Aberrant

Using ectoplasm is the way a typical aegis protects and enhances the physical body. Others have discovered that by directly altering the body, they can achieve similar results, although they might have a more grisly appearance. These aberrants often have misshapen or twisted forms, yet they are equally deadly.

Table: The Aberrant

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialCustomization
Points
Power
Points
/Day
1st+1+2+0+2Transformed body, verve31
2nd+2+3+0+3Intimidate +1, damage reduction 2/—42
3rd+3+3+1+3Invigorating suit, reconfigure 1/day53
4th+4+4+1+4Augment suit (1)75
5th+5+4+1+4DR 3/—, psionic form, reconfigure 2/day87
6th+6/+1+5+2+5Intimidate +299
7th+7/+2+5+2+5Reconfigure 3/day1011
8th+8/+3+6+2+6Augment suit (2), DR 4/—1114
9th+9/+4+6+3+6Reconfigure 4/day1317
10th+10/+5+7+3+7Intimidate +31420
11th+11/+6/+1+7+3+7DR 5/—, reconfigure 5/day1524
12th+12/+7/+2+8+4+8Augment suit (3), cannibalize suit 1/day1628
13th+13/+8/+3+8+4+8Reconfigure 6/day1732
14th+14/+9/+4+9+4+9Intimidate +4, cannibalize suit 2/day, DR 6/—1937
15th+15/+10/+5+9+5+9Reconfigure 7/day2042
16th+16/+12/+6/+1+10+5+10Augment suit (4), cannibalize suit 3/day2147
17th+17/+12/+7/+2+10+5+10DR 7/—, reconfigure 8/day2252
18th+18/+13/+8/+3+11+6+11Cannibalize suit 4/day, intimidate +52358
19th+19/+14/+9/+4+11+6+11Reconfigure 9/day2564
20th+20/+15/+10/+5+12+6+12Augment suit (5), cannibalize suit 5/day, DR 8/—, perfect merger2670
Hit Die: d10
Class Skills (2 + Int modifier per level): Acrobatics, Athletics, Engineering, Profession, and Psi Lore

Class Features

An Aberrant does not gain the Form Astral Suit, Astral Repair, Craftsman, and Master Craftsman class features.

Transformed Body

An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. An aberrant can transform from his normal form to his aberrant form as a free action on his turn. All benefits of the aberrant form are only available while the aberrant is transformed.

While transformed, the aberrant gains a +1 psionic bonus to his natural armor. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.

An aberrant can modify his aberrant form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal, even while transformed.

The aberrant gains Hardened Strikes and Brawn as free customizations. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

Verve

The aberrant gains verve as a psi-like ability usable at will at first level as long as he maintains psionic focus.

Intimidate

Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.

Damage Reduction

Starting at 2nd level, when you are transformed, you gain damage reduction 2/—. At 5th level and every three levels thereafter, this damage reduction improves by 1. If the armor the astral suit’s form resembles has damage reduction, this ability improves that damage reduction.

Because this benefit comes from a transformed state, for the purposes of stacking damage reduction, this counts as a bonus from race. Unlike other forms of damage reduction, this benefit stacks with damage reduction gained from mutations (such as Osteoderms), even if that benefit is also a bonus from race.

Psionic Form

At 5th level, the aberrant gains 1 hit point for each psionic feat he has. Whenever he takes a new psionic feat, he gains 1 more hit point. These bonus hit points stack with those gained from the Psionic Body feat.

Aberrant Customizations

Some of these customizations grant mutations. These mutations cannot be used to meet prerequisites for feats, prestige classes, or any other options; however, they can be targeted by spells and effects that target mutations.

  • 1-Point Customizations

    • Energy Resistance

      The aegis gains resist 5 against his active energy type. This resistance increases by 5 for every 5 levels the aegis possesses, to a maximum of 15 at 10th level. This customization can be selected multiple times. Each time beyond the first, the aegis selects an energy type (cold, electricity, fire, or sonic) to gain resistance to, in addition to his active energy type. If the aegis’s active energy type is the same as one he has selected, the effects do not stack.

    • Evasion

      As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

    • Extra Arms, Lesser

      The aegis’s astral suit has an extra pair of arms with limited function. Each arm can hold, but not use, any one item that can normally be held in one hand. Items held in this way count toward the aegis’s carrying capacity. The aegis can retrieve any item held by his extra arms as a swift action. The aegis does not gain any mechanical benefit from items held by these arms, such as a shield bonus to armor class.

    • Pull

      The aegis’s astral suit envelopes his weapon and grants him the ability to pull creatures closer with a successful melee attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check as if making a Drag attempt. If successful, the target of the attack is pulled 5 feet closer to the aegis. The aegis does not move.

      This ability only works on creatures of a size equal to or smaller than the aegis. Creatures pulled in this way do not provoke attacks of opportunity. The aegis must have a reach of 10 feet or more to select this customization. If there is insufficient room for the target to move closer to the aegis, the attempt automatically fails.

