Unrestrained

Alignment: Any chaotic

Hit Die
: d8

Class Skills

Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Base Attack Fort Ref Will Natural Unarmed
Level Bonus Save Save Save Special Abilities DR Armor Damage
1st +0 +0 +0 +0 Primal Resolve, Quintessence, Savage Creature
+1 Die Step
2nd +1 +0 +0 +0 Acute Awareness, Woodland Stride
+1

3rd +2 +1 +1 +1 Primal Resolve, Refuse Fatigue

+1 Extra Die
4th +3 +1 +1 +1 Trackless Step 1/-
+2
5th +3 +1 +1 +1 Animal Speech
+1 Die Step
6th +4 +2 +2 +2 Refuse Exhaustion
+3
7th +5 +2 +2 +2 Ignore Impediment

+1 Extra Die
8th +6/+1 +2 +2 +2
2/-
+4
9th +6/+1 +3 +3 +3 Refuse Poison or Disease
+1 Die Step
10th +7/+2 +3 +3 +3 Silver Strike
+5
11th +8/+3 +3 +3 +3


+1 Extra Die
12th +9/+4 +4 +4 +4 Refuse Sleep 3/-
+6
13th +9/+4 +4 +4 +4 Ignore Wound

+1 Die Step
14th +10/+5 +4 +4 +4

+7
15th +11/+6/+1 +5 +5 +5 Refuse Spells

+1 Extra Die
16th +12/+7/+2 +5 +5 +5 Chameleon 4/-
+8

17th +12/+7/+2 +5 +5 +5


+1 Die Step
18th +13/+8/+3 +6 +6 +6 Refuse Debilitation
+9

19th +14/+9/+4 +6 +6 +6 Timeless Soul

+1 Extra Die
20th +15/+10/+5 +6 +6 +6 Soul of the Beast 5/- +10


Class Features

Weapon And Armor Proficiency: Unrestrained are proficient with natural attacks (claw, bite, and so forth), and are unproficient with all other weapons and with all armors.

Primal Resolve (Ex): At 1st level the unrestrained chooses one of her saves; she gains a bonus equal to one third her class level +2 with the chosen save.

At 3rd level, the unrestrained chooses one of her other two saves and gains a bonus equal to one fifth her class level +2 with the chosen save.

Quintessence: The unrestrained gains a pool of quintessence points in which she spends to gain abilities that make her more animalistic. At 1st level the unrestrained has a number of quintessence points equal to twice her Charisma modifier +3. Each time the unrestrained gains an additional class level she gains an additional +2 points of quintessence.

The character uses her quintessence to buy infusions. Once the quintessence is spent on infusions it is gone forever, so the character should choose their infusions carefully. The character may save up her quintessence in order to buy an infusion at a higher level, should the infusion that she desires currently be out of her reach.

Savage Creature (Ex): The Unrestrained gains Improved Unarmed Strike and Weapon Focus (Unarmed) as bonus feats. If the character already has Improved Unarmed Strike as a racial trait, she deals one extra die of damage when making an unarmed attack.

In addition the character gains low-light vision, if the character already has low-light vision the range at which she can see into dim areas increases (x2 becomes x3, x3 becomes x4, etc.).

Unarmed Damage (Ex): At 1st level the unarmed strikes of the Unrestrained deal extra damage; the damage die is increased one die category (D2 becomes D3, D3 becomes D4, D4 becomes D6). At 5th level and every four levels thereafter this continues until the unarmed damage die of the Unrestrained reaches D12, which is the cap die; the Unrestrained cannot exceed this damage die limit. If the damage die of the Unrestrained reaches D12 before she reaches 19th level, she gains virtual dice; for every virtual die gained, she deals one extra point of damage for every die of damage rolled.

When the Unrestrained reaches 3rd level her unarmed strike deals one extra die of damage. At 7th level and every four levels thereafter, the Unrestrained gains one additional die of damage with her unarmed attacks. The maximum dice of damage Unrestrained can inflict is six, though this effect stacks with the bonus from Savage Creature; characters that are treated as or are Large size can deal a maximum of seven dice of damage.

