TEXT: 1
  Bloodforge Infusions
  ◆ Feathers & Fur ◆
  
  1
  Credits
  Authors: Adam Boucher, Forrest Heck, Katia Oakes
  Additional Design: Doug Haworth, Jacob Karpel, Jade 
  Ripley, Kevin Ryan, Matthew Ryan Medeiros
  Editing: Forrest Heck
  Artwork: Dorian M. Smith, Dean Spencer
  Graphic Design: Forrest Heck
  Layout: Forrest Heck
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest 
  the material in this book.
  Based on the original roleplaying game rules designed by 
  Gary Gygax and Dave Arneson and inspired by the third 
  edition of the game designed by Monte Cook, Jonathan 
  Tweet, Skip Williams, Richard Baker, and Peter Adkison. 
  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.)
  Open Content: Except for material designated as Product 
  Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game 
  Content may be reproduced in any form without written 
  permission.
  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 guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.
  com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  Bloodforge Infusions: Feathers & Fur is published by 
  Dreamscarred Press under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2017 Dreamscarred Press
  Bloodforge Infusions
  Feathers & Fur
  Foreword
  Welcome to the next installment of Bloodforge Infusions, 
  this time with even more player options. Within these 
  pages you will find a new hybrid race born from 
  maenads and sirens at sea, known as entoli. New kitsune 
  and tengu variants shall be making their appearance as 
  well, marking the debut of Bloodforge covering racial 
  options for existing races as well as releasing new races. 
  Of course, new feats, alternate racial traits, favored class 
  bonuses, and even a new psionic power accompany 
  these new races and variants. Play an enchanting 
  thoughtsinger entoli, freely mixing psionicism and the 
  arcane, or a mighty ostrich tengu whose kicks break 
  bones. You could even play the predatory kumiho, 
  stalking your foes and devouring their livers. After all, 
  Bloodforge is about options.
  —Adam Boucher, contributing author
  
  2
  Bloodforge Infusions
  Table of Contents
  Half-Blood Subtypes
  The following subtypes, representing a unique body, 
  through heritage or mutation, were originally printed 
  on Bloodforge, and can be gained either through a 
  character's race or through the Mixed Blood trait. 
  Aberrant Subtype: Aberrant creatures are related to 
  aberrations and have unusual qualities or mutations. 
  They count as aberrations in addition to their other 
  types and subtypes for effects and prerequisites relating 
  to type. They do not gain any other qualities of the type 
  unless another source grants it.
  Gearblood Subtype: Gearblood creatures are partially 
  constructed beings, or somehow inherited mechanical 
  traits when they were born. They count as constructs in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it.
  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 prerequisites relating to type. 
  They do not gain any other qualities of the type unless 
  another source grants it.
  Feyblood Subtype: Feyblood creatures are related 
  Chapter 1: Races
  FOREWORD  
  1
  TABLE OF CONTENTS 
  2
  CHAPTER 1: RACES 
  2
  Half-Blood Subtypes 
  2
  Entoli 
  3
  Catfolk Options 
  5
  Kitsune Options 
  7
  Tengu Options 
  9
  CHAPTER 2: CHARACTER OPTIONS 
  12
  New Traits 
  12
  New Feats 
  12
  OPEN GAME LICENSE 
  15
   
  Using This Book
  This book is divided into two chapters. The overview of 
  each chapter is given below.
  Chapter 1 (New Races): This chapter details a new 
  race, the entoli, as well as new options for the catfolk, 
  kitsune, and tengu.
  Chapter 2 (Character Options): This chapter includes 
  the expansive Mixed Blood trait, as well as several new 
  feats and traits related to the races in this book.
  Books Needed
  To use this book, we recommend that you have the 
  Pathfinder Roleplaying Game Core Rulebook on hand.  In 
  addition, some of the options presented herein, such as 
  racial favored class options reference rules found in 
  Akashic Mysteries, Path of War, Path of War: Expanded, 
  and Ultimate Psionics. 
  to fey and have fey-like qualities. They count as fey in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Beastblood Subtype: Beastblood creatures are related 
  to magical beasts and have bestial qualities as well 
  as magical abilities. They count as magical beasts in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Crossblood Subtype: Crossblood creatures are related 
  to monstrous humanoids and have monstrous aspects to 
  an otherwise normal anatomy. They count as monstrous 
  humanoids in addition to their other types and subtypes 
  for effects and prerequisites relating to type. 
  Slimeblood Subtype: Slimeblood creatures are related 
  to slimes and typically have odd, squishy anatomy 
  or are unnaturally malleable. They count as oozes in 
  addition to their other types and subtypes for effects and 
  prerequisites relating to type. They do not gain any other 
  qualities of the type unless another source grants it. 
  Earthblood Subtype: Earthblood creatures are related 
  to plants and have odd colorations to their otherwise 
  normal anatomy. They count as plants in addition to their 
  other types and subtypes for effects and prerequisites 
  
  3
  Bloodforge Infusions
  invitations to many social circles. They often develop an 
  interest in singing at a young age, never losing it as they 
  get older. Entoli will try to bring music into whatever 
  they do, from humming to themselves to singing full-
  blast when at work.
  Backgrounds
  Entoli are celebrated, but tragic births. Their siren 
  mothers usually give them up to the nearest maenad 
  village that can be found, realizing that the entoli could 
  never make it in siren society. Entoli lack wings, and 
  most importantly, their voices lack the sheer power to 
  carry out great distances over the waves. 
  In the seafaring maenad society, entoli are not treated 
  as outcasts. They are gifts from the sea itself, valued 
  in any crew due to their beautiful singing voices and 
  excellent musical talent. Despite this, they are a great 
  challenge to raise. With voices that carry power, they 
  can often get their way. This is especially true during 
  childhood when the entoli has barely any control of their 
  powers and even less responsibility. It is only thanks to 
  the firm discipline that every Maenad lives by that entoli 
  do not become a source of hardship for their families. 
  With their siren blood, entoli lack the emotional 
  turmoil characteristic to maenads. Instead, entoli tend to 
  be expressive and fun loving, often rejecting the lessons 
  in control that maenads stress. This can sometimes be a 
  point of contention between the entoli and their family, as 
  many maenads feel that this is a rejection of their culture. 
  Entoli usually pursue careers that allow them to 
  practice their singing often and that provide them with 
  an audience. Usually they become sailors, singing sea 
  shanties and reveling in the companionship they receive 
  from their crewmates. It is not unusual for an entoli to 
  end up a professional actor or singer as well. Rarely do 
  they engage in careers such as smithing, as forges are 
  not conducive to large groups of people.
  Adventures
  While staying in their home village can provide the 
  companionship and popularity entoli desire, it can never 
  provide the inspiration that travelling brings. Usually, an 
  entoli chooses to become an adventurer after meeting 
  a trader from a foreign land, seeing their exotic wares, 
  and hearing their strange tongue. At this moment they 
  realize that there is so much more to see than they’d ever 
  thought possible. They usually end up leaving with the 
  next adventuring party to come through their village, or 
  with a band of friends that they convinced leaving home 
  for a life of danger and glory would be a good idea. 
  Entoli are often blessed with power from their lineage, 
  naturally inclined to both sorcery and psionicism. Due 
  to this mixing of power, entoli are likely to become 
  cerebremancers or thoughtsingers, blending their 
  powers together into art. Even with such natural gifts, 
  many entoli become swift swashbucklers or brave 
  cavaliers, emulating the protagonists of stories they 
  adored growing up.
  relating to type. They do not gain any other qualities of 
  the type unless another source grants it. 
  Graveblood Subtype: Graveblood creatures are related 
  to undead and have bony, pale, or gaunt bodies. They 
  count as undead in addition to their other types and 
  subtypes for effects and prerequisites relating to type. 
  They do not gain any other qualities of the type unless 
  another source grants it, and are still healed by positive 
  energy and harmed by negative energy.
  Entoli
  Strange things can happen at sea, such as the union of a 
  seafaring maenad and a beautiful siren. To the surprise 
  of sirens, entoli usually result from these meetings as 
  opposed to sirens. Some believe that this phenomenon is 
  due to an ancient curse placed upon the maenads taking 
  hold across bloodlines. Combining the sonic affinity of 
  maenads and the hypnotic qualities of a siren, entoli 
  possess an unusually authoritative presence.
  Appearance
  Due to a combination of the tall, stocky builds of 
  maenads and the bird-like frames of sirens, entoli end 
  up remarkably similar to humans in height and build. 
  Entoli possess bright eyes and even brighter feathers 
  covering their upper arms and shoulders. Their facial 
  features tend to angular with pointed chins and hawkish 
  noses. Unlike maenads, their skin is not covered in flecks 
  of crystal. Instead their feathers possess this crystalline 
  quality, catching the light around them in strange ways. 
  Their hair contrasts with their mostly bright appearance, 
  ranging from dark brown to black.
  Entoli prefer to wear clothing that is stylish, yet simple, 
  in order to prevent attention from being drawn away from 
  their proudest feature: their voice. Due to the feathers 
  covering their shoulders, heavier clothing and armor 
  must usually be tailored with care, otherwise it becomes a 
  source of great discomfort. Just like maenads, they prefer 
  to go without shoes, especially when sailing is involved.
  Demeanor
  Entoli feel a keen need to belong. They bond strongly 
  with the people they love and trust (be they family, 
  friends, or shipmates) and do not enjoy being alone for 
  extended periods of time. Even the most introverted 
  entoli feels keenly the need to be part of a group, to give 
  and receive affection and assurance, and to spend time 
  around others. This group identity—a legacy of their 
  siren mother and the flaring emotions inherited from 
  their maenad father—means that entoli can grow jealous 
  or depressed when friendships end or become separated 
  by distance. Particularly weak-willed or drunk entoli 
  may stop using 'I' to refer to themselves and instead use 
  'we' and 'us', identifying solely as part of their group.
  Entoli have a great love of music, focusing on their 
  voice.Born with a desire to attract attention and with 
  a voice that keeps it, their singing often secures them 
  