    • Push

      The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check as if making a Bull Rush attempt. If successful, the target of the attack is pushed 5 feet directly away from the aegis. The aegis does not move.

      This ability only works on creatures of a size equal to or smaller than the aegis. Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.

    • Speed

      The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

    • Spiked Carapace

      The astral suit is covered in sharp spikes as if equipped with armor spikes.

    • Stalwart

      Stalwart (Ex): As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

    • Swim

      The aegis gains a swim speed equal to his base speed.

    • Underwater Breath

      The aegis can safely breathe underwater as long as he is wearing his astral suit.

    • Disjointed

      The aberrant gains a +2 psionic bonus on Acrobatics checks.

    • Eyestalks

      The aberrant’s eyes extend out on a pair of stalks, giving a +2 psionic bonus on Perception checks and low-light vision. The aberrant is also capable of looking around corners while still maintaining cover.

    • Tearing Sting

      When the aberrant makes a successful attack with his stinger, it rips the flesh of the target, causing the target to bleed, taking 1 point of damage each round. The aberrant must have the Stinger customization before selecting this customization.

    • Stinger

      The aberrant gains a tail with the Stinger mutation. This does not cost any mutation points.

    • Darkvision

      You gain darkvision out to a range of 60 feet.

    • Hardened Strikes

      The aegis gains Brawl as a bonus feat. In addition, the aegis’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage. Whenever the aegis reconfigures his suit, he can spend one point of his limit to change the type of damage dealt by his unarmed strikes.

    • Improved Hardened Strikes

      The aegis gains Improved Brawl as a bonus feat. The aegis must meet the prerequisites of this feat before he can gain this customization.

  • 2-Point Customizations

    • Adhesive Feet

      The aegis gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move him from his current location. He also gains a +4 psionic bonus to Athletics checks made while climbing.

    • Brawn

      You gain a +2 enhancement bonus to Strength while wearing your astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

    • Chameleon

      The aegis gains a +4 psionic bonus to Stealth checks. The aegis must be at least 5th level before selecting this customization and this customization can be taken once for every five levels the aegis possesses. Its benefits stack.

    • Climb

      The aegis gains a climb speed equal to 1/2 of his base land speed.

    • Extra Arms

      The extra arms on the aegis’s astral suit gain improved functionality. The aegis gains a +2 psionic bonus to Athletics checks made while climbing and CMD against grapple attempts for each extra arm that is not holding anything. In addition, one of the arms can wield and use a light or one-handed weapon, a shield, or any other item that can be used with one hand. Attacks made with this additional arm suffer a -2 penalty to attack rolls in addition to any penalties for using two weapons. These extra arms do not grant any additional attacks, only alternate arms with which to make the standard attacks. The aegis must be at least 5th level and have the Lesser Extra Arms customization before selecting this customization.

    • Flight

      The aegis uses psychokinetic energy to gain a fly speed equal to its base speed. The aegis’s maneuverability depends on his size. Medium or smaller aegii have good maneuverability. Large aegii have average maneuverability, while Huge aegii have poor maneuverability. For 2 additional customization points, the aegis’s maneuverability increases to perfect. The aegis’s fly speed can be increased by spending additional customization points, gaining a 20-foot increase to fly speed for each additional point spent. The aegis must be at least 5th level before selecting this customization.

    • Fortification

      The aegis gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability. This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.

    • Hardy

      The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.

    • Improved Damage Reduction

      The aegis’s damage reduction from his astral suit increases by 1. This customization can be taken once for every five levels the aegis possesses. Its effects stack. The aegis must be at least 5th level before selecting this customization.

    • Energy Resistance, Improved

      The energy resistance gained from the Energy Resistance customization doubles. The aegis must have the Energy Resistance customization and be at least 6th level to select this customization.

    • Increased Size

      The astral suit grows in size and the aegis and all of his equipment is treated as one size category larger as if affected by expansion. The aegis must be at least 9th level to select this customization.

    • Nimble

      The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.

    • Power Resistance

      The aegis gains power resistance 13. This customization may be selected up to 3 times. Each subsequent time increases the power resistance gained by 3. This ability can be selected again starting at 8th level and at 12th level, increasing the power resistance by 3 for every additional time it is taken.

    • Powerful Build

      The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense, the aegis is treated as one size larger if doing so is advantageous to him. The aegis is also considered to be one size larger when determining whether a creature’s special attacks based on size can affect him. The aegis can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    • Ram

      The astral suit forms a hardened shell over the aegis’s head. If the aegis makes a bull rush or overrun attempt, he gains a +2 bonus to his CMB. Alternatively, he can make a single attack with this shell as part of a charge and deal 2d6 points of damage. This attack is treated as adamantine when used to attack an object. This customization can be taken once for every five levels the aegis possesses, each additional selection increasing the bonus to CMB by 1 and the damage on a charge by 1d6 points of damage. The aegis must be at least 5th level before selecting this customization.

    • Tremorsense

      The aegis gains tremorsense out to a range of 30 feet. This allows the aegis to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the aegis are in contact with the ground, but such creatures still have total concealment from the aegis. Visibility still affects the aegis’s movement and he is still flat-footed against attacks from creatures he cannot see. The aegis must be at least 7th level before selecting this customization.

