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Bloodforge Infusions - Feathers & Fur

Bloodforge PF supplement

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Will Harper
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100% found this document useful (5 votes)
788 views17 pages

Bloodforge Infusions - Feathers & Fur

Bloodforge PF supplement

Uploaded by

Will Harper
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bloodforge Infusions

◆ F e at h e r s & F u r ◆

1
Bloodforge Infusions
Feathers & Fur
Credits Foreword
Authors: Adam Boucher, Forrest Heck, Katia Oakes Welcome to the next installment of Bloodforge Infusions,
Additional Design: Doug Haworth, Jacob Karpel, Jade this time with even more player options. Within these
Ripley, Kevin Ryan, Matthew Ryan Medeiros pages you will find a new hybrid race born from
Editing: Forrest Heck maenads and sirens at sea, known as entoli. New kitsune
Artwork: Dorian M. Smith, Dean Spencer and tengu variants shall be making their appearance as
Graphic Design: Forrest Heck well, marking the debut of Bloodforge covering racial
Layout: Forrest Heck options for existing races as well as releasing new races.
Publisher: Jeremy Smith Of course, new feats, alternate racial traits, favored class
bonuses, and even a new psionic power accompany
Special thanks to the legions of fans who helped playtest these new races and variants. Play an enchanting
the material in this book. thoughtsinger entoli, freely mixing psionicism and the
arcane, or a mighty ostrich tengu whose kicks break
Based on the original roleplaying game rules designed by bones. You could even play the predatory kumiho,
Gary Gygax and Dave Arneson and inspired by the third
stalking your foes and devouring their livers. After all,
edition of the game designed by Monte Cook, Jonathan
Tweet, Skip Williams, Richard Baker, and Peter Adkison. Bloodforge is about options.

Product Identity: The following items are hereby identified


—Adam Boucher, contributing author
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

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Bloodforge Infusions

Table of Contents
FOREWORD 1 Using This Book
This book is divided into two chapters. The overview of
TABLE OF CONTENTS 2 each chapter is given below.
Chapter 1 (New Races): This chapter details a new
CHAPTER 1: RACES 2 race, the entoli, as well as new options for the catfolk,
Half-Blood Subtypes 2 kitsune, and tengu.
Chapter 2 (Character Options): This chapter includes
Entoli 3
the expansive Mixed Blood trait, as well as several new
Catfolk Options 5 feats and traits related to the races in this book.
Kitsune Options 7
Books Needed
Tengu Options 9
To use this book, we recommend that you have the
CHAPTER 2: CHARACTER OPTIONS 12 Pathfinder Roleplaying Game Core Rulebook on hand. In
addition, some of the options presented herein, such as
New Traits 12 racial favored class options reference rules found in
New Feats 12 Akashic Mysteries, Path of War, Path of War: Expanded,
and Ultimate Psionics.
OPEN GAME LICENSE 15

Chapter 1: Races
Half-Blood Subtypes to fey and have fey-like qualities. They count as fey in
addition to their other types and subtypes for effects and
The following subtypes, representing a unique body,
prerequisites relating to type. They do not gain any other
through heritage or mutation, were originally printed
qualities of the type unless another source grants it.
on Bloodforge, and can be gained either through a
Beastblood Subtype: Beastblood creatures are related
character's race or through the Mixed Blood trait.
to magical beasts and have bestial qualities as well
Aberrant Subtype: Aberrant creatures are related to
as magical abilities. They count as magical beasts in
aberrations and have unusual qualities or mutations.
addition to their other types and subtypes for effects and
They count as aberrations in addition to their other
prerequisites relating to type. They do not gain any other
types and subtypes for effects and prerequisites relating
qualities of the type unless another source grants it.
to type. They do not gain any other qualities of the type
Crossblood Subtype: Crossblood creatures are related
unless another source grants it.
to monstrous humanoids and have monstrous aspects to
Gearblood Subtype: Gearblood creatures are partially
an otherwise normal anatomy. They count as monstrous
constructed beings, or somehow inherited mechanical
humanoids in addition to their other types and subtypes
traits when they were born. They count as constructs in
for effects and prerequisites relating to type.
addition to their other types and subtypes for effects and
Slimeblood Subtype: Slimeblood creatures are related
prerequisites relating to type. They do not gain any other
to slimes and typically have odd, squishy anatomy
qualities of the type unless another source grants it.
or are unnaturally malleable. They count as oozes in
Drakeblood Subtype: Drakeblood creatures are related
addition to their other types and subtypes for effects and
to dragons and have draconic qualities or aspects. They
prerequisites relating to type. They do not gain any other
count as dragon in addition to their other types and
qualities of the type unless another source grants it.
subtypes for effects and prerequisites relating to type.
Earthblood Subtype: Earthblood creatures are related
They do not gain any other qualities of the type unless
to plants and have odd colorations to their otherwise
another source grants it.
normal anatomy. They count as plants in addition to their
Feyblood Subtype: Feyblood creatures are related
other types and subtypes for effects and prerequisites