  4
  Bloodforge Infusions
  Racial Traits
  Entoli possess the following racial traits.
  • +2 Dexterity, +2 Charisma, –2 Constitution: As 
  a result of their heritage, entoli are graceful and 
  headstrong, but fragile.
  • Medium: Entoli are Medium creatures and have no 
  bonuses or penalties due to their size.
  • Humanoid (beastblood): Entoli are humanoids 
  with the beastblood subtype.
  • Maenad’s Legacy: Entoli count as maenads for any 
  effect related to race and gain a +2 racial bonus to 
  Profession (sailor) checks.
  • Normal Speed: Entoli have a base speed of 30 feet.
  • Low Light Vision (Ex): Entoli can see twice as far as 
  humans in conditions of dim light.
  • Clarity’s Call (Su): Using their own hypnotic powers, 
  an entoli can disrupt another’s enchantment. As an 
  immediate action, an entoli may grant one ally 
  within 30 feet another saving throw against a mind-
  affecting effect that allows a saving throw. This 
  saving throw has an identical DC to the original 
  save. If your ally succeeds, the effect ends. You 
  cannot grant an ally more than one additional save 
  against a single effect. After using this ability, an 
  entoli must wait one minute before doing so again. 
  • Entrancing Voice (Ps): When an entoli speaks, 
  others want to believe. Creatures Entoli attempt 
  to influence the attitude of when using Diplomacy 
  may have their attitude shifted one additional time, 
  past the usual limit of twice. Additionally, Entoli 
  gain a +2 racial bonus on Bluff, Diplomacy, and 
  Perform (sing) checks.
  • Lucent Plumage (Ex): The crystalline feathers of 
  an entoli can reflect light in unnatural ways. Entoli 
  gain a +2 racial bonus to their AC against rays 
  thanks to their reflective crystalline feathers. 
  • Naturally Psionic: Entoli gain Wild Talent as a 
  bonus feat. If they gain levels in a psionic class, 
  this feat is immediately exchanged for the Psionic 
  Talent feat.
  • Persuasive Verse (Ex): Entoli can make Perform 
  (sing) checks in place of Diplomacy checks. Perform 
  (sing) is always considered a class skill for entoli. 
  • Psionic Aptitude: When an entoli takes a level in 
  a favored class, he can choose to gain an additional 
  power point instead of a hit point or skill point.
  • Sonic Affinity (Su): Entoli add a +1 to the DC of any 
  spell, power, or ability with the sonic descriptor.
  • Languages: Entoli begin play speaking Common 
  and Maenad. Entoli with high Intelligence scores 
  can choose from the following: Aquan, Auran, 
  Draconic, Dwarven, and Elven.
  Alternate Racial Traits
  Entoli have access to the following alternate racial traits.
  • Deceitful Melody (Ex): Entoli can make Perform 
  (sing) checks in place of Bluff checks. Perform (sing) 
  is always considered a class skill for entoli. This 
  racial trait replaces persuasive verse.
  • Illusory Waltz (Su): Born with larger prism-like 
  feathers, some entoli choose to channel their 
  creativeness into dance instead of song, dancing to 
  an inner music. Using swift movements and their 
  natural ability to manipulate light with their feathers, 
  they can evade most blows. As an immediate action 
  in response to a melee or ranged attack (including 
  touch or ranged touch spell attacks) being made 
  against you. Make a Perform (dance) check, using 
  your opponent’s attack roll as the DC. If you succeed, 
  the attack is negated. Perform (dance) is always 
  considered a class skill for entoli. After using this 
  ability, an entoli must wait one minute before doing 
  so again. This racial trait replaces clarity’s call. 
  • Lexical Liturgy (Su): Some entoli become obsessed 
  with the spoken word, attempting to master it in 
  all forms. Add a +1 to the DC of any spell, power, 
  or ability that is language dependent. Additionally, 
  these entoli gain a +2 racial bonus on Linguistics 
  checks and know an additional bonus language. 
  This racial trait replaces sonic affinity.
  • Vicious Talons (Ex): Some Entoli lack some of 
  the raw hypnotic power of a siren’s voice, instead 
  inheriting some of their more bestial features. 
  The entoli has a pair of talons that can be used as 
  natural weapons dealing 1d3 damage. Additionally 
  they gain a +2 racial bonus on Acrobatics, Climb and 
  Intimidate checks. This racial trait replaces sonic 
  affinity and entrancing voice. 
  • Villainous Refrain (Ex): These Entoli can make 
  Perform (sing) checks in place of Intimidate checks, 
  and Perform (sing) is always considered a class skill 
  for them. This racial trait replaces persuasive verse. 
  Racial Favored Class Options
  Entoli can select from the following alternate favored 
  class options.
  • All: Gain 1/6 of a bonus heritage feat. Any entoli 
  character can choose this bonus upon gaining a 
  level in their favored class.
  • Aegis: Add +1/4 to the aegis's customization points.
  • Bard (thoughtsinger): Add +1/2 to the maximum 
  number of creatures in the thoughtsinger’s collective.
  • Cavalier: Add +1/4 to the cavalier's banner bonus.
  • Daevic (dominion): Add a +1/3 bonus the save 
  granted by clarity’s call.
  • Dread: Add +1 foot to the size of the dread's aura of 
  fear. This option has no effect unless the dread has 
  selected it 5 times (or another increment of 5); an 
  aura of 14 feet is effectively the same as a 10-foot 
  aura, for example.
  
