Bestia Techs

Tier I
Call Red Wolf (Lyc) When this tech is executed, a Red Wolf comes to assist the user for 1 round per caster level. This is a swift action.

Claw Call (Lyc) When this tech is executed your hands morph into claws giving you two natural claw attacks appropriate to your size, however you take a -1 penalty with all weapons other than natural weapons. This lasts for as long as the tech is running in the user's console.

Detect Disease (Lyc) When this tech is activated you can sense any diseased creature within a 60 foot cone for as long as you concentrate. The part of them that holds the disease also glows slightly, but the type of disease cannot be determined with this tech.

Stanch Wounds (Lyc) When this tech is executed one target gains bleed resistance of 5 for as long as this tech is running in your console.

Wargen Resilience (Lyc) When this tech is executed you gain a +2 enhancement bonus to natural AC for as long as it is running in your console.

Call Animals I (Bh) When this tech is executed 1d4+2 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

Charm Animal (Bh) When this tech is executed it mimics the Charm Animal spell. The save DC for this tech is Dexterity-Based

Cure Animal (Bh) When this tech is executed, one animal target is restored for 1d6 hp per caster level (max. 5d6). Due to the differences in the anatomy of animals and other creatures, this cannot be used on other creature types or on creatures with strange subtypes.

Rabbit's Quickness (Bh) When this tech is executed, you gain a +1 dodge bonus to AC and a +1 insight bonus to Reflex Saves for as long as it continues to run in your console.

Wormwounds (Bh) When this tech is executed one wounded creature must make a fortitude save against disease or take 1 point of strength damage. The DC for the saving throw is Dexterity-Based.

Detect Animal (Bl) When this tech is excuted you can detect animals within 30 feet as if you had blindsense for as long as this tech is running in your console.

Dryadic Lore (Bl) When this tech is executed you gain a +4 insight bonus to all Knowledge (nature) checks for as long as it is running in your console.

Forester's Guile (Bl) When this tech is executed you gain a +4 insight bonus to all Survival checks for as long as it is running in your console.

Invisibility vs. Animals (Bl) This tech acts as an invisibilty spell, however it only affects creatures with the animal type.

Speak to Animals (Bl) This tech mimics the effects of the Speak to Animals spell.

Tier II
Call Grey Wolf (Lyc)  When this tech is executed, a Grey Wolf comes to assist the user for 1 round per caster level. This is a swift action.

Choir of Wolves (Lyc) When this tech is executed you let out a tremendous howl that inflicts 1d6 points of sonic damage per caster level (max. 5d6) in a 20-foot cone. A reflex save halves this damage. The Save DC for this tech is Constitution-based.

Fury Claw (Lyc) When this tech is executed you gain an extra attack with any natural claw attacks you possess for 1d6 rounds.

Term of the Lycan (Lyc) When this tech is executed it mimics the effects of the beast shape i spell.

Avoid Animals (Bh) When this tech is executed it mimics the effects of the sanctuary spell, but only against animals, and they must make their save with a -2 penalty. The save DC for this tech is Dexterity-based.

Brace of the Tiger (Bh) When this tech is executed, the user gains a +4 bonus to CMD against all CMB checks that would attempt to force them to move (such as reposition, pull, bull rush, etc.) for as long as it runs in their console.

Call Animals II (Bh)  When this tech is executed 1d6+4 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

Perception (Bh) When this tech is executed, the user gains a +4 insight bonus to all perception checks for as long as it runs in their console.

Aspect of the Squirrel (Bl) Aspect techs take twice the amount of console tier capacity than techs of the same tier. For as long as this tech is active the user gains a +2 insight bonus to Dexterity, the Scent (Ex) ability, and a climb speed of 30 feet.

Blind Scent (Bl) When this tech is executed, creatures with the Scent (Ex) ability are unable to notice your presence through use of this ability for as long as it is running in your console.

Owl's Insight (Bl) When this tech is executed, the user gains an Insight bonus to all Will Saves of +2 for as long as it is active in their console.