    • Improved Damage

      The astral suit coats the aegis’s weapon. The weapon damage of any of his melee weapons increases by two steps on Table: Damage Progression. This ability does not stack with effects that increase the aegis’s size category, such as expansion, but does stack with other customizations with similar effects. The aegis must be at least 6th level to select this customization.

    • Improved Natural Armor

      The aberrant’s psionic bonus to natural armor increases by 1. This customization can be taken once for every five levels the aberrant possesses. The aberrant must be at least 5th level before selecting this customization.

    • Obese

      The aberrant’s base movement is reduced as if wearing heavy armor (for example, 30 ft. becomes 20 ft.), but the aberrant gains extra hit points equal to his aberrant level and the aberrant’s damage reduction gained from his transformed body improves by 1.

    • Poison

      The aberrant’s stinger attacks deal 1 point of Strength damage (Fortitude negates, DC 10 + 1/2 the aberrant’s level + the aberrant’s Charisma modifier) on a successful attack. The aberrant must have the stinger customization before selecting this customization.

    • Spikes

      The aberrant gains the ability to loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and deals 1d6 points of damage plus the aberrant’s Strength modifier (if the aberrant is Medium sized; adjust the damage accordingly if the aberrant is a size other than Medium). All targets must be within 30 feet of each other. The aberrant can launch only 24 spikes in any 24-hour period.

    • Tear Flesh

      When the aberrant has successfully grabbed a creature with its tentacles, he deals 1d6 damage per attached tentacle when target breaks free, The aberrant must have the tentacle customization before selecting this customization.

    • Tentacle

      The aberrant gains a tail with the Tentacle mutation. This does not cost any mutation points. This customization can be selected up to 4 times; it grants an additional tentacle each time.

    • Massive Claw

      The aberrant gains the Massive Claw mutation. This does not cost any mutation points.

    • Greater Hardened Strikes

      The aegis gains Greater Brawl as a bonus feat. The aegis must meet the prerequisites of this feat before he can gain this customization.

  • 3-Point Customizations

    • Blindsense

      The astral suit augments the aegis’s senses, giving him blindsense out to a range of 30 feet. This ability allows the aegis to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have total concealment from the aegis. Visibility still affects the aegis’s movement and he is still flat-footed against attacks from creatures he cannot see. The aegis must be at least 9th level before selecting this customization.

    • Burrow

      The aegis gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. He does not leave a hole behind, nor is his passage marked on the surface. The aegis must be at least 9th level before selecting this customization.

    • Diehard

      The aegis gains the benefits of the Diehard feat while he wears his astral suit.

    • Frightful Presence

      The aegis makes his astral suit unsettling to his foes, gaining the frightful presence ability. The aegis can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the aegis must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the aegis’s class level + the aegis’s Charisma modifier. If the aegis has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the aegis are immune to this effect. The aegis must be at least 11th level before selecting this customization.

    • Extra Arms, Greater

      The extra arms on the aegis’s astral suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item that he could normally use. Alternatively, the aegis can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed weapons. The psionic bonus on Athletics checks made while climbing and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The aegis must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

    • Quickened Attacks

      When the aegis makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste. The aegis must be at least 10th level before selecting this customization.

    • Reach

      The aegis’s reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.

    • Toxic

      A number of times per day equal to the aberrant’s Constitution modifier (minimum 1/day), the aberrant can envenom a weapon that he wields or one natural attack with toxic saliva. Applying venom in this way is a swift action, and the aberrant is immune to this poison.

      Poison: Injury; save Fort DC 10 + 1/2 aberrant level + the aberrant’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

  • 4-Point Customizations

    • Blindsight

      The astral suit massively augments the aegis’s senses, giving him blindsight out to a range of 30 feet. The aegis can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as he has line of effect to the target. The aegis must possess the blindsense customization to take this customization. The aegis must be at least 11th level before selecting this customization.

    • Energy Immunity

      The aegis gains immunity to his active energy type as long as he is wearing his astral suit. The aegis must be at least 15th level before selecting this customization.

    • Improved Evasion

      As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw and only half damage if the saving throw fails. The aegis must be at least 12th level before selecting this customization.

    • Increased Size, Improved

      The astral suit grows in size and the aegis is treated as two size categories larger as if affected by an augmented expansion. The aegis must be at least 15th level and have selected the increased size customization to select this customization. This customization does not stack with the Increased Size customization.

    • Improved Stalwart

      As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he can expend his psionic focus as an immediate action to ignore the effect if he makes a successful saving throw and suffers the reduced effect if the saving throw fails. The aegis must be at least 16th level before selecting this customization.

    • Protective Shell

      The aberrant gains the ability to form a protective shell around his entire body, but loses his ability to move while it is active. As a full-round action, the aberrant gains heavy fortification and doubles his damage reduction from transformed body, but he cannot make attacks of opportunity. The aberrant must be at least 12th level before selecting this customization.