  5
  Bloodforge Infusions
  • Marksman: Gain 1/6 of a new marksman bonus feat. 
  • Psychic Warrior: Add +1/2 to the psychic warrior's 
  manifester level when manifesting a path power
  • Rogue: Add a +1/2 bonus on Bluff checks to feint 
  and Diplomacy checks to gather information.
  • Skald: When under the effects of raging song, add 
  +1/4 points of damage to the skald’s natural attacks.
  • Sorcerer: Add +1/2 to the sorcerer’s caster level 
  when determining the range of any spells with the 
  sonic descriptor.
  • Swashbuckler: Increase the total number of points 
  in the swashbuckler’s panache pool by 1/4.
  • Tactician: Add +1/4 to the tactician’s daily strategy 
  uses. 
  • Warlord: Add +1/4 of a maneuver known from the 
  Golden Lion or Sleeping Goddess disciplines.
  • Wilder: Add +1/4 power known from the wilder 
  power list. This power must be at least one level 
  below the highest power level the wilder can 
  manifest.
  • Zealot: Add +1/2 to the maximum number of 
  creatures in the zealot’s collective.
  Catfolk
  Catfolk are known for their immense variety, and this 
  diversity is more than skin deep. There exist many 
  subspecies of catfolk that differ in more ways than just 
  fur color. 
  New Subraces
  The following alternate catfolk still count as catfolk for 
  the purposes of taking alternate racial traits, choosing 
  favored class bonuses, and meeting prerequisites and 
  requirements.
  Cheetah
  Cheetah catfolk are famous for traversing long distances 
  in an instant; capable of gliding across the ground in 
  sudden bursts of speed. Cheetah catfolk can also be quite 
  calculating, though they are happy to let tales of their 
  speed overshadow tales of their cunning.
  • +2 Dexterity, +2 Intelligence, –2 Constitution: 
  Cheetah catfolk are swift and have minds as quick 
  as their bodies, but lack the stamina of their kin. 
  This racial trait replaces the normal catfolks’s racial 
  ability modifiers.
  • Fast Speed: Cheetah catfolk have a base land speed 
  of 40 feet. This racial trait replaces the normal 
  catfolk’s speed and the sprinter racial trait.
  • Blitz: Calling upon hidden reserves of strength, 
  a cheetah catfolk can move with a sudden burst 
  of speed. When taking the run action or charge 
  actions, a cheetah catfolk can choose to move faster 
  (up to 6 times her speed when running and 3 times 
  her speed when charging, rather than 4 and 2, 
  respectively). After using the blitz ability, the target 
  of their next melee attack this round is denied their 
  Dexterity bonus to AC. After using this ability, the 
  cheetah catfolk must wait 1 minute before using it 
  again. This racial trait replaces cat’s luck. 
  Manul 
  Short and broad, many joke than manul catfolk are 
  the dwarves of the catfolk. Besides preferring to live 
  in mountains, this could not be further from the truth. 
  Manul live on the fringes of society and are experts at 
  disappearing into the shadows. 
  • +2 Strength, +2 Wisdom, –2 Charisma: Manul 
  catfolk are strong and fast, but they are not nearly 
  as observant as normal catfolk, and they’re easily 
  startled. This racial trait replaces the normal 
  catfolk’s racial ability modifiers.
  • Small: Manul catfolk are Small creatures and gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks. This racial trait replaces the 
  normal catfolk’s size.
  • Slow Speed: Manul catfolk have a base land speed 
  of 20 feet, but their speed is never modified by 
  armor or encumbrance.
  • Ambush: Manul catfolk work best with the element 
  of surprise. When a Manul catfolk would participate 
  in the surprise round, they gain a +2 racial bonus on 
  their initiative check and gain a +1 bonus to attack 
  rolls during the surprise round. This racial trait 
  replaces cat’s luck. 
  • Natural Padding (Ex): Manul catfolk can move at 
  full speed without penalty when using the Stealth 
  skill. In addition, when making stealth checks, they 
  are treated as though their armor check penalty 
  was 3 lower than it actually is. This racial trait 
  replaces sprinter. 
  Lion
  These catfolk are tall and broad shouldered, with 
  the males usually being maned or possessing very 
  voluminous hair. These catfolk tend to be personable, 
  though they are fierce when angered.  
  • +2 Strength, +2 Charisma, –2 Dexterity: Lion catfolk 
  are strong and big, though with their size movement 
  becomes ponderous if not clumsy. This racial trait 
  replaces the normal catfolk’s racial ability modifiers.
  • Royal Countenance: Lion catfolk speak with great 
  dignity and force. Lion catfolk gain a +2 racial 
  bonus on Diplomacy and Intimidate checks. This 
  racial trait replaces natural hunter.  
  Additional Content
  This isn't Dreamscarred Press's first expansion on 
  subraces for catfolk and tengu. You can find more in 
  April Augmented 2017, available for free at this link if 
  you care to see some tongue-in-cheek takes on these 
  two races.
  
  6
  Bloodforge Infusions
  • 
  Powerful Build (Ex): The physical stature of lion 
  catfolk lets them function in many ways as if 
  they were one size category larger. Whenever a 
  lion catfolk is subject to a size modifier or special 
  size modifier for a Combat Maneuver Bonus or 
  Combat Maneuver Defense (such as during grapple 
  checks, bull rush attempts, and trip attempts), the 
  lion catfolk is treated as one size larger if doing 
  so is advantageous to them. A lion catfolk is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size 
  (such as grab or swallow whole) can affect them. 
  A lion catfolk can use weapons designed for a 
  creature one size larger without penalty. However, 
  their space and reach remain those of a creature 
  of their actual size. The benefits of this racial trait 
  stack with the effects of powers, abilities, and spells 
  that change the subject’s size category. This racial 
  trait replaces sprinter and cat’s luck. 
  Lynx
  Legend has it that lynxes have the power of clairvoyance. 
  This is not a legend when it comes to lynx catfolk, though 
  their view of the future is unsteady. With these limited 
  glimpses into the future, lynx catfolk only have seconds 
  to make a change.  
  • 
  +2 Dexterity, +2 Wisdom, –2 Charisma: Lynx catfolk 
  are perceptive and athletic, though they have a hard 
  time fitting into groups. This racial trait replaces the 
  normal catfolk’s racial ability modifiers.
  • 
  Foresight (Su): Lynx catfolk can occasionally look 
  into the future. As an immediate action, a lynx 
  catfolk may reroll any one d20 result they 
  have just made. They must take the new result, 
  even if it is worse, and must wait 1 minute 
  before using this ability again. This racial trait 
  replaces cat’s luck and sprinter. 
  • 
  Naturally Psionic: Lynx catfolk receive Wild 
  Talent as a bonus feat at 1st level. If a lynx 
  catfolk takes levels in a psionic class, they 
  instead gain the Psionic Talent feat. This racial 
  trait replaces natural hunter.
  • 
  Psionic Aptitude: When a lynx catfolk takes 
  a level in a favored class, they can choose to 
  gain an additional power point instead of a 
  hit point or skill point.
  Jaguar
  Jaguar catfolk are graceful yet fierce. To them 
  combat is an art; Expressed in a rhythmic and 
  beautiful manner. Natural obstacles are of little 
  hindrance to their mobility, as their claws allow them to 
  find purchase anywhere. 
  • 
  +2 Dexterity, +2 Charisma, –2 Intelligence: Jaguar 
  catfolk are flexible and boisterous, though not 
  bright. This replaces the normal catfolk’s racial 
  ability modifiers.
  • 
  Climbing Claws: Jaguar catfolk have strong claws 
  that can be used to climb as well as fight. They 
  possess a pair of claws they can use as primary 
  natural weapons. These claws deal 1d4 points of 
  damage. In addition, they possess a climb speed 
  of 15 feet (along with the +8 racial bonus on Climb 
  checks a climb speed affords). This racial trait 
  replaces sprinter and cat’s luck.
  • 
  Dance of War (Ex): Jaguar catfolk gain a +2 racial 
  bonus on Perform (Dance) and Intimidate checks. 
  In addition, they gain a +1 dodge bonus to their 
  AC until the start of their next turn whenever they 
  move at least 10 feet. This bonus is doubled to +2 if 
  the jaguar catfolk charges. This racial trait replaces 
  natural hunter.
  Tiger
  The largest known catfolk, these powerful, broad-
  shouldered variant are nearly mythical, their antisocial 
  nature predisposing them to isolation. Without a 
  structured society, and with no interest in contacting the 
  outside world, these massive beast-men are considered 
  cryptids and legends.
  • 
  +2 Strength: Tiger catfolk are enormous and agile for 
  their size, though perhaps less so than they would 
  be were they smaller. This racial trait replaces the 
  normal catfolk’s racial ability modifiers.
  • 
  Large: Tiger catfolk are Large and take a –1 size 
  penalty  to AC and attack rolls, a –4 size penalty on 
  stealth checks, and gain a +1 size bonus 
  to their CMB and CMD. In addition, a 
  tiger catfolk’s large size gives them a 
  natural reach of 10 ft. This replaces 
  the normal catfolk’s size.
  