Unarmed Damage Breakdown
LevelSmallMediumLargeHuge
1 1d4 1d6 1d8 1d10
3 2d4 2d6 2d8 2d10
5 2d6 2d8 2d10 2d12
7 3d6 3d8 3d10 3d12
9 3d8 3d10 3d12 3d12+3
11 4d8 4d10 4d12 4d12+4
13 4d10 4d12 4d12+4 4d12+8
15 5d10 5d12 5d12+5 5d12+10
17 5d12 5d12+5 5d12+10 5d12+15
19 6d12 6d12+6 6d12+12 6d12+18

Acute Awareness (Ex): At 2nd level the unrestrained gets an insight bonus on all Perception checks equal to half her class level.

Natural Armor (Ex): At 2nd level the skin and hide of the Unrestrained starts to thicken and toughen, granting her natural armor. She gains a natural armor bonus to her AC equal to half her class level.

Woodland Stride (Ex): Starting at 2nd level the unrestrained can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Refuse  Fatigue (Ex): At 3rd level the unrestrained is immune to the effects of fatigue as long as she gets 8 hours of sleep. She could run at her top speed all day and not tire.

Damage Reduction (Ex): At 4th level, the Unrestrained gains damage reduction. Subtract 1 from the damage the unrestrained takes each time she is dealt damage from a weapon or a natural attack. At 8th level and every four class levels thereafter this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Trackless Step (Ex)
: At 4th level the unrestrained leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Animal Speech (Ex): At 5th level the unrestrained gains the ability to communicate with animals at will as per the speak with animals spell. The character's caster level for this ability is equal to her class level.

Refuse Exhaustion (Ex): At 6th level the unrestrained is immune to the effects exhaustion as long as she gets 8 hours of sleep.

Ignore Impediment (Ex): At 7th level the unrestrained is immune to blinding attacks, deafening attacks, paralysis, sickening, stunning, nausea and daze effects.

Refuse Poison or Disease (Su): At 9th level the unrestrained gains immunity to poison and diseases, except for those that are magical or supernatural.

Silver Strike (Ex): At 10th level the unarmed attacks of the unrestrained are treated as if they are silver for the purpose of overcoming damage reduction.

Refuse Sleep (Ex): At 12th level the unrestrained does not need to sleep. The unrestrained still needs to rest for 8 hours in order to heal.

Ignore Wound (Ex): At 13th level the unrestrained can lessen the severity of an attack. A number of times per day equal to her Constitution modifier +3 the unrestrained can subtract the amount of damage dealt by an attack against her equal to her class level +5. Use of this ability can allow the unrestrained to not take any damage from a successful attack against her, but she can never heal hit points in this regard.

Refuse Spells (Ex): At 15th level the unrestrained gains spell resistance equal to her class level + 10.

Chameleon (Ex)
: At 16th level the unrestrained gains a bonus on her Stealth checks equal to her class level for the purpose of remaining unobserved by those that try to notice her (opposed Perception checks). She takes no penalty to her Stealth check to remain unobserved even when moving at her full speed.

Refuse Debilitation (Ex): At 18th level the unrestrained is no longer subject to ability score damage or energy drain.

Timeless Soul (Ex): At 19th level the unrestrained ages slowly; she only ages one day per amount that pass equal to her Charisma modifier.

Soul of the Beast: At 20th level the Unrestrained transcends their mortality to become more a creature of the world. The Unrestrained is forevermore treated as a magical beast rather than as a humanoid (or whatever the characters creature type was) for the purpose of spells and magical effects. In the case of unrestrained wildlings, they lose the animal and humanoid subtypes and gain the magical beast subtype.

Infusions

Every unrestrained receives an amount of quintessence points that she can spend to give her abilities and powers that are usually exclusive to the animal kingdom. These abilities, called infusions, when purchased are permanently set in stone as part of the character's abilities. The unrestrained should choose their infusions carefully as they can never be swapped out or changed.

Infusions are grouped by their cost in quintessence points. Quintessence points can be saved until the unrestrained has enough to buy an infusion that is currently beyond their means to purchase. Some infusions allow the unrestrained to upgrade them; these upgrades may be bought either at the same time as the infusion or at a later time as the cost of the upgrade may be currently undesired or beyond their means to purchase. Purchasing an upgrade costs the same amount of quintessence as the base infusion.

