Attuned

The Attuned are a group of individuals cursed with an affinity with a beast of the wild. The blood of this creature runs in their veins and in times of danger, it rises.

Ability Score Increase:

  Level 1: +1 Strength +1 Endurance   Level 4: +1 Strength +1 Endurance +1 Perception   Level 7: +2 Strength +2 Endurance +1 Magic   Level 10 +3 Strength +3 Endurance +2 Perception +2 Foresight  

Class Level Abilities

Level 1

Active Abilities
Beastial Blood: An Attuned can transform into their beast and fight in that form. They can do this equal to their level times per day. When transformed, the Attuned rolls a 1d10 and is the beast for that many rounds. They can control the beast for rounds equal to twice their level. Every phase thereafter, the Attuned must make a basic Foresight save or lose control. During rounds in which they can’t control, the Attuned attacks, moves and performs actions following the general pattern of the beast’s natural habits.  
Conditional Abilities
Passive Abilities
Awakened: An Attuned’s awakened mindset gives them +12 Awareness.   Survival of the Fittest: Beastial instinct drives survival. Attuned gain +8 to each Specific skill under Survival.   Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.   Thick Skin I: The beastial heritage grants the Attuned a natural armor. While unarmored, an Attuned is treated as wearing a Hide Shirt, a Leather Cap, Leather Bracers and Leather Boots with no ADP. This ability persists while in the form granted by Beastial Blood in addition to any natural defenses of that species.   Wild Ancestors: The player is descended from a beast from the area in which they come from. This bond is strong between the species and the player and affects many of its abilities. (Pick one beast from the area in which the character is from; GM approval for beast).  

Level 2

Active Abilities
Conditional Abilities
Ancestor Affinity: Gain a +25 to Handling. When making Handling checks against the species in the category chosen for Wild Ancestors double the bonus.  
Passive Abilities
Natural Defense: The Attuned manifests a natural weapon inherited from their ancestor, such as claws, a bite, horns, hooves, or talons. Additionally, they gain +12 to Improvised Crushing, Improvised Piercing, Improvised Slashing, or Improvised Throwing.

Natural Defense Table


NameSkillsBase TraitHeft TraitGeneral TraitsGraze WRNormal WRCritical WRAP
Acidic Spray-NaturalLightCone 152444
BiteImprovised CrushingNaturalLight46102
ClawsImprovised SlashingNaturalVersatile4682
Fire Breath-NaturalLightCone 123666
GoreImprovised PiercingNaturalLightImproved Charge26121
HoovesImprovised CrushingNaturalVersatile4682
Quill FlingImprovised ThrowingNaturalLightRange 121663
Savage BiteImprovised PiercingNaturalLightLethal 16662
StingImprovised PiercingNaturalLightPoisoned 44682
TalonsImprovised PiercingNaturalVersatile4682
Venomous BiteImprovised PiercingNaturalLightPoisoned 62684
  Natural Prowess: Pick one General Skill under each Strength, Endurance and Perception. Gain a +8 in each skill chosen.   Rough Beastial Appearance: The character begins to develop trace signs of their ancestors in their appearance and mannerisms. Feathers, fur, horn stubs, begin to partially appear on the character and they begin to act more like their beastial ancestor. The more levels a character takes in this class, the more features and mannerisms appear.   Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.

Level 3

Active Abilities
Beastial Blood II: When the Attuned would change form with Beastial Blood, the Attuned may instead change into a hybrid humanoid form of the beast. While in this form gain any natural attacks and racial abilities that the beastial form would have, but otherwise retain the stats and abilities of their normal form. They can stay in this form for 1d10 rounds. They can control the hybrid for rounds equal to twice their level. Every phase thereafter, the Attuned must make a basic Foresight save or lose control. During rounds in which they can’t control, the Attuned attacks, moves and performs actions following the general pattern of the beast’s natural habits.  
Conditional Abilities
Passive Abilities
Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.   Thick Skin II: The armor rating of one armor location provided by Thick Skin is increased by 2.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Beastial Blood III: When changing form, the Attuned may choose to roll 2d10 instead of 1d10.   Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.   Thick Skin III: The armor rating of two armor locations provided by Thick Skin is increased by 2.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Beastial Blood IV: While transformed, the Attuned can control the beast for rounds equal to twice their level.   Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.   Thick Skin IV: The armor rating of three armor locations provided by Thick Skin is increased by 2.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
  Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
  Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.   Thick Skin V: The armor rating of all armor locations provided by Thick Skin is increased by 2.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Beastial Blood V: While transformed, the Attuned can remain in control indefinitely.   Tenacity Training: When this ability is gained, for each instance of Tenacity Training you already have, gain an additional +10 Survival.
Class Currency Modifier: 0.9

Attuned Animal Categories

At first level, when you pick a beast with Wild Ancestors gain the following ability relating to its category.


Animal Category1st Level Bonus
AvianGain +25 to Sight and +12 to Jump.
BovidGain +2 to Endurance and +12 Fortitude.
CanineGain +7 Resistance(Poison) and immune to the Nausea condition.
CelestialAs a partial action you may make your next attack gain WDR 10, but movement speed is zero until end of next phase.
CervidGain +5 meters movement while in a natural terrain and ++12 to Hide checks.
FelineGain +2 meters of Movement Speed and count as falling half distance when determining fall damage.
InfernalGain +25 Resistance(Heat) and +25 Resistance(Fire).
InsectoidReplace Hide Shirt with Chitin in Thick Skin. The bonus at levels 3, 5, 7 and 9 increases by 3 instead of 2.
Mephitid/MustelidsGain +12 to Move Silently and +25 to Hide.
ReptilianAre treated as invisible to Infravision, but gain vulnerability to Cold. Gain +25 Resistance(Heat).
PrimatesGain +7 to Athletics and +25 to Climbing.
RodentGain +12 to Move Silently and +15 Resistance(Poison).
Ungulate+2 meters of movement and treat strength as 1.5x to determine carrying capacity.
UrsidAs a partial action, gain +10 Strength, +10 Endurance, -10 Intellect, -10 Foresight for phases per level. Use this ability a number of times per day equal to your level.