Feats
Human Form
You have learned to attain a human form, so that you may more easily interact with the human dominated society.
Prerequisites : Non-Human Humanoid or Monstrous Humanoid, 5 Hit Die, WIS 13.
Benefit : You may, at will, as a standard action, assume a single specific human form that is fixed and generally matches your non-human appearance as closely as possible. When assuming this human form, you lose any natural attacks granted by your normal race form, as well as any natural armor. You retain special senses, unless those senses are tied to a specific body part that no longer exists.
Special : If you do not meet the minimum hit die or wisdom requirements, you may still take the feat, but you cannot assume a purely human form, and other parts of your natural form merge with your human form. For example, a catfolk might retain ears and tail while in human form, or a Tengu might retain a long nose and feathers for hair in human form. An Oni could retain large tusks (and their bite attack) in human form.
You may take Kitsune shapechanging feats with the GM's permission.
Templates
Elemental Born
This creature has been born with a tight bond to a specific element. The Element will affect the creature's appearance. The creature cannot be a humanoid or monstrous humanoid.
Rebuild Rules : The creature gains the elemental subtype associated with it's element, [cold] for water, [acid] for earth, and so on. Wood element gain the [plant] subtype. The creature gains the abilities below based on it's element. Increase the creature's CR by 1.
Water - Blue - The creature gains Resistance/cold 5. Additionally, the creature ignores terrain penalties for mud or ice. The creature gains Endure Elements effect but only to protect from cold. Finally, the creature gains a swim speed equal to half it's base movement. The creature can, alternately, move across the water's surface at it's normal base speed, but if it stops, it sinks and must swim.
Fire - Red- The creature gains Resistance/fire 5. Additionally, the creature gains Endure Elements effect, but only to protect from heat. Finally, the creature may safely cross volcanic rock or magma, provided it is moving. Should it stop, it sinks into the magma or takes heat damage from the volcanic rock.
Air - Yellow - The creature gains Resistance/shock 5. Additionally, the creature gains the ability to run on thin air. If the creature stops moving, it falls immediately under normal falling rules. It may move at it's normal land speed in a flat plane, or spend 10 ft of movement to gain 5 ft of height. The creature also gains a bonus to it's initiative equal to half it's hit dice (minimum 1). The creature may ignore difficult terrain while running on air, even if only running above the top of the terrain.
Earth - Brown - The creature gains Resistance/acid 5. Additionally, the creature ignores difficult terrain if that terrain is stone or earth based. The creature may walk on stone or earth as if under the effects of a spider climb spell, and may stop without losing it's footing, even if it's upside down.
Wood - Green - The creature increases it's natural armor by +1. The creature may ignore difficult terrain in forests and jungles, and may move through such terrain without leaving a trace at it's normal movement speed, no matter how thick the underbrush is.
Imperial - Black - The creature gains all the abilities listed above. The creature's CR increases by 3, not 1.