Jiix Extra Sheet+Standard Actions
You have the ability to change the physical makeup of creatures.
Sphere: Alteration
Casting Time: Standard action
Range: Touch
Duration: Concentration (1 minute per caster level for 1 SP)
Saving Throw: Fortitude negates
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.
Blank Form [Core]
Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.
Wiki Note: Blank Form does not grant a form, and therefore does not qualify for effects like the Favored Form feat.
You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
You may grant the form of a land animal or magical beast with your shapeshift. The form has a head and 4 legs with all the benefits of being a quadruped. The target gains a 40 ft land speed, which increases by 20 ft per 5 caster levels. The target also gains the Scent ability, a bite attack (Primary, 1d6, 1d4 small) and a +2 natural armor bonus which increases by 1 per 5 caster levels. In addition, you may grant the following traits to any form:
• A land speed as that granted by Animalistic form (grants 2 legs if the target lacked a land speed).
• Scent.
• 2 hoof attacks (Secondary, 1d4, 1d3 small). This may be granted once per pair of legs beyond the first.
You may add the following traits to your forms:
• Lunge: Choose one natural attack. As a full-attack action, you may make a single attack at double your normal reach with that weapon with a +4 bonus to your attack roll.
• Leaping attack: As a standard action, you may jump, making a single attack at any point during the leap. You do not provoke an attack of opportunity for leaving a threatened square.
• Pounce: You may make a full-attack after a charge.
• Trample: As a full-round action, you may move up to your move speed, moving over and dealing slam damage (1d6+1-1/2 Str modifier, 1d4+1-1/2 Str modifier small) to any creatures smaller than yourself. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they may attempt to avoid you, making a Reflex save for half damage (DC 10 +1/2 your HD + your Str modifier). A trampling creature can only deal trampling damage to each target once per round, no matter how many times it moves over that creature.
Increase the number of traits you may apply with your shapeshift by 1.
You may command the powers of unlife.
Sphere: Death (ghost strike)
Casting Time: Standard action
Range: Medium (100 + 10 ft./CL)
Duration: 1 round (1 minute per caster level for 1 SP)
Saving Throw: Fortitude negates
As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.
Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:
Exhausting Strike
The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.
Sphere: Death
SP Cost: 1
Casting Time: Standard action
Range: Touch
Duration: 1 minute per caster level
As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.
You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.
Sphere: Death (ghost strike)
Casting Time: Standard action
Range: Medium (100 + 10 ft./CL)
Duration: 1 minute per caster level
Saving Throw: Will negates
You may spend a spell point to make a ghost strike that grants you a measure of control over an undead creature (Will negates). For 1 minute per caster level, an unintelligent undead creature falls under your control or an intelligent undead become friendly toward you. You can give an intelligent undead creature orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks this effect. Your commands are not telepathic; the undead creature must be able to hear you. Intelligent undead remember they were manipulated and may seek revenge.
Sphere: Death
SP Cost: 1
Area: Close-range cone
When making a ghost strike, you may spend an additional spell point to form your ghost strike into a Close-range cone, allowing you to make an attack roll against every target within this area.
When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.
Sphere: Death
SP Cost: 3
Casting Time: 1 hour
Saving Throw: Will negates
You may spend 3 spell points and 1 hour to summon the spirit of a dead creature. You must know the exact creature you are trying to summon and be able to designate them (such as their name or place and time of death, etc.) and the more familiar you are with the spirit and the more recently they died, the more likely they are to appear. The spirit you are trying to summon is allowed a Will save with the following modifiers depending on your knowledge and connection to the target, as well as its time of death:
None: +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
You must have some sort of connection (see below) to a creature of which you have no knowledge, such as below:
Likeness or picture: -2
Possession or garment: -4
Corpse/remains: -10
Time since creature died:
1 year: +2
10 years: +4
100 years: +6
1000 years: +8
On a successful saving throw, the target does not appear and may choose to retaliate spiritually, giving you 2 temporary negative levels that last 24 hours (meaning you must save against them becoming permanent). While friends may choose to purposefully fail their saving throw and come willingly, in most other cases being ripped from the afterlife is a horrid experience and can turn even the nicest of spirits hostile. If a spirit makes their saving throw against this effect they cannot be summoned again by the same caster for 1 month. Sometimes, the spirits of heroes, kings, and others are protected by Deity and are simply unable to be summoned.
Once a spirit has been summoned, you may do any of the following:
• You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers may be brief, cryptic, or repetitive. A creature who would have opposed you in life may make a new Will save to refuse to answer or to lie with the Bluff skill.