Veterinary Lore (Bl) When this tech is executed, the user gains a +4 bonus to all heal checks and animal handle checks for as long as it remains active in their console.

Tier III
Animal Enhancement (Lyc): As long as this tech is running in the user's console, all allies with the animal type get +2 to Strength and Dexterity as a Misc. bonus.

Beastman I (Lyc): As long as this tech is running in the user's console, they gain the Bestial Creature template. Only one template granted by a beastman spell can affect a creature at any given time. This tech can only be deactivated if the user's Intelligence and Charisma remain above 2, otherwise it becomes permanent and cannot be removed without the means of a Greater Restoration, Wish or Miracle spell. Ability damage caused by this template is removed 8 hours (-1 hour per Constitution modifier; Min. 2) after reverting back to normal.

Call White Wolf (Lyc):  When this tech is executed, a White Wolf c omes to assist the user for 1 round per caster level. This is a swift action.

Eaglesong (Lyc): As long as this tech is running in the user's console, they gain resistance 10 against sonic energy.

Call Animals III (Bh):  When this tech is executed 1d8+6 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

Pack Instincts I (Bh): When this tech is executed, all allies within 30 feet gain a +2 increase to all flanking bonuses for 1 minute per caster level.

Solitude (Bh): This tech requires twice the normal capacity to sustain as normal techs of its tier. As long as this tech is running in the user's console there is a 25% chance per hour of restoring a Tier 1 tech slot. But due to mental strain of running this tech they get a -6 penalty to Perception checks. If Solitude is removed by hostile means (Discharge, etc) all Tier 1 spell slots for that day are lost.

Tertiary Evolution (Bh): When executed, one touched animal gains an evolution that costs 1 evolution point or less for 1 hour per caster level. These evolutions take a toll on the animals physiology however and attempting to add additional evolutions after the first through multiple executions of this tech grant the animal a permanent, non-preventable Constitution and Strength drain of -2 per additional evolution granted. Creatures immune to these kinds of ability drain or without these kinds of ability scores are unaffected by this tech.

Aspect of the Fox (Bl): Aspect techs require twice the normal amount of capacity to sustain as other techs of their tier. As long as this tech is running in the user's console they gain a +2 insight bonus to Initiative, a +2 insight bonus to Intelligence and a +2 insight bonus to all stealth checks.

Beast Bond (Bl): When executed one touched animal becomes able to telepathically communicate what it hears and smells to the user for 5 minutes plus 1 minute per caster level.

Mend Fur (Bl): When executed one touched animal is healed for 3 points of damage per caster level. (max. 30)

Pass Without Trace (Bl): As long as this tech is running in the user's console, any creature attempting to track or find them takes -10 penalties on all checks made to do so.

Tier IV
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Call Animals IV  (Bh):  When this tech is executed 1d10+8 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

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Tier V
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Call Animals V  (Bh):  When this tech is executed 1d12+10 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

Pack Instincts II  (Bh): When this tech is executed, all allies within 30 feet gain a +4 increase to all flanking bonuses for 1 minute per caster level.

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Tier VI
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Call Animals VI  (Bh):  When this tech is executed 2d8+12 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

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Tier VII
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Call Animals VII  (Bh):  When this tech is executed 4d6+12 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

Pack Instincts III  (Bh): When this tech is executed, all allies within 30 feet gain a +6 increase to all flanking bonuses for 1 minute per caster level, and gain the use of a single Teamwork feat of your choice for the same duration.

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Tier VIII
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Call Animals VIII  (Bh):  When this tech is executed 6d6+14 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

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Tier IX
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Call Animals XI  (Bh):  When this tech is executed 10d6+10 HD worth of animals native to the current biome will come to aid you, however they will not follow orders from you and they will attempt to flee if they feel like they are in danger of dying. They stay only as long as they desire, often only for one session of combat, or until this tech is used again in which case they are dismissed and disappear into the surrounding area.

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Tier X
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