CRYPTID CLASS FEATS
While most druids and rangers deal with typical animals, plants, and natural creatures, you feel the call of the unknown. You’ve unlocked stranger techniques associated with mysterious cryptid beasts.
CRYPTIC SPELL [one-action] FEAT 4
CONCENTRATE DRUID MANIPULATE METAMAGIC
Requirements You’re in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o’-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers’ Perception DCs. If you succeed at your check against an observer’s Perception DC, that observer doesn’t notice that you’re Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
WOLF IN SHEEP’S CLOTHING FEAT 4
RANGER
Prerequisites trained in Deception
With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter.
You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn’t change your actual size.
CAN’T YOU SEE? FEAT 8
DRUID RANGER
Prerequisites trained in Occultism, expert in Stealth
The eye rebels, the mind recoils—no matter how much those who can see you try to explain what’s there, their friends’ gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren’t sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you’re hidden to or undetected by it, it thinks you’re in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you’re in a different location, though you’re actually undetected by it for targeting and further uses of the Seek action.
EERIE ENVIRONS FEAT 8
DRUID RANGER
Prerequisites trained in Intimidation, trained in Stealth
The natural world can be scary to those not used to it—and you make it scarier still. If you’re hidden from a creature, you can attempt to Demoralize it without losing your hidden condition—imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don’t take a penalty to your check if the target doesn’t understand your language.
EERIE TRACES FEAT 8
CONCENTRATE DRUID EXPLORATION MOVE RANGER
Prerequisites trained in Intimidation, trained in Survival
The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don’t need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC.
Success The tracker is unaffected.
Failure The tracker becomes frightened 1 for as long as it follows your tracks. This condition doesn’t decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.
Critical Failure As failure, but your disturbing traces cause the tracker to be frightened 2 instead.
FORGOTTEN PRESENCE FEAT 8
UNCOMMON DRUID
The world conspires to keep you forgotten and unnoticed—memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a –2 circumstance penalty. Add modify memory to your spell list as a primal spell.
EERIE PROCLAMATION [two-actions] FEAT 10
UNCOMMON AUDITORY CONCENTRATE CURSE DRUID LINGUISTIC
MANIPULATE NECROMANCY PRIMAL RANGER
Prerequisites expert in Occultism, expert in Survival
Frequency once per hour
Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).
You know there are places in the world that are just wrong—places where the birds don’t sing and where you always feel like you’re being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10-foot square you can see and make an ominous proclamation of some manner (i.e. “This is cursed ground,” “That is an ill-omened place.”). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you’re a druid) or class DC (if you’re a ranger).
Success The target is unaffected.
Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely “natural” accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.
Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.
d4 Failure Critical Failure
1 Clumsy 2 Clumsy 3
2 Enfeebled 2 Enfeebled 3
3 Stupefied 2 Stupefied 3
4 Dazzled Blinded for 1 round, then dazzled
OBSCURED EMERGENCE FEAT 12
RANGER
Prerequisites expert in Stealth
You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When you stop being hidden due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people’s eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can’t use this concealment to Hide.
BIZARRE TRANSFORMATION [one-action] FEAT 14
DRUID MANIPULATE METAMAGIC
Prerequisites Wild Shape
The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast wild shape, you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.
UNSEEN ANIMAL COMPANIONS (UNCOMMON)
Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in Stealth to expert. It also learns the advanced maneuver for its type.