![[CC_Aberrant.png|center|200]] *In some way or other your body does not reject the blood of monsters. Perhaps you have lived on a diet of monsters and your body has adapted by joining their power into your own. Mayhap you were cursed and as you got better, you found yourself drawn to the hunt. Or worst of all, perhaps you are a natural leach that draws in the power as you hurtle towards a terrifying metamorphosis. Whatever it may be, you collect the powers of monsters and you turn it back on them and those who would do you wrong.* | Key Attribute | Hit Points | | ------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------- | | DEXTERITY or INTELLIGENCE | 8 plus your Constitution modifier | | At first level, your class gives you an attribute boost to Dexterity or Intelligence. | You increase your maximum number of HP by this number at 1st level and every level thereafter. | ## Initial Proficiencies At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. | Perception | Attacks | | ---------------------------------------------------------------------------------------- | ----------------------------- | | Expert in Perception | Trained in simple weapons | | | Trained in unarmed attacks. | | **Saving Throws** | **Defenses** | | Expert in Fortitude | Trained in light armor | | Expert in Reflex | Trained in unarmored defense | | Trained in Will | | | | **Spells** | | **Skills** | See Manifestation: The Call | | Trained in Athletics | | | Trained in Survival | **Class DC** | | Trained in a number of additional skills <br>equal to 4 plus your Intelligence modifier. | Trained in aberrant class DC. | **During combat encounters...** You observe enemy movement and physiology carefully with Scan, identifying vulnerable traits and adapting your attacks. You step onto the frontlines using physical mutations or support from afar using stolen spells and innate supernatural abilities. **During social encounters...** You might be viewed with uneasy curiosity due to your unnatural features or deep knowledge of terrifying beasts. You leverage your vast lore and understanding of monster habits to advise leaders, negotiate with monstrous entities, or calm terrified civilians. **While exploring…** You keep a watchful eye out for unusual tracks, strange lingering magical aura, or telltale signs of dangerous wildlife, analyzing monster traces before an ambush can occur. **In downtime...** You harvest biological samples, study rare bestiaries, practice controlling your manifestation, or cook exotic monster ingredients to hone your abilities. **You might...** * Keep detailed journals filled with sketches and biological notes of every creature you encounter. * Suffer occasional physical tremors, strange cravings, or minor physical shifts as your body adapts to foreign tissue. * Pride yourself on knowing a monster's weakness before your party ever draws a weapon. **Others probably...** * Assume you are a wizard, witch, or alchemist who took an experimental shortcut. * Feel uncomfortable watching your body mutate or watching you analyze a corpse for "useful traits." * Count on you to identify dangerous wild beasts before they become lethal threats. ### Class Features You gain these abilities as an aberrant. Abilities gained at higher levels list the level at which you gain them next to the features’ names. | Your Level | Class Features | | ---------- | ------------------------------------------------------------------------------------------------------------------------ | | 1 | Ancestry and background, attribute boosts, initial proficiencies, **Scan**, **The Old Blood** | | 2 | Aberrant feat, skill feat | | 3 | General feat, **Analyse**, skill increase, will expertise | | 4 | Aberrant feat, skill feat | | 5 | Attribute boosts, ancestry feat, skill increase, **Weapon Expertise** | | 6 | Aberrant feat, skill feat | | 7 | General feat, **Feral Movement**, **Perception Mastery**, **Sharpened Instincts**, skill increase, weapon specialization | | 8 | Aberrant feat, skill feat | | 9 | Ancestry feat, **Aberrant Expertise**, skill increase | | 10 | Attribute boost, aberrant feat, skill feat | | 11 | General feat, **Adaptive Physique**, **Simple Wings**, skill increase | | 12 | Aberrant feat, skill feat | | 13 | Ancestry feat, **Evolved Physiology**, **Perception Legend**, skill increase | | 14 | Aberrant feat, skill feat | | 15 | Attribute boosts, general feat, greater weapon specialization, **Greater Adaptation**, **Mature Wings**, skill increase | | 16 | Aberrant feat, skill feat | | 17 | **Educated Hunter**, ancestry feat, **Perfect