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Bloodforge Infusions
relating to type. They do not gain any other qualities of invitations to many social circles. They often develop an
the type unless another source grants it. interest in singing at a young age, never losing it as they
Graveblood Subtype: Graveblood creatures are related get older. Entoli will try to bring music into whatever
to undead and have bony, pale, or gaunt bodies. They they do, from humming to themselves to singing full-
count as undead in addition to their other types and blast when at work.
subtypes for effects and prerequisites relating to type.
They do not gain any other qualities of the type unless Backgrounds
another source grants it, and are still healed by positive Entoli are celebrated, but tragic births. Their siren
energy and harmed by negative energy. mothers usually give them up to the nearest maenad
village that can be found, realizing that the entoli could
Entoli never make it in siren society. Entoli lack wings, and
most importantly, their voices lack the sheer power to
Strange things can happen at sea, such as the union of a carry out great distances over the waves.
seafaring maenad and a beautiful siren. To the surprise In the seafaring maenad society, entoli are not treated
of sirens, entoli usually result from these meetings as as outcasts. They are gifts from the sea itself, valued
opposed to sirens. Some believe that this phenomenon is in any crew due to their beautiful singing voices and
due to an ancient curse placed upon the maenads taking excellent musical talent. Despite this, they are a great
hold across bloodlines. Combining the sonic affinity of challenge to raise. With voices that carry power, they
maenads and the hypnotic qualities of a siren, entoli can often get their way. This is especially true during
possess an unusually authoritative presence. childhood when the entoli has barely any control of their
powers and even less responsibility. It is only thanks to
Appearance the firm discipline that every Maenad lives by that entoli
Due to a combination of the tall, stocky builds of do not become a source of hardship for their families.
maenads and the bird-like frames of sirens, entoli end With their siren blood, entoli lack the emotional
up remarkably similar to humans in height and build. turmoil characteristic to maenads. Instead, entoli tend to
Entoli possess bright eyes and even brighter feathers be expressive and fun loving, often rejecting the lessons
covering their upper arms and shoulders. Their facial in control that maenads stress. This can sometimes be a
features tend to angular with pointed chins and hawkish point of contention between the entoli and their family, as
noses. Unlike maenads, their skin is not covered in flecks many maenads feel that this is a rejection of their culture.
of crystal. Instead their feathers possess this crystalline Entoli usually pursue careers that allow them to
quality, catching the light around them in strange ways. practice their singing often and that provide them with
Their hair contrasts with their mostly bright appearance, an audience. Usually they become sailors, singing sea
ranging from dark brown to black. shanties and reveling in the companionship they receive
Entoli prefer to wear clothing that is stylish, yet simple, from their crewmates. It is not unusual for an entoli to
in order to prevent attention from being drawn away from end up a professional actor or singer as well. Rarely do
their proudest feature: their voice. Due to the feathers they engage in careers such as smithing, as forges are
covering their shoulders, heavier clothing and armor not conducive to large groups of people.
must usually be tailored with care, otherwise it becomes a
source of great discomfort. Just like maenads, they prefer Adventures
to go without shoes, especially when sailing is involved. While staying in their home village can provide the
companionship and popularity entoli desire, it can never
Demeanor provide the inspiration that travelling brings. Usually, an
Entoli feel a keen need to belong. They bond strongly entoli chooses to become an adventurer after meeting
with the people they love and trust (be they family, a trader from a foreign land, seeing their exotic wares,
friends, or shipmates) and do not enjoy being alone for and hearing their strange tongue. At this moment they
extended periods of time. Even the most introverted realize that there is so much more to see than they’d ever
entoli feels keenly the need to be part of a group, to give thought possible. They usually end up leaving with the
and receive affection and assurance, and to spend time next adventuring party to come through their village, or
around others. This group identity—a legacy of their with a band of friends that they convinced leaving home
siren mother and the flaring emotions inherited from for a life of danger and glory would be a good idea.
their maenad father—means that entoli can grow jealous Entoli are often blessed with power from their lineage,
or depressed when friendships end or become separated naturally inclined to both sorcery and psionicism. Due
by distance. Particularly weak-willed or drunk entoli to this mixing of power, entoli are likely to become
may stop using 'I' to refer to themselves and instead use cerebremancers or thoughtsingers, blending their
'we' and 'us', identifying solely as part of their group. powers together into art. Even with such natural gifts,
Entoli have a great love of music, focusing on their many entoli become swift swashbucklers or brave
voice.Born with a desire to attract attention and with cavaliers, emulating the protagonists of stories they
a voice that keeps it, their singing often secures them adored growing up.

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Bloodforge Infusions
Racial Traits Alternate Racial Traits
Entoli possess the following racial traits. Entoli have access to the following alternate racial traits.
• +2 Dexterity, +2 Charisma, –2 Constitution: As • Deceitful Melody (Ex): Entoli can make Perform
a result of their heritage, entoli are graceful and (sing) checks in place of Bluff checks. Perform (sing)
headstrong, but fragile. is always considered a class skill for entoli. This
• Medium: Entoli are Medium creatures and have no racial trait replaces persuasive verse.
bonuses or penalties due to their size. • Illusory Waltz (Su): Born with larger prism-like
• Humanoid (beastblood): Entoli are humanoids feathers, some entoli choose to channel their
with the beastblood subtype. creativeness into dance instead of song, dancing to
• Maenad’s Legacy: Entoli count as maenads for any an inner music. Using swift movements and their
effect related to race and gain a +2 racial bonus to natural ability to manipulate light with their feathers,
Profession (sailor) checks. they can evade most blows. As an immediate action
• Normal Speed: Entoli have a base speed of 30 feet. in response to a melee or ranged attack (including
• Low Light Vision (Ex): Entoli can see twice as far as touch or ranged touch spell attacks) being made
humans in conditions of dim light. against you. Make a Perform (dance) check, using
• Clarity’s Call (Su): Using their own hypnotic powers, your opponent’s attack roll as the DC. If you succeed,
an entoli can disrupt another’s enchantment. As an the attack is negated. Perform (dance) is always
immediate action, an entoli may grant one ally considered a class skill for entoli. After using this
within 30 feet another saving throw against a mind- ability, an entoli must wait one minute before doing
affecting effect that allows a saving throw. This so again. This racial trait replaces clarity’s call.
saving throw has an identical DC to the original • Lexical Liturgy (Su): Some entoli become obsessed
save. If your ally succeeds, the effect ends. You with the spoken word, attempting to master it in
cannot grant an ally more than one additional save all forms. Add a +1 to the DC of any spell, power,
against a single effect. After using this ability, an or ability that is language dependent. Additionally,
entoli must wait one minute before doing so again. these entoli gain a +2 racial bonus on Linguistics
• Entrancing Voice (Ps): When an entoli speaks, checks and know an additional bonus language.
others want to believe. Creatures Entoli attempt This racial trait replaces sonic affinity.
to influence the attitude of when using Diplomacy • Vicious Talons (Ex): Some Entoli lack some of
may have their attitude shifted one additional time, the raw hypnotic power of a siren’s voice, instead
past the usual limit of twice. Additionally, Entoli inheriting some of their more bestial features.
gain a +2 racial bonus on Bluff, Diplomacy, and The entoli has a pair of talons that can be used as
Perform (sing) checks. natural weapons dealing 1d3 damage. Additionally
• Lucent Plumage (Ex): The crystalline feathers of they gain a +2 racial bonus on Acrobatics, Climb and
an entoli can reflect light in unnatural ways. Entoli Intimidate checks. This racial trait replaces sonic
gain a +2 racial bonus to their AC against rays affinity and entrancing voice.
thanks to their reflective crystalline feathers. • Villainous Refrain (Ex): These Entoli can make
• Naturally Psionic: Entoli gain Wild Talent as a Perform (sing) checks in place of Intimidate checks,
bonus feat. If they gain levels in a psionic class, and Perform (sing) is always considered a class skill
this feat is immediately exchanged for the Psionic for them. This racial trait replaces persuasive verse.
Talent feat.
• Persuasive Verse (Ex): Entoli can make Perform Racial Favored Class Options
(sing) checks in place of Diplomacy checks. Perform Entoli can select from the following alternate favored
(sing) is always considered a class skill for entoli. class options.
• Psionic Aptitude: When an entoli takes a level in
• All: Gain 1/6 of a bonus heritage feat. Any entoli
a favored class, he can choose to gain an additional
character can choose this bonus upon gaining a
power point instead of a hit point or skill point.
level in their favored class.
• Sonic Affinity (Su): Entoli add a +1 to the DC of any
• Aegis: Add +1/4 to the aegis's customization points.
spell, power, or ability with the sonic descriptor.
• Bard (thoughtsinger): Add +1/2 to the maximum
• Languages: Entoli begin play speaking Common
number of creatures in the thoughtsinger’s collective.
and Maenad. Entoli with high Intelligence scores
• Cavalier: Add +1/4 to the cavalier's banner bonus.
can choose from the following: Aquan, Auran,
• Daevic (dominion): Add a +1/3 bonus the save
Draconic, Dwarven, and Elven.
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.

