Advantages
Thick Fur
Cold weather oriented weather subtype.
Claws
Gain two claw attacks dealing 1d4 damage.
Pack Mentality
+1 racial bonus to attack roll and damage when within reach of ally
Powerful Build
+2 Size Bonus for a smaller-sized creature.
Improved Grab
+4 trait bonus on combat maneuver checks made to grapple a foe.
Charge
If you charge (see the charge action in Combat) while wielding a piercing
weapon and your attack hits your target, you may deal double damage.
Ferocity
If you are reduced below 0 HP and are not killed outright, you continue to live
on for a number of extra rounds equal to your Constitution score.
Though effectively unconscious you still may perform move, standard,
or swift actions usually granted to an unconscious PC despite having negative
Hit Points. After this number of rounds, or when your additional hit points
above reach negative con score, you are considered dead,
Fast Healing
At the start of each of your turns, you regain a number of hit points equal to
your heritage subtype level, as long as you have at least 1 hit point
Blindsight
Can ascertain all foes and objects within a thirty-foot radius so long as
line-of-effect is not obtruded by a medium thicker than clothing, paper,
or mist. Those who are ethereal do not reveal themselves to an individual with
blindsight, however. Creatures naturally hidden from the physical senses,
such as creatures on the Ethereal or Astral planes, similarly remain
imperceptible to the bearer, unless it utilizes SEE INVIS which allows their
physical location to be found
Evolutions
See individual heritage details for specific evolution options