behind defensive walls and with those 
  prepared to fight at the front than to cower in 
  individual huts. To further this philosophy, agents 
  radiate outwards from Tono Castle, proselytizing 
  the benefits of living there.
  When words do not suffice, there are raiding 
  forces ready to engage. Though a community is 
  given the chance to come willingly first (barring 
  sudden tragedy creating a dire deficit of workers), 
  such mercies are not afforded when the armed 
  fighters arrive. Kidnapping and looting, such mili-
  tary forces relocate everyone they can get their 
  hands on and take their things with them, for their 
  safety. Those who are too old to be useful are 
  simply left behind, often to die without a commu-
  nity around them.
  Within the city, the population is broken into four 
  broad castes. There are those who were born or 
  immigrated willingly. There are those who were 
  forced to come, often subjected to second-class 
  status and considered beneath most others. 
  There are those who trade, practicing artisans or 
  those who come and go from other places, and 
  there are those who fight. Forced residents are 
  not allowed to serve in the local armed forces, the 
  position considered far too above them.
  While old converts are abandoned when taking 
  by force, the old and crippled are well taken care 
  of within the castle. There are no hungry mouths 
  permitted in the wall. Food, water, shelter, and 
  medical needs are assumed privileges to any that 
  live in Tono castle. A member seeking to move in 
  will be allowed to bring older friends or family with 
  them without issue, but are expected to make 
  up for the weight of their presence with their own 
  labor. Financial transactions, especially those of 
  trade, are taxed heavily, but crime is kept almost 
  non-existent, and few are those who feel unsafe 
  within its solid walls.
  The treatment of the forced is insidious. It is 
  publicly accepted that those who belong to this 
  caste ‘deserve’ it. Such a person is expected to 
  perform their duty without complaint. In return, 
  they are fed, clothed, housed and cared for, 
  though not as well as anyone of any other caste. 
  Skilled slaves are treated better than those who 
  practice simple menial duties. In any event, those 
  who refuse to do their part suffer communal 
  scorn. They are called lazy and criminal, their 
  punishment comes swiftly and publicly to 
  discourage others who would consider such acts.
  City Opinions
  Beast Folk: We are the oppressed, attacked 
  from all sides and never safe. That is why this city 
  came to be. With tall walls of unyielding stone, we 
  keep away those that would do us harm, while 
  ensuring the safety of kin without filter. All should 
  come to us, where we can ensure their safety.
  Big Mao: Smart beast folk who understand 
  the importance of a society that can defend itself 
  at any moment, where no citizen feels ‘above’ 
  defending the community as a whole. They are 
  respectable people, and are welcome here.
  Everglow Fey: Strange and colorful, they bring 
  trade at times, and some even join us. So long as 
  they work, they are welcome.
  Humanoids: The enemy, humans and orcs and 
  others beside. They are why we build our walls 
  tall and strong, to keep them out. Some come, 
  making motions to trade. We don’t turn away their 
  money, but they are watched, for they are why we 
  need to walls at all.
  Elves: Humanoids with pointed ears and delu-
  sions of superiority. I fail to see the difference 
  really.
  Dwarves: Humanoids that at least have better 
  manners. They have their own kingdom to rule 
  and do not seek ours. They are more welcome to 
  trade than most.
  Plot Seeds
  ● Scouts spot the player party as they travel 
  through the region. Friendly missionaries 
  impress upon the PCs the advantages of 
  living in the city. The raiders come a few days 
  later if the first fail to convince them.
  ● The PCs happen upon a small hut where 
  several elders and sick people are tended 
  to by a lone able beast folk that narrowly 
  avoided capture. They share the tale of the 
  raid that resulted in the mess and ask the PCs 
  to rescue the villagers.
  ● Invited by a native, the PCs arrive at the 
  
  9
  town, welcomed warmly once word of their 
  invitation is had. They are treated well, with 
  subtle pressure applied to consider joining the 
  community.
  ● Drawn by word of a rampaging monster, the 
  PCs arrive to find a military force of Tono 
  Castle engaged with the beast and subduing 
  it, resolving the issue. When the beast is 
  taken care of, a beast folk emerges to go with 
  the soldiers, their presence the price for the 
  timely assistance.
  ● Dissidents within the city have become trou-
  blesome with threats of subversive demons 
  that could pose a threat to the community as 
  a whole. The PCs are contacted to join the 
  ranks of the serving class to find and destroy 
  the rot from within before it can fester.
  Treetop
  NG small city
  Corruption -3; Crime -2; Economy 0; Law -4; 
  Lore +1; Society +1
  Danger -15
  Demographics
  Government mayor
  Population 7,429 (90% beast folk, 10% other)
  Notable NPCs
  Big Tail, mayor of Treetop (NG female skunk 
  taur beast folk vigilante 10)
  Clear Song, captain of the guard (LG male 
  robin beast folk skald 8)
  Marketplace
  Base Value 4,000 gp; Purchase Limit 25,000 
  gp; Spellcasting 6th
  Minor Items 4d4; Medium Items 3d4; Major 
  Items 1d6
  As its name implies, Treetop is perched 
  among the tops of the trees of Berteg Vale, with 
  sprawling walkways and bridges spanning each 
  individual building and a surplus of ladders both 
  wooden and rope to ascend higher up or climb 
  down, with chutes available in places to make 
  travel faster when going down. The town is a 
  jovial place, filled with beast folk who find their 
  life quite idyllic compared to much of the outside 
  world.
  The populace is fairly hands-off when it comes 
  to law enforcement, but also have a community 
  understanding of what is right or wrong. A sick or 
  hungry person is given succor without thought, 
  but they have no policing agent, only guards 
  who protect from outside threats. The idea that 
  a neighbor would act against them just doesn’t 
  seem to come to their minds, with many of their 
  homes not even having locking doors.
  Their response to troublemakers, if one is unre-
  pentant, is expulsion. Once banned, the person 
  has 12 hours to remove themselves from the 
  community’s sight, and they are to be treated as 
  any other monster of the world might.
  City Opinions
  Beast Folk: Brothers and sisters all, they 
  are welcome to come and go as they please, 
  provided they are polite while they do it. Come 
  and join us for a meal.
  Big Mao: Polite, fuzzy, and not against a 
  passing hug when offered properly. What’s to 
  complain about? They’re a rare sight, but a 
  welcome one.
  Everglow Fey: Four legs and no hands makes 
  it hard to climb ladders, but I hear they can 
  manage, somehow. I blame their fey nature. If 
  one is so far away from home, they can find a 
  comfortable place to relax for a moment here.
  Humanoids: Wet blankets by and large. It’s not 
  that we dislike them… directly… but they tend to 
  not react well around us, and we will not compro-
  mise who we are to make them happy.
  Plot Seeds
  ● Big Tail is convinced one of the PCs is related 
  to her. Non-matching species does little to 
  dissuade her of the fact and she becomes 
  fixated with figuring out the link that may or 
  may not actually be there.
  ● The PCs arrive just in time to find a corpse. 
  Others stumble upon the scene with horror 
  and Clear Song arrives shortly after, ready 
  to arrest the PCs and see them sumarilly 
  banished.
  ● The Shadow, Big Tail’s alter ego, seeks out 
  the PCs during the night, whispering of a plot 
  to harm the town and seeking their assistance 
  to foil it.
  ● The PCs arrive or simply are in the city during 
  a merry celebration that paralyzes the city’s 
  productivity in favor of revelry.
  ● A group of beast folk arrive with tales of a 
  distant battle they are fleeing from, creating a 
  crisis of refugees within the peaceful city and 
  giving rise to uneasy tensions as resources 
  
  10
  become scarcer than usual.
  Iron Fort
  TN small city
  Corruption +1; Crime -2; Economy +2; Law 
  +2; Lore -2; Society -4
  Danger 10
  Demographics
  Government autocrat (mayor)
  Population 8,142 (70% beast folk [90% canine 
  and related, 10% other], 10% everglow fey, 10% 
  humanoid, 10% other)
  Notable NPCs
  Howl, pack leader (captain of the guard) (LN 
  female wolf beast folk cavalier 10)
  Grey Tail, religious leader (TN female fox beast 
  folk oracle 9)
  Moon Dash, mayor (LN male wolf beast folk 
  bard 7)
  Marketplace
  Base Value 4,000 gp; Purchase Limit 25,000 
  gp; Spellcasting 6th
  Minor Items 4d4; Medium Items 3d4; Major 
  Items 1d6
  Located on the central eastern side of the 
  Ironwood Forest, the fortress is not imaginatively 
  named. With great stout structures made of the 
  ironwood that earned the forest its name, it is as 
  hard as metal from all sides. Originally the area 
  was the roaming land of many wolf packs and 
  fox families of beast folks dominating the region. 
  To better protect themselves and the region as a 
  whole, they banded together, becoming a fortified 
  town that slowly developed into a proper fortress 
  against all those who would threaten their land.
  It has become a center point for military action, 
  though many of the warriors that have sworn to 
  defend the area don’t actually live within its walls, 
  instead agreeing to rush to it in the case of an 
  emergency, to then move against the enemies of 
  the day.
  Unlike some other beast folk towns, there is 
  a lingering bit of preferential treatment among 
  the beast folk tribes. Those of canine or vulpine 
  descendance can get things done that all other 
  species will find a harder time with within the 
  town. Despite that, all citizens and lawful visitors 
  are treated equally when it comes to defense. To 
  allow harm to befall any within the town is consid-
  ered a failing of the community.
  Being a pack-minded city, punishments for 
  wrong doings often include public shaming, 
  ostracism, and other social tactics to scare and 
  humiliate wrongdoers back into line. Provided the 
  crime was not too egregious, most lawbreakers 
  can eventually find forgiveness and return to the 
  good graces of the city-wide pack.
  City Opinions
  Beast Folk: All those of our kind are welcome 
  to join the pack freely. Our kind? The wolves, 
  dogs, and foxes of course. We built this fortress, 
  and we’ll see it defended. Others have a place, 
  surely, but they are not our kind, not exactly.
  Big Mao: They clustered much like we did, so 
  we understand what they were thinking. There is 
  a comradery you can only find in others like your-
  self. Like us, they do not shun or attack cousins. 
  They are welcome here.
  Everglow Fey: Some are prey, some are pred-
  ators, but all may enter, provided they follow the 
  rules and understand their place. The phoenix 
  wolves are one of us, otherworldly as they are.
  Humanoids: Our enemies by and large. A 
  human or an orc on the horizon means someone 
  is coming for what is yours. It may be as simple 
  as a merchant lusting for your coin, or a raider 
  who wishes far more. Either way, caution is a 
  good first idea.
  Elves: They think everything that is yours--and 
  you--would be better off belonging to them. We 
  think they are better off staying over the sea and 
  far from us.
  Dwarves: They know what is theirs and protect 
  it. We can respect that at least. They value the 
  ironwood and will occasionally trade for it with 
  their well crafted goods. Not the worst, as human-
  oids go.
  Plot Seeds
  ● Grey Tail receives a vision that the players 
  have a grand part to play in the future of the 
  fort and has them summoned, whether they 
  wish to be or not.
  ● A young adult wolf beast folk with everything 
  to gain and nothing to lose challenges one 
  of the PCs, trying to prove their worth. If too 
  harshly rebuked or injured, negative conse-
  quences could come, but a fair match could 
  reflect well on them.
  ● Scouts have seen evidence that a human 
  attack from the east is on the way and an 
  
  11
  enemy force is only days away.
  ● A werewolf hunter arrives shortly before or 
  after the PCs, perhaps not entirely under-
  standing the difference between a wolf-man 
  and a man in the throes of lycanthropy.
  ● It is time to hunt. Howl invites the PCs that 
  seem martially ready, insisting that magic not 
  be used to fell the beast to be used for an 
  upcoming feast and festival.
  Pony Keep
  GM Note: This place only exists in timelines 
  where the Pony Empire falls.
  LN Small Town
  Corruption 1; Crime 1; Economy 2; Law 1; 
  Lore 3; Society 2
  Danger 0
  Demographics 
  Government Magical (council of five)
  Population 1,100 (70% ponykind, 5% everglow 
  fey, 20% beast folk, 10% beast fey, ~1% other)
  Notable NPCs
  Shining Myth, Elected Head of the Council 
  (NG female earthbound bard 10)
  Sunlit Sky, Captain of the Guard (LN male 
  pegasus wizard 8)
  Blade Rivet, Flaming Rose, Astral Silk: Three 
  mad-genius wizard ponies in the Keep’s lowest 
  basements, who are only spoken of in whispered 
  rumors.
  Marketplace
  Base Value 1,000 gp; Purchase Limit 10,000 
  gp; Spellcasting 5th
  Minor Items 3d4; Medium Items 1d6; Major 
  Items --
  See “Lair of the Pale Horses” on page 88 in 
  Places of Interest for details about this town and 
  the three crazy basement wizards.
  City Opinions
  Beast Folk: The beast tribe of humans and 
  beast fey of this land are welcome, and needed 
  for trade and adventuring to keep this town alive.
  Big Mao: They too are more than welcome to 
  visit.
  Everglow Fey: We are them, most of us 
  anyway. To those seeking adventure and 
  rewards, we say come and see what awaits you!
  Humanoids: We’ve heard that orcs and 
  humans tend to attack this region. Better to be 
  cautious than sorry. They are only welcome here 
  if they behave themselves.
  Elves: They mostly live across the sea, with 
  some living in Everglow. The same rule of 
  behaving themselves to gain entry applies to 
  them as well, no matter how much they complain 
  about it. (if the weather magic is stolen) The 
  pegasi and griffons here had better not see them. 
  Things could get ugly.
  Dwarves: We thought they were friends. They 
  stayed holed up in their underground kingdom 
  while our Empire fell... They may come, but I can’t 
  promise that they’ll be welcome.
  Plot Seeds
  ● A sudden swarm of undead and twisted 
  elementals has risen from the Aphotic 
  Swamp. A call is put out to nearby adventures 
  to help deal with the problem.
  ● One or more magical experiments have gone 
  awry as the PCs stop in town to trade. They’re 
  recruited to help fix the problem.
  ● The PCs see a bounty notice in other settle-
  ment, for recovering magical artifacts from 
  in and around the Aphotic Swamp. Further 
  details can be found at Pony’s Keep.
  ● Strange creatures have been seen in the 
  dead of night and are frightening the towns-
  folk. The PCs have the option to help investi-
  gate.
  ● One or more of the PCs is framed for a crime. 
  The party must clear their name. 
  
  12
  Beast Folk (PF2)
  Beast Folk Heritages
  Combinations of human and animal, beast folk 
  come in a dizzying variety, some of them not even 
  animal.
  Browser
  Such animals are typically herbivorous, with a 
  proud rack of horns, antlers, or tusks to attract 
  partners and dissuade predators. Beast people 
  with such horns may use them less often for spir-
  ited jousts; instead adorning them with jewelry or 
  shaving them to specific forms. You gain a bite or 
  gore unarmed attack (piercing) or hoof unarmed 
  attack (bludgeoning) that deals 1d6 damage. 
  Your weapon is in the brawling group and has 
  the agile, finesse, and unarmed traits. You gain 
  imprecise scent with a range of 30 feet.
  Possible Animals Antelope, Boars, Bison, 
  Deer, Elephants, Goats, Narwhals, Rhinoceroses, 
  Walruses, Zebras.
  Generalist
  Some animals prefer to eat whatever happens 
  to be available. Scavengers and omnivores, they 
  tend to not have specialized weapons, but can 
  survive in many more places than other, more 
  focused, creatures. Such beast people fit in easily 
  with others, going with the flow without looking 
  clumsy. You gain a bite unarmed attack that deals 
  1d3 piercing damage. Your bite is in the brawling 
  group and has the agile, finesse, and unarmed 
  traits. You gain one level 1 human ancestry feat 
  and can take human ancestry feats in the future.
  Possible Animals Corvids, Coyotes, Dolphins, 
  Foxes, Monkeys, Opossums, Otters, Raccoons, 
  Rats.
  Jaws
  Many animals focus much of their power in their 
  jaws, where they catch their food, whether that be 
  other animals or the tough fibrous stalks of plants. 
  Such animals often have great smiles, promising 
  pain to any that would bother them. Beast folk of 
  this diet display their animal’s teeth with even the 
  slightest provocation, and tend to enjoy eating 
  as a social activity. You gain a bite unarmed 
  attack that deals 1d6 piercing damage. Your bite 
  is in the brawling group and has the finesse and 
  unarmed traits. You gain imprecise scent with a 
  range of 30 feet.
  Possible Animals Bears, Canines, Felines, 
  Foxes, Hyenas, Hippos, Komodo Dragons, Mice, 
  Hit Points
  6
  Size
  Medium or Small
  Speed
  25 feet
  Ability Boosts
  Free
  Free
  Ability Flaw
  None
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence 
  modifier (if it’s positive). Choose from Aquan, 
  Auran, Ignan, Terran, Elven, Gnomish, and 
  any other languages to which you have access 
  (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Beast Folk
  Low-Light Vision
  You can see in dim light as though it were 
  bright light, so you ignore the concealed 
  condition due to dim light.
  Beast Folk
  The base statistics for beast folk are found in Hybrid Blood. Additional details and options are 
  presented here. Pathfinder Second Edition rules are included here, as that game system didn’t 
  exist when we were working on Hybrid Blood.
  
  13
  Orcas, Rabbits, Rats, Sharks, Wolves.
  Skilled
  Some animals do a very specific job very well. 
  Whether that is battering into wood to unearth 
  insects, flying in a way no other animal could 
  dream of, or utilizing some special anatomy in 
  a specific way to survive. Skilled beast people 
  tend to turn that focus into their profession, taking 
  great pride in the quality of their work. You gain 
  imprecise scent with a range of 30 feet. You are 
  trained in the skill of your choice.
  Possible Animals Anteaters, Beavers, Corvids, 
  Dolphins, Hummingbirds, Octopuses, Otters, 
  Raccoons, Simians, Woodpeckers.
  Sun Powered
  Few beast people are not bestial at all. They 
  draw instead from the plant kingdom. They look 
  much like the beast people, but have traits of flora 
  instead of fauna. Their behavior and physiology 
  can be difficult to predict, echoing their plant 
  nature in sometimes obtuse ways. Provided 8 
  hours in daylight, you do not require food for the 
  day. Each time you’re critically hit, attempt a DC 
  17 flat check. On a success, it becomes a normal 
  hit.
  Possible Animals Cacti, Flowers, Gourds, 
  Trees, Vines.
  Tooth and Claw
  Sharpened fangs and rending claws make an 
  excellent combination. Descending on foes in a 
  terrible fury, such creatures are usually predators, 
  and hunt to sate their hunger. Tooth and Claw 
  beast people share their love for meat, and often 
  find a special thrill when they can take part in the 
  hunting or preparation process.  You gain a bite 
  unarmed attack that deals 1d6 piercing damage. 
  Your bite is in the brawling group and has the 
  finesse and unarmed traits. You gain a claw 
  unarmed attack that deals 1d4 slashing damage. 
  Your claw is in the brawling group and has the 
  agile, finesse, and unarmed traits. You gain the 
  Savage Strike action.
  Possible Animals Bears, Birds, Felines.
  Savage Strike [two-actions]
  Make two Strikes, one with your bite and one 
  with your claw, each using your current multiple 
  attack penalty. Both Strikes must have the same 
  target. Both Strikes take a -2 penalty. This counts 
  as two attacks when calculating your multiple 
  attack penalty.
  Venomous
  Brandishing nature’s rapiers with dangerous 
  toxins hidden inside, poisonous animals are 
  often avoided by others, even those that may be 
  significantly larger than them. Some animals have 
  deadly fangs that serve much the same purpose. 
  Venomous beast people tend to show little fear 
  even in the face of physical superiority. You gain 
  a sting unarmed attack that deals 1d4 piercing 
  damage and 1d4 persistent poison damage. Your 
  sting is in the brawling group and has the finesse 
  and unarmed traits.
  Possible Animals Ants, Bees, Cone Snails, 
  Jellyfish, Komodo Dragons, Platypuses, Scor-
  pions, Sea Urchins, Snakes, Spiders, Wasps.
  New Beast Folk Feats (PF)
  Like beast folk feats presented in Hybrid Blood, 
  these feats should only be taken if they are 
  sensible for the specific species you appear to 
  be.
  Animal Hunch
  They know when the weather will turn foul, they 
  hiss at ghosts, and they avoid what would spell 
  doom for an unknowing man. Listen to your wild 
  side, it knows things.
  Prerequisite: Beast folk.
  Benefit: The GM may make a Survival check 
  privately for you when the weather would turn foul 
  or an earthquake is coming and warn you if you 
  succeed at this hidden check. When an invisible 
  creature enters in range of your scent (or 10 feet 
  if you don’t have scent), you are immediately 
  aware that something is there, though you don’t 
  know where from or what it is. When you make 
  a Perception check to avoid being surprised, 
  you gain a +1 bonus to that check. This bonus 
  increases by +1 at 3rd level and every 3 levels 
  thereafter.
  Comforting Purr
  Many more animals than cats can emit the soft 
  sound of a purr, and it has surprisingly helpful 
  benefits to those the animal deems worthy of 
  such efforts.
  Prerequisite: Beast folk.
  Benefit: Spending a minute in soft purring 
  
  14
  while adjacent to a target ally causes a variety 
  of responses that ultimately speed healing. They 
  regain 1 hit point for every level or Hit Die they 
  have. A person can only benefit from this once 
  per day. At 5th level or higher, this functions as 
  lesser restoration in addition to the hit points 
  recovered. At 10th level, this treatment functions 
  as restoration in addition to the hit points recov-
  ered.
  Environment-Adjusted Biology
  It is not unusual in the animal world for crea-
  tures to change dramatically if the environment 
  demands they do so or die.
  Prerequisite: Beast folk.
  Benefit: You may adjust the bonuses and 
  penalties of your beast race ability scores within 
  the limits set by your diet and mobility. If you are 
  using stamina rules, this costs 5 stamina, other-
  wise you can do this once per day. Through the 
  same process and cost, you can also change 
  your basic coloration and appearance within 
  the allowed norms of your species, change your 
  physical sex, or gain or lose a few inches and/
  or up to 10% of your weight. At 5th level, you can 
  use this to gain a +2 enhancement bonus to one 
  ability score of your choice that remains until you 
  use this ability again.
  Hibernation
  Your species is known for its long naps to survive 
  lean times or cold months, able to enter a state of 
  suspended animation.
  Prerequisite: Beast folk.
  Benefit: Over the long term, you may spend 
  a day resting to enter a hibernating state. While 
  hibernating, every week that passes only counts 
  as a day for the purpose of using food or being 
  afflicted by disease. Provided you have not begun 
  starving, your water needs are also met. You are 
  as aware of approaching danger as you would be 
  if you were normally asleep and can rouse your-
  self about as quickly.
  On a more short-term basis, you can force your-
  self to slow down, entering a staggered condi-
  tion for as long as you want. While in this state, 
  poison and disease progress four times slower 
  than normal. You can also hold your breath for six 
  times as long. At 7th level, poison and disease 
  stop entirely while you are in this state. At 14th 
  level, you do not require air while in this state.
  If you are trying to play dead, you get a different 
  bonus to Bluff or Disguise checks depending on 
  whether you are in a short- or long-term hiber-
  nation. A short-term hibernation gives you a +3 
  circumstance bonus, while a long term hiberna-
  tion gives you a +6 circumstance bonus.
  Innate Poison Resistance
  Badgers, possums, and other related creatures 
  seem to entirely ignore poisons. You carry their 
  noble blood, so when the bees sting, don’t care.
  Prerequisite: Beast folk.
  Benefit: You require 1 less successful saving 
  throw (1 minimum) to end the effect of a poison. 
  Its maximum duration is reduced by 50%. If you 
  would take damage, ability damage, or ability 
  drain from a poison, it is reduced by 50% (to a 
  minimum of 0). At 8th level, this becomes a full 
  immunity to poison.
  Natural Rage
  Some beasts know of a great rage, like badgers, 
  they become incensed with battle fury.
  Prerequisite: Beast folk.
  Benefit: When you receive a critical hit or 
  your hit points are reduced to 50% or less, you 
  fly into a rage as if you were a barbarian of half 
  your character level (minimum 1). This lasts for a 
  number of rounds equal to 1/2 your level + your 
  Constitution modifier. This can only be activated 
  at most once per hour. If you have the rage ability, 
  it operates at that level if it is higher than what 
  this feat provides and does not count against 
  rage rounds provided by the other source.
  Nictitating Membrane
  Pity the poor creatures that allow their eyes to be 
  so exposed.
  Prerequisite: Beast folk.
  Benefit: You can close your eyes without 
  losing vision. Against gaze attacks, this counts 
  as averting your gaze, but you suffer no miss 
  chance. You can avert your gaze as well, 
  increasing the odds of avoiding the gaze attack 
  to 100%, but suffering the usual averting penal-
  ties. Attacks that target your eyes or vision or that 
  require you have vision have a 50% chance of 
  failure. In the case of a visual illusion, the illusion 
  persists, and you must check if it affects you each 
  time it would come into play against you, only 
  affecting if you are affected at that instant or not. 
  You can see twice as far in fog, smoke, or cloudy 
  water situations.
  
  15
  Prehensile Feet
  They’re not as good as your hands, but surpris-
  ingly close.
  Prerequisites: Beast folk, climber mobility.
  Benefit: You can hold things with your feet, 
  provided they are not covered, though each foot 
  so occupied reduced your land and climbing 
  speed by 5 feet. If you are using the stamina 
  system, you may spend 1 stamina to make an 
  attack or apply a shield held in your feet against 
  an attack. While grappling, these feet make it 
  significantly harder to get control of you. CMB 
  checks to gain control of or start a grapple against 
  you must be rolled twice, taking the least favor-
  able result. The most natural advantage of this is 
  seen while climbing. Your climb speed increases 
  by 10 feet and increases by an additional 5 feet 
  for every 5 levels you have.
  Strong Heritage
  Though you are a part of the broad beast folk 
  lineage, your appearance and blood is that of 
  another notable race.
  Prerequisite: Beast folk race (not subtype).
  Benefit: Despite being a beast folk, you appear 
  like another bestial race, such as kitsune, ratfolk, 
  twiga, Big Mao, or other similar race. Your blood 
  runs true and you qualify for racial feats of this 
  specific other race in addition to beast folk feats. 
  When taking this feat, you also gain a bonus feat 
  that must be a feat that requires the new race.
  Slimy Exterior
  Many creatures create a slick covering, most 
  famously snails, allowing them to move smoothly, 
  but you have found other uses.
  Prerequisite: Beast folk.
  Benefit: While prone, you can move at 1/4 your 
  land speed (minimum 5 feet) without provoking 
  an attack for crawling. When someone attempts 
  to start or maintain a grapple against you, they 
  must roll twice and take the lower result. Using 
  Escape Artist takes you half the normal time and 
  Escape Artist becomes a class skill for you.
  Sudden Scamper
  Even an animal sprawled across the ground can 
  often spring up into a run with barely a moment’s 
  time. In the wild, you are fast to react, or dead.
  Prerequisites: Dexterity 13, beast folk.
  Benefit: When you stand up from prone, you 
  may withdraw as a free action for up to your 
  speed. Your Armor Class while standing from 
  prone is as if you were already standing, negating 
  any penalties for being prone while you are 
  getting up.
  Talented Forager
  Many animals seek out medicines that took 
  humanity thousands of years to understand the 
  medical usage of. Given some time, you can find 
  cures for what ails you or a friend.
  Prerequisites: Knowledge (nature) 3 ranks, 
  beast folk.
  Benefit: Given an hour’s time, you can scav-
  enge the supplies needed to create a restorative 
  potion that uses a 1st-level spell (such as cure 
  light wounds). This potion, as often as not, is in 
  the form of something that needs to be chewed 
  and swallowed; it must be used within the day or 
  becomes stale and useless. You can only use this 
  ability once per day. If you wish to use it again 
  within the same day, you must roll Knowledge 
  (nature) against DC 15 + 5 per previous use of 
  this ability. Failure still counts as a use of this 
  ability and it wastes your time all the same. The 
  caster level of this potion is equal to your char-
  acter level.
  Beast Folk Ancestry Feats 
  (PF2)
  An important note: These feats are designed to 
  let you emulate the unique anatomy of all manner 
  of animals, but you should not take them all. 
  You are a specific animal, and your feats should 
  reflect that. A fox does not have spines, nor does 
  an owl have a brutal kick. Your GM is encouraged 
  to keep feat picks thematic for your animal.
  1st Level
  Ambush 
  FEAT 1
  Beast Folk
  You become trained in stealth. If you were 
  already trained in stealth, you become trained 
  in the skill of your choice. You gain the following 
  action:
  Pounce Strike � 
  Attack
  Flourish
  Open
  Make a Stride towards an enemy and perform a 
  
  16
  Strike at the end of the movement. If you were 
  Hidden at the start of the action, you remain 
  Hidden until the end of the attack.
  Animal Hunch 
  FEAT 1
  Beast Folk
  The GM may make a secret Survival check when 
  the weather would turn foul or an earthquake 
  is coming and warn you if you succeed at this 
  check. When an invisible creature enters in range 
  of your scent (or 10 feet if you don’t have scent), 
  you are immediately aware that something is 
  there, though you don’t know where from or what 
  it is. When you make a Perception check to avoid 
  being surprised, you gain a +1 circumstance 
  bonus to that check.
  Aquatic 
  FEAT 1
  Beast Folk
  You can breathe water as well as air. You gain a 
  swim Speed equal to your land Speed.
  Climber 
  FEAT 1
  Beast Folk
  You gain a climb Speed equal to 1/2 your land 
  Speed.
  Innate Poison Resistance 
  FEAT 1
  Beast Folk
  Badgers, possums, and other related creatures 
  seem to entirely ignore poisons. You carry their 
  noble blood, so when the bees sting, don’t care. 
  You gain poison resistance equal to half your 
  level (minimum 1), and each of your successful 
  saving throws against a poison affliction reduces 
  its stage by 2, or by 1 for a virulent poison. 
  Each critical success against an ongoing poison 
  reduces its stage by 3, or by 2 for a virulent 
  poison.
  Glider 
  FEAT 1
  Beast Folk
  You have learned how to make basic use of your 
  wings. You may make the Arrest a Fall reaction 
  even without a fly Speed. While in a safe fall, 
  either due to successfully Arresting a Fall or other 
  effects such as the feather fall spell, you may take 
  the fly action to move horizontally at up to half 
  your land Speed.
  Leaper 
  FEAT 1
  Beast Folk
  You can perform a High Jump or Long Jump 
  without Striding beforehand without penalty. If you 
  move through, but don’t stop on, a space with a 
  pressure-sensitive trap or mechanism, Make a 
  DC 11 flat check. On a success, you were in the 
  air at the time you passed by and do not trigger 
  it. You are trained in Athletics. If you were already 
  trained in Athletics, you become trained in any 
  one skill of your choice.
  More Beast than Man 
  FEAT 1
  Beast Folk
  You are a taur, with the full body of your beast, 
  its neck and head replaced with the torso of a 
  humanoid. Your weight doubles and your size 
  increases by one category, but you become 
  a long creature, often meaning your reach is 
  unchanged by your new size. You wield weapons 
  according to your un-enhanced size. You gain an 
  ability boost to Strength.
  Special You can take this feat only at 1st level, 
  and you can’t retrain out of this feat or into this 
  feat. Barring strange magics, beast folk do not 
  become tauric, but are born as one.
  Prehensile Tail 
  FEAT 1
  Beast Folk
  Your tail is quite dextrous. It can draw items from 
  pouches and bags for you, removing the Manip-
  ulate trait from the action. If you fall and there is 
  something within reach to grab, your tail assists 
  with the Grab an Edge action. If your hands were 
  not free, handle this normally. If both your hands 
  and tail were free, improve your success by one 
  step.
  Slider 
  FEAT 1
  Beast Folk
  Some things just have no legs and get along just 
  fine despite that. Sliding beast people are quite 
  noticeable, with a powerful tail replacing their 
  legs, like that of a naga or related creature. Feet 
  slot items that you wear become a decorative 
  covering along the underside of your body until 
  you remove them. You must wear both boots as 
  
  17
  normal, or the transformation fails to occur.
  You gain the Steady Balance feat.
  Slimy Exterior 
  FEAT 1
  Beast Folk
  While prone, you can Crawl at 1/2 your Speed. 
  When someone attempts to grab you, they must 
  roll twice and take the lower result as a misfor-
  tune effect. Attempting to squeeze through narrow 
  spaces takes half as long for you as anyone else.
  Stampeder 
  FEAT 1
  Beast Folk
  They’re not always the fastest, but once they start 
  moving, nothing can hope to stop them. Espe-
  cially in groups, but even alone, most predators 
  don’t want to get in the way once they get moving 
  at full speed. Such beast people are known for 
  being slow to act, but also slow to stop, devoting 
  themselves to a given task. Decrease your Speed 
  by 5 feet. Ignore the penalty to your Speed from 
  any armor you wear.
  In addition, any time you’re taking a penalty to 
  your Speed from some other reason (such as 
  from the encumbered condition or from a spell), 
  deduct 5 feet from the penalty. For example, the 
  encumbered condition normally gives a –10-foot 
  penalty to Speed, but it gives you only a –5-foot 
  penalty. If your Speed is taking multiple penalties, 
  pick only one penalty to reduce.
  Strider 
  FEAT 1
  Beast Folk
  Always be moving. Striders are endurance 
  machines, capable of keeping up a lively motion 
  for hours at a time without tiring. While a sprint 
  or full run will tire them as quickly as any other, 
  they are always just a little faster. Striding beast 
  people tend to seem restless when they must be 
  still. Increase your Speed by 5 feet.
  Strong Heritage 
  FEAT 1
  Beast Folk
  Despite being a beast folk, you appear like 
  another bestial race, such as kitsune, ratfolk, 
  twiga, Big Mao, or other similar ancestry. Your 
  blood runs true and you qualify for ancestry feats 
  of this specific other ancestry in addition to beast 
  folk feats. When taking this feat, you also gain a 
  1st level ancestry feat of the new ancestry.
  Sudden 
  FEAT 1
  Beast Folk
  Animals with this mobility are ground-bound, 
  but ready for a sudden rush, be it towards food 
  or away from a predator that has decided to do 
  much the same to them. What they lack in staying 
  power, they pour into intense bursts of speed. 
  Beast people with this trait tend to be a little 
  jumpy, as if looking for a chance to strike, or flee. 
  You gain the following action:
  Dash � 
  Stride up to three times your Speed. If you use 
  this action again before a minute has passed, 
  you must make a Fortitude save against DC 15 or 
  become fatigued. You may not use this action if 
  you are fatigued.
  Sudden Scamper 
  FEAT 1
  Beast Folk
  When you stand up from prone, you may Step, 
  then Stride as part of the same action.
  Tunneler 
  FEAT 1
  Beast Folk
  While some escape into the lofty heights, others 
  find moving the opposite way from the surface 
  works equally well. Such burrowing creatures find 
  safety in their dens, where fewer predators can 
  find them, and their prey tends to be slower. Such 
  beast people often sport claws or fingers that look 
  intimidating, though they are meant for dirt, not 
  flesh. They are good at keeping secrets, and not 
  prone to gossip. You gain a burrow Speed equal 
  to 1/2 your land Speed. You may leave a hole 
  others your size or smaller can pass by moving at 
  half speed.
  5th Level
  Bear Hug 
  FEAT 5
  Beast Folk
  When you successfully Disarm, Grapple, Shove, 
  or Trip a foe, you deal that foe bludgeoning 
  damage equal to your Strength modifier; add this 
  to the damage from a critical success to Trip.
  