TransformationSome infusions have physical manifestations. At the GM's option, she may allow an infusion to be upgraded at the cost of 1 Quintessence for the infusion to be latent until activated; the action type for each infusion should be appropriate, but is based on the GM's ruling (infusions like Gilled could be an immediate action to activate while an infusion like Flight should take a at least a full round action to activate if not longer). This allows the character to hide certain abilities that may stand too far out (and possibly impose a penalty to Charisma checks and related skills)* and scream for all eyes to be on her. At the GM's option some infusions may be made latent until transformation and other infusions to be always switched on.

*This penalty, if any, should be equal to the entry point category of the infusion (1 for 3 point infusions, 2 for 5 point infusions and 3 for 10 point infusions) +1. If the GM uses this option, she should also allow the Entrancing Beauty infusion to allow players to mitigate this penalty at their option.

3 Point Infusions

The following infusions cost 3 Quintessence to purchase.

Bite: The teeth of the unrestrained become razor-sharp, granting her a bite attack. This is a primary attack that deals damage base on the unrestrained's size; Small 1D4, Medium 1D6, Large 1D8, Huge 2D6.

Upgrade
: You add one and a half times your Strength modifier on damage rolls made with your bite. This upgrade my only be purchased once.

Upgrade
: You add twice your Strength modifier on damage rolls made with your bite. This upgrade my only be purchased once. Your bite must be able to inflict one and a half  times your Strength modifier on damage rolls before selecting this upgrade. This upgrade my only be purchased once.

Climb: The unrestrained becomes a skilled climber, gaining a climb speed equal to its base speed.

Upgrade: Your climb speed increases by +10 feet. There is no upper limit to the amount of times this infusion can be upgraded.

Gilled: You grow gills and can breathe underwater indefinitely.

Improved Damage: One of the natural attacks of the Unrestrained is particularly deadly. Select one natural attack form that you have (bite, gore, tail, unarmed or wing buffet) and increase its damage die type by one step (1D3 becomes 1D4, 1D4 becomes 1D6, etc.). This infusion can be selected more than once, but its effects do not stack. Each time the unrestrained selects this infusion it applies to a different natural attack (which the character must have before this infusion can be selected).

This infusion allows the unrestrained to break the limits set in place for her unarmed damage class feature. See the table below for how this effect scales and breaks down based on the size of the unrestrained and her class level.

Unarmed Damage Breakdown
LevelSmallMediumLargeHuge
1 1d4 1d6 1d8 1d10
3 2d4 2d6 2d8 2d10
5 2d6 2d8 2d10 2d12
7 3d6 3d8 3d10 3d12
9 3d8 3d10 3d12 3d12+3
11 4d8 4d10 4d12 4d12+4
13 4d10 4d12 4d12+4 4d12+8
15 5d10 5d12 5d12+5 5d12+10
17 5d12 5d12+5 5d12+10 5d12+15
19 6d12 6d12+6 6d12+12 6d12+18

Improved Natural Armor: You gain a +1 bonus to your natural armor.

Upgrade
: Your natural armor increases by +1. This upgrade may only gained a total of nine times.

Low-Light Vision: The unrestrained can see twice as far as a human in conditions of dim light. Characters that already have low-light vision that take this infusion receive the associated upgrade.

Upgrade
: The range at which you can see in conditions of dim light increases by one step; twice as far becomes three times as far, three times as far becomes four times as far. Characters cannot upgrade their low-light vision to see any better than four times as far a human in conditions of dim light.

Merfolk's Fin: When you take to the water, your legs and tail fuse together and transform into a merfolks' tail. While in this form you gain the aquatic subtype, a +2 bonus to your Dexterity score and a +20 foot racial bonus to your swim speed. You must possess the Gilled, Skilled (swim skill), Swim and Tail infusions before gaining this infusion.

Pull: The unrestrained gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, you can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the character. This ability only works on creatures of a size equal to or smaller than the unrestrained. Creatures pulled in this way do not provoke attacks of opportunity. The unrestrained must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push: You gain the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever you make a successful attack of the selected type, you can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from you. This ability only works on creatures of a size equal to or smaller than you. Creatures pushed in this way do not provoke attacks of opportunity. This infusion can be selected more than once. Its effects do not stack. Each time the unrestrained selects this infusion, it applies to a different natural attack.

Reach: One of the unrestrained’s attacks is capable of striking at foes at a distance. Pick one attack. Your reach with that attack increases by 5 feet.

