Bangaan Technicks (Combat, Racial)
The Bangaa have a history of learning technicks inspired by monsters they faced most often. These technicks have been refined and passed down from practitioner to practitioner.

Prerequisites: Bangaa

Benefit: Bangaa with this feat gains one of the following technicks of their choice. A Bangaa may use these technicks once per day. Some technicks have prerequisites based on the amount of hit dice they possess. Unless otherwise noted, all technicks are a standard action to perform:

Ram(Ex): A simple technicks where the Bangaa suddenly uses a shoulder tackles to unbalance an enemy. Make a special attack action. Should you hit, you deal your unarmed strike damage and the target is flat-footed until the start of their next turn.

Tempest(Su): The Bangaa let's loose with a flurry of strikes, charged with a tinge of lightning. When the Bangaa makes a Full attack, he may choose to take a -2 penalty to AC for 1 round to add a +1d8 lightning damage to all his unarmed and weapon attack rolls for 1 round. This additional damage increases to 1d10 once the Bangaa has 10 or more Hit dice. Prerequisites: Must have 4 or more Hit Dice.

Sandstorm(Su): The Bangaa conjures roiling sand, dust, and sediment to flay and disorient foes. The Bangaa conjures a 10ft radius sandstorm within 30ft. Creatures that start their turn in the effect take 1d6+4 earth damage and must make a Reflex save (10 + your character level + your Constitution modifier) or be blinded for 1 round. The damage of this ability increases by 1d6 per three hit dice the Bangaa possesses. The sand storm lasts for 3 rounds. Prerequisites: Must have 8 or more hit dice.

Special: This feat can be taken up to 3 times, each time granting another technick and another use, up to 3 per day.

Creation Magicks
The ascian can tap into the lost arts of creation magic. Being able to to summon creatures from beyond the veil.

Prerequisites: Lesser Ascian, former life racial trait, character level 3rd.

Benefit: A lesser ascian may use Summon Monster II as a spell-like ability once per day (Caster level equal to the ascian’s character level). Lesser ascians who serve/served Zodiark (See former life) can only summon Fiendish creatures, while lesser ascians who serve/served Hydaelyn (See former life) can only summon Celestial creatures.

Razor-Tipped Pinions (Racial, Combat)
You have adopted a fighting style that turns the quills and tips of your feathers into deadly thrown weapons.

Prerequisites: Avian

Benefit: An avian creature with this feat can treat their feathers as darts (with an ammunition of 30) for the purposes of damage, range, critical multiplier and other weapon statistics. However, their feathers are treated as thrown ammunition (akin to Shuriken) for the purposes of drawing them and what happens to them after they are thrown. A razor-tipped pinion does not count as occupying the wing or digit of the feathered creature in question. This allows an avian creature to wield a weapon, grapple a target, or otherwise consider their winged appendages free. An avian creature that is pinned, rendered helpless, or otherwise bound cannot make use of this feat. A creature with this feat regains pinions after an 8 hour, uninterrupted rest for them to regrow. Razor-tipped pinions count as natural weapons for all purposes.

Seeq Tecknicks (Combat, Racial)
The Seeq warriors developed their own style of fighting involving the use of their bodies. They swing their size around with surprising speed and precision.

Prerequisites: Seeq, Horned racial trait

Benefit: Seeq with this feat gains one of the following technicks of their choice below. A Seeq may use these technicks once per day. Some technicks have prerequisites based on the amount of hit dice they possess. Unless otherwise noted, all technicks are a standard action to perform:

Heave(Ex): As a special attack action, a Seeq may attempt a Gore attack with their horn. Should they hit, they deal normal damage plus an additional 1d6 points of precision damage per three hit dice the Seeq may have. If used as part of a charge, the Seeq may attempt a bull rush or Overrun combat maneuver without provoking an attack of opportunity.

Absorb Damage (Ex): When subject to a natural or weapon attack, a Seeq can spend an immediate action to recover hit points. They recover 1 hit point per die of damage suffered + their Constitution modifier. Prerequisites: 4 or more hit dice.

Ice Break (Su): As a standard, the Seeq uses faint magicks to summon a sharp pillar of Ice from the ground to a target within 30ft. Affected creatures must make a Reflex save (10+ you character level + your Constitution modifier) or Suffer 4d6 points of Ice damage. Creature’s that fail the save by 5 or more gain the Frozen status for 1 minute. Prerequisites: 8 or more Hit dice.

Special: This feat can be taken up to 3 times, each time granting another technick and another use, up to 3 per day.