  18
  Bioshock 
  FEAT 5
  Beast Folk
  You can emit painful electric shocks with this trick 
  most commonly held by aquatic beings. You can 
  cast shocking grasp as a primal innate spell once 
  an hour. This spell is heightened to a level equal 
  to half your own.
  Bioluminescent 
  FEAT 5
  Beast Folk
  You can shed light in a variety of colors, though 
  many have a particular color they stick to. You 
  gain the light cantrip as a primal spell but can 
  only cast it on yourself. The verbal component 
  is replaced with a somatic component (typically 
  involving the part of you that is glowing).
  Brachiation 
  FEAT 5
  Beast Folk
  Prerequisites Climber
  In thick vegetation, you can swing from branch to 
  vine to any other convenient handhold with ease, 
  allowing you to move full Speed even in a jungle, 
  and giving you an essential climb Speed equal to 
  your land Speed when in such lush places. You 
  must have your hands free to use this movement.
  Brutal Kick � 
  FEAT 5
  Attack
  Beast Folk
  You can finish things with a sudden kick.
  Make an unarmed attack on a target within 
  melee reach. On a success, you deal 1d6 
  damage of bludgeoning damage. On a critical 
  success, the target is also knocked prone. If you 
  are an expert at unarmed attacks, increase this 
  damage by 1d6. If you are legendary at unarmed 
  attacks, this damage is increased by another 1d6. 
  This is an unarmed attack. If you have a claw 
  attack, you may attack with it on the same target 
  as part of this action for free and without raising 
  your multi-attack penalty further.
  Chameleon Hide 
  FEAT 5
  Beast Folk
  When using Stealth to Hide and not moving, you 
  gain a +1 circumstance bonus per round that 
  passes, to a maximum of +3. If you move, this 
  bonus fades away until you again go still and 
  Hide once more.
  Comforting Purr 
  FEAT 5
  Beast Folk
  Frequency 1/hour
  Spending a minute in soft purring while adjacent 
  to a target ally causes a variety of responses that 
  ultimately speed healing. They are affected as if 
  subject to a soothe spell, heightened to a spell 
  level equal to 1/2 your own.
  Constant Bounce 
  FEAT 5
  Beast Folk
  Prerequisites Leaper
  You are always jumping. You do not touch the 
  ground while moving, only where you begin your 
  movement and when you end it. You must touch 
  the ground to change direction but can do so as 
  part of your movement without slowing. You no 
  longer make Athletics checks for Long Jumps, 
  only restricted to your movement rate while 
  performing a Stride or a Step.
  Special When using Wall Jump, you must still 
  make skill checks.
  Defensive Curl 
  FEAT 5
  Beast Folk
  You can curl into a ball of protection. You gain the 
  Curl action and Emergency Curl reaction.
  Curl � 
  You curl up into a tight ball. Your maximum 
  Dexterity to your Armor Class is reduced by 4, 
  to a minimum of 0. You are considered to have 
  cover, but not for using Stealth. When making 
  Reflex saving throws against damaging effects, 
  treat successes as critical successes. Using this 
  action again ends your curled state. You cannot 
  move or take any action that has the Manipulate 
  or Attack trait while curled.
  Emergency Curl � 
  Trigger Attacked with a melee weapon or effect 
  that deals damage and offers a Reflex save for 
  less damage.
  You immediately become curled as per the curl 
  action and gain its benefits.
  Discerning Nose 
  FEAT 5
  Beast Folk
  
  19
  Prerequisites Scent Sense
  You can identify potions, chemicals, and crea-
  tures by scent alone as easily as a human could 
  recognize something by sight, provided you’ve 
  experienced it before. An object that has been 
  in contact with a known creature, chemical, 
  or potion, can be identified as having been in 
  contact, though the DC increases by 3 (13 if there 
  would normally be no DC, for example recog-
  nizing a friend).
  Hibernation 
  FEAT 5
  Beast Folk
  Over the long term, you may spend a day resting 
  to enter a hibernating state. While hibernating, 
  every week that passes only counts as a day for 
  the purpose of using food or being afflicted by 
  disease. Provided you have not begun starving, 
  your water needs are also met. You are as aware 
  of approaching danger as you would be if you 
  were normally asleep and can rouse yourself 
  about as quickly.
  On a more short-term basis, you can force 
  yourself to slow down, inflicting a Slow 2 condi-
  tion on yourself for as long as you want. While 
  in this state, poison and disease progress four 
  times slower than normal. You can also hold your 
  breath for six times as long. At 20th level, you do 
  not require air while in this state.
  If you are trying to play dead, you get a different 
  bonus to Deception checks depending on 
  whether you are in a short- or long-term hiber-
  nation. A short-term hibernation gives you a +2 
  circumstance bonus, while a long term hiberna-
  tion gives you a +4 circumstance bonus.
  Mature Wings 
  FEAT 5
  Beast Folk
  Prerequisites Glider
  You gain a fly Speed equal to 1/2 your land 
  Speed.
  Musk Cloud
  FEAT 5
  Beast Folk
  You may cast acid splash as a primal innate 
  spell at will. Replace its verbal component with 
  another somatic one (often involving aiming 
  your back end at where you are aiming the 
  attack). Instead of dealing persistent damage, 
  the creature becomes dazzled for 1d4 rounds.
  Natural Rage 
  FEAT 5
  Beast Folk
  You gain the Barbarian Rage action.
  Prehensile Feet 
  FEAT 5
  Beast Folk
  Prerequisites Climber
  You can hold things with your feet as well as with 
  your hands. Your climb Speed increases by 10 
  feet.
  Spined Defense 
  FEAT 5
  Beast Folk
  Those attacking you with a melee weapon or 
  unarmed attack while within 5 feet of you or 
  grappling you (at the start of their turn) or being 
  grappled by you (at the start of their turn) suffer 
  piercing damage equal to 1/4 your level (minimum 
  1). You gain the Spine Spread and Spine Poke 
  actions.
  Spine Spread � 
  You fan out your spines, ready to catch anyone 
  that attempts to touch you. The damage of Spine 
  Poke becomes 1/2 your level. If you are grabbing 
  or restraining a creature or a creature is grabbing 
  or restraining you, this action immediately causes 
  you to deal your spine’s damage to the creature 
  or object in contact with you. You can choose to 
  not inflict this damage on a particular creature 
  or object. This action cannot be used while your 
  spines are already spread.
  Spine Poke � 
  Trigger A creature attempts to Grapple, Grab, 
  or Strike you and either is within 5 feet of you or 
  using an unarmed attack, or a creature starts its 
  turn when you or it is grabbing or restraining the 
  other.
  You may inflict piercing damage equal to 1/4 
  your level (minimum 1) to the creature that trig-
  gers this reaction.
  Surprising Strength 
  FEAT 5
  Beast Folk
  Your carrying capacity is calculated as if you were 
  one size larger.
  
  20
  Talented Forager 
  FEAT 5
  Beast Folk
  Frequency one per day
  Many animals seek out medicines that took 
  humanity thousands of years to understand the 
  medical usage of. Given some time, you can find 
  cures for what ails you or a friend. You can scav-
  enge the needed supplies for an hour to create 
  a level 1 consumable alchemical elixir (such as 
  minor elixir of life). This potion, as often as not, is 
  in the form of something that needs to be chewed 
  and swallowed; it must be used within the day 
  or it becomes stale and useless. You can only 
  use this ability once per day. If you wish to use it 
  again within the same day, you must roll Nature 
  or Survival against a DC equal to 15 + 5 per 
  previous use of this ability. A failure still counts as 
  a use of this ability and wastes your time all the 
  same.
  9th Level
  Earth Sense 
  FEAT 9
  Beast Folk
  You gain tremorsense as an imprecise sense with 
  a range of 30 feet.
  Echo Location 
  FEAT 9
  Beast Folk
  You gain echolocation as a precise sense with a 
  range of 20 feet. Hiding from this sense gener-
  ally requires complete cover or other competing 
  sounds.
  Environment-Adjusted Biology 
  FEAT 9
  Beast Folk
  You may adjust your ancestry-given ability 
  boosts. You can do this once per day. Through 
  the same process and limitations, you can also 
  change your basic coloration and appearance 
  within the allowed norms of your species, change 
  your physical sex, or gain or lose a few inches 
  and/or up to 10% of your weight. When used as 
  part of a disguise, you gain a +2 circumstance 
  bonus to the Deception check.
  Grasping Jaws 
  FEAT 9
  Beast Folk
  Prerequisites bite attack
  Your bite attack gains Grab, allowing you to 
  spend an action after a successful Strike with 
  your bite attack to automatically Grab your target 
  (see the Grab entry in Appendix: Ability Glossary 
  in Pathfinder Bestiary [Second Edition]). You may 
  only Grab one target at a time.
  Lethal Toxins 
  FEAT 9
  Beast Folk
  Prerequisites Venomous
  Your sting attack causes a poison effect in addi-
  tion to increasing its persistent damage to 1d6. 
  Choose one of the following poisons for your 
  sting to inflict. This choice is permanent once 
  selected.
  Draining Poison (poison); Saving Throw DC 
  (10 + your own Fortitude) Fortitude; Maximum 
  Duration 4 hours; Stage 1 1d6 poison damage 
  and drained 1 (1 hour); Stage 2 2d6 poison 
  damage and drained 2 (1 hour); Stage 3 3d6 
  poison damage and drained 2 (1 hour)
  Numbing Poison (poison); Saving Throw DC 
  (10 + your own Fortitude) Fortitude; Maximum 
  Duration 4 hours; Stage 1 1d6 poison damage 
  and clumsy 1 (1 hour); Stage 2 2d6 poison 
  damage and clumsy 2 (1 hour); Stage 3 3d6 
  poison damage and clumsy 2 (1 hour)
  Hallucinegetic Poison (poison); Saving 
  Throw DC (10 + your own Fortitude) Fortitude; 
  Maximum Duration 4 hours; Stage 1 1d6 poison 
  damage and stupefied 1 (1 hour); Stage 2 2d6 
  poison damage and stupefied 2 (1 hour); Stage 3 
  3d6 poison damage and stupefied 2 (1 hour)
  Poisoned Skin 
  FEAT 9
  Beast Folk
  Those who use a bite attack on you, swallow you, 
  grapple you, are grappled by you, or otherwise 
  make physical contact with you are exposed 
  to your poison. Select one of the three poisons 
  below. This choice is permanent once selected.
  Draining Poison (poison); Saving Throw DC 
  (10 + your own Fortitude) Fortitude; Maximum 
  Duration 4 hours; Stage 1 1d6 poison damage 
  and drained 1 (1 hour); Stage 2 2d6 poison 
  damage and drained 2 (1 hour); Stage 3 3d6 
  
  21
  poison damage and drained 2 (1 hour)
  Numbing Poison (poison); Saving Throw DC 
  (10 + your own Fortitude) Fortitude; Maximum 
  Duration 4 hours; Stage 1 1d6 poison damage 
  and clumsy 1 (1 hour); Stage 2 2d6 poison 
  damage and clumsy 2 (1 hour); Stage 3 3d6 
  poison damage and clumsy 2 (1 hour)
  Hallucinegetic Poison (poison); Saving 
  Throw DC (10 + your own Fortitude) Fortitude; 
  Maximum Duration 4 hours; Stage 1 1d6 poison 
  damage and stupefied 1 (1 hour); Stage 2 2d6 
  poison damage and stupefied 2 (1 hour); Stage 3 
  3d6 poison damage and stupefied 2 (1 hour)
  Rebounding Jump 
  FEAT 9
  Beast Folk
  Prerequisites Leaper
  You gain the Wall Jump feat.
  Scalding Spray � 
  FEAT 9
  Attack
  Beast Folk
  You gain a powerful chemical attack. Make a 
  ranged unarmed attack on a target within 30 feet. 
  On a hit, deal 1d6 fire damage + 1d6 additional 
  damage per 2 levels. On a critical success, the 
  target becomes blinded for 1d3 rounds. You 
  suffer a cumulative -3 penalty to the attack roll per 
  previous time you’ve used this power in the same 
  day.
  Scurry 
  FEAT 9
  Beast Folk
  When using the Sneak action, your Speed is not 
  reduced. If you start and end your movement 
  in cover, you can continue to take advantage of 
  Taking Cover.
  Sharp Nose 
  FEAT 9
  Beast Folk
  You gain imprecise scent with a range of 60 feet.
  Team Hunt 
  FEAT 9
  Beast Folk
  When you attack an enemy that has been dealt 
  hit point damage by any ally other than yourself 
  since the end of your last turn, you are consid-
  ered flanking the enemy for melee attacks, 
  regardless of your positioning. If the ally that 
  inflicted the damage also has this feat, you may 
  add +2 to weapon damage rolls against the 
  affected enemy. If the enemy cannot be flanked 
  (due to immunity to flanking or other such ability), 
  this feat has no effect.
  Tongue Pull � 
  FEAT 9
  Attack
  Beast Folk
  With a great sticky tongue, you can draw people 
  and objects closer. You can pick up items from up 
  to fifteen feet away as an Interact action. You may 
  also attempt to Shove a creature up to 15 feet 
  away, but the forced movement is towards you 
  instead of away from you. Any motion you take 
  must be towards the creature. You do not need a 
  hand free to use this action.
  True Flight 
  FEAT 9
  Beast Folk
  Prerequisites Glider, Mature Wings
  You gain a fly Speed equal to your land Speed.
  13th Level
  Spider Climbing 
  FEAT 13
  Beast Folk
  Prerequisites climb Speed
  Your climb Speed increases to be equal to your 
  land Speed. You can cling to ceilings and over-
  hangs as easily as a flat wall, provided your 
  hands and feet are free to use.
  
  22
  Masakio ya Mchanga
  “Ears of the sand, they are not seen until they wish; as the noon-time sun, they can deliver warmth.”
  The Masakio are a beast folk and created using the beast folk rules, with some extra love to give 
  them a unique feel.
  Masakio Racial Traits (PF)
  +2 Wisdom, +2 Constitution, -2 Strength: Their large ears and sharp eyes catch details others 
  might miss and their bodies are rugged as the desert demands, but their limbs are slight and 
  lean.
  Beast Folk: Masakio are fey with the beast folk subtype.
  Medium: Masakio are Medium creatures and receive no bonuses or penalties 
  due to their size.
  Normal Speed: Masakio have a base speed of 30 feet.
  Low-Light Vision: As with most fey, masakio can see twice as far as 
  humans in dim light.
  Large Ears: Masakio have huge ears that are designed to radiate heat. 
  They gain fire resistance equal to 1 per 3 character levels (minimum 
  1). They gain a +1 racial bonus to Perception for sound-based 
  sources that increases by 1 per 4 character levels. They are vulner-
  able (+50% damage) to sonic damage.
  Small Teeth: Masakio have a secondary bite attack that deals 1d3 
  slashing, piercing or bludgeoning damage.
  Tunneler: For safety and when seeking their prey, masakio can 
  burrow rapidly into the ground. They gain a burrow speed of 20 
  feet that functions in dirt, sand, and other equally tough materials. 
  They may leave a passage that other creatures of their size or 
  less can traverse by moving at half speed, otherwise it collapses 
  after them after a round.
  Languages: Masakio speak Common and the Sylvan of Everglow. 
  Especially intelligent beast people may select elemental languages 
  (Aquan, Auran, Ignan, or Terran) or fey languages (Elven or Gnome) 
  as bonus languages.
  Masakio Racial Traits (SF)
  Ability Adjustments: +2 Wis, +2 Con, -2 Str
  Hit Points: 6
  Size and Type: Masakio are Medium fey with 
  the beast people subtype.
  Normal Speed: Masakio have a base speed of 
  30 feet.
  Low-Light Vision: Masakio have low-light 
  vision.
  Large Ears: See page 22.
  Small Teeth: See page 22.
  Tunneler: See page 22.
  
  23
  Masakio Traits (5e)
  Ability Score Increase. Increase your 
  Wisdom by 2 and your Constitution by 1.
  Age. Masakio live about the same amount 
  of time and matures at about the same 
  rate as a human.
  Alignment. Masakio tend towards neutrality 
  with chaotic leanings, preferring to listen 
  to the urgings of their hearts at the 
  moment over formal dogma or laws.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Large Ears. You have advantage on 
  Wisdom (Perception) checks based on 
  hearing. You gain resistance to fire. You 
  gain vulnerability to thunder.
  Small Teeth. You have a natural bite 
  weapon. It deals 1d3 piercing damage. 
  You are proficient with it.
  Tunneler. For safety and when seeking 
  prey, you can burrow rapidly into the 
  ground. You gain a burrow speed of 20 
  feet that functions in dirt, sand, and other 
  equally tough materials. You may leave 
  a passage that other creatures of your 
  size or less can traverse by moving at half 
  speed, otherwise it collapses after you 
  within a round’s time.
  Languages. You can read, write, and speak 
  Common and Sylvan.
  Sub Races
  A masakio may select a sub race. These alter-
  nate racial traits can even be stacked provided 
  they don’t modify or remove the same abilities.
  Arctic
  Masakio from the north sport lustrous white fur 
  that allows them to blend in the snow there and 
  their ears are smaller by far. Group hunters, it is 
  only the ignorant outside that confuses them for 
  the desert people.
  (PF)
  Arctic Adaptation: Arctic masakio gain cold 
  resistance equal to 1 per 2 character levels 
  (minimum 1).
  Fat Storage: Any time an arctic masakio would 
  suffer starvation effects, they instead lose 2 
  pounds of weight. When they fall to the minimum 
  weight of their species (92 lbs), they then begin to 
  suffer normally. Resuming normal eating replen-
  ishes this lost weight at a rate of 1 pound per 
  extra meal they devour and 1 per week while fed.
  These abilities replace large ears.
  (5e)
  Arctic Adaptation. You are no longer resistant 
  to fire but become resistant to cold instead.
  Sand Bug
  Snug as a bug, as they say. Such masakio are 
  smaller than even the others of their kind, not that 
  many are very large. Shy and nervous by nature, 
  some fight against this while others eagerly hide 
  away.
  (PF)
  Ability Score Adjustment: Str +2, Cha -2
  Small: Sand bug masakio are Small. This 
  decreases their height and weight by 50%.
  (5e)
  Small. You are Small. Decrease your height 
  and weight by 50%.
  
  24
  Masakio Heritages
  Masakio adapt to their environments. Foxes can 
  be found in many places.
  Arctic Born
  You gain cold resistance equal to half your level 
  (minimum 1).
  Desert Baked
  You gain fire resistance equal to half your level 
  (minimum 1).
  Masakio Power
  As rugged as the desert they originated in, all 
  masakio can survive in climates that other races 
  would falter in. They sport unique adaptations and 
  sharp ears able to detect faint sounds beyond 
  the reach of others. While they prefer the safety 
  of a burrow, they are not a subterranean species, 
  spending much of their day outside their home.
  As lovely as their homes can be, their food and 
  money does not come to them, much as some 
  may wish it. Using their large ears, they can hear 
  movement through dirt and sand more easily 
  than others, allowing them to burrow away from 
  danger or towards a meal with equal skill. This 
  sense is not as fine as a tremorsense, but serves 
  the function well enough.
  Their fur can come in several colors, most 
  often sandy blonde, but white, black, and brown 
  are also options. Masakio who are born in Ever-
  glow-proper can take on other exotic shades 
  despite the coloration of their parents, proving 
  sensitive to the fae energies that suffuse the land.
  Small, but not small enough to rival halflings or 
  gnomes, masakio are often happy not being large 
  socially. Not maladjusted, many simply just prefer 
  to let the larger people take the center stage, so 
  they can be in the best position to pounce into 
  action when the opportunity arises.
  Masakio Naming
  Masakio share linguistic roots with the Twiga 
  and Tembo. Though they speak Common and 
  Sylvan, their race shares a creole all of its own 
  and only share the meaning of their names with 
  trusted ones.
  Female Names: Binti, Kamaria, Lakeisha, 
  Johari.
  Male Names: Djimon, Hashaan, Kenyada.
  A Brief History of Masakio
  The masakio achieved their success by not 
  poking their long noses where they could be 
  removed. Even when other nations stormed most 
  violently through the Untamed Lands, they hid 
  Hit Points
  6
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Wisdom
  Constitution
  Free
  Ability Flaw
  Strength
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence 
  modifier (if it’s positive). Choose from Aquan, 
  Auran, Ignan, Terran, Elven, Gnome, and any 
  other languages to which you have access 
  (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Beast Folk
  Low-Light Vision
  You can see in dim light as though it were 
  bright light, so you ignore the concealed 
  condition due to dim light.
  Tunneler
  For safety and when seeking their prey, you 
  can burrow rapidly into the ground. You gain a 
  burrow Speed of 15 feet that functions in dirt, 
  sand, and other equally tough materials. You 
  may leave a passage that other creatures of 
  your size or smaller can traverse by moving 
  at half Speed, otherwise it collapses after you 
  after a round.
  Masakio (PF2)
  
  25
  and waited, living quiet lives while allowing others 
  to think there was nothing there. It was enough 
  that they existed, with no need felt to claim total 
  ‘ownership’ of the land they called home. This 
  attitude served them well even as other beast 
  folk tribes came and began to erect communities 
  around them.
  As uneasy peace settled over the Untamed 
  Lands, they began to emerge as mysterious 
  shadows of the sands and snow, simply blowing 
  into town for long enough to enact a trade before, 
  much of the time, blowing back away with few 
  words exchanged. But where there is any contact, 
  more can grow. Some masakio that tasted the 
  fruit of contact began to enjoy the flavor. They 
  moved into those settlements and began fami-
  lies there, eschewing their isolated holes. Some 
  preferred to remain in their burrows, but made its 
  location more known, accepting visitors on their 
  own terms.
  Masakio that wander away from the Untamed 
  Lands tend to become quiet travelers and vaga-
  bonds, plying what skills they have without 
  requesting fame or acclaim for their deeds. If they 
  can, many prefer to not be known at all. Trying 
  to avoid personal accountability, they have a 
  communal sense of work ethic. If one masakio 
  slacks in their duty, others may become more 
  discerning when the next arrives, and none of 
  them want that. As a result, those who have dealt 
  with them know they are good once their word 
  is given, but that their word is equally difficult to 
  extract unless they have a pressing need.
  Life of Masakio 
  As reclusive as the masakio can be from other 
  races, they can find each other fairly easily unless 
  one is specifically trying to conceal themselves 
  from their kin. Communities of masakio are 
  open among themselves, even in the most rural 
  portions of the world, allowing them to meet and 
  work together easily. During these cooperative 
  efforts, masakio that find another they enjoy the 
  company of may make an offer of consolidation. 
  If the other agrees to take their things and move 
  it into the first’s burrow, they are considered wed, 
  and children may result.
  Masakio who cannot or simply do not wish to 
  have children themselves may live quite contently 
  with one another without social censure. Family 
  lines, while appreciated, never gained great note-
  worthiness among them, and one can pass down 
  that family heritage to a good friend as easily as 
  any blood child without challenge, if one wants 
  to. Adopting a child in need is seen as an act of 
  charity, done both by families that can and those 
  that cannot have children on their own, so long as 
  they can provide for the child(ren) they accept.
  Young masakio are kept in the den until they 
  reach eight years of age. If their parent(s) live 
  close to others of their kind, the children of the 
  community may be brought together to meet and 
  socialize, but otherwise, the child will know of few 
  others outside their immediate guardians until that 
  time. Some argue that this is part of the reason 
  for their communal shyness, with some notable 
  examples socializing far better when exposed 
  to others at an earlier date, but the masakio are 
  resistant to this change, preferring to keep their 
  Table: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  Masakio
  3 ft. 6 in.
  80 lbs.
  2d6
  x6 lbs.
  Table: Random Starting Ages
  Race
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  Masakio
  14 years
  +1d4
  +1d6
  +2d6
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table: Age Categories
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Masakio
  37 years
  55 years
  75 years
  75 years + 2d20
  
  26
  children safe and close at hand.
  At about this age, young masakios begin 
  to reach out to the wide world they had been 
  denied, timidly scurrying from shadow to shadow, 
  as fearful as the parents that raised them. Some 
  find things they love and begin to unfold like a 
  flower, while others build a dense layer of protec-
  tion, learning how never to be seen when they 
  don’t wish it. It is this time that often shapes how 
  a masakio sees and approaches the world for the 
  rest of their life, and their parents play little part 
  in it. Though their home remains open and the 
  hearth warm and ready for them, parents often 
  feel direct guidance has been completed at this 
  point. The children are family, but not as children, 
  despite both sides knowing there is more growth 
  to be done.
  While they are welcomed at home, they know 
  they must find their own place. They begin to 
  drift away, searching for their own portion of the 
  world to claim as their own. This may be as close 
  as another burrow adjacent to the first, or it may 
  involve a world-spanning journey of self-dis-
  covery. Either way, their parents are a loving but 
  less immediate presence. Masakio that remain 
  close by are expected to be cordial and visit, and 
  they gather as families frequently if the journey is 
  not too harrowing.
  As adults, with their skills honed and ready, 
  such masakio enter the world fully. Be it as a 
  wanderer or a homebody, they practice their 
  chosen skills with a quiet determination. They 
  rarely advertise their presence or their abilities, 
  unless they are in need of what it can bring. An 
  alchemical masakio that labors in a town may 
  quietly brew their potions without remark until 
  their coin runs low, then they will emerge with 
  sales and festivities to draw customers before 
  returning to quiet research.
  Masakio tend to see aging as a very private 
  matter, shared only, and not even always, with 
  their very closest of family members. They hide 
  the signs of aging and speak little of any pains or 
  inconveniences it brings. It causes other races 
  around them to always be somewhat surprised 
  when one succumbs to their passing, as they 
  hide their sickness and other pains just as well 
  more often than not. The neighbor they knew one 
  day simply isn’t there the next, with rarely time to 
  adjust between the two states. Among their own, 
  it is traditional to collapse their den atop them. 
  Markers are erected, but they are subtle and 
  hidden, where only their friends are likely to find 
  it to pray and consider the fallen. In the case of a 
  family where only one member passes, there are 
  two basic options. Either the remaining family will 
  dig a new burrow just for the fallen, adorning it as 
  if ready to live in before collapsing it, or they will 
  abandon their home, surrendering it to the dead 
  and making a new home for themselves.
  Masakio Religion
  It is said that the masakio hide from many 
  things, including the divine, but this is not true. 
  They have a quiet goddess that they bow their 
  large-eared heads towards in the still of the earth. 
  She has no name, referred to as ‘Our Mother’ 
  or ‘The Mother’. In depictions, she appears as a 
  masakio with grand ears and a pelt that seems 
  made of various bits of stone and earth. She 
  never speaks, but is always there, ready to offer 
  a moment of succor when her children need her 
  most. She teaches strength through silence and 
  solidarity with those that respect peace. She 
  can only be summoned when at least two dozen 
  masakio come together on the hottest or coldest 
  days of the year, when the temperature is at its 
  most extreme of the day, and dance unclothed 
  where none other can see. She sends messages 
  through the vibrations of the earth that few save 
  the masakio can hope to understand.
  Stereotypes of Other Races
  Ponykind: They are loud. Their noise is often 
  friendly and curious, but it remains noise. If you 
  can approach one away from your den and leave 
  a way of escape available, they are not terrible 
  things to speak with. Do not tell them where you 
  live if ever you wish peace again.
  Big Mao: They understand the pleasure of a 
  still moment. They can see the poetry of peace. I 
  have seen one sit with only the caress of the wind 
  for company for days at a time. If one allows it, sit 
  down and say nothing, and they will thank you for 
  the company.
  Cloven: They can be loud, but they are also 
  so formal. If you tell one clearly that you wish for 
  quiet, they will oblige, and sincerely apologize 
  for the noise they already made. Of the Everglow 
  species, they are very tolerable.
  Flutterponies: Loud, both in volume and 
  appearance. They are almost our opposites, 
  insisting on being seen and insisting on being 
  
  27
  heard. I would rather not do either.
  Gem Gnolls: They can dig as well as we, and 
  covet anything that shines in the light. Beware 
  their presence, for they are friends of precious 
  few, and we are not among their number.
  Griffons: In our covered dens, they don’t even 
  see us. This is perhaps for the best. Let them 
  boast loudly in the clouds.
  Humans: They are shaped like us, though how 
  they hear with those small ears and how they 
  balance without tails remains something of a dull 
  mystery. They are dangerous as a people, clever 
  and greedy. They covet our soft fur, but do not go 
  through the effort of growing their own.
  Dragons: A good reason that we are practical, 
  not paranoid. Let them sail past and remember 
  that they could do much without feeling guilt.
  Dwarves: There is a kinship there. They 
  burrow deep into the earth, where they feel safe 
  and secluded. We understand this. A pity the 
  entrances to their home are so far away; I wonder 
  what friendships we might have created.
  Krava: They look like ponies and act like ponies 
  and the ponies accept them as ponies. Who are 
  we to disagree?
  Impure: Ponies with duller colors and longer 
  ears. Other ponies shun them. Why? That’s not 
  our business.
  Orcs: If they see it, they consider taking it. 
  Don’t let them see it. They are not all war-like, 
  that is a hurtful stereotype, but is it worth risking 
  your life to discern one from the next?
  Phoenix Wolves: They want to be left alone. 
  You can understand that, right? Let’s be good 
  neighbors and never bother each other.
  Beast Folk: Some of them think we are all kin, 
  because we have two arms and two legs. I think 
  it takes more than that to join my family. Smile if 
  you must, but know the difference between family 
  and not.
  Purrsians: Greedy, loud, and so full of them-
  selves. They are the center of their universe, 
  each and every one, and they would have you 
  circling them with awe in your eyes. Let them 
  pass.
  Steelhearts: I do not understand what they are. 
  It is good they do not come here often.
  Sun Cats: They are not much different than the 
  beast folk, really.
  Tembo: Heavy of foot and loud of mouth, they 
  think they know so much, but do they know we’d 
  prefer peace to their prattling. When they aren’t 
  speaking utter nonsense, sometimes something 
  clever spills free.
  Twiga: Wanders and nomads, they wear their 
  heart openly, ready to accept any, and be hurt 
  at a moment’s notice. Where do they find such 
  strength? I call them mad even as I feel jealousy.
  Vulponies: Fox kin of the west, but just as loud 
  as the ponies. Like that annoying yet lovable 
  cousin who occasionally visits, and you smile 
  and nod, but you can’t wait for them to leave. The 
  worst part is, we rarely see them coming because 
  they can shapeshift.
  Kitsune: Fox kin of the east. They love riddles 
  and stories, but know the value of quiet when 
  it suits them. Watch out, they also love pranks, 
  and they can shapeshift too. Would more people 
  leave us alone if we learned that trick?
  What Other Races Think of 
  Them
  Ponykind: A very shy tribe of kitsune. They 
  hide so much we hardly ever seen them when we 
  travel east. Not much to say about a people who 
  don’t wish to reveal anything.
  Big Mao: They enjoy peace and quiet. Sit 
  awhile and wait, and perhaps one of them will 
  come out and join you.
  Kitsune: Not much for pranks, but occasionally 
  they’ll come out and speak, if you don’t spook 
  them.
  Vulponies: How can they be hiding all the 
  time? Aren’t they bored? I know I’d be bored. 
  They don’t seem to like us visiting very much.
  Beast Folk: Shy folk of the sands and snow. 
  Good workers, but they prefer not to be noticed.
  Humanoids: Kitsune, obviously, but smaller 
  and less likely to cause trouble.
  Cloven: Speak quietly if you meet them. They 
  hate loud noise. Actually, it might be more polite 
  to just stay silent around them.
  Dragons: Who? Why should we care about 
  little burrowing foxes? If they keep to themselves, 
  all the more reason to ignore them.
  Flutterponies: They don’t like us at all. We try 
  to be friendly, but they wince and run away as 
  soon as they can. I don’t get it.
  Gem Gnolls: They hide too well. Even if you 
  find one, it’s not worth sand-burned or frostbitten 
  paws to dig them out. Go for easier things.
  Griffons: Who? Oh. At least they know their 
  place in the world and don’t bother us about it.
  