Form**, skill increase | | 18 | Aberrant feat, skill feat | | 19 | General feat, **Blinding Step**, **Metamorphic Transcendence**, skill increase | | 20 | Attribute boost, aberrant feat, skill feat | ## Ancestry and Background In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. ## Attribute Boosts In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1. ## Initial Proficiencies At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class. ## Scan :: Level 1 You gain the **Scan** action. ### Scan (One-Action) ![[AB_CONC_SCT.webp]] **Effect:** You examine a creature within 30 feet that you can see or hear. Attempt a Perception check or Recall Knowledge check against the creature's standard Recall Knowledge DC. **Critical Success:** You learn the creature's name, traits, highest/lowest saving throw, and one special ability or spell. The target becomes Scanned by you for 24 hours. **Success:** You learn the creature's traits and one special ability, spell, or resistance/vulnerability. The target becomes Scanned by you for 1 hour. **Failure:** You gain no information. **Critical Failure:** You draw incorrect conclusions and are off-guard against the creature until the start of your next turn. # The Old Blood :: Level 1 *In some way or other your body does not reject the blood and magic of monsters. You collect their powers and turn them on those who would do you harm.* Choose a Manifestation from the three below: ![[AB_TheCall.png]] ![[AB_TheCurse.png]] ![[AB_TheHunger.png]] Select a trait from the list below, you gain that trait. Some traits cannot be chosen by The Hunger. | Creature Traits | | ------------------------------------------------------------ | | Aberration | | Animal / Beast | | Astral* | | Celestial* | | Construct* | | Creature | | Dragon | | Dream* | | Ethereal* | | Fey | | Fiend | | Fungus | | Giant | | Monitor* | | Ooze | | Plant | | Spirit* | | Undead | | *This trait can NOT be selected by the Hunger Manifestation. | --- ## The Call ![[AB_TheCall.png]] *From the first time you encountered fantastical creatures, you have had a knack for absorbing the latent magic of the creatures you study.* Choose a multiclass archetype that prepares spell with a spell book, and has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score. During the Learn a Spell activity you may attempt to learn a spell that you have noted when you scanned a creature in the past. ## The Curse ![[AB_TheCurse.png]] *Whether by surviving a deadly curse, or carrying a lineage exposed to foreign corruption, your physical form reacts violently to strange magic.* While declaring a Strike against a creature with an unarmed strike or class ability, you can manifest a fleeting physical mutation (such as venomous spines, extra joints, or chitinous plates) as a free action once per round. If the strike is successful, the mutation causes your attack to deal an additional 1d6 acid or poison damage (your choice when you gain this feature). As your aberrant level increases, so does the number of damage dice. Increase the number of dice by one at 5th, 11th, and 17th levels. You gain the **Stalk** action. ### Stalk (One-Action) ![[AB_FL_ST.webp]] **Requirements:** You are hidden from or undetected by the target creature. **Effect:** You attempt a Scan check against a target. If you succeed, you can immediately Stride up to half your Speed toward that target while remaining hidden, provided you end your movement in cover or concealed terrain. ## The Hunger ![[AB_TheHunger.png]] *Whether it was by necessity or curiosity, you began consuming the strangest of creatures. Perhaps you have become a chef in a rural town that defends locals from the encroaching wildlife. However, something began to change in you.* You gain the Devour action. ### Devour (Two-Actions) ![[AB_MAN_MRPH.webp]] **Requirement:** You are within reach of an unconscious, dying, or dead creature that has died within the last minute. **Effect:** You consume a portion of the target's flesh or vital essence. You gain one Strike or special ability possessed by the consumed creature, chosen by the GM (typically a signature attack, breath weapon, or utility action). Temporary stolen abilities last until you use this action again or you finish a long rest, whichever happens first. Abilities granted by this feature use your Class DC for any required saving throws, and stolen Strikes use your highest weapon proficiency. Abilities that cost resource points or have daily frequency limits retain those limits. **Damage and effects may be scaled at the DMs discretion. See the Devoured Benchmarks Table below.