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Fera

The Fera, also known as the Beastfolk, have a naming convention in which each subrace is identified by the type of mammal it resembles, such as Rat-Fera or Wolf-Folk.

Basic Information

Anatomy

The Fera are bipedal mammals of human height with typical humanoid features such as two arms, two legs, and a head. However, they are almost entirely covered in fur and have facial features that resemble their animal counterparts. In addition, the physical characteristics of each Fera are similar to those of its associated animal species.

Growth Rate & Stages

Fera, who are born completely similar to their animal counterparts, undergo a gradual transformation process as they age into adolescence. The transformation process varies from individual to individual, but there are generally four stages of development for Fera:   Infant Stage: At birth, Fera look and behave like their animal counterparts. They are completely dependent on their parents for survival and show no signs of human-like intelligence.   Juvenile Stage: As Fera enter this stage, they begin to display human-like intelligence and develop basic communication skills. They also begin to develop more humanoid features, such as hands and feet. Fera in this stage are still heavily dependent on their parents, but they begin to learn survival skills and gain more independence.   Adolescent Stage: During this stage, Fera develop more advanced communication skills and become more independent. They also undergo a significant physical transformation, becoming more humanoid in appearance. This stage marks the beginning of Fera's adult life, and they are usually capable of reproducing.   Adult Stage: Fera in this stage are fully humanoid in appearance, but retain some of their animalistic traits. They are highly intelligent and have a deep understanding of nature. Fera in this stage are typically at the peak of their physical abilities and often hold leadership positions within their communities.   The rate of growth for Fera varies between individuals and is largely dependent on their species. Generally, Fera reach the adolescent stage between the ages of 10 and 15, and the adult stage between the ages of 20 and 30. However, some Fera species may develop more quickly or slowly than others. In addition, environmental factors such as food availability and exposure to toxins can affect the rate of growth and development for Fera.

Biological Cycle

The Fera have evolved to adapt to seasonal changes in many ways. During the colder months, they have the ability to grow thicker fur and their bodies can produce more heat to keep them warm. They are also able to store more food during the summer months to sustain themselves through the winter.   In addition, the Fera have developed cultural practices and technologies that help them cope with seasonal changes. For example, they may build insulated shelters or wear warm clothing during the winter. They may also have developed agricultural practices that allow them to grow and store crops to supplement their food supply during the winter.   Overall, Fera have a number of physiological and cultural adaptations that allow them to thrive in different seasons and environments without the need to hibernate or migrate like some of their animal counterparts.

Behaviour

The behavior and psychology of the average Fera can vary depending on their specific animal counterpart and individual personality traits. However, some general characteristics can be observed.   Fera tend to be highly attuned to their natural environment and have a strong sense of their animal instincts. They may exhibit behaviors and mannerisms similar to their animal counterparts, such as grooming or territorial behavior. They are often highly skilled at hunting, tracking, and surviving in the wilderness.   Despite their animalistic tendencies, Fera are capable of complex emotions and social relationships. They can form deep bonds with their family and pack members, and are fiercely loyal and protective of those they care about. They may also exhibit curiosity and a desire to explore, which may lead them to venture outside of their familiar territory.   Fera are typically fiercely independent and may have a strong sense of personal freedom and individuality. They may resist authority or rules that feel restrictive or go against their instincts. However, they can also work well in a group setting and may have a strong sense of responsibility to their pack or community.   Overall, the behavior and psychology of the average Fera can be seen as a unique blend of animal instincts and human-like emotions and relationships.

Additional Information

Perception and Sensory Capabilities

The Fera have highly developed olfactory senses and a remarkable ability to see in low light, surpassing that of many other races.

Civilization and Culture

Average Technological Level

Due to the lack of metal structures and glass windows in their construction, it is a common misconception that the Fera still live in the pre-Bronze Age in terms of technological advancement. In reality, the Fera are as technologically advanced as any other common race. They choose to build their homes without glass windows, preferring the free flow of air and the insulation provided by their fur. Their use of glass is mostly reserved for cooking and alchemy. In addition, the Fera prefer the rustic appearance of wood over metal and stone. However, they do use metal to make nails and fasteners for their construction and crafting.

Culture and Cultural Heritage

The Fera have a deep connection to nature and the animals they resemble. They have a deep respect for the balance of the natural world and live in harmony with it. They see themselves as stewards of their natural environment and work to protect it from harm. They also have a strong sense of community and work together to provide for the needs of their group. Skilled trackers and plant experts, they value self-sufficiency and take pride in their ability to live off the land. They use natural materials to construct weapons and communal living spaces that foster a sense of unity and social cohesion, with each member contributing to the well-being of the group. Some have a preference for their natural weapons, stemming from a belief in the power of the animals they resemble and a desire to preserve the balance of the natural world.

