Waker
2017-07-28, 03:33 PM
But above all, in order to be, never try to seem.
Throughout reality, there are a great many creatures who can take on the form of another. Some accomplish this through spells, others through natural prowess. Adaptives are those who discovered a means to blur the line between the two. The majority of adaptives are created through a specialized ritual, imbuing them with an internalized magic that transforms thought into reality. A smaller number are natural shapeshifters who's gifts are in excess for the norm of their race.
Alignment: Any
Class Skills: The adaptive's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis) Speak Language (NA), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: D10
Adaptive
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tAdaption Points
[/TD]\n\n\n\t1st\n\t
+1\n\t
+2\n\t
+2\n\t
+0\n\tAdapting, One Point Adaptions\n\t2
\n\n\n\t2nd\n\t
+2\n\t
+3\n\t
+3\n\t
+0\n\tMimicry, Uncanny Dodge\n\t3
\n\n\n\t3rd\n\t
+3\n\t
+3\n\t
+3\n\t
+1\n\tInviolate Form\n\t4
\n\n\n\t4th\n\t
+4\n\t
+4\n\t
+4\n\t
+1\n\tMonstrous Talent\n\t6
\n\n\n\t5th\n\t
+5\n\t
+4\n\t
+4\n\t
+1\n\tImproved Uncanny Dodge, Two Point Adaptions\n\t7
\n\n\n\t6th\n\t
+6/+1\n\t
+5\n\t
+5\n\t
+2\n\tBizarre Physiology\n\t8
\n\n\n\t7th\n\t
+7/+2\n\t
+5\n\t
+5\n\t
+2\n\tRapid Adaption\n\t9
\n\n\n\t8th\n\t
+8/+3\n\t
+6\n\t
+6\n\t
+2\n\tMonstrous Talent\n\t11
\n\n\n\t9th\n\t
+9/+4\n\t
+6\n\t
+6\n\t
+3\n\tInviolate Form\n\t12
\n\n\n\t10th\n\t
+10/+5\n\t
+7\n\t
+7\n\t
+3\n\tThree Point Adaptions\n\t13
\n\n\n\t11th\n\t
+11/+6/+1\n\t
+7\n\t
+7\n\t
+3\n\t\n\t14
\n\n\n\t12th\n\t
+12/+7/+2\n\t
+8\n\t
+8\n\t
+4\n\tMonstrous Talent\n\t16
\n\n\n\t13th\n\t
+13/+8/+3\n\t
+8\n\t
+8\n\t
+4\n\tBizarre Physiology\n\t17
\n\n\n\t14th\n\t
+14/+9/+4\n\t
+9\n\t
+9\n\t
+4\n\tRapid Adaption\n\t18
\n\n\n\t15th\n\t
+15/+10/+5\n\t
+9\n\t
+9\n\t
+5\n\tFour Point Adaptions\n\t19
\n\n\n\t16th\n\t
+16/+11/+6/+1\n\t
+10\n\t
+10\n\t
+5\n\tMonstrous Talent\n\t21
\n\n\n\t17th\n\t
+17/+12/+7/+2\n\t
+10\n\t
+10\n\t
+5\n\t\n\t22
\n\n\n\t18th\n\t
+18/+13/+8/+3\n\t
+11\n\t
+11\n\t
+6\n\t\n\t23
\n\n\n\t19th\n\t
+19/+14/+9/+4\n\t
+11\n\t
+11\n\t
+6\n\t\n\t24
\n\n\n\t20th\n\t
+20/+15/+10/+5\n\t
+12\n\t
+12\n\t
+6\n\tForm Unbound, Monstrous Talent\n\t26\n\n
Class Features
All of the following are class features of the adaptive.
Weapon and Armor Proficiency
Adaptives are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Adapting (Su): The most defining ability of the adaptive is her ability manipulate her form to take on an amazing change in appearance and function. Adapting can be done at-will. The adaptive must enter a trance-like state wherein they begin building the mental image of the form they are about to take. This process takes one minute, requiring that the adaptive take no other action beyond free actions. Any damage taken during this time requires the adaptive to make a Concentration check (DC=Damage Taken) or immediately end the adaption process. When the adaptive finishes the adaption, she may choose to exchange any or all of her adaption points for any adaptions from the One Point Adaption list.
Many adaptions have the option to be improved included in their description. The cost to improve an adaption is equal to the adaptions purchasing cost. Initially the adaptive cannot improve her adaptions.
Upon successfully adapting, the adaptive may choose the nature of their form and color. For instance, when taking the claw adaption she may choose to create hands with long dagger-like nails or pincers resembling a crabs. Regardless of the changes, the adaptive gains no additional benefit beyond what the adaption specifically grants.
The act of adapting is a Supernatural effect and can be suppressed by an anti-magic field or other similar effect. However any adaptions that the adaptive already possesses still function unless explicitly marked as (Su).
Advantageous Evolution: When taking this adaption, choose Balance, Climb, Escape Artist, Jump, Hide, Listen, Move Silently, Spot, Swim, or Tumble. The adaptive gains a +3 competence bonus to the chosen skill. This adaption can be taken multiple times, each time applying to a different skill.
Improvement-The adaptive may also spend additional adaption points to increase the bonus granted to her chosen skill by an additional +3.
Beastskin: When an adaptive wearing armor with the Beastskin property takes this adaption, she can adjust her armor as she changes shape.
Energy Tolerance: When taking this adaption, choose one energy type: Acid, Cold, Electricity, or Fire. The adaptive gains 5 resistance against that energy type. This adaption can be taken multiple times, each time choosing a different energy type.
Improvement-The adaptive may also spend additional adaption points to increase her resistance to an energy type by 5.
Environmental Resilience: An adaptive with this adaption suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. She is also immune to the effects of high altitudes and the crushing pressure from being deep underwater.
Extra Limbs: When choosing this adaption, the adaptive may decide on growing a pair of manipulative limbs or movement limbs. Manipulative limbs are capable of holding objects, as well as using weapons and tools. Movement limbs increase one of your movement speeds by 10ft, increase the carrying capacity for that speed by X2 and grant a +2 Stability bonus against attempts to bullrush or trip you. You cannot choose a movement limb for a movement type you do not possess.
