Ferret
Explorer
This is the third, it went in same sort of way as the first; with a race, but not so drasticly.
Fera
Description
The soft tundra supported his more then fair-sized body. He smelt the air, his animalistic features picked up the scent of his prey, “There is no escape,” he whispered.
Hours later, he saw a speck on the horizon, and he ran. Years of living wild had brought his stamina to the physical peak; he could run for days like this, it would not be that long. He approached a tree, let out a guttural snarl, and leapt towards a tree, old as it was it would live many more years; had it not been in his way. Midair he shifted, grew, his armour shift along with him, the fur meshing with body, he was now an animal. His fist burst through the trunk, splintering its tough bark, and landing squarely on the meek mans forehead
Hit Die: d12
Requirements
To qualify to become a Fera, a character must fulfil all the following criteria.
Base Attack Bonus: +7
Wilderness Lore: 10 ranks
Special: Rage 2/day
Class Skills
The Fera's class skills (and the key ability for each skill) are Climb(Str), Handle Animal(Cha), Intimidate(Cha), Intuit Direction(Wis), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis), Swim(Str), and Wilderness Lore(Wis).
Skill Points at Each Level: 4 + Int modifier
Class Features
The following are all class features of the Fera prestige class.
Weapon and Armour Proficiency
The Fera gains no new weapon or armour proficiencies. Unless otherwise noted, the Fera's class abilities are not effective when he is wearing armour other then Hide, Leather, wood, bone Etc
Intimidating (Ex):
You gain a +4 bonus to your intimidation check.
Blood Track (Ex):
The Fera is track an opponent whom he has wounded within 24 hours; he gains a +4 bonus on all Wilderness Lore checks while tracking that opponent.
Rage +1/day (Ex):
The Fera gains additional uses Rage ability. This functions just like the barbarian's Rage ability (or Greater Rage, if obtained.)
Increased speed (Ex):
The Fera gains +5ft to their Speed
No Escape (Ex):
While the Fera is tracking an opponent he has wounded within 24 hours, he may track him at his full running speed.
Enhance Rage (Ex)
While in the Rage state, the Fera gains an additional +2 to Strength and Constitution.
Sure death (Ex):
Whilst attacking the Fera, all opponents must make a will save DC 10 +intimidation (Intimidating works for this as well) or be affected by emotion despair.
DR (Ex):
The Fera gains a DR=1+Con
Scent (Ex)
The Fera learns to sense his victims by their smell, making him an even more dangerous creature. At 8th level, the Fera gains the Scent extraordinary ability, effective in a base range of 30 feet.
Rage of the Fera (Su):
Whilst using this rage, the Fera goes up a size level, incurring all the penalties and bonuses (The normal rage bonus do not apply), Its sure death ability doubles (-4 to moral roles ETC), and in this “form” he gains Blindsight form all opponents he has wounded. The Fera may only wear: Padded leather, studded leather, hide armour and leather, for all concerns about clothing, etc The armour meshes(Hide armour changes to make the skin furry, Etc)
The Fera
Level..BAB..F/R/W.....Special
..1....+1...+2/+0/+2..... Intimidating
..2....+2...+3/+0/+3..... Blood Track
..3....+3...+3/+1/+3..... Rage +1
..4....+4...+4/+1/+4..... Increased speed
..5....+5...+4/+1/+4..... No escape
..6....+6...+5/+2/+5..... Rage +1, Enhanced rage
..7....+7...+5/+2/+5..... Sure death
..8....+8...+6/+2/+6..... DR, scent
..9....+9...+6/+3/+6..... Rage +1
.10...+10...+7/+3/+7.... Rage of the Fera, +5ft to speed