Common Customs, Traditions and Rituals

The Fera's respect for nature is reflected in their approach to agriculture and construction. Instead of cutting through the land, they work with it in a way that allows for harmonious coexistence. They use living trees as pillars and corner supports for their structures, avoiding unnecessary damage to the environment. Similarly, their roads and fields follow the natural contours of the land, going around trees and incorporating natural slopes rather than removing them. This approach allows the Fera to build and farm in a sustainable way, minimizing their impact on the environment. Occasionally, when the Fera find it necessary to remove a tree for construction or other purposes, they take the time to sow a few nearby to ensure that at least one tree will grow to replace it.   This is also the reason why the Fera do not rely heavily on metal in their societies. Instead of creating mines, they look for existing caves to mine. When mining, they take great care to minimize damage to the natural cave formations. As a result, metal is scarce in Fera societies and is used only when necessary. Recently, many Fera have begun trading with other races for metal, making mining even less common.   When hunting for food, the Fera show their respect for their prey by offering a prayer of thanks. They also make sure that every part of the animal is used in some way. This practice explains why most of their equipment is made from bone, horn, leather, and other animal products. The Fera used to follow a similar practice for the deceased members of their own community. However, after an outbreak of disease was traced back to this practice, they switched to the ritual of tree burials. When a Fera dies, he or she is buried in a place meaningful to the deceased, and a sapling is planted to mark the grave. These trees are distinguished from others in the area by tying ceremonial ribbons around them.

Interspecies Relations and Assumptions

In general, Fera and humans coexist peacefully, though some humans tend to see Fera as animals rather than people, believing them to be wild and unpredictable. Meanwhile, some Fera resent the humans for their harsh treatment of the world around them; how they cut up and burn down anything that doesn't fit their vision of it. Dwarves and Fera share an appreciation for the earth and its resources. However, dwarves may view fera as primitive or uncivilized, while fera may view dwarves as too focused on material wealth. Elves and Fera share a connection to nature, making them natural allies. However, elves see fera as too animalistic and lacking in refinement, while fera see elves as too aloof and detached from the physical world.   Unlike other races, Orcs and Fera often find common ground in their fierce and primal nature, and can form alliances based on mutual respect and strength. However, the Orcs often see the Fera as competition for resources or territory, while many Fera see the Orcs as too violent and destructive. The Fera have great respect for the Culatan, who are also deeply connected to nature, and are interested in their expertise in caring for the environment.
Lifespan
80 years
Average Height
55 to 75 inches for tallfolk. 30 to 40 inches for smallfolk.
Average Weight
85 to 195 pounds for tallfolk. 25 to 40 pounds for smallfolk.

Fera

Fera Racial Traits


Fera are humanoids with the beastfolk subtype. All Fera have the following traits:
Medium Fera are Medium creatures and have no bonuses or penalties due to size.
Normal Speed Fera have a base speed of 30 feet.
Low-light Vision (Ex) Fera can see twice as far as humans in conditions of dim light.
Scent (Ex) Fera have the scent ability.
Hunter (Ex) All Fera are trained to be skilled at tracking prey. Perception and Survival are always class skills for a Fera; they gain an additional +2 racial bonus on these skills instead if they are made class skills by the Fera’s class.
Gatherer (Ex) All Fera are trained to identify, tend, and make use of plants. Craft (alchemy) and Knowledge (nature) are always class skills for a Fera; they gain an additional +2 racial bonus on these skills instead if they are made class skills by the Fera’s class.
Multitalented (Ex) Fera choose two favored classes at first level. Whenever they advance a level in either of these classes, they may choose either +1 skill point or +1 hit point.
Weapon Familiarity Fera are proficient with the great club and bows (but not crossbows).
Languages Fera begin play speaking Common and Sylvan. Fera with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling and Orc.
 

Fera Sub-racial Traits


When creating a Fera, the animal it is associated with must be determined. Each Fera clan possesses a unique set of ability score adjustments and racial bonuses. Although the list below is not comprehensive, it provides examples of possible stats for various animals. Simply select the animal most similar to the chosen animal and use its stats.
Ape +2 Strength, +2 Intelligence
Bat +2 Dex, +2 Wisdom; Batfera have the Gliding-Wings trait instead of the multitalented and weapon familiarity traits.
Bear +2 Constitution, +2 Charisma
Boar +2 Strength, +2 Wisdom.
Cat +2 Dexterity, +2 Wisdom; Catfera have the stalker trait instead of the hunter trait.
Deer +2 Constitution, +2 Charisma.
Fox +2 Dexterity, +2 Intelligence.
Glider +2 Dexterity, +2 Charisma; Gliderfera have the Gliding-Wings trait instead of the multitalented and weapon familiarity traits.
Hare +2 Dexterity, +2 Intelligence; Harefera have the fleet-footed trait instead of the hunter trait.
Horse +2 Strength, +2 Charisma; Horsefera have the fleet-footed trait instead of the hunter trait.
Kangaroo +2 Strength, +2 Charisma; Kangafera have the fleet-footed trait instead of the hunter trait.
Monkey +2 Dexterity, +2 Charisma.
Ox +2 Strength, +2 Wisdom
Rat +2 Dexterity, +2 Wisdom.
Raccoon +2 Dexterity, +2 Intelligence.
Sheep +2 Constitution, +2 Intelligence.
Squirrel +2 Dexterity, +2 Intelligence.
Tanuki +2 Dexterity, +2 Charisma.
Tiger +2 Strength, +2 Wisdom; Tigerfera have the stalker trait instead of the hunter trait.
Wolf +2 Constitution, +2 Wisdom.
 