Improvement-The adaptive may also spend additional adaption points to gain either another set of manipulative or movement limbs. Alternatively you may apply the manipulative or movement types to an existing limb, allowing a limb to be both manipulative and movement type.
Natural Armor: The adaptive’s existing natural armor bonus increases by 2.
Improvement-The adaptive may also spend additional adaption points to increase her armor bonus increases by an additional +2.
Natural Attacks: The adaptive gains one or more natural attacks. Regardless of the type, all natural attacks threaten a critical hit on a 20 and have a X2 critical modifier. When choosing the Claws or Slam adaption, the adaptive may choose to modify her existing limbs or grow new ones, though in the latter case these new limbs cannot be used for holding objects or manipulation. The available natural attacks are: Bite (Piercing or Slashing), Claws (2)(Slashing), Tail (Bludgeoning), Stinger (Piercing), Gore (Piercing), Slam (2)(Bludgeoning), Spikes (Piercing, as per Spiked Armor), Tongue (+5ft Reach, Blunt). The damage for each attack is given in the table in the following post. This adaption may be chosen multiple times, with each natural attack being selected separately. If the adaptive possesses multiple natural attacks, she must designate one of which (or pair for Claw/Slam adaptions) to be her primary natural attack. All others are he secondary attacks. If the adaptive uses a manufactured weapon, all natural attacks are considered secondary.
Improvement-The adaptive may also spend additional adaption points to increase the effectiveness of a chosen natural weapon. When selecting the same natural attack, the adaptive may gain a +2 bonus to damage or increase the threat range by 1.
Alternatively if the adaptive chooses the Claw or Slam natural attacks, she may modify her existing limbs or grow 2 extra limbs that may only be used for attacks.
Overcome Defense: Imbue all natural attacks with the magic quality for the purposes of overcoming damage reduction and striking incorporeal creatures.
Improvement-The adaptive may also spend additional adaption points to apply additional traits to their natural attacks. Each time this adaption is chosen, the adaptive can apply the effect of Adamantine, Cold Iron, or Silver to all natural attacks. The adaption only applies to overcoming damage reduction and grants no additional benefit.
Physical Aspect: Choose Strength, Dexterity or Constitution. The adaptive gain a +2 enhancement bonus to the attribute chosen. This adaption may be taken more than once, each time applying to a different attribute. Hit points granted from increasing her constitution are not lost first the way temporary hit points are.
Improvement-The adaptive may also spend additional adaption points to increase the attribute of her choice increases by an additional +2.
Poison: When picking this adaption, the adaptive must choose to the delivery method to be her Bite, Stinger, or Breath Attack. If Bite or Stinger are chosen, the poison is injected; Breath Attack (Poison) is inhaled. Her poison deals 1 strength damage initially, the secondary damage dealt is 1 dexterity damage . The fortitude save for both of these is (DC=10 + 1/2 adaptive levels + constitution modifier).
An adaptive may harvest her poison, but it is inherently unstable. Poison collected in this manner is only potent for one minute per adaptive levels before becoming inert.
Improvement- The adaptive may also spend additional adaption points to increase the ability damage for both the initial and secondary damage by 1 or to increase the fortitude save DC by 1.
Scent: The adaptive gains the Scent ability with a range of 30ft.
Improvement- The adaptive may also spend additional adaption points to increase the range to detect creatures by 10ft.
Sight: When choosing this adaption, the adaptive gains either low-light vision or darkvision 30ft. If she already possesses these abilities, the range of her low-light vision increases from twice to thrice as far as normal in dim light or +30ft for darkvision.
Improvement- The adaptive may also spend additional adaption points to increase the range of their low-light vision by another factor or darkvision +30ft.
Swift: The adaptive may increase all movement speeds (Climb, Land, Flight, Swim) by 10ft or specific speed by 20ft. This adaption has no effect on movement speeds that she does not already possess.
Improvement-The adaptive may also spend additional adaption points to increase the movement speed by an additional +10ft (all) or +20ft (chosen).
Web: The adaptive gains the ability to spin webs. At the time of spinning, she may choose whether the webbing is entirely adhesive, partially adhesive or not at all. Most webbing is approximately 1 inch thick. Her webbing has 4 hit points, has DR 2/Slashing and can be burst with a DC 23 Strength check. The maximum weight the webbing can hold is 14,000lbs. Adhesive webbing adds +2 to the difficult check made to Escape Artist checks made to escape being bound with it.
As a standard action, the adaptive can make a ranged touch attack with her webbing at a target within 60ft. This deals no damage, but her web automatically adheres to her target.
The adaptive's webbing rapidly deteriorates, completely breaking down after 10 minutes per adaptive level. She also gains a +4 bonus to Climb, Escape Artist and Use Rope when using her own webbing.
Improvement-The adaptive may also spend additional adaption points to increase strength of her webbing (+2hp,DR +2/Slashing, +1 DC burst check, +300bs max weight, +2 DC Escape Artist). Alternatively she may increase the range that they can launch her webbing by +30ft.
At level 5, the adaptive unlocks access to the next tier of Adaptions. In addition, she gains the ability to improve One Point Adaptions once.
Amphibious: The adaptive can comfortably breath both air and water. If she had been previously restricted to only breathing salt or freshwater, this adaption removes the limitation.
Bewitching Voice (Su): As a standard action, the adaptive can cloud the minds of those who listen to her soothing voice. Creatures within 60ft who can hear the adaptive and fail a will save (DC=10 + 1/2 adaptive level + charisma modifier) are fascinated for as long as the adaptive sings, plus one round after. Maintaining this ability requires a move action. The adaptive can maintain this ability for a number of rounds equal to her charisma modifier.
Alternatively the adaptive can use her bewitching voice to counteract the effect of another creatures sonic abilities. While her ability is active, the effects of any other creatures sound based abilities are negated within 60ft of her. This ability can be used to counter effects such as Bardic Music or a Harpy's Captivating Song, but has no effect on sonic damage. This is a mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration that she can maintain this ability by one or to increase the save DC by one.