  28
  Impure: They see us as ponies, but think all 
  of us are too loud. I don’t know if that’s better or 
  worse.
  Krava: A shy people who enjoy being left alone. 
  Not much is known about them, and they like it 
  that way. Who are we to judge, if that makes them 
  happy?
  Phoenix Wolves: They understand wanting 
  to be left in peace and don’t bother us. We can 
  return the favor. Good neighbors to have.
  Purrsians: Hard people to get as customers. 
  If you can coax one into buying your wares, be 
  patient in letting them come back to you, or else 
  they’ll be scared away from buying more.
  Sun Cats: They seem afraid of everything. 
  Small enough to be easy prey if they couldn’t hide 
  and dig so well. But they value family as much as 
  we do. We can respect that.
  Steelhearts: Difficult to study due to scarcity. 
  They clearly do not wish to be studied. Need 
  more data before forming an opinion.
  Masakio Feats (PF)
  Natural Radiators
  You take especially good care of your large ears, 
  the better for heat to pass and sounds to come.
  Prerequisites: Masakio, large ears racial trait.
  Benefit: Your racial fire resistance increases to 
  1/2 your level. If you roll less than 5 on an audi-
  tory Perception check, treat it as if you rolled a 5.
  None of Your Business
  A private people, you learned how to bury things 
  deep away from prying eyes.
  Prerequisites: Character level 5th, masakio.
  Benefit: You gain an effective spell resistance 
  equal to 10 + your character level against divi-
  nation effects, even those not normally subject 
  to spell resistance. If you are a willing target, this 
  spell resistance does not apply.
  Rapid Digger
  The difference between the slow and the fast can 
  mean life itself.
  Prerequisite: Masakio.
  Benefit: Your burrow speed increases by 10 
  feet.
  Still a Fox
  Sure, you aren’t the classic red or orange furred 
  beast of temperate forests, but you are still a fox.
  Prerequisites: Character level 3rd, masakio.
  Benefit: You gain the kitsune subtype and 
  qualify as one for all purposes. You gain Magical 
  Tail as a bonus feat.
  What the Fox Says
  A keen cry can signal others to flee, or come 
  closer.
  Prerequisites: Diplomacy 5 ranks, masakio.
  Benefit: As a standard action you can let out a 
  bestial noise with a clear signal and supernatural 
  weight. Those hearing it within 60 feet who fail a 
  Will save against DC 10 + 1/2 your level + your 
  Charisma modifier are subject to the effects of the 
  command spell. You can choose not to affect any 
  creature you can see or which you know its posi-
  tion. You can use this ability once per day. If you 
  are using stamina rules, this can be used again 
  for 5 stamina. This is an auditory mind-affecting 
  ability.
  Masakio Feats (5e)
  Reserved Ruler
  Prerequisite: masakio
  Though your people have grown withdrawn, 
  the blood of rulers runs in you, waiting to be 
  expressed.
  You gain the following benefits:
  ● Your Charisma or Dexterity increases by 1.
  ● Attempts to use divination effects or spells on 
  you have a 50% chance of failing.
  ● As an action you can let out a bestial nose 
  with a clear signal and supernatural weight. 
  Those hearing it within 60 feet who fail a 
  Wisdom save against DC 8 + your proficiency 
  bonus + your Charisma modifier are subject 
  to the effects of the command spell. You can 
  choose not to affect any creature you can 
  see or which you know its position. Once you 
  use this ability, you can’t use it again until you 
  finish a long rest.
  Masakio Ancestry Feats (PF2)
  1st Level
  Big Ears 
  FEAT 1
  Masakio
  Your big ears are for more than show. When 
  
  29
  making a Perception check based on sound, treat 
  a success as a critical success instead.
  Desert Shaded 
  FEAT 1
  Masakio
  Your fur is just the right shade to not be noticed. 
  You become trained in Stealth. If you were 
  already trained in Stealth, you become trained 
  in another skill of your choice. When hiding in a 
  desert (if desert baked) or in snow (if arctic born), 
  you gain a +2 circumstance bonus to Stealth.
  Small Teeth 
  FEAT 1
  Masakio
  You gain a bite unarmed attack that deals 1d4 
  piercing damage. Your bite is in the brawling 
  group and has the agile, finesse, and unarmed 
  traits.
  5th Level
  Rapid Digger 
  FEAT 5
  Masakio
  Your burrow Speed increases by 10 feet.
  Still a Fox 
  FEAT 5
  Masakio
  You gain the kitsune trait. You may select one 
  1st-level kitsune ancestry feat to gain immedi-
  ately. You may select kitsune ancestry feats when 
  you gain an ancestry feat.
  What the Fox Says 
  FEAT 5
  Masakio
  You can let out a bestial noise with a clear signal 
  and supernatural weight. You gain the following 
  action.
  Demanding Yip � 
  Arcane  Auditory  Enchantment  Linguistic  
  Mental
  Frequency once per day
  Those hearing your cry within 60 feet who fail 
  a Will save against your Arcana DC are subject 
  to the effects of command. You can choose not 
  to affect any creature you can see or which you 
  know its position.
  9th Level
  Natural Radiators 
  FEAT 9
  Masakio
  Prerequisites Big Ears
  Your racial fire resistance increases to be equal 
  to your level. If you roll less than 5 on an auditory 
  Perception check, treat it as if you rolled a 5.
  None of Your Business 
  FEAT 9
  Masakio
  When you are the target of a divination effect that 
  you did not consent to, make a DC 15 flat check. 
  On a success, the effect fails to produce infor-
  mation. You are aware of the basic nature of the 
  effect, foiled or not, but not who did it or where 
  they are.
  Hungry Ears 
  FEAT 9
  Masakio
  Other races joke about burning ears, but you turn 
  that all too real as your ears tingle when people 
  speak of you. If someone speaks of you within 
  200 feet, you may make a Perception check 
  against a DC equal to the speaker’s level or their 
  Deception DC (whichever is higher). There is no 
  penalty for things between you and the speaker. 
  The base DC is that of noticing the conversation 
  normally if you were in the same room or area. 
  Success gives you an idea of what was spoken 
  about, but not who spoke or the specific words 
  used. A critical success reveals the identity of the 
  one speaking.
  Masakio Race Traits (PF)
  Only masakio can select the following race 
  traits.
  Desert Shaded: Your fur is just the right shade 
  to not be noticed. Stealth is a class skill for you. 
  You gain a +2 trait bonus to Stealth in a desert 
  and do not have to slow down to sneak within it.
  Ear Fold: Some masakio, you included, learn to 
  mitigate the disadvantage of their great ears. As a 
  move action, you can fold your ears back entirely, 
  ridding yourself of the large ear racial trait until 
  you spend another move action unfolding them. 
  This allows you to better bear sonic attacks that 
  you know are coming, or to hide your true nature.
  Hungry Ears: Other races joke about burning 
  
  30
  ears, but you turn that all 
  too real as your ears tingle 
  when people speak of you. If 
  someone speaks of you within 
  200 feet + 10 feet per level, you 
  may make a Perception check, with a 
  maximum penalty for distance of -20 and no 
  penalty for things between you and the speaker. 
  The base DC is that of noticing the conversation 
  normally if you were in the same room or area. 
  Success gives you an idea of what was spoken 
  about, but not who spoke or the specific words 
  used.
  Darting Retreat: Moving with the manic 
  need to escape, your movement speed 
  when withdrawing increases by 15 feet. 
  If you perform a partial withdraw, your 
  movement speed instead increases 
  by only 10 feet.
  Masakio Favored 
  Class Options 
  (PF)
  All: Add +1 to the 
  character’s fire or cold 
  resistance (whichever 
  they have racially). Any 
  masakio character can 
  choose this bonus upon 
  gaining a level in their 
  favored class.
  All: Gain 1/6 of a bonus 
  feat. Bonus feats from this 
  option must be one that 
  requires being a masakio 
  (or kitsune with the Still 
  a Fox feat). Any masakio 
  character can choose this 
  bonus upon gaining a level 
  in their favored class.
  
  31
  Tembo
  “How can you know if you are waking if you do not know when you dream?”
  The Tembo are a beast folk and created using the beast folk rules, with some extra love to give them 
  a unique feel.
  Tembo Racial Traits (PF)
  +2 Strength, +2 Charisma, -2 Dexterity: Powerful of frame and personal presence, the Tembo 
  plod steadily, but not gracefully.
  Beast People: Tembo are fey with the beast people subtype.
  Medium: Tembo are Medium creatures and receive no bonuses or penalties due to their size.
  Slow and Steady: Tembo have a base speed of 25 feet, but their speed is never modified by 
  armor or encumbrance.
  Low-Light Vision: As with most fey, tembo can see twice as far as humans in dim light.
  Scent: They have scent with a range of 30 feet. That trunk is not just for show.
  Sharp Mind: Tembo may select any one skill. It becomes a class skill. If it would already be a 
  class skill (due to a class, trait, or something else), they gain a +2 racial bonus in that skill.
  Overwhelming Pace: Tembo gain Improved Overrun as a bonus feat.
  Heat Adapted: Tembo gain the effect of endure elements for hot temperatures.
  Languages: Tembo speak Common and the Sylvan of Everglow. Especially intelligent beast 
  people may select elemental languages (Aquan, Auran, Ignan, or Terran) or fey languages 
  (Elven or Gnome) as bonus languages.
  
  32
  Tembo Racial Traits (SF)
  Ability Adjustments: +2 Str, +2 Cha, -2 
  Dex
  Hit Points: 6
  Size and Type: Tembo are Medium fey with 
  the beast people subtype.
  Slow and Steady: Tembo have a base 
  speed of 25 feet, which is never modified 
  when they are encumbered or wearing 
  heavy armor.
  Tembo Senses: Tembo have blindsense 
  (scent) with a range of 30 feet, as well as 
  low-light vision.
  Sharp Mind: See page 31.
  Overwhelming Pace: Tembo gain 
  Improved Combat Maneuver (bull rush) as 
  a bonus feat.
  Heat Adapted: Tembo suffer no harm from 
  being in a hot environment. They can 
  exist comfortably in conditions up to 140 
  degrees Fahrenheit without having to 
  make Fortitude saves. Their equipment is 
  likewise protected.
  Tembo Traits (5e)
  Ability Score Increase. Increase your 
  Charisma by 2 and your Strength by 1.
  Age. Tembo live about the same amount of 
  time and mature at about the same rate 
  as humans.
  Alignment. Tembo can vary wildly in their 
  alignments, some claiming to have been 
  influenced by the myriad dreams they 
  brush against.
  Size. Your size is Medium.
  Speed. Your base walking speed is 25 feet. 
  You are not slowed by encumbrance.
  Scent. You have advantage on Wisdom 
  (Perception) checks based on scent.
  Sharp Mind. You gain proficiency in one 
  additional skill.
  Languages. You can read, write, and speak 
  Common and Sylvan.
  Sub Races
  Tembo may select a sub race. These alternate 
  racial traits can even be stacked provided they 
  don’t modify or remove the same abilities.
  Arctic
  Clad in thick plush fur, arctic tembo are built to 
  not only survive but thrive in the northern reaches 
  of the Untamed Lands.
  (PF)
  Cold Adapted: Arctic tembo gain the effects of 
  endure elements for cold temperatures and cold 
  resistance equal to half of their level (minimum 
  1). Their weight increases by 25%. This replaces 
  heat adapted and overwhelming pace.
  (5e)
  Cold Adapted. You gain resistance to cold 
  damage. Increase your weight by 25%.
  Tamaa
  These tembo are born with hooves where 
  others have hands. They are forced to rely on 
  their trunks for manipulating the world, but are 
  considered wiser for the lack of distractions.
  (PF)
  Fingerless: See fingerless rules.
  Four-Legged: Tamaa tembo gain a +4 racial 
  bonus to CMD against trip attempts and increase 
  their carrying capacity by +50%. They have fore-
  legs instead of arms.
  Heavy: Tamaa tembo are heavier than usual. 
  Their weight is increased by 50%.
  (5e)
  Fingerless. You may use your mouth or trunk 
  as one hand.
  Four Legged. Being a four-legged creature, 
  you can bear greater weights (50% more) than 
  a human of the same strength without being 
  encumbered. Any roll to avoid becoming prone is 
  made with advantage.
  Heavy. Your weight increases by 50%.
  
  33
  Tembo Heritages
  Tembo of the frozen reaches and those on 
  all four are all of the same dream and see one 
  another as equals.
  Arctic
  You are adapted to cold environments. Increase 
  your weight by 25% and you gain cold resistance 
  equal to half your level (minimum 1).
  Tamaa
  You are four-legged, appearing as a small 
  elephant before one notices any clothing and the 
  words that come easily from you. You gain the 
  fingerless quality. You can carry 25% more Bulk 
  before being encumbered, and the maximum 
  amount of Bulk you can carry is also increased by 
  25%.
  Tembo
  You are what is considered the default form 
  of tembo, with two legs, two arms, and a build 
  adapted for warm temperatures. You gain scent 
  as an imprecise sense with a range of 30 feet.
  Tembo Power
  When the Author beheld the elephant, she was 
  powerless before its majesty. Great strength and 
  greater wisdom shone from within its eyes that 
  beheld a changing world around it. With strong 
  familial ties and able to show empathy to the 
  world around them, it took perhaps a touch less 
  of her power to uplift them in her search for the 
  perfect race.
  It is not known if they came first, last, or some-
  where in the middle. According to them, it matters 
  little. They had stared into the eyes of the Author, 
  and the visions behind her own bottomless eyes 
  echo still through their species, granting them 
  their ties to the dreamlands of other thinking 
  species. Though this does not manifest plainly 
  to most, the tembo credit their expertise with 
  unusual skills with this connection to the thought-
  realm of the entire world.
  Heavy and solid, the tembo pick a direction and 
  few can stop them without turning their minds 
  first. Tembo caravans can weave great straight 
  paths between one place and the next, even if 
  it means going through stretches others would 
  avoid. They take pride in learning how to navi-
  gate those places, enduring the heat, scaling the 
  rocks, or avoiding the beasts to take the shortest 
  path as the crow flies.
  Like the twiga and other Untamed Land races, 
  their people can be born with four legs or two, 
  and either are accepted as members of their 
  tribe. It is considered polite for a two leg to offer a 
  hand when it is useful, as a four legged will offer 
  a strong back if that would ease the day’s travel. 
  Both are tembo, and gaze upon the dreamlands 
  equally.
  Less obvious of their physical stature, their 
  claimed proximity to the dreamlands affords 
  them political power. Other tribes and people 
  invite them in and afford them a warm welcome 
  in return for their insights. Though many tembo 
  know little of the dreamland but their own flashes 
  Tembo (PF2)
  Hit Points
  6
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Strength
  Charisma
  Free
  Ability Flaw
  Dexterity
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence 
  modifier (if it’s positive). Choose from Aquan, 
  Auran, Ignan, Terran, Elven, Gnome, and any 
  other languages to which you have access 
  (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Beast Folk
  Low-Light Vision
  You can see in dim light as though it were 
  bright light, so you ignore the concealed 
  condition due to dim light.
  
  34
  and insights, to insult one is too risky, and all are 
  afforded a welcome, to keep on the good graces 
  of the wisest of dream delvers among them that 
  can perform near miracles.
  Tembo Naming
  Tembo share linguistic roots with the Twiga 
  and Masakio. Though they speak Common and 
  Sylvan, their race shares a creole all of its own 
  and only share the meaning of their names with 
  trusted ones.
  Female Names: Amana, Jina, Mosi, Russom
  Male Names: Asani, Bakiri, Chaca
  A Brief History of Tembo
  They wandered for many years, eyes ahead 
  and tails swaying to the tune of a song only 
  they could hear. They did not ask for much, nor 
  did they request it. They lived in perpetuity with 
  the dreamlands, taking care of the bodies that 
  housed them, as their minds wandered through 
  the cluttered realm of thoughts. The bedazzling 
  moment that their progenitor met the Author’s 
  eyes directly left them shaken and dazed for 
  untold generations, but it faded, child by child, 
  step by step. They awoke as a people, eyes 
  opening to a world dramatically changed from 
  the days when being simple elephants was the 
  life they led. They could not return to that, and 
  the one that gave them that gift had already left, 
  perhaps disappointed in their dreamy wander-
  ings.
  Whether she was disappointed or not, they felt 
  no malice directed at them. The dream continued, 
  in life and in death. Awake or asleep, the dream 
  was always there, just different levels of the 
  same. They walked confidently through it, eyes 
  sharper, but minds just as open to its eddies. The 
  Author lit the fire in their eyes, and they were 
  pleased with the gift. They would not shame her. 
  They tried to lead their fellow beast folk through 
  the difficult times with mixed success. While an 
  individual tembo could rise to authority, as a 
  people they were too prone to dispersing and 
  wandering to become a central power.
  Some tembo wanted to build a grand home for 
  themselves, still in the dreamy state, half asleep. 
  They built and they grew and a city was born, 
  only for the wailing of a buried god to sink them 
  deep into the earth, never to be seen again by 
  the surface dwellers of the world. It was this shout 
  that stirred the tembo, rousing them to wakeful-
  ness. While a good thing to most, the passing of 
  the others is still seen as a sad price to pay for 
  that epiphany.
  Ignorant to the fate of their kin, they scattered, 
  never again creating a vast home for them-
  selves. They became individual leaders among 
  the smaller tribes of the Untamed Lands, gladly 
  offering counsel and direction to those who bore 
  no relation of blood to them. Big, small, predator, 
  or prey, any that would turn an ear to them and 
  heed their advice was welcome to receive it. For 
  better or worse, tembo enjoyed giving it. Though 
  they lack leaders in the larger settlements, it is a 
  common sight to see them heading smaller bands 
  of their own and others and proudly leading guilds 
  within those settlements.
  Unlike some, tembo do venture beyond the 
  Table: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  Tembo
  3 ft. 8 in.
  130 lbs.
  2d6
  x10 lbs.
  Table: Random Starting Ages
  Race
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  Tembo
  14 years
  +1d4
  +1d6
  +2d6
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table: Age Categories
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Tembo
  37 years
  55 years
  75 years
  75 years + 2d20
  
  35
  Untamed Lands, and can be found in human, orc, 
  and among other more exotic species. Some are 
  even patient enough to try leading and guiding 
  the goblinoids, trying to still their feverish dreams 
  and manic thoughts with varied success. Whis-
  pers speak of their success, but only as hearsay.
  Life of Tembo
  The love life of tembo is often idyllic in the eyes 
  of many. Two tembo happen upon one another 
  and often claim they feel something and spend 
  further time around the target of their forming 
  emotions. This attraction is not approached 
  coyly. If one feels this, they tell the other, and it 
  becomes an invitation for the approached party to 
  reflect on it. If the sense is found, dating begins, 
  even if the two know precious little else of one 
  another. They will begin learning of one another 
  to see how their strengths and weaknesses 
  complement or not.
  Such tembo report to have dreams, vivid and 
  powerful, that guide them towards or away 
  from the forming relationship. If opposed, they 
  seperate without hard feelings typically, with the 
  call that the dreamlands spoke against it often 
  enough, and usually reciprocated. On the other 
  hand, if their dreams speak of greater things, 
  they will announce their intentions, and become 
  essentially engaged. Some favor lavish public 
  announcements of when they make it official, 
  while others are happy with a simple joining of 
  hands and/or trunks without fanfare. In either 
  event, divorce is quite rare among the tembo.
  Tembo neither rush for or away from children, 
  but they happen as they tend to. When one 
  begins to show, it is considered the task of all 
  tembo, related or not, to guard and care for the 
  expecting mother. This can cause some confu-
  sion among other races as protective tembo fuss 
  over pregnant females of other, perhaps more 
  reserved, species that do not accept the care in 
  the good nature it is offered. City-dwelling tembo 
  sometimes learn to subdue this instinct, but 
  many do not. In either event, pregnant females 
  are as queens to them for a time, and the result 
  is greeted with song. The father, if present, is 
  expected to sing first and loudest, beseeching 
  the dreamlands itself to bear the souls and life 
  forward through the expecting mother. Lacking 
  that, any trusted figure can take up the role; 
  a friend, another family member, or even the 
  attending midwife or cleric.
  As infants, tembo are remarkably easy to care 
  for, as they spend the formative first years of their 
  life in a dreaming state, only rousing to care for 
  pressing needs or to stare or interact with another 
  person nearby. Tembo parents understand intu-
  itively the ebb and flow and approach their chil-
  dren just as they come around to care for them 
  and interact before they sink again. At about three 
  years of age, the sleepwalking ends and they 
  emerge into the waking world with their name 
  on their lips. Despite this dreamtime, they learn 
  as acutely as any other child, some day perhaps 
  learning more than they should, drawn from the 
  depths of the dreamland.
  Though slow in arriving there, tembo youth 
  transition from docile and unaware to sharp and 
  ready in an instant. Bold of word and filled with 
  knowledge without source, they approach life as 
  eagerly as once they did not. Many begin proper 
  training without prompting, seeking out mentors 
  and teachers on their own, though their parents 
  are typically happy to assist and help fund such 
  growth. By the time they reach maturity, most 
  have fixed their eyes on a goal, even if that goal 
  is to continue searching. Farewells with parents 
  are solemn and quiet, and later meetings are 
  openly joyful. If the tembo lives in the same 
  settlement as their parents, remaining in contact 
  is expected.
  As adults, tembo walk the line of dreaming, 
  knowing all layers of it, waking, sleeping, death 
  and beyond are but parts of the same thing. How 
  they approach this knowledge can vary wildly, 
  with some launching into their chosen path with 
  an unequaled vigor while others coast along, 
  content in that little matters in the dreamworld in 
  the long run, or so they tell themselves. Others 
  seek to awaken others for different reasons, 
  while others seek personal enlightenment. How a 
  tembo spends their life is a personal decision, but 
  most are happy to share their thoughts if asked 
  politely.
  A tembo at the end of their life is hard to differ-
  entiate from one near the start. Their vision may 
  begin to fade into the dreamworld, as if slowly 
  receding back into the mist they had emerged 
  from. There they walk as if in a daze, speaking 
  to people who are not there, doing battle with 
  monsters that do not exist, and pondering on 
  troubles that may have long since passed, or may 
  yet to be. Lost in delirium, other tembo do their 
  
  36
  best to keep them comfortable, but do not restrain 
  them. All parts of the dream are sacred and 
  meant to be seen, and wisdom may yet emerge 
  from the seemingly-troubled lips of their elderly.
  The final moments are hard to miss for a tembo, 
  for they always know. When age has come for 
  them at last, all becomes clear. They understand 
  that it is time to pass on to the next step of the 
  dreaming. If any they know are within sight, they 
  will make quick departing words. If not, they may 
  write a letter, but there is no delaying what has 
  come to them, and they know it. With whatever 
  farewells they can manage, they collapse, some 
  into cross-legged meditation, others simply as if 
  to sleep, and they never raise again. 
  The body is immediately considered to not 
  be ‘them’ anymore, for a dream can never truly 
  die, simply move on to a new form. The body 
  is placed where it may return to the cycle that 
  birthed it, those who remember the tembo singing 
  songs of those memories, for good and ill, 
  committing it to the dreamtime for others to learn 
  and know.
  Tembo Religion
  Walkers of the dreamland, the tembo have 
  brushed alongside many great beings of the outer 
  planes, some known as gods, others demons, 
  angels, or just incomprehensible. The tembo 
  know them, and they may pay heed to them, 
  sometimes becoming devout to beings none 
  other had heard of around them. While another 
  priest may use incense to clear the mind and 
  open paths, the tembo claim to know the truth of 
  it. Scent is tied to memory, and their sharp noses 
  are better yet for noticing these differences.
  The right incense can send them down the 
  correct paths of the dreamlands, to confer with 
  their extraplanar patrons and break bread with 
  the divine as if they were neighbors, though they 
  often come back with nothing concrete other than 
  a sense of clarity and purpose.
  Stereotypes of Other Races
  Ponykind: Fellow children of the Author, their 
  eyes were closed at the time, or perhaps she 
  approached them from behind. It would explain 
  why her mark is on their rump, would it not? 
  Know them as cousins on the path, but they walk 
  differently than us.
  Big Mao: Gentle creations of the Author, they 
  learned to stand for themselves and their family, 
  and they took that chance to protect others 
  instead of isolating themselves. Good people, 
  and an example of the author’s better works.
  Cloven: When she desired softer creations, she 
  made these. Polite and driven, but with almost 
  no shred of true ambition. They are perfectly 
  delightful people to deal with.
  Flutterponies: They have not even a whisper 
  of the Author upon them. A darker power shaped 
  them without trying, and her disregard fashioned 
  their outlook. Desperate for attention, your smile 
  could make their day.
  Gem Gnolls: Proof that beast folk existed 
  before the Author made them, gnolls are often 
  trouble, but they walk their path dutifully. Part 
  of me wonders if peace could be had if we just 
  understood one another a little better.
  Griffons: Proud kings of the mountains, it’s 
  probably best to leave them to their dreams of 
  domination.
  Humans: This is a race that knows the power 
  of dreams, even when they are ignorant of it. 
  They reach for them constantly, but often fail. We 
  share this heritage in part. Do not forget that you 
  are human. Do not forget that you are not human.
  Dragons: They live so long that they think the 
  waking world is the only reality worth consider-
  ation. You would think, spending so long in torpor, 
  they would understand how untrue this is. Walk 
  carefully among those who do not know of the 
  dream.
  Luminous Dragons: Smaller than their 
  draconic kin, gifted to ponies by their gods to be 
  companions. They follow dreams of learning and 
  finding out new things. Not quite as excitable as 
  Vulponies, usually. Good company if you befriend 
  one. They like to listen and learn what you know, 
  and will teach you in return. They do their divine 
  aunt proud.
  Dwarves: They dream of metal and gems, 
  thinking them forever. Nothing endures without 
  change. Even the rocks beneath us are dancing 
  in steps too slow for us to see. They will reach 
  new dreams, as must we all.
  Elves: They withdrew their dreams from the 
  land, fleeing across the waters, but dreams are 
  not so easily hidden, and some of them still lurk. 
  They dream of long things, enduring things, but 
  to all things with a start, there is an end. They are 
  not comfortable with that.
  Krava: Cows that decided they enjoyed the 
  
  37
  dream of ponies better, and the ponies invited 
  them to walk alongside them, the two becoming 
  one without complaint. It is a delightful example 
  of friendship and proof that even those that 
  could seem so far apart can be brought close as 
  brothers and sisters.
  Impure: Donkeys who dream of acceptance in 
  society. Shunned by ponies through no fault of 
  their own, they seek to prove themselves anyway 
  they can. Help if you’re able, but in the end, 
  respect them and let them stand on their own 
  hooves.
  Orcs: It’s so easy to assume they fight because 
  it is their purpose, as if their entire society is 
  nothing but war, but this is untrue. The orcs care. 
  They care deeply. As anyone else, they try to 
  protect their home and family. Is it their fault they 
  were pushed to such a dire place and told to 
  simply endure? Would not anyone try to escape? 
  Still, be wary, lest their lashing catch you.
  Phoenix Wolves: The Author made ponykind. 
  Foolish ponykind tried to replicate the trick, to 
  make something. This was the result. They did 
  not ask to be made, and ponies proved to be far 
  less kind then the Author in their fashioning. Treat 
  them with respect and you will be approached in 
  kind.
  Beast Folk: We are all children of the Author, 
  bid to walk side by side along related, but 
  different, paths wending through the dream. We 
  see so much, it falls to us to share what knowl-
  edge we have been blessed with, that our fellows 
  can walk confidently. Be wary, to think you know it 
  all is to know very little in the end.
  Purrsians: Their eyes light when something 
  glitters before them, but it is not the money that 
  interests them. They wish to leave a mark that will 
  endure, but the dreaming is so very hard to leave 
  a lasting impression on. Their goal is vast and 
  even heroic if one considers it. A pity so many of 
  them are doomed to failure. Do you wish to help 
  one stain the dreaming, so others long after you 
  remember your steps?
  Steelhearts: The Author did not make these, 
  but they are part of the dreaming. They dream, 
  though it is a curious thing. I have heard the 
  orderly thoughts of their god, watching and plan-
  ning. To walk along their paths feels strange and 
  alien, but they are dreams, and they deserve to 
  be walked. They are a people worth knowing.
  Sun Cats: Quadruped beast folk that stayed in 
  the West. Their dreams are simple ones, and they 
  live as thinking animals. There is nothing wrong 
  with that.
  Twiga: Their dreams bid them to always go 
  further, to see what is beyond the next rise. In 
  the end, they carry this wisdom into the dreaming 
  itself. Treat them with respect, for they walk a 
  path close to our own, even if they do not know it.
  Masakio: They were once so much more, a 
  part of dreams vast and powerful, but they have 
  retired to quiet thoughts of safety and solitude. If 
  you can draw one out, treat them well and hold 
  them close. That brightness still lingers in their 
  souls.
  Ruminants: Fellow children of the Author, they 
  dream of running, so much that they ran into 
  another part of the dream altogether. Even when 
  they found safety, they still dreamt of running. 
  They seem to have found another safe haven, but 
  I wonder if they will eventually run from that place 
  too.
  Star Bears: Lost twins of the Big Mao. Among 
  the first of the Author’s children, their dream was 
  of protecting their younger siblings once, but 
  it became twisted into a nightmare of endless 
  hunger. Maybe they will escape it one day?
  Vulponies: An odd blend of fox and pony, they 
  shapeshift as easily as breathing. They dream 
  of adventure and fun and finding new exciting 
  things, with no thought to dangers. Well hidden, 
  but sometimes I still worry about them.
  Depths Tembo: Our lost kin. It took us long 
  to find them, for their dreams are distant, but we 
  cannot yet free them from the nightmare they fell 
  into. They are less prone to speak of their dream-
  walking, and more ready to fight the horrors 
  surrounding them. One day our people will be 
  whole again, even if not today. After all, every-
  thing is possible in dreams.
  Depths Sun Cats: When our kin were swal-
  lowed by the earth, they were not alone. Sun cats 
  fell with them, and changed just as they have. 
  These cats are more fierce than the surface 
  prides, hunting anything and everything. It keeps 
  them alive, and they are content. As with their 
  surface kin, there is nothing wrong with that.
  What Other Races Think of 
  Them
  Ponykind: Another type of human, obviously. 
  They come in many tribes, as do we. Or do you 
  mean the little elephant folk? They live off to the 
  
  38
  east and we rarely see them. It’s strange that 
  those two claim to be of the same herd, but then 
  again, everything about them is strange when 
  they sleepwalk through life. The things they talk 
  about... But overall they’re good people.
  Big Mao: Fellow beast folk. They see the world 
  as one great dream and claim sight into the 
  dreams of others. This seems foolish to some, but 
  there is wisdom in what the Tembo find. Listen 
  and learn, and they will thank you for it.
  Beast Folk: Wise sages who wonder the land. 
  Welcome them if one comes along. Their fawning 
  over expecting mothers is eccentric, but they 
  mean well. Many Tembo become great leaders, 
  so they must be doing something right.
  Humanoids: Talking elephants. They talk a 
  lot, and much of what they say makes no sense. 
  Occasionally you’ll hear something worth listening 
  to, and they are skilled workers. They may be 
  annoying and smaller than wild ones, but they’re 
  still elephants. Don’t anger one if you can help it.
  Cloven: Listen to what they say, even if you 
  don’t understand it. Ask questions too. Even if 
  that doesn’t help you, it makes them happy to 
  have an engaging audience.
  Dragons: Elephants? They’re good eating, but 
  these are smaller, and talk too much to be worth 
  the meal. Of course, if you like that sort of thing... 
  Not all of us eat talking food anyway. Let them 
  babble in your ear if you like. Maybe you’ll hear 
  something entertaining.
  Luminous Dragons: They’re fascinating! 
  Able to see into the dream realms, that must be 
  so insightful! And confusing... Is that why they 
  always think they’re dreaming? If they sleepwalk 
  while awake, what do they do in their sleep? Oh, 
  right, you were asking my thoughts... I like them. 
  They teach us and gladly want to learn when we 
  teach them. Win win for everybody!
  Flutterponies: They like us, or at least they’re 
  nice to us. Shame they have such boring colors 
  of their own. They like us helping them find more 
  colors. That’s always good!
  Gem Gnolls: Small elephants. The big quiet 
  ones are good for work, if you can tame them, 
  but too big for mines. These little elephants are 
  broken in the head. The big ones are dangerous 
  enough, but I don’t want to know what a crazy 
  one will do, even if it is smaller. Not worth the 
  trouble of catching.
  Griffons: Why should we care about sleep-
  walking elephants? Annoying, but harmless. They 
  don’t do well in mountains. Probably a good thing. 
  They can’t disturb us with their talk if they can’t 
  reach us. 
  Impure: They don’t judge us. I like that about 
  them. They sometimes talk too much, but they 
  give good advice if you can pick that out. They 
  know many skills, so not bad as teachers.
  Krava: I wonder if they escaped the humans 
  as we did? I heard that their wild kin are used for 
  labor sometimes. The Tembo are a wise people, if 
  unusual in their habits.
  Phoenix Wolves: Talkative at times, but they 
  respect us. They claim to see into dreams, weird, 
  but who are we to judge? Do they really under-
  stand us? Who knows. But at least they act like it. 
  Respect them in kind.
  Purrsians: They claim we don’t really want 
  money? Are you sure they’re not crazy, despite 
  how wise they are? Knowledge may be power, 
  but it doesn’t glitter and buy the finer things in life.
  Sun Cats: They travel lands unknown to us, 
  or so they say. Wise, strong, and tightly bound 
  in their families; treat them with the respect they 
  deserve, and they will return it in kind.
  Steelhearts: They are an enigma. Where do 
  they gain the knowledge they have? Some of 
  them claim to have heard Maze, yet they are 
  clearly not us. More study is required. At least 
  they are more willing than most to allow it from 
  us.
  Vulponies: They’re fun to be around, even if 
  they are a little slow. They always have some-
  thing to say and new stories to tell. Weird how 
  they think they’re always asleep. Or maybe they 
  are? I can’t tell.
  Ruminants: I find it disturbing that they can see 
  into our dreams, no matter what other wisdom 
  they claim to have. Perhaps the elders know a 
  way to prevent that...
  Star Bears: They’re not ponies, so why should 
  I care? They’re food, but they have no Brands of 
  Destiny to take. Ponies taste better anyway.
  Depths Tembo: Our kin on the surface are 
  far away in the dream. We can speak to them, 
  but are glad of the distance, for they avoid the 
  nightmares down here. They are more open with 
  strangers, able to share their wisdom, but we 
  can’t afford that luxury. May they continue to have 
  such peace, until our paths through the dream 
  are united once more.
  Depths Sun Cats: The elephants? Good 
  hunting, and good blood offerings for the Sun 
  
  39
  King and Hunter. Respect their strength and wits, 
  but never forget that they are prey. We took the 
  ritual from them that keeps the Sun alive and 
  improved it, but some cats will tell you it’s a team 
  effort between our two races. Huh? What do 
  you mean there are sun cats and tembo on the 
  surface? What surface? What? There’s another 
  world up above that we don’t know about? And 
  a sun that never goes out? You must be crazy to 
  believe such a thing.
  Tembo Feats (PF)
  Advanced Lucid Dreaming
  When you walk in dreams waking, taking hold of 
  the reality you know to be fake and changing it 
  becomes possible.
  Prerequisites: Lucid Dreaming, tembo.
  Benefit: Once per day, you can create an 
  illusion as a spell-like ability. The type of illusion 
  created allows you to weave an illusion spell with 
  a spell level (as found on the sorcerer/wizard 
  spell list) no greater than 1/3 of your character 
  level (0-level spells are cantrips). You must 
  concentrate on this effect and it ends if you stop 
  doing so or when its duration expires, whichever 
  comes first. Charisma is your casting ability for 
  these effects and the caster level is equal to your 
  character level.
  All Dreams
  The flow of one magic to another is just one 
  dream from the next, but they are all dreams.
  Prerequisites: Tembo, ability to cast spells.
  Benefit: If you prepare spells, you may prepare 
  one spell at each spell level with a spell not found 
  on your class spell list. You treat these spells as 
  being on your class spell list at the highest level 
  they can normally be cast. You may only prepare 
  spells that are of a level equal to or lower than 
  half of your spellcasting class’s key ability modi-
  fier. If your class uses a spellbook or has a similar 
  feature, you must first learn and record the spell 
  as normal. You can learn spells from any type of 
  scroll.
  If you do not prepare spells, when you 
  exchange or learn spells, you may select one 
  spell at each spell level that is not found on your 
  class spell list to be added to your spells known. 
  You treat these spells as being on your class 
  spell list at the highest level they can normally be 
  cast. On taking this feat, you may immediately 
  exchange one spell for this purpose. You may 
  only select spells that are of a level equal to or 
  lower than half of your spellcasting class’s key 
  ability modifier.
  You may not choose spells that are limited to a 
  specific race unless you qualify as that race.
  Big Steps
  Once your kind towered over most others, their 
  approach impossible to miss.
  Prerequisite: Tembo.
  Benefit: When performing a successful overrun 
  combat maneuver, you trample those in the way, 
  allowing you to deal damage with an unarmed or 
  natural attack of your choice. This also triggers 
  other effects besides damage, if the weapon has 
  them.
  Connections Between Dreams
  The path of the tembo is that of many paths. You 
  seem to walk along another race’s.
  Prerequisite: Tembo.
  Benefit: Pick another race. You qualify as that 
  race for selecting feats, spells, traits, and favored 
  class bonuses. You immediately gain a feat that 
  requires the selected race.
  Special: If a feat, trait, or favored class bonus 
  requires anatomy you do not have (such as 
  wings), it does not function.
  Cushioned Steps
  Despite your size, you remain amazingly quiet.
  Prerequisites: Tembo, Large size or larger.
  Benefit: Your size no longer applies a penalty 
  to Stealth checks. If Stealth was not a class skill, 
  it becomes a class skill. If Stealth already was a 
  class skill (or later becomes one from some factor 
  outside this feat), you instead gain a +2 bonus to 
  Stealth.
  Dreamwalker
  To travel between planes is as close as most 
  come to walking the dreamlands.
  Prerequisites: Character level 5th, tembo.
  Benefit: When on an earth-aligned plane, you 
  gain a burrow speed equal to your land speed. 
  When on a water-aligned plane, you gain a swim 
  speed equal to your land speed. When on an 
  air- or fire-aligned plane, you gain a fly speed 
  equal to your land speed with average maneu-
  verability. When gravity is changed, you move 
  with its flow and take no harm directly as a result. 
  When movement is based on will, you are always 
  