  7
  Bloodforge Infusions
  • Undersized Weapons: In spite of their size, their 
  lack of a central culture means they lack training 
  with the larger weapons they might be expected 
  to use, scavenging them off corpses and rare 
  trades with bewildered travellers. As such, a tiger 
  catfolk’s ability to wield manufactured weapons 
  is determined as though the they were one size 
  category smaller than they actually are. This ability 
  replaces cat’s luck and sprinter.
  Kitsune
  In addition to the subraces below, the following is an 
  alternate racial trait available to all kitsune.
  • Yokai (Su): The kitsune gains the beastblood subtype, 
  and their natural form is a single specific Small-sized 
  fox; they have the ability to change shape as if by 
  the beast shape I spell, but only to this form. The 
  kitsune can still assume the appearance of their 
  specific human form, but cannot take the form of 
  a humanoid fox. Antimagic fields and effects that 
  return the kitsune to their natural form revert 
  them to their fox form, and effects that pierce 
  through magical disguises (such as true seeing) 
  reveal the kitsune’s true form. Because of telltale 
  foxlike features (such as a poorly concealed tail or 
  sharp fangs), a kitsune with this racial trait only 
  gains a +5 bonus on Disguise checks to appear fully 
  human when in their human form. However, they 
  gain a +20 bonus on Disguise checks to appear as 
  normal foxes when in their natural form, and do not 
  take the normal penalty for disguising as a smaller 
  creature when doing so. As a yokai kitsune’s natural 
  form is a fox, they gain their racial bite attack in that 
  form. The kitsune can speak and cast spells in their 
  fox form, and has access to any material and focus 
  components that are melded to their form when they 
  transform back into a fox (though expending them 
  will cause them to be used when the fox transforms 
  into a human again). This racial trait alters change 
  shape, but otherwise functions as that ability.
  Yokai kitsune reach adulthood at 50 years of age, and use 
  the the table on page 11 for their aging effects, rather 
  than aging like a normal kitsune.
  For every 100 years a yokai kitsune is alive, they grow 
  one additional tail. This tail is purely cosmetic and does 
  not grant them the Magical Tail feat (though one with that 
  feat may appear older to other kitsune). A yokai kitsune 
  who reaches 1,000 years of age ascends, body and spirit, 
  to another plane (treat this as if they had died of old 
  age). Normally, a kitsune can only grow a maximum of 
  eight extra tails (if they have the Magical Tail feat, they 
  will eventually stop growing extra tails from age once 
  they’ve reached the limit, and further selections of that 
  feat will replace existing tails). A kitsune who slows their 
  aging in some way, such as through a huli jing’s devour 
  essence ability or the timeless body class feature, will 
  still grow additional tails as they age.
  New Subraces
  There exist several variant types of kitsune, each with 
  their own unique abilities and characteristics. Alternate 
  kitsune still count as kitsune for the purposes of taking 
  alternate racial traits, choosing favored class bonuses, 
  and meeting prerequisites and requirements. If a 
  kumiho or zenko takes the Magical Tail feat, they may 
  choose to base the feat’s save DCs on Wisdom, rather 
  than Charisma. 
  Buda
  Though these hyena-like humanoids are often mistaken 
  for gnolls, they are actually a distant relative of the 
  kitsune, having diverged long ago. Master shapeshifters 
  and witches, they are looked upon with immense 
  distrust by their neighbors, only further heightened by 
  their perceived relationship with gnolls. In truth, buda 
  are a peaceful and noble folk whose accomplishments 
  have been buried by millennia of prejudice and 
  misinformation. Forced into the shadows, they strive to 
  uphold the rich—and yet outwardly sinister—culture of 
  their people.
  • +2 Strength, +2 Intelligence, –2 Charisma: Buda 
  are powerfully built and well-versed in arcane lore, 
  but loathe to challenge other’s views. This racial 
  trait replaces the normal kitsune’s racial ability 
  modifiers.
  • Evil Eye (Su): Buda gain a +1 bonus to the save DCs 
  of effects with the curse descriptor they use. This 
  racial trait replaces kitsune magic.
  • Tradesman (Ex): Buda gain a +2 racial bonus on 
  Craft (armorsmithing), Craft (weaponsmithing), and 
  Profession (blacksmith) checks. This racial trait 
  replaces agile.
  Coyotl
  Not truly a kitsune, but a closely related species, the 
  coyotl share their eastern cousin’s affinity for trickery 
  and manipulation. Like kitsune, they are master 
  shapeshifters, but their carrion-heavy diet and heavy 
  spiritualism has led many to believe—including the 
  majority of coyotl themselves—that they possess power 
  over life and death. And yet, in spite of this burden, they 
  live life one day at a time, cheerful and impulsive, fast-
  talking their way out of any trouble they find themselves 
  in.
  • +2 Wisdom, +2 Charisma, –2 Strength: Coyotl 
  are excellent at reading and exploiting people, 
  but find brute strength unappealing. This racial 
  trait replaces the normal kitsune’s racial ability 
  modifiers.
  • Liminal Mediator (Ex/Sp): Coyotl add +1 to the DC 
  of any saving throws against death effects that they 
  use. Whenever a coyotl uses an ability that would 
  heal a creature by a number expressed in dice, they 
  heal an additional 1 hit point per die of healing. 
  Finally, coyotl can use bleed and stabilize as spell-
  like abilities once per round as a free action (caster 
  