** #### Permanent Assimilation Keep track of the distinct creature types (Deep One, Hell Hound, Sewer Ooze) you consume. When you use Devour on a third distinct individual of the exact same creature entry, you permanently assimilate one chosen Strike or special ability. #### Limited Assimilation You can permanently assimilate a maximum number of abilities equal to your Constitution modifier (minimum 1). If you reach your maximum and wish to permanently assimilate a new ability from a third creature, you must permanently replace one of your previously assimilated abilities. ### Devoured Benchmarks | **Player <br>Level** | Stolen <br>Strike Damage | Stolen <br>Single Target Ability | Stolen <br>AoE Ability | | -------------------- | ------------------------ | -------------------------------- | ------------------------------- | | 1 - 3 | 1d8 + STR or DEX | 2d4 + INT | 1d6 per Level/2 <br>rounded up. | | 4 - 11 | 2d8 + STR or DEX | 4d4 + INT | - | | 12 - 18 | 3d8 + STR or DEX | 6d4 + INT | - | | 19 - 20 | 4d8 + STR or DEX | 8d4 + INT | - | *Example. If a level 9 Aberrant of The Hunger, devoured a third Firewyrm. They would probably gain the Breath Fire ability. This would change the damage to 5d6 fire and 1d8 persistent fire damage. If the Aberrant gained the Fire Mote ranged attack, you most likely keep the 2d8 + DEX fire damage, however, this could be changed to 4d4 + INT.* --- ## Aberrant Feats At 2nd level and every even-numbered level thereafter, you gain an aberrant class feat. ## Skill Feats At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat. ## General Feats At 3rd level and every 4 levels thereafter, you gain a general feat. ## Analyze :: Level 3 You have grown used to fighting creatures of various origins. You know how to adapt on the fly to the things in front of you. You gain a +1 circumstance bonus to attacks against your list of scanned creatures. At 9th level, this lore bonus increases to +2. *If the creature shares a creature type with one you have scanned in the past, discuss how your bonus would work for that particular enemy with your GM. ## Skill Increase At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert. At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master. ## Will Expertise :: Level 3 Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert. ## Ancestry Feats In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. ## Weapon Expertise :: Level 5 You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increase to expert. ## Feral Movement :: Level 7 You move like the wind, unburdened by heavy protection. You gain a +10-foot status bonus to your Speed whenever you are not wearing armor. ## Perception Mastery :: Level 7 You have highly developed acuity and attention to detail. Your proficiency rank for Perception increases to master. ## Sharpened Instincts :: Level 7 You begin taking on traits from the monsters you have studied. Choose your Fortitude or Reflex saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead. ## Weapon Specialization :: Level 7 You inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary. ## Aberrant Expertise :: Level 9 Your proficiency rank for your Aberrant class DC increases to expert. If you have spells, your proficiency rank for spell attacks and spell DCs increases to expert. ## Adaptive Physique :: Level 11 You’ve forged a path that has mutated you beyond capacity of average mortals. Choose a different saving throw than the one you chose for your Sharpened Instincts. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed. ## Elevated Movements :: Level 11 Your footing is unnaturally precise and light. You ignore the effects of difficult terrain. As normal for ignoring difficult terrain, you treat greater difficult terrain as regular difficult terrain instead. ## Perception Legend :: Level 13 You notice the almost imperceptible. Your proficiency rank for Perception increases to legendary. ## Evolved Physiology :: Level 13 You move with perpetual grace, turning aside blows. Your proficiency rank for unarmored defense increases to master. Your proficiency rank for simple weapons and unarmed attacks increase to master. ## Greater Adaptation :: Level 15 You have ascended to heights reserved for the top of the interdimensional food chain. Choose one of the saving throws you selected for Sharpened Instincts or Adaptive Physique. Your proficiency rank for the chosen type of save increases to legendary. ## Transcendent Movement :: Level 15 Your movement transcends mortal limitations. your status