  40
  considered to have succeeded the roll to move.
  Grass Stomper
  Your heritage speaks of great physical size, and 
  this has come to fruit in you, the spirit urging your 
  body to a sudden surge in growth.
  Prerequisites: Character level 10th, tembo.
  Benefit: Your size increases by one category 
  (typically to Large). Your Strength increases by 
  2 if it was below 18, otherwise it increases by 1, 
  then it increases again in the same manner (if 
  you had 17 Strength, you would increase it to 19, 
  then to 20). Any equipment you were wearing or 
  using at the time you take this feat also increases 
  in size.
  Lucid Dreaming
  When you know you are asleep, you can control 
  yourself.
  Prerequisite: Tembo.
  Benefit: When your actions are not yours to 
  determine (due to being possessed, dominated, 
  confused, or similar), you have a 50% chance 
  every round of acting normally. You are aware of 
  the loss of control both during and after the event 
  unless other effects would interfere with your 
  memory.
  Nightmare Resistance
  Not all dreams are pleasant, but none need be 
  turned away from.
  Prerequisite: Tembo.
  Benefit: When making a Will saving throw 
  against a mind-affecting effect, a successful 
  saving throw negates the effect if it would 
  normally reduce it.
  Prophetic Dreams
  Future, past, present; all are the same in dreams.
  Prerequisites: Wisdom 13, tembo.
  Benefit: With deep meditation, or a good 
  night’s sleep, you welcome dreams pertinent to 
  the present and future to come to you, allowing 
  you to imitate the effects of augury, but always 
  with success. You can do this once per week. At 
  10th level, your ability to weave dreams becomes 
  more intense, increasing to replicate the effects of 
  divination instead.
  Sleepwalker
  To perform magic comes naturally when you 
  realize you walk in a dream.
  Prerequisites: Character level 5th, Tembo.
  Benefit: Select a spellcasting class that can 
  cast 9th-level spells. You can cast and gain spells 
  as this class, as well as prepare spells as this 
  class as appropriate. You gain one 0-level spell 
  and spell slot and one 1st-level spell and spell 
  slot. You do not gain bonus spell slots per day 
  for having high ability scores. If the class must 
  prepare spells before casting, you learn one 
  additional spell at each level. If the class does not 
  prepare spells, you gain one additional spell slot 
  of each level. Your caster level for these spells is 
  equal to your character level –4.
  Special: You can gain this feat multiple times, 
  at 10th level and 15th level. At 10th level you gain 
  one 2nd-level spell and spell slot. At 15th level 
  you gain one 3rd-level spell and spell slot.
  Tembo Feats (5e)
  Sleepwalker
  Prerequisite: Tembo
  Though life may be but a dream, few understand 
  this properly or can take advantage of it.
  You gain the following benefits:
  ● Your Charisma or Wisdom increases by 1.
  ● When making a Charisma, Wisdom, or Intel-
  ligence saving throw and succeeding, if the 
  effect would normally be reduced, it is instead 
  entirely negated for you.
  ● You can weave illusions with a thought, 
  replicating the effects of silent image. You use 
  Charisma as your casting ability. Once you 
  use this ability, you can’t use it again until you 
  finish a short rest.
  Tembo Ancestry Feats (PF2)
  1st Level
  Jeweled Tusks 
  FEAT 1
  Tembo
  You gain a gore unarmed attack that deals 1d4 
  bludgeoning damage. Your gore is in the brawling 
  group and has the finesse and unarmed traits. 
  This attack may be enhanced individually with 
  weapon runes.
  Sharp Minds 
  FEAT 1
  Tembo
  
  41
  You become trained in two skills of your choice.
  Sharp Nose 
  FEAT 1
  Tembo
  You gain scent as an imprecise sense with a 
  range of 30 feet.
  Steady Advance 
  FEAT 1
  Tembo
  Ignore the reduction to your Speed from any 
  armor you wear. In addition, any time you’re 
  taking a penalty to your Speed for some other 
  reason (such as from the encumbered condition 
  or from a spell), deduct 5 feet from the penalty. 
  For example, the encumbered condition normally 
  gives a –10-foot penalty to Speed, but it gives 
  you only a –5-foot penalty. If your Speed is 
  taking multiple penalties, pick only one penalty to 
  reduce.
  5th Level
  All Dreams 
   FEAT 5
  Tembo
  You gain one multiclass archetype feat that grants 
  basic spellcasting.
  Connections Between Dreams 
  FEAT 5
  Tembo
  Select any other ancestry. You qualify as that 
  ancestry for future ancestry feats. You imme-
  diately gain a 1st-level ancestry feat from that 
  ancestry.
  Cushioned Steps  
  FEAT 5
  Tembo
  You become trained in Stealth. If you were 
  already trained in stealth, you become trained 
  in one skill of your choice. If you were going to 
  suffer a penalty to stealth due to size, you ignore 
  it.
  Dreamwalker 
  FEAT 5
  Tembo
  When on an earth-aligned plane, you gain a 
  burrow Speed equal to your land Speed. When 
  on a water-aligned plane, you gain a swim Speed 
  equal to your land speed. When on an air- or fire-
  aligned plane, you gain a fly Speed equal to your 
  land Speed. When gravity is changed, you move 
  with its flow and take no harm directly as a result. 
  When movement is based on will, you are always 
  considered to have succeeded the roll to move.
  Lucid Dreaming 
  FEAT 5
  Tembo
  When your actions are not yours to determine 
  (due to being possessed, dominated, confused, 
  or similar), make a DC 10 flat check at the start 
  of each of your turns. On a success, you act 
  normally for that round. You are aware of the loss 
  of control both during and after the event unless 
  other effects would interfere with the memory.
  Prophetic Dreams 
  FEAT 5
  Tembo
  Frequency one per week.
  With deep meditation, or a good night’s sleep, 
  you welcome dreams pertinent to the present and 
  future to come to you, allowing you to imitate the 
  effects of augury, but always with success.
  9th Level
  Magic of Dreams 
  FEAT 9
  Tembo
  Prerequisites All Dreams
  You gain any one 9th-level or lower feat of the 
  same class as you selected with All Dreams.
  Nightmare Resistance 
  FEAT 9
  Tembo
  When you make a Will saving throw against an 
  enchantment effect, treat success as a critical 
  success.
  13th Level
  Dream Sorcery 
  FEAT 13
  Tembo
  Prerequisites All Dreams
  You gain an archetype feat in the same class 
  you chose for All Dreams that gives expert spell-
  casting.
  
  42
  Grass Stomper 
  FEAT 13
  Tembo
  Your size increases by one category (typically to 
  Large). You gain a boost to Strength. Any equip-
  ment you were wearing or using at the time you 
  take this feat also increases in size.
  Tembo Race Traits (PF)
  Only tembo can select the following race traits.
  Half-Asleep: You have a sleepy look in your 
  eyes that never seems to entirely fade even at 
  your most active. Residing between states, you 
  are not considered helpless when sleeping, nor 
  do you become prone when forced to sleep.
  Jeweled Tusks: You have taken the time to 
  decorate and fortify your tusks, granting you a 
  natural gore attack. You may enchant this natural 
  weapon as if it were a masterwork piercing 
  weapon.
  Layered Vision: Dreams stack on dreams. 
  You recognize bits of dreamstuff more easily than 
  most. When you end a turn within reach of an illu-
  sion, you may make a saving throw to disbelieve 
  without specifically interacting with it.
  Natural Trumpet: You can be quite loud 
  when you care to be. Audible effects you create 
  (including all sonic and language-dependent 
  effects, and any effects that depend on hearing 
  you) have their range increased by 25%. This 
  does not stack with other effects that increase the 
  range of your effects.
  Tembo Favored Class Options 
  (PF)
  All: Gain a +1/5 bonus to Will saving throws. 
  Any tembo character can choose this bonus upon 
  gaining a level in their favored class.
  All: Add 1/2 to the caster level of the favored 
  class, to a maximum of the character’s total level. 
  Any tembo character can choose this bonus upon 
  gaining a level in their favored class.
  
  43
  Twiga
  “Across the open plains, the only mirror one finds is internal.”
  The Twiga are a beast folk and created using the beast folk rules, with the deviation in having the 
  three sub races to choose from at the end.
  Twiga Racial Traits (PF)
  +2 Intelligence, +2 Strength, -2 Charisma: Twiga are soft spoken and though eager to be 
  involved with others, have a hard time expressing themselves, though it doesn’t stop them from 
  trying. Powerful of mind and body, they lope confidently.
  Beast People: Twiga are fey with the beast people subtype.
  Medium: Twiga are either Medium creatures and receive no bonuses or penalties due to their 
  size.
  Fast Speed: Twiga have a base speed of 35 feet.
  Low-Light Vision: As with most fey, twiga can see twice as far as 
  humans in dim light.
  Browser: Built to survive on tall plants, twiga have 
  powerful horns and a sharp nose to protect them-
  selves.
  Horned: Twiga have a primary gore attack that 
  deals 1d4 piercing or bludgeoning damage (1d3 if 
  you are Small).
  Scent: Twiga have the scent ability with a range of 
  30 feet.
  Strider: They are faster than many other beast folk, 
  but not prone to great bouts of speed.
  Languages: Twiga speak Common and 
  the Sylvan of Everglow. Especially intelli-
  gent beast people may select elemental 
  languages (Aquan, Auran, Ignan, or Terran) 
  or fey languages (Elven or Gnome) as 
  bonus languages.
  Twiga Racial Traits (SF)
  Ability Adjustments: +2 Str, +2 Int, -2 Cha
  Hit Points: 4
  Size and Type: Twiga are Medium fey with 
  the beast people subtype.
  Fast Speed: Twiga have a base speed of 
  35 feet.
  Twiga Senses: Twiga have blindsense 
  (scent) with a range of 30 feet, as well as 
  low-light vision.
  Browser: See page 43.
  Horned: See page 43.
  Strider: See page 43.
  
  44
  Twiga Traits (5e)
  Ability Score Increase. Increase your intel-
  ligence by 2 and your strength by 1.
  Age. A twiga lives about the same amount 
  of time and matures at about the same 
  rate as a human.
  Alignment. Twiga tend towards neutrality 
  with good tendencies, preferring to lend a 
  helping hand if they can do so.
  Size. Your size is Medium.
  Speed. Your base walking speed is 35 feet.
  Browser. You have a natural gore weapon. 
  It deals 1d4 piercing damage. You are 
  proficient with it.
  Scent. You have advantage on Wisdom 
  (Perception) checks based on scent.
  Strider. You are faster than many other 
  beast folk, but not prone to great bouts of 
  speed.
  Languages. You can read, write, and speak 
  Common and Sylvan.
  Sub Races
  Twiga may select a sub race.
  Solid Footed
  They appear as tiny versions of wild giraffe, with 
  four legs and a long neck.
  (PF)
  Fingerless: See fingerless rules.
  Four-Legged: Solid footed twiga gain a +4 
  racial bonus to CMD against trip attempts and 
  increase their carrying capacity by +50%. They 
  have forelegs instead of arms. Their height is 
  reduced by 25%.
  Long Neck: Solid footed twiga have an extra 
  5 feet of reach with their mouth or things held in 
  their mouth.
  (5e)
  Fingerless. You may use your mouth as one 
  hand.
  Four Legged. Being a four-legged creature, 
  you can bear greater weights (50% more) than 
  a human of the same strength without being 
  encumbered. Any roll to avoid becoming prone is 
  made with advantage. Decrease your height by 
  25%.
  Long Neck. You have an extra 5 feet of reach 
  with your mouth or things held in your mouth.
  Plain Dancer
  Tall and slender, the two-footed twiga are 
  known for being sharp of mind, their heads high 
  to give perspective.
  (PF)
  Tall: Plain dancer twiga are taller than normal. 
  Their height is increased by 25%.
  Sharp Mind: Choose any skill; it becomes a 
  class skill for you.
  (5e)
  Tall. Increase your height by 25%.
  Sharp Mind. You gain proficiency with one tool.
  Squatter
  A curious blend, shorter than the dancers, 
  but taller than the solids with just as many legs. 
  These tauric twiga are the most alien to outsiders.
  (PF)
  Tauric: Squatter twiga have four legs and two 
  arms in a tauric configuration. Having four legs 
  allows them to have a +50% carrying capacity 
  and grants them a +4 bonus to CMD against trip 
  attempts.
  (5e)
  Tauric. You have four legs and two arms in a 
  tauric configuration. You can bear greater weights 
  (50% more) than a human of the same strength 
  without being encumbered. Any roll to avoid 
  becoming prone is made with advantage.
  
  45
  Twiga Heritages
  Twiga come in three notable forms, all 
  welcomed as twiga.
  Solid Footed
  You are four-legged, appearing as a small wild 
  giraffe before one notices any clothing and the 
  words that come easily from you. You gain the 
  fingerless quality. Your bulk capacity is increased 
  by 25%.
  Plain Dancer
  Tall and slender, you are known for being sharp 
  of mind, your head high to give perspective. You 
  become trained in the skill of your choice.
  Squatter
  You have four legs and two arms in a tauric 
  configuration. Your bulk capacity is increased by 
  25%.
  Twiga Power
  Attuned to natural forces that roar within them 
  as other beast folk, the Twiga are a gentle race of 
  herbivores. Capable of eating meat, but usually 
  abstaining, they subsist on fruits and vegetables 
  they can find high above the ground that other 
  races would need to climb or to get a ladder to 
  reach. Their preference for higher plants can 
  allow them to subsist on the land being used by 
  another tribe with less friction than usual, some-
  times even trading their high-borne bounty for the 
  low prizes that others may find.
  Swift of foot and mouth, they are quick to strike 
  up a conversation when the opportunity presents 
  itself but are often not as adept at controlling 
  where the conversation leads. They can talk 
  themselves into things, leading to trouble, espe-
  cially around more socially powerful races that 
  can easily lead their racing thoughts in new direc-
  tions, causing Twiga trouble. Despite this, most 
  continue to approach and talk. They cannot help 
  but want to be with others and interact with them, 
  skilled at it or not.
  When pressed into battle, Twiga are strong and 
  able-bodied, capable of ramming their heads into 
  any that displease them if they’re not wielding 
  sharp blades, possibly both at once in an intim-
  idating display of prowess when it works. Solid 
  footed twiga use their necks to great effect, 
  reaching farther than most would expect to keep 
  their enemies at a distance.
  Twiga Naming
  Twiga prefer to make names out of their own 
  personal words. Though they speak Common and 
  Sylvan, sharing linguistic roots with Tembo and 
  Masakio, their race shares a creole all of its own 
  and only share the meaning of their names with 
  trusted ones.
  Female Names: Shani, Adea, Banou, Johari
  Male Names: Bakari, Elewisa, Kenyatta
  Twiga (PF2)
  Hit Points
  4
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Intelligence
  Strength
  Free
  Ability Flaw
  Charisma
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence 
  modifier (if it’s positive). Choose from Aquan, 
  Auran, Ignan, Terran, Elven, Gnome, and any 
  other languages to which you have access 
  (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Beast Folk
  Low-Light Vision
  You can see in dim light as though it were 
  bright light, so you ignore the concealed 
  condition due to dim light.
  
  46
  A Brief History of Twiga
  As the beast races dispersed among humanity, 
  the twiga were one of the first to try to live as 
  any other. They tried to move into human cities, 
  live on human farms, and generally acted as any 
  other human that did not have a fur coat or a 
  swaying tail. Even the four-legged Twiga would 
  appear in human settlements with a kind smile 
  and equally gentle words, trying to find a place 
  among so many others.
  Their kindness did not work well for them, as 
  avarice and fear turned against them. As the 
  other beast folk scrambled to defend what was 
  theirs, the twiga never had a place to call their 
  own. They found the Untamed Lands almost by 
  accident, wandering there after finding their lives 
  unsatisfying by and large in other places. Freed 
  to wander the plains of the Untamed Lands, they 
  found a new peace in themselves, even if they 
  still preferred to find any others and try to learn of 
  them.
  The settlements of the lands are a popular 
  place for them to visit, even if many wander away 
  in time, bidden by unseen forces to continue 
  wandering and exploring. The other races 
  welcome their presence, for a twiga rarely carried 
  bad tidings, and were a friendly people by and 
  large. Offer one an apple and a good story and 
  you’ve earned a friend for a long as you don’t 
  abuse that trust.
  Life of Twiga
  The warm souls of the Twiga find love as freely 
  as they move. It is as often among others of their 
  own kind as it can be other species. Their blood 
  is considered quite ‘strong’, as any children that 
  produce from such unions are 80% likely to be 
  twiga despite whatever other species is involved, 
  even other powerful breeders such as dragons 
  tend to be entirely twiga with nary a hint of the 
  other parent save eye colors, which will almost 
  always take after the non-twiga parent if there is 
  one.
  The only concession to this is the body type 
  of the other parent, which helps determine if the 
  child will be born with two legs or four and with 
  hooves or hands. Twiga themselves do not seem 
  to mind if their offspring has a different body type 
  than themselves, as they see all three types of 
  twiga as being equally kin and equally blessed, in 
  subtly different ways.
  Mother or father, a twiga often like to roam, and 
  may have moved away from the other parent 
  unless they agreed to wander with the twiga. 
  Twiga do not mind, and warmly welcome, such 
  traveling companions and will gladly accept a 
  partner as a permanent part of their life, provided 
  they do not try to stop the twiga from moving as 
  the winds guide them.
  If a twiga ends up alone with a child, they will 
  not allow the child to leave their sight, foraging 
  and wandering with the calf never more than 
  an arm’s length away at a time. It is during this 
  period that a twiga is most fierce, ready to leap to 
  the aid and defense of their progeny and possibly 
  getting into fights with perceived threats, real or 
  imagined. Only other twiga or especially under-
  standing friends can sooth these feelings and join 
  in the rearing and protection of the child.
  Table: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Modifier
  Twiga
  4 ft. 5 in.
  120 lbs.
  2d6
  x6 lbs.
  Table: Random Starting Ages
  Race
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  Twiga
  14 years
  +1d4
  +1d6
  +2d6
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table: Age Categories
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Twiga
  37 years
  55 years
  75 years
  75 years + 2d20
  
  47
  With companionship, be it the other parent or 
  trusted friends, a twiga takes a more relaxed 
  view of things, sharing child-rearing duties with 
  others in their social circle. A group of twiga 
  always has at least one minding to the young as 
  others forage and return with sustenance. In city 
  settings, they coordinate their work schedules so 
  that someone is always at home with them as the 
  others earn their pay. In either event, a twiga calf 
  will never know a time when it is truly alone until 
  they are at least ten summers old.
  Such a youth has learned all their parent can 
  impart of the basics of survival, but it is then time 
  for them to begin specializing. If a member of the 
  twiga’s social circle has the skill the calf desires, 
  they begin being tutored and remain with their 
  parent, otherwise they may be left in the care of 
  a tutor or as an apprentice to gain the skills they 
  desire. If they are left, or complete their training 
  with a mobile friend, they are considered an adult 
  and a cheerful and teary parting celebration is 
  had. Neither make promises to follow the other, 
  but should their paths cross, there will be happi-
  ness.
  During the time of training, a twiga becomes 
  typically becomes the most focused they ever will 
  be, dedicating themselves entirely to the task and 
  not exhibiting the wanderlust that would come 
  to dominate much of their later years. Eager 
  students, their minds devour the facts thrown at 
  them and they quickly catch up with other simi-
  larly aging creatures that may have started their 
  education earlier. This moment of intense mental 
  development passes as quickly as it came. When 
  a twiga has proficiency with their chosen profes-
  sion, the need to move returns.
  Most wander away, traveling across the 
  Untamed Lands and beyond it (though always 
  returning to its relative safety) in pursuit of new 
  experiences and people. Some few can satisfy 
  that urge by taking up residence in a great city, 
  dedicating themselves to always meeting new 
  people in it, even if the streets they walk are 
  largely the same from one day to the next.
  It is in this blissful state of discovery and move-
  ment that Twiga spend most of their days. Even 
  as age begins to draw at them, they pay it little 
  heed. Only when they reach their venerable years 
  does a twiga’s desire to move begin to wane 
  beneath that of their ability to actually do it. With 
  every passing year, a twiga becomes more and 
  more likely to return to the place they found the 
  most comfort and beauty. There they gladly share 
  tales of the many places they’ve seen.
  A twiga will wander one last time, when they 
  feel the shadow of death on them. They will move 
  away from others, seeking a quiet and peaceful 
  place to lay down one last time, to begin a new 
  journey in their next life. Other twiga do not inter-
  fere with the bodies of their fallen, but also do 
  not interfere if others do. To them, once someone 
  is dead, they have moved on, and the body is 
  nothing but inert material, to be ignored as any 
  other carcass might be. Their journey is never 
  truly over.
  Twiga Religion
  The Twiga acknowledge all gods, but do 
  not believe they need service them. Beings 
  of such great power surely have little need for 
  the wandering twiga, and they see only need 
  in the call of the wind and the draw of the next 
  encounter. They are respectful to any religion 
  that does not try to bind them, attending masses 
  if they can come in peace and leave much the 
  same way. During these visits, an individual twiga 
  may decide they favor a particular god or faith, 
  but that is a personal decision, not shared by the 
  race as a whole.
  Stereotypes of Other Races
  Ponykind: What a curious and distant cousin. 
  They see the solid footed as kin, yet grow more 
  confused the more like man we become, but we 
  are all twiga. Come gently, and they will not harm 
  you.
  Big Mao: They are people of the beasts, as are 
  we. They rallied themselves to protect what is 
  theirs, as the Untamed Lands, but far to the east. 
  We would welcome them as kin, and they would 
  gladly have us.
  Cloven: Polite goat beast folk, though they 
  would deny being of beasts. The obvious seems 
  plain to us, but it is rude to insist.
  Flutterponies: They dance with the ponies, 
  but are not ponies themselves, hoping to be 
  disguised in similarity. A valid survival strategy, 
  and a vibrant people.
  Gem Gnolls: They will capture you and hold 
  you in darkness if you let them. Don’t.
  Griffons: Proud fey of the mountains, our paths 
  rarely cross.
  Humans: Where the beast does not dwell, we 
  
  48
  share much with humans. The more human of 
  us feel a kindred with them, but that feeling is 
  not always returned. Tread carefully in their busy 
  cities.
  Dragons: Great, powerful, and covetous; 
  beware the passing of dragons, for they often find 
  our gentlest approach to be irritating.
  Dwarves: Isolated and distant, if you see one, 
  say hello. Perhaps you will earn a new tale for it.
  Krava: Beast folk, but four-legged all. They fled 
  human’s controlling touch, and we can under-
  stand that wish. They live with the ponies, who 
  seem to ignore the cows among them. How kind 
  of the ponies.
  Impure: An example of how ponies are some-
  times unkind. The donkeys are shunned and 
  blamed for everything wrong. Judge the donkeys 
  for who they are and on their deeds, not by what 
  they are, if you meet one. They’ll appreciate the 
  kindness.
  Masaiko: Shy secrets of the sands, they are 
  wonderful people when you can coax one out to 
  speak for a moment.
  Orcs: They dwell just west of the Untamed 
  Lands and mount raids when they feel we, the 
  beast folk, are not ready. The twiga do not often 
  play a part in this defense, but be careful in 
  approaching them, for they see the beast folk 
  as competitors at best, and cattle the rest of the 
  time.
  Phoenix Wolves: They are not beast folk, born 
  of another world entirely. You can see the hunger 
  to wander again its fiery turf.
  Beast Folk: We come in so many varieties, I 
  struggle to place one thought on them all. Take 
  each individually and avoid making broad strokes, 
  for they will surprise you.
  Purrsians: Feline folk with wings they prefer 
  to not need. Were they a combination of a griffon 
  and a sun cat? It would answer some questions. 
  Mind your purse when they are near. They will 
  reach for it from in front of your face and while 
  your back is turned.
  Steelhearts: Fusions of living and unliving, they 
  are confusing to me, and are so bound to one 
  place. As night and day, we belong to the same 
  world, but not together.
  Sun Cats: So many of the beast folk of the 
  west walk on all fours, but they are honest to their 
  beast. They are as lions, proud in their groups. 
  Respect them and they will greet you kindly.
  Tembo: They love to speak, and they seem to 
  not only tolerate our missteps but welcome our 
  presence. If you meet a tembo, speak freely, so 
  they are good friends by and large, and they wish 
  to hear what we’ve seen as eagerly as they wish 
  to share what wisdom they have.
  Zebra: Kin of ponies, I love to hear them talk in 
  their many tongues. They understand the desire 
  to always be seeking, and I can feel a connection 
  between us. They welcome our presence and I 
  would suggest you return the favor, for they will 
  prove true.
  Vulponies: They too feel the call to roam, 
  seeking adventure and excitement. We don’t see 
  them unless they want it, but they always have 
  a new tale to tell. They don’t mind mistakes of 
  ours, but this attitude can make them heedless of 
  danger at times, so be careful when traveling with 
  one.
  What Other Races Think of 
  Them
  Ponykind: One of the strangest eastern people 
  I’ve ever seen. Some are clearly a tribe of human, 
  but others are a tribe of centaur. There’s a third 
  group which are small giraffe fey, but all of them 
  claim to be Twiga. They are kind and gentle 
  wanderers. Treat them well if you meet one, no 
  matter which type you run into.
  Zebra: They may not speak as many languages 
  as we do, but they are a joy to travel with. If you 
  meet one seeking, they will prove a true friend.
  Big Mao: Wondering beast folk, always ready 
  with tales of their journey and eager to hear more. 
  Welcome them with open arms, for they are 
  gentle folk. 
  Beast Folk: Big-hearted and ever roaming, 
  they always have something new to say. 
  Welcome them and enjoy their company while 
  they remain. Do not be sad when they go, for 
  they will come back eventually.
  Cloven: They are kind folk and try their best 
  to be polite, but sometimes they mess up. Help 
  them to improve and they will be grateful to you.
  Dragons: Giraffes now? Why do you keep 
  asking me about things I don’t care about? The 
  twiga are annoying things. Avoid them if you can, 
  drive them off if you can’t. Or eat them. Makes no 
  difference to me. 
  Flutterponies: They love talking as much as 
  we do! They even love our colorful clothes, which 
  is also good! Their spots are nice and all, but you 
  
  49
  can never go wrong with more color. I’m glad we 
  can help with that.
  Gem Gnolls: Finally! You ask about something 
  worth catching! The giraffes make as good slaves 
  as any other, no matter which type you get. But 
  they are fast and always on the move. Best to 
  catch in their sleep.
  Griffons: They’re nice. If you like that sort of 
  thing. They remind me of the cloven, but more 
  chatty and always traveling.
  Humanoids: As beast folk go, they’re just as 
  unsettling as the rest. Overall harmless, if too 
  chatty at times. At least they never stay for long.
  Impure: They have kind hearts, and try not 
  to judge. Don’t take it personally if they say the 
  wrong thing. You’ll find it’s always an accident and 
  they’ll be all torn up over it.
  Krava: They tried living with humans, and 
  it didn’t work out. Willing to make friends with 
  everyone, I worry it will get them into trouble 
  some day.
  Phoenix Wolves: They share our desire to 
  travel, but don’t always know to leave us alone. 
  Be patient if you can, and stern when you tell 
  them to leave. The silly things mean well despite 
  their flaws.
  Purrsians: They would make excellent traders 
  with all their travels if they knew how. Maybe 
  that’s a good thing that they don’t. We can have 
  them as customers instead of competition.
  Sun Cats: They know the call of the open 
  plains, the love of dancing under the sun. Treat 
  them kindly and invite them to share stories, and 
  you’ll have a good friend.
  Steelhearts: Fascinating that they have such 
  different variants. They will let you study them 
  as long as you keep them company, but they will 
  always leave. This is good, and will give you new 
  data when they return.
  Vulponies: They love adventure! Great friends 
  to travel with, and always ready to swap stories. 
  Sometimes they worry too much about things on 
  and off the road. That’s part of the excitement!
  Twiga Feats (PF)
  Beneficial Symbiosis
  Birds love to perch atop the tall heads of twiga, 
  helping groom and keep them pest free.
  Prerequisites: Familiar or animal companion 
  that is a bird, twiga.
  Benefit: Your avian friend requires half the 
  normal amount of food and you gain a +2 
  bonus to saving throws against diseases. This 
  increases to +4 against any disease transmitted 
  by an attack that deals piercing damage. While 
  perched, your bird is very unlikely to misbehave 
  or bother others, allowing you to take it into 
  places where such creatures may normally be 
  barred.
  Big of Heart (Combat)
  Some twiga grow over their lifespan, as if trying to 
  reach the heights of their beastial kin.
  Prerequisites: Character level 5th, Long Neck 
  or solid footed subrace, twiga.
  Benefit: You increase in size (typically from 
  Medium to Large) and your Strength increases by 
  2 if it was below 18, otherwise it increases by 1.
  Dancing Step (Combat)
  Every step is like a dance, even in the midst of 
  combat.
  Prerequisites: Dodge, twiga.
  Benefit: When you are attacked, you may 
  move up to your movement rate as an attack of 
  opportunity. This movement does not provoke an 
  attack of opportunity from the creature that origi-
  nally attacked you. This does not help you avoid 
  the attack.
  Long Neck (Combat)
  All twiga have long necks, but some measure 
  longer than others, with arms to match on their 
  narrow frames.
  Prerequisites: Twiga, not solid footed.
  Benefit: Your reach is extended by five feet.
  Savannah Stride (Combat)
  Across flat terrain, the twiga can become capable 
  of tremendous bursts of speed, though it is quite 
  tiring and saved only for emergencies.
  Prerequisite: Twiga.
  Benefit: You may move twice as far as normal 
  when running. You may move at this rate for a 
  number of rounds equal to 1 + your Constitution 
  modifier per day. If you use up all your rounds of 
  this movement, you become fatigued.
  Special: If you are using stamina rules, you 
  may spend 5 points of stamina instead of one of 
  your normal allotted rounds.
  
  50
  Twiga Feats (5e)
  Towering Long Neck
  Prerequisite: Twiga
  You have grown fully into your twiga ancestry, 
  your form large and impressive.
  You gain the following benefits:
  ● Your Strength or Constitution increases by 1.
  ● You gain 25% more height and your weight 
  doubles.
  ● You may wield weapons intended for Large 
  creatures.
  ● You can reach people from five feet further 
  away than usual.
  ● When you take a dash action, you may move 
  up to four times your movement instead of the 
  usual two times. Once you use this ability, you 
  can’t use it again until you finish a long rest.
  Twiga Ancestry Feats (PF2)
  1st Level
  Beneficial Symbiosis 
  FEAT 1
  Twiga
  Prerequisites an animal companion or familiar 
  that is a bird
  Your avian friend requires half the normal amount 
  of food and you gain a +1 circumstance bonus to 
  saving throws against diseases. This increases to 
  +2 against any disease transmitted by an attack 
  that deals piercing damage. While perched, 
  your bird is very unlikely to misbehave or bother 
  others, allowing you to take it into places where 
  such creatures may normally be barred.
  Furred Horns 
  FEAT 1
  Twiga
  You gain a gore unarmed attack that deals 1d4 
  bludgeoning damage. Your bite is in the brawling 
  group and has the finesse and unarmed traits.
  Sharp Nose 
  FEAT 1
  Twiga
  You gain scent as an imprecise sense with a 
  range of 30 feet.
  5th Level
  Big of Heart 
  FEAT 5
  Twiga
  Your size increases by one category (typically 
  from Medium to Large) and you gain an ability 
  boost to Strength. Any equipment you were 
  wearing or using at the time you take this feat 
  also increases in size.
  Dancing Step � 
  FEAT 5
  Twiga
  Trigger You are attacked with a melee weapon.
  When you are attacked, you can dance away. You 
  may Stride. This does not cause reactions from 
  the trigger of this reaction and does not interfere 
  with the triggering attack.
  Bird Perch 
  FEAT 5
  Twiga
  Wild birds find you a suitable perch, landing 
  on your head and enjoying themselves for a 
  time before taking off without warning. You can 
  whisper a message to these passengers, compel-
  ling them as if using animal messenger though 
  without having to offer any food other than the 
  use of your head they have already accepted.
  These birds immediately take flight when 
  danger rears its head. You and your allies who 
  begin a combat within 30 feet of you gain a +1 
  circumstance bonus to attempts to Seek them in 
  the first round and for rolling initiative.
  Long Step 
  FEAT 5
  Twiga
  Your legs are long and powerful, allowing you 
  to make great strides when you wish. You may 
  skip a 5-foot square while performing a Stride, 
  stepping over it for the cost of 15 feet of move-
  ment. You must arrive at the next square before 
  skipping again and may not skip several squares 
  immediately adjacent to one another.
  Savannah Stride � 
  FEAT 5
  Flourish
  Twiga
  You can move surprisingly quickly for such an 
  interestingly shaped beast. You may stride twice.
  
  51
  9th Level
  Long Neck 
  FEAT 9
  Twiga
  Your reach extends by five feet.
  Internal Mirror 
  FEAT 9
  Twiga
  Twiga love to socialize but aren’t very good at it. 
  You spend much time reflecting on what worked, 
  and what did not. When attempting a Deceit or 
  Diplomacy check against a creature you know 
  you’ve failed against previously and have spent at 
  least an hour considering the encounter, you gain 
  a +1 circumstance bonus on the roll.
  Twiga Race Traits (PF)
  Only twiga can select the following race traits.
  Bird Perch: Wild birds find you a suitable 
  perch, landing on your head and enjoying 
  themselves for a time before taking off without 
  warning. You can whisper a message to these 
  passengers, compelling them as if using animal 
  messenger though without having to offer any 
  food other than the use of your head they have 
  already accepted.
  Danger Spotter: Your graceful neck and legs 
  serve many purposes, spotting danger among 
  them. When you would normally be surprised and 
  take no action, you still get a turn, but can only 
  use it to flee the source of danger as best you 
  can.
  Internal Mirror: Twiga love to socialize but 
  aren’t very good at it. You spend much time 
  reflecting on what worked, and what did not. 
  When attempting a Bluff, Diplomacy, or Sense 
  Motive check against a creature you know you’ve 
  failed against previously and have spent at least 
  an hour considering the encounter, you gain a +2 
  trait bonus to the check.
  Long Step: Your legs are long and powerful, 
  allowing you to make great strides when you 
  wish. You may skip a 5-foot square, stepping over 
  it for the cost of 15 feet of movement. You must 
  arrive at the next square before skipping again 
  and may not skip several squares immediately 
  adjacent to one another.
  Twiga Favored Class Options 
  (PF)
  All: Add 1 foot to the character’s base speed. 
  In combat, this has an effect only for every five 
  increases in base speed.
  All: Learn two languages (except secret 
  languages).
  