Blindsense: The adaptive gains Blindsense with a range of 30ft.
Improvement-The adaptive may also spend additional adaption points to increase the range of her Blindsense by 10ft.
Blood Drain: While grappling with an opponent, the adaptive may substitute her bite damage to deal 1 point of constitution damage. The adaptive must have a Bite attack in order to take this adaption.
Improvement-The adaptive may also spend additional adaption points to increase the constitution damage by 1.
Breath Attack (Su): The adaptive gains the ability to make a breath attack as a standard action. An adaptive's breath attack deals is a 30ft cone that deals 3d6 damage. Creatures caught in the cone can reduce the damage by half with a successful reflex save (DC=10 + 1/2 adaptive level + constitution modifier). Once the adaptive breathes, she can’t use her breath attack again until 1d4 rounds later. If she has more than one type of breath weapon, she still can breathe only once every 1d4 rounds. The breath attack's damage type must match the adaptive's resistance from Energy Tolerance. If the adaptive has taken Energy Tolerance more than once, she has access to the same energy types for her breath weapon, though they all share the same refresh period.
Alternatively if the adaptive has the Poison adaption, she may breath a cloud of poison gas. It deals no damage, but inflicts ability damage as determined by the Poison's description.
Improvement-The adaptive may also spend additional adaption points to increase her breath attack's damage by 3d6 (energy only) or it's range by 10ft.
Climb: An adaptive who takes this adaption can climb surfaces with ease. She gains a climb speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). The adaptive must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. If she chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against the adaptive.
Constrict: The adaptive gains the constrict special ability. After making a successful grapple check, she deals bludgeoning damage equal to a Slam attack for a creature her size.
Improvement-The adaptive may also spend additional adaption points to increase the damage she deals with her constrict by 2 points.
Damage Reduction: The adaptive gains DR 2/-.
Improvement-The adaptive may also spend additional adaption points to increase the DR by an additional 2.
Extra Head The adaptive grow an extra head, granting her a +2 bonus on Listen and Spot checks. If she has a breath attack, her damage is increased by 1d6 (energy only) and the save DC by 1. Both heads share the same refresh period for the breath. If she has a gaze attack, the save DC for it is increased by 1.
Improvement-The adaptive may also spend additional adaption points to grow an additional head. The bonuses to Listen and Spot increase by +2, as well as the bonus to damage and DC for her breath attack and gaze attack.
Fly-An adaptive who takes this adaption sprouts wing, granting them flight with average maneuverability. She has a flight speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption).
Improvement-The adaptive may also spend additional adaption points to increase the maneuverability of her flying by one step.
Gaze (Su): As a standard action, the adaptive can attempt to paralyze a creature. The targeted creature must make a Will save (DC=10 + 1/2 adaptive level + charisma modifier) or be paralyzed for one round. For this ability to work, the adaptive and enemy creature both must be able to see each others eyes. This is a paralyzing, mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the paralysis effect by one round or increase the save DC by 1.
Improved Grab: When choosing this adaption, the adaptive must select for it to apply to her Bite, Claw or Tongue attack.
Noxious Cloud: As a standard action, the adaptive can emit a cloud of noxious fumes with a radius of 20ft centered on herself. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Living creatures in the cloud become sickened if they fail a fortitude save (DC=10 + 1/2 adaptive level + constitution modifier). This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on the adaptive's turn.
The adaptive is immune to the effects of her own Noxious Cloud. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. The cloud is an inhaled poison effect.
Improvement-The adaptive may also spend additional adaption points to increase the radius of the cloud by 5ft, the duration of the sickened condition by one or increase the DC of the save by one.
Pounce: The adaptive gains the Pounce ability, allowing her to make a full attack using her natural weapons at the end of a charge.
Reach: An adaptive choosing this adaption can increase the range of one of her natural attacks or her manipulating limbs by 5ft. This adaption may be taken multiple times, each time applying to a different attack.
Improvement-The adaptive may also spend additional adaption points to increase her reach an additional 5ft.
Roar (Su): As a standard action, the adaptive may let loose a terrifying cry. All creatures within 60ft who can hear her must make a will save (DC=10 + 1/2 adaptive levels + charisma modifier). Creatures who fail the save are shaken, those who fail the save by 10 or more are instead frightened. The duration of this effect lasts for three rounds. The severity of fear from cumulative uses of Roar do not stack with itself except to reset the duration. Roar is a sonic, fear effect.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the fear effect by one or to increase the save DC by one.
Size- Upon taking this adaption, the adaptive may increase or decrease her size one category. If she chooses to increase her size she gains a +2 to strength, -2 to dexterity, and -1 AC/Hit. If she decreases her size, she gains a -2 strength, +2 dexterity and a +1 AC/Hit. This change in size may also affect her reach. When increasing her size to Large and greater, the adaptive's reach increased by 5ft per category. A tiny or smaller adaptive has no reach and must enter a creature's space in order to attack.
While increasing her size, the adaptive may modify her weight up to eight times her previous weight per size category. She may also decrease her weight by a similar factor when reducing her size.
Improvement-The adaptive may also spend additional adaption points to increase/decrease her size another step.
Swim- An adaptive who takes this adaption is at home in the water. She gains a swim speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). She gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10, even if rushed or threatened when swimming. She can use the run action while swimming, provided she swims in a straight line.
At level 10, the Adaptive gains access to Three Point Adaptions. They can now improve her One Point Adaptions twice and Two Point Adaptions once.
Blindsight: The adaptive gains Blindsight with a range of 30ft. The adaptive must possess the Blindsense adaption in order to choose this adaption. If the adaptive is deafened or in an area of magical silence, she loses access to her blindsight.
Improvement-The adaptive may also spend additional adaption points to increase the range by an additional 10ft.
Burrow- The adaptive gains a burrow speed equal to her base land speed. She may burrow through rock, but this reduces her speed by half.
Improvement-The adaptive may also spend additional adaption points to increase her burrow speed by 10ft.
