Ferrets:Personality: Ferrets are hyper and curious, and they will brave any danger just to catch a glimpse at something new and exciting, especially if it happens to be shiny. Every opportunity provides them with adventure, and every adventure is a new opportunity. There are very few tasks a Ferret will shy from, though their tendency of easily becoming distracted causes them to leave many unfinished. Because of this they can easily fill many roles in both a society and party, though they have a tendency to want to drift from role to role, often to the annoyance (or danger) of those around them.
Physical Description: Ferrets are small and wiry, standing between three and four feet tall, and usually only weighing about twenty or thirty pounds. Their fingers are thin and nimble, and their eyes alight with curiosity. Ferrets have large, pointed ears and even when mingling with and taking the styles of other cultures often sport at least one ear piercing. Their hair, which varies greatly in style from one to the next, is usually brown, sometimes with lighter streaks or even tints of red, and a few have hair dark enough to be mistaken for black. In Hybrid form Ferrets grow a short tail and become slightly taller and thinner, causing them to roughly maintain their weight. They grow fur and razor sharp teeth, and their joints and muscles become far more flexible. In Animal form they resemble greatly oversized ferrets, and their hands sport a fully opposable thumb.
Relations: Ferrets get along well with most other Clans, as they make friends quickly and are loyal to a fault, even if their immediate interest is stolen by something else. They can squirm their way into any societal niche, and a Ferret is often a small community's "jack-of-all-trades." Some of the stuffier Clans can take offense at a Ferret's overt friendliness and curiosity, especially when concerning their own possessions. Boars and Tigers are especially offset by this overly extroverted activity, but Rats often mistrust Ferrets as well, because of the Ferrets natural propensity to stick his nose where it does not belong, at least where the Rat is concerned. Ferrets only fear Wolves, though if a Wolf proves itself a Ferret will bond with it just as quickly as with anyone else.
Alignment: Ferrets tend to be kind and good, wanting to help those around themselves as much as advance their own end, but their natural flightiness and short attention spans often keeps them from the rigors of a strictly lawful outlook.
Ferret Lands: The largest Ferret communities exist in rolling, lightly forested foothills, often near or amid Bear communities. Ferrets spread easily amongst the Clans however, as their size and industrious work ethic allow them to do many things others either cannot or will not do. A community made solely of Ferrets has trouble getting anything off the ground as they all seek to do everything at once, but the spectacles and efforts they will go through are a constant attraction and source of entertainment, especially for other Ferrets.
Religion: Ferrets worship their own Creator God Fretta Bricklayer and often give up offerings of shiny baubles and other interesting things they have found or created in their labors. Most statues that can be found in praise of any of the Creator Gods was made by Ferrets, especially if it is extremely gaudy and disorganized.
Language: Ferrets speak Furone, a fast-paced, chattering language that most others have a hard time understanding. They also speak Common and Ursine, but other Clans often have trouble understanding even when a Ferret speaks either of these, as they have a tendency not to acknowledge any punctuation until they absolutely have to take a breath.
Names: Ferrets are given only one name, though as they gather nicknames from friends and compatriots (and occasionally rivals), their name grows in length. A Ferret's name may be different each time it is given, and occasionally includes names that have been made up on the spot. It will almost always include the nickname with which they are currently most pleased, and their given name is usually in their somewhere as well.
Male Names: Ulton, Boo, Cadel, Garret, Milby, Rosborn, Eldun, Havilar, Kalin, Que
Female Names: Katylin, Aissel, Tempany, Nalita, Sanka, Jasta, Taywin, Enion, Kema, Jubala
Nicknames: Cointosser, Sunnyglade, Netsetter, Whisperpaw, Shadowsweep, Fiddlesticks, Bricklayer, Trapspringer, Verminscourge, Pursesnatcher, Bristlebutt, Fleetfoot, Underfoot
Adventurers: Ferrets adventure mainly to sate their intense curiosity about the world and everything in it. The mere act of adventuring is enough to motivate most ferrets, and there seems to be nothing they won't do and nowhere they won't go for excitement and wonder. In most social circles, the Ferret that has traveled and seen the most is the most respected, though an especially exciting adventure or discovery can outweigh a slightly smaller bulk of experience.
Ferret Racial Traits:•
Humanoid(Shapechanger)•
+2 Dex, +2 Int, -2 Str, -2 Con, -2 Wis: Ferrets are quick and agile in mind and body, through their strength in either is a bit lacking.