bonus from Feral Movement increases to +20 feet. Additionally, choose whether you permanently gain a burrow Speed or a fly Speed equal to your land Speed. ## Educated Hunter :: Level 17 When you roll a Perception check to Scan a creature, treat critical failure as a failure, and a failure as a success. ## Perfect Form :: Level 17 Your evolved form grants you unparalleled protection and offense. Your proficiency rank for your aberrant class DC increases to master. If you have spells, your proficiency rank for spell attack modifiers and spell DCs increases to master. ## Blinding Step :: Level 19 You gain the **Blinding Step** action. ### Blinding Step (Free-Action) ![[AB_MRPH.webp]] **Trigger** You hit with a Strike or complete casting a spell that takes 1 or more actions. **Frequency:** Once per turn. **Effect:** You instantly surge forward. You Stride. ## Metamorphic Transcendence :: Level 19 You gain the **Metamorphic Transcendence** action. ### Metamorphic Transcendence (Two-Actions) ![[AB_MRPH.webp]] **Frequency:** Once per day. **Duration:** 1 Minute. **Effect:** You completely surrender your mortal form to the monstrous catalog within your blood, achieving a terrifying, temporary apex state. For 1 minute, you gain the following benefits: * **Apex Physiology:** You gain temporary Hit Points equal to double your level (40 HP at level 20), and resistance to all physical damage equal to your Intelligence modifier or Constitution modifier (whichever is higher). * **Overclocked Adaptation:** Your Analyze lore bonus doubles against all Scanned creatures. Once per round, as a free action, your next spell, strike, or class feature you use that targets or affects a Scanned creature treats their saving throw outcome or your attack roll as one degree of success better (e.g., a failure on an attack becomes a success, or a target's success against your spell DC becomes a failure). * **Surging Manifestation:** You channel the total potential of your Manifestation: * The Call: You can cast any spell from your Bestiary Journal without expending a spell slot once per turn. * The Curse: Your free-action mutation triggers automatically on every hit (rather than once per round). * The Hunger: Whenever you hit a Scanned creature with a melee Strike or unarmed attack, you instantly devour a portion of its vital strength, regaining Hit Points equal to half the damage dealt. ---- ## Aberrant Feats (Work in Progress) | Aberrant Feats | Level | | ------------------------- | ----- | | Anatomical Knowledge | 2 | | Calcified Aegis | 2 | | Poison Resistance | 2 | | Predator's Rush | 2 | | Predator Senses | 2 | | Reactive Adaptation | 2 | | Sudden Charge | 2 | | Targeted Evolution | 2 | | Unnatural Digestive Tract | 2 | | Adaptive Camouflage | 4 | | Barreling Charge | 4 | | Caustic Secretion | 4 | | Chitinous Armor | 4 | | Eldritch Sepll-Siphon | 4 | | Gluttonous Lunge | 4 | | Vicious Assimilation | 4 | | Adaptive Resistance | 6 | | Anatomical Insight | 6 | | Biol-Luminescent Burst | 6 | | Exploitative Strike | 6 | | Gasping Cloud | 6 | | Pain Tolerant | 6 | | Burrowing Spines | 8 | | Echolocation Glands | 8 | | Extra Limb Growth | 8 | | Shared Instincts | 8 | | Sudden Leap | 8 | | Devour Essence | 10 | | Spell-Gorged Flesh | 10 | | Spell-Gorged Counter | 10 | | Biomorphic Resilience | 12 | | Explosive Metamorphosis | 12 | | Reactive Molt | 12 | | Unstable Metamorphosis | 12 | | Venomous Overgrowth | 12 | | Instictive Hunter | 14 | | Mass Assimilation | 14 | | Shroud of Aether | 14 | | Master Trait Thief | 16 | | Metamorphic Detonation | 16 | | Thunderous Landing | 16 | | Living Bestiary | 18 | | Apex Transformation | 20 | | True Apex Predator | 20 | ## Anatomical Knowledge :: Feat 2 (Aberrant) When you attempt a Recall Knowledge check to **Scan** a creature, you can use Perception instead of the skill associated with that creature's type. ## Calcified Aegis (One-Action) :: Feat 2 (Aberrant)(Shield) Requirement: You are unarmored or wearing light armor. You harden the bone density in your forearm or cause dense chitin to sprout along your defense arm. You raise your mutated arm as a shield. You gain a +2 circumstance bonus to AC until the start of your next turn. This functions identically to the Raise a Shield action, with a Hardness equal to (2 + half your level rounded up) and HP equal to double your level (BT is half HP). ## Poison Resistance :: Feat 2 * (Aberrant)(Alchemist)(Druid) Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. ## Predator's Rush (One-Action) :: Feat 2 (Aberrant)(Flourish) You **Stride** toward