Energy Aura (Su):The adaptive gains an aura of destructive energy. Whenever the adaptive makes an attack with a natural weapon or grapples with an opponent, she deals an +1d6 of energy damage. This damage also is dealt to enemies striking with natural attacks or non-reach melee weapons. The energy type for her aura matches her resistance from Energy Tolerance. If she has taken Energy Tolerance more than once, she determines the damage at the time of selecting this adaption. The adaptive may control her aura to not damage her armor and other equipment.
Improvement-The adaptive may also spend additional adaption points to increase the damage dealt by an additional +1d6.
Fast Healing 1: The adaptive gains Fast Healing 1.
Improvement-The adaptive may also spend additional adaption points to increase her fast healing by an additional 1.
Tremorsense: The adaptive gains Tremorsense with a range of 20ft. By concentrating as a full-round action, the adaptive may also derive additional information about her surroundings, such as the location and size of soil, rock, or metal deposits, as well as water and organic materials.
Improvement-The adaptive may also spend additional adaption points to increase the range of her tremorsense by 5ft.
At level 15, the adaptive unlocks the final tier of their transformations with Four Point Adaptions. They may improve One Point Adaptions three times, Two Point Adaptions two times and Three Point Adaptions one time.
Deadly Attack: All damage improvements granted by the natural attack adaption increase from +2 to +3. In addition, if the adaptive has improved a natural attack's critical threat range, she gains a +1 bonus on attacks made to confirm for each such improvement.
Energy Immunity: The adaptive becomes immune to an energy type for which she has an improved Energy Tolerance.
Immortal Body- The adaptive's damage reduction from the Damage Reduction adaption increase from 2/- to 3/-.
Impenetrable Flesh: The adaptive's bonus to natural armor from the Natural Armor adaption increases from +2 to +3.
Legendary Physique: All attribute bonuses granted from Physical Attribute increase from +2 to +3. This applies to all attribute increases from Physical Aspect.
Regeneration: The adaptive gains Regeneration equal to the rate of healing for her Fast Healing adaption. She must choose for her regeneration to be overcome by Acid or Fire. She cannot use this adaption with an energy type she is immune to.
True Evolution: All skill increases from Advantageous Evolution increase from +3 to +4. This applies to all skills increased by Advantageous Evolution.
Mimicry (Ex): To the adaptive, disguising one-self is as easy as breathing. While using Adaption to assume the form of another being, the adaptive suffers no penalty for disguising herself as another gender, race or age. The adaptive does still suffer penalties on disguise checks should her new form not have the appropriate number of limbs or be of the wrong size.
Furthermore her disguises are more than mere cosmetic changes. Creatures using divination spells and effects that target the adaptive must make a Spot check opposed by the adaptive's disguise check. If the adaptive wins this check, her disguise determines the information that the creature obtains. For instance, an adaptive disguised as a zombie would radiate an evil aura, detect as undead, and would have no discernible thoughts for detect thoughts.
Uncanny Dodge (Ex): At 2nd level, an adaptive retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If an adaptive already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Inviolate Form (Su): Control over their form is the greatest discipline that an adaptive must learn. When targeted by a spell or effect that would alter their body, such as Baleful Polymorph, a Medusa's gaze attack or an Aboleth's slime; she gains a +4 bonus on the save. If she fails the save, she may spend a full-round action during her turn to undo any negative conditions brought about from the failed save, assuming she is conscious and able to act.
At 9th level, the adaptive is instead immune to any negative effects that would alter her form.
Monstrous Talent: Her tendency to adopt unusual forms has led to the adaptive learning unorthodox techniques. Starting at 4th level, the adaptive gains access to a bonus feat for which she meets the prerequisites. At the start of each day, she can choose to change her bonus feat to any other feat for which she meets the prerequisites. The adaptive gains access to additional daily feats every four levels thereafter.
If a feat requires a certain body type, natural attack, size or ability score then she may choose the feat but only gain it's benefits while she possesses such a trait.
The adaptive may choose any metabreath or monstrous feat, as well as: Ability Focus, Adroit Flyby Attack, Area Attack, Awesome Blow, Blowhard, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Improved Scent, Large and in Charge, Multiattack, Multiweapon Fighting, Power Climb, Power Dive, Reverberation, Snatch, Stamp, Thunderclap, Uncanny Scent, Wingover
These bonus feats cannot be used to qualify for feats (except other feats granted by this feature) or prestige classes.
Improved Uncanny Dodge (Ex): At 5th level and higher, an adaptive can no longer be flanked. This defense denies a rogue the ability to sneak attack the adaptive by flanking her, unless the attacker has at least four more rogue levels than the target has adaptive levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Bizarre Physiology (Ex): Learning to rearrange and alter her internal structure has granted the adaptive a degree of unusual resiliency. At level 6, the adaptive gains fortification 50% and becomes immune to natural diseases and poisons.
At level 13, she becomes immune to critical hits and sneak attacks, as well as magical diseases and poisons.
Rapid Adaption: Transforming has become second nature to her, allowing the adaptive to change with greater speed. At 7 level, the adaptive may decrease the time required to adapt from one minute to a Full-Round Action.
At 14 level, the time required to adapt decreases to a Standard action.
Form Unbound: To those adaptives who have reached the pinnacle of their craft, they no longer change shape, they become. When the adaptive reaches level 20, she gains the ability to further improve her adaptions. One point adaptions can be improved to a total of four times, two point adaptions three times, and three point adaptions two times. Further she can use her adapting ability as a move action.
Lastly she is no longer limited by her original form. For the purposes of interacting with spells, magic items and other effects, she counts as any creature type when it would be beneficial and immune to negative effects that target creature types such as Bane. For instance, an adaptive wielding a Dwarven Thrower would gain the additional enhancement bonus even if their race was not dwarf.
Special: As the goal of many players using adaptives is to emulate specific monsters or for those playing non-humanoid creatures, you may use certain adaptations differently from what is presented in their descriptions. For any adaptions in the Natural Weapons group, Extra Limbs, Extra Head, Wings, or Sight, the adaptive may instead of gaining or improving on an existing trait, remove it instead. An Lizardfolk Adaptive could remove their tail, a Centaur could remove a pair of legs and so on. Removing an appendage or other trait costs the same as it would to gain it. The purpose of this option is to grant the player greater flexibility when attempting to disguise themselves as another race or simply to have fun.