4
Bloodforge Infusions
• Marksman: Gain 1/6 of a new marksman bonus feat.
• Psychic Warrior: Add +1/2 to the psychic warrior's Additional Content
manifester level when manifesting a path power This isn't Dreamscarred Press's first expansion on
• Rogue: Add a +1/2 bonus on Bluff checks to feint subraces for catfolk and tengu. You can find more in
and Diplomacy checks to gather information. April Augmented 2017, available for free at this link if
• Skald: When under the effects of raging song, add you care to see some tongue-in-cheek takes on these
+1/4 points of damage to the skald’s natural attacks. two races.
• Sorcerer: Add +1/2 to the sorcerer’s caster level
when determining the range of any spells with the
sonic descriptor. cheetah catfolk must wait 1 minute before using it
• Swashbuckler: Increase the total number of points again. This racial trait replaces cat’s luck.
in the swashbuckler’s panache pool by 1/4.
Manul
• Tactician: Add +1/4 to the tactician’s daily strategy
Short and broad, many joke than manul catfolk are
uses.
the dwarves of the catfolk. Besides preferring to live
• Warlord: Add +1/4 of a maneuver known from the
in mountains, this could not be further from the truth.
Golden Lion or Sleeping Goddess disciplines.
Manul live on the fringes of society and are experts at
• Wilder: Add +1/4 power known from the wilder
disappearing into the shadows.
power list. This power must be at least one level
below the highest power level the wilder can • +2 Strength, +2 Wisdom, –2 Charisma: Manul
manifest. catfolk are strong and fast, but they are not nearly
• Zealot: Add +1/2 to the maximum number of as observant as normal catfolk, and they’re easily
creatures in the zealot’s collective. startled. This racial trait replaces the normal
catfolk’s racial ability modifiers.
Catfolk • Small: Manul catfolk are Small creatures and gain a
+1 size bonus to their AC, a +1 size bonus on attack
Catfolk are known for their immense variety, and this rolls, a –1 penalty to their Combat Maneuver Bonus
diversity is more than skin deep. There exist many and Combat Maneuver Defense, and a +4 size bonus
subspecies of catfolk that differ in more ways than just on Stealth checks. This racial trait replaces the
fur color. normal catfolk’s size.
New Subraces • Slow Speed: Manul catfolk have a base land speed
of 20 feet, but their speed is never modified by
The following alternate catfolk still count as catfolk for armor or encumbrance.
the purposes of taking alternate racial traits, choosing • Ambush: Manul catfolk work best with the element
favored class bonuses, and meeting prerequisites and of surprise. When a Manul catfolk would participate
requirements. in the surprise round, they gain a +2 racial bonus on
their initiative check and gain a +1 bonus to attack
Cheetah rolls during the surprise round. This racial trait
Cheetah catfolk are famous for traversing long distances
replaces cat’s luck.
in an instant; capable of gliding across the ground in
• Natural Padding (Ex): Manul catfolk can move at
sudden bursts of speed. Cheetah catfolk can also be quite
full speed without penalty when using the Stealth
calculating, though they are happy to let tales of their
skill. In addition, when making stealth checks, they
speed overshadow tales of their cunning.
are treated as though their armor check penalty
• +2 Dexterity, +2 Intelligence, –2 Constitution: was 3 lower than it actually is. This racial trait
Cheetah catfolk are swift and have minds as quick replaces sprinter.
as their bodies, but lack the stamina of their kin.
This racial trait replaces the normal catfolks’s racial Lion
ability modifiers. These catfolk are tall and broad shouldered, with
• Fast Speed: Cheetah catfolk have a base land speed the males usually being maned or possessing very
of 40 feet. This racial trait replaces the normal voluminous hair. These catfolk tend to be personable,
catfolk’s speed and the sprinter racial trait. though they are fierce when angered.
• Blitz: Calling upon hidden reserves of strength, • +2 Strength, +2 Charisma, –2 Dexterity: Lion catfolk
a cheetah catfolk can move with a sudden burst are strong and big, though with their size movement
of speed. When taking the run action or charge becomes ponderous if not clumsy. This racial trait
actions, a cheetah catfolk can choose to move faster replaces the normal catfolk’s racial ability modifiers.
(up to 6 times her speed when running and 3 times • Royal Countenance: Lion catfolk speak with great
her speed when charging, rather than 4 and 2, dignity and force. Lion catfolk gain a +2 racial
respectively). After using the blitz ability, the target bonus on Diplomacy and Intimidate checks. This
of their next melee attack this round is denied their racial trait replaces natural hunter.
Dexterity bonus to AC. After using this ability, the