Resistance: Pick one energy type; acid, cold, electricity, fire, or sonic. You gains resist 5 against that energy type. You can select this infusion multiple times. It's effect does not stack. Each time you select this infusion it applies to a different energy type.

Upgrade
: Your resistance with one energy type increases by +5. You cannot have more than Resist 20 with any one energy type. Your character level must be one less than the resist amount desired necessary for the upgrade.

Savage Assault: Choose one of the following attack methods; bite, gore, tail slap or wing buffet. With the chosen attack method you deal one additional die of damage. This infusion can be selected more than once, each time applying to a different skill.

Upgrade
: You deal one additional die of damage, to a maximum of six dice with any one attack method.

Scent: You gain the scent special quality, allowing you to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the unrestrained to precisely locate the creature, only to detect its presence. You can detect the direction with a move action and pinpoint the creature’s location if it is within 5 feet. The unrestrained can use scent to track creatures (see page 304 of the Pathfinder Roleplaying Game Bestiary for details).

Skilled: You become especially adept at a specific skill, gaining a +4 racial bonus on that skill. This infusion can be selected more than once, each time applying to a different skill.

Upgrade: The racial bonus gained on any skill is improved to +8.

Swim: You gain webbed hands, feet, or powerful flippers, granting you a swim speed equal to its base speed. This infusion does not give you the ability to breathe underwater.

Upgrade: Your swim speed increases by +10 feet. There is no upper limit to the amount of times this infusion can be upgraded.

Tail: You grow a long powerful tail which grants you a +2 racial bonus on Acrobatics checks made to balance on a surface.

Upgrade: Your bonus on Acrobatics checks made to balance on a surface increases by +2. There is no upper limit to the amount of times this infusion can be upgraded.

Tail Slap: You can use your tail to bash nearby foes, granting you a tail slap attack. This is a secondary attack that deals damage base on the unrestrained's size; Small 1D4, Medium 1D6, Large 1D8, Huge 2D6. You must possess the tail infusion before gaining this infusion.

Wing Buffet: You learn to use your wings to batter foes, granting you two wing buffet attacks. This is a secondary attack that deals damage base on the unrestrained's size; Small 1D3, Medium 1D4, Large 1D6, Huge 1D8. You must possess the flight infusion before gaining this infusion.

5 Point Infusions

The following infusions cost 5 Quintessence to purchase.

Ability Increase: One of the ability scores on the unrestrained gains a +2 racial bonus. You can select this infusion multiple times. It's effect does not stack. Each time you select this infusion it applies to a different energy type.

Upgrade: One ability score gains a +2 racial bonus. There is no upper limit to the amount of times this infusion can be upgraded.

Amphibious Form: You are able to assume a Bestial Body of an animal of the aquatic subtype. You must possess the gilled and swim infusions before gaining this infusion.

Bestial Body: You are able to turn yourself into any Small or Medium animal of the non-aquatic subtype and resume your humanoid form from it once per day. Your options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per unrestrained level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the unrestrained is familiar. While in the form of an animal you lose your ability to speak in any languages you know due to being limited to the sounds that a normal, untrained animal can make, however you are able to communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) You must possess the limbs (feet), quadrupedal form and serpentine form infusions and at least be 3rd level before gaining this infusion.

Upgrade: You can use this ability one additional time per day. You can select this upgrade a total of 8 times, to be able to assume a Bestial Body a total of 9 times per day.

Upgrade: You can assume a Bestial Body at will, with no limits per day on how many times you can use it. You must have previously been able to assume Bestial Body 9 times per day.

Upgrade: You can use Bestial Body to assume the form of any animal of the non-aquatic subtype that is of Tiny or Large size. When taking the form of an animal, the Unrestrained's Bestial Body now functions as beast shape II. You must at least be 6th level before selecting this upgrade.

Upgrade: You can use Bestial Body to assume the form of any animal of the non-aquatic subtype that is of Diminutive or Huge size. When taking the form of an animal, the Unrestrained's Bestial Body now functions as beast shape III. You must at least be 8th level before selecting this upgrade and be able to assume the form of animals that are of tiny or large size.