  8
  Bloodforge Infusions
  level equals the coyotl’s character level). This racial 
  trait replaces kitsune magic.
  • Trickster (Ex): Coyotl gain a +2 racial bonus on 
  Bluff checks. This racial trait replaces agile. 
  Huli Jing
  These kitsune have a reputation for being dangerous 
  seductresses and malevolent tricksters. Born with 
  the ability to drain energy, they possess a hunger for 
  the essence of living beings, gaining sustenance and 
  immortality through the consumption of others’ lives.
  • Humanoid (akashic, kitsune, shapechanger): 
  Huli jing have the akashic subtype in addition to 
  the normal kitsune’s type and subtypes.
  • Devour Essence (Su): A huli jing can drain the vital 
  essence of a living creature they lure into an act of 
  passion (such as a kiss). During combat, this can 
  be done once per round as a move action against a 
  pinned or helpless creature adjacent to them. The 
  huli jing deals 1 point of Constitution damage to 
  the target and forces them to succeed at a Will save 
  (DC 10 + 1/2 the huli jing’s character level + the huli 
  jing’s Charisma modifier) or become nauseated for 
  one round, potentially making it difficult for them 
  to escape further draining by the huli jing. Against a 
  veilweaver or other creature that possesses akashic 
  essence, the huli jing can choose to inflict 1 point of 
  essence burn instead of Constitution damage with 
  this ability. A huli jing who successfully uses this 
  ability does not need to eat or drink for one day per 
  point of damage or essence burn dealt, and does not 
  age for an equal duration (this effect is cumulative). 
  This racial trait replaces kitsune magic.
  • Essence of the Succubus: Huli jing are always 
  considered to have the Essence of the Succubus veil 
  shaped, and do not count it against their total veils 
  shaped or their veil slots. However, they cannot 
  invest essence in this veil normally. Any time the 
  huli jing uses their devour essence ability, they gain 
  a point of temporary essence that is automatically 
  invested in this veil and cannot be reinvested. This 
  essence lasts for one day, and stacks with itself up 
  to character’s cap on invested essence (normally 1 
  essence up to 5th level, 2 essence from 6th through 
  11th levels, 3 essence from 12th through 17th levels, 
  and 4 essence from 18th through 20th levels). As 
  this veil does not count against the huli jing’s veil 
  slots or chakras, they can still shape a different veil 
  into the same slot as this it freely. If the huli jing 
  uses another ability to shape the Essence of the 
  Succubus veil (such as a veilweaving class), they 
  can invest essence into it normally in addition to 
  the temporary essence gained from this ability. This 
  racial trait replaces agile.
  Kumiho
  The bloodthirsty kumiho is a particularly vicious variety 
  of kitsune; these foxfolk tend to dispense of the good-
  natured trickery that kitsune are known for, instead 
  using force and violence to achieve their goals. They 
  possess a natural talent for combat and the instincts 
  needed to hunt their prey easily—evil kumiho make 
  little distinction between “person” and “food,” stalking 
  the night to find their meals before returning to their 
  homes during the day.
  • +2 Strength, +2 Wisdom, –2 Constitution: Kumiho 
  are dangerous ambush predators, with little need 
  for stamina. This racial trait replaces the normal 
  kitsune’s racial ability modifiers.
  • Darkvision (Ex): Kumiho see perfectly in the dark 
  up to 60 feet. This racial trait replaces low-light 
  vision.
  • Primal Hunter (Ex): A kumiho gains a +4 racial 
  bonus on Survival checks to follow tracks. This 
  racial trait replaces agile. Whenever a kumiho eats 
  the heart or liver of a creature with an Intelligence 
  score of at least 3, they do not age for one day. This 
  effect is cumulative.
  • Tooth and Nail (Ex/Su): A kumiho has two primary 
  claw attacks that deal 1d4 points of damage and 
  have a critical range of 19-20/x2. When in human 
  form, they have the supernatural ability to hide 
  (or reveal) their claws as a free action; the kumiho 
  can’t attack with their claws while they’re hidden. 
  A kumiho can do the same for their bite attack, 
  allowing them to use it in human form. A kumiho’s 
  bite is also a primary attack. The kumiho loses their 
  racial bonus on Disguise checks to appear fully 
  human while their natural weapons are revealed. 
  This racial trait replaces kitsune magic.
  Tanuki
  Another race closely related to kitsune, the round-eared, 
  black-marked tanuki are better known for being jovial 
  entertainers over wily tricksters. Happy to be left alone 
  but even moreso to entertain others, the Tanuki have 
  a reputation for song, dance, and romance... and yet, 
  unlike kitsune, the bed is always found empty in the 
  morning.
  ESSENCE OF THE SUCCUBUS
  Descriptors none; Class Daevic; Slot Blood; Saving 
  Throw none 
  An unnaturally beautiful being sits upon her throne, a 
  twisted smile on her lips as the power of akasha causes all 
  to kneel in worship before her. 
  When this veil is formed the wearer’s body is slowly 
  reshaped into an image of utter perfection by the 
  akasha coursing through their veins. The veilweaver 
  gains a +1 circumstance bonus to all Charisma-based 
  skill or ability checks against creatures that would be 
  attracted to them. 
  Essence: The bonus granted by this ability increases 
  by +1 for each point of essence invested.
  
  9
  Bloodforge Infusions
  • 
  +2 Constitution, +2 Charisma, –2 Wisdom: 
  Tanuki are charming and possess great 
  stamina, but are typically unconcerned with 
  long-term consequences. This racial trait 
  replaces the normal kitsune’s racial ability 
  modifiers.
  • 
  Eighth Form (Su): Whenever a Tanuki 
  gains 
  a 
  bonus 
  on 
  disguise 
  checks 
  from 
  a 
  transmutation, 
  illusion, 
  or 
  psychometabolism effect, they increase 
  the bonus by half their character level 
  (minimum 1). This racial trait replaces 
  kitsune magic.
  • 
  Entertainer (Ex): Tanuki gain a +2 racial 
  bonus on Perform checks. This racial trait 
  replaces agile.
  Zenko
  The zenko are a divinely-empowered cousin of 
  the kitsune. The first zenko were the result of 
  normal foxfolk being empowered as messengers 
  and vassals by powerful celestials or gods. 
  Nowadays, they are a particularly rare race with 
  a strong affinity for the upper planes and driving 
  instincts towards good. Zenko tend to become 
  guardians, protectors, or mediators, bringing 
  their talents to those who need aid, guided by 
  their celestial superiors.
  • 
  +2 Dexterity, +2 Wisdom, –2 Strength: 
  Zenko are naturally swift and wise, but are 
  no stronger than other kitsune. This racial 
  trait replaces the normal kitsune’s racial 
  ability modifiers.
  • 
  Outsider 
  (good, 
  kitsune, 
  native, 
  shapechanger): Zenko are outsiders with 
  the good, kitsune, native, and shapechanger 
  subtypes. This racial trait replaces the normal 
  kitsune’s type and subtypes.
  • 
  Celestial Messenger (Su): A zenko has a connection 
  to the whims of celestial beings and powerful gods; 
  once per week, while the zenko sleeps, they can 
  contact a powerful good-aligned being and receive 
  a message or duty. If they know of a particular 
  being, they can attempt to contact them (if that 
  being is willing); otherwise, the contacted being is 
  determined by the GM. If the zenko delivers the 
  message properly or fulfils the given duty, the next 
  time they contact that being, they are entitled to 
  answers as if they had used a commune spell with 
  a caster level equal to the zenko’s character level 
  or Wisdom modifier, whichever is higher. A zenko 
  that repeatedly fails to deliver messages or fulfil 
  duties may find themselves cut off from new or 
  easy jobs when they use this ability. However, when 
  a zenko contacts a celestial, they become aware of 
  the zenko’s strengths and abilities. Most celestials 
  will assign duties that befit the zenko’s standing or 
  power. This racial trait replaces kitsune magic.
  • 
  Sworn Secrecy (Ex): A zenko cannot be magically 
  forced to reveal the details of a message or duty 
  they have received with their celestial messenger 
  ability, even if an effect would normally cause 
  them to do so. This ability even protects against 
  compulsion or dominate effects, allowing the zenko 
  to ignore orders to reveal the secrets in question. 
  In addition, zenko gain a +1 racial bonus on saving 
  throws against mind-affecting effects. This racial 
  trait replaces agile.
  Tengu
  Though most tengus resemble crows, there exist 
  different subspecies with similarities to various types of 
  other birds both great and small.
  New Subraces
  The following alternate tengus still count as tengu for 
  the purposes of taking alternate racial traits, choosing 
  favored class bonuses, and meeting prerequisites and 
  requirements.
  
  10
  Bloodforge Infusions
  Bearded Vulture
  On the seas, tengus are said to absorb misfortune, 
  allowing a ship’s crew to remain safe from the worst 
  of bad luck. It’s possible that this legend came from the 
  bearded vulture tengu, a variant with a regal demeanor, 
  ornate plumage, and naturally good luck. 
  • +2 Wisdom, +2 Charisma, –2 Strength: Bearded 
  vulture tengus are social and regal creatures with 
  a natural instinct for leadership. However, their 
  bodies are weaker than others of their size. This 
  racial trait replaces the normal tengu’s racial ability 
  modifiers.
  • Luck of Kings (Ex): Bearded vulture tengus gain 
  a +2 racial bonus on saving throws and a +2 racial 
  bonus to their AC. These bonuses increase by 
  +1 during surprise rounds and while a bearded 
  vulture tengu is flat-footed. This racial trait replaces 
  sneaky, swordtrained and gifted linguist.
  Cassowary
  The brightly-colored cassowary tengu is a particularly 
  rare variant that hails from rainforest regions. They 
  possess cruel claws and the strength to use them with 
  murderous efficiency, but tend to be shy and fearful 
  unless provoked.
  • +2 Strength, +2 Dexterity, –2 Wisdom: Cassowary 
  tengus are strong and fast, but they are not nearly 
  as observant as normal tengu, and they’re easily 
  startled. This racial trait replaces the normal tengu’s 
  racial ability modifiers.
  • Cruel Talons (Ex): Cassowary tengus have two 
  primary talon attacks on their feet that deal 1d4 
  points of damage and have a critical range of 18-20/
  x2. This racial trait replaces gifted linguist and 
  swordtrained.
  • Fearsome Charge (Ex): Whenever a cassowary 
  tengu moves more than its base speed and makes a 
  melee attack in the same round, they can make an 
  Intimidate check to demoralize the target of their 
  attack as a free action, before they strike. They can 
  only demoralize a given creature in this way once 
  per round. This racial trait replaces sneaky.
  Hummingbird
  Hummingbird tengu are small and flighty creatures, 
  possessing vast reserves of energy and a natural speed 
  far faster than their size would indicate.
  • +2 Dexterity, +2 Intelligence, –2 Strength: 
  Hummingbird tengus move and think quickly, but 
  their size causes their physical strength to be 
  lacking.This racial trait replaces the normal tengu’s 
  racial ability modifiers.
  • Small: Hummingbird tengus are Small creatures 
  and gain a +1 size bonus to their AC, a +1 size 
  bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, 
  and a +4 size bonus on Stealth checks. This racial 
  trait replaces the normal tengu’s size.
  • Fast Speed: Hummingbird tengus have a base land 
  speed of 40 feet. This racial trait replaces the normal 
  tengu’s speed and both the sneaky and natural 
  weapon racial traits. If a hummingbird tengu gains 
  a fly speed, that speed is increased by 10 feet.
  Kakapo
  Bearing strong similarities to the ground dwelling owl 
  parrot, kakapo tengu are a variant that hails from dense 
  forest regions where flight is less useful. Much like their 
  namesake, kakapo tengu are adapted well for climbing, 
  and find themselves at ease during both night and day.
  • +2 Strength, +2 Constitution, –2 Wisdom: Kakapo 
  tengus are sturdy, and far stronger than their size 
  would imply, but they are intensely curious and 
  not very perceptive. This racial trait replaces the 
  normal tengu’s racial ability modifiers.
  • Small: Kakapo tengus are Small creatures and gain 
  a +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks. This racial trait replaces the 
  normal tengu’s size.
  • Slow Speed: Kakapo tengus have a base land speed 
  of 20 feet. They also have a climb speed of 20 feet, 
  and thus gain a +8 racial bonus on Climb checks. 
  This racial trait replaces the normal tengu’s speed 
  and the gifted linguist racial trait.
  • Darkvision (Ex): Kakapo tengus see perfectly in the 
  dark up to 60 feet. This racial trait replaces low-light 
  vision.
  • Natural Weapon (Ex): A kakapo tengu’s bite attack 
  deals 1d4 points of damage for a Small creature. 
  This racial trait alters natural weapon.
  Ostrich
  Like the cassowary tengus, ostrich tengus are strong, fast, 
  and dangerous. However, where the cassowaries are shy 
  and skittish, ostrich tengus are born fighters, naturally 
  sensing the strength of others and knowing how to bring 
  their deadly talents to bear effectively.
  • +2 Strength, +2 Wisdom, –2 Intelligence: Ostrich 
  tengus are incredibly strong and perceptive, but not 
  as smart as other tengu. This racial trait replaces the 
  normal tengu’s racial ability modifiers.
  • Brutal Kicks (Ex): Ostrich tengus gain Improved 
  Unarmed Strike as a bonus feat at 1st level, and 
  deal piercing and bludgeoning damage with their 
  unarmed strikes. Ostrich tengus may treat their 
  unarmed strikes as two-handed weapons for the 
  purposes of feats, abilities, and damage. This racial 
  trait replaces gifted linguist and swordtrained.
  • Warrior’s Instinct (Ex): Ostrich tengus gain a +2 
  bonus on Perception and Sense Motive checks. This 
  racial trait replaces sneaky.
  
  11
  Bloodforge Infusions
  Pigeon
  Though some consider the more peacefully-inclined 
  pigeon tengus to be weak, a nuisance, or inferior, this 
  highly social variant is intelligent and compassionate. 
  Pidgeon tengus tend to live as groups in large towns and 
  cities, and rarely adventure on their own.
  • +2 Intelligence, +2 Charisma, –2 Strength: Pigeon 
  tengus are clever and community-minded, but not 
  particularly strong. This racial trait replaces the 
  normal tengu’s racial ability modifiers.
  • Small: Pigeon tengus are Small creatures and gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks. This racial trait replaces the 
  normal tengu’s size.
  • Slow Speed: Pigeon tengus have a base land speed 
  of 20 feet.
  • Birds of a Feather (Ex): Pigeon tengus gain a +2 
  bonus on Diplomacy and Knowledge (local) checks. 
  This racial trait replaces sneaky.
  • Flock Together (Ex): Pigeon tengus gain a +2 
  bonus on attack rolls against creatures flanked by 
  their allies (including creatures they themselves 
  are flanking). This stacks with the normal bonus 
  from flanking. Whenever a pigeon tengu uses the 
  aid another action, they add an additional +2 to the 
  bonus they grant their ally. This racial trait replaces 
  natural weapon and swordtrained.
  Table 1–2: Lifespans
  Race
  Middle Age
  Old Age
  Venerable Age
  Maximum Age
  Entoli
  90 years
  150 years
  220 years
  +2d% years
  Yokai Kitsune
  400 years
  600 years
  900 years
  1,000 years
  Table 1–3: Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Multiplier
  Entoli, female
  5 ft. 3 in.
  140 lbs.
  2d10
  × 5 lbs.
  Entoli, male
  5 ft. 4 in.
  110 lbs.
  2d10
  × 5 lbs.
  Table 1–1: Starting Ages
  Race
  Adulthood
  Intuitive
  Self-Taught
  Trained
  Entoli
  40 years
  +1d6
  +4d6
  +6d6
  Yokai Kitsune
  50 years
  +1d4
  +1d6
  +2d6
  Swan
  The beautiful swan tengus temper their elegant 
  appearance with a natural belligerence and physical 
  power that gives them a dangerous reputation in many 
  circles. They are equally at home on land and in the 
  water, and often find work on ships and boats.
  • +2 Strength, +2 Charisma, –2 Intelligence: Swan 
  tengu are intimidating and have a natural strength 
  that makes them terrors on the battlefield, but are 
  not the brightest of birds, and tend towards brute 
  force methods more often than not. This racial trait 
  replaces the normal tengu’s racial ability modifiers.
  • Slow Speed: Swan tengu have a base land speed of 
  20 feet, but their speed is never modified by armor 
  or encumbrance. They also have a swim speed of 
  20 feet, and thus gain a +8 racial bonus on Swim 
  checks.
  • Territorial Presence (Ex): Swan tengu gain a +2 
  bonus on Intimidate and Perception checks. This 
  racial trait replaces sneaky.
  