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Bloodforge Infusions
• Powerful Build (Ex): The physical stature of lion • Climbing Claws: Jaguar catfolk have strong claws
catfolk lets them function in many ways as if that can be used to climb as well as fight. They
they were one size category larger. Whenever a possess a pair of claws they can use as primary
lion catfolk is subject to a size modifier or special natural weapons. These claws deal 1d4 points of
size modifier for a Combat Maneuver Bonus or damage. In addition, they possess a climb speed
Combat Maneuver Defense (such as during grapple of 15 feet (along with the +8 racial bonus on Climb
checks, bull rush attempts, and trip attempts), the checks a climb speed affords). This racial trait
lion catfolk is treated as one size larger if doing replaces sprinter and cat’s luck.
so is advantageous to them. A lion catfolk is also • Dance of War (Ex): Jaguar catfolk gain a +2 racial
considered to be one size larger when determining bonus on Perform (Dance) and Intimidate checks.
whether a creature’s special attacks based on size In addition, they gain a +1 dodge bonus to their
(such as grab or swallow whole) can affect them. AC until the start of their next turn whenever they
A lion catfolk can use weapons designed for a move at least 10 feet. This bonus is doubled to +2 if
creature one size larger without penalty. However, the jaguar catfolk charges. This racial trait replaces
their space and reach remain those of a creature natural hunter.
of their actual size. The benefits of this racial trait
stack with the effects of powers, abilities, and spells Tiger
that change the subject’s size category. This racial The largest known catfolk, these powerful, broad-
trait replaces sprinter and cat’s luck. shouldered variant are nearly mythical, their antisocial
nature predisposing them to isolation. Without a
Lynx structured society, and with no interest in contacting the
Legend has it that lynxes have the power of clairvoyance. outside world, these massive beast-men are considered
This is not a legend when it comes to lynx catfolk, though cryptids and legends.
their view of the future is unsteady. With these limited
• +2 Strength: Tiger catfolk are enormous and agile for
glimpses into the future, lynx catfolk only have seconds
their size, though perhaps less so than they would
to make a change.
be were they smaller. This racial trait replaces the
• +2 Dexterity, +2 Wisdom, –2 Charisma: Lynx catfolk normal catfolk’s racial ability modifiers.
are perceptive and athletic, though they have a hard • Large: Tiger catfolk are Large and take a –1 size
time fitting into groups. This racial trait replaces the penalty to AC and attack rolls, a –4 size penalty on
normal catfolk’s racial ability modifiers. stealth checks, and gain a +1 size bonus
• Foresight (Su): Lynx catfolk can occasionally look to their CMB and CMD. In addition, a
into the future. As an immediate action, a lynx tiger catfolk’s large size gives them a
catfolk may reroll any one d20 result they natural reach of 10 ft. This replaces
have just made. They must take the new result, the normal catfolk’s size.
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.

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• Undersized Weapons: In spite of their size, their New Subraces
lack of a central culture means they lack training
with the larger weapons they might be expected There exist several variant types of kitsune, each with
to use, scavenging them off corpses and rare their own unique abilities and characteristics. Alternate
trades with bewildered travellers. As such, a tiger kitsune still count as kitsune for the purposes of taking
catfolk’s ability to wield manufactured weapons alternate racial traits, choosing favored class bonuses,
is determined as though the they were one size and meeting prerequisites and requirements. If a
category smaller than they actually are. This ability kumiho or zenko takes the Magical Tail feat, they may
replaces cat’s luck and sprinter. choose to base the feat’s save DCs on Wisdom, rather
than Charisma.

Kitsune Buda
Though these hyena-like humanoids are often mistaken
In addition to the subraces below, the following is an for gnolls, they are actually a distant relative of the
alternate racial trait available to all kitsune. kitsune, having diverged long ago. Master shapeshifters
• Yokai (Su): The kitsune gains the beastblood subtype, and witches, they are looked upon with immense
and their natural form is a single specific Small-sized distrust by their neighbors, only further heightened by
fox; they have the ability to change shape as if by their perceived relationship with gnolls. In truth, buda
the beast shape I spell, but only to this form. The are a peaceful and noble folk whose accomplishments
kitsune can still assume the appearance of their have been buried by millennia of prejudice and
specific human form, but cannot take the form of misinformation. Forced into the shadows, they strive to
a humanoid fox. Antimagic fields and effects that uphold the rich—and yet outwardly sinister—culture of
return the kitsune to their natural form revert their people.
them to their fox form, and effects that pierce • +2 Strength, +2 Intelligence, –2 Charisma: Buda
through magical disguises (such as true seeing) are powerfully built and well-versed in arcane lore,
reveal the kitsune’s true form. Because of telltale but loathe to challenge other’s views. This racial
foxlike features (such as a poorly concealed tail or trait replaces the normal kitsune’s racial ability
sharp fangs), a kitsune with this racial trait only modifiers.
gains a +5 bonus on Disguise checks to appear fully • Evil Eye (Su): Buda gain a +1 bonus to the save DCs
human when in their human form. However, they of effects with the curse descriptor they use. This
gain a +20 bonus on Disguise checks to appear as racial trait replaces kitsune magic.
normal foxes when in their natural form, and do not • Tradesman (Ex): Buda gain a +2 racial bonus on
take the normal penalty for disguising as a smaller Craft (armorsmithing), Craft (weaponsmithing), and
creature when doing so. As a yokai kitsune’s natural Profession (blacksmith) checks. This racial trait
form is a fox, they gain their racial bite attack in that replaces agile.
form. The kitsune can speak and cast spells in their
fox form, and has access to any material and focus Coyotl
components that are melded to their form when they Not truly a kitsune, but a closely related species, the
transform back into a fox (though expending them coyotl share their eastern cousin’s affinity for trickery
will cause them to be used when the fox transforms and manipulation. Like kitsune, they are master
into a human again). This racial trait alters change shapeshifters, but their carrion-heavy diet and heavy
shape, but otherwise functions as that ability. spiritualism has led many to believe—including the
Yokai kitsune reach adulthood at 50 years of age, and use majority of coyotl themselves—that they possess power
the the table on page 11 for their aging effects, rather over life and death. And yet, in spite of this burden, they
than aging like a normal kitsune. live life one day at a time, cheerful and impulsive, fast-
For every 100 years a yokai kitsune is alive, they grow talking their way out of any trouble they find themselves
one additional tail. This tail is purely cosmetic and does in.
not grant them the Magical Tail feat (though one with that • +2 Wisdom, +2 Charisma, –2 Strength: Coyotl
feat may appear older to other kitsune). A yokai kitsune are excellent at reading and exploiting people,
who reaches 1,000 years of age ascends, body and spirit, but find brute strength unappealing. This racial
to another plane (treat this as if they had died of old trait replaces the normal kitsune’s racial ability
age). Normally, a kitsune can only grow a maximum of modifiers.
eight extra tails (if they have the Magical Tail feat, they • Liminal Mediator (Ex/Sp): Coyotl add +1 to the DC
will eventually stop growing extra tails from age once of any saving throws against death effects that they
they’ve reached the limit, and further selections of that use. Whenever a coyotl uses an ability that would
feat will replace existing tails). A kitsune who slows their heal a creature by a number expressed in dice, they
aging in some way, such as through a huli jing’s devour heal an additional 1 hit point per die of healing.
essence ability or the timeless body class feature, will Finally, coyotl can use bleed and stabilize as spell-
still grow additional tails as they age. like abilities once per round as a free action (caster