the scanned creature. If you end your movement within melee reach of the creature, you can make a single melee Strike. ## Predator Senses :: Feat 2 (Aberrant) Your eyes, ears, or olfactory organs mutate to mimic predatory beasts. You gain darkvision and imprecise scent with a range of 30 feet. If you already have darkvision, you gain low-light vision and a +2 circumstance bonus to Perception checks against hidden or concealed creatures. ## Reactive Adaptation (Reaction) :: Feat 2 (Aberrant) **Trigger:** A creature you have **Scanned** targets you with an attack or forces you to make a saving throw. **Effect:** You shift your posture or thicken your skin in response to the target's attack pattern. You gain a +1 circumstance bonus to AC or saving throws against the triggering attack or effect. ## Sudden Charge (Two-Actions) :: Feat 2 * (Aberrant)(Barbarian)(Fighter)(Flourish) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. ## Targeted Evolution :: Feat 2 (Aberrant) When you successfully Scan a creature, you can immediately adapt your defenses to it. You gain resistance equal to half your level (minimum 1) against one damage type that the scanned creature deals with its attacks or abilities. This resistance lasts for 1 hour or until you Scan a new creature. ## Unnatural Digestive Tract :: Feat 2 (Aberrant) Your internal organs adapt to neutralize hazardous substances. You gain a +2 status bonus to saving throws against ingested poisons and food-borne pathogens, and you do not suffer the Sickened condition from eating hazardous or raw organic matter. --- ## Adaptive Camouflage :: Feat 4 (Aberrant) Your skin shifts color and texture to blend with your environment. You can Hide and Sneak even without cover or concealment as long as you are within natural terrain or terrain matching a creature type you have scanned today. ## Barreling Charge (Two-Action) :: Feat 4 * (Aberrant)(Barbarian)(FIghter)(Flourish) **Prerequisite:** Trained in Athletics You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. ## Caustic Secretion (Reaction) :: Feat 4 (Aberrant) **Prerequisites:** The Curse ![[AB_TheCurse.png]] Your body exudes a thin layer of corrosive slime or toxic sweat. When a creature grabs you, restrains you, or hits you with an unarmed Strike, it takes acid or poison damage (matching your The Curse damage type) equal to your Constitution modifier. ## Chitinous Armor :: Feat 4 (Aberrant) Hardened plates or calcified skin sprout across your body. While unarmored, you gain a +2 item bonus to AC with a Dexterity cap of +3, and your check penalty is 0. (This counts as light armor for proficiency). ## Eldritch Spell-Siphon (Reaction) :: Feat 4 (Aberrant) **Trigger:** You succeed on a saving throw against a spell cast by a creature you have Scanned. **Effect:** You analyze the residual magical signature lingering in the air. You immediately add the triggering spell to your Bestiary Journal as if you had used Learn a Spell, provided it belongs to your chosen spellcasting tradition and is of a spell rank you can cast ## Gluttonous Lunge (One-Action) :: Feat 4 (Aberrant)(Flourish) **Prerequisites:** The Hunger ![[AB_TheHunger.png]] **Requirements:** You are adjacent to an unconscious, dying, or dead creature that died within the last minute. **Effect:** You rapidly extend a toothy appendage or gaping maw to feed without stopping your momentum. You use **Devour** as a 1-action ability instead of 2 actions ## Vicious Assimilation :: Feat 4 (Aberrant) **Prerequisites:** The Curse or The Hunger ![[AB_TheCurse.png]] ![[AB_TheHunger.png]] When you hit a Scanned target with your mutated unarmed Strike or a borrowed Strike, you can choose to force the creature to make a Fortitude save against your Class DC. On a failure, the target is Enfeebled 1 (or Clumsy 1 if you deal poison damage) until the end of your next turn. --- ## Adaptive Resistance (Reaction) :: Feat 6 (Aberrant) **Trigger:** You take acid, cold, electricity, fire, or sonic damage. **Effect:** Your tissue rapidly thickens to insulate against elemental shock. You gain resistance equal to half your level + 2 against the triggering damage type. This resistance lasts until the end of your next turn. ## Anatomical Insight :: Feat 6 (Aberrant) **Prerequisite:** Analyze Your knowledge of monster biology lets you strike where it hurts most. When you hit a **Scanned** creature with a weapon or unarmed attack, your attack deals an additional 1d6 precision damage (2d6 at level 14). ## Bio-Luminescent Burst (One-Action) :: Feat 6 (Aberrant)(Morph)(Light)(Visual) **Frequency:** Once