Throughout reality, there are a great many creatures who can take on the form of another. Some accomplish this through spells, others through natural prowess. Adaptives are those who discovered a means to blur the line between the two. The majority of adaptives are created through a specialized ritual, imbuing them with an internalized magic that transforms thought into reality. A smaller number are natural shapeshifters who's gifts are in excess for the norm of their race.
Alignment: Any
Class Skills: The adaptive's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis) Speak Language (NA), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Hit Die: D10
Adaptive
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tAdaption Points
[/TD]\n\n\n\t1st\n\t
+1\n\t
+2\n\t
+2\n\t
+0\n\tAdapting, One Point Adaptions\n\t2
\n\n\n\t2nd\n\t
+2\n\t
+3\n\t
+3\n\t
+0\n\tMimicry, Uncanny Dodge\n\t3
\n\n\n\t3rd\n\t
+3\n\t
+3\n\t
+3\n\t
+1\n\tInviolate Form\n\t4
\n\n\n\t4th\n\t
+4\n\t
+4\n\t
+4\n\t
+1\n\tMonstrous Talent\n\t6
\n\n\n\t5th\n\t
+5\n\t
+4\n\t
+4\n\t
+1\n\tImproved Uncanny Dodge, Two Point Adaptions\n\t7
\n\n\n\t6th\n\t
+6/+1\n\t
+5\n\t
+5\n\t
+2\n\tBizarre Physiology\n\t8
\n\n\n\t7th\n\t
+7/+2\n\t
+5\n\t
+5\n\t
+2\n\tRapid Adaption\n\t9
\n\n\n\t8th\n\t
+8/+3\n\t
+6\n\t
+6\n\t
+2\n\tMonstrous Talent\n\t11
\n\n\n\t9th\n\t
+9/+4\n\t
+6\n\t
+6\n\t
+3\n\tInviolate Form\n\t12
\n\n\n\t10th\n\t
+10/+5\n\t
+7\n\t
+7\n\t
+3\n\tThree Point Adaptions\n\t13
\n\n\n\t11th\n\t
+11/+6/+1\n\t
+7\n\t
+7\n\t
+3\n\t\n\t14
\n\n\n\t12th\n\t
+12/+7/+2\n\t
+8\n\t
+8\n\t
+4\n\tMonstrous Talent\n\t16
\n\n\n\t13th\n\t
+13/+8/+3\n\t
+8\n\t
+8\n\t
+4\n\tBizarre Physiology\n\t17
\n\n\n\t14th\n\t
+14/+9/+4\n\t
+9\n\t
+9\n\t
+4\n\tRapid Adaption\n\t18
\n\n\n\t15th\n\t
+15/+10/+5\n\t
+9\n\t
+9\n\t
+5\n\tFour Point Adaptions\n\t19
\n\n\n\t16th\n\t
+16/+11/+6/+1\n\t
+10\n\t
+10\n\t
+5\n\tMonstrous Talent\n\t21
\n\n\n\t17th\n\t
+17/+12/+7/+2\n\t
+10\n\t
+10\n\t
+5\n\t\n\t22
\n\n\n\t18th\n\t
+18/+13/+8/+3\n\t
+11\n\t
+11\n\t
+6\n\t\n\t23
\n\n\n\t19th\n\t
+19/+14/+9/+4\n\t
+11\n\t
+11\n\t
+6\n\t\n\t24
\n\n\n\t20th\n\t
+20/+15/+10/+5\n\t
+12\n\t
+12\n\t
+6\n\tForm Unbound, Monstrous Talent\n\t26\n\n
Class Features
All of the following are class features of the adaptive.
Weapon and Armor Proficiency
Adaptives are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Adapting (Su): The most defining ability of the adaptive is her ability manipulate her form to take on an amazing change in appearance and function. Adapting can be done at-will. The adaptive must enter a trance-like state wherein they begin building the mental image of the form they are about to take. This process takes one minute, requiring that the adaptive take no other action beyond free actions. Any damage taken during this time requires the adaptive to make a Concentration check (DC=Damage Taken) or immediately end the adaption process. When the adaptive finishes the adaption, she may choose to exchange any or all of her adaption points for any adaptions from the One Point Adaption list.
Many adaptions have the option to be improved included in their description. The cost to improve an adaption is equal to the adaptions purchasing cost. Initially the adaptive cannot improve her adaptions.
Upon successfully adapting, the adaptive may choose the nature of their form and color. For instance, when taking the claw adaption she may choose to create hands with long dagger-like nails or pincers resembling a crabs. Regardless of the changes, the adaptive gains no additional benefit beyond what the adaption specifically grants.
The act of adapting is a Supernatural effect and can be suppressed by an anti-magic field or other similar effect. However any adaptions that the adaptive already possesses still function unless explicitly marked as (Su).
Advantageous Evolution: When taking this adaption, choose Balance, Climb, Escape Artist, Jump, Hide, Listen, Move Silently, Spot, Swim, or Tumble. The adaptive gains a +3 competence bonus to the chosen skill. This adaption can be taken multiple times, each time applying to a different skill.
Improvement-The adaptive may also spend additional adaption points to increase the bonus granted to her chosen skill by an additional +3.
Beastskin: When an adaptive wearing armor with the Beastskin property takes this adaption, she can adjust her armor as she changes shape.
Energy Tolerance: When taking this adaption, choose one energy type: Acid, Cold, Electricity, or Fire. The adaptive gains 5 resistance against that energy type. This adaption can be taken multiple times, each time choosing a different energy type.
Improvement-The adaptive may also spend additional adaption points to increase her resistance to an energy type by 5.
Environmental Resilience: An adaptive with this adaption suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. She is also immune to the effects of high altitudes and the crushing pressure from being deep underwater.
Extra Limbs: When choosing this adaption, the adaptive may decide on growing a pair of manipulative limbs or movement limbs. Manipulative limbs are capable of holding objects, as well as using weapons and tools. Movement limbs increase one of your movement speeds by 10ft, increase the carrying capacity for that speed by X2 and grant a +2 Stability bonus against attempts to bullrush or trip you. You cannot choose a movement limb for a movement type you do not possess.
