Kraal Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a kraal, you choose from among the following ancestry feats.

1st Level

Dedicated Resolve — Feat 1

[Kraal]

Your dedication to your companions and your cause makes your mind a fortress. You gain a +1 circumstance bonus to your saving throws against effects with the emotion or fear traits.

Fur Sculpting — Feat 1

[Kraal]

You know the traditional Kraal techniques of applying special resins and percussive shaping to harden your dense fur into weapons and shields.

You can spend 10 minutes of work to shape the fur on one or both of your forearms. This effect lasts until your next daily preparations or until you spend another 10 minutes to return your fur to its natural state. You may choose one of the following options for each forearm:

Sculpted Weapon: You shape your fur into a wicked blade or a sharp spike. This grants you an unarmed melee attack with the agile and finesse traits that deals 1d4 slashing (blade) or piercing (spike) damage.
Sculpted Shield: You shape your fur into a hardened, concave plate. This functions as a buckler that you are wielding on that arm.

You can sculpt each forearm differently, for example, creating a blade on one arm and a buckler on the other.

Grasping Balance — Feat 1

[Kraal]

Prerequisites Grasping-Foot Kraal

Your grasp onto the ground and nearby objects to keep you steady. You gain a +2 circumstance bonus to your Fortitude and Reflex DC against attempts to Disarm, Shove, Reposition, or Trip you. If you are ever knocked prone, you may use your reaction to stand up.

Hearth-Bound — Feat 1

[Kraal]

Your presence is a comfort, and your aid is reliable and intuitive. You gain a +1 circumstance bonus on checks to Aid Another. On a critical failure, you get a regular failure instead.

High-Gravity Jumper — Feat 1

[Kraal]

You have powerful leg muscles allowing you to make sudden and amazing leaps. You gain the Powerful Leap and Quick Jump feats even if you don’t meet the prerequisites.

High-Gravity Running — Feat 1

[Kraal]

Your body is made for running. You gain a +5 bonus to your Speed.

Kraal Lore — Feat 1

[Kraal]

Your upbringing in boisterous Kraal society has made you an expert in expressing yourself and understanding the traditions of your people. You are trained in Intimidation and Performance.

You also gain the Additional Lore — Feat for Kraal Lore.

Kraal Weapon Proficiency — Feat 1

[Kraal]

You gain access to all uncommon weapons with the kraal trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Sonorous Voice — Feat 1

[Kraal]

When you truly unleash your voice, it’s with a force that can’t be ignored. You can project your voice to be heard clearly up to three times farther than a typical human voice. Furthermore, when you successfully use the Demoralize action, the effect persists for one additional round. If you are a honey-voiced kraal, you may use Boisterous Laugh twice per day.

5th Level

Kraal Vigor — Feat 5

[Kraal]

Your boisterous energy is matched by deep reserves of stamina, making you difficult to wear down. You gain a +2 circumstance bonus to saving throws against effects that would cause the fatigued condition. Additionally, if you are already fatigued, you ignore the condition’s penalty to your AC and saving throws.

Superior Fur Sculpting — Feat 5

[Kraal]

Prerequisite Fur Sculpting

You have learned advanced techniques to shape your fur. When you use Fur Sculpting your sculpted shield functions as a steel shield and the damage die of your sculpted weapon increases from 1d4 to 1d6. In addition, you may choose to sculpt a shield boss or shield spikes as part of your sculpted shield.

Terrifying Bellow — Feat 5

[Kraal]

You can channel your boisterous energy into a truly fearsome roar that chills multiple foes to the bone. When you use the Demoralize action you do not need to share a language with your target, you can compare your Intimidation check result against the Will DC of all enemies in a 15-foot cone instead of just a single target. If you are a honey-voiced kraal, this is a 20-foot cone instead of a 15-foot cone.

Wall Runner — Feat 5

[Kraal]

Prerequisites Grasping Balance

Your four-limbed agility makes vertical surfaces just another type of floor for you. You gain a Climb speed equal to half your land speed.

9th Level

Gracile Climber — Feat 9

[Kraal]

Prerequisites Wall Runner

You move across vertical surfaces with an ease that defies gravity. Your Climb speed from Wall Runner increases to be equal to your full land speed.

Unflinching Dedication [reaction] — Feat 9

[Kraal]

Prerequisite Dedicated Resolve
Frequency Once per day
Trigger You just failed or critically failed a save against an effect with the mental or emotion trait.

Your sense of purpose in an anchor that can defy even powerful compulsions. You treat the result of your check as one degree more successful (critical failure as a failure, failure as a success).

War Cry [free action] — Feat 9

[Kraal]

Prerequisite Expert in Intimidation
Frequency once per hour
Trigger You roll for initiative

You have created a personal war cry, a short phrase or distinctive vocalization, that encapsulates your spirit and determination that terrifies your enemies. Make a check to Demoralize a single target within 30 feet. You do not take the -4 circumstance penalty for not sharing a language. This check uses the following results instead of the normal results for Demoralize.

Critical Success The target is frightened 3 and fleeing for 1 round.
Success The target is frightened 2.
Failure The target is frightened 1.
Critical Failure The Target is unaffected.

13th Level

Adamant Resolve [reaction] — Feat 13

[Kraal]

Frequency Once per day
Trigger You are critically hit by an attack

Your dedication to survival is so profound you can simply refuse to buckle under what would be a debilitating blow. The triggering attack becomes a normal hit instead of a critical hit.

Inexorable Stride [one-action] — Feat 13

[Kraal]

Frequency Once per 10 minutes

You become an unstoppable force. You Stride, ignoring difficult terrain and may move through spaces occupied by hostile creatures. This movement does not trigger reactions.

Sculpted Armor — Feat 13

[Kraal]

Prerequisite Superior Fur Sculpting

You are a master of your body’s potential, able to sculpt your entire pelt into a custom-fit suit of articulated plates as strong as any forged armor.

You can spend 1 hour of work to shape your entire body’s fur into a suit of armor. This armor is either medium armor that grants a +4 item bonus to AC with a Dexterity cap of +2, a check penalty of -2, a -5 ft. movement penalty and a strength requirement of +2, or heavy armor with an +5 item bonus to AC and a Dexterity cap of +1, a check penalty of -3, a -10 ft. movement penalty and a strength requirement of +3. Both versions are considered to have the comfort trait. This effect lasts until your next daily preparations. You cannot wear any other armor while wearing sculpted armor, but you may wear an amulet to etch with runes tht apply to your sculpted armor.

Vigilant Instinct [reaction] — Feat 13

[Kraal]

Trigger You roll for initiative

You are constantly alert to potential danger. You can a +2 circumstance bonus to the triggered initiative check and either Step or Stride up to half your speed.

17th Level

Ferocious Resolve [reaction] — Feat 17

[Kraal]

Frequency Once per day
Trigger You would be reduced to 0 Hit Points.

Your dedication ius so fierce that even a mortal blow only serves to stoke your inner fire. You unleash a ferocious cry and regain a number of Hit Points equal to twice your level before applying the triggering damage. If you are still conscious, you gain the wounded 1 condition (or increase your existing wounded value by 1) and can immediately make an Intimidation check to Demoralize a single target within 30 feet. Your target is not immune to his attempt, even if you have already attempted to Demoralize them within the last 10 minutes.

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