Really Wild West Supernatural Wilderness Feats (for Starfinder)

While we already added some mundane wilderness feats to our Really Wild West setting, a big part of RWW is that magic (primarily in the form of theosophy) is real, and supernatural powers exist. So in addition to feats for those who are simply skilled at wilderness training, we need some feats that represent a not-so-mundane connection to the wilderness. The core of these feats is the Wildling feat, with the other feats building off of that.

Animal Soul
Your close bond with the animal world allows you to ignore harmful magic that cannot affect your wild side.
Prerequisite: Wildling, Survival 1 rank.
Benefit: You can choose not to allow spells and effects to affect you if they would not be capable of affecting both your original creature type and the animal creature type.

Aspect of the Beast
You have a strong supernatural connection to the animal world.
Prerequisite: Wildling, Survival 1 rank.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. Your unarmed attacks are not considered archaic and can deal piercing or slashing damage, and gain the bleed critical hit effect. The bleed is 1d4, and increases to 1d6 at character level 4, to 1d8 at character level 9, and to 2d6 at character level 14.
Predator’s Leap (Ex): You gain a +5 bonus to Acrobatics checks made to leap or fall.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.

Greater Wildling
Your natural empathy stretches across the world of nature.
Prerequisite: Wildling, Survival 3 ranks.
Benefit: You gain a +2 bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may influence creatures of that type with wild empathy, if their Intelligence score is –4 or –5, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.

You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.
Prerequisite: Survival 1 rank.
Benefit: You can improve the attitude of an animal with wild empathy. This ability functions just like a Diplomacy check made to improve the attitude of a person. You rolls 1d20 and adds your character level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence modifier of –4 or –5, but you take a –4 penalty on the check. If you have the wild empathy class feature, you gain a +3 bonus to your wild empathy checks.


I have a Patreon, which supports my writing material like this. When writing this article I found myself going two different directions. Once route lead to the feats presented here, which focus primarily on the Wildling feat as the base. The other was built off a Fylgja feat, which drew inspiration from the nodric concept of an animal spirit that is linked to you in some way, and may even be part of your own soul. While that line didn’t pan out as well in general I still like the core Fylgja feat, which I posted as a Patreon-exclusive for my backers.

About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at

Posted on June 15, 2018, in Game Design, Starfinder Development and tagged , , , . Bookmark the permalink. Leave a comment.

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