• You may use the spirit as a component when creating an animated object or undead creature (Will negates if unwilling; if the spirit makes its save, it immediately returns to the afterlife as if it had made its original saving throw). You must create the undead creature or animated object as usual, but by placing the spirit into the target, the spirit is brought back to life within this new body. The object or undead creature gains the mental attributes, personality, memories, etc. of the selected spirit, but otherwise is normal for its new creature type. (At the GM’s discretion, a spirit bound to a permanent animated object or undead creature may recover or gain class levels over time, but loses at least 1 level per CR of its new form.) An undead creature or animated object created in this way is not automatically under your control.
• If you possess the Resurrection advanced Life talent, you may place the spirit into a new body, bringing the soul back to life, even if you do not have the target’s body, it is missing vital components, or the target has been dead for up to 1 year per caster level. You must possess either a soulless body (such as one created through the Fleshcraft and Create Materials advanced Creation talents), or else a body assembled from other, recently slain bodies. (Assembly requires either the target’s body with one additional body for every replaced vital component, or else a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) You may bring the target back to life with the Resurrection advanced Life talent. The target retains its ability scores and class levels (even those dependent on blood, such as sorcerer levels) but its race and appearance depend on the body possessed.
You wield the powers of life.
This section also includes vitality talents. A caster with one or more vitality talents may grant a bonus to any ally they use a Life sphere ability on as a free action made when they use that sphere ability. This includes using Fount of Life and granting effects with a duration, such as Revitalize. The bonus lasts for up to 1 minute, or until the ally takes damage from either failing a saving throw or being hit with an attack roll. In the case of abilities with a duration, the minute starts when the ability is used, and ends 1 minute later at the latest, even if the triggering ability is still in effect. If a caster possesses multiple vitality talents, only one talent takes effect when they use a Life sphere ability on an ally, but a single Life sphere ability that affects multiple allies may affect different allies with different vitality talents. A creature can benefit from a vitality talent attached to a Life ability, even if they don’t actually gain anything from the Life ability (such as using cure on a creature at full hit points).
Sphere: Life
Casting Time: Standard action
Range: Touch
Duration: 1 hour
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Sphere: Life
SP Cost: 1
Casting Time: Standard action
Range: Touch
Duration: Instantaneous
Saving Throw: Will half
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Sphere: Life
SP Cost: 1
Casting Time: Standard action
Range: Touch
Duration: Instant or 1 round per caster level
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:
• Heals 1d4 points of ability damage to one ability score of your choice.
• Removes the fatigued condition or lessens exhaustion to fatigued.
• Removes the sickened condition or lessens nauseated to sickened.
• Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
• Removes the staggered condition.
• Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.
Your cure and invigorate abilities function on creatures who have died within no more than 1 round. If the target’s new hit point total is at a negative amount greater than its Constitution score, then it comes back to life and stabilizes at its new hit point total. Otherwise the target remains dead. Creatures brought back to life in this manner gain a temporary negative level.
When you use your Life sphere abilities, you may choose for them to not be positive energy effects. Used this way, your Life sphere abilities can heal non-living creatures such as constructs or undead, though they do not work on inanimate objects. This does not allow you to harm creatures you could not harm before with positive energy.
As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.
Some talents are marked (spirit). These talents give the caster ways they have learned to tune their spirit with nature. Each (spirit) talent grants the caster a new ability they may use as a standard action. These abilities only affect the caster.
Some talents are marked (air), (plant), (water), (fire), (earth), or (metal). You must possess the air, plant, water, fire, earth, or metal geomancing package respectively to gain a talent with its designation. Talents marked (geomancing) give you new geomancing abilities.
You cannot use geomancing powers, only (spirit) talents. You cannot gain talents that augment the geomancing power, but you may select any (spirit) talent, even if it would normally require a geomancing package you do not possess. You must select a (spirit) talent with the bonus talent granted by this drawback.
You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
As a concentration effect, you may spend a spell point as an immediate action to cause you and your equipment to fall slowly, changing the rate at which you fall to a mere 60 ft. per round (equivalent to the end of a fall from a few feet), and you take no damage upon landing while the talent is in effect. When the duration expires, a normal rate of falling resumes.
As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses.
You may always dismiss your own curses as a free action.
At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifier.
At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself.
At 13th level, you can permanently blind or deafen the target.
At 17th level, you may make a target permanently confused.
At 1st level, a necros can channel negative energy as the Cleric class feature a total number of times per day equal to 3 + their casting ability modifier, using their casting ability modifier in place of Charisma when determining its associated saving throw.
Channel Energy:
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
At 3rd level, a necros can spend 1 spell point or use of channel energy to manipulate the flesh of any undead under their control including their corpse puppet (if the necros is undead, they cannot use this ability on themselves); this ability can be used when animating an undead with the reanimate ability of the Death sphere. This alteration of a creature lasts for 1 day. An undead creature’s flesh can be modified in the following ways (an ability can only be selected once unless otherwise stated):
- Additional Limbs: The undead is granted an additional pair of arms, a head, legs, or a tail (selecting a tail also grants either a sting or tail slap natural attack); every pair of legs an undead gains increases it speed by 20 feet, and if it possesses 4 or more legs, it is treated as a quadruped for the purpose of how much it can carry (this ability can be selected multiple times).