Improvement-The adaptive may also spend additional adaption points to gain either another set of manipulative or movement limbs. Alternatively you may apply the manipulative or movement types to an existing limb, allowing a limb to be both manipulative and movement type.
Natural Armor: The adaptive’s existing natural armor bonus increases by 2.
Improvement-The adaptive may also spend additional adaption points to increase her armor bonus increases by an additional +2.
Natural Attacks: The adaptive gains one or more natural attacks. Regardless of the type, all natural attacks threaten a critical hit on a 20 and have a X2 critical modifier. When choosing the Claws or Slam adaption, the adaptive may choose to modify her existing limbs or grow new ones, though in the latter case these new limbs cannot be used for holding objects or manipulation. The available natural attacks are: Bite (Piercing or Slashing), Claws (2)(Slashing), Tail (Bludgeoning), Stinger (Piercing), Gore (Piercing), Slam (2)(Bludgeoning), Spikes (Piercing, as per Spiked Armor), Tongue (+5ft Reach, Blunt). The damage for each attack is given in the table in the following post. This adaption may be chosen multiple times, with each natural attack being selected separately. If the adaptive possesses multiple natural attacks, she must designate one of which (or pair for Claw/Slam adaptions) to be her primary natural attack. All others are he secondary attacks. If the adaptive uses a manufactured weapon, all natural attacks are considered secondary.
Improvement-The adaptive may also spend additional adaption points to increase the effectiveness of a chosen natural weapon. When selecting the same natural attack, the adaptive may gain a +2 bonus to damage or increase the threat range by 1.
Alternatively if the adaptive chooses the Claw or Slam natural attacks, she may modify her existing limbs or grow 2 extra limbs that may only be used for attacks.
Overcome Defense: Imbue all natural attacks with the magic quality for the purposes of overcoming damage reduction and striking incorporeal creatures.
Improvement-The adaptive may also spend additional adaption points to apply additional traits to their natural attacks. Each time this adaption is chosen, the adaptive can apply the effect of Adamantine, Cold Iron, or Silver to all natural attacks. The adaption only applies to overcoming damage reduction and grants no additional benefit.
Physical Aspect: Choose Strength, Dexterity or Constitution. The adaptive gain a +2 enhancement bonus to the attribute chosen. This adaption may be taken more than once, each time applying to a different attribute. Hit points granted from increasing her constitution are not lost first the way temporary hit points are.
Improvement-The adaptive may also spend additional adaption points to increase the attribute of her choice increases by an additional +2.
Poison: When picking this adaption, the adaptive must choose to the delivery method to be her Bite, Stinger, or Breath Attack. If Bite or Stinger are chosen, the poison is injected; Breath Attack (Poison) is inhaled. Her poison deals 1 strength damage initially, the secondary damage dealt is 1 dexterity damage . The fortitude save for both of these is (DC=10 + 1/2 adaptive levels + constitution modifier).
An adaptive may harvest her poison, but it is inherently unstable. Poison collected in this manner is only potent for one minute per adaptive levels before becoming inert.
Improvement- The adaptive may also spend additional adaption points to increase the ability damage for both the initial and secondary damage by 1 or to increase the fortitude save DC by 1.
Scent: The adaptive gains the Scent ability with a range of 30ft.
Improvement- The adaptive may also spend additional adaption points to increase the range to detect creatures by 10ft.
Sight: When choosing this adaption, the adaptive gains either low-light vision or darkvision 30ft. If she already possesses these abilities, the range of her low-light vision increases from twice to thrice as far as normal in dim light or +30ft for darkvision.
Improvement- The adaptive may also spend additional adaption points to increase the range of their low-light vision by another factor or darkvision +30ft.
Swift: The adaptive may increase all movement speeds (Climb, Land, Flight, Swim) by 10ft or specific speed by 20ft. This adaption has no effect on movement speeds that she does not already possess.
Improvement-The adaptive may also spend additional adaption points to increase the movement speed by an additional +10ft (all) or +20ft (chosen).
Web: The adaptive gains the ability to spin webs. At the time of spinning, she may choose whether the webbing is entirely adhesive, partially adhesive or not at all. Most webbing is approximately 1 inch thick. Her webbing has 4 hit points, has DR 2/Slashing and can be burst with a DC 23 Strength check. The maximum weight the webbing can hold is 14,000lbs. Adhesive webbing adds +2 to the difficult check made to Escape Artist checks made to escape being bound with it.
As a standard action, the adaptive can make a ranged touch attack with her webbing at a target within 60ft. This deals no damage, but her web automatically adheres to her target.
The adaptive's webbing rapidly deteriorates, completely breaking down after 10 minutes per adaptive level. She also gains a +4 bonus to Climb, Escape Artist and Use Rope when using her own webbing.
Improvement-The adaptive may also spend additional adaption points to increase strength of her webbing (+2hp,DR +2/Slashing, +1 DC burst check, +300bs max weight, +2 DC Escape Artist). Alternatively she may increase the range that they can launch her webbing by +30ft.
At level 5, the adaptive unlocks access to the next tier of Adaptions. In addition, she gains the ability to improve One Point Adaptions once.
Amphibious: The adaptive can comfortably breath both air and water. If she had been previously restricted to only breathing salt or freshwater, this adaption removes the limitation.
Bewitching Voice (Su): As a standard action, the adaptive can cloud the minds of those who listen to her soothing voice. Creatures within 60ft who can hear the adaptive and fail a will save (DC=10 + 1/2 adaptive level + charisma modifier) are fascinated for as long as the adaptive sings, plus one round after. Maintaining this ability requires a move action. The adaptive can maintain this ability for a number of rounds equal to her charisma modifier.
Alternatively the adaptive can use her bewitching voice to counteract the effect of another creatures sonic abilities. While her ability is active, the effects of any other creatures sound based abilities are negated within 60ft of her. This ability can be used to counter effects such as Bardic Music or a Harpy's Captivating Song, but has no effect on sonic damage. This is a mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration that she can maintain this ability by one or to increase the save DC by one.
Blindsense: The adaptive gains Blindsense with a range of 30ft.
