Farspawn (Aberrant)
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit: You gain an additional form point for each non-farspawn aberrant feat you possess.
Special: You may choose this feat multiple times. Its effects stack.
Alternate:
Farspawn (Aberrant)
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit: You gain an additional form point for every two aberrant feats you possess.
Special: You may choose this a number of times up to half your charisma modifier rounded down (not counting temporary modifiers to charisma). If your charisma would later be permanently reduced you do not lose this feat. Its effects stack.
Darkspawn (Aberrant)
The abnormalities of your aberration-tainted heritage grow more pronounced. Bone-like spikes jut out from your flesh.
Prerequisite: Aberration Blood, one other aberrant feat.
Benefit: You grow spikes. If wearing light armor or lighter, you are treated as having fine sized armor spikes and are considered proficient with them, though you are not proficient with armour spikes actual armor spikes. They are considered to be a size category larger for every 3 aberrant feats you possess.
Special: If you are an ozodrin, you gain early access to the Spike feature.
Conservative Form (Aberrant)
When you manifest your true nature, you are capable of removing limbs you possess normally in order to form more features.
Prerequisite: Aberration Blood, Form Points, Feature (Limb)
Benefit: Each limb you choose to remove grants an additional form point. Removed limbs are gone and as such can't be used to hold things or perform other functions. If it provides a form of movement, removing all limbs that provide such movement causes you to lose that move speed.
Additionally you may choose to enhance your existing limbs as if they were features provided you have access to the corresponding feature. In most cases this means you may apply augments to them without having to pay the base cost for the feature, though they do not provide any of the benefits that would be gained by the unaugmented feature (unless they provide it normally). If augmented, these body parts count as half a feature for the maximum number of feature granted natural attacks that may be made in a round (rounded up, and only if used to make a natural attack. This does not extend to gaze attacks). Specifics below:
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- Eyes count as basic eyes or for 4 form points extra special eyes (granting the gaze attack of a special eye).
- Mouths count as mouths, and may be given a bite attack for 1 fp if they lack one.
- Tentacles count as tentacles.
- Arms count as limbs.
- Legs count as limbs with the leg augment.
- Claws count as an arm or leg with the claw augment (as appropriate).
- Tails with a tail slap attack count as tentacles with the tail augment, while those without may be upgraded to such for 1 fp.
- Spikes count as a single spike.
- Stings count as a single spike.
- Horns count as a single spike with the horn augment.
- Fins count as fins.
- Wings count as fins with the wing augment.
- Skin (scales, etc.) count as a single flesh feature.
Special: If you also have the Decentralized Body aberrant feat, you head counts as a limb you are able to remove for this feat. Deepspawn counts as granting 2 fins for the purpose augmenting them with this feat.
Decentralized Body (Aberrant)
You no longer suffer from having vital portions of your body that can't be replaced.
Prerequisite: Aberration Blood, Form Points, Feature (Mouth)
Benefit: Your head is no longer required to live. As such you are able to survive decapitation. In addition, if you lose a limb, you may regrow it by eating the severed limb and changing between manifesting your true nature and repressing your true nature, or by healing to full hp and doing so.
Special: If you also have the Conservative Form aberrant feat, you head counts as a limb you are able to remove for a form point.
Flesh Calls to Flesh (Aberrant)
Your body is now a part of you even when separated.
Prerequisite: Aberration Blood, Decentralized Body, Constitution 13
Benefit: If parts of you are cut off, they will no longer die on their own, but remain living, though inert, until killed off or you die, and as an extraordinary ability you can always detect the direction and distance to them. In addition as a move action you may cause a severed portion of you body to move up to 5 feet in the direction of your main body. As a full round action you may cause any number of severed body parts to do so.
Normal: Pieces cut off of you die and cannot move.
One's Form in Miniature (Aberrant)
Your severed body parts are like your main body on a smaller scale.
Prerequisite: Aberration Blood, Shifting Shape, Flesh Calls to Flesh, Constitution 15
Benefit: If a severed portion of you is still alive and weighs at least a pound, you may treat severed pieces as images depicting you for the purposes of sinister image. If you don't have sinister image, you are treated as having it for this ability, but may not use it's normal functionality. Spawn features do not count for the purposes of this feat. In addition when having your severed pieces move, they are no longer limited to moving toward your main body.
