Ancestries | Versatile Heritages

Awakened Animal Details | Awakened Animal Feats | Universal Ancestry Feats | Awakened Animal Heritages


PFS StandardAwakened Animal

Rare Awakened Animal Beast 
Source Howl of the Wild pg. 23 2.0
Awakened animals were once normal creatures before they obtained sapience that gave them one paw in nature and the other in the world of cities and society. Almost any animal can be awakened, allowing for a wide variety of characters.

You once enjoyed the simple and boundless pleasures of nature with an innocent, uncluttered mind. You lived from moment to moment, never questioning what comes next or pondering the ramifications of what happened before. You were at one with the wild. Then came the event that changed everything. You drank from a glowing lake, someone pulled a magical prank, a druid sought to elevate your mind. You were pulled out of the present moment of the wild and into a land of thought.

For the first time, you realized you had a past. For the first time, you started to think about your future. Now you experience the world in a whole new way. You become aware of dangers that never occurred to you before, but there are pleasures and wonders aplenty in this new world, too. That's a good thing, because there's no going back to how things were.

Awakened animals were normal animals that underwent an experience that awakened their minds, giving them full intelligence and the ability to perceive the world through a lens of thought. There are many mysterious ways for animals to awaken, but the most well-known path is through the ritual awaken animal.

Every animal takes the process of awakening differently. For some, the opening of their mind is electric, allowing them to perceive and ponder the world like never before. Others are overwhelmed by emotions and thoughts that they didn't ask for and weren't ready to hold. Most people who would awaken an animal assume that the animal they awaken will be full of wonder and gratitude and aren't prepared for the wide variety of responses they receive: shock, sadness, euphoria, curiosity, and anger are common (but not the only ones).

No matter how an awakened animal reacts, they still must find their way in the world. Some awakened animals try to go back to their lives but almost always find themselves disconnected from their unawakened peers. Others embrace the civilized world entirely, doing their best to navigate a world built for humanoids. Over time, awakened animals find themselves moving between both the civilized world and the wild, for each holds only a part of what they need from life.

If you want to play a character who is extremely outside the norm and crosses between the civilized and natural worlds, you should play an awakened animal.

You Might...

  • Negotiate between humanoid societies and creatures of the wilderness.
  • Oscillate between rumination and acting with wild aggression.

Others Probably...

  • Think you are a beast who is easily provoked.
  • Want to study you as an oddity without respect for your agency or comfort.

Physical Description

Awakened animals are very similar in appearance to the animals they once were. From a glance, it is difficult for humanoids to tell an awakened animal apart from others of its species. On closer inspection, most humanoids notice something different about the eyes and movements of an awakened animal. The awakened animal carries themself in a way that is self-aware, and even those who don't know that the animal is awakened feel that difference. Often awakened animals take on the practice of wearing clothing and other adornments, and using tools, which truly make their awakened nature obvious.

Animals recognize awakened animals instantly and react with trepidation at first. If welcomed, eventually the animal will settle and approach the awakened animal. It takes a long time for an animal to be truly comfortable around its awakened brethren, but over time it can happen.

Traumatic awakenings sometimes create stunning visual differences in an awakened animal. There are tales of awakened bears with flame-red fur and birds with ghostly feathers.

Society

Awakened animals are rare enough and separate enough that few find themselves traveling together, let alone making their own societies. Awakened animals often settle into the societies that are close by, integrating in disguise as a “typical” animal or overtly as craftspeople and laborers. While an awakened animal may decide that humanoid society is not for them, those that stay do not find much trouble in adapting. Most places in Golarion have seen enough that people get over their initial shock at seeing a talking house cat or songbird quickly.

Awakened animals who have turned their back on “civilized” life tend to create animal societies that they are the natural rulers and leaders of. They use their intelligence to create order and structure that animals of their type wouldn't otherwise be able to do. There are tales in Ustalav of large wolf packs made of several combined packs led by an awakened wolf. The pack roams the countryside, protecting villages from incursions of undead. In Isger, merchants tell tales of bears who attack caravans, but do only enough damage to steal the goods before leaving.