  12
  Bloodforge Infusions
  Race is not the only thing found in one’s heritage. Through 
  strange legacies, deliberate mutation, or forays into 
  blood magic, characters can unlock more capabilities 
  from their ancestry and wield the magic of their race in 
  battle against their foes. This chapter presents new trait 
  and feat options for characters themed around race in 
  all of its forms—as paragons, freaks, or rebels.
  New Traits
  The mixed blood trait, originally printed in Bloodforge, 
  allows characters to gain access to the new subtypes 
  presented in this book. The other traits presented in this 
  book are race traits for specific races or subraces.
  Bakeneko (Race, Catfolk): You gain the beastblood 
  and shapechanger subtypes. In addition, you gain the 
  ability to shapeshift between two forms—your natural 
  form becomes a single specific feline of any size between 
  your natural size and Tiny; while in this form you gain 
  the benefits of the beast shape I spell (except that you 
  do not gain any of the ability score increases normally 
  associated with the spell, and you may also choose to 
  have your natural form be a Tiny feline), though they 
  must take the same form each time. If you choose to 
  become a Tiny feline, you gain a size bonus on attack 
  rolls and armor class as though you were Small, though 
  you gain all the other benefits and drawbacks of being 
  Tiny sized. Unlike normal polymorph effects, you do not 
  lose any extraordinary or supernatural abilities that rely 
  on your natural form without this ability while under 
  this effect. However, you gain no natural weapons, other 
  than a bite attack that deals damage as appropriate for 
  your new size. This does not stack with any existing bite 
  attacks you may have. Antimagic fields and effects that 
  return you to your natural form revert you to your cat 
  form, and effects that pierce through magical disguises 
  (such as true seeing) reveal your true form. In addition, 
  as a standard action, you may assume the appearance 
  of a specific single human form of the same sex. In this 
  form, you lose all benefits of the beast shape I effect 
  granted by your natural form. Because of telltale catlike 
  features (such as a poorly concealed tail or sharp fangs), 
  you only gain a +5 bonus on Disguise checks to appear 
  fully human when in your human form. However, 
  you gain a +20 bonus on Disguise checks to appear as 
  a normal cat when in your natural form, and you do 
  not take the normal penalty for disguising as a smaller 
  creature when doing so. You can speak and cast spells in 
  your cat form, and have access to any material and focus 
  components that are melded to your form when you 
  transform back into a cat (though expending them will 
  cause them to be used when you transform into a human 
  Chapter 2: Character Options
  again). Transforming into a human otherwise functions 
  as alter self, except your ability scores do not change. 
  This trait has no effect if you have another ability that 
  alters your natural shape by mimicking the effects of a 
  spell as an extraordinary effect, beyond granting you the 
  beastblood subtype.
  Celestial Essence (Race, Huli Jing): You can draw 
  essence from the light of the sun and moon, instead of 
  (or in addition to) that of other living beings. By spending 
  1 hour in direct sunlight or moonlight, you generate 
  a point of temporary essence for your Essence of the 
  Succubus veil, as if you had drained a creature. You can 
  only generate 1 point of essence per day in this way. You 
  do not need to eat or drink, nor do you age, as long as 
  you get at least 1 hour of sunlight or moonlight each day.
  Mixed Blood (Race, any): Either through lineage, 
  accident, or deliberate intent, you have unlocked latent 
  power in your blood. Choose one of the creature types or 
  subtypes listed on Table 2-1: Mixed Blood Options. You gain 
  the benefits listed for your selection. This trait represents 
  a nonstandard heritage, and unlike other race traits, you 
  can take this trait regardless of your race, and can even 
  take it multiple times (allowing you to take a different 
  race trait alongside it), representing a particularly unique 
  power. You do not recalculate your Hit Dice, skill points, 
  or saving throws, even if you gain a subtype that normally 
  calls for it. Unless noted in the benefit, you do not count as 
  the chosen race for prerequisites.
  Heritage Feats
  Some of the feats presented here (several of which were 
  originally printed in Bloodforge) are heritage feats—
  feats that represent unlocking the latent potential 
  in your mixed blood, or even differences, deliberate 
  mutations, or divine gifts within creatures of pure blood. 
  These capabilities might appear over time, as the result 
  of exposure to magic that awakens the blood (even on 
  accident) or deliberately, as the creature trains their 
  capabilities. Heritage feats usually require a creature to 
  have one or more creature types or subtypes in order to 
  gain their benefits.
  Aerial Wings (Heritage)
  Your wings have strengthened to the point of allowing 
  flight. 
  Prerequisites: Vestigial Wings, 7th level or higher.
  Benefit: Your wings strengthen; you gain a fly 
  speed equal to double your base land speed with good 
  maneuverability.
  Bigfolk Training
  Thanks to training with larger creatures, you've learned 
  to hold your own against them in brute force.
  
  13
  Bloodforge Infusions
  Table 2–1: Mixed Blood Options
  Heritage
  Benefit
  Aberration
  You gain the aberrant subtype and a +1 trait bonus on saves against mind-affecting effects.
  Air
  You gain the air subtype. You do not gain a fly speed from this subtype, but the maneuverability of any fly speeds you 
  have or gain increase by one step.
  Chaotic
  You gain the chaotic subtype and a +2 trait bonus on saves against effects with the lawful descriptor.
  Cold
  You are treated as having the cold subtype for the purposes of requirements and prerequisites, and you gain cold 
  resistance 10. In addition, you become partially vulnerable to fire—whenever you take fire damage, you take an extra 
  50% damage, up to a maximum of 10 additional points of damage. If you are immune to fire, you still take damage from 
  fire up to 5 points (after which your immunity applies and negates the rest of the damage).
  Construct
  You gain the gearblood subtype. In addition, you gain a +1 bonus on saves against disease and poison effects.
  Dragon
  You gain the drakeblood subtype and a +2 trait bonus on saves against paralysis and sleep effects.
  Dwarf
  You gain the dwarf subtype and a +1 trait bonus to your CMD when resisting a bull rush or trip attempt while standing 
  on the ground. Choose a race that normally possesses the dwarf subtype, such as dwarves or duergar—you can choose 
  favored class options specific to that race (and only that race, even if that race normally can choose other races' favored 
  class options).
  Earth
  You gain the earth subtype and your natural armor bonus to your AC increases by +1.
  Elf
  You gain the elf subtype and a +1 trait bonus on Perception checks. Choose a race that normally possesses the elf 
  subtype, such as elves or drow—you can choose favored class options specific to that race (and only that race, even if 
  that race normally can choose other races' favored class options).
  Evil
  You gain the evil subtype and a +2 trait bonus on saves against effects with the good descriptor.
  Fey
  You gain the feyblood subtype and a +2 trait bonus on saves against compulsion effects.
  Fire
  You are treated as having the fire subtype for the purposes of requirements and prerequisites, and you gain fire 
  resistance 10. In addition, you become partially vulnerable to cold—whenever you take cold damage, you take an extra 
  50% damage, up to a maximum of 10 additional points of damage. If you are immune to cold, you still take damage from 
  cold up to 5 points (after which your immunity applies and negates the rest of the damage).
  Giant
  You gain the giant subtype, granting you low-light vision. If you already had low-light vision or later gain it from another 
  effect, you gain a +1 trait bonus on Perception checks. Despite having the giant subtype, you do not necessarily have 
  racial Hit Dice, and can still substitute your first Hit Die for a class level, like normal creatures of your type.
  Gnome
  You gain the gnome subtype and a +1 trait bonus on Craft checks. Choose a race that normally possesses the gnome 
  subtype, such as gnomes or svirfneblin—you can choose favored class options specific to that race (and only that race, 
  even if that race normally can choose other races' favored class options).
  Goblinoid
  You gain the goblinoid subtype and a +1 trait bonus on Stealth checks. Choose a race that normally possesses the 
  goblinoid subtype, such as goblins or hobgoblins—you can choose favored class options specific to that race (and only 
  that race, even if that race normally can choose other races' favored class options).
  Good
  You gain the good subtype and a +2 trait bonus on saves against effects with the evil descriptor.
  Halfling
  You gain the hafling subtype and a +1 trait bonus on Acrobatics checks. Choose a race that normally possesses the 
  halfling subtype, such as halflings or kestrel—you can choose favored class options specific to that race (and only that 
  race, even if that race normally can choose other races' favored class options).
  Human
  You gain the human subtype and a +1 trait bonus on Knowledge (local) checks. Choose a race that normally possesses 
  the human subtype, such as humans or maenads—you can choose favored class options specific to that race (and only 
  that race, even if that race normally can choose other races' favored class options).
  Lawful
  You gain the lawful subtype and a +2 trait bonus on saves against effects with the chaos descriptor.
  Magical Beast
  You gain the beastblood subtype and a +2 trait bonus on Survival checks. Survival is always a class skill for you.
  Monstrous 
  Humanoid
  You gain the crossblood subtype and your natural armor bonus to your AC increases by +1.
  Orc
  You gain the orc subtype and a +1 trait bonus on Intimidate checks. Choose a race that normally possesses the orc 
  subtype, such as orcs or half-orcs—you can choose favored class options specific to that race (and only that race, even 
  if that race normally can choose other races' favored class options).
  