Upgrade: You can use Bestial Body to assume the form of any animal of the non-aquatic subtype that is of Fine or Gargantuan size. When taking the form of an animal, the Unrestrained's Bestial Body now functions as beast shape IV. You must at least be 10th level before selecting this upgrade and be able to assume the form of animals that are of diminutive or huge size.

Burrow
: You grows thick and gnarled claws, allowing it to move through the earth at a burrow speed equal to half your base speed. You can use this speed to move through dirt, clay, sand, and earth. You do not leave a hole behind, nor is your passage marked on the surface. You must be at least 7th level before gaining this infusion.

Upgrade: One creature may accompany you when you burrow. There is no upper limit to the amount of times this infusion can be upgraded.

Constrict: Whenever you successfully grapple a foe using the grab infusion, you deal additional damage equal to the amount of damage dealt by the attack used by the grab infusion. You must possess the Grab and Serpentine Form infusions before gaining this infusion.

Darkvision: You gain Darkvision out to 30 feet.

Upgrade: Your darkvision extends by +30 feet, to a maximum of 120 feet.

Entrancing Beauty*: You suffer no penalty to Charisma checks and derivative skill based checks when you activate infusions that may be too bizarre to go unnoticed.

Upgrade: You have a feminine quality about you that grants you a +4 racial bonus on Bluff and Diplomacy checks. Male characters are rather feminine looking and gain a +5 racial disguise bonus when disguised as a member of the opposite gender.

*This infusion is only allowed in campaigns where the Transformation sidebar is used and is in effect.

Ferocity: You remain conscious and can continue fighting even if your hit point total is below 0. Each round that you have 0 or less hit points you are staggered and lose 1 hit point. You still die when your hit point total reaches your Death Threshold.

Frightful Presence: When you take an offensive action you can activate this ability. Opponents within 30 feet of you must make a Will save (DC 10 + 1/2 your HD + your Charisma modifier) or become shaken for 3d6 rounds. If you have at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the unrestrained are immune to this effect. You must possess be at least 12th level before gaining this infusion.

Glide: You grow wings and gain the limited ability to glide. Your wings allow you to negate any damage from a fall of any height and you glide 20 feet forward for every 5 feet of descent. When gliding as a mode of transportation, you must catch an updraft or you start to descend; the character has a glide speed of 30 feet and have a maneuverability based on your size category (see the Flight infusion). If you are carrying more than a light load you cannot glide. If you become unconscious or helpless whilst in the air your wings naturally unfurl and powerful ligaments stiffen them. While descending in this fashion, you do so in a tight corkscrew and only takes 1D6 points of falling damage, no matter the actual distance descended. You must have the Skilled (Jump) infusion before gaining this infusion.

Gore: You grow a horn or hornss on your head, giving you a gore attack. This is a primary attack that deals damage base on the unrestrained's size; Small 1D4, Medium 1D6, Large 1D8, Huge 2D6.

Grab: Pick bite, tail slap, or unarmed attacks. Whenever you make a successful attack of the selected type, you can attempt a free combat maneuver check. If successful you grapple the target. This ability only works on creatures of a size one or more size categories smaller than you. Unrestrained with this infusion receive a +4 bonus on CMB checks made to grapple.

Hasty Healer: You heal at twice the normal rate. If you undergo complete bed rest for an entire day and night, you recover three times your character level in hit points. Temporary ability damage returns at the rate of 2 points per night of rest (8 hours) for each affected ability score. Complete bed rest restores 4 points per day (24 hours) for each affected ability score. You must be at least 6th level before you can gain this infusion.

Hybrid Body: By expending one daily use of your Bestial Body infusion you are able to assume a form in between her humanoid and animal shape. This is exactly similar to a lycanthropes ability to assume a hybrid form. See pages 196 to 198 in the Pathfinder Bestiary for more details on this. You can use this ability for offensive purposes and/or to pass yourself of as a werecreature of the appropriate type. Additionally you can use this ability to pass yourself off as a humanoid that resembles a specific animal. For example the unrestrained could expend one use of her Bestial Body to appear as a gnoll as they have a strong resemblance to bipedal hyenas or as a minotaur as they resemble humanoid bulls, or any other form that might be appropriate (the GM has the final say on what is and what isn’t). Size limitations for this infusion remain the same for Bestial Body (any upgrades that allow smaller or larger sizes apply).

