TEXT: 1
  8 AnimAl FeAts
  #1 With A Bullet Point
  One Idea. One Page. One Dollar
   
  Sometimes rules supplements read like the world-setting bible of frustrated 
  novelists. While solid world-building is a useful skill, you don’t always need four 
  paragraphs of flavor text to tell you swords are cool, magic is power, shadows are 
  scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a 
  page of history for every magic weapon. Sometimes all that’s needed are a few 
  cool ideas, with just enough information to use them in a game. Sometimes, 
  all you need are bullet points.
   
  #1 With A Bullet Point is a line of very short, cheap PDFs each of 
  which gives the bare bones of a set of related options. It may be five 
  spells, six feats, eight magic weapon special abilities, or any other short 
  set of related rules we can cram into about a page. Short and simple, 
  these PDFs are for GMs and players who know how to integrate 
  new ideas into their campaigns without any 
  hand-holding, and just need fresh ideas and 
  the rules to support them. No in-character 
  fiction setting the game world. No charts 
  and tables. No sidebars of explanations 
  and optional rules. Just one sentence 
  of explanation for the High Concept of 
  the PDF, then bullet points.
  
  2
  The high ConCepT: Feats appropriate for 
  familiars, animal companions, trained animal 
  pets, and the occasional wily fox.
  Bloodhound
  You can key in on the smell of blood, and 
  know it indicates weakness in a prey.
  Prerequisites: Scent, Survival +1, animal or 
  magical beast.
  Benefit: You gain a +4 bonus to Survival 
  checks made to follow a creature by scent. If you 
  make a Survival check to track a creature with 
  hp damage or against a creature with a bleed 
  effect, you gain a +1 bonus to melee attacks 
  made against it.
  empaThiC BeasT
  Your trainer’s spiritual code has rubbed off 
  on you.
  Prerequisites: Wis 10, animal.
  Benefit: You have an instinctive desire to 
  commit the kinds of acts that your master 
  would commit. You have the alignment of your 
  spellcaster (if you are a familiar), or master 
  (if you are an animal companion or trained 
  animal).
  greaT WhiTe
  You are an unusually powerful creature of 
  your kind. 
  Prerequisites: Animal or magical beast.
  Benefit: Your hide, fur, hair, horns, claws 
  and other features turn white. You gain a +4 
  bonus to Stealth checks made in snow or icy 
  conditions, and a -2 penalty to all other Stealth 
  checks.
  You gain a +1 bonus to all Fortitude, Will, 
  and Reflex saves, and gain +1 hp/3 hit dice.
  homing sense
  You always find your way home.
  Prerequisites: Animal or magical beast.
  Benefit: You may make a special Survival 
  check (1d20+your hit dice+ your Wisdom 
  modifier) to know which way to go to find 
  home. This gives you a direct path, it does not 
  warn you of barrier or hazards. If you cannot 
  follow the direct path, you can move parallel 
  to a hazard until you can again return to a 
  direct route to your home.
  If you are a trained companion, familiar, 
  or steed and you are separated from your 
  trainer, owner, or master, you head home 
  after 24 hours. If your trainer, owner, or 
  master is unable to move or communicate 
  and you can move them, you take them with 
  you and head home.
  mighTy BeasT
  Your appearance makes your rider or 
  trainer look more impressive.
  Prerequisites: Animal or magical beast.
  Benefit: When you are ridden or are 
  adjacent to a creature that taught you at least 
  one animal trick, that rider or trainer gains a 
  +4 bonus to any Intimidate check it makes. 
  sly
  You are more cunning that most animals.
  Prerequisite: Animal, or magical beast 
  with an Int of 1 or 2.
  Benefit: You may know 6 more animal 
  tricks than your normal maximum. If you are 
  not trained you may gain 3 tricks of the GM’s 
  choice that you pick up through experience.
  Special: This feat may be taken more than 
  once. Its effects stack.
  sooThing Companion
  You always seem to know just what your 
  master needs.
  Prerequisites: Animal or magical beast.
  Benefit: Your presence makes your 
  trainer, owner, or master feel better. When 
  you are within 15 feet of that person, he gains 
  a +2 bonus to Will saves against spells and 
  effects with the emotion or fear descriptor, 
  and Fortitude saves against environmental 
  hazards and disease.
  Timmy is doWn a Well!
  You are more expressive than most 
  creatures of your type.
  Prerequisites: Cha 10, animal.
  Benefit: You may make a special Bluff 
  check to pass a message to any creature with 
  an Int of 2 or higher as a full-round action. The 
  messages are limited to “follow me,” “there is 
  danger here,” “I don’t like that person,” and 
  “yes.” The Bluff check is equal to 1d20+half 
  your hit dice+ your Cha modifier.
  Additionally you recognize your own 
  name, and the names of up to three creatures 
  per point of Int. These are normally the 
  names of your trainer and/or owner, but you 
  may also learn the names of other creatures 
  you travel with for a month of more.
  
  3
  We err on the side oF AWesome!
  Illustrations:
  Gabriel Verdon, Shaman Stockart, 
  Mongoose Publishing
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2013 Super Genius Games.
  Designer:
  Owen K.C. Stephens
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R. Hyrum Savage and Lj Stephens
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  #1 With a Bullet Point: 8 Animal Feats. © 2013, Super Genius Games. Author: Owen K.C. Stephens
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