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+4 to Escape Artist, Tumble, and Sleight of Hand: Ferrets have especially flexible bodies and limbs that they can move in unexpected ways.
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+2 Morale Bonus on Saving Throws vs Fear: There are few things that cause a Ferret more fear than curiosity.
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Low Light Vision: A Ferret can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations.
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Graceful Strike: Ferrets are apt at using their natural grace to place blows upon their enemies, and with any finesseable weapon can choose to apply their dexterity modifier instead of strength to their attack and damage rolls. Even if a weapon allows two-handed use with Weapon Finesse, a Ferret only adds their dexterity bonus to damage once. This ability acts as Weapon Finesse for a prerequisite to other feats, and cannot be used in conjunction with Power Attack.
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Dodge: Ferrets are quick and agile, and they often do not move as they are expected to and receive a +1 Dodge bonus to AC.
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Automatic Languages: Common, Furone, Ursine
Bonus Languages: Any other Clan's
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Favored Class: Rogue
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Diversification: Ferrets can choose a second favored class that does not count towards penalties for multiclassing, can designate one skill every five levels that is always a class skill from then on, and can use any skill check untrained, but any Ferret that does not have a second class (a Prestige Class is fine too) by 10th level suffers a 5% penalty to XP as the urge to learn new and fascinating things fights with the desire for focus. At 15th level they suffer this penalty if they have not picked up a third class, or a 10% penalty if they still have only one class. This progression continues every five levels henceforth. In addition, after 15th level, the Ferret suffers a 5% penalty to XP if more than half of its levels are in the same class. These penalties stack if applicable.
Human Form:•
Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature.
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Base Speed: 20'Animal Form:•
Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature.
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Base Speed: 40'•
+4 Dex, +2 Int: This is in addition to the initial ability modifiers listed above.
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+2 Natural Armor Bonus•
Scent•
Tool Use: Ferrets in Animal Form have a fully opposable thumb, and can thusly use any tools they would be able to in Human Form, though they do so awkwardly unless using smaller items. Ferrets in Animal Form can use weapons and shields as Tiny creatures. Other tools (such as hammers or lockpicks) sized for tiny creatures can be used as well, or a Ferret's standard Small sized weapons, shields, and tools can be used with a -4 penalty.
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Natural Attack: Bite for 1d6. Due to its sharp, piercing nature, a Ferret's bite in Animal or Hybrid form causes a wound that bleeds, dealing 1 point of damage per round until healed with a successful heal check (DC = 15+Ferret's Dex) or by magic. Up to 5 bites can affect a creature at a time, but one healing removes the continuing damage from all of them.
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Slight Build: The physical stature of Ferrets in Animal or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Ferret is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Ferret is treated as one size smaller if doing so is advantageous to the character. A Ferret is also considered to be one size smaller when "squeezing" through a restrictive space. A Ferret can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Ferret remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Hybrid Form: Ferrets do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability.
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Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature.
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Base Speed: 40'•
+6 Dex, +2 Int: This is in addition to the initial ability modifiers listed above.
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+4 Natural Armor Bonus•
Natural Attack: Bite for 2d4. Due to its sharp, piercing nature, a Ferret's bite in Animal or Hybrid form causes a wound that bleeds, dealing 1 point of damage per round until healed with a successful heal check (DC = 15+Ferret's Dex) or by magic. Up to 5 bites can affect a creature at a time, but one healing removes the continuing damage from all of them.
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Slight Build: The physical s
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Slight Build: The physical stature of Ferrets in Animal or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Ferret is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Ferret is treated as one size smaller if doing so is advantageous to the character. A Ferret is also considered to be one size smaller when "squeezing" through a restrictive space. A Ferret can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Ferret remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Ferret Racial Substitution Classes:Ferret Rogue Racial Substitution: Ferrets in Verold find work and fun doing just about anything you can imagine. They pick up a plethora of skills, know a vast number of people, and are fond of tinkering with anything they can get their hands on.
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Sneak Attack +1d6, Social Sense, Hide in Plain Sight
4. +3 +1 +4 +1 Interesting Tidbit, Deceive Item, Combat Style
8. +6 +2 +6 +2 Structural Weakness, Special Ability, Improved Combat Style
Skills: A Ferret Rogue is able to bend their natural aptitude and curiosity further than most others, and gains 10 skills points instead of the standard 8 each time he takes a level of the Ferret Rogue Racial Substitution class.