7
Bloodforge Infusions
essence lasts for one day, and stacks with itself up
ESSENCE OF THE SUCCUBUS to character’s cap on invested essence (normally 1
essence up to 5th level, 2 essence from 6th through
Descriptors none; Class Daevic; Slot Blood; Saving
11th levels, 3 essence from 12th through 17th levels,
Throw none
and 4 essence from 18th through 20th levels). As
An unnaturally beautiful being sits upon her throne, a
this veil does not count against the huli jing’s veil
twisted smile on her lips as the power of akasha causes all
slots or chakras, they can still shape a different veil
to kneel in worship before her.
into the same slot as this it freely. If the huli jing
When this veil is formed the wearer’s body is slowly
uses another ability to shape the Essence of the
reshaped into an image of utter perfection by the
Succubus veil (such as a veilweaving class), they
akasha coursing through their veins. The veilweaver
can invest essence into it normally in addition to
gains a +1 circumstance bonus to all Charisma-based
the temporary essence gained from this ability. This
skill or ability checks against creatures that would be
racial trait replaces agile.
attracted to them.
Essence: The bonus granted by this ability increases Kumiho
by +1 for each point of essence invested. The bloodthirsty kumiho is a particularly vicious variety
of kitsune; these foxfolk tend to dispense of the good-
level equals the coyotl’s character level). This racial natured trickery that kitsune are known for, instead
trait replaces kitsune magic. using force and violence to achieve their goals. They
• Trickster (Ex): Coyotl gain a +2 racial bonus on possess a natural talent for combat and the instincts
Bluff checks. This racial trait replaces agile. needed to hunt their prey easily—evil kumiho make
little distinction between “person” and “food,” stalking
Huli Jing the night to find their meals before returning to their
These kitsune have a reputation for being dangerous homes during the day.
seductresses and malevolent tricksters. Born with
the ability to drain energy, they possess a hunger for • +2 Strength, +2 Wisdom, –2 Constitution: Kumiho
the essence of living beings, gaining sustenance and are dangerous ambush predators, with little need
immortality through the consumption of others’ lives. for stamina. This racial trait replaces the normal
kitsune’s racial ability modifiers.
• Humanoid (akashic, kitsune, shapechanger): • Darkvision (Ex): Kumiho see perfectly in the dark
Huli jing have the akashic subtype in addition to up to 60 feet. This racial trait replaces low-light
the normal kitsune’s type and subtypes. vision.
• Devour Essence (Su): A huli jing can drain the vital • Primal Hunter (Ex): A kumiho gains a +4 racial
essence of a living creature they lure into an act of bonus on Survival checks to follow tracks. This
passion (such as a kiss). During combat, this can racial trait replaces agile. Whenever a kumiho eats
be done once per round as a move action against a the heart or liver of a creature with an Intelligence
pinned or helpless creature adjacent to them. The score of at least 3, they do not age for one day. This
huli jing deals 1 point of Constitution damage to effect is cumulative.
the target and forces them to succeed at a Will save • Tooth and Nail (Ex/Su): A kumiho has two primary
(DC 10 + 1/2 the huli jing’s character level + the huli claw attacks that deal 1d4 points of damage and
jing’s Charisma modifier) or become nauseated for have a critical range of 19-20/x2. When in human
one round, potentially making it difficult for them form, they have the supernatural ability to hide
to escape further draining by the huli jing. Against a (or reveal) their claws as a free action; the kumiho
veilweaver or other creature that possesses akashic can’t attack with their claws while they’re hidden.
essence, the huli jing can choose to inflict 1 point of A kumiho can do the same for their bite attack,
essence burn instead of Constitution damage with allowing them to use it in human form. A kumiho’s
this ability. A huli jing who successfully uses this bite is also a primary attack. The kumiho loses their
ability does not need to eat or drink for one day per racial bonus on Disguise checks to appear fully
point of damage or essence burn dealt, and does not human while their natural weapons are revealed.
age for an equal duration (this effect is cumulative). This racial trait replaces kitsune magic.
This racial trait replaces kitsune magic.
• Essence of the Succubus: Huli jing are always Tanuki
considered to have the Essence of the Succubus veil Another race closely related to kitsune, the round-eared,
shaped, and do not count it against their total veils black-marked tanuki are better known for being jovial
shaped or their veil slots. However, they cannot entertainers over wily tricksters. Happy to be left alone
invest essence in this veil normally. Any time the but even moreso to entertain others, the Tanuki have
huli jing uses their devour essence ability, they gain a reputation for song, dance, and romance... and yet,
a point of temporary essence that is automatically unlike kitsune, the bed is always found empty in the
invested in this veil and cannot be reinvested. This morning.

