March to the Stars
Jägers are defined by their class levels—they do not possess racial Hit Dice. All jaegers have the following racial traits.
+2 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –2 Charisma:
Jägerkin are physically capable, being far stronger and tougher than a normal human. However, jägerkin typically lack foresight and planning abilities, causing them to be rash and often acting without thinking of the consequences first.
Monstrous: Jägers are of the Monstrous Humanoid (Augmented Humanoid) type
Medium: Jägers are Medium creatures and have no bonuses or penalties due to their size. However, see the powerful build ability description below for more details.
Normal Speed: Jägers have a base speed of 30 feet.
Low-Light Vision: Jägers can see twice as far as humans in conditions of dim light.
Powerful Build: The physical stature of a Jäger lets him function in many ways as if he were one size category larger. Whenever a Jäger is subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), the Jäger is treated as one size larger if doing so is advantageous to him. A Jäger is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Jäger can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Intimidating: Jägers receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Jägernose: Jägers have keen senses. They gain a +2 racial bonus on Perception checks.
Weapon Familiarity: Jägerkin are proficient with light armor, all simple melee weapons, one martial weapon and one one-handed small arm or two-handed small arm.
Jäger Racial Feats
Jägerkin benefit from their reputations when using Intimidate.
Benefit: Jägers apply their Strength bonus instead of Charisma bonus to Intimidate checks.
Dot Iz A Verra Gut Hat
Jägers take hats very seriously.
Benefit: They gain a +2 to Diplomacy, Intimidate, and Bluff checks if they are wearing a particularly fine chapeau, and a -2 if they are Hatless. Diplomacy checks against Jägers also get a +2 bonus if the opposed party is adorned with appropriately impressive headgear. Only one of these modifiers may be in effect at one time. In the event of a conflict, the party with the best hat (DM’s discretion) will be awarded the modifier.
Special: Hatless; being without a hat, helm, cap, or yarmulke. Visors do not prevent Hatless.
Prerequisite: Jäger, Con 15
Benefit: Once per day, when a Jäger is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying.
Normal: When a creature’s hit points drop below 0, it becomes unconscious.
Prerequisite: Rhinohiding, Con 17, level 10
Benefit: You gain Ferocity.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and looses 1 hit point each round. A creature with ferocity still dies when
its hit point total reaches a negative amount equal to its Constitution score.
When in combat, you have the tendency to laugh for the joy of battle and lay into your opponent with renewed vigor.
Benefit: As a swift action, you can gain a +1 trait bonus to Strength-based attack rolls and a +2 trait bonus to Strength-based damage rolls and temporary hit points equal to 5 + your Constitution modifier. This effect lasts five minutes. During the same duration, you cannot use any Charisma-, Wisdom-, or Intelligence-based skills. Using Ve Hunt does not provoke opportunity attacks.
Special: The number of uses per day of Ve Hunt is based on your level (1st level—1, 5th level—2, 10th level—3, 15th level—4, 20th level—5)
Great Act of Strength
Benefit: A jägermonster can perform great acts of strength, which temporarily doubles his strength score for five minutes. Jägermonsters cannot apply this temporary strength bonus to attacks, but use it to carry great weights, after which they are fatigued. If a fatigued jägerkin uses a second great act of strength, he is instead exhausted.
Special: The number of uses per day of Act of Strength is based on your level (1st level—1, 5th level—2, 10th level—3, 15th level—4, 20th level—5)
You possess powerful natural weapons.
Benefit: They are treated as simple weapons and you’re automatically proficient with them.
(Primary) 2x Claws: 1d4; (Secondary) Bite: 1d3
RAZOR SHARP CLAWS
Benefit: The damage from your bite and claws improve by one step
Special: You may select this feat up to three times to increase the damage of your bite and claws.
Prerequisite: Bestial, 11st level
Benefit: Your claws’ can score a critical hit on natural roll of 19 or 20.
Jägermonsters have a keen sense of smell
Benefit: Gain the scent ability.
Special: This functions in all ways like normal scent, but a Jägerkin also has the ability to identify individuals it has previously encountered as well as a person’s major bloodline. A jägermonster who takes a standard action to smell an individual is able to identify that individual if they have previously met by making a Survival check, DC 10. If that individual is directly related or a descendant of someone the jägerkin has met, the jägerkin can identify the family line as well, at a DC of 15. Jägerkin receive a +2 bonus on such checks, and are able to take 10 by using a full round action.
Benefit: you gain +1 to one attack roll per round if there is at least one allied Jägerkin within 15 feet.
Special: If your Wisdom is 12 or lower, you gain an additional 15 hit points. If your Wisdom is 13 or higher, you gain a +1 bonus to Will defense and +2 to saving throws against Charm effects.