  52
  Many Races
  There are countless variations of beast folk. 
  They recognize one another in the Untamed 
  Lands as kin and brother, even if they sport the 
  blessing of different animals. Even those that 
  follow the same animal can hear its cry differently 
  in body and spirit, giving rise to subtly different 
  sub-species within a tribe. The races here are all 
  beast folk and are meant to be constructed using 
  the beast folk rules found in Hybrid Blood. These 
  give some names and suggestions for them but 
  should not be assumed to cover all of them.
  Blue Feathers
  The Blue Feathers are a tribe of bird beast folk 
  that roam the Untamed Lands. They come in 
  different shapes and configurations, from humans 
  with what seem like cloaks of feathers to what 
  seem like entirely bestial birds until they begin 
  speaking or happen to be sharply dressed. Like 
  some others, they are a nomadic tribe and have 
  no central place of gather. Despite their name, 
  they are not always blue, but ones that are not 
  tend to openly carry a token of a blue feather.
  Preferred Diets: Jaws, Generalist, Skilled, 
  Tooth and Claw (their claws being talons)
  Preferred Mobilities: Flyer, Ambush, Strider
  Power
  Blue Feathers are a diverse group that find 
  strength in adaptability. They have no strong ties, 
  but also do not become entrenched in any one 
  place or among any particular people. They come 
  and go as their hearts guide them, seeking better 
  fortunes where it can be found without hesitating 
  to leave unfavorable conditions behind.
  History
  The Blue Feathers formed deep within the 
  human lands. They were messengers and scouts 
  and worked for the highest coin. They forged no 
  home and owed no allegiances but to whomever 
  was paying them at the moment. As the Untamed 
  Lands became increasingly beast folk controlled, 
  they began to congregate there, where life was 
  easier in some ways. They could continue their 
  mercenary and wandering ways without being 
  insulted in the local tavern for having feathers.
  Life
  For all their lack of ties, family is one thing they 
  take seriously. Partners who become serious stay 
  together, wandering onwards, but becoming fixed 
  to one another. Should a child result, they will 
  take the young one with them and raise them with 
  care, educating them on how to make ends meet 
  without a permanent home to call to. It is said 
  they and the twiga are good friends, for they both 
  understand the idea of considering the world as 
  one vast place that they belong to.
  Blue Feather Feats (PF)
  Such feats are common among tribal members, 
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Flying Feathers
  With a sudden flap of feathers, flight capable or 
  not, the situation can become hard to follow.
  Prerequisite: Flyer mobility or winged flight.
  Benefit: As a move action, you can distract 
  foes within 10 feet of you. You provoke attacks 
  of opportunity from any enemy within this range 
  and if any attacks you as a result, you gain a 50% 
  miss chance against the attack. Any enemy who 
  is provoked and wishes to attack may step 5 feet 
  closer to you to do so without provoking an attack 
  from the movement. Those who attack you and 
  miss are rendered flat-footed until the end of your 
  next turn. Those who do not attack you still lose 
  an attack of opportunity as if they had made one.
  If there is only one enemy within 10 feet of 
  you, they become the focused effort of distrac-
  tion, causing the effect listed above and forcing 
  them to make a Perception or Sense Motive 
  check (whichever is higher) against your own 
  Bluff check. If you match or beat their roll, they 
  become staggered for one round.
  Steady Withdraw
  One of the primary advantages of flight is mobility. 
  Who says you have to wait your turn?
  Prerequisite: Flyer mobility or winged flight.
  Benefit: Whenever an enemy moves towards 
  you and you start being threatened by one or 
  more of its weapons (natural, manufactured, or 
  otherwise), you may spend an attack of opportu-
  nity to move away from it as a free action (even if 
  it’s not your turn, up to half your fly speed). This 
  
  53
  movement provokes attacks normally, but not 
  from the creature that triggered it. This movement 
  must be flight.
  Blue Feather Feats (5e)
  Feathered Mobility
  Prerequisite: Flyer mobility or winged flight
  With darting erratic flying motions, you can 
  protect yourself from harm and distract enemies.
  You gain the following benefits:
  ● Your Dexterity or Constitution increases by 1.
  ● When an enemy approaches you and you 
  enter the range of its melee weapons, you 
  may use a reaction to move away from it up 
  to your fly movement speed. This could cause 
  reactions from creatures other than the one 
  that triggered this.
  ● You may distract enemies around you as a 
  bonus action. Any enemy within 10 feet of you 
  that fails a Wisdom saving throw against 8 + 
  your proficiency bonus + your Dexterity modi-
  fier gains disadvantage to attack rolls until the 
  end of your next turn.
  Blue Feather Feats (PF2)
  Such feats are common among tribal members.
  Flying Feathers � 
  FEAT 2
  Uncommon
  Class
  Manipulate
  If any creature attacks you as a reaction to 
  using this ability, make a DC 11 flat check. On a 
  success, they miss. Any creature that wishes to 
  make a reaction may step 5 feet closer to you 
  to do so without causing reactions themselves. 
  Those who attack you and miss are flat-footed 
  until the end of your next turn. You can focus on a 
  single enemy within 10 feet instead, forcing them 
  to roll Perception vs your Deception DC. On a 
  failure, they become slowed 1 for one round. On 
  a critical failure, they become slowed 2 for one 
  round.
  Steady Withdraw � 
  FEAT 6
  Uncommon
  Class
  Trigger An enemy moves towards you and you 
  enter the range of one or more of its melee 
  attacks. 
  You fly away from the triggering enemy up to half 
  your fly Speed. This movement can cause reac-
  tions, but not from the triggering enemy.
  Dragon’s Mask
  These reptilian beast folk claim their lines lead 
  back to true dragons, though there is little solid 
  evidence to support their claims. Despite this, 
  they are fiercely proud of themselves and tend 
  to look down on others without draconic blood in 
  them. They are not difficult to get along with but 
  are also not shy about reminding just how great 
  they are.
  Preferred Diets: Generalist, Jaws, Skilled 
  Preferred Mobilities: Ambush, Aquatic, Slider, 
  Tunneler
  Power
  Those of dragon’s mask enjoy a strong sense 
  of self, separating them from the rest of the world 
  and its confusion. Confident and proud, these 
  reptiles seem free of much of the hesitation that 
  can overtake other tribes at times. This confi-
  dence can backfire spectacularly if they get a 
  foolish notion and refuse to turn away from it until 
  it becomes painfully apparent.
  History
  Dragon’s Mask is a relatively new tribe, though 
  its people have been a part of the Untamed Land 
  for countless years. It was a recent change that 
  they began to call themselves, in their various 
  reptilian forms, to be descended from dragons, 
  and the reasons why are still muddled. Some 
  claim that kobolds, who treat members of this 
  tribe as distant kin, infiltrated the beast folk and 
  helped give rise to the tribe.
  Life
  Proud parents tend to their children protec-
  tively, live young or egg-laid. When born, they 
  continue to hold them close and dear, showing 
  them their techniques and secrets as they grow 
  until they reach full maturity. It is at this time that 
  the attitude shifts, sometimes quite abruptly, with 
  a casting out for them to find their own place in 
  the Untamed Lands. Once a youngling is kicked 
  free of the nest, they are peers of the parents, not 
  children.
  Dragon’s Mask Feats (PF)
  Such feats are common among tribal members, 
  
  54
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Draconic Adoption
  All dragons seem 
  reptilian, but many 
  reptiles fall short of 
  draconic. With proper 
  oblations and dedica-
  tion, this divide can be 
  narrowed.
  Prerequisite: Beast 
  folk based on a reptile 
  or amphibian or kobold 
  subtype or dragon 
  disciple.
  Benefit: You gain 
  drakeblood as a subtype. You become immune to 
  magic sleep effects. You gain low-light vision, and 
  if you did not have darkvision, you gain darkvision 
  to 60 feet.
  Hide Parry
  Your scaled hide has harder parts and softer 
  parts. Knowing how to bend and flex makes your 
  body a shield you always carry.
  Prerequisite: Base attack bonus +3; beast folk 
  based on a reptile or amphibian or dragon.
  Benefit: When you are attacked for the first 
  time in a round, you may use an attack of oppor-
  tunity to assume a defensive position until the 
  end of your next turn. This causes you to gain a 
  shield that you do not have to hold, has no armor 
  check penalty, and has no arcane spell failure 
  chance. Your level determines how strong this 
  shield is. You may attempt to bash with this shield 
  as if it were a light wooden shield. This improves 
  to a heavy steel shield at 6th level.
  Level
  Shield Bonus
  1-5
  +1
  6-10
  +2
  11-15
  +3 (+1 cover bonus to Reflex saving throws)
  16-20
  +3 (+2 cover bonus to Reflex saving throws)
  Special: If you are using the Automatic Bonus 
  Progression system, you may target this shield, 
  even if it does not currently exist, as a weapon 
  and/or shield and grant it bonuses that persist 
  between uses of this shield. Spells and effects 
  that enhance a weapon or shield (such as magic 
  weapon) can be cast on your scales for the 
  purpose of enhancing this effect and will endure 
  for the full duration of the effect through multiple 
  uses of this ability.
  Dragon’s Mask Feats (5e)
  Dragon Adoption
  Prerequisite: Beast folk with an animal that is a 
  reptile or amphibian
  Bridging the gap between your kind and dragons, 
  you reach ever upwards towards perfection. Your 
  scaley hide thickens in places, allowing you direct 
  potentially lethal harm aside.
  You gain the following benefits:
  ● You are a dragon.
  ● You gain darkvision to 60 feet.
  ● You gain low light vision.
  ● As a reaction, you may gain the benefits of 
  a shield without needing a hand free or be 
  proficient in its use. This lasts until the end of 
  your next action.
  Dragon’s Mask Feats (PF2)
  Such feats are common among tribal members.
  Draconic Adoption 
  FEAT 2
  Uncommon
  Class
  You gain drakeblood as a trait. You become 
  immune to magic sleep effects. If you did not 
  have darkvision, you gain darkvision.
  Hide Parry � 
  FEAT 6
  Uncommon
  Class
  Trigger You are attacked in any fashion that 
  targets your AC.
  You Raise a Shield, using your own scales, 
  gaining a +1 circumstance bonus to your Armor 
  Class. This shield has 5 hit points per level and 
  a hardness equal to half your level (minimum 5). 
  If the attack could be intercepted with a Shield 
  Block, you may do so as part of this reaction, 
  even without normal access to it. This shield is 
  fully healed when you do your daily preparations. 
  If it is destroyed, you are slowed 1 until it heals.
  Strengthened Scale Shield FEAT 10
  Uncommon
  Class
  Prerequisites Hide Parry
  Drakeblood Subtype
  Drakeblood creatures 
  are related to dragons and 
  have draconic qualities or 
  aspects. They count as 
  dragon in addition to their 
  other types and subtypes 
  for effects and prerequi-
  sites relating to type. They 
  do not gain any other 
  qualities of the type unless 
  another source grants it.
  
  55
  When using Hide Parry, your shield grants a +2 
  circumstance bonus to your Armor Class. The 
  shield’s hardness is equal to your level.
  Musties
  Musties (Musty in singular) cover a dizzy-
  ingly wide variety of beast folk that all fall into 
  the musteloidea superfamily. Weasels, otters, 
  badgers, skunks, ferrets, wolverines and other 
  assorted carnivores. Musties do not see them-
  selves as a family like the Pack or Dragon’s 
  Mask, not unified by any grand purpose, but 
  simply cousins that can see themselves reflected 
  in their kin.
  Preferred Diets: Jaws, Skilled, Generalist, 
  Preferred Mobilities: Aquatic, Climber, Strider, 
  Tunneler
  Power
  Musties are very blunt in their personalities, for 
  positive or negative. A musty that favors a person 
  will greet them with a jubilant cry and eager 
  embrace, and they are typically terrible at holding 
  quiet grudges. They make it very clear how they 
  feel about others and prefer to have that favor 
  returned. It is considered the height of rudeness 
  among them to nurture ill feelings without making 
  it plain, though to loudly fume at someone is 
  completely acceptable.
  The exact nature of their abilities is as varied 
  as the bodies they inhabit. Sleek otters power 
  through the water while badgers burrow through 
  the dirt as if it were hardly there. Skunks demand 
  attention and ferrets dance in and out of trouble 
  with a sense that is only visible from their 
  perspective. Despite these differences, they know 
  one another as kin.
  History
  Musties are not, as a whole, key to any partic-
  ular part of the Beast Land traditions. Not being 
  a formal family structure and with no organi-
  zation, their individuals may have played key 
  roles, but no credit is given to the group. Their 
  particular members have risen to be community 
  leaders, religious speakers, warriors, and many 
  other diverse tasks befitting their equally varied 
  members. 
  Life
  How musties raise their children can be as 
  varied as they are, though they are unified in 
  encouraging their approach to social dynamics. 
  This can make their children troubling for others, 
  as they express their feelings about others 
  without a filter, which makes their irritation some-
  thing to be shared. When a musty reaches the 
  age of majority, they often set out. Those who 
  take up their parents’ profession are among the 
  rarity, with traditions not following those lines.
  Musties Feats (PF)
  Such feats are common among tribal members, 
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Stubborn Soul
  Where others would curl up and die, you persist. 
  A thousand stings are nothing to you.
  Prerequisite: Beast folk.
  Benefit: When a Fortitude saving throw would 
  normally result in instant death, you instead take 
  damage equal to twice your level. This damage 
  cannot be prevented (but may be redirected). If 
  the saving throw would have resulted in ability 
  damage or drain that is the cause of death, the 
  ability cannot be reduced below 1. You can still 
  die due to the hit point damage. For every Hit Die 
  you possess, you gain an additional +1 hit point. 
  You gain +1 hit point whenever you gain a Hit Die 
  (such as when you gain a level).
  If you survive due to this ability while it is not 
  your turn, you immediately gain a turn with the 
  staggered condition. This does not change your 
  initiative order and is an extra turn.
  Unflappable Approach
  Who’s afraid? Not you! You’re not scared at all!
  Prerequisite: Beast folk.
  Benefit: When you are frightened or panicked, 
  you may opt to not move at all instead of fleeing. 
  You may also choose to not drop what you are 
  holding, but if you do so, you become unable to 
  put that item down willingly until the effect fades. 
  If you choose to stay, you may act normally, but 
  cannot willingly move from the spot you began in. 
  Spells or spell-like abilities cast while frightened 
  or panicked must be cast defensively. Whenever 
  you are in a space threatened by the source 
  
  56
  of the fear, you act desperately. Every time the 
  source of the fear takes an action, you may make 
  a single standard action.
  At the start of your turn while subject to this 
  fear, you may decide if you flee or stand that 
  round, but any held or dropped items remain held 
  or dropped and you can’t pick up new items if you 
  would normally drop them.
  Musties Feats (5e)
  Unflappable Approach
  Prerequisite: Beast folk
  Yours is a stubborn soul, unshakable and 
  adamant.
  You gain the following benefits:
  ● Your hit point maximum increases by +1 per 
  level. This applies retroactively, as well as to 
  every level you take hereafter.
  ● When you fail a Constitution save that would 
  result in death or entering the dying state 
  when not already dying, you instead take 
  damage equal to twice your level and do not 
  die or enter the dying state (unless the extra 
  damage causes it).
  ● When frightened, you do not suffer disad-
  vantage to attacks against the source of 
  the effect. If the source of the effect is close 
  enough to you that you are within range of its 
  weapons, you may spend a bonus action to 
  make an additional attack with any weapon 
  you have ready.
  Musties Feats (PF2)
  Such feats are common among tribal members.
  Stubborn Soul 
  FEAT 4
  Uncommon
  Class
  When you make a Fortitude save that would 
  normally result in death, you instead take damage 
  equal to twice your level. This damage cannot be 
  prevented (but may be redirected). If the saving 
  throw would have resulted in a condition that is 
  the cause of death, the ability prevents it from 
  raising high enough to do so. You can still die due 
  to the Hit Point damage. You gain +1 Hit Point 
  for every level you have and an additional +1 Hit 
  Point each time you gain a level.
  If you survive due to this ability while it is not 
  your turn, you immediately gain a turn with the 
  slowed 2 condition. This does not change your 
  initiative order and is an extra turn.
  Unflappable Approach 
  FEAT 4
  Uncommon
  Class
  When you would normally be forced to flee, you 
  may instead become immobilized and can’t will-
  ingly move for the duration. If the source of your 
  fear is within your reach, at the end of its turn, 
  you may use a reaction to Strike it in a terrified 
  desperation.
  The Pack
  The wolves of the pack are quite numerous in 
  Iron Fort but can be found in any dry corner of 
  the Untamed Lands in groups ranging from lone 
  wolves to thriving packs of hundreds.
  Preferred Diets: Jaws, Skilled, Tooth and Claw
  Preferred Mobilities: Ambush, Strider, Sudden
  Power
  The greatest collective power of the pack is 
  their sense of community. Individual packs are 
  usually only separated by death, with no other 
  force capable of separating them. Wherever 
  a wolf finds themself, they can trust that local 
  wolves will treat them reasonably, provided they 
  come respectfully. They do not lack for a friendly 
  face.
  History
  The pack has a long history, being one of the 
  first tribes of the beast folk to band together and 
  defend their lands from the many forces that 
  would lay claim to it. Their blood runs thick in the 
  soil, their people making the ultimate sacrifice to 
  make the Untamed Lands what it became and 
  continues to be, a solace for beast folk that will 
  not tolerate transgressions.
  Life
  Young members of any given pack are given 
  time to find a pack to remain with, with some 
  remaining in the one that they grew with and 
  others finding new homes, binding the nation of 
  The Pack tighter together. Though the pack is 
  inhabited largely by wolves, other canines can 
  and do join the packs, welcoming foxes, dogs, 
  coyotes, and others with open arms so long as 
  they accept their position in the pack.
  
  57
  The Pack Feats (PF)
  Such feats are common among tribal members, 
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Communal Defense (Combat, 
  Teamwork)
  The more stand against a foe, the safer everyone 
  is.
  Benefit: If an ally threatens an enemy that 
  you threaten (regardless of whether the ally has 
  this feat) you gain a +2 dodge bonus to your AC 
  against that enemy. For each ally with this feat 
  that threatens that enemy, increase this bonus by 
  +1.
  Throat Pin (Combat)
  An enemy on the ground is just a throat waiting to 
  be seized.
  Prerequisites: Base attack bonus +5, bite 
  attack.
  Benefit: As a standard action, you can make 
  a grapple attempt against a prone enemy. On a 
  success, the enemy loses the ability to breathe, if 
  they normally need to breathe, and can no longer 
  speak. This persists for as long as you control of 
  the grapple. You also gain the constrict special 
  attack, with damage equal to your bite attack.
  The Pack Feats (5e)
  Pack Attack
  Prerequisite: Beast folk
  The wolves come in groups, harry an enemy to 
  the ground and tear it apart, all with teamwork 
  that need never require a word be shared.
  You gain the following benefits:
  ● Your Strength or Dexterity increases by 1.
  ● When you use the help action to help attack 
  an enemy, the enemy’s first attempt to strike 
  your ally before the start of your next turn is 
  made with disadvantage.
  ● When you are grappling someone, as a bonus 
  action you may deal your unarmed or bite 
  damage to them.
  The Pack Feats (PF2)
  Such feats are common among tribal members.
  Communal Defense 
  FEAT 4
  Uncommon
  Class
  If an ally threatens an enemy that you threaten, 
  you gain a +1 circumstance bonus to your Armor 
  Class against that enemy. For each ally with this 
  feat other than yourself that is also threatening 
  that enemy, increase this bonus by +1, to a 
  maximum of +3.
  Throat Pin � 
  FEAT 4
  Uncommon
  Attack
  Class
  Prerequisites bite attack
  You attempt to Grapple a prone creature within 
  reach. You do not need a hand free to do this (as 
  you are using your mouth). On a success, the 
  enemy becomes unable to speak if they normally 
  need to breathe until the target is no longer 
  Grabbed or Restrained by you.
  Rosestone Monastery
  Though it is one specific building, there are 
  many who consider themselves a part of it, even 
  if they live some distance away. Rosestone 
  Monastery is a bastion of peace and succor to all 
  who know life, however alien their form may be. 
  Despite its open policy towards race, its residents 
  are all primarily rodents and related beast folk of 
  varied sorts. Mice, rats, moles, hedgehogs, and 
  others fill its walls and don its simple robes to 
  carry messages of peace and medical support 
  across the Untamed Lands.
  Preferred Diets: Generalist, Jaws, Skilled, 
  Browser (Replace gore with a primary bite attack 
  that deals 1d4 damage)
  Preferred Mobilities: Climber, Sudden, 
  Tunneler
  Power
  The beast folk who represent this monas-
  tery are known as ‘people of the cloth’ and are 
  accepted across the Untamed Lands. Even 
  Sandrites will step aside for such a person 
  regardless of other factors. Should they come in 
  peace, they will be permitted to pass in much the 
  same way. A person of the cloth who abuses their 
  position may be captured and returned to the 
  monastery to face punishment for their crimes, 
  but harm is avoided if at all possible.
  Many lay people consider themselves part of 
  
  58
  the order and strive to live by its examples, but 
  may not themselves be ‘of the cloth’. Such prac-
  titioners are typically generous, but offered less 
  immediate leeway than a proper member. Trav-
  eling monks of the monastery will often seek out 
  such people for both succor to give and succor to 
  receive.
  Full member or not, all members of the monas-
  tery greet one another as kin, and will stand side 
  by side against opposition. They are all brothers 
  (even the sisters) and will go far out of their way 
  to prevent tragedy from befalling one of their own.
  History
  Shortly after the formation of the aphotic 
  swamp, the monastery was constructed on the 
  fields to the southeast of it, about a three day’s 
  walk away. The humble mice that started it swore 
  that the dark chapter of beast folk history would 
  not be repeated, and they began to reach out 
  to all, offering guidance, healing, and kindness. 
  Even the orcish tribes immediately to the west 
  were contacted. Though it was a rough start, after 
  a monk of the order prevented the death of a 
  great and storied war chief, the orc nation prom-
  ised to respect the monastery and its inhabitants.
  In return for this, the monastery was never to 
  hinder the orcs’ movements, which was a small 
  request from the monks’ point of view. They did 
  not desire war, and did not take sides during 
  conflict, save to offer aid to those who were 
  caught up in them. It became known that they 
  were a force of blind goodness, and to mistreat 
  them was to anger the very gods, even as they 
  paid no direct heed to any of their own. The 
  people of the monastery seem content to swear 
  loyalty to the tenants of goodness itself.
  Life
  A child born to other Rosetinians (what many 
  call those loyal to the monastery) will be taught 
  the promises one must uphold to be a good 
  person. If the parent(s) are monks, the child will 
  be surrendered to a loyal family nearby. Such a 
  robed parent will remain in contact, stopping by 
  as often as they can while the child grows, but 
  their duties must come first. That duty includes 
  assuring the best care for their children, so a 
  replacement family is chosen carefully.
  Once an adult, a Rostinian can attempt to 
  join the monastery or set off on their own path. 
  Most take the latter option, holding the tenants 
  of goodness close to their heart as they pursue 
  other good tasks. There are few professions that 
  are forbidden from such a person, save that it be 
  done with an eye to make the world a better place 
  than one found it and to always lend a helping 
  hand when one can.
  To join the monastery is more of a challenge, 
  requiring a pure heart and a willingness to learn 
  and be still. The chaos of the world threatens to 
  throw one off the path, and only those who can 
  walk the straight and narrow path can earn the 
  robes that mark one as a full member.
  Rosestinian Feats (PF)
  Such feats are common among tribal members, 
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Modest Healer
  Not all attempts to offer succor must come at the 
  behest of the divine. Patience and knowledge can 
  be enough.
  Prerequisite: Heal 1 rank.
  Benefit: As an action requiring a minute, you 
  may offer medical assistance to a willing or help-
  less adjacent living being. Make a Heal check. 
  For every point above 10 rolled, the target is 
  restored by 1 hit point. Attempting to heal a target 
  that has already benefited from this power in the 
  same day becomes increasingly difficult, giving 
  you a -5 penalty for every successful attempt 
  made.
  At 5th level, you may attempt to assist with 
  poisons and diseases. This takes as long as 
  the frequency of the thing being treated, or one 
  hour, whichever is sooner. At the end of this time, 
  compare your Heal check against the DC of the 
  effect, with a success counting as if the patient 
  had rolled a successful saving throw against it, 
  possibly ending it.
  In Darkest Hour
  When all hope is lost, sometimes a soft prayer to 
  the forces of goodness can turn the tide, if one 
  has enough conviction in their heart.
  Prerequisites: Character level 6th, good align-
  ment.
  Benefit: As a standard action, you may begin 
  or continue a prayer. This prayer must be spoken 
  
  59
  but can be whispered or shouted as the suppli-
  cant wishes. Every round in which you pray, you 
  may make a Knowledge (religion) check, with a 
  +2 bonus for every round past the first that the 
  prayer continues. You may accept the benefit you 
  roll, continue praying, or give up. You may only 
  plead to the forces once per day. Once you have 
  given up or accepted a boon, any further attempts 
  are fruitless until the dawn of the next morning. 
  Whispering gives a -5 penalty to this roll, while 
  shouting gives a +2 bonus. If you do not have 
  sufficient ranks in Knowledge (religion) for a 
  result, divide the result by 2 until a valid result is 
  reached.
  Rosestinian Feats (5e)
  Modest Healer
  Prerequisite: Good alignment
  With soft prayers and gentle ministrations, the 
  monks of Rosestone Monastery attempt to alle-
  viate the aches of the world a little.
  You gain the following benefits:
  ● As an action that requires a minute, you may 
  make a DC 13 Intelligence (medicine) check 
  to restore half the hit points of a willing or 
  helpless creature within reach. A creature can 
  only be affected by this ability once until they 
  have a long rest.
  ● You may pray to the forces of goodness for 
  succor, emulating a spell a cleric could cast 
  with a level no higher than half your own. The 
  spell must be needed to alleviate suffering of 
  the innocent, the vanquishing of significant 
  evil, or the succor of the needy, or this effect 
  fails. Once you use this ability, you can’t use it 
  again until you finish a long rest.
  Table: In Darkest Hour Effects (PF)
  Knowledge 
  (religion) 
  Check
  Minimum 
  Ranks
  Possible Effects
  Up to 4
  0
  None
  5-15
  5
  Traps have a 20% chance of failing to affect you while you continue praying (which you may 
  do even after accepting this effect).
  OR
  All allies within 100 feet are affected as if by an aid spell with a caster level of your character 
  level for 1 hour.
  OR
  All allies within 100 feet are healed for a number of hit points equal to 1d3 times their level.
  16-25
  10
  All active poisons are banished from all creatures within 100 feet. Poisoned weapons lose 
  their poison. Creatures with poison attacks find them inoperable for a minute.
  OR
  One creature within 100 feet that died within the last round draws a sudden ragged gasp 
  of breath, restored to 1 hit point, with all diseases, poisons, and curses removed, and any 
  ability score reduced to zero or less is raised to 1.
  OR
  Up to your level in enemies within 100 feet are filled with a wave of pure dread that can 
  strike even the hearts of those who have no heart. They must make a Will saving throw 
  against 10 + 1/2 your level + your Charisma modifier or become panicked for a minute.
  26-35
  15
  All allies within 100 feet are given the ability to air walk for an hour.
  OR
  All allies within 100 feet become invisible as per invisibility for an hour. A hostile action by 
  any affected ally breaks the effect for all of them.
  OR
  A single ally within 30 feet is instantly whisked away in a shaft of silvery light, teleported to a 
  known place on the same plane without a chance of errors. This is a teleportation effect.
  36+
  20
  Any above effect.
  OR
  Emulate the effects of a miracle spell but lose the ability to pray to the forces of good for 
  one month. If the miracle was not in dire circumstances to assist the innocent, combat evil, 
  or offer succor to the needy, this feat may be lost. The GM should warn before fulfilling a 
  miracle that would cause this. If the character completes the prayer in spite of knowing 
  better, they immediately become neutral and can never again use this feat.
  
  60
  Rosestinian Feats (PF2)
  Such feats are common among tribal members.
  Modest Healer 
  FEAT 4
  Uncommon
  Skill
  When you Treat Wounds, you also Treat Disease 
  and Treat Poison at the same time, each taking 
  effect after the usual amount of time. You could 
  Treat Wounds repeatedly while you Treat Disease 
  or make repeated attempts to Treat Poison during 
  that time, or any combination of the three.
  In Darkest Hour � 
  FEAT 10
  Uncommon
  Auditory
  Class
  Prerequisites good alignment, trained in Religion
  Frequency once per day
  You may begin or continue a prayer. This prayer 
  must be spoken but can be whispered or shouted 
  as the supplicant wishes. Every round in which 
  you pray, you may make a Religion check, with a 
  +2 bonus for every round past the first the prayer 
  continues. You may accept the benefit you roll, 
  continue praying, or give up. You may only plead 
  to the forces once per day. Once you have given 
  up or accepted a boon, any further attempts 
  are fruitless until the dawn of the next morning. 
  Whispering gives a -5 penalty to this roll, while 
  shouting gives a +2 bonus. If the level of the 
  effect is too high for your proficiency in Religion, 
  divide the result by 2 until you have a valid result.
  Sandra Colony
  Named for the hill that houses their warren, 
  Sandra Colony is a great habitation of rabbits 
  and related people. Great terraces dot the terrain 
  where they have covered their home in the far 
  southwest of the Untamed Lands with fertile 
  cropland to provide the needed food for their 
  abundant tribe. The individuals of the colony call 
  themselves Sandrites.
  Preferred Diets: Generalist, Jaws, Skilled, 
  Table: In Darkest Hour Effects (PF2)
  Religion 
  Check
  Minimum 
  Training
  Possible Effects
  Up to 10
  none
  None
  11-25
  trained
  Traps have a 20% (30% if you are an Expert in Religion, 50% if you are a Master in Religion, 
  75% if you are Legendary in Religion) chance of failing to affect you while you continue praying 
  (which you may do even after accepting this effect).
  OR
  All allies within 100 feet are affected as if by a bless spell for 1 hour.
  OR
  All allies within 100 feet are healed for a number of Hit Points equal to 1d3 times their level.
  26-35
  expert
  All active poisons are banished from all creatures within 100 feet. Poisoned weapons lose their 
  poison. Creatures with poison attacks find them inoperable for a minute.
  OR
  One creature within 100 feet that died within the last round draws a sudden ragged gasp of 
  breath, restored to 1 Hit Point, with all diseases, poisons, and curses removed.
  OR
  Up to your level in enemies within 100 feet are filled with a wave of pure dread that can strike 
  even the hearts of those who have no heart. They are affected as if by a fear spell, ignoring 
  immunities.
  36-45
  master
  All allies within 100 feet are given the ability to air walk for an hour.
  OR
  All allies within 100 feet become invisible as per invisibility for an hour. A hostile action by any 
  affected ally breaks the effect for all of them.
  OR
  A single ally within 30 feet is instantly whisked away in a shaft of silvery light, teleported to a 
  known place on the same plane without a chance of errors. This is a teleportation effect.
  46+
  legendary
  Any above effect.
  OR
  Emulate the effects of a miracle spell but lose the ability to pray to the forces of good for one 
  month. If the miracle was not in dire circumstances to assist the innocent, combat evil, or offer 
  succor to the needy, this feat may be lost. The GM should warn before fulfilling a miracle that 
  would cause this. If the character completes the prayer in spite of knowing better, they immedi-
  ately become neutral and can never again use this feat.
  
  61
  Browser (replace gore with a primary bite attack 
  that deals 1d4 damage)
  Preferred Mobilities: Climber, Leaper, Sudden, 
  Tunneler
  Power
  The Sandra Colony is populous, if scattered. 
  It occupies the whole of the hill it resides in, and 
  the hill is more of a mesa that spreads for miles in 
  all directions. If the people who lived there were 
  more organized, it would qualify as the largest 
  settlement of the lands. As it is, it still serves as 
  an unwitting bulwark for the Untamed Lands for 
  attacks from the South that would threaten it. The 
  people of Sandra Colony are all herbivores, and 
  do not tolerate the presence of any that insist on 
  meat. Their people tend to carry this bias even 
  outside their home, finding those that enjoy the 
  taste of meat difficult to get along with.
  Like the Big Mao, they have a celebrated 
  history of martial preparedness. It is considered 
  normal and laudable to be ready to defend one’s 
  home from aggressors. This conversely results 
  in a diminished guard or police force, as most 
  people can defend themselves when the need 
  arises, and local militia spring whole formed at an 
  instant’s notice of trouble.
  History
  The rabbits of the beast folk were hardly the 
  first expected to become a first line of defense. 
  When the Untamed Lands were young yet, they 
  were scattered among the other varieties of beast 
  folk. This changed with the coming of firearms. 
  Able to hide in their burrows and fire upon unsus-
  pecting prey, they can enact a hit-and-run tactic 
  that leaves attackers in tatters. Their founder, 
  Sandra Deadeye, began to gather their members 
  together, training them in the art of marksmanship 
  and indirect warfare.
  When the human armies were scattered later 
  the same year, harried to the point of a rout by 
  Sandra’s forces, the arrival of her people became 
  known to the world at large, and Sandra Colony 
  became officially recognized throughout the 
  region.
  Life
  Young Sandrites are raised as a communal 
  activity. While their parents take the most direct 
  role in providing shelter and food, all members of 
  their immediate social circle gladly act as uncles 
  and aunts despite any possible lack of blood rela-
  tion to the children. They will also help train and 
  teach the child. For as suspicious as they can be 
  about strangers, they know each other as family, 
  and this extends to treating any child of any of 
  them as their own.
  When a child becomes an adult, they may stay 
  with their family’s warren, but many wander off to 
  find a new warren of their own, as it is considered 
  healthier for most of their children to set out and 
  find other places. To keep this working, other new 
  adults can join a community, often with tests of 
  character and ability to determine if they have 
  things worth taking as a person.
  Grown visitors who are beyond their young 
  adulthood are treated with more caution, though 
  herbivores are generally welcomed. Those who 
  can eat meat, but don’t do so or bring it up around 
  the Sandrites can be tolerated, but to fail to do so 
  causes immediate friction that can see a person 
  evicted from the village. Travelling Sandrites 
  simply avoid confirmed meat-choosers, though 
  some prefer to try to prosthelytize the benefits of 
  a vegetarian diet.
  Sandrite Feats (PF)
  Such feats are common among tribal members, 
  though they can be taught to others who have 
  the proper anatomy to make use of them, or even 
  discovered separate of them by those clever 
  enough.
  Everything is a Platform
  Friend, enemy, they are all things one can bounce 
  off of.
  Prerequisite: Rebounding Jump.
  Benefit: You can treat creatures of your size 
  or greater as walls that can be rebounded from. 
  Objects greater than your size can also be treated 
  as walls for this purpose. Your movement rate 
  when leaping (which is likely frequent) increases 
  by 5 feet. This speed increases by 5 feet at 5th 
  level and every five levels thereafter. When you 
  approach or leave a creature to rebound off them, 
  you do not provoke attacks of opportunity from 
  movement from them.
  Stealthy Burrow
  Dig softly, strike hard. This is the path to victory.
  Prerequisites: Stealth 3 ranks, burrow speed.
  Benefit: When you are burrowing, you need 
  
  62
  not decrease your movement speed and are 
  assumed to be sneaking. Those with tremorsense 
  can detect you easily. If you can normally sneak 
  without slowing your movement, tremorsense 
  becomes less able to pick you out, forcing them 
  to roll Perception against your Stealth.
  Sandrite Feats (5e)
  Great Leaper
  Prerequisite: Leaper mobility
  Gravity is a mere suggestion to you, who spends 
  precious little time in contact with the ground.
  You gain the following benefits:
  ● Your Strength or Dexterity increases by 1.
  ● You can fly with the same rate as your land 
  speed in great leaps at will, but if you end 
  your turn in the air, you fall as normal.
  ● In the event of any fall, you may make a 
  Dexterity (acrobatics) skill check against DC 
  17 to halve the damage and land upright. 
  If you manage a 25 or better, you take no 
  damage.
  Sandrite Feats (PF2)
  Such feats are common among tribal members.
  Everything is a Platform 
  FEAT 10
  Uncommon
  General
  Prerequisites Wall Jump
  You can use creatures your size or greater as 
  walls to jump from.
  Stealthy Burrow 
  FEAT 6
  Uncommon
  General
  Prerequisites burrow Speed
  When you move with your burrow Speed, you are 
  considered as trying to Sneak at the same time. 
  If you specifically use Sneak, it works against 
  tremorsense as well.
  