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• +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 • Sworn Secrecy (Ex): A zenko cannot be magically
subtypes. This racial trait replaces the normal forced to reveal the details of a message or duty
kitsune’s type and subtypes. they have received with their celestial messenger
• Celestial Messenger (Su): A zenko has a connection ability, even if an effect would normally cause
to the whims of celestial beings and powerful gods; them to do so. This ability even protects against
once per week, while the zenko sleeps, they can compulsion or dominate effects, allowing the zenko
contact a powerful good-aligned being and receive to ignore orders to reveal the secrets in question.
a message or duty. If they know of a particular In addition, zenko gain a +1 racial bonus on saving
being, they can attempt to contact them (if that throws against mind-affecting effects. This racial
being is willing); otherwise, the contacted being is trait replaces agile.
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
Tengu
answers as if they had used a commune spell with Though most tengus resemble crows, there exist
a caster level equal to the zenko’s character level different subspecies with similarities to various types of
or Wisdom modifier, whichever is higher. A zenko other birds both great and small.
that repeatedly fails to deliver messages or fulfil
duties may find themselves cut off from new or
New Subraces
easy jobs when they use this ability. However, when The following alternate tengus still count as tengu for
a zenko contacts a celestial, they become aware of the purposes of taking alternate racial traits, choosing
the zenko’s strengths and abilities. Most celestials favored class bonuses, and meeting prerequisites and
will assign duties that befit the zenko’s standing or requirements.
power. This racial trait replaces kitsune magic.

9
Bloodforge Infusions
Bearded Vulture and a +4 size bonus on Stealth checks. This racial
On the seas, tengus are said to absorb misfortune, trait replaces the normal tengu’s size.
allowing a ship’s crew to remain safe from the worst • Fast Speed: Hummingbird tengus have a base land
of bad luck. It’s possible that this legend came from the speed of 40 feet. This racial trait replaces the normal
bearded vulture tengu, a variant with a regal demeanor, tengu’s speed and both the sneaky and natural
ornate plumage, and naturally good luck. weapon racial traits. If a hummingbird tengu gains
a fly speed, that speed is increased by 10 feet.
• +2 Wisdom, +2 Charisma, –2 Strength: Bearded
vulture tengus are social and regal creatures with Kakapo
a natural instinct for leadership. However, their Bearing strong similarities to the ground dwelling owl
bodies are weaker than others of their size. This parrot, kakapo tengu are a variant that hails from dense
racial trait replaces the normal tengu’s racial ability forest regions where flight is less useful. Much like their
modifiers. namesake, kakapo tengu are adapted well for climbing,
• Luck of Kings (Ex): Bearded vulture tengus gain and find themselves at ease during both night and day.
a +2 racial bonus on saving throws and a +2 racial
• +2 Strength, +2 Constitution, –2 Wisdom: Kakapo
bonus to their AC. These bonuses increase by
tengus are sturdy, and far stronger than their size
+1 during surprise rounds and while a bearded
would imply, but they are intensely curious and
vulture tengu is flat-footed. This racial trait replaces
not very perceptive. This racial trait replaces the
sneaky, swordtrained and gifted linguist.
normal tengu’s racial ability modifiers.
Cassowary • Small: Kakapo tengus are Small creatures and gain
The brightly-colored cassowary tengu is a particularly a +1 size bonus to their AC, a +1 size bonus on attack
rare variant that hails from rainforest regions. They rolls, a –1 penalty to their Combat Maneuver Bonus
possess cruel claws and the strength to use them with and Combat Maneuver Defense, and a +4 size bonus
murderous efficiency, but tend to be shy and fearful on Stealth checks. This racial trait replaces the
unless provoked. normal tengu’s size.
• Slow Speed: Kakapo tengus have a base land speed
• +2 Strength, +2 Dexterity, –2 Wisdom: Cassowary of 20 feet. They also have a climb speed of 20 feet,
tengus are strong and fast, but they are not nearly and thus gain a +8 racial bonus on Climb checks.
as observant as normal tengu, and they’re easily This racial trait replaces the normal tengu’s speed
startled. This racial trait replaces the normal tengu’s and the gifted linguist racial trait.
racial ability modifiers. • Darkvision (Ex): Kakapo tengus see perfectly in the
• Cruel Talons (Ex): Cassowary tengus have two dark up to 60 feet. This racial trait replaces low-light
primary talon attacks on their feet that deal 1d4 vision.
points of damage and have a critical range of 18-20/ • Natural Weapon (Ex): A kakapo tengu’s bite attack
x2. This racial trait replaces gifted linguist and deals 1d4 points of damage for a Small creature.
swordtrained. This racial trait alters natural weapon.
• Fearsome Charge (Ex): Whenever a cassowary
tengu moves more than its base speed and makes a Ostrich
melee attack in the same round, they can make an Like the cassowary tengus, ostrich tengus are strong, fast,
Intimidate check to demoralize the target of their and dangerous. However, where the cassowaries are shy
attack as a free action, before they strike. They can and skittish, ostrich tengus are born fighters, naturally
only demoralize a given creature in this way once sensing the strength of others and knowing how to bring
per round. This racial trait replaces sneaky. their deadly talents to bear effectively.

Hummingbird • +2 Strength, +2 Wisdom, –2 Intelligence: Ostrich


Hummingbird tengu are small and flighty creatures, tengus are incredibly strong and perceptive, but not
possessing vast reserves of energy and a natural speed as smart as other tengu. This racial trait replaces the
far faster than their size would indicate. normal tengu’s racial ability modifiers.
• Brutal Kicks (Ex): Ostrich tengus gain Improved
• +2 Dexterity, +2 Intelligence, –2 Strength: Unarmed Strike as a bonus feat at 1st level, and
Hummingbird tengus move and think quickly, but deal piercing and bludgeoning damage with their
their size causes their physical strength to be unarmed strikes. Ostrich tengus may treat their
lacking.This racial trait replaces the normal tengu’s unarmed strikes as two-handed weapons for the
racial ability modifiers. purposes of feats, abilities, and damage. This racial
• Small: Hummingbird tengus are Small creatures trait replaces gifted linguist and swordtrained.
and gain a +1 size bonus to their AC, a +1 size • Warrior’s Instinct (Ex): Ostrich tengus gain a +2
bonus on attack rolls, a –1 penalty to their Combat bonus on Perception and Sense Motive checks. This
Maneuver Bonus and Combat Maneuver Defense, racial trait replaces sneaky.