Alternate racial traits


Bestial (Ex) The wild animal spirit is stronger in some Fera. Fera with this racial trait possess either a bite or gore attack that does 1d4 points of damage or 2 claw or hoof attacks that deal 1d3 points of damage each. This replaces the weapon familiarity and gatherer racial traits.
Fleet-footed (Ex) Some Fera are more adept at running away from danger than they are at tracking down prey. Fera with this trait gain a +10 bonus to their land speed, a +2 bonus on initiative checks and gain Run as a bonus feat. This replaces the hunter racial trait.
Gliding Wings (Ex) A Fera with this trait is of Small size. Fera with gliding wings take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, a Fera can move up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. A Fera with gliding wings cannot gain height with these wings alone; she merely coasts in other directions as she falls. If subjected to a strong wind or any other effect that causes the Fera to rise, she can take advantage of the updraft to increase the distance she can glide. This trait replaces multitalented and weapon familiarity, and may only be taken by the bat, glider, or squirrel subraces.
Mystical Horn (Sp) A Fera with this trait grows one or more horns or antlers, in addition to any they may have normally. These horns are greatly attuned to sylvan magic, granting a +1 caster level bonus when casting charm animal, charm monster, or charm person. A Fera with a Charisma score of 11 or higher also gains the following spell-like abilities: 1/day—cure light wounds, detect evil, and light. This trait replaces hunter and gatherer, or any traits that replaced them.
Nimble (Ex) Fera with this trait gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Once per day, when this Fera makes a Reflex saving throw, they can roll the saving throw twice and take the better result. They must decide to use this ability before the result of the saving throw is revealed. This replaces the gatherer racial trait.
Stalker (Ex) Some Fera have trained to be better at ambushes over tracking. Perception and Stealth are always class skills for these Fera; they gain an additional +2 racial bonus on these skills instead if they are made class skills by the Fera’s class. This replaces the hunter trait.
Small Fera have a much greater range of natural sizes than other races, some being closer in size to halflings than humans. These Fera are Small sized and gain a +2 bonus to Dex, and a -2 penalty to Str. This trait modifies the Fera's size trait.
 

Favored Class Options


The following options are available to all Fera who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: The alchemist gains +1/6 of a new discovery.
Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
Bard: Add +1/2 to the bard's bardic knowledge bonus.
Bloodrager: Add 1/4 to the bloodrager's effective class level when determining the strength of her bloodrager bloodline powers.
Brawler: Add 1 foot to the brawler's base speed. In combat, this benefit has an effect only after every five such increases in the brawler's base speed.
Cavalier: Add +1/4 to the cavalier's banner bonus.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
Hunter: Add 1 foot to the hunter's companion's base speed. In combat, this benefit has an effect only after every five such increases in base speed. If the hunter replaces her animal companion, the new companion gains this benefit.
Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
Kineticist: Gain 1/6 of an Extra Wild Talent feat.
Magus: The magus gains 1/6 of a new magus arcana.
Medium: Increase the bonus the medium gains from its seance boon by 1/3 point. This doesn't increase the bonus allies gain from shared seance.
Mesmerist: Gain a +1/2 bonus on Acrobatics checks to move through a threatened area and a +1/2 bonus on Bluff checks to feint.
Monk: Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Occultist: Gain a +1/2 bonus on Spellcraft checks to identify the properties of magic items and a +1/2 bonus on Use Magic Device checks to emulate a race.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Psychic: Gain 1/6 of a new phrenic amplification.
Ranger: Add +1/2 bonus on Survival checks made to follow tracks or scents.
Rogue: The rogue gains 1/6 of a new rogue talent.
Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
Shifter: Add 1/5 to the damage dealt when using the shifter claws ability.
Skald: Increase the skald's total number of raging song rounds per day by 1.
Slayer: Gain 1/6 of a new slayer talent.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist's phantom.
Summoner: Add +1/4 evolution points to the Eidolon.
Swashbuckler: Increase the total number of points in the swashbuckler's panache pool by 1/4.
Vigilante: Gain 1/6 of a new vigilante talent.
Warpriest: Add 1/4 to the warpriest's effective level when determining the damage of his sacred weapon.
Witch: The witch gains 1/6 of a new witch hex.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

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