  63
  Class Options
  Archetypes (PF)
  Hybrid Druid (Druid Archetype)
  Born of beast and man, the beast folk know well 
  the state of being halfway between two things. 
  Hybrid druids flow between these curious half 
  states instead of stepping wholly into a given form 
  of nature, always upkeeping the balance within 
  themselves that they see as being a superior 
  view of balance over other druids that embrace 
  such things fully. Neither beast nor humanoid, 
  the beast folk stand at an intersection and find 
  wisdom there.
  Balanced Body (Su): When a hybrid druid 
  uses wild shape, their form becomes a hybrid 
  of their normal form and the chosen thing they 
  become. They retain the ability to use any equip-
  ment they could before changing, which does not 
  meld into their form. They can speak and cast 
  spells normally. They are also recognizable in the 
  hybrid form, though if used as part of a disguise, 
  it grants a +5 bonus to Disguise checks.
  Hindered Spells: Hybrid druids are more 
  attuned to the flow of their body than the ephem-
  eral draw of magic. They can prepare 1 less spell 
  per spell level per day. At 5th level they gain an 
  additional use per day of wild shape. They gain 
  another additional use per day at 9th and 15th 
  levels. This modifies spells.
  Self-Reliance (Ex): A hybrid druid does not 
  praise the aspects in the same way as a standard 
  druid. They do not gain a nature bond but can 
  spend a feat later to gain one at an effective level 
  of their druid level - 4. This replaces nature bond.
  Adrenaline Change (Su): At 5th level, a hybrid 
  druid may wild shape without expending a use of 
  the ability. Doing this causes it to only persist for 
  one round per level and requires a move action 
  (instead of the usual standard action) to start, and 
  leaves the druid staggered for one round when it 
  ends.
  Synergetic Weapons (Su): At 7th level, if a 
  hybrid druid gains a natural attack by polymorph 
  effect (including wild shaping) that they already 
  have racially, the damage dice is the larger of the 
  two, then increased by 1 size.
  Kinetic Elementalist (Elementalist 
  Archetype)
  While most elementalists draw a connection to 
  a living extraplanar entity that they forge compan-
  ionship with, some reach out into the void and 
  find nothing there to match their grasp, instead 
  coming back with the raw stuff of the universe. A 
  bit lonelier, this stuff can still be put to work.
  Kinetic Knack: A kinetic elementalist gains the 
  elemental focus class feature, as a kineticist. The 
  element should match their planar pact, if a match 
  exists. If not, they may pick freely. They also gain 
  kinetic blast as the kineticist class feature, using 
  their elementalist level and matching their chosen 
  element. This replaces summon assistance.
  Kinetic Growth: Any time a kinetic elementalist 
  would gain a planar gift, they may instead gain 
  an infusion or utility wild talent. They count their 
  elementalist levels as if they were kineticist levels 
  for sake of qualifying and the power of these 
  abilities.
  Wild Talent: Though kineticist elementalists 
  lack a mentor to speak with, their constant prac-
  tice yields fruit. At 9th and 13th levels, they gain 
  an infusion or wild talent. This replaces enduring 
  summon and fast summon.
  Internal Fortitude: At 5th level, a kineticist 
  elementalist gains elemental overflow +1 as 
  a kineticist. This increases by +1 with every 3 
  elementalist levels. 
  Practiced Ease: At 7th level, a kineticist 
  elementalist gains infusion specialization 1 as 
  a kineticist. This increases by 1 with every 3 
  elementalist levels.
  Natural Elementalist (Elementalist 
  Archetype)
  Instead of reaching out into the weave between 
  planes, you found beasts closer to home 
  answered your call for help. A loyal companion 
  walks now at your side, not as prophetic as a 
  planar being could be, but perhaps more relat-
  able.
  Native Companion (Ex): A natural elementalist 
  gains an animal companion. This functions as 
  if they were a druid of their elementalist level -3 
  (minimum 1). This replaces summon assistance.
  Wild Growth: A natural elementalist’s efforts 
  with their animal companion show eventual 
  results. At 9th level, their effective druid level 
  increases by 1 for the sake of their animal 
  
  64
  companion. At 13th level, it increases by 2 more, 
  bringing their effective druid level to be equal to 
  their elementalist level. This replaces enduring 
  summon and fast summon.
  Animal Friend (Ranger Archetype)
  Such rangers have a keen contact with animals 
  within the realms they travel, able to call on them 
  at a moment’s notice to their aid. In return, they 
  are expected to protect and assist the animals 
  in the upkeep of their living spaces, keeping 
  changes slow and manageable, usually involving 
  keeping sapient forces from upsetting things 
  overnight as far as an animal population goes.
  Animal Friends (Ex): Animal friend rangers 
  gain their first favored terrain at 1st level, and 
  they gain another/improve whenever they would 
  normally gain it at 3rd, 8th, 13th, and 18th level. 
  They do not gain favored enemy at 1st level. This 
  replaces favored enemy at 1st level.
  Natural Swarm (Su): At 1st level, as a stan-
  dard action an animal friend ranger may call 
  upon a swarm of creatures native to the area 
  they are in, provided it is one of their favored 
  terrains. These beasts immediately swarm over a 
  10-foot square of their choice within close range 
  (25 ft. + 5 ft./2 levels) and begin distracting all 
  those in it as a swarm. The Fortitude DC to avoid 
  being distracted is 10 + 1/2 the ranger’s level + 
  their Wisdom modifier. The beasts remain until 
  the start of their next turn, at which point they 
  disperse.
  Distracting Feint (Su): At 3rd level, an animal 
  friend ranger can cause a local animal, provided 
  it is within their favored terrain, to harass and 
  distract an enemy within close range (25 ft. + 5 
  ft./2 levels). This is a mind-affecting effect. The 
  victim must make a Will save against DC 10 + 
  1/2 the ranger’s level + their Wisdom modifier 
  or become flat-footed against all attacks for 1d4 
  rounds. Successful or not, the enemy becomes 
  immune to the ranger’s attempts to use this ability 
  for one minute. This replaces endurance.
  Call Mount (Su): At 5th level, with a warbling 
  whistle or howl, an animal friend ranger can call 
  upon the beasts of the area, provided it is one 
  of their favored terrains, to provide them with 
  animals willing to be ridden by them and their 
  friends. Such creatures are one size larger than 
  each rider. The ranger can provide one animal for 
  every 3 levels, plus one for themselves that does 
  not count against this limit. The mounts remain 
  for 1 hour per level, until this ability is used again, 
  or until they are attacked. The mounts will not 
  fight and will immediately flee, bucking their rider 
  free on the way. The mount has a speed of 40 
  feet plus an additional 5 feet for each +1 bonus 
  the ranger receives from the favored terrain being 
  used. To use this power, a ranger must expend a 
  prepared spell of 1st level or higher.
  Unexpected Aid (Ex): At 7th level, an animal 
  friend ranger may use the Handle Animal skill 
  with completely wild beasts by speaking gently, or 
  firmly, depending on the beast and the ranger’s 
  style, to coerce them into doing what the ranger 
  desires. A wild animal knows no tricks and must 
  be pushed but will tolerate the ranger’s attempt to 
  do so.
  Flying Mount (Su): At 9th level, the mounts 
  you summon can fly (if you summon an animal 
  that could normally fly) with good maneuverability. 
  If you call a non-flying mount, it gains 5 hit points 
  per level that it can suffer before it flees instead of 
  fleeing immediately.
  Signal Bird (Ex): At 11th level you can pass 
  messages through your many animal friends. This 
  functions as animal messenger but has no magic 
  involved. You must expend a prepared spell of 1st 
  level or higher to use this ability.
  Elementalist Pacts (PF)
  Beast Pact
  Class Skills: Survival and Knowledge (nature).
  Planar Gifts: An elementalist with the beast 
  pact can choose from any of the following planar 
  gifts.
  Alpha’s Glare (Su): With a stern glare and an 
  action, you assert your position of alpha over 
  a target animal, forcing them to make a Will 
  saving throw against DC 10 + 1/2 your level + 
  your Charisma modifier. If they succeed, they 
  cannot attack you for one round. On a failure, 
  they cannot attack you for as long as you spend 
  a move action each round keeping the effect 
  going. They will follow your commands (if it can 
  understand you) provided they do not endanger 
  it or force it to act against its family (or what it 
  considers family). You can use this ability once 
  per day.
  Animal Call (Su): As a standard action you can 
  call on the aid of animals. This can manifest in a 
  
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  creature scampering to collect an item and bring 
  it to you, possibly pull a lever, or other simple 
  tasks. In combat you can harry a target within 
  60 feet, causing them 1d6 slashing, piercing, or 
  bludgeoning damage (your choice). The damage 
  is considered magical at 5th level or higher. At 
  4th level and every 2 levels thereafter, increase 
  this damage by 1d6. At 16th level, you can call 
  animals up to 120 feet away. If the target has 
  an effect that causes damage when struck with 
  melee attacks, this damage is halved. If there are 
  no readily available wild animals to answer your 
  call, this ability and the damage it causes become 
  considered a conjuration effect that is blocked by 
  effects that prevent contact by summoned crea-
  tures.
  Beast Skin (Su): You can become an animal as 
  if you were a druid using wild shape, using your 
  elementalist level as your effective druid level. 
  You never gain additional uses of this ability as 
  you level, though may gain them through other 
  means. You can still use planar gifts while in 
  animal form.
  Bestial Speed (Su): You may spend a swift 
  action to move up to your speed. You gain the 
  ability to speak with animals at 6th level.
  Feline Grace (Ex): Many animals move with 
  a speed and agility that leaves humanoids 
  gaping with amazement. Any time you would fail 
  a Dexterity-based skill check or Reflex saving 
  throw, you may roll again. You must accept the 
  result of the second roll. After doing this, you 
  must spend a move action on your next turn 
  impressing on the universe how well you planned 
  that.
  Felling Strike (Ex): Your planar guide’s slam 
  attack grains the trip special ability.
  Hybrid Form (Su): As a standard action, you 
  can assume a halfway form between your normal 
  form and that of any animal you could assume 
  with beast skin. In this form, you keep your orig-
  inal statistics, but gain a natural attack, sense, or 
  movement speed of the animal of your choice. 
  If the animal could breathe water, you gain this 
  ability as well. This form persists until you use this 
  power again. You must have the beast skin gift to 
  select this gift.
  Lead the Hunt (Ex): Once per day, when a 
  random encounter is determined due to travel or 
  movement, you may negate it. This decision is 
  made after knowing what the encounter would 
  have been. When traveling through terrain that 
  would normally slow the party, you allow the party 
  to move at its normal rate. You and your party 
  travel overland one mile further per day per level, 
  assuming 8 hours of movement. If you have not 
  yet used this ability, you may expend its use when 
  rolling initiative, giving the ally of your choice the 
  option to reroll their initiative and take the better 
  result. This choice can be made after knowing the 
  order of initiative.
  Leather Hide (Ex): Your flesh is thick, possibly 
  taking on a scaled or shelled appearance, or just 
  the thick hide of a bear. In any event, you gain 
  a +1 bonus to natural armor and your planar 
  guide’s natural armor increases by +2. At 10th 
  level, your bonus to natural armor increases to 
  +2.
  Natural Remedies (Ex): Just as an animal licks 
  its wounds or grazes on restorative medicines, 
  you know the secrets to recovery. When you 
  rest for 8 hours, you gain 3 points of restoration 
  per elementalist level, and may use any number 
  of them as an action, restoring a number of hit 
  points equal to 1d8 per point spent to a target 
  creature within 5 feet. The target also gains a 
  number of hit points equal to your Wisdom modi-
  fier provided you spent at least 1 point.
  Pack Hunting (Ex): When attacking with a 
  melee weapon, your damage is increased by 
  25% if least one other ally has made an attack roll 
  against the target since the start of your last turn. 
  Damage that would not be multiplied on a critical 
  is not increased.
  Revenge of the Wild (Su): Once per day, when 
  you or your guide attacks a non-animal, you may 
  deal an extra 1d6 of the same type of damage. 
  If the target has resistance or damage reduction 
  against the attack, you can negate 5 points of this 
  until the end of your next turn.
  Strength of a Titan (Su): Drawing on the power 
  of great and towering beasts, you can strike with 
  crushing force. When attacking once (not as 
  part of a full attack), your Strength is doubled. 
  This extra damage is not halved against incor-
  poreal targets. When you deal damage with a 
  melee attack equal to or greater than the hit dice 
  of the target, they must make a Fortitude save 
  against DC 10 + 1/2 your elementalist level + 
  your currently enhanced Strength bonus. If they 
  fail, you can push them back up to 15 feet and/
  or cause them to become prone. Combat maneu-
  vers that can replace an attack can benefit from 
  this, provided it is not part of a full attack. You 
  
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  must be a 7th elementalist level to select this gift.
  Prey’s Caution (Ex): You can’t be paranoid 
  when they actually are out to get you. Provide 
  your GM with your Perception bonus + 10. If this 
  is enough to notice something, you do so without 
  taking an action to search. If you are surprised, 
  you may act in the surprise round, but it must be 
  movement or actions that take you away from the 
  closest visible threat.
  Planar Perfection: Upon reaching 20th level, 
  the elementalist becomes an avatar of bestial 
  might. They gain darkvision 60 feet or their 
  darkvision range increases by 50 feet if they 
  already have darkvision. The elementalist no 
  longer requires sleep and cannot be fatigued or 
  exhausted. They are immune to magically forced 
  sleep. Lastly, they gain a +4 bonus to Dexterity.
  Planar Guide
  The planar guide of a beast elementalist 
  comes in the form of an animal, often gazing with 
  piercing wisdom or feral hunger that has its saliva 
  on display, and rarely something in between. 
  It can stand on two or four legs, sometimes 
  even switching on demand, though this has no 
  mechanical effect. The exact animal it appears as 
  may shift as the elementalist grows in power.
  Guide Abilities: When gaining ability bonuses, 
  the planar guide increases its Strength and 
  Dexterity.
  Base Statistics: Size Medium; Type animal; 
  Speed 40 ft.; AC +1 natural armor; Saves Fort 
  (good), Ref (good), Will (bad); Attack slam 1d4; 
  Ability Scores Str 17, Dex 13, Con 15, Int 4, Wis 
  11, Cha 11.
  Shaman Spirits (PF)
  Beast
  This nature spirit favors the beast folk, but 
  those that feel the beat of the wild in their chest 
  can find favor with it. In either event, accepting 
  this spirit causes a shaman’s animalistic features 
  to be enhanced, with sharper and more promi-
  nent teeth and claws. Those who don’t normally 
  have claws may grow especially long nails as if 
  they were ready for battle. Beast folk appear even 
  more tilted towards their animal side, as if the 
  civility were an act put on for convenience and 
  that alone.
  Spirit Magic Spells: charm animal (1st), bark-
  skin (2nd), greater animal aspect (3rd), atavism 
  (4th), awaken (5th), stone tell (6th), creeping 
  doom (7th), fey form IV (8th), shapechange (9th).
  Hexes: A shaman who chooses the beast spirit 
  can select from the following hexes.
  Battle Madness (Su): The shaman attempts to 
  addle the mind of one enemy within 60 feet with 
  a sharp call. The enemy must be able to hear 
  the shaman and must make a Will saving throw. 
  On a failure, the target becomes unable to use 
  supernatural abilities, spells, or spell-like abilities 
  for 1d4 rounds, plus one round per Charisma 
  modifier. On a success, this only persists for one 
  round. Whether or not the save is successful, the 
  creature cannot be the target of this hex again for 
  24 hours. This is a mind-affecting ability. Against 
  targets immune to such effects, it works as if they 
  passed their saving throw automatically.
  Erosion Curse (Su): The shaman summons 
  the powers of nature to erode a construct or 
  object within 30 feet. This erosion deals 1d6 
  points of damage per 2 shaman levels, ignoring 
  hardness and damage reduction. If used against 
  a construct or an object in another creature’s 
  possession, the construct or the creature 
  possessing the object can attempt a Reflex 
  saving throw to halve the damage. Once an 
  object or a construct is damaged by this erosion, 
  it cannot be the target of this hex again for 24 
  hours.
  Friend to Animals (Su): The shaman can spon-
  taneously cast summon nature’s ally spells as 
  a druid. In addition, all animals within 30 feet of 
  the shaman receive a sacred bonus on all saving 
  throws equal to the shaman’s Charisma modifier.
  Animal’s Blessing (Su): The shaman can draw 
  out animal power within the target touched crea-
  ture as if using greater animal aspect. This lasts 
  for 1 hour. Once a creature has been affected by 
  this hex, they cannot be targeted by this hex for 
  24 hours. At 12th level, all numerical bonuses are 
  increased by 50% and movement speeds granted 
  are increased by 10 feet.
  Stormwalker (Su): The shaman can move 
  through non-magical fog, rain, mist, snow, and 
  other environmental effects without penalty (see 
  Weather). They are never slowed by such effects, 
  and they don’t need to attempt Acrobatics skill 
  checks to move across such surfaces. They can 
  also move through magical environmental effects 
  that they created. At 10th level, the shaman can 
  see twice as far as normal through environmental 
  
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  effects, whether or not they are magical in nature.
  Spirit Animal: The shaman’s spirit animal looks 
  feral, and appears to be in peak physical form. 
  The animal can move through any sort of under-
  growth or natural difficult terrain at its normal 
  speed without taking damage or suffering any 
  other impairment. If the animal has a fly speed, 
  it can ignore the penalty on Fly skill checks for 
  winds up to windstorm strength.
  Spirit Ability: A shaman who chooses the 
  beast spirit as their spirit or wandering spirit gains 
  the following ability.
  Storm Burst (Su): As a standard action, the 
  shaman causes a small storm of swirling wind 
  and rain to form around one creature within 30 
  feet. This storm causes the target to treat all 
  foes as if they had concealment, suffering a 20% 
  miss chance for 1 round plus 1 round for every 
  4 shaman levels they possess. The shaman can 
  use this ability a number of times per day equal 
  to 3 + their Charisma modifier. At 11th level, any 
  weapon they wield is treated as a thundering 
  weapon.
  Greater Spirit Ability: A shaman who chooses 
  the beast spirit as their spirit or wandering spirit 
  gains the following ability upon having access to 
  the greater version of that spirit.
  Nature’s call (Su): As a haunting call of an 
  animal, be it a wolf’s howl, a bird’s cry, a roar, 
  or similar, the shaman can rouse the spirits of 
  those around them. This functions as if they 
  were a bard of their shaman level using bardic 
  performance. Unlike a bard, the call is used once, 
  and remains active for 3 rounds as if they had 
  continued performing for that time. This ability 
  can be used once per day. The shaman gains 
  an additional use at 4th level and every 3 levels 
  thereafter.
  True Spirit Ability: A shaman who chooses the 
  beast spirit as their spirit or wandering spirit gains 
  the following ability upon having access to the 
  true version of that spirit.
  Companion Animal (Su): The shaman’s spirit 
  animal takes the form of an animal companion 
  of their choice, using their shaman level as their 
  effective druid level. The animal retains all the 
  special abilities and the Intelligence score of 
  the spirit animal, but also has the statistics and 
  abilities of an animal companion. If the animal is 
  dismissed, is lost, or dies, it can be replaced in 
  the same way as a normal spirit animal.
  Manifestation: Upon reaching 20th level, the 
  shaman becomes a spirit of beasts. The shaman 
  can consider their type to be animal or their 
  normal type for any effect, whichever is most 
  beneficial to them. They also gain wild empathy 
  as a druid of their shaman level. Any natural 
  weapons they have operate as if they had the 
  alignments of the shaman as well as being cold 
  iron, silver, and adamantine, including the hard-
  ness ignoring properties of adamantine.
  Land
  The spirit of the land is a potent force, but all 
  too easily forgotten by those who have fallen 
  sway to the comforts of urban life. Such a 
  shaman reflects the land they consider home, 
  though this can change over time. Vibrant greens, 
  snowy whites, and rocky craggy features are all 
  possible, sometimes all at once, depending on 
  the place such a shaman considers their own.
  Spirit Magic Spells: nature’s paths (1st), bark-
  skin (2nd), meld into stone (3rd), forest’s senses 
  (4th), communal air walk (5th), liveoak (6th), 
  animate plants (7th), wandering weather (8th), 
  world wave (9th).
  Hexes: A shaman who chooses the land spirit 
  can select from the following hexes.
  Home Advantage (Su): The shaman can call 
  upon the power of their home. They may declare 
  any place their home after being there for a week. 
  A shaman may only have one home at a time. If 
  a shaman has a terrain as a favored terrain, they 
  may switch their home to it without waiting once 
  per day.
  ● Cold (ice, glaciers, snow, and tundra): With 
  a sudden cold snap, the shaman can try to 
  freeze a target creature that is in contact with 
  the ground. On a failed Reflex save, they 
  become rooted to the ground and entangled. 
  A success causes this to only last for one 
  round before melting. The ice has 3 hit points 
  per shaman level. One a creature has been 
  targeted by this hex, they cannot be targeted 
  again with it for 24 hours.
  ● Desert (sand and wastelands): The shaman 
  does not require water. This can be shared 
  with as many other creatures as they have 
  levels in shaman. Large creatures require two 
  uses, Huge require three, and larger than that 
  four uses.
  ● Forest (coniferous and deciduous): The 
  shaman gains the benefit of the woodland 
  
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  stride druid ability class feature. They may 
  use this hex on a target creature to cause 
  local vegetation to grasp at them as per 
  entangle using the DC of this hex, but the 
  effect moves with them, erupting in their 
  square at the start of each of their turns to try 
  to ensnare them if they are within 5 feet of 
  the ground. This persists for 1 minute. Once a 
  creature is affected by this hex, they may not 
  be targeted by it again for 24 hours.
  ● Jungle: Swarms of non-sapient (Intelligence 
  2 or less) living creatures will not harm or 
  distract the shaman. The shaman may call 
  upon a rush of animals or insects to harry a 
  creature within 60 feet. This swarm of Tiny 
  creatures has 5 hit points per shaman level, 
  an Armor Class of 18, and deals 1d8 points 
  of damage. The DC of being distracted is 
  equal to the DC of this hex. At 5th level and 
  every 5 levels thereafter, the damage of the 
  swarm increases by 1d8 and its Armor Class 
  increases by 3. This swarm clings to the 
  target and neither harms nor distracts any 
  other targets. The swarm persists for 1d6+2 
  rounds. Once a creature has been targeted by 
  this hex, they cannot be targeted again with it 
  for 24 hours.
  ● Mountain (including hills): The shaman 
  can ignore wind penalties up to windstorm 
  strength and cannot be forcefully moved or 
  slowed by wind. Applying this hex to a crea-
  ture within 60 feet, they experience the wind 
  as if it were 1 step higher for one round. The 
  shaman can increase the duration of this hex 
  with a cackle, increasing the wind’s strength 
  in ferocity by one step per round.
  ● Plains: Using this hex on a creature within 60 
  feet gives it a 10-foot enhancement bonus to 
  its land speed. This increases by 5 feet for 
  every 4 shaman levels. This persists for one 
  hour and cannot be used again on the same 
  target for 24 hours. At 10th level, the duration 
  of this hex extends to 8 hours.
  ● Swamp: The shaman can walk across water 
  as if it were solid land. At 7th level, the 
  shaman can also breathe water and gains a 
  swim speed equal to their land speed.
  ● Underground (caves and dungeons): The 
  shaman gains darkvision 60 feet. If the 
  shaman already had darkvision, it is instead 
  increased by 30 feet. This increases by 30 
  feet at 5th level. At 16th level, this becomes 
  the see in darkness ability, allowing the 
  shaman to see clearly in the dark as if it were 
  light at any distance.
  Land Familiarity (Ex): The shaman becomes 
  familiar with a land that they consider home, 
  gaining favored terrain as the ranger class feature 
  of a terrain they consider home (see home advan-
  tage) at a +2 bonus. Once a terrain is chosen, 
  it cannot be changed unless this hex is lost and 
  regained. This bonus increases to +4 at 8th level 
  and +6 at 15th level.
  Local Call (Su): The shaman can spontaneously 
  cast summon nature’s ally spells as a druid. The 
  creature summoned must have an environment 
  native to the area the shaman is in.
  Land’s Blessing (Su): The shaman can become 
  one with the land, becoming resistant to its 
  foibles. They gain the effects of endure elements 
  at all times. At 7th level, they can earth glide as 
  an earth elemental at will with a movement rate 
  equal to their land speed. At 12th level, they can 
  earth glide with allies, provided all allies involved 
  remain within 30 feet of the shaman. The allies 
  have a sense of where the shaman is in respect 
  to themselves while using this effect.
  Stormwalker (Su): The shaman can move 
  through non-magical fog, rain, mist, snow, and 
  other environmental effects without penalty (see 
  Weather). They are never slowed by such effects, 
  and they don’t need to attempt Acrobatics skill 
  checks to move across such surfaces. They can 
  also move through magical environmental effects 
  that they created. At 10th level, the shaman can 
  see twice as far as normal through environmental 
  effects, whether or not they are magical in nature.
  Spirit Animal: The shaman’s spirit animal 
  appears particularly majestic and proud. The 
  animal can move through any sort of undergrowth 
  or natural difficult terrain at its normal speed 
  without taking damage or suffering any other 
  impairment. If the animal has a fly speed, it can 
  ignore the penalty on Fly skill checks for winds up 
  to windstorm strength.
  Spirit Ability: A shaman who chooses the 
  nature spirit as her spirit or wandering spirit gains 
  the following ability.
  Land’s Fury (Su): As a standard action, the 
  shaman causes a localized tremor that can target 
  any creature or object that is in contact with the 
  ground within 120 feet. If it is a creature, they 
  suffer 1d8 + the shaman’s Charisma modifier 
  in damage and are knocked prone. A Reflex 
  
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  saving throw reduces the damage by half and 
  the creature avoids becoming prone. The square 
  the creature occupies becomes difficult terrain 
  as does every square adjacent to it. Against an 
  object, it deals 1d6 points of damage per shaman 
  level. This damage is multiplied by how many 
  size categories the object occupies, starting at 
  Medium, to a maximum of being multiplied by 5 
  at Gargantuan. This ability can be used a number 
  of times per day equal to 1 + the shaman’s 
  Charisma modifier.
  Greater Spirit Ability: A shaman who chooses 
  the land spirit as their spirit or wandering spirit 
  gains the following ability upon having access to 
  the greater version of that spirit.
  Nature’s call (Su): With an imperious wave, 
  the shaman can dismiss or enhance the terrain 
  of any place they call home. Difficult terrain 
  takes twice as many squares as usual (typically 
  4) to traverse. The DC of escaping or avoiding 
  webbing from creatures native to the environment 
  increases by 3. Either can be entirely removed 
  within range (25 ft. + 5 ft./2 levels). Winds can 
  be elevated or reduced by a step. This can all be 
  done at once. This ability can be used a number 
  of times per day equal to 2 + the shaman’s 
  Charisma modifier.
  True Spirit Ability: A shaman who chooses the 
  land spirit as their spirit or wandering spirit gains 
  the following ability upon having access to the 
  true version of that spirit.
  Companion Animal (Su): The shaman’s spirit 
  animal takes the form of an animal companion 
  of their choice, using their shaman level as their 
  effective druid level. The animal retains all the 
  special abilities and the Intelligence score of 
  the spirit animal, but also has the statistics and 
  abilities of an animal companion. If the animal is 
  dismissed, is lost, or dies, it can be replaced in 
  the same way as a normal spirit animal.
  Manifestation: Upon reaching 20th level, 
  the shaman becomes a spirit of the land. The 
  shaman can consider their type to be elemental 
  or their normal type for any effect, whichever is 
  most beneficial to them, but do not gain elemental 
  innate immunities. They can earth glide through 
  any stone, dirt, or metal with a hardness equal to 
  or less than their level. They no longer need to 
  breathe. Any natural weapons they have operate 
  as if they had the alignments of the shaman as 
  well as being cold iron, silver, and adamantine, 
  including the hardness ignoring properties of 
  adamantine.
  Elementalist Pacts (5e)
  Beast Pact 
  Unlike many elementalist pacts, to pact with 
  beasts is less of reaching to the outer planes. The 
  beast pact ties an elementalist to the concept of 
  the feral animal; wild, majestic, and potentially 
  terrible.
  Class Skills. You gain proficiency in the 
  Survival skill, or you can choose another skill 
  from your class skill list if you are already profi-
  cient with Survival.
  Planar Guide. Your planar guide comes in 
  the form of an animal, often gazing with piercing 
  wisdom or feral hunger that has its saliva on 
  display, and rarely between. It can stand on 
  two or four legs, sometimes even switching on 
  demand, though this has no mechanical effect. 
  The exact animal it appears as may shift as the 
  elementalist grows in power.
  Beast Planar Gifts
  An elementalist of the beast pact can choose 
  from any of the following planar gifts.
  Alpha’s Glare. With a stern glare and an 
  action, you assert your position of alpha over a 
  target animal, forcing them to make a Charisma 
  saving throw against DC 8 + your proficiency 
  bonus + your Charisma modifier. If they succeed, 
  they are charmed by you for one round. On a 
  failure, they are charmed for as long as you 
  spend a bonus action each round keeping the 
  effect going. They will follow your commands 
  (if it can understand you) provided they do not 
  endanger it or force it to act against its family 
  (or what it considers family). Once you use this 
  ability, you can’t use it again until you finish a long 
  rest.
  Animal Call. As an action you can call on the 
  aid of animals. This can manifest in a creature 
  scampering to collect an item and bring it to 
  you, possibly pull a lever, or other simple tasks. 
  In combat you can harry a target within 60 feet, 
  causing them 1d8 slashing, piercing, or blud-
  geoning damage (your choice). The damage is 
  considered magical at level 8 or higher. At 12th 
  level, you deal 2d8 damage instead. At 16th level, 
  you deal 3d8 damage and can call animals up to 
  120 feet away.
  
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  Beast Skin. You can become an animal as if 
  you were a druid using wild shape, using your 
  elementalist levels as if they were levels in druid. 
  Once you use this ability, you can’t use it again 
  until you finish a long rest. You can still use planar 
  gifts while in animal form.
  Bestial Speed. You may spend a bonus action 
  to move up to your movement rate. You gain the 
  ability to speak with animals at 6th level.
  Feline Grace. Many animals move with a 
  speed and agility that leaves humanoids gaping 
  with amazement. Any time you would fail a 
  Dexterity-based skill check or saving throw, you 
  may roll once again. You must accept the result of 
  the second roll. After doing this, you must spend 
  a bonus action on your next turn impressing on 
  the universe how well you planned that.
  Felling Strike. When your planar guide attacks 
  a creature, the target must succeed on a DC 8 + 
  your proficiency modifier Strength saving throw or 
  be knocked prone.
  Hybrid Form. As a bonus action, you can 
  assume a halfway form between your normal 
  form and that of any animal you could assume 
  with beast skin. In this form, you keep your orig-
  inal statistics, but gain an attack variety, sense, 
  or movement speed of the animal of your choice. 
  If the animal could breathe water, you gain this 
  ability as well. This form persists until you use this 
  power again. You must have the beast skin gift to 
  select this gift.
  Lead the Hunt. When a random encounter is 
  determined due to travel or movement, you may 
  negate it. This decision is made after knowing 
  what the encounter would have been. When trav-
  eling through terrain that would normally slow the 
  party, you allow the party to move at its normal 
  rate. You and your party travels overland one mile 
  further per day per level, assuming 8 hours of 
  movement. If you have not yet used this ability, 
  you may expend its use when rolling initiative, 
  giving the ally of your choice the option to reroll 
  their initiative and take the better result. This 
  choice can be made after knowing the order of 
  initiative. Once you use this ability, you can’t use 
  it again until you finish a long rest.
  Leather Hide. Your flesh is thick, possibly 
  taking on a scaled or shelled appearance, or 
  just the thick hide of a bear. In any event, Your 
  AC increases by 1 and your planar guide’s AC 
  increases by 2.
  Natural Remedies. Just as an animal licks its 
  wounds or grazes on restorative medicines, you 
  know the secrets to recovery. When you finish 
  a long rest, you gain 2 points of restoration per 
  elementalist level, and may use any number of 
  them as an action, restoring 1d8 hit points per 
  point spent to a target creature within 5 feet. 
  The target also heals an amount equal to your 
  Wisdom modifier provided you spent at least 1 
  point.
  Pack Hunting. When attacking with a melee 
  weapon, you gain advantage on your damage 
  dice when at least one other ally has made an 
  attack roll against the target since the start of 
  your last turn.
  Revenge of the Wild. When you or your guide 
  attacks a non-animal, you may deal an extra 1d6 
  of the same type of damage. If the target has 
  resistance against the attack, you can negate this 
  resistance until the end of your next turn. Once 
  you use this ability, you can’t use it again until you 
  finish a long rest.
  Strength of a Titan. Drawing on the power 
  of great and towering beasts as a bonus action, 
  you gain a surge of strength. All melee attacks 
  you make deal 1d4 extra damage and you gain 
  advantage on Strength based skill checks for a 
  minute. Once you use this ability, you can’t use it 
  again until you finish a short rest. You must be 7th 
  level to select this gift.
  Prey’s Caution. You can’t be paranoid when 
  they actually are out to get you. Increase your 
  passive Perception by 5. If you are surprised, you 
  may act, but it must be movement or actions that 
  take you away from the closest visible threat.
  Planar Perfection
  Upon reaching 20th level, you become an 
  avatar of bestial might. You gain darkvision 60 
  feet, or you darkvision range increases by 60 feet 
  if you already have darkvision. You cannot be 
  fatigued or magically forced to sleep. Lastly, your 
  Strength or Dexterity score increases by 4, to a 
  maximum of 24.
  Class Feats (PF2)
  Adrenaline Change 
  FEAT 10
  Uncommon
  Class
  Prerequisites Wild Shape
  You may use Wild Shape without cost, but its 
  
  71
  duration becomes sustained, up to 1 minute, 
  when you do so.
  Hybrid Form 
  FEAT 8
  Uncommon
  Class
  Prerequisites Wild Shape
  When using Wild Shape, you take on traits of 
  the target instead of becoming it fully. You retain 
  the ability to use items and weapons and may 
  use your normal Armor Class if it is better than 
  the one given to you by using Wild Shape. You 
  may use actions with the manipulate trait and 
  your equipment does not meld. You may speak 
  normally.
  Synergetic Weapons 
  FEAT 6
  Uncommon
  Class
  Prerequisites Wild Shape
  When using Wild Shape, if the attack you gain is 
  similar to a specific unarmed attack you already 
  have (such as a bite attack and jaws), you use 
  the higher of the two damage dice sizes, then 
  increase it one additional size.
  