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Bloodforge Infusions
Pigeon Swan
Though some consider the more peacefully-inclined The beautiful swan tengus temper their elegant
pigeon tengus to be weak, a nuisance, or inferior, this appearance with a natural belligerence and physical
highly social variant is intelligent and compassionate. power that gives them a dangerous reputation in many
Pidgeon tengus tend to live as groups in large towns and circles. They are equally at home on land and in the
cities, and rarely adventure on their own. water, and often find work on ships and boats.
• +2 Intelligence, +2 Charisma, –2 Strength: Pigeon • +2 Strength, +2 Charisma, –2 Intelligence: Swan
tengus are clever and community-minded, but not tengu are intimidating and have a natural strength
particularly strong. This racial trait replaces the that makes them terrors on the battlefield, but are
normal tengu’s racial ability modifiers. not the brightest of birds, and tend towards brute
• Small: Pigeon tengus are Small creatures and gain a force methods more often than not. This racial trait
+1 size bonus to their AC, a +1 size bonus on attack replaces the normal tengu’s racial ability modifiers.
rolls, a –1 penalty to their Combat Maneuver Bonus • Slow Speed: Swan tengu have a base land speed of
and Combat Maneuver Defense, and a +4 size bonus 20 feet, but their speed is never modified by armor
on Stealth checks. This racial trait replaces the or encumbrance. They also have a swim speed of
normal tengu’s size. 20 feet, and thus gain a +8 racial bonus on Swim
• Slow Speed: Pigeon tengus have a base land speed checks.
of 20 feet. • Territorial Presence (Ex): Swan tengu gain a +2
• Birds of a Feather (Ex): Pigeon tengus gain a +2 bonus on Intimidate and Perception checks. This
bonus on Diplomacy and Knowledge (local) checks. racial trait replaces sneaky.
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 1–1: Starting Ages


Race Adulthood Intuitive Self-Taught Trained
Entoli 40 years +1d6 +4d6 +6d6
Yokai Kitsune 50 years +1d4 +1d6 +2d6

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.

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Bloodforge Infusions
Chapter 2: Character Options
Race is not the only thing found in one’s heritage. Through again). Transforming into a human otherwise functions
strange legacies, deliberate mutation, or forays into as alter self, except your ability scores do not change.
blood magic, characters can unlock more capabilities This trait has no effect if you have another ability that
from their ancestry and wield the magic of their race in alters your natural shape by mimicking the effects of a
battle against their foes. This chapter presents new trait spell as an extraordinary effect, beyond granting you the
and feat options for characters themed around race in beastblood subtype.
all of its forms—as paragons, freaks, or rebels. 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
New Traits 1 hour in direct sunlight or moonlight, you generate
The mixed blood trait, originally printed in Bloodforge, a point of temporary essence for your Essence of the
allows characters to gain access to the new subtypes Succubus veil, as if you had drained a creature. You can
presented in this book. The other traits presented in this only generate 1 point of essence per day in this way. You
book are race traits for specific races or subraces. do not need to eat or drink, nor do you age, as long as
Bakeneko (Race, Catfolk): You gain the beastblood you get at least 1 hour of sunlight or moonlight each day.
and shapechanger subtypes. In addition, you gain the Mixed Blood (Race, any): Either through lineage,
ability to shapeshift between two forms—your natural accident, or deliberate intent, you have unlocked latent
form becomes a single specific feline of any size between power in your blood. Choose one of the creature types or
your natural size and Tiny; while in this form you gain subtypes listed on Table 2-1: Mixed Blood Options. You gain
the benefits of the beast shape I spell (except that you the benefits listed for your selection. This trait represents
do not gain any of the ability score increases normally a nonstandard heritage, and unlike other race traits, you
associated with the spell, and you may also choose to can take this trait regardless of your race, and can even
have your natural form be a Tiny feline), though they take it multiple times (allowing you to take a different
must take the same form each time. If you choose to race trait alongside it), representing a particularly unique
become a Tiny feline, you gain a size bonus on attack power. You do not recalculate your Hit Dice, skill points,
rolls and armor class as though you were Small, though or saving throws, even if you gain a subtype that normally
you gain all the other benefits and drawbacks of being calls for it. Unless noted in the benefit, you do not count as
Tiny sized. Unlike normal polymorph effects, you do not the chosen race for prerequisites.
lose any extraordinary or supernatural abilities that rely
on your natural form without this ability while under Heritage Feats
this effect. However, you gain no natural weapons, other Some of the feats presented here (several of which were
than a bite attack that deals damage as appropriate for originally printed in Bloodforge) are heritage feats—
your new size. This does not stack with any existing bite feats that represent unlocking the latent potential
attacks you may have. Antimagic fields and effects that in your mixed blood, or even differences, deliberate
return you to your natural form revert you to your cat mutations, or divine gifts within creatures of pure blood.
form, and effects that pierce through magical disguises These capabilities might appear over time, as the result
(such as true seeing) reveal your true form. In addition, of exposure to magic that awakens the blood (even on
as a standard action, you may assume the appearance accident) or deliberately, as the creature trains their
of a specific single human form of the same sex. In this capabilities. Heritage feats usually require a creature to
form, you lose all benefits of the beast shape I effect have one or more creature types or subtypes in order to
granted by your natural form. Because of telltale catlike gain their benefits.
features (such as a poorly concealed tail or sharp fangs),
you only gain a +5 bonus on Disguise checks to appear
Aerial Wings (Heritage)
Your wings have strengthened to the point of allowing
fully human when in your human form. However,
flight.
you gain a +20 bonus on Disguise checks to appear as
Prerequisites: Vestigial Wings, 7th level or higher.
a normal cat when in your natural form, and you do
Benefit: Your wings strengthen; you gain a fly
not take the normal penalty for disguising as a smaller
speed equal to double your base land speed with good
creature when doing so. You can speak and cast spells in
maneuverability.
your cat form, and have access to any material and focus
components that are melded to your form when you Bigfolk Training
transform back into a cat (though expending them will Thanks to training with larger creatures, you've learned
cause them to be used when you transform into a human to hold your own against them in brute force.