- Advanced Attacks: The undead gains the Improved Natural Attack feat for all of its natural attacks.
- Combat Talent: The undead gains a combat sphere and a talent from that sphere (this ability can be selected multiple times, although each sphere can only be selected once). Mindless undead are innately aware of how to use these abilities, but can only select from the following spheres: Athletics, Berserker, Brute, Guardian, Wrestling. Undead use Strength as their practitioner modifier.
- Improve Natural Armor: The undead gains a +2 bonus to its natural armor. For every 3 hit dice the undead possesses past its first, this bonus increases by +1.
- Necrotic Bomb: The undead is filled with necrotic energy; whenever it would be destroyed, it deals negative energy damage equal to 1d6 + its hit dice to all creatures within 30 feet of itself. For every 3 hit dice it possesses beyond its first, this negative energy damage increases by +1d6. A necros can choose to destroy an undead with this ability as a swift action as long as it is within 60 feet of himself.
- Negative Strikes: The undead’s attacks deal an additional +1d6 negative energy damage. For every 5 hit dice it possesses beyond its first, this negative energy damage increases by +1d6
- Natural Attack: The undead is granted a natural attack from the following list which it does not currently possess: bite, claws, gore, hooves, pincers, slam, sting, tail slap, or wing buffet (this ability can be selected multiple times). The undead must have a corresponding limb if they select a natural attack which would require it (listed below), and a limb can only have a single natural attack
- Skilled Corpse: The undead gains 2 additional skill points per hit dice, their placement being determined by the necros (this ability can be selected multiple times)
- Versatile Attacks: The undead treats its natural weapons as though they were magic for the purpose of penetrating damage reduction. For every 5 hit dice the undead possesses past its first, the necros can select a material, treating the undead’s attacks as though they were that material.
Table: Natural Attacks
Attack | Primary or Secondary | Limb Needed | Damage |
---|---|---|---|
Bite | Primary | Head | 1d6 |
Claws | Primary | Arms or Legs1 | 1d4 |
Gore | Primary | Head | 1d6 |
Hooves | Secondary | Legs | 1d4 |
Pincers | Secondary | Arms | 1d6 |
Slam | Primary | Arms | 1d8 |
Sting | Primary | Tail | 1d4 |
Tail Slap | Secondary | Tail | 1d6 |
Wing Buffet | Secondary | Wings | 1d4 |
1: Only a single pair of legs can possess claws
At first, a necros only has the capability of applying a single ability to an undead. At 7th level and every four levels afterwards, a necros can apply an additional ability. Applying more than 1 ability from fleshcraft still only requires a single spell point or use of channel energy.
Necromantic Modification
At 3rd level, a brutal necromancer treats themselves as an undead they control for the purpose of their fleshcrafting ability. However, they cannot use their fleshcrafting ability on undead they control except for their corpse puppet.
This ability alters fleshcrafter.
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Note: You benefit from +1 effective cleric level, due to the bloodtouched rite, and your base effective cleric level is equal to your character level for the purposes of this ability.
A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet.
+1 racial bonus to natural armor.
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Note that as a Fanglord, you instead gain one of these bestial features:
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
+10-foot racial bonus to base speed
See in darkness
The Fanglord was originally a weretiger, not a werejaguar. It was reflavored for this character, but the original flavor is:
Fanglords are skinwalkers of a most regal lineage, well aware that they carry the blood of kings and tyrants—and just as confident and imposing as their forebears.
Weretiger-kin are known for their fickle attitudes and unpredictable behavior. Usually, a fanglord makes his living by intimidation, cutthroat business dealings, political ploys, and military ventures. Very much like weretigers, they rarely congregate with others of their kind except as mated pairs or one or two parents with a few children, although they sometimes agree to form oligarchic arrangements of mutual protection with neighboring fanglords or weretigers when each of them can respect the other’s strength. They often have aristocratic connections or the charm to fake it, and are happy to settle in affluent areas, where one fanglord typically claims dominion over anything from a small neighborhood to a large city district.
Weretiger-kin tend to be exceptionally proud of their heritage and confident to the point of hubris regarding their authority over not only humans, but also animals.
Although usually quite capable, fanglords are not opposed to waiting for just the right moment to spring a plan or strike against an enemy, making sure they can act with overwhelming effectiveness and completely negate the chance of an opponent fighting back. As a result, they make impeccable assassins and frustrating political enemies. Weretiger-kin often have large eyes, long noses, and sharp cheekbones.