Improvement-The adaptive may also spend additional adaption points to increase the range of her Blindsense by 10ft.
Blood Drain: While grappling with an opponent, the adaptive may substitute her bite damage to deal 1 point of constitution damage. The adaptive must have a Bite attack in order to take this adaption.
Improvement-The adaptive may also spend additional adaption points to increase the constitution damage by 1.
Breath Attack (Su): The adaptive gains the ability to make a breath attack as a standard action. An adaptive's breath attack deals is a 30ft cone that deals 3d6 damage. Creatures caught in the cone can reduce the damage by half with a successful reflex save (DC=10 + 1/2 adaptive level + constitution modifier). Once the adaptive breathes, she can’t use her breath attack again until 1d4 rounds later. If she has more than one type of breath weapon, she still can breathe only once every 1d4 rounds. The breath attack's damage type must match the adaptive's resistance from Energy Tolerance. If the adaptive has taken Energy Tolerance more than once, she has access to the same energy types for her breath weapon, though they all share the same refresh period.
Alternatively if the adaptive has the Poison adaption, she may breath a cloud of poison gas. It deals no damage, but inflicts ability damage as determined by the Poison's description.
Improvement-The adaptive may also spend additional adaption points to increase her breath attack's damage by 3d6 (energy only) or it's range by 10ft.
Climb: An adaptive who takes this adaption can climb surfaces with ease. She gains a climb speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). The adaptive must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. If she chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against the adaptive.
Constrict: The adaptive gains the constrict special ability. After making a successful grapple check, she deals bludgeoning damage equal to a Slam attack for a creature her size.
Improvement-The adaptive may also spend additional adaption points to increase the damage she deals with her constrict by 2 points.
Damage Reduction: The adaptive gains DR 2/-.
Improvement-The adaptive may also spend additional adaption points to increase the DR by an additional 2.
Extra Head The adaptive grow an extra head, granting her a +2 bonus on Listen and Spot checks. If she has a breath attack, her damage is increased by 1d6 (energy only) and the save DC by 1. Both heads share the same refresh period for the breath. If she has a gaze attack, the save DC for it is increased by 1.
Improvement-The adaptive may also spend additional adaption points to grow an additional head. The bonuses to Listen and Spot increase by +2, as well as the bonus to damage and DC for her breath attack and gaze attack.
Fly-An adaptive who takes this adaption sprouts wing, granting them flight with average maneuverability. She has a flight speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption).
Improvement-The adaptive may also spend additional adaption points to increase the maneuverability of her flying by one step.
Gaze (Su): As a standard action, the adaptive can attempt to paralyze a creature. The targeted creature must make a Will save (DC=10 + 1/2 adaptive level + charisma modifier) or be paralyzed for one round. For this ability to work, the adaptive and enemy creature both must be able to see each others eyes. This is a paralyzing, mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the paralysis effect by one round or increase the save DC by 1.
Improved Grab: When choosing this adaption, the adaptive must select for it to apply to her Bite, Claw or Tongue attack.
Noxious Cloud: As a standard action, the adaptive can emit a cloud of noxious fumes with a radius of 20ft centered on herself. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Living creatures in the cloud become sickened if they fail a fortitude save (DC=10 + 1/2 adaptive level + constitution modifier). This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on the adaptive's turn.
The adaptive is immune to the effects of her own Noxious Cloud. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. The cloud is an inhaled poison effect.
Improvement-The adaptive may also spend additional adaption points to increase the radius of the cloud by 5ft, the duration of the sickened condition by one or increase the DC of the save by one.
Pounce: The adaptive gains the Pounce ability, allowing her to make a full attack using her natural weapons at the end of a charge.
Reach: An adaptive choosing this adaption can increase the range of one of her natural attacks or her manipulating limbs by 5ft. This adaption may be taken multiple times, each time applying to a different attack.
Improvement-The adaptive may also spend additional adaption points to increase her reach an additional 5ft.
Roar (Su): As a standard action, the adaptive may let loose a terrifying cry. All creatures within 60ft who can hear her must make a will save (DC=10 + 1/2 adaptive levels + charisma modifier). Creatures who fail the save are shaken, those who fail the save by 10 or more are instead frightened. The duration of this effect lasts for three rounds. The severity of fear from cumulative uses of Roar do not stack with itself except to reset the duration. Roar is a sonic, fear effect.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the fear effect by one or to increase the save DC by one.
Size- Upon taking this adaption, the adaptive may increase or decrease her size one category. If she chooses to increase her size she gains a +2 to strength, -2 to dexterity, and -1 AC/Hit. If she decreases her size, she gains a -2 strength, +2 dexterity and a +1 AC/Hit. This change in size may also affect her reach. When increasing her size to Large and greater, the adaptive's reach increased by 5ft per category. A tiny or smaller adaptive has no reach and must enter a creature's space in order to attack.
While increasing her size, the adaptive may modify her weight up to eight times her previous weight per size category. She may also decrease her weight by a similar factor when reducing her size.
Improvement-The adaptive may also spend additional adaption points to increase/decrease her size another step.
Swim- An adaptive who takes this adaption is at home in the water. She gains a swim speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). She gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10, even if rushed or threatened when swimming. She can use the run action while swimming, provided she swims in a straight line.
At level 10, the Adaptive gains access to Three Point Adaptions. They can now improve her One Point Adaptions twice and Two Point Adaptions once.
Blindsight: The adaptive gains Blindsight with a range of 30ft. The adaptive must possess the Blindsense adaption in order to choose this adaption. If the adaptive is deafened or in an area of magical silence, she loses access to her blindsight.
Improvement-The adaptive may also spend additional adaption points to increase the range by an additional 10ft.
Burrow- The adaptive gains a burrow speed equal to her base land speed. She may burrow through rock, but this reduces her speed by half.
Improvement-The adaptive may also spend additional adaption points to increase her burrow speed by 10ft.
Energy Aura (Su):The adaptive gains an aura of destructive energy. Whenever the adaptive makes an attack with a natural weapon or grapples with an opponent, she deals an +1d6 of energy damage. This damage also is dealt to enemies striking with natural attacks or non-reach melee weapons. The energy type for her aura matches her resistance from Energy Tolerance. If she has taken Energy Tolerance more than once, she determines the damage at the time of selecting this adaption. The adaptive may control her aura to not damage her armor and other equipment.