Social Sense: Ferret Rogues are comfortable maneuvering in social situations. Starting at 1st level, a Ferret can always take 10 on Bluff, Gather Information, and Sense Motive checks. Additionally, a Ferret Rogue gains a bonus to these abilities from his Danger Sense ability. This ability replaces the Trapfinding ability, though a Ferret Rogue has the option to gain Trapfinding in place of one of the Special Abilities they gain starting at 6th level.
Interesting Tidbit: A Ferret Rogue knows all variety of random knowledge, though usually nothing that can actually be deemed useful in it’s own right. A Ferret Rogue of 4th level and higher adds his class level any time he makes a knowledge check. Additionally, if successful by 10 or more on any Aid Other check not made in combat, the ally adds half the Ferret Rogue’s class level instead of the usual +2. This ability replaces Uncanny Dodge.
Structural Weakness: Ferret Rogues are used to building and creating; they leave enough projects in ruins to find the weak spots in another’s. A Ferret Rogue ignores hardness when attacking inanimate objects and can make critical hits and sneak attacks against constructs. This ability replaces the Improved Uncanny Dodge class feature.
Ferret Psionic Artificer Racial Substitution: Ferret Psionic Artificers use their psionic energies to craft assistants out of thin air, instead of laboriously constructing them with raw materials. This gives them greater flexibility and freedom, but in exchange they give up some of the benefits of more dedicated magical Artificers.
BAB Fort Ref Will Abilities
4. +3 +1 +1 +1 Astral Construct, Bonus Feat
8. +6 +2 +2 +6 Double Trouble
12.+9 +4 +4 +8 Craft Staff, Triple Threat
Astral Construct: Instead of gaining the Craft Homunculus ability, the Ferret Psionic Artificer gains the ability to use the Astral Construct power at will as a psi-like ability, though it manifests at -2 ML. The Astral Construct summoned by the Ferret Psionic Artificer has a permanent duration and can be dispelled at will, but, the Ferret Psionic Artificer must wait for 1d4 rounds before summoning another Astral Construct in it's place. He also gains an Ectopic Form feat as a bonus feat.
Double Trouble: At 8th level, instead of gaining a general bonus feat, a Ferret Psionic Artificer can have a second astral construct in existence at the same time as the first, though the second manifests at -6 ML. He also gains another Ectopic Form feat as a bonus feat.
Triple Threat: At 12th level, the Ferret Psionic Artificer gives up another bonus feat for the ability to create and maintain a third Astral Constructs simultaneously, though the third manifests at -10 ML. Additionally, he gains a third Ectopic Form feat.
Ferret Warlock Racial Substitution: A Ferret Warlock is a mischievous creature, full of curiosity and unanswerable questions. Many let this curiosity take them where it will, and still others seek answers beyond the initial pacts they make. They also retain much of their desire to shape and build, and many satisfy this by creating elaborate pranks.
BAB Fort Ref Will #Inv Abilities
2. +1 +0 +0 +3 2 Unearthly Eyes (Curious Critter)
4. +3 +1 +1 +4 3 Deceive Item, Cunning Craft
10.+7 +3 +3 +7 6 Boon (lesser), Wandering Pact
Unearthly Eyes (Curious Critter): Seeking to sate the intense curiosity natural to them, a 2nd level Ferret Warlock is granted the ability to see the nature of those around him and his sight is drawn to the places where secrets are hidden. Instead of gaining a pact-based benefit with Unearthly Eyes, the Ferret Warlock instead additionally detects alignment and secret doors.
Crafty Pact: At 4th level, instead of turning away from bodily worries, the Ferret learns to turn the powers of his pact into creative efforts. He learns a unique invocation, Eldritch Crafting, which he can use to mimmic the Mage Hand, Wood Shape, Stone Shape, Stick, and Animate Rope spells.
Wandering Pact: At 10th level, a Ferret Warlock can abstain from channeling the powers of his Pact with a touch and instead seek knowledge from another Pact. Each morning, he chooses one Pact other than his own and gains the Pact, Eldritch Blast, and Covenant's Vulnerability abilities specific to the Pact. He may also choose Boons specific to another Pact, though he only gains it's benefits if he chooses it as his Wandering Pact for that day.