  72
  Untamed Lands 
  Backgrounds
  (5e)
  Shaman
  You listened for signals and signs that others 
  would miss. From the direction the birds fly in, 
  to the order of appearance of the stars at night, 
  all are clues that unveil mysteries of the future, 
  present, and past to those who know what to look 
  for. Though you have moved on and become an 
  adventurer, your past is not easily forgotten, nor 
  have the unseen forces forgotten you, occasion-
  ally leaving you hints you didn’t ask for.
  Skill Proficiencies: Choose two of the 
  following skills to have proficiency in: Arcana, 
  Religion, Nature, Performance, Insight
  Item Proficiencies: Select any one divination 
  tool (such as tarot cards, dice, bones, etc.), and 
  any one other.
  Equipment: A divination tool you are profi-
  cient in, 5 candlesticks, clothing befitting a teller 
  of fortunes or a shaman of your area, a set of 
  common clothes, and a pouch containing 3d10+5 
  gp.
  Feature: Soothseer
  Hints of the future are always coming up when 
  you least expect them. The GM is encouraged to 
  give you a hint when the party is stuck or moving 
  in the wrong direction. You may also attempt to 
  force an answer from the spirits or fates by using 
  your divination tool against a DC of 15. You may 
  only do this once a week.
  Suggested Characteristics
  Shamans come in many varieties, but here are 
  some suggestions.
  d8
  Personality Trait
  1
  The future is already written, so why struggle? 
  People should accept what comes.
  2
  The future is already written, so why not reach for 
  the best? You can’t mess it up.
  3
  I spew ‘wise’ words that may or may not be rele-
  vant, so long as they sound mysterious.
  4
  I am constantly playing with my divination tool. It 
  is rare that it is not in my hands.
  5
  I do not hesitate what others would call secrets to 
  divination. Listen to me and you’ll be happier.
  6
  My act is just that, an act. Sometimes it comes 
  true, but that’s just luck. I don’t really believe it.
  7
  I listen and I watch people, looking for tells. They 
  say I stare, but that’s just what looking looks like.
  8
  I blame bad luck on angering the spirits and am 
  just as quick to thank them for even the slightest 
  boon.
  d6
  Ideal
  1
  Salvation. You follow the hints of your patrons, 
  hoping to make the world better. (Good)
  2
  Destiny. It is as it must be. We are helpless to the 
  calls of destiny. (Lawful)
  3
  Exploitation. Those who do not know the signs 
  become desperate to hear them. Make of that 
  what you will and enjoy the benefit. (Evil)
  4
  Resistance. There is always more than one path 
  forward, and you constantly work against the ties 
  you see. (Chaotic)
  5
  Tender. You were given this knowledge for a 
  reason, and you shepherd the people who listen 
  carefully. (Good)
  6
  Secrecy. I may see, but I don’t need to share what 
  I know. (any)
  d6
  Bond
  1
  I check my divination whenever multiple choices 
  appear before me.
  2
  I try to end arguments through divination, asked 
  for or not.
  3
  My divination tool is full of history. Protecting it is 
  paramount and no substitution will do.
  4
  The sanctity of the spirits is more important than 
  other temporary things.
  5
  The chance to line my pockets is not one I will 
  bypass.
  6
  I received a vision of some great import of another 
  character in the party and work to cause/prevent 
  its fulfillment.
  
  73
  d6
  Flaw
  1
  Even if the spirits don’t answer, I feel obligated to 
  produce an answer.
  2
  When I am scared, I begin using my divination 
  tools even in very inappropriate moments.
  3
  I shamelessly color my answers with how I feel 
  about the person.
  4
  I follow a long list of traditions, and insist others 
  around me respect them.
  5
  I try not to offend any spirit or god, and am 
  constantly learning new ways to appease them all.
  6
  I loudly beg for forgiveness when things go the 
  wrong way.
  (PF2)
  Shaman 
  BACKGROUND
  You listened for signals and signs that others 
  would miss. From the direction the birds fly in, 
  to the order of appearance of the stars at night, 
  all are clues that unveil mysteries of the future, 
  present, and past to those who know what to look 
  for. Though you have moved on and become an 
  adventurer, your past is not easily forgotten, nor 
  have the unseen forces forgotten you, occasion-
  ally leaving you hints you didn’t ask for.
  Choose two ability boosts. One must be to 
  Wisdom or Charisma. The other is a free ability 
  boost.
  You’re trained in the Religion skill and the 
  Soothsaying Lore skill. You gain the Canny 
  Acumen feat (and must select Perception if you 
  are not already an expert in it).
  
  74
  New Animal Tricks (PF)
  Though these tricks are not unique to the 
  Untamed Lands, the beast folk there are close to 
  their animal companions and often move as one, 
  giving rise to new methods to thrive together in 
  the world.
  Balance (DC 20): The companion has been 
  trained to assist its handler move in a more active 
  sense than guiding normally allows. While it 
  remains adjacent to the handler, the handler may 
  use the better of their or the animal’s Acrobatics 
  and Climb checks as the animal assists them in 
  their movement. On any round that the animal 
  provides this help, it is considered staggered on 
  its next turn, but can move with the handler as 
  they move, provided that isn’t further than their 
  normal movement. A companion must have the 
  guide trick in order to learn this trick.
  Magic Sniffing (DC 20): The companion has 
  been trained to detect the uncanny signs of spells 
  and enchantments. When given this command, 
  they will explore the designated area or object 
  and sniff for trouble. Use the animal’s Perception 
  as Knowledge (arcana) to detect any magic that 
  may be present. If detected, the animal will indi-
  cate the area to the best of its ability. If this trick 
  is learned twice, the animal will learn particular 
  scents and automatically react without command 
  when they encounter new magic auras.
  Mind Guard (DC 30): The companion watches 
  its handler’s actions intently. When they are domi-
  nated, possessed, confused, or otherwise entirely 
  lose the ability to control their own actions, the 
  companion may use Perception in place of Sense 
  Motive, and is automatically watching for such 
  trouble. When detected, it ceases to accept 
  orders from its handler until they recover and 
  do their best to harry and stop their handler, but 
  will not outright attack them, instead favoring 
  distracting or tripping them until the problem 
  passes.
  Munition Assistant (DC 25): This companion 
  can assist with the use of crossbows and firearms 
  and other reloading ranged weapons. When its 
  handler instructs it to, it will reload the designated 
  weapon to the best of its ability. If given no other 
  orders, it will watch the weapon and reload it 
  as soon as it has room for another shot and the 
  ammunition remains in reach of the animal. Only 
  animals with fingers or dexterous talons can learn 
  this trick. Black powder and other loose ammuni-
  tion is beyond the ability of an animal to handle 
  with this trick, requiring cartridges or whole bolts/
  arrows.
  Otherworldly Senses (DC 30): Such an animal 
  is trained to respond to the presence of intangible 
  things. The presence of a ghost or other intan-
  gible creature within its scent range will cause it 
  to make a specific sound that it will repeat until 
  commanded to stop or the presence leaves. The 
  DC to teach this trick is reduced by 5 if you or a 
  willing ally has the ability to become intangible for 
  the animal to learn how to detect.
  Play Wild (DC 20): An animal using this trick 
  acts as a wild animal, avoid people, growling 
  when approached, and avoiding all contact 
  possible until its handler gives the command to 
  cease this trick. Determining that such an animal 
  is trained is far more difficult than usual while it 
  remains in this state.
  
  75
  Untamed Lands Traits (PF)
  These are regional traits specific to the 
  Untamed Lands unless otherwise noted.
  Animal Kin: You gain a +1 trait bonus on 
  Handle Animal checks and Handle Animal is 
  a class skill for you. Your animal companion 
  or bonded mount gains one extra trick. When 
  performing this specific trick, the DC for Handle 
  Animal is decreased by 5.
  Aphotic Survivor: You were raised in or spent 
  significant time near the Aphotic Swamp and its 
  attendant dangers. Your body has adapted. You 
  gain energy resistance 3 against negative energy. 
  This increases by 1 at 5th level and every five 
  levels thereafter.
  Communal Endurance: You have served in 
  the Iron Fort militia against fearsome enemies, 
  and it was drilled into you that it was only the 
  steadfast of the column as a whole could allow 
  you all to see the next day. Any time an ally 
  other than yourself within 30 feet that you can 
  see or hear (and cries out in pain) takes hit point 
  damage, you gain 2 temporary hit points that last 
  for one minute.
  Cunning: With the wild need to survive of an 
  animal, you are not easy to put down. When-
  ever a Reflex save would reduce you to uncon-
  sciousness or death, you gain a +3 trait bonus to 
  your saving throw. This can turn a failure into a 
  success.
  Metropolitan Socialite (Social): You are quite 
  used to other races and have grown used to 
  dealing with them, as potential friends or rivals. 
  You can learn languages within a week by immer-
  sion. This is far from perfect, but enough to ask 
  for basic things and hold crude conversations. 
  Make a DC 20 Linguistics check if you have it 
  trained. On a success, this assimilation time is 
  reduced by a day and reduced by another day for 
  every 5 you beat the DC by.
  Natural Element: You have learned to stalk 
  with the elements themselves and understand 
  their eddies. Whenever elemental damage is 
  inflicted within 30 feet of you, as an immediate 
  action you may become attuned to it, giving you 
  a +2 trait bonus to saving throws against effects 
  and spells that have that element as a type or 
  deal that element in damage. This attunement 
  remains active for one minute or until this power 
  is used again, whichever comes first.
  Nomadic Linguist: You learned to pick up 
  languages as you traveled to new exotic lands. 
  For every 2 ranks of Linguistics you have, you 
  gain an additional language.
  Refusal of Death: While animals have many 
  things, it is the seemingly frail human that simply 
  refuses to die. Some beast folk remember this 
  fact, and the people of the region call upon their 
  ancestral need to survive. You do not die until you 
  reach negative hit points equal to your Consti-
  tution and your level combined. Once per day, 
  you can call upon a well of stubborn will, gaining 
  as many temporary hit points as your level as a 
  (likely loud) move action. These temporary hit 
  points last for one hour.
  Self-Proven: You have visited the Mirror of Men 
  and proven victorious over the reflection of your-
  self when the reflection had a CR at least equal 
  to your level -1 (1/2 at level 1). Once per day, you 
  can become a full version of your animal half, as 
  if using beast shape and with a size equal to your 
  normal form. This lasts for ten minutes.
  Set Order: You were born to a strict social 
  caste, and not at the top. You’ve learned how to 
  maneuver when great forces move above you, 
  giving you a +2 trait bonus to Diplomacy and Bluff 
  checks against those of superior social standing 
  to you. Should you fail such a roll, you can imme-
  diately make another roll of the same kind and 
  DC to quickly pawn the blame towards some 
  other person or faction.
  Wanderer: You spent a good portion of your life 
  wandering from place to place, with no physical 
  structure to call a home. You may be alright with 
  this, or aim to fix it, but it is the way you know. 
  Using Survival to feed yourself does not slow 
  your overland movement, but attempting to feed 
  more than a single animal companion or familiar 
  in addition causes the usual slowdown.
  Wild Thoughts: Your mind follows feral lines. 
  When you are affected by something that would 
  not normally function on a non-intelligent crea-
  ture (Intelligence of 2 or less), you have a 20% 
  chance of ignoring the effect as if you were an 
  invalid target.
  
  76
  Untamed Magic Items
  (PF)
  Suit of Beasts
  Aura Overwhelming Transmutation; CL 21st
  Slot Body; Weight 20 lbs.
  DESCRIPTION
  With a great head of some beast done up in 
  a very stylized fashion with huge eyes and a 
  merry smile, this suit seems to imitate an animal, 
  but is clearly intended to be worn by a person 
  pretending to be that animal.
  The origins of this artifact are lost to time, 
  though tales of it are known through the Untamed 
  Lands as myths and fables. Not all humans look 
  at the beast folk as primitives that stand in the 
  way of expansion. Some envy them, some even 
  wish they were one, gazing with jealous eyes at 
  the line that the beast folk straddle and wishing 
  they could have that place.
  Whether it was a mad wizard that created the 
  suit to make it so, or the feverish enough desires 
  of one who chased after their dreams, the suit 
  came to be. The specific animal that it represents 
  seems to adjust over time. When not specifically 
  owned, it takes on the form of an animal the 
  humanoid with the strongest kinship to an animal 
  has within 60 feet of it.
  If a humanoid is actually holding it and has any 
  strong animal affinity, it will match that animal, 
  but attempts to do so when not being watched 
  (Perception DC 20 to notice it changing).
  When not worn, it is a curious, but entirely 
  purposeless thing, but donned by a humanoid, its 
  true purpose becomes clear quickly.
  GM Note: A person with an animal companion 
  is likely to have that animal species as a kindred 
  animal, but this is not always the case.
  ● When worn by a non-beastial humanoid, they 
  begin changing slowly but inexorably so long 
  as they wear it, becoming a beast folk of the 
  animal variety displayed by the costume. If 
  they remove the costume before it’s done (1 
  week), they will be in a strange mid-way form 
  with no benefit, but it will resume their trans-
  forming upon donning the suit once more.
  ○ When the transformation is complete, the 
  suit slips free of the wearer as if it had no 
  clasps or buttons and despite any attempt 
  to keep it on. Nothing stops them from 
  putting it back on once it has finished 
  falling off.
  ● Removing an incomplete form can be done 
  with a remove curse against the suit’s caster 
  level.
  ● When the change is complete, the user 
  becomes a beast folk permanently. If you are 
  using the Hybrid Blood rules, they lose the 
  physical aspects of their former race and gain 
  the physical aspects of a beast folk.
  ● Worn by a beast folk with the ability to wild 
  shape, the suit allows them to use wild shape 
  two additional times a day.
  ● Worn by someone with an animal companion 
  that matches the suit, the user can under-
  stand and speak with their companion as if 
  they shared a language, though others only 
  hear the natural noises of the animal.
  ● If worn for a year and a day without pause, 
  the user must make a Fortitude save against 
  a DC of 31 or instantly perish. Their body 
  becomes another suit of beasts inside the 
  first, though the two can be separated easily. 
  If this check is passed, the user must make 
  another saving throw if they continue to wear 
  it for a year and a day longer.
  ● If a user has succeeded at one of the saving 
  throws for wearing it for an extended period 
  of time, grander, and terrible, powers become 
  available to them. 
  ○ Dark: Any time they succeed at pinning 
  an opponent in a grapple, or as a stan-
  dard action with a helpless victim, they 
  can force the suit onto them and force 
  their immediate transformation as if 
  using baleful polymorph, though the 
  original wearer can choose what animal 
  the victim becomes within the limits of 
  baleful polymorph. The original wearer 
  may also leave the victim’s mind intact, 
  allowing them to succeed their Will save 
  What about other beast folk?
  Effects that require being a beast folk can 
  be used by not specifically beast folk races 
  that share bestial lineages. Kitsune, catfolk, 
  ratfolk, tengu, and other beings that blend 
  animal and man are close enough to the 
  beast folk to qualify.
  
  77
  against the effect automatically. The DC 
  to resist changing is 35. The instant the 
  transformation is complete, it vanishes, 
  re-appearing on the wearer. This does not 
  count as time not wearing the suit.
  ○ Light: Once per raising of the sun, the 
  user may touch a willing creature and 
  allow them to become an animal. The 
  touched creature can assume an animal 
  form as if using beast shape II and 
  remains in that form for up to 24 hours 
  or until they end the effect as a standard 
  action. The wearer of the suit may also 
  end the effect as a standard action.
  ● If a wearer has ever used this dark power and 
  perishes while wearing the suit, their body 
  immediately rots away to nothing, its essence 
  drawn into the suit to fuel it.
  ● If the wearer has used its light power and 
  never the dark and perishes wearing the suit, 
  their body instead becomes that of an animal 
  that flees as best it can to safety. If the animal 
  can be found and calmed, it can be used as a 
  focus for raise dead or similar spells, allowing 
  the user to be revived at half the usual cost.
  DESTRUCTION
  To properly banish this cursed and blessed 
  artifact, one must bring it to an animal while it 
  represents it and convince the beast to rip it to 
  shreds.
   (5e)
  Braces of the King
  Wondrous item, rare (requires attunement)
  These braces wrap around all four legs of a 
  quadruped creature. While worn and attuned, 
  they allow them to stand bipedally and move just 
  as quickly as they did on four legs. They retain all 
  benefits for being quadruped despite this. If they 
  did not have hands, they may use a bonus action 
  to gain hands at the ends of their arms until the 
  start of their next turn.
  Rock of Magic Distraction
  Wondrous item, uncommon
  Devised when the beast folk had to spar with 
  other spellcasters of great and terrible skill, these 
  rocks look bland and mundane to untrained eyes. 
  When viewed with any ability or effect that would 
  detect or analyze magic, they are blindingly bright 
  and overwhelming to the senses. Upon detecting 
  or trying to analyze such an item, one must make 
  a Wisdom saving throw against 15 or become 
  blind for one minute. Once blinded by such an 
  effect, a person cannot be blinded again for an 
  hour by that rock or any other like it.
  Egg of Renewal
  Wondrous item, very rare
  This looks like an ostrich egg, but beautifully and 
  elaborately etched and painted with all manner 
  of egg laying creatures. When the egg is cracked 
  open, it is hollow, but through a ten minute ritual, 
  any dying or dead creature may be placed inside 
  the egg (the creature shrinks if they are larger 
  than the egg during the process), which then 
  seals up and becomes warm to the touch. After 
  1d4 days, the egg will hatch, and the creature 
  will emerge fully recovered, at full hit points, and 
  all curses, diseases, and other lingering nega-
  tive effects removed. If the creature was shrunk 
  to fit inside the egg, it regains its full size after 5 
  minutes. Once a creature is revived in this way, 
  the egg remains shattered and useless.
  Suit of Beasts
  Wondrous item, legendary (requires attunement)
  With a great head of some beast done up in 
  a very stylized fashion with huge eyes and a 
  merry smile, this suit seems to imitate an animal, 
  but is clearly intended to be worn by a person 
  pretending to be that animal.
  The origins of this artifact are lost to time, 
  though tales of it are known through the Untamed 
  Lands as myths and fables. Not all humans look 
  at the beast folk as primitives that stand in the 
  way of expansion. Some envy them, some even 
  wish they were one, gazing with jealous eyes at 
  the line that the beast folk straddle and wishing 
  they could have that place.
  Whether it was a mad wizard that created the 
  suit to make it so, or the feverish enough desires 
  of one who chased after their dreams, the suit 
  came to be. The specific animal that it represents 
  seems to adjust over time. When not specifically 
  owned, it takes on the form of an animal the 
  humanoid with the strongest kinship to an animal 
  has within 60 feet of it.
  If a humanoid is actually holding it and has any 
  strong animal affinity, it will match that animal, 
  
  78
  but attempts to do so when not being watched 
  (Perception DC 15 to notice it changing).
  When not worn, it is a curious, but entirely 
  purposeless thing, but donned by a humanoid, its 
  true purpose becomes clear quickly.
  GM Note: A person with an animal companion 
  is likely to have that animal species as a kindred 
  animal, but this is not always the case.
  ● When worn by a non-beastial humanoid, they 
  begin changing slowly but inexorably so long 
  as they wear it, becoming a beast folk of the 
  animal variety displayed by the costume. If 
  they remove the costume before it’s done (1 
  week), they will be in a strange mid-way form 
  with no benefit, but it will resume their trans-
  forming upon donning the suit once more.
  ○ When the transformation is complete, the 
  suit slips free of the wearer as if it had no 
  clasps or buttons and despite any attempt 
  to keep it on. Nothing stops them from 
  putting it back on once it has finished 
  falling off.
  ● Removing an incomplete form can be done 
  with a remove curse.
  ● When the change is complete, the user 
  becomes a beast folk permanently. If you are 
  using the Hybrid Blood rules, they lose the 
  physical aspects of their former race and gain 
  the physical aspects of a beast folk.
  ● Worn by a beast folk with the ability to wild 
  shape, the suit allows them to use wild shape 
  one additional time.
  ● Worn by someone with an animal companion 
  that matches the suit, the user can under-
  stand and speak with their companion as if 
  they shared a language, though others only 
  hear the natural noises of the animal.
  ● If worn for a year and a day without pause, 
  the user must make a Fortitude save against 
  a DC of 21 or instantly perish. Their body 
  becomes another suit of beasts inside the 
  first, though the two can be separated easily. 
  If this check is passed, the user must make 
  another saving throw if they continue to wear 
  it for a year and a day longer.
  ● If a user has succeeded at one of the saving 
  throws for wearing it for an extended period 
  of time, grander, and terrible, powers become 
  available to them. 
  ○ Dark: Any time they succeed at grappling 
  an enemy and begin the turn, or as an 
  action with a helpless victim, they can 
  force the suit onto them and force their 
  immediate transformation into a harmless 
  animal of small or tiny size. The original 
  wearer may also leave the victim’s mind 
  intact, or force them to make a Wisdom 
  save against the same DC to retain their 
  thoughts. The Constitution DC to resist 
  changing is 20. The instant the transfor-
  mation is complete, it vanishes, re-ap-
  pearing on the wearer. This does not 
  count as time not wearing the suit.
  ○ Light: Once per raising of the sun, the 
  user may touch a willing creature and 
  allow them to become an animal. The 
  touched creature can assume an animal 
  form as if using polymorph and remains in 
  that form for up to 24 hours or until they 
  end the effect as an action. The wearer 
  of the suit may also end the effect as an 
  action.
  ● If a wearer has ever used this dark power and 
  perishes while wearing the suit, their body 
  immediately rots away to nothing, its essence 
  drawn into the suit to fuel it.
  ● If the wearer has used its light power and 
  never the dark and perishes wearing the suit, 
  their body instead becomes that of an animal 
  that flees as best it can to safety. If the animal 
  can be found and calmed, it can be used as 
  a focus for spells that would restore them to 
  life, allowing the user to be revived at half the 
  usual cost.
  Destroying the Suit. To properly banish this 
  cursed and blessed artifact, one must bring it to 
  an animal while it represents it and convince the 
  beast to rip it to shreds.
  Temporary Tail
  Wondrous item, uncommon
  This fake looking cloth construct can appear to 
  be any manner of animal tail. When hung from 
  approximately the correct place, it fuses with the 
  wearer and becomes a functional tail and remains 
  until the wearer takes a long rest, at which point 
  it falls free and returns to its original form to be 
  worn again when desired. While worn and active 
  and the user fails a check to retain their balance, 
  the failure becomes a success. This can only 
  happen once until the wearer has a long rest.
  
  79
  Trumpet of the Bull
  Wondrous item, uncommon>legendary (requires 
  attunement)
  This appears to be the trunk of an elephant, with 
  a place at the thick end to press one’s lips and 
  give a mighty blow. Attuned and played as a horn, 
  it emits a haunting deep trumpet that is clearly 
  audible for a mile in all directions. The ground 
  trembles, but nothing seems to happen until the 
  user’s next turn, at which point they may specify 
  a 30-foot radius. Any creatures or objects within 
  the area take damage according to the rarity of 
  the trumpet in magical bludgeoning damage as a 
  sudden stampeding herd of elephants tramples 
  everything in the area. The blower may specify up 
  to 1 creature or object per charisma bonus to be 
  unharmed. Once used, it cannot be used until the 
  user next has a long rest, or they suffer a level of 
  exhaustion.
  Rarity
  Damage
  Dexterity Saving 
  throw (half damage)
  Uncommon
  3d6
  14
  Rare
  6d6
  16
  Very Rare
  12d6
  18
  Legendary
  18d6
  20
  Warning Blade
  Weapon, uncommon
  The warning blade can be found in the form of 
  any variety of weapon. Every day it issues dire 
  warnings about what could go wrong in the day 
  to come. Unfortunately, these warnings are quite 
  vague and largely impractical, but sometimes 
  there is a nugget of useful fact hidden among its 
  assurances that something terrible will happen 
  before the sun sets. It takes special delight when 
  something does go wrong with its owner or their 
  friends with a joyful cry of, “I warned you!”
  (PF2)
  Consumables
  Egg of Renewal 
  ITEM 8
  Uncommon
  Magical
  Necromancy
  Price 475 gp
  Usage placed; Bulk 1
  This looks like an ostrich egg, but beautifully and 
  elaborately etched and painted with all manner 
  of egg laying creatures. When the egg is cracked 
  open, it is hollow, but through a ten minute ritual, 
  any dying or dead creature of level 8 or lower 
  may be placed inside the egg (the creature 
  shrinks if they are larger than the egg during 
  the process), which then seals up and becomes 
  warm to the touch. After 1d4 days, the egg will 
  hatch, and the creature will emerge fully recov-
  ered, at full hit points, and all curses, diseases, 
  and other lingering negative effects removed. 
  If the creature was shrunk to fit inside the egg, 
  it regains its full size after 10 minutes. Once a 
  creature is revived in this way, the egg remains 
  shattered and useless.
  Runes
  Warning 
  RUNE 5
  Uncommon
  Divination
  Magical
  Price 100 gp
  Usage etched onto a weapon
  The warning rune can be found attached to of 
  any variety of weapon. Every day it issues dire 
  warnings about what could go wrong in the day 
  to come. Unfortunately, these warnings are quite 
  vague and largely impractical, but sometimes 
  there is a nugget of useful fact hidden among its 
  assurances that something terrible will happen 
  before the sun sets. It takes special delight when 
  something does go wrong with its owner or their 
  friends with a joyful cry of, “I warned you!”
  Worn Items
  Braces of the King 
  ITEM 6
  Uncommon
  Invested
  Magical
  Transmutation
  Price 230 gp
  Usage worn leggings; Bulk 1
  These braces wrap around all four legs of a quad-
  ruped creature. While worn and invested, they 
  allow them to stand bipedally and move just as 
  quickly as they did on four legs. 
  Activate � interact; Effect If they did not have 
  hands, they may gain hands at the ends of their 
  arms until the start of their next turn.
  
  80
  Rock of Magic Distraction 
  ITEM 4
  Uncommon
  Evocation
  Magical
  Price 90 gp
  Usage placed; Bulk L
  Devised when the beast folk had to spar with 
  other spellcasters of great and terrible skill, these 
  rocks look bland and mundane to untrained eyes. 
  When viewed with any ability or effect that would 
  detect or analyze magic, they are blindingly bright 
  and overwhelming to the senses. Upon detecting 
  or trying to analyze such an item, one must make 
  a Will saving throw against DC 16 or become 
  blind for one minute. Once blinded by such an 
  effect, a person cannot be blinded again for an 
  hour by that rock or any other like it.
  Temporary Tail 
  ITEM 5
  Uncommon
  Invested
  Magical
  Transmutation
  Price 150 gp
  Usage worn tail; Bulk L
  This fake looking cloth construct can appear to 
  be any manner of animal tail. When hung from 
  approximately the correct place, it fuses with the 
  wearer and becomes a functional tail and remains 
  until the wearer next performs their Daily Prepa-
  ration, at which point it falls free and returns to its 
  original form to be worn again when desired.
  Activate � envision; Frequency once per 
  hour; Trigger The wearer fails a check or saving 
  throw to maintain balance; Effect The failure 
  becomes a success.
  
  81
  Notable Untamed Lands 
  Folk
  Big Tail
  This jovially curved female skunk taur beast folk 
  is the life of the party during the day, seeing to her 
  people’s needs with kindness and understanding. 
  A shrewd city planner, she often considers the 
  long-term effects of each law and idea before 
  acting on them. She greets newcomers with 
  smiles and offers of hugs if they seem open to the 
  idea, bidding them to relax and feel safe within 
  the community she does her best to keep open 
  and inviting.
  When the sun sets, she retires to bed, but 
  truly awakens. Like most skunks, she is actu-
  ally nocturnal, and takes to the walkways in a 
  form-concealing collection of billowing clothes. 
  Far from the only four-legged centaur-like crea-
  ture in Treetop, with her bound tail and flexible 
  voice, she has yet to be found out, enforcing the 
  laws of the city quietly behind the citizens’ back, 
  oft with a note left behind explaining the misdeed 
  and how to avoid doing it in the future.
  GM Notes: Gregarious and warm by habit, she 
  would rather any troublemaker she dealt with 
  learn from their crime rather than seeing any 
  person punished. Loyal to Treetop, she is unlikely 
  to be drawn from it unless it is to directly protect 
  it and is likely to return the moment the danger 
  has passed. She tries to greet all newcomers, but 
  powerful adventurers get a second visit from her 
  night-time identity of Nyeusi, the shadow.
  Cindy Cheeks
  The first thing noticed about Cindy is an 
  unending amount of vigor and energy. This 
  female squirrel beast folk darts from place to 
  place with barely a pause between. The only time 
  she slows down is when she’s facing a puzzle or 
  a trap, which is when her tongue begins wagging 
  in place of her feet and her tail begins to twitch 
  wildly. With grey-black coloring and bright golden 
  eyes, she is a cheerful person to meet and tends 
  to greet strangers warmly, especially if they are 
  other beast folk.
  Her goal in life is to find the rarest and oldest 
  treasures. She believes that each artifact pulled 
  from the depths is another victory that will make 
  the world a better place. She rarely keeps them, 
  despite their value, or lack thereof. She eagerly 
  surrenders them to the next safe place she can 
  find, unless they can directly help her find and 
  secure more treasures.
  GM Notes: Though many assume she is a 
  rogue, she is actually an energetic arcanist that 
  happens to be very good with traps and puzzles. 
  She does not cast spells where others can see 
  or hear her, leaning on enhancing spells or using 
  metamagic to disguise her magic to make it look 
  like her clever fingers are doing all the work.
  Clear Song
  Fairly serious for a citizen of Treetop, Clear 
  Song sees the protection of its people as his 
  sole responsibility, even if there are other guards 
  that serve under him. A bipedal robin beast folk 
  with bright red and deep black feathers in stark 
  contrast, he likes to think his motives are as clear 
  and divided as their patterns, his path crystal 
  clear.
  Though he distances himself somewhat from 
  the very people he protects, his fellow guards 
  look on him with praise on their lips. Steadfast 
  and loyal, Clear Song works tirelessly to keep 
  the settlement safe from all dangers that would 
  approach it. Leading the others with bold songs 
  of fortune and clear purpose, those who fight with 
  him say they can meet any enemy as if filled with 
  righteous rage, seeing to victory.
  GM Notes: He dislikes strangers, whom may 
  hurt his precious wards, and will give them a stern 
  warning if any greeting is given at all. Watchful 
  and suspicious, he awaits any sign that evil lurks 
  in their hearts to properly banish them and rid 
  the town of their foul presence. He will not leave 
  Treetop unless doing so would act in its defense 
  and will return to it immediately afterwards.
  Grey Tail
  With deep orange and soft cream fur, this vixen 
  regards the world with green eyes that seem 
  to look a little past those she speaks with. The 
  spirits of the land whisper to her constantly, and 
  her vulpine ears dance to hear what secrets 
  they may impart. She is usually aware of visitors 
  before seeing them. One rumor states that an 
  assassin once came for her, and she was already 
  
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  facing the secret door when he entered her 
  chamber. She had tea prepared and bid him join 
  her.
  Serious, but not unkind, Grey Tail heeds the 
  calls of the land and the spirits that dwell with 
  in it, and the requests are not always immedi-
  ately understandable by the mortals that live 
  on it. Despite this, her advice has always led to 
  the betterment of the fortress, and her word has 
  become law. If she insists a tree that had stood 
  rooted in place for years simply must be moved 
  five feet under the light of a full moon, it will be 
  done.
  GM Notes: Grey Tail already knows when the 
  PCs approach, their enhanced destiny (by dint 
  of being players) means she cannot be caught 
  unaware by them unless something is impeding 
  her abilities. She is a rich source of plot seeds, 
  seeing the benefit in putting dangerous or 
  far-flung tasks in the hands of outsiders to handle 
  that she would hesitate to assign to a local. She 
  reports those who do her bidding well, getting 
  such mercenaries reputation within the city and 
  favorable treatment by others, but does not pay 
  in gold. She may yield a magic item, if its use 
  will benefit her or help assure the success of the 
  mission assigned.
  Howl
  Most often seen perched atop a great dire wolf, 
  this female wolf sees little difference between 
  herself and the ferocious beast she rides. Both 
  are dedicated to the safety and protection of all 
  others in their pack, which they consider all lawful 
  residents of the city to be. Though she can’t 
  actually speak with the wolf, they seem to have 
  an empathic bond, able to understand the basic 
  wants of one another. The dire wolf understands 
  but does not speak common and she does not 
  give hints to this fact, often listening on conver-
  sations and relaying anything that would concern 
  Howl as best she can later.
  Renowned through the town as a protector, 
  none ask her to leave her companion outside, 
  even if others are forbidden from doing so. 
  Despite this, she keeps her time in such places to 
  a minimum. “It sets a bad example,” she explains, 
  preferring to not take too much advantage of her 
  position where any can see it happening. She is 
  willing to give the benefit of the doubt to any that 
  approach her peacefully and can serve as a fine 
  first point of contact for the city she serves.
  GM Notes: A warrior and defender, Howl can 
  be called to battle if it means preventing or stop-
  ping trouble to her city, but is not looking for 
  adventure and will return the moment she can. If 
  she believes the PCs are up to trouble, she will 
  use her stealth and control of the people of the 
  town to keep tabs on them.
  Kr’kista
  Patrolling the forests of Berteg Vale, Kr’Kista 
  has stalked those lands for as long as any have 
  known them. Her broodlings have spread out 
  across the Untamed Lands and beyond, making 
  her a grand draconic matriarch of great renown. 
  Though she proudly stands for herself and is 
  quite capable of defending herself, few with the 
  intelligence to know of her would dare test her, 
  knowing the revenge that would surely fall on 
  their head should they succeed at harming her.
  She has taken favor with the beast folk and 
  considers any that wander into her territory as if 
  they were a pet with a wild streak. She speaks 
  gently and kindly but expects them to know little 
  she does not yet already know, but she enjoys 
  their presence and has soft strokes and kind 
  encouragement to offer the little adorable people 
  she has chosen to like. Though she is capable 
  of shapeshifting as many older dragons eventu-
  ally learn to do, she only rarely dons the face of 
  lesser beings, preferring to admire her pets from 
  on high.
  