Improvement-The adaptive may also spend additional adaption points to increase the damage dealt by an additional +1d6.
Fast Healing 1: The adaptive gains Fast Healing 1.
Improvement-The adaptive may also spend additional adaption points to increase her fast healing by an additional 1.
Tremorsense: The adaptive gains Tremorsense with a range of 20ft. By concentrating as a full-round action, the adaptive may also derive additional information about her surroundings, such as the location and size of soil, rock, or metal deposits, as well as water and organic materials.
Improvement-The adaptive may also spend additional adaption points to increase the range of her tremorsense by 5ft.
At level 15, the adaptive unlocks the final tier of their transformations with Four Point Adaptions. They may improve One Point Adaptions three times, Two Point Adaptions two times and Three Point Adaptions one time.
Deadly Attack: All damage improvements granted by the natural attack adaption increase from +2 to +3. In addition, if the adaptive has improved a natural attack's critical threat range, she gains a +1 bonus on attacks made to confirm for each such improvement.
Energy Immunity: The adaptive becomes immune to an energy type for which she has an improved Energy Tolerance.
Immortal Body- The adaptive's damage reduction from the Damage Reduction adaption increase from 2/- to 3/-.
Impenetrable Flesh: The adaptive's bonus to natural armor from the Natural Armor adaption increases from +2 to +3.
Legendary Physique: All attribute bonuses granted from Physical Attribute increase from +2 to +3. This applies to all attribute increases from Physical Aspect.
Regeneration: The adaptive gains Regeneration equal to the rate of healing for her Fast Healing adaption. She must choose for her regeneration to be overcome by Acid or Fire. She cannot use this adaption with an energy type she is immune to.
True Evolution: All skill increases from Advantageous Evolution increase from +3 to +4. This applies to all skills increased by Advantageous Evolution.
Mimicry (Ex): To the adaptive, disguising one-self is as easy as breathing. While using Adaption to assume the form of another being, the adaptive suffers no penalty for disguising herself as another gender, race or age. The adaptive does still suffer penalties on disguise checks should her new form not have the appropriate number of limbs or be of the wrong size.
Furthermore her disguises are more than mere cosmetic changes. Creatures using divination spells and effects that target the adaptive must make a Spot check opposed by the adaptive's disguise check. If the adaptive wins this check, her disguise determines the information that the creature obtains. For instance, an adaptive disguised as a zombie would radiate an evil aura, detect as undead, and would have no discernible thoughts for detect thoughts.
Uncanny Dodge (Ex): At 2nd level, an adaptive retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If an adaptive already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Inviolate Form (Su): Control over their form is the greatest discipline that an adaptive must learn. When targeted by a spell or effect that would alter their body, such as Baleful Polymorph, a Medusa's gaze attack or an Aboleth's slime; she gains a +4 bonus on the save. If she fails the save, she may spend a full-round action during her turn to undo any negative conditions brought about from the failed save, assuming she is conscious and able to act.
At 9th level, the adaptive is instead immune to any negative effects that would alter her form.
Monstrous Talent: Her tendency to adopt unusual forms has led to the adaptive learning unorthodox techniques. Starting at 4th level, the adaptive gains access to a bonus feat for which she meets the prerequisites. At the start of each day, she can choose to change her bonus feat to any other feat for which she meets the prerequisites. The adaptive gains access to additional daily feats every four levels thereafter.
If a feat requires a certain body type, natural attack, size or ability score then she may choose the feat but only gain it's benefits while she possesses such a trait.
The adaptive may choose any metabreath or monstrous feat, as well as: Ability Focus, Adroit Flyby Attack, Area Attack, Awesome Blow, Blowhard, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Improved Scent, Large and in Charge, Multiattack, Multiweapon Fighting, Power Climb, Power Dive, Reverberation, Snatch, Stamp, Thunderclap, Uncanny Scent, Wingover
These bonus feats cannot be used to qualify for feats (except other feats granted by this feature) or prestige classes.
Improved Uncanny Dodge (Ex): At 5th level and higher, an adaptive can no longer be flanked. This defense denies a rogue the ability to sneak attack the adaptive by flanking her, unless the attacker has at least four more rogue levels than the target has adaptive levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Bizarre Physiology (Ex): Learning to rearrange and alter her internal structure has granted the adaptive a degree of unusual resiliency. At level 6, the adaptive gains fortification 50% and becomes immune to natural diseases and poisons.
At level 13, she becomes immune to critical hits and sneak attacks, as well as magical diseases and poisons.
Rapid Adaption: Transforming has become second nature to her, allowing the adaptive to change with greater speed. At 7 level, the adaptive may decrease the time required to adapt from one minute to a Full-Round Action.
At 14 level, the time required to adapt decreases to a Standard action.
Form Unbound: To those adaptives who have reached the pinnacle of their craft, they no longer change shape, they become. When the adaptive reaches level 20, she gains the ability to further improve her adaptions. One point adaptions can be improved to a total of four times, two point adaptions three times, and three point adaptions two times. Further she can use her adapting ability as a move action.
Lastly she is no longer limited by her original form. For the purposes of interacting with spells, magic items and other effects, she counts as any creature type when it would be beneficial and immune to negative effects that target creature types such as Bane. For instance, an adaptive wielding a Dwarven Thrower would gain the additional enhancement bonus even if their race was not dwarf.
Special: As the goal of many players using adaptives is to emulate specific monsters or for those playing non-humanoid creatures, you may use certain adaptations differently from what is presented in their descriptions. For any adaptions in the Natural Weapons group, Extra Limbs, Extra Head, Wings, or Sight, the adaptive may instead of gaining or improving on an existing trait, remove it instead. An Lizardfolk Adaptive could remove their tail, a Centaur could remove a pair of legs and so on. Removing an appendage or other trait costs the same as it would to gain it. The purpose of this option is to grant the player greater flexibility when attempting to disguise themselves as another race or simply to have fun.