per 10 minutes Effect: Organs beneath your skin flare with intense bioluminescent light. All creatures in a 15-foot emanation must make a Fortitude save against your Class DC. **Critical Success:** Unaffected. **Success:** The creature is Dazzled for 1 round. **Failure:** The creature is Blinded for 1 round and Dazzled for 1 minute. **Critical Failure:** The creature is Blinded for 1 minute. ## Exploitative Strike :: Feat 6 (Aberrant)(Flourish) **Requirements:** Your target is Scanned. **Effect:** You strike directly at a vulnerability revealed during your analysis. Make a Strike against the scanned target. On a hit, you add your Analyze circumstance bonus to the damage roll in addition to your attack roll. ## Gasping Cloud (Two-Actions) :: Feat 6 (Aberrant) (Poison) **Frequency:** Once per 10 minutes. **Effect:** You exhale a 15-foot cone of toxic gas or caustic spores. Creatures in the area take acid or poison damage equal to 1d6 per two levels (Reflex save against your Class DC). A target that fails is Dazzled for 1 round. ## Pain Tolerant :: Feat 6 * (Uncommon)(Aberrant)(Barbarian)(Fighter) **Prerequisites** expert in Fortitude saves **Requirement** The Curse ![[AB_TheCurse.png]] You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you clumsy, drained, or enfeebled. --- ## Burrowing Spines (One-Action) :: Feat 8 (Aberrant) **Requirements:** Your last action was a successful Strike against a Scanned target using an unarmed attack or a mutation from The Curse. **Effect:** You leave broken spines or barbed hooks embedded in the target's wound. The target takes persistent bleed damage equal to your Constitution modifier. Until the persistent damage ends, any attempt the target makes to Cast a Spell or use an action with the Manipulate trait requires a DC 5 Flat Check or the action is disrupted. ## Echolocation Glands :: Feat 8 (Aberrant) You sprout fine receptors or sub-vocal acoustic sacs. You gain imprecise echolocation (or Tremorsense) out to 30 feet. Creatures that are invisible or concealed in non-magical darkness are not concealed from you within this range. ## Extra Limb Growth :: Feat 8 (Aberrant) You manifest an extra vestigial arm or tentacle. You can interact with items using this limb while both hands are full, though it cannot wield weapons or shields. You gain a +1 circumstance bonus to Athletics checks to Grapple or Trip. ## Shared Instincts :: Feat 8 (Aberrant) When you successfully Scan a target, allies within 30 feet who can hear you gain your Analyze circumstance bonus against that target until the start of your next turn. ## Sudden Leap (Two-Actions):: Feat 8 * (Aberrant)(Barbarian)(Fighter) You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump's rules, and change your maximum distance to double your Speed. **Special** If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes. --- ## Devour Essence :: Feat 10 (Aberrant)(Necromancy) **Prerequisites:** The Hunger ![[AB_TheHunger.png]] **Frequency:** Once per hour **Requirements:** You are adjacent to a dying or recently deceased creature (within 1 minute). **Effect:** Rather than stealing a full ability or Strike, you siphon raw metabolic juice. You instantly regain Hit Points equal to 2 x Your level, and you clear one condition currently affecting you from the following list: Clumsy, Enfeebled, or Sickened. ## Spell-Gorged Flesh :: Feat 10 (Aberrant) **Prerequisites:** The Call ![[AB_TheCall.png]] When you cast a spell from your Bestiary Journal that targets a creature you have Scanned, you gain temporary Hit Points equal to double the spell rank. These temporary Hit Points last for 1 minute. ## Spell-Gorged Counter (Reaction) :: Feat 10 (Aberrant) **Prerequisites:** The Call ![[AB_TheCall.png]] **Trigger:** A creature within 30 feet that you have Scanned casts a spell **Effect:** You siphon off raw magical discharge to disrupt the spell's matrix. Attempt a primary spellcasting check or Class DC check (1d20 + Class DC modifier) against the spell's DC. On a success, the target takes 1d6 force damage per spell rank, and must succeed on a Concentration check (DC equal to your Class DC) or lose the spell. --- ## Biomorphic Resilience (Reaction) :: Feat 12 (Aberrant) **Frequency:** Once per 10 minutes **Trigger:** You take damage from a critical hit or suffer a physical status condition (such as **Clumsy**, **Drain**, or **Enfeebled**). **Effect:** Your body rapidly mutates around the trauma to minimize tissue damage. Convert the critical hit into a normal hit, or reduce the value of the triggering status