You are forever altered in some drastic, physical way,
perhaps even made monstrous. A blasphemous fusion
of science, alchemy, and magic changed you, possibly to
mend some unrecoverable malady, or to test the limits
of your biology. The process was a success, at least to a
point, but the change left its mark on you. The indelible
warping of your form can be a source of fear for those
who do not understand what they see.
- Ability Scores: Feat: Altered (see page 113)
Skill Proficiencies: Intimidation, Medicine
Tool Proficiency: Alchemist’s Supplies
Equipment: Choose A or B: (A) Alchemist’s Supplies,
Manacles, Perfume (to cover chemical smell), Traveler’s
Clothes (with hooded cloak), 5 GP; or (B) 50 GP - Feat: You have been changed through
magic, science, or a volatile blend of
the two. You have a blatant physical
augmentation of your choice from the
options below. The augmentation is
obvious—such as with stitches, grafts
of other creature’s body parts, or
implants—unless disguised.
Aquatic Adaptation. You have gills
or mucus membranes that allow you to breathe water,
and you have webbed extremities that grant you a Swim
Speed equal to your Speed.
Natural Armor. You have scales, plates, or thick
hide that grants you an AC of 13 + your Dexterity or
Constitution modifier (choose the ability when you
select this feat).
Natural Weapons. You have claws, fangs, horns,
or some other natural weapon that you can use to
make Unarmed Strikes that deal 1d8 damage on a hit.
The damage is Bludgeoning, Piercing, or Slashing as
appropriate to the form.
Night Vision. You have Darkvision with a range of 60
feet. If you already have Darkvision, its range increases
by 30 feet.
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