TEXT: 1
  Appendix
  New Template
  Itherian
  Itherians are fey creatures that often appear to be
  nothing more than ordinary animals, at least until they
  choose to reveal themselves as otherwise. An Itherian’s
  true appearance is somewhere between animal and
  humanoid, but not easily mistaken for either.
  Creating an Itherian
  “Itherian” is an inherited template that can be added
  to any creature with the animal or vermin type (referred
  to hereafter as the base creature). An Itherian uses all the
  base creature’s statistics and special abilities except as
  noted here.
  Size and Type: The creature’s type changes to fey
  with the shapechanger subtype. Do not recalculate the
  creature’s HD, base attack bonus, or saves. Size is
  unchanged.
  Speed: The Itherian’s speed is the same as the base
  creature’s speed. If the base creature has a fly speed,
  increase its maneuverability one category (to a maxi-
  mum of perfect).
  Special Attacks: An Itherian retains all the special
  attacks of the base creature and also gains the following
  special abilities.
  Spell-Like Abilities: An Itherian has spell-like abili-
  ties based on its HD. The following table summarizes an
  Itherian’s spell-like abilities. All saves are Charisma-
  based.
  Druid Spells 
  Uses
  Caster
  HD
  by Level
  per Day
  Level
  Up to 3
  1/2/1
  1 each
  3rd level
  4-7
  1/2/2/1
  2 each
  6th level
  8+
  1/2/2/2/1
  3 each
  9th level
  Special Qualities: An Itherian has all the special
  qualities of the base creature. If the base creature’s type
  was vermin, it no longer has vermin traits. All Itherians
  have the following additional special qualities.
  Alternate Form (Su): At will, an Itherian can appear
  to be a normal specimen of its base creature. Unlike the
  standard alternate form ability, this special quality does
  not result in any changes to the Itherian’s abilities or sta-
  tistics. Knowledge (nature) can be used in place of Spot
  to penetrate an Itherian’s disguise.
  Wild Empathy (Ex): An Itherian can improve the atti-
  tude of an animal. This ability functions just like a
  Diplomacy check made to improve the attitude of a per-
  son. The Itherian rolls 1d20 and adds its HD (including
  levels gained in classes with the wild empathy class fea-
  ture) and Charisma modifier to determine the wild
  empathy check result. The typical domestic animal has
  a starting attitude of unfriendly, while wild animals are
  usually indifferent. To use wild empathy, the Itherian
  and the animal must be able to study each other, which
  means that they must be within 30 feet of one another
  under normal conditions. Generally, influencing an ani-
  mal in this way takes 1 minute but, as with influencing
  people, it might take more or less time. An Itherian can
  also use this ability to influence a magical beast with an
  Intelligence score of 1 or 2, but it suffers a –4 penalty on
  the check.
  —Low-light vision.
  —An Itherian’s natural weapons are treated as cold
  iron weapons for the purpose of overcoming damage
  reduction.
  —Spell resistance equal to creature’s HD + 10 (max-
  imum 20).
  —Damage reduction based on the base creature’s
  HD:
  HD
  DR
  1–3
  10/cold iron
  4–7
  15/cold iron
  8+
  20/cold iron
  Abilities: Increase from the base creature as follows:
  Int +2d8, Wis +2, Cha +2d8. If the base creature’s type
  was vermin, Int equals 2d8+2.
  Skills: Skill points equal to (6 + Int modifier, mini-
  mum 1) per HD, with quadruple skill points for the first
  HD. An Itherian’s class skills are the same as the
  shaman. The Itherian retains any of the base creature’s
  applicable racial bonuses to skills. All Itherians receive
  a +4 racial bonus to Hide and Knowledge (nature)
  checks. If applicable, these bonuses stack with the base
  creature’s bonuses to the same skills. All Itherians speak
  Sylvan. Many also speak Elven and Gnome.
  Feats: As the base creature, plus an Itherian is profi-
  cient with all simple weapons (although they seldom use
  them). An Itherian whose base creature type was vermin
  have a number of feats equal to 1 + 1 per 3 Hit Dice.
  Challenge Rating: HD 3 or less, as base creature +1;
  HD 4 to 7, as base creature +2; HD 8 or more, as base
  creature +3.
  Treasure: Standard.
  Alignment: Any, but usually chaotic. An Itherian
  whose type was originally vermin is usually evil.
  Advancement: By character class. An Itherian’s
  favored class is shaman.
  Level Adjustment: Same as base creature +2.
  
  Sample Itherian
  Fanaan Sidhe (Itherian
  Badger)
  Small Fey (Augmented, Shapechanger)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), burrow 10 ft.
  Armor Class: 15 (+1 size, +3 Dex, +1 natural),
  touch 14, flat-footed 12
  Base Attack/Grapple: +0/–5
  Attack: Claw +4 melee (1d2–1)
  Full Attack: 2 claws +4 melee (1d2–1) and bite –1
  melee (1d3–1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rage, spell-like abilities
  Special Qualities: Low-light vision, scent, alternate
  form, wild empathy, SR 11, DR 10/cold iron
  Saves: Fort +4, Ref +5, Will +2
  Abilities: Str 8, Dex 17, Con 15, Int 11, Wis 14, Cha
  15
  Skills: Concentration +7, Hide +14, Escape Artist
  +9, Knowledge (nature) +8, Listen +6, Survival +6
  Feats: TrackB, Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary, pair, or cete (3–5)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 2 HD (Small)
  Level Adjustment: +2
  A fanaan sidhe (fun-awn she) is a furry animal
  humanoid with a squat, powerful body and a belligerent
  disposition. Its strong forelimbs are armed with long
  claws for digging. An adult fanaan sidhe stands 2 to 3
  feet tall and weighs 25 to 35 pounds. Fanaan sidhe speak
  Sylvan.
  Combat
  Fanaan sidhe attack with their sharp claws and teeth.
  Rage (Ex): A fanaan sidhe that takes damage in
  combat flies into a berserk rage on its next turn, clawing
  and biting madly until either it or its opponent is dead.
  It gains +4 to Strength, +4 to Constitution, and –2 to
  Armor Class. The creature cannot end its rage voluntar-
  ily.
  Spell-like Abilities: 1/day each as a 3rd-level cast-
  er—flame blade, flare, longstrider, summon nature’s
  ally I. Save DC 12 + spell level.
  Skills: A fanaan sidhe has a +4 racial bonus on
  Escape Artist, Hide, and Knowledge (nature) checks.
  2
  Appendix
  
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