Maskani Heritages

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

Arboreal Maskani

Your fingers and toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat, and as long as you aren’t wearing footwear, you can use your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.

Clawed Maskani

Your family has particularly long, sharp claws capable of delivering bleeding wounds with a wicked swipe. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.

Sniffer Maskani

Your family line has a keener sense of smell than most maskani. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

In addition, you gain a +2 circumstance bonus to Perception checks to Seek a creature or object within the range of your scent.

Wildbound Maskani

Your ancestors were trickster spirits from the Wild. You gain the Fey-Touched ancestry feat.