Improved Maneuverability: Your maneuverability increases by one class. You must have a racial fly speed of the flight infusion before gaining this infusion.

Upgrade: You can upgrade your maneuverability to a maximum of Perfect.

Immunity: Pick one energy type: acid, cold, electricity, fire, or sonic. Your body becomes extremely resilient against the chosen energy type, granting you immunity to the type chosen. This infusion can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. You must first have Resistance 20 with the energy type you wish to gain immunity to and be at least 20th level.

Mount: Even in humanoid form you are able to serve as a mount, any creature that ride you must be at least 1 size category smaller than yourself. You must have either the quadruped or serpentine form infusions before gaining this infusion.

Poisonous Bite: Whenever you make a successful bite attack against a target, it must make a Fort save (DC equals 10 +1/2 your HD + your Constitution modifier). If the target fails it's saving throw they are poisoned. Though you may be able to bite more than one target per round, your poisonous bite can only affect one target per round. You must possess the bite infusion and be at least 7th level before gaining this infusion.

Upgrade: Your poison deals Constitution damage instead of Strength damage.
Unrestrained poisonType poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

Quadrupedal Form: You are able to assume a hybrid-tauric form of any creature that has four legs and in place of the creature's head is  your upper body. The creature you are to assume a hybrid-tauric form of must be of a size category that is no larger than one step above your own (you gain the Undersized Weapons special quality if you assume a quadrupedal form of a creature that is one size category larger than one own). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per unrestrained level, or until you change back. Changing form is a standard action and doesn't provoke an attack of opportunity. While in quadrupedal form you gain a +20 foot bonus your base land speed.

Upgrade: You can use this ability one additional time per day. You can select this upgrade a total of 8 times, to be able to assume a Quadrupedal Form a total of 9 times per day.

Upgrade: You can assume a Quadrupedal Form at will, with no limits per day on how many times you can use it. You must have previously been able to assume Quadrupedal Form 9 times per day.

Upgrade: Wildling characters that take the Quadrupedal Form infusion can make it an 'always on' ability tripling the cost of it. By taking this upgrade your quadrupedal form replaces your bipedal base form. Wildlings with this upgrade that choose an animal of a size category one step above their own for their quadrupedal form gain the Undersized Weapons special quality as a racial feature.

Rapid Flier: Your fly speed increases by +20 feet. You must have a racial fly speed of the flight infusion before gaining this infusion.

Upgrade: Your fly speed increases by +20 feet. There is no upper limit to the amount of times this infusion can be upgraded.

Serpentine Form: You are able to assume a hybrid form of any animal that is mostly all tail as a body and a head. When in this hybrid form you keep any arms that you have available to you, but they match the skin of the serpents' form as if native to the serpents' body. Your head is replaced with that of the serpents' type but is changed to become more humanoid in nature. When you speak any words with loose vowels or with the letter 's' in them, they become harder to speak and are drawn out to an extreme. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per unrestrained level, or until you change back. Changing form is a standard action and doesn't provoke an attack of opportunity.

Upgrade: You can use this ability one additional time per day. You can select this upgrade a total of 8 times, to be able to assume a Serpentine Form a total of 9 times per day.

Upgrade: You can assume a Serpentine Form at will, with no limits per day on how many times you can use it. You must have previously been able to assume Quadrupedal Form 9 times per day.

Swallow Whole: If you begin your turn grappling with a creature, you can use your bite attack (see the grab infusion), you can attempt a combat maneuver check to swallow the creature. The creature must be at least one size category smaller than you. Swallowed creatures take damage equal to your bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to one-tenth the unrestrained's maximum hit points. The unrestrained's AC against these attacks is equal to 10 + 1/2 your natural armor bonus.

If a swallowed creature cuts its way out, you lose this ability until you heal this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the unrestrained’s mouth, where it can attempt to escape or be swallowed again. You must possess the grab and bite infusions and be at least 7th level before gaining this infusion.

Trample: As a full-round action, while in quadrupedal or serpentine form you can overrun any creature that is at least one size category smaller than yourself. This works like the overrun combat maneuver, but you do not need to make a check, you merely have to move over opponents in your path. The creatures take damage based on unrestrained's size ; Small 1D4, Medium 1D6, Large 1D8, Huge 2D6. You deal an additional amount of damage equal to 1 1/2 times your Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save (DC 10 + half your HD + your Strength modifier) for half damage. You can only deal trampling damage to a creature once per round. You must possess either the quadrupedal form or serpentine form infusions before gaining this infusion.

Web: You gain a pair of spinnerets, giving you the ability to spin webs. You can use these webs to support itself plus up to one creature of the same size. You can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than yourself. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check (DC 10 + 1/2 your HD + your Constitution modifier) or a Strength check (at a –5 penalty). Your webs have a Hardness of 0 and a number of hits points equal to your total Hit Dice. You are able to climb your own webs at your Climb speed and can pinpoint any creature touching your webs. You must possess either the climb infusion and be at least 7th level  before gaining this infusion.

10 Point Infusions

The following infusions cost 10 Quintessence to purchase.

Blindsense: Your senses become incredibly acute, granting you blindsense out to a range of 30 feet. This ability allows you to pinpoint the location of creatures that you cannot see without having to make a Perception check, but such creatures still have total concealment from you. Visibility still affects your movement and you are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see. You must be at least 7th level before gaining this infusion.

Blindsight: Your senses sharpen even further, granting you blindsight out to a range of 30 feet. You can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as you have line of effect to the target. You must possess the blindsense infusion and be at least 12th level before gaining this infusion.

Flight: You grow large wings, granting you the ability to fly with a fly speed equal to your base speed. Your maneuverability depends on your size; Small or Medium - Good, Large - Average, Huge - Poor. If carrying more than a light load you are unable to take wing. Gaining this infusion after increasing your size category inflicts a penalty to your maneuverability rating based on your new size when you do gain the Large or Huge infusion; increasing your size category to Large inflicts a  -1 penalty to your maneuverability rating (worsening it by one step), increasing your size category to Huge inflicts an additional -1 penalty to your maneuverability rating (worsening it by two steps). When you gain this infusion you choose the physical looks of your wings; they can be bat-like, feathery, insect-like, scaly or any other logical choice that is naturally occurring. You must have the glide and skilled (jump) infusions before gaining this infusion.

Hibernate: You are able to enter a deep state of suspended animation. By the time your hibernation ends you only ages one day. The duration of the hibernation (no more than 5 years per level of the druid) is chosen just prior to entering this state of prolonged sleep. The unrestrained can set 1 condition per five levels that can cause her to awaken. These conditions can be in regard to any object, creature or action that occurs within 100 miles of the druid and follow the same basic rules by the contingency spell (PHB, pg 213). No force short of being physically attacked or chosen prearranged conditions can rouse you prematurely, including the use of any spells (except for those that inflict damage on the unrestrained).

Huge: You experience a growth spurt and increase your size category to Huge. You must be Large size and be at least 18th level before gaining this infusion. You take a –2 penalty to your Dexterity, a –2 size penalty to your AC and attack rolls, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. However, you gain a 15 foot reach a +2 bonus to your CMB & CMD and a +4 bonus to your natural armor. Any reach evolutions you already possess are added to your 15 foot reach gained from being Huge. All the penalties and bonuses replace and do not stack with those gained from becoming Large. You must be Large size and be at least 18th level before gaining this infusion.

Large: You experience a growth spurt and increase your size category to Large. You take a –2 penalty to your Dexterity, a –1 size penalty to your AC and on attack rolls, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks and you gain a +1 bonus to your CMB & CMD and a 10 foot reach. Any reach evolutions you already possess are added to your 10 foot reach gained from being Large. Any reach infusions you already possesses are added to this total. You must be Medium size and be at least 12th level before gaining this infusion.

Rapid Recovery: You heal at an accelerated rate; for every hour that passes you regain an amount of hit points equal to your current character level regardless of your level activity. When sleeping you heal at twice this rate and undergoing complete bed rest allows you to heal at triple this rate. Temporary ability damage returns at the rate of 1 point for every 6 hours passed for each affected ability score. When sleeping, this rate of recovery is doubled (every three hours) and complete bed rest triples this recovery rate (every 90 minutes). You must have the rapid healer infusion and at least be 12th level before gaining this infusion.

Tremorsense: You gain tremorsense out to a range of 30 feet. This works like the blindsense infusion, but only if both you and the creature to be pinpointed are in contact with the ground. You must be at least 7th level before selecting this infusion.

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