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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.
You gain the air subtype. You do not gain a fly speed from this subtype, but the maneuverability of any fly speeds you
Air
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.
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
Cold
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.
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
Dwarf
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.
You gain the elf subtype and a +1 trait bonus on Perception checks. Choose a race that normally possesses the elf
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.
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
Fire
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).
You gain the giant subtype, granting you low-light vision. If you already had low-light vision or later gain it from another
Giant 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.
You gain the gnome subtype and a +1 trait bonus on Craft checks. Choose a race that normally possesses the gnome
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).
You gain the goblinoid subtype and a +1 trait bonus on Stealth checks. Choose a race that normally possesses the
Goblinoid 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.
You gain the hafling subtype and a +1 trait bonus on Acrobatics checks. Choose a race that normally possesses the
Halfling 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).
You gain the human subtype and a +1 trait bonus on Knowledge (local) checks. Choose a race that normally possesses
Human 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 You gain the crossblood subtype and your natural armor bonus to your AC increases by +1.
Humanoid
You gain the orc subtype and a +1 trait bonus on Intimidate checks. Choose a race that normally possesses the orc
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).

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Bloodforge Infusions
Heritage Benefit
You gain the slimeblood subtype, and any time you would take extra damage from a critical hit or sneak attack, you
Ooze 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.
You gain the earthblood subtype and low-light vision. In addition, you do not need food to survive, provided you spend
Plant
at least 1 hour a day in sunlight.
You gain the reptilian subtype and a +1 bonus on saves against disease and poison effects. Choose a race that normally
Reptilian 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.

Prerequisites: Natural size small or smaller, racial levels thereafter, you can use the chosen power one
penalty to Strength. additional time per day.
Benefits: Your racial penalty to your Strength score Special: You can take this feat multiple times. Each
is reduced by 2 points (to a minimum penalty of 0). In time you do, you choose a different power from the
addition, while you are not under a polymorph effect, above list.
you may wield weapons as though you were one size
Kumiho Huntress (Combat)
category larger than you actually are.
You are particularly good at extracting the most delicious
Feral Fighter (Combat, Heritage) parts of your prey.
You were born with—or developed—claws or fangs that Prerequisites: Kumiho kitsune, rage powers class
you can use in battle. feature, base attack bonus +5.
Prerequisites: Aberration, dragon, fey, magical beast, Benefit: You gain the bloody fist rage power, even if
monstrous humanoid, or undead type and/or reptilian you do not meet its prerequisites or aren’t a barbarian.
subtype. You can use it one additional time per rage.
Benefit: Choose bite or 2 claws. You gain the natural
Liver-Eater (Combat)
weapon(s) chosen, as normal for a creature of your size.
You tear into your meal with a vicious frenzy.
You may not gain a natural weapon of a type you already
Prerequisites: Kumiho kitsune, bloody fist rage power
possess in this fashion.
(see the next page), base attack bonus +7.
Special: You may select this feat up to two times.
Benefit: The base critical range of your claws increases
Greater Psionic Awakening (Heritage, to 18-20/x2. Unlike most effects that increase critical
Psionic) range, this stacks with Improved Critical and similar
Your natural psionic abilities are unlocked completely. abilities, and is applied before such effects. Whenever
Prerequisites: Improved Psionic Awakening, character you use your bloody fist rage power, you can eat the
level 13th. organ you rip out as a free action, gaining temporary hit
Benefit: Choose fold space, pierce the veil, or slip the points equal to your character level that last for one day
bonds. You can use that power as a psi-like ability once or until used. These temporary hit points stack with other
per day, with a manifester level equal to your character temporary hit points as normal, but not with successive
level. At character level 15th and every five levels uses of this feat (only the highest total applies).
thereafter, you can use the chosen power one additional
Psionic Awakening (Heritage, Psionic)
time per day.
You have a strong spark of psionic talent.
Special: You can take this feat multiple times. Each
Benefit: Choose inertial armor, mindlink, or vigor.
time you do, you choose a different power from the
You can use that power as a psi-like ability once per day,
above list.
with a manifester level equal to your character level. At
Improved Psionic Awakening (Heritage, character level 4th and every four levels thereafter, you
Psionic) can use the chosen power one additional time per day.
You’ve honed your psionic abilities further. Special: You can take this feat multiple times. Each
Prerequisites: Psionic Awakening, character level 7th. time you do, you choose a different power from the
Benefit: Choose body purification, minor metamorphosis, above list.
or time hop. You can use that power as a psi-like ability Tearing Grip (Combat)
once per day, with a manifester level equal to your You rend your foes as you wrestle them to the ground.
character level. At character level 10th and every five Requirements: Claw natural attack.

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Bloodforge Infusions
Benefits: Once per round with a successful grapple
check you may deal 1d6 + Strength modifier slashing Bloody Fist Rage Power (Ex)
damage to the target of your grapple. If you possess Prerequisites: Barbarian level 12th.
weapon finesse, or a similar ability that would allow Benefit: While raging, the barbarian may attempt to
you to use your dexterity bonus on attack rolls, you may punch through an opponent's flesh and rip out one of
use your dexterity modifier in place of your strength its vital organs. In order to do so, the barbarian must
modifier for this damage. confirm a critical hit against an opponent with a natural
attack or unarmed strike. The barbarian deals damage as
Vestigial Wings (Heritage)
normal for a critical hit and the opponent must succeed
You were either born with or developed a pair of weak
at a Fortitude save (DC = 10 + 1/2 the barbarian's class
wings.
level + the barbarian's Strength modifier) or take 1d4
Prerequisites: Dragon, fey, magical beast, monstrous
points of Constitution damage as one of its vital organs
humanoid, or outsider type and/or air subtype.
is ripped free from its body. This power can only be used
Benefit: You have developed small wings; when you
once per rage.
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.

OPEN GAME LICENSE Version 1.0a shall survive the termination of this License.
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derivative works and translations (including into other computer languages), potation, modification, Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on
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