condition by 1. ## Explosive Metamorphosis (One-Action) :: Feat 12 (Aberrant)(Druid)(Spellshape) Requirement: The Call ![[AB_TheCall.png]] You use additional primal energy to transform, creating a burst of elemental energy to complement your transformation. If your next action is to cast a non-cantrip morph or polymorph spell, select acid, cold, electricity, or fire. Your transformation creates a 5-foot emanation around your new form that deals 1d6 damage of that type per rank of the spell. Each creature in that area attempts a basic Reflex save against your spell DC. If your polymorph action had a trait corresponding to an energy type, you must select that one if possible. This action gains the trait corresponding to the energy type selected. ## Reactive Molt (Reaction) :: Feat 12 (Aberrant) **Trigger:** You take physical or energy damage from a creature you have Scanned. **Effect:** You shed damaged skin or chitin to reduce the impact. You gain resistance to the triggering ´damage type equal to your Constitution modifier + 5 for this attack. ## Unstable Metamorphosis :: Feat 12 (Aberrant) **Frequency:** Once per minute. **Trigger:** You critically hit a **Scanned** creature. **Effect:** The surge of adrenaline triggers a sudden bodily shift. You immediately gain temporary Hit Points equal to your level and can immediately take a Step or Stride action as a free action. ## Venomous Overgrowth :: Feat 12 (Aberrant) **Prerequisites:** The Curse ![[AB_TheCurse.png]] When your free-action mutation triggers on a hit, you can choose to apply a crippling toxin instead of raw damage. The target must make a Fortitude save against your Class DC or suffer persistent acid or poison damage equal to your The Curse damage dice and become Clumsy 1 for 1 minute. --- ## Instinctive Hunter :: Feat 14 (Aberrant) **Prerequisites:** Educated Hunter Scanning creatures becomes second nature. At the start of your turn in combat, you can Scan one creature within 30 feet as a free action. ## Mass Assimilation :: Feat 14 (Aberrant) Prerequisite: The Hunger ![[AB_TheHunger.png]] Your Maximum Permanent Assimilation limit increases to 2 + your Constitution modifier (minimum 2). ## Shroud of Aether :: Feat 14 (Aberrant) Prerequisite: The Call ![[AB_TheCall.png]] Your aura protects against the twisting powers of aberrations. You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against morph or polymorph effects and Will saves against mental effects; this bonus increases to +2 against aberrations' morph, polymorph, or mental effects. --- ## Master Trait Theif :: Feat 16 (Aberrant) **Prerequisite:** The Hunger ![[AB_TheHunger.png]] Your body can store two temporary borrowed abilities from Devour at the same time instead of one. When you Devour a new creature, you choose which of the two active abilities to replace. ## Metamorphic Detonation (two-actions) :: Feat 16 (Aberrant) (Acid or Poison) **Frequency:** Once per day **Effect:** You force your body into a violent, controlled rupture, launching a storm of calcified shrapnel, bone fragments, and caustic bile in a 30-foot emanation. All creatures in the area take 14d6 acid, poison, or piercing damage (your choice) with a Reflex save against your Class DC. You immediately gain temporary Hit Points equal to half the total damage dealt to all targets to a maximum of 2 x your Class Level. These temporary hit points last for 1 minute. ## Thunderous Landing :: Feat 16 * (Aberrant)(Archetype) Requirements: A permanent Fly speed (such as from Transcendent Movement or Ancestry feats). You hurl away enemies with the force of your landing. You Fly and, if you end your movement on a solid surface, your landing sends out a shock wave of air. Each creature within 10 feet of your landing position must succeed at a Reflex save against your class DC or be pushed 10 feet away. This is forced movement. --- ## Living Bestiary :: Feat 18 (Aberrant) Your physical form is an amalgam of hundreds of cataloged organisms. You gain resistance to all physical damage equal to half your level, and you are immune to the Doomed, Drained, and Enfeebled conditions. --- ## Apex Transformation :: Feat 20 (Aberrant) Your mastery over your body reaches absolute perfection. You can activate Metamorphic Transcendence twice per day instead of once per day, and its duration increases to 10 minutes. ## True Apex Predator :: Feat 20 (Aberrant) You are the ultimate living weapon. You can Scan up to two targets at once as a free action at the start of your turn, and your Analyze bonus increases to +3 against all scanned targets.