When creating an Animal-kin character, choose any animal that categorizes as mammal, bird, reptile, amphibian, or fish.
Everything is to the DM's discretion.
Racial Traits
Type Quality
0 RP - Humanoid.
Size Quality
? RP - If the base animal is medium you are also medium size. If the base animal is small you can be small or medium size. If the base animal is large you can be large or medium size. If the base animal is tiny or smaller you can be tiny or small. If the base animal is huge or larger you can be huge or large.
4 RP - Tiny - -4 STR and +4 DEX. +2 AC and attack rolls. -2 on CMB and CMD. +8 on stealth. About 2 ft. tall.
0 RP - Small - -2 STR and +2 DEX. +1 AC and attack rolls. - 1 on CMB and CMD. + 4 on stealth. About 4 ft. tall.
0 RP - Medium - space 5x5 feet, reach 5 feet. About 8 feet tall.
0 RP - Large- +2 STR and -2 DEX. -1 AC and attack rolls. +1 CMB and CMD. -4 on stealth. About 16 ft. tall.
4 RP - Huge - +4 STR and -4 DEX. -2 AC and attack rolls. +2 CMB and CMD. -8 on stealth. About 32 ft. tall.
Base Speed Quality
0 RP - Normal Speed - 30 feet
Ability Score Modifier Quality
0-6 RP - After setting base stats you can add up to 2 to all Ability Scores that are lower than the Ability Scores of the base animal, up to the Ability Score of the base animal.
Language Quality
0 RP - Standard - Common language. One bonus per int modifier. Animal-kin can also talk to the base animal they resemble.
Racial Traits
? RP - If the base animal has any of the following traits you retain those.
2 RP - Climb - Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
2 RP - Jumper - Members of this race are always considered to have a running start when making Acrobatics checks to jump.
2-x RP - Swim - Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. For every 10 feet after 30 feet this trait costs 1 more RP.
1 RP - Carrion Sense - Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
4 RP - Blindsense - Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
6 RP - Blindsight - This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within 30 feet Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
2 RP - Darkvision 60 Feet - Members of this race can see in the dark up to 60 feet.
3 RP - Darkvision 120 Feet - Members of this race can see in the dark up to 20 feet.
2 RP - Deepsight - Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
-2 RP - Light Blindness - Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
-1 RP - Light Sensitivity - Members of this race are dazzled as long as they remain in an area of bright light.
1 RP - Low-Light Vision - Members of this race can see twice as far as a race with normal vision in conditions of dim light.
4 RP - Scent - Members of this race gain the scent ability.
-2 RP - Vulnerable to Sunlight - Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight.
1 RP - Water Sense - Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
3 RP - Poison Resistance - Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
2 RP - Amphibious - If the base animal is either a fish or an amphibian you gain the Amphibious trait, allowing you to breath both air and water.
0 RP - Wings - If the base animal has wings capable of flight, you gain the following two traits:
3 RP - Gliding Wings - Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
2 RP - Vestigial Wings - Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
0 RP - Tail - If the base animal has a tail, you retain that tail, including if it's prehensile or not.
2 RP - Prehensile Tail - Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
1-x RP - Natural Attack - You retain any Natural Attacks the base animal has. This also includes any poisons or venoms, as well as traits such as Constrict, Grab, or Pounce.
2-x RP - Natural Armor - You retain any Natural Armor the base animal has.