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.