  14
  Bloodforge Infusions
  Prerequisites: Natural size small or smaller, racial 
  penalty to Strength.
  Benefits: Your racial penalty to your Strength score 
  is reduced by 2 points (to a minimum penalty of 0). In 
  addition, while you are not under a polymorph effect, 
  you may wield weapons as though you were one size 
  category larger than you actually are. 
  Feral Fighter (Combat, Heritage)
  You were born with—or developed—claws or fangs that 
  you can use in battle.
  Prerequisites: Aberration, dragon, fey, magical beast, 
  monstrous humanoid, or undead type and/or reptilian 
  subtype.
  Benefit: Choose bite or 2 claws. You gain the natural 
  weapon(s) chosen, as normal for a creature of your size. 
  You may not gain a natural weapon of a type you already 
  possess in this fashion. 
  Special: You may select this feat up to two times.
  Greater 
  Psionic 
  Awakening 
  (Heritage, 
  Psionic)
  Your natural psionic abilities are unlocked completely.
  Prerequisites: Improved Psionic Awakening, character 
  level 13th.
  Benefit: Choose fold space, pierce the veil, or slip the 
  bonds. You can use that power as a psi-like ability once 
  per day, with a manifester level equal to your character 
  level. At character level 15th and every five levels 
  thereafter, you can use the chosen power one additional 
  time per day.
  Special: You can take this feat multiple times. Each 
  time you do, you choose a different power from the 
  above list.
  Improved 
  Psionic 
  Awakening 
  (Heritage, 
  Psionic)
  You’ve honed your psionic abilities further.
  Prerequisites: Psionic Awakening, character level 7th.
  Benefit: Choose body purification, minor metamorphosis, 
  or time hop. You can use that power as a psi-like ability 
  once per day, with a manifester level equal to your 
  character level. At character level 10th and every five 
  levels thereafter, you can use the chosen power one 
  additional time per day.
  Special: You can take this feat multiple times. Each 
  time you do, you choose a different power from the 
  above list.
  Kumiho Huntress (Combat)
  You are particularly good at extracting the most delicious 
  parts of your prey.
  Prerequisites: Kumiho kitsune, rage powers class 
  feature, base attack bonus +5.
  Benefit: You gain the bloody fist rage power, even if 
  you do not meet its prerequisites or aren’t a barbarian. 
  You can use it one additional time per rage.
  Liver-Eater (Combat)
  You tear into your meal with a vicious frenzy.
  Prerequisites: Kumiho kitsune, bloody fist rage power 
  (see the next page), base attack bonus +7.
  Benefit: The base critical range of your claws increases 
  to 18-20/x2. Unlike most effects that increase critical 
  range, this stacks with Improved Critical and similar 
  abilities, and is applied before such effects. Whenever 
  you use your bloody fist rage power, you can eat the 
  organ you rip out as a free action, gaining temporary hit 
  points equal to your character level that last for one day 
  or until used. These temporary hit points stack with other 
  temporary hit points as normal, but not with successive 
  uses of this feat (only the highest total applies).
  Psionic Awakening (Heritage, Psionic)
  You have a strong spark of psionic talent. 
  Benefit: Choose inertial armor, mindlink, or vigor. 
  You can use that power as a psi-like ability once per day, 
  with a manifester level equal to your character level. At 
  character level 4th and every four levels thereafter, you 
  can use the chosen power one additional time per day.
  Special: You can take this feat multiple times. Each 
  time you do, you choose a different power from the 
  above list.
  Tearing Grip (Combat)
  You rend your foes as you wrestle them to the ground. 
  Requirements: Claw natural attack.
  Heritage
  Benefit
  Ooze
  You gain the slimeblood subtype, and any time you would take extra damage from a critical hit or sneak attack, you 
  have a 10% chance of negating the extra damage. This stacks with fortification or similar effects, increasing the negation 
  chance of those effects by 10%.
  Outsider
  Your type changes to outsider and you gain the native subtype in addition to any other subtypes you possess.
  Plant
  You gain the earthblood subtype and low-light vision. In addition, you do not need food to survive, provided you spend 
  at least 1 hour a day in sunlight.
  Reptilian
  You gain the reptilian subtype and a +1 bonus on saves against disease and poison effects. Choose a race that normally 
  possesses the reptilian subtype, such as lizardfolk or ophiduans—you can choose favored class options specific to that 
  race (and only that race, even if that race normally can choose other races' favored class options).
  Undead
  You gain the graveblood subtype and negative energy resistance 5.
  Water
  You gain the water subtype, allowing you to breathe underwater. You do not gain a swim speed from this subtype.
  
  15
  Bloodforge Infusions
  Benefits: Once per round with a successful grapple 
  check you may deal 1d6 + Strength modifier slashing 
  damage to the target of your grapple. If you possess 
  weapon finesse, or a similar ability that would allow 
  you to use your dexterity bonus on attack rolls, you may 
  use your dexterity modifier in place of your strength 
  modifier for this damage. 
  Vestigial Wings (Heritage)
  You were either born with or developed a pair of weak 
  wings.
  Prerequisites: Dragon, fey, magical beast, monstrous 
  humanoid, or outsider type and/or air subtype.
  Benefit: You have developed small wings; when you 
  fall you can slow your descent by making a DC 15 Fly 
  check to fall safely without taking falling damage, albeit 
  at a rate of 20 feet a round. When falling safely, you can 
  make another DC 15 Fly check to glide, moving 5 feet 
  laterally every round. You may take ranks in the Fly skill. 
  Fly becomes a class skill for you.
  Bloody Fist Rage Power (Ex)
  Prerequisites: Barbarian level 12th.
  Benefit: While raging, the barbarian may attempt to 
  punch through an opponent's flesh and rip out one of 
  its vital organs. In order to do so, the barbarian must 
  confirm a critical hit against an opponent with a natural 
  attack or unarmed strike. The barbarian deals damage as 
  normal for a critical hit and the opponent must succeed 
  at a Fortitude save (DC = 10 + 1/2 the barbarian's class 
  level + the barbarian's Strength modifier) or take 1d4 
  points of Constitution damage as one of its vital organs 
  is ripped free from its body. This power can only be used 
  once per rage.
  OPEN GAME LICENSE Version 1.0a
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  to the extent such content does not embody the Product Identity and is an enhancement over the 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Bastards & Bloodlines: A Guidebook to Half-Breeds, © 2003, Green Ronin Publishing; Author: 
  Owen K.C. Stephens
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game 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.
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  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game 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.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley 
  Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game 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.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
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  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
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  original material by Gary Gygax
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  Noonan, Rich Redman
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  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
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  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
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  Bloodforge, © 2017, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, 
  based on material by Owen K.C. Stephens.
  Bloodforge Infusions: Esoteric Energies, © 2017, Dreamscarred Press, LLC; Authors: Forrest Heck, 
  Jade Ripley, Matthew Ryan Medeiros
  Bloodforge Infusions: Feathers & Fur, © 2017, Dreamscarred Press, LLC; Authors: Adam Boucher, 
  Forrest Heck, Katia Oakes
  
  16
  Bloodforge Infusions
  450+ pages of psionic awesome!
  Full-Color Hardcover!
  Now Available at
  dreamscarredpress.com
  
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