  83
  The beast folk of the area know her well, and 
  do not hesitate to offer her grand sacrifices of 
  well-prepared meat to slake her hunger and 
  continue to be on her good side. She is a potent 
  defender and has kept the vale from the greatest 
  threats for many years. Even when the Untamed 
  Lands were contested, the beast folk were safe 
  there beneath the watchful eye of their draconic 
  matron.
  GM Notes: She is terrifically unlikely to prop-
  erly join a PC party but can become a great ally 
  or antagonist depending on the situation. She 
  is also a font of knowledge and may become a 
  quest giver, directing the PCs towards where their 
  presence is most needed to put things right for 
  her dear little pets. If the PCs are beast folk, she 
  will regard them with a mothering and patronizing 
  tone, for they are her dear pets, passing through 
  or not. Otherwise she speaks with the regality her 
  age and station demands and expects she be 
  treated properly.
  Moon Dash
  With silvery white fur and black tips at the 
  ends of his ears and tail, Moon Dash’s color-
  ation makes him easy to spot in a crowd, and he 
  likes it that way. This wolf beast folk thrives at 
  the center of attention, which may explain why 
  he became the mayor of the city and friend to all 
  that live there, whether they want to be or not. A 
  little socially aggressive, he pushes past bound-
  aries and insists that all he encounters are best 
  of friends, either currently or in the near future. 
  Fortunately for him, he is good at his job, often 
  making apt decisions about construction and in 
  mediating troubles between citizens.
  Unlike many others, he holds the opinion that 
  anyone could be a member of his pack, and he 
  would gladly welcome them to it. Aware of the 
  popular opinion, he does not invite non-canines 
  or vulpines publicly, but makes it a point to speak 
  with them privately, to let them know he is a kind 
  ear and a friendly face. Though he has a poker 
  face that cannot be rivaled, his tail is a traitor. 
  Those who think to check it and when he does 
  not hide it, can determine his broad emotional 
  state with ease (excited, scared, cautious, 
  curious, happy, etc.)
  GM Notes: A friendly soul, Moon Dash just 
  wants everyone to get along, and does his best 
  to see that is the case. A peacekeeper and 
  diplomat, he bargains with local tribes and distant 
  settlements to ensure Iron Fort is on top when it 
  comes to trade deals and is paid for the defense 
  it provides, but without resorting to threats. The 
  PCs are likely to intrigue him, and he could be 
  lured away from the settlement, if the adventure 
  were grand enough. He would see that another 
  mayor was assigned before he left.
  Ookami Denki
  Born far in the east, Ookami is a quiet and disci-
  plined warrior with piercing eyes. Even his closest 
  friends are kept at arm’s length and watched 
  carefully. Less out of concern for what they might 
  do to him and more out of concern for what might 
  happen to them. Quick to right injustice with a 
  slash of his katana of shock and slow to allow 
  anyone to become close to him.
  Never visibly armored but always wearing a 
  katana/wakazashi pair as well as the ever-present 
  bow and quiver of arrows.
  When strangers are in town, he is never far 
  from them. Always casually doing something 
  else. Smoking a pipe at the general store, 
  playing checkers at the cafe or just happens to 
  be strolling down the same street. Silent. Never 
  confronting anyone unless they need to be 
  
  84
  stopped.
  On a first name basis with all of the town guard 
  he does his best to not interfere in their work but 
  will not let disruptions get out of hand.
  GM Notes: A grey-furred wolf beast folk 
  samurai that pledges himself to the protection 
  of the meek and defenseless around himself, 
  Ookami does not bend towards any specific ruler, 
  to the confusion of some others that follow the 
  path. An adventuring party that seeks to right 
  injustice and protect those that need it could draw 
  his attention and lure him aware, if their goals are 
  worthy of his blade.
  Silent Wing
  This owl beast folk watches the world with 
  piercing eyes that rest behind thick-rimmed 
  glasses. Though her face can be hard to read, 
  her voice does her emoting for her. She is a 
  seeker of lost things, people specifically. When-
  ever she hears tale that someone has gone 
  missing, by becoming lost, kidnapping, or 
  anything else that may separate people, she 
  takes it on herself to find them.
  Even should the target be dead when she 
  finds them, she does not rest until at least proof 
  of it can be returned, preferably with the body 
  included, that they may be reunited in at least that 
  minimal way. She much prefers when things go 
  well and will risk much to keep her wards alive 
  and well as she guides them home. She has no 
  home of her own, wandering the Untamed Lands, 
  always seeking lost people and trying to get them 
  where they belong.
  Some say she lost someone herself, someone 
  she still hunts as she wanders aimlessly. It’s why 
  she doesn’t settle down, they whisper, still hoping 
  for some trace of this missing person. A family 
  member? A lost lover? A childhood friend? She 
  doesn’t speak of it. It is a shame, it is softly whis-
  pered, that she can find so many people, but the 
  one she would want for herself.
  GM Notes: Silent Wing is a natural companion 
  for an adventuring group. She could be a source 
  of adventure with tales of someone in need of 
  rescue, but she is unlikely to send the party 
  without going herself to help ensure the safety 
  and recovery of the target individual. Good 
  natured, she will not tolerate cruelty in her pres-
  ence, especially towards a thinking person. In a 
  party, she displays the talents of an investigator.
  As the world prepared for war, the commander of Tono Castle, Ronald Claw sought to 
  gather his subjects to the relative safety of his stone walls.  Many, maybe even most, did 
  not comply… willingly at least.  That was acceptable to the monarch.  Better his people live 
  to despise him, than die needlessly.  Even among the western settlements, who had long 
  accepted the rule of the southern clans and gone peacefully along with their plans to that 
  point, there was resistance.  
  The cats and snakes had gone too far.  To the fox clans, to the east, who had never accepted 
  the settled “civilized” lifestyle promoted by the southern clans, this was seen as final proof of 
  the southerners foul intents.  They began a war of harassment against Claw and his forces, 
  harrying them should they dare enter unbroken forests of the east vale, sabotaging and 
  robbing their caravans at every opportunity, until the day came the Southern clans withdrew 
  within their castle and barred the gates.  The fox families and their allies gathered  around 
  the walls, preparing a great siege, laughing at their cowardly foes hiding behind their stone 
  walls, as they lived wild and free as their forefathers intended.  They did not laugh when 
  the blaze fell.  Indeed, they did the only thing they could in the face of such a thing.  They 
  burned.
  In the age of Ash, Ronald Claw is remembered as a great and wise ruler, and the savior of his 
  people.  They say he wept for noble but foolish fox clans, his only regret was that he could not 
  bring more of his people to safety in time.
  
  85
  Places of Interest
  Beast’s Peak
  Situated on the easternmost peak of the north-
  ernmost mountain range in the Untamed lands, 
  there are no trails leading up to it despite animals 
  making the migration frequently. Those native to 
  the area know of it, but are in no hurry to share 
  this knowledge. Others may find it by tracking the 
  animals or other tricky means. At the very top of 
  the mountain, what seems to be a peak instead 
  becomes flat, with a tranquil pool in the center. 
  Lush vegetation grows here that herbivores 
  gently nibble on.
  Predators come as well, but do not predate any 
  that come to drink or sup on the greens. They 
  drink as well, and seem content with that, despite 
  the abundance of available game around them. 
  It is not an uncommon sight to see a rabbit or 
  mouse even scurrying over a predator as if they 
  posed no threat.
  Beast folk and other sapients can join in this, 
  provided they come quietly and cause no harm. 
  Animals will ignore them and enjoy the peace 
  of this sacred place. To bring harm to another 
  there is to anger the gods, though none know the 
  name of whatever force watches over it. Once 
  so cursed, all animals become hostile to such a 
  person, no matter their usual inclinations.
  Enjoyed, drinking from the water provides a full 
  day’s sustenance, and the next time they rest, it 
  will be as if they rested for two nights instead of 
  one, causing additional healing and restoration of 
  negative effects. Though the water is clear and 
  delicious, it offers no other benefits if bottled and 
  taken away.
  Hazards
  This place poses no direct threat at all. If 
  approached respectfully, it is entirely a boon.
  Cloudy Ruins
  GM Note: This place is only available in time-
  lines where the elves steal Everglow’s weather 
  magic.
  No one in the Untamed Lands knows who made 
  them, only that they blew in on the wind one 
  day shortly after the weather magic was stolen. 
  During one of the many flooding storms, a large 
  mass of white fluffy clouds blew in, seeming to 
  impale itself on a mountain peak. Curious beast 
  folk found a strange sight on the slopes when 
  they went to investigate. Scattered across the 
  mountainside were pieces of buildings, furni-
  ture, and machinery--all made from fluffy clouds 
  of different colors, as if they had been dyed or 
  painted. Although fluffy and soft to the touch, the 
  cloud-stuff proved to be a solid material, able to 
  be picked up and handled.
  Reaching the mountaintop, they found an 
  entire town made of clouds, supported by a 
  collection of massive clouds just as solid as the 
  mountain rock pinning it in place. The town was 
  clearly abandoned and badly damaged, but 
  still recognizable as a settlement. The dry well 
  and overgrown crops, in some cases the only 
  things holding a building together, indicated that 
  the town had been abandoned for months. Any 
  personal belongings had either been taken during 
  the evacuation or else blown away in the storm, 
  leaving the previous inhabitants unknown, along 
  with how they had crafted such a marvel.
  The ruins proved useful to the beast folk as 
  more than just a curiosity, however. The solid 
  clouds made for surprisingly good boats and 
  emergency shelters, proving to be mostly water-
  proof, though still easily blown about by the 
  wind. Famine was another serious concern, 
  but it turned out that the strange berry crops 
  overgrowing the cloud ruins were a viable food 
  source. Since they would only grow in the solid 
  clouds, waterlogged earth was no longer a 
  problem, and the clouds could be moved as 
  needed without the aid of weather magic. This, 
  combined with the spell goodberry, meant that 
  the plants provided much needed rations. Over 
  time, the loose pieces of solid cloud, along with 
  harvested berries and seeds, were gathered up 
  and stored in caves on the mountain for future 
  use. Some beast folk skilled in farming, and at 
  least one who knew the goodberry spell, took up 
  residence in the caves as well, to better tend the 
  crops without needing to travel far. There is some 
  talk of eventually restoring the ruins as a new 
  settlement, if a way can be found to rebuild them 
  or craft new solid clouds.
  Hazards
  This place holds no threat, except for falling 
  
  86
  off the clouds or the mountain if one is careless. 
  During the time of flood and famine, the ruins 
  are guarded to ensure they aren’t blown away by 
  storm winds or that the material and food is not 
  stolen. 
  Hundred Rainbow Lakes
  Just to the southeast of the Ironwood Forest 
  lay a dotting of lakes that separate the Ironwood 
  from the lands beyond it. Each body of water has 
  its own unique hue, from perfectly picturesque 
  blue to alien shades of neon green and yellow. 
  Despite this variation, the water is perfectly 
  potable and does not react in any strange way to 
  being cooked or used in alchemies. When drawn 
  and placed in a jar, the color of the water remains 
  without ever falling out. With the proper alchemy, 
  the color can be used to stain things, making the 
  waters quite useful as a dye.
  Many aquatic beast folk find the lakes to be an 
  agreeable home. Breathing the colored water has 
  no harm and does not stain living flesh unless 
  someone goes out of their way to perform the 
  required chemical tricks that can give rise to very 
  colorful tattoos and marks. Some natives of the 
  area sport bedazzlingly complex patterns of a 
  bewildering variety of shades, as if a painting 
  were drawn on them by the gods themselves.
  The water-dwelling people of this region are 
  traditionally easy to approach, provided one 
  obliges the one standard rule. To become a 
  friend, one must swim. The better the swimming, 
  the better, but being willing to submerse in the 
  water and awkwardly paddle is often enough to 
  gain at least a good natured welcome. Those who 
  genuinely wish can even find instructors that will 
  gladly share tricks of the water.
  Hazards
  Those who come bearing arms or obvious 
  offensive magics will be given a far colder 
  reception. In addition, monsters dwell here who 
  take advantage of the bright colors to conceal 
  themselves beneath the still waters of the lakes, 
  waiting for a meal to happen by. Though the 
  natives know which lakes are safe and which 
  contain danger, few obvious markers exist for 
  outsiders to know the difference.
  Grave of Conflict
  This site, right in the center of the Aphotic 
  Swamp, is how the swamp came to be, they say. 
  It was on this once verdant field that the forces 
  of humanity did wage a terrific four-sided battle. 
  Elves, humans, orcs, and the beast folk met with 
  weapons drawn and hearts set on victory, but 
  there were no winners to be found there. The 
  battle was supposed to be decided quickly, with 
  no castle to siege or major fortifications to over-
  come. All sides would meet, and blood would be 
  spilled across the land, and the matter would be 
  settled.
  This idea faded after the first day and the 
  armies still fought. Weak and small, the beast folk 
  were the first to withdraw. Fractured and young, 
  they had no real hope of victory, and pledged 
  to return another day to get their chance. The 
  elves wove terrific magic but were the smallest in 
  number. Orcs rent the ground asunder with great 
  blows that seemed just as magic as any invoca-
  tion raised against them. The humans came in 
  the greatest number, threatening both sides with 
  martial and magic prowess blended together as 
  roughly as their tactics.
  All three sides remaining had their eyes set on 
  the fertile land that would become the Untamed 
  Lands, but the withdrawn beast folk refused to 
  yield it to them. If they could not win by strength 
  of arms or strength of magic, they would turn to 
  other means. They called on the spirits of the land 
  and ripped open holes between Here and There, 
  beckoning the ripe forces of elemental power that 
  were so close in Everglow. They did this even as 
  the battle raged on, for whoever won that battle, 
  the beast folk would surely lose.
  Rather than flood the plains with fresh energy, 
  they drew it free, taking advantage of the tremen-
  dous power being used by all three other sides 
  already draining the area’s local supply of energy. 
  The ground softened and a sickly rain began as 
  the sky tried desperately to fill the void that was 
  forming. The battlefield turned almost instantly 
  to slush, soldier movement coming to an uneasy 
  stop. New screams filled the air as soldiers sank 
  beneath the mire.
  The beast folk spellcasters did not stop, even 
  as the sounds of battle faded. As the forces of 
  their enemies sank, they bid the forming swamp 
  take and take. Corpses withered and turned to 
  blackened sludge that would form much of the 
  
  87
  swamp. All plants died, and fish refused to popu-
  late the place, as the water itself was bitter and 
  lifeless. The swamp became a marker, a symbol 
  that the beast folk would not accept being pushed 
  aside by the other, larger, factions of the world.
  Hazards
  Besides being a macabre reminder of the 
  horrors of war, the Grave of Conflict has a 
  great many potential artifacts and devices lost 
  by those who clashed in that ill-fated battle. 
  Twisted elementals and blighted undead patrol 
  the Aphotic Swamp, especially thick around the 
  grave site, making would-be looters have to step 
  cautiously if they don’t want to meet their own 
  end at the grasp of the ever-hungry swamp or the 
  creatures that would protect it.
  Mirror of Men
  Stories tell of ancient powers that saw power in 
  still waters and the reflections they could cause. 
  In the northern reaches of the Ironwood Forest, 
  where snow touches the ground during most of 
  the year, there is a still pond of no special appear-
  ance. If one approaches when the full moon 
  hangs directly overhead, reflected brilliantly in 
  the pond, they may endure a challenge. This only 
  works for beast folk, drawing free the bestial side 
  of themselves to do battle with. 
  Instinctively, such a beast folk know they cannot 
  use a weapon of grand design. If it is masterwork, 
  it cannot be used, which precludes the use of 
  enchanted blades. Short-lived enchantments are 
  acceptable, but only if that enchantment is placed 
  by the beast folk themselves, and only after the 
  match begins.
  Some beast folk have an easier time of it by 
  dint of their other half. It can be easier to wrestle 
  a house dog compared to a wild tiger, but such is 
  the price of having a majestic and powerful heri-
  tage to measure oneself against.
  If anyone save the beast folk whose reflec-
  tion they battle takes part in the struggle, the 
  reflection vanishes instantly and the beast folk is 
  left with a feeling of regret and inadequacy that 
  lingers for some time afterwards. This also occurs 
  if the beast folk is reduced to unconsciousness or 
  is pinned and does not free themselves within a 
  round.
  Similarly, if they manage to strike the reflection 
  unconscious or pin them for more than a round, 
  they are victorious. There is no immediate prize 
  for winning this match, save the satisfaction in 
  knowing they have lived up to the blood that stirs 
  within them. Some shamans can detect a beast 
  folk that has weathered this challenge and may 
  react appropriately.
  Hazards
  This place is an opportunity, but, barring misfor-
  tune, is likely to leave someone humiliated rather 
  than dead if things go poorly. On a failed chal-
  lenge, they will have to wait a full moon cycle to 
  try again and redeem themselves.
  Laden Dens
  Some beast folk enjoy a good den. A nice 
  burrowed place, sometimes done by the folk 
  themselves, other times by weather or other 
  creatures, simply taken because they are there. 
  Whatever the reasons, they pass from person 
  to person, beast to folk and back to beast at 
  times. Some of them become lost over time, 
  abandoned by the folk, but not by the world itself. 
  These places become places that reasonable folk 
  suggest avoiding, but there can be rewards for 
  being foolish.
  Lurking within these places are the artifacts of 
  bygone eras, ranging from within the same gener-
  ation to things from so long ago that none still 
  remember the tales of them. There was a time 
  before the Untamed Lands even had the name, 
  and even the area had passed hands between 
  other species, from kobolds to humans and orcs 
  and eventually to the beast folk. It is in these 
  dens that one finds evidence of these past times.
  Hazards
  From ancient golems, the uneasy undead, to 
  cunning traps designed to keep their old homes 
  safe, the Laden Dens are an unsafe place to visit. 
  The common wisdom of the Untamed Lands is 
  that no home that doesn’t have someone already 
  living in it is safe to make your own, even by 
  force. Even without supernatural menaces, local 
  animals and monsters will take up habitation in 
  such places and are often quite territorial about 
  interlopers.
  
  88
  Lair of the Pale Horses
  GM Note: This place is only available in time-
  lines where the Pony Empire falls. 
  In the last days of the Pony Empire, during the 
  War of Hoof and Fire, a herd of ponies escaped 
  into the Untamed Lands. The young, old, and 
  injured were taken in by Rosestone Monastery, 
  but the others did not come seeking sanctuary. 
  They sought weapons and powerful magic to 
  aid the war back home. They themselves were 
  learned in the ways of magic and built a small 
  keep at the edge of the Aphotic Swamp, seeking 
  both to search it, and to be left alone by the Beast 
  People.
   At first, the keep seemed perfectly normal as 
  a settlement, despite the unfavorable location. 
  Ponies would leave and return, visiting other 
  settlements to buy supplies and trade crafted 
  goods. They would even post notices to hire 
  adventurers willing to brave the swamp for valu-
  ables and research data. Eventually, some of 
  those adventurers decided to stay, taking up 
  residence at the keep. Neighboring Beast People 
  saw opportunity and came to set up shop as 
  well, soon turning Pony Keep, as the place was 
  nicknamed at the time, into a small but well-
  to-do town, with supplying adventurers and the 
  nomadic groups of the Untamed Lands as its 
  main income. Many of those ponies sheltered by 
  Rosestone Monastery eventually returned to the 
  keep to make their own living.
   For a good while, the town was peaceful, 
  except for the occasional undead roaming in from 
  the swamp. The trouble began with little things 
  at first, strange noises around the keep in the 
  dead of night, glimpses of movement in the dark, 
  the occasional surge of wild magic. At first it was 
  thought to be just the nocturnal Beast People, but 
  when asked, they claimed to have nothing to do 
  with it. The ponies were asked, but any who did 
  know claimed they were under oath not to speak 
  of it, something about helping the war effort back 
  in Everglow.
   The beast folk kept careful watch on Pony 
  Keep, wary now, but willing to leave them in 
  peace so long as this war from Everglow posed 
  no threat to them. Strange events continued in 
  the town, but when no threat came, these were 
  soon accepted as just an odd pony thing and a 
  normal, if unsettling, part of life there.
   Rumors eventually leaked out, despite the 
  ponies’ vow of secrecy, of three powerful mages 
  hidden away in the keep’s lowest basements 
  below the cellars--which were closed off to all but 
  a select few. The rumors said that each mage 
  was focused on a different aspect of magic in 
  their respective basement workshops. 
   One was Blade Rivet, a clockwork unicorn 
  stallion who sought to forge war constructs 
  capable of slaying even the mightiest of foes. 
  It was claimed that he had been exiled perma-
  nently from both Bit-N-Bolt and from Kollective 
  23, though none knew exactly why. Another was 
  Flaming Rose, a unicorn sun mare who wished 
  to craft fierce and terrible beasts, combining 
  different traits of many creatures for the perfect 
  monster. They say her ancestor created the 
  Phoenix Wolves, and she sought to surpass that 
  act, which she saw as a great work. The third was 
  Astral Silk, a unicorn mare who strove to weave 
  mighty spells, seeking a master work that would 
  quickly end the war. They say she desired to best 
  the goddess Princess Luminance in knowledge of 
  spellcraft.
   Pony Keep proved its usefulness as more 
  than a mere oddity and supply hub when the 
  weather magic was stolen by the elves. As the 
  land flooded and famine spread, the keep offered 
  shelter and food alongside Rosestone Monas-
  tery and the other cities, and also helped with 
  rescues and repairs. Calling on the beast folk 
  fighters and mages, and anyone else they could 
  find, the people of Pony Keep gathered to contain 
  the Aphotic Swamp, fearing that the floodwaters 
  would spread its death throughout the Untamed 
  Lands.
   With the swamp successfully held at bay, life 
  returned to normal for the town, although it was 
  noticed that the oddities were growing steadily 
  worse. The surges of wild mage came more 
  frequently and lasted longer. The noises in the 
  night grew more frightening, and creatures seen 
  skulking around at night were larger, and some 
  gleamed with metal in the moonlight. The ponies 
  of the town seemed skittish, and some beast 
  folk could sense, in that way animals have, that 
  something was wrong.
   The strange creatures and constructs became 
  bolder, some seen in daylight, while attacking in 
  darkness. Beast folk and ponykind alike began 
  to disappear. More notices for adventurers 
  were sent out and answered. Attempts to enter 
  
  89
  the basement levels of the keep were made, 
  only to be blocked by multiple traps, spells, 
  and creatures. Messages were sent with the 
  Blue Feathers to other cities for advice and aid. 
  Warriors from Iron Fort were sent to aid the town 
  in fighting off the monsters, while Sandra rabbits 
  also answered the call, providing stealthy scouts 
  to tunnel under the keep to see if the basements 
  could be breached that way. They found one 
  basement workshop had been tunneled out of, 
  but were unable to get past the monsters who 
  had made it their den. There was no sign of 
  Flaming Rose, and it was assumed that she had 
  been eaten. 
   The next day, a metal dragon erupted from the 
  second basement workshop, up through the keep 
  and out through the roof, destroying several floors 
  and towers in the process. It seemed to grow in 
  size as it flew, until its wings blotted out the sun 
  and its roar shook the ground. No one can agree 
  on what powers it had or what breath weapon 
  it used, but all fled before it. Suddenly, as the 
  dragon flew to give chase, it was yanked back-
  wards, pulled back into the basement by some 
  unknown force, shrinking as it fell. Attempts were 
  made to follow it through the hole in the workshop 
  ceiling, but that breach magically sealed itself, 
  barring entry. Many assume Blade Rivet had also 
  met his end, likely by the claws and teeth of that 
  dragon. Most abandoned Pony Keep after that, 
  not waiting to find out what terror might burst from 
  the third basement workshop.
   Soon after, the ruins of the keep began to sink, 
  as if the swamp were claiming it, or else some 
  other creatures had tunneled underneath, unset-
  tling the foundations. Those townsfolk who had 
  escaped welcomed the sinking, saying that the 
  place had become more trouble than it was worth, 
  but they said that the swamp could never take it 
  completely. The stonework had been masterfully 
  crafted, and powerful wards had been placed 
  upon it, to keep out as much water and mud as 
  was possible in case of just such an event. The 
  basement and ground floor of the keep became 
  completely submerged, buried into the hill on 
  which it rested. Only the roofless upper floors and 
  stumps of the wrecked towers remained above 
  ground. 
   A few opportunistic shopkeepers remained, 
  still willing to cater to adventurers brave or fool-
  hardy enough to explore the ruins for plunder and 
  knowledge. To this day, nobody knows the fate of 
  Astral Silk, and her workshop remains unopened. 
  The name of Pony Keep was changed to “honor” 
  the mages who had haunted it for so long. It 
  became known as the Lair of Pale Horses.
  Hazards
    For those brave or foolish enough to enter the 
  ruin, all manner of dangers awaits them. Undead 
  and corrupted elementals from the swamp roam 
  the grounds around the old keep, and the keep 
  itself becomes a zone of wild magic once per day. 
  While this wild magic zone is present, any spells 
  cast, spell-like abilities used, or magic items acti-
  vated inside the lair or in the tiny merchant village 
  outside of it cause a wild magic surge. Roll on 
  the Wild Magic Surge Table from Spell Alterations 
  in Pathfinder Unchained to see what effects are 
  caused. The time this wild magic zone appears is 
  random each day, but it lasts for 1d4 hours. 
    Once inside the ruins, territorial monsters 
  and hostile clockworks are the main concern 
  until adventurers are able to reach the basement 
  levels, where various traps and hazards have 
  been laid. The types encountered depend on 
  which workshop adventurers seek to explore. 
  Those who approach Flaming Rose’s workshop 
  will find living hazards, magical and non, among 
  more powerful monsters to get past. It is said that 
  the Beastmaker’s most powerful creation lairs 
  inside her room, guarding it against any would 
  disturb it, but none can say for sure what that 
  monster is. Whoever seeks Blade Rivet’s work-
  shop will find mechanical traps and non-living 
  hazards, along with more dangerous clockworks 
  and golems. Rumors say the metal dragon is still 
  inside his room, ready to devour any who intrude. 
  Any who dare to try for Astral Silk’s workshop will 
  find magical hazards, magical traps, and illusions 
  blocking their path, becoming more difficult and 
  dangerous as they press onward. There is also 
  the mage herself, whom many believe is still 
  locked inside her workshop, somehow keeping 
  herself alive--or perhaps even undead, if certain 
  rumors be true.
  Untamed Lands
  Were they named for the region they dwell in, 
  or the region named for them, few could say with 
  certainty. The majestic and unspoiled lands, far 
  away from even the larger beast folk settlements, 
  have risen above the lovely scenery and verdant 
  
  90
  plants that grow on it. Such lands gain an aware-
  ness and as the years pass, this awareness 
  grows ever sharper. Druids find such places a 
  delight, their natural magics working easily (PF: 
  +1 caster level) as the land aids them so long as 
  they serve the lands’ needs.
  When there is no druid in attendance, such 
  lands see to their own needs. They can shape a 
  form to inhabit but are restricted to their own land-
  mass. Having learned of the beast folk, they often 
  take the form of an elderly version of the same, to 
  approach them and see what is troubling it dealt 
  with. Such an avatar can act as a powerful druid, 
  though some lands prefer to hone other arts, and 
  there seems nothing stopping such an avatar 
  from being created of almost any profession, 
  though few lands spare thoughts towards the 
  divine, so divine classes are quite unusual.
  It is possible for such lands to communicate 
  with one another, especially when they border 
  one another. Their avatars meet at the border 
  where they may become friends, or rivals, or even 
  enemies, though often they simply are, and care 
  little for the going ons of the next land over, until 
  it begins to affect them. Moderate amounts of 
  civilized people, but not enough to disrupt them, 
  makes it more likely that neighboring lands will 
  socialize among themselves for better or worse.
  Hazards
  Such lands see to their needs, and often think 
  little for the short-lived creatures that crawl on 
  them, especially when they are the source of 
  what ails them. Any adventuring party that causes 
  sudden and unwelcome changes to the land may 
  face the ire of such an untamed land. Setting 
  fires carelessly or cruelly, conjuring earthquakes, 
  blocking rivers, and other acts of ecological 
  upheaval can draw their attention.
  As the pony empire fell, the backlash upon the beast-lands was 
  considerable, not the least of which upon Tono Vale.  The wild 
  weather unleashed by the elves caused great floods.  The rodent 
  and mustie families of the west had just recently accepted the 
  change from roving nomads to productive farmers only to see 
  their fields become unplowable mires.  The fox clans were fast to 
  provoke malcontent, claiming had the western clans not settled 
  in always “camping in one place” they could have moved on to 
  higher ground, hunting and trading as their forefathers.
  Ronald Claw, the Commander of Tono Castle, became obsessed 
  with a coming doom, and began to press the disenfranchised 
  farmers to relocate into his ever growing castle walls.  The foxes 
  scowled, and turned to their cousins, The Pack in the Ironwood 
  Fort, to the east, but the canines of Ironwood Fort had little 
  interest in the follies of lesser beast folk.  In the end, the reign 
  of Ronald Claw ended in infamy and his memory was forever 
  stained by his paranoid madness.  He sought to save his people 
  from an end of the world that never came.  Thus the world 
  went on.
  
  91
  Untamed Lands Bestiary
  Template: Vines of the Lost 
  Guardian
  The history of these vines and the golems they 
  have taken over are lost to time. What is known 
  is that these vines will seek out and cover any 
  inactive golem and turn them into a guardian for a 
  wood, grove or other sacred land area. Untamed 
  Lands that have gained awareness are also 
  acceptable targets for such beings to protect, but 
  some are simply wanderers, straying across all 
  the Untamed Lands, seeking those that would 
  despoil it. Flesh golems covered in these vines 
  no longer have a berserk chance due to the vines 
  controlling instead of the confined spirit.
  (PF)
  “Vines of the Lost Guardian” is an acquired 
  template that can be added to a golem construct, 
  referred to hereafter as the base creature.
  CR: +1
  Type: A lost guardian uses all the base crea-
  ture’s statistics and special abilities except as 
  noted here.
  Special Qualities: A lost guardian gains the 
  following special abilities.
  Living Repair (Su): When the lost guardian 
  is reduced to 50% of its hit points, it is immedi-
  ately healed for 1d6 damage per Hit Die. This 
  can prevent it from being destroyed but can 
  only occur once per day. A creature grappling 
  the golem can attack the vines directly. Damage 
  is dealt as if damaging the golem, but damage 
  reduction does not apply. Dealing at least 1 hit 
  point of damage per Hit Die of the golem to the 
  vines prevents it from using its healing power until 
  a day passes.
  Vine Shrouded: Warp wood or wood shape 
  slows a lost guardian (as the slow spell) for 2d6 
  rounds (no save). Repel wood drives the golem 
  back 60 feet and deals 2d12 points of damage to 
  it (no save).
   (5e)
  Any golem can become a vined golem. When it 
  becomes a vined golem, it retains all its statistics 
  except as noted below.
  Challenge. The lost guardian’s challenge 
  increases by 1.
  Living Repair. When the lost guardian is 
  reduced to 50% of its hit points, it is immediately 
  healed for half its total hit points. This can prevent 
  it from being destroyed but can only occur once 
  per day. If the golem is grappled, one may spend 
  an action to damage, remove, or otherwise inter-
  fere with the vines, preventing the golem from 
  healing itself for a day.
  Vine Shrouded. Spells or effects that warp or 
  shape wood slow down the lost guardian as if it 
  was affected by the slow spell without a saving 
  throw.
   (PF2)
  You can turn an existing golem into a vined 
  golem using the following steps.
  Increase the creature’s level by 1 and change 
  its statistics as follows.
  ● Increase its AC, attack bonuses, DCs, and 
  skill modifiers by 1.
  ● Increases its damage with Strikes by 1. If an 
  ability can be used only a small number of 
  times (such an adamantine golem’s vent), 
  increase the damage by 2 instead.
  ● Modify the Golem Antimagic ability by 
  adding shape wood and similar spells with 
  the plant trait to the list of spells the golem 
  is slowed by and adding horrid wilting and 
  similar spells that specifically are dangerous 
  to plants to the list of spells the golem is 
  harmed by.
  Vines of the Lost Guardian Abilities
  All lost guardians gains the following abilities.
  Living Repair �; Frequency once per day; 
  Trigger The lost guardian is reduced to 50% or 
  fewer Hit Points. Effect The lost guardian gains 
  Hit Points equal to half its maximum.
  Vine Shrouded When grappling the lost 
  guardian, a creature may choose to attack the 
  vines. This functions as attacking the golem, 
  except that it ignores any resistance the golem 
  has. If damage equal or greater than the 
  golem’s level is dealt this way, it cannot use it’s 
  Living Repair for 24 hours as the vines regrow. 
  The vines cannot be attacked if it cannot use its 
  Living Repair ability.
  
  92
  
  93
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  Pathfinder RPG Advanced Class Guide © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah 
  Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Bestiary © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder RPG Bestiary 2 © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. 
  Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary 3 © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, 
  Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Ultimate Magic © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Ultimate Combat © 2011, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder RPG Ultimate Equipment © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Pathfinder RPG Ultimate Campaign © 2013, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan 
  Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, 
  Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder RPG Ultimate Wilderness © 2017, Paizo Inc.; 
  Authors: Alexander Augunas, John Bennett, Robert Brookes, John 
  Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, 
  Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen 
  Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, 
  Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  Pathfinder RPG Pathfinder Unchained © 2015, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, 
  Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Starfinder
  System Reference Document © 2000. Wizards of the Coast, 
  Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Starfinder Roleplaying Game Core Rulebook © 2017, Paizo 
  Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, 
  Thurston Hillman, Amanda Hamon Kunz, Jason Keeley, Rob 
  McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark 
  Seifter, Owen K.C. Stephens, and James L. Sutter, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  5th Edition
  System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson.
  Pathfinder Second Edition
  System Reference Document © 2000. Wizards of the Coast, 
  Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo 
  Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter.
  Ponyfinder
  Ponyfinder: Race Book © 2013, Silver Games, LLC; Authors: 
  David Silver.
  Ponyfinder: Campaign Setting © 2013, 2018, Silver Games, 
  LLC; Authors: David Silver, Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow © 2014, Silver Games, LLC; 
  Authors: David Silver
  Ponyfinder: Griffons of Everglow: Dawn of the Fifth Age © 
  2017 Silver Games LLC; Authors David Silver, Ismael Alvarez
  Ponyfinder: Tribes of Everglow © 2015, 2017, Silver Games, 
  LLC; Authors: David Silver, Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Princess Luminace’s Guide to the Pony 
  Pantheon © 2016, 2017, Silver Games, LLC; Authors: David Silver, 
  Byron Mulvogue
  Ponyfinder: Races of Everglow © 2017, Silver Games, LLC; 
  Authors: David Silver
  Ponyfinder: Hybrid Blood © 2018, Silver Games LLC; Authors 
  David Silver
  Ponyfinder: Second Edition © 2019, Silver Games LLC; 
  Authors: David Silver
  Ponyfinder: Untamed Lands © 2019, Silver Games, LLC; 
  Authors: David Silver
  
  95
  
  In the east, lurks those who had no place to call their own. 
  They carved out a land and defended it against all comers. 
  Welcome to the Untamed Lands, home of the beast folk of 
  all shapes and sizes. From nomadic tribes to great citadels 
  of iron, these besieged people are willing to defend what 
  is theirs. Are you visiting, or are you one of them yourself, 
  seeking adventure within their sparse nation or beyond. 
  Humans to the south, Orcs to the west, and far more exotic 
  creatures the further you go in any direction, Everglow nev-
  er lacks for interesting places to be and perhaps die in.
   
  This books includes:
  * Beast Folk, a richly evolved ancestry with dozens of op-
  tions for Pathfinder 2.
  * More specific beast folk for Pathfinder, Pathfinder 2, and 
  5th edition, using the rules first established in Hybrid Blood.
  * Beast tribes to belong to with unique treats, feats, and 
  magic.
  * Towns and locations within the Untamed Lands to visit.
  * New items and artifacts to use in your game
  * New beasts to challenge your players.
  * New spells, magic, and feats for not just beast folk but any-
  one else, though the beast folk are the most likely to express 
  these specific talents.
  * New class options and archetypes.
  * And so much more!
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/Untamed Lands (D&D 5e, PFRPG).pdf