There are also rumors of a city full of awakened animals in Iobaria named Roam. Most awakened animals hear about it at some point in their lives. Some think of it as a fanciful dream, but many do attempt to find it. Roam is said to be the true home of all awakened animals, a place where their intellect and wild spirits are equally welcome.

Beliefs

Awakened animals tend to see the world through a lens of natural order. Those who are unsettled by humans or have been traumatized by them typically live within nature, while those driven by curiosity or structure seek to find a place in the more ordered and rule-bound nature of humanoid society.

There is no uniform religion among awakened animals, but it is unsurprising that gods with domains in the natural world, like Gozreh, are popular. There are small groups of awakened animals who worship destructive gods such as Lamashtu and Rovagug. Those who were awakened by a companion might adopt that companion's outlook, and possibly adopt that companion's religion as well.

Popular Edicts explore your newfound sentience, enjoy the creature comforts of humanoid civilization; often other edicts related to your animal side, such as “keep the pack together” for a canine or “always wash your food” for a raccoon
Popular Anathema revert to purely animalistic behaviors

Names

Animals use their senses to identify others instead of names, so their relationship with naming tends to reflect that. They might give friends nicknames that correspond to vivid feelings and sensory information. They often do this for themselves as well, only straying from these conventions if they are using a name they were given as a pet or companion or if they are trying to follow the conventions of the society around them. Sometimes they blend their instinctual approach with a more conventional name to create something bombastic and proud.

Sample Names

Redfur, Snarling Eye, King Halfhorn, Blacknose, Jewelmouth, Queen Scale, Yellowbeak, Bigclaw, Grinning Maw, Scowl

Other Information

Animal Attacks

Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance. For example, you might choose a beak, talon, or wing for an eagle, a fist or tail for a monkey, or a tongue or jaws for a toad.

Unarmed AttackDamageTraits
Antler1d6 PFinesse, unarmed
Beak1d6 PFinesse, unarmed
Claw1d4 SAgile, finesse, unarmed
Fangs1d6 PFinesse, unarmed
Fist1d4 BAgile, finesse, nonlethal, unarmed
Horn1d6 PFinesse, unarmed
Jaws1d6 PFinesse, unarmed
Tail1d6 BFinesse, trip, unarmed
Talon1d4 PAgile, finesse, unarmed
Tongue1d6 BFinesse, unarmed
Wing1d4 BAgile, finesse, unarmed

Choosing an Animal

The best forms to choose for the awakened animal ancestry have limbs of some sort that can be modified. Even fins can be modified in awakened form. Limbless creatures like snakes might need extra accommodations to work. When talking with your GM about playing an awakened animal, talk about the specific type of animal so you can determine what’s a reasonable choice for the tone of the game.

Many animals have giant-sized versions of themselves in the game, and you can take advantage of that fact to make an animal of any size that you prefer—you can have awakened giant dogs or awakened giant bees if you want! While obvious choices are avians, mammals, and reptiles, the ancestry is built to be versatile enough to represent many kinds of insects and aquatic animals as well.

When deciding what heritages and feats to take that represent your animal, start with their primary movement ability, choose the heritage that matches it most closely, and build from there. Ancestry feats offer many ways to refine your awakened animal concept, so the heritage doesn’t need to provide everything!

Suprising for a Moment

While in the real world a talking bear in armor is a sustained spectacle, in Golarion people are exposed to the fantastical regularly. When GMing for an awakened animal, it’s fine to let people be surprised by encountering an awakened animal—they’re rare! But allow your NPCs to adjust rapidly so it doesn’t become a burden or tax for the player of the awakened animal.

Awakened Animal Mechanics

Hit Points

Your ancestry Hit Points depend on the size you choose (see below): 6 HP if you're Tiny or Small, 8 HP if you're Medium, or 10 HP if you're Large.

Size

Choose the size appropriate to your animal:
Tiny, Small, Medium, or Large

Speed

Determined by your heritage

Attribute Boosts

Constitution
Wisdom
Free

Attribute Flaw

Intelligence

Languages

Common
Additional languages equal to your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Awakened Form

Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.

Awakened Mind

Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal.