Added a complicated supernatural power, which grants familiar-like Animal Companions. The flavor and design is based on the Skinchangers from "Song of Ice and Fire". I might eventually break it up into multiple feats, but for now this is how it works:
Feral Bond (Supernatural):
You have the ability to form a psychic connection with a wild creature, which will serve you loyally as an Animal Companion.
Gaining an Animal Companion:
In order to form a Feral Bond with a creature, the creature must be of the Animal subtype, must have an attitude of Indifferent or better toward you, and must be of equal or lower level than you. To bind an animal to you requires a Standard Action; you must first touch the target animal, which may attempt a Will save (DC 10 + your Character Level + your Charisma Modifier) to resist. The DC is increased by +2 if it's attitude is Friendly, and by +4 if it is Helpful.
If it succeeds in resisting, you cannot attempt another Feral Bond with that animal for 24 hours. Since the animal can sense your intentions during the attempt, it may feel agitated or threatened after a failed Bond, causing its attitude to worsen. If it does not resist, the animal immediately becomes bound to you as an Animal Companion. You can have more than one Animal Companion, but their combined total levels cannot exceed your Character Level; if the level of a new companion would increase this beyond your level, the attempt to form a Bond will fail.
Controlling Animal Companions:
After a Bond is formed, you may direct your Animal Companions as normal using the Handle Animal skill, but as a Free Action instead of a Standard Action. Additionally, you may reach out to one of your Animal Companions within 1 mile, mentally possessing them as a Full-Round Action. This allows you to share their senses, understand their emotional state, and directly control their actions for the round. You may maintain this connection as long as you like, though it still requires a Full-Round Action each round. The effect ends immediately if you and the Companion are more than 1 mile apart, and you may only use this ability on one companion at a time.
When possessing an Animal Companion, you lose the ability to sense with your own body. Pain and other strong sensations may still be distantly felt, as though through from a dream or memory. If you or the Companion you are posessing are injured or subjected to sufficient shock, you must succeed at a Concentration Check or immediately end the posession effect. See Table: Concentration Check DCs for difficulty; treat the Spell Level as 0, and add your Charisma Modifier for the check.
Losing an Animal Companion:
The death of an Animal Companion is a traumatic experience. Should a companion you're Bonded with die, you must immediately attempt a Fortitude saving throw (DC 15 + Companion Level), or suffer 1d4 points of nonlethal damage per level of the Animal Companion. Failure by 5 or more renders you Staggered, and any other animal companions bound to you Confused, for 1 round, +1 round for every additional 5 points you failed by.
Animal Companions and Leveling:
Over time, your Bond can empower your Companions as well. Whenever you gain a level (or gain a feat, if at maximum level), you may elect to increase the level of any of your current Companions, or wait to form a link with a new animal. You can increase their level by any ammount, so long as the combined levels of your Companions doesn't exceed your Character Level. These levels cannot be changed once assigned, but you recoup any levels invested in an Animal Companion 24 hours after they are released from the Bond or slain.
For example: a 4th level character can have a 3rd-level Wolf and a 1st-level Hawk as Animal Companions. If the Wolf should die in combat, they can form a new Bond with three 1st level Companions, one 2nd and one 1st level Companion, or a single 3rd level Companion after 24 hours.