Weretiger-Kin Characters
Weretiger-kin are often charming and intimidating, features they develop from childhood but which reach their full bloom only in late adolescence, when the maturing fanglord first begins to sense just how much more aware, graceful, and strong he is than those around him. Every movement seems to slow down for a fanglord, and he finds that he can almost divine each little vulnerability in the way humans carry themselves and go about their business—moments when they could be all too easily hurt, or killed in a way that looks like an accident, or outmaneuvered so they look silly in front of someone important. A fanglord’s first transformation is commonly triggered by his first sexual encounter. Weretiger-kin blood most often manifests among those descended from queens, kings, generals, and nobles who may have used their hidden lycanthropic strength to seize power from weaker contenders.
Because of their impressive mien and great strength, weretiger-kin are generally considered worthy of fear and respect. Despite frequenting highly populated areas and enjoying the luxuries of high society, fanglords are commonly loners and generally form personal relationships with other humanoids only when they are driven to mate or if it will help them achieve some long-range goal. Their unfettered attitude helps many acquire a powerful mystique and sometimes even willing followers. Rarely loyal to anyone else, weretiger-kin are often quite successful as mercenaries, assassins, and leaders in their own right.
See Also (in the gamemastering section of the Alteration sphere):
Alteration and Lycanthropy
The Alteration sphere, the shifter class and Transformation feat especially, can work well for simulating lycanthropy in your game, avoiding the need for attempting to balance the template’s boons with non-lycanthrope party members. However, if using the lycanthrope template, or using other creatures with the change shape ability such as the skinwalker race, the Alteration sphere is less than ideal. While a werewolf shifter appears synergistic and thematic on the surface, both change shape and Alteration’s shapeshift are polymorph effects. As a creature can only be under a single polymorph effect at one time, which means that a creature with a racial change shape ability will find their options somewhat limited. It is recommended then that such creatures be allowed to treat their change shape forms as if they were the creatures normal form, applying traits according to their casting ability. Applying traits this way still requires the normal casting time, concentration, duration, and spell point costs that a use of shapeshift would entail. Essentially, you treat the change shape form as if it were the creature’s base form for Blank Form. You of course can still apply different forms, applying the polymorph rules as normal for determining what effect supersedes the other.
The Beastmastery sphere focuses on all forms of animal handling.
Unlike most other spheres which rest squarely on the related core rules, talents and abilities granted by the Beastmastery sphere override certain skill functions (particularly Handle Animal and Ride). No additional checks are required outside of those listed in the associated ability. Some abilities call out joint actions. These actions require both the user and his animal ally to pay the requisite action cost.
Animal Allies: Some talents and abilities reference animal allies; your animal companions, familiars, tame creatures, and any creature actively serving as your mount with an Intelligence score of 2 or less are considered your animal allies. Animal allies always act on your initiative.
Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, and familiars cannot gain this sphere or talents from this sphere.
When you first take the Beastmastery sphere, choose one of the following packages: Handle Animal or Ride.
You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Handle Animal, you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature.
You also gain the following ability:
Tame
You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.
You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.
You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.
This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
You gain 5 ranks in the Ride skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Ride you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature. When using the handle or push functions of the Handle Animal skill on a creature you are mounted on, you may substitute your Ride skill modifier for your Handle Animal skill modifier.
Additionally, you gain the following ability:
Defensive Rider
When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher. Associated Feat: Mounted Combat.
Talents with the (ride) tag grant new ways to interact with your mount.
You gain a familiar as the wizard class feature, treating your base attack bonus as your arcane spellcaster level. This familiar must be an animal and retains the animal type rather than becoming a magic beast, and does not gain an Intelligence bonus, nor the share spells, deliver touch spells, or scry on familiar abilities normally granted to a familiar. If this familiar is dismissed, lost or dies, it can be replaced 1 week later at no cost. This familiar always counts as an animal ally.
If you already possess a familiar or gain one at a later time, you may add your base attack bonus to your arcane caster level to a maximum of your character level to determine your familiar’s abilities. You may choose to grant your familiar all the normal benefits of being a familiar, including type, Intelligence, and special abilities, (assuming your alternate method of gaining a familiar does not also lose these benefits), but doing so also incurs the normal replacement cost should the familiar die. Abilities that grant talents temporarily, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon can not be used to gain this talent.
Talents possessing a tag or tags matching one of the Beastmastery packages cannot be taken unless you possess one of the tagged packages.
Note: You took the Handle Animal package, so you don't have access to the ride package.
When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages.
Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
In addition, you gain the following ability:
Coordinated Movement
Whenever you take the withdraw action, you regain your martial focus.
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.
You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Movement Mode: Flying. Associated Skill: Fly.
You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.
You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed). Associated Movement Mode: Swimming. Associated Skill: Swim.
Note: You chose the Run package, so you don't have access to the others.