Normal: Pieces cut off of you cannot have features placed on them.
Discerning Taste (Aberrant)
You have learned to gain knowledge of things through tasting them.
Prerequisite: Aberration Blood, one other Aberrant feat, Devour or Swallow Whole
Benefit: You gain a bonus to equal to the number of aberrant feats you posses on knowledge checks about objects, creatures, or people you have used your devour or swallow whole ability on within the last minute. This also causes untrained knowledge checks about anything benefiting from this bonus to be treated as trained.
Special: If you also have the Scavenging Gullet feat, this bonus is increased by 3.
Refined Palate (Aberrant)
Your taste has become more refined, allowing you to gain more knowledge about things you eat as well as allowing you to reassess your judgement with further tasting.
Prerequisite: Aberration Blood, Discerning Taste
Benefit: The bonus to knowledge checks granted by Discerning taste is increased by two. Further, spellcraft and psicraft checks now also benefit from the bonus and may also be attempted untrained with regard to anything benefiting from the bonus. Note this bonus only applies to spellcraft and psicraft checks made to gain information about the object or creature, and does aid in decipher scrolls, preparing spells, or performing other such checks based on reading. Additionally, you have learned to reassess your judgement with further tastes. If after having made a check about something benefiting from a bonus granted by Discerning Taste or Refined Palate, you again devour or swallow whole some of it, you may retry the check, even if you would normally not be able to retry a check of that type. Retrying checks in this manner always takes a full round action.
Flourishing Bud (Aberrant)
Your budding bodies are capable of supporting larger features.
Prerequisite: Aberration Blood, Budding Body, Charisma 18
Benefit: A blunt tentacle can have features aside from mouths of the same size or smaller on it as well as mouths of at least one size category smaller. However features of the highest size category allowed (except for eyes) count as an additional 1/2 toward the limit per section.
Normal: A blunt tentacle may only have features one size category at least smaller and mouths need to be at least 2 size categories smaller.
Virulent Bud (Aberrant)
Your budding bodies can be quite dangerous.
Prerequisite: Aberration Blood, Flourishing Bud, Charisma 20
Benefit: A blunt tentacle can have any feature of at least the same size or smaller on it though mouths of the same size count as two features. In addition the maximum number of features per 5' of length increases by 2 for middle segments and 3 for the end segment.
Normal: A blunt tentacle can have features aside from mouths of the same size or smaller on it as well as mouths of at least one size category smaller. However features of the highest size category allowed (except for eyes) count as an additional 1/2 toward the limit per section.
Blossoming Tendril (Aberrant)
Your budding tentacles are capable of supporting features other than eyes.
Prerequisite: Aberration Blood, Budding Body, Charisma 16
Benefit: A budding tentacle can have features aside from eyes placed inside the bud, provided that they are at least 3 size categories smaller.
Normal: A budding tentacle may only have a single eye feature placed in the bud.
Ornate Blossom (Aberrant)
Your budding bodies are capable of supporting larger features.
Prerequisite: Aberration Blood, Blossoming Tendril, Charisma 18
Benefit: A budding tentacle can have up to half your charisma modifier features placed inside of it. In addition, for each feature less than the maximum number placed inside the bud, the remaining features are able to be a size category larger, up to a maximum size of the budding tentacle itself.
Normal: A budding tentacle may only have a feature placed in the bud and it must be at least 3 size categories smaller than the budding tentacle itself.
Strange Mover (Aberrant)
You have become adept at entering your extra-dimensional pocket and moving in it.
Prerequisite: Aberration Blood, Strange Movement
Benefit: You gain an extra 5' of strange movement of every odd class level of ozodrin you have.
Special: This feat may be taken more than once. If it is an even time you've taken it, then it grants you an extra 5' of strange movement for every even class level of ozodrin you have.
Otherworldly Skill (Aberrant, Fighter)
Prerequisite: Base attack bonus +4, any 2 aberrant feats.
Benefit: All fighter bonus feats that you possess count as aberrant feats for all purposes. You may select a fighter bonus feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, for the purpose of prerequisites, you possess a fighter level equal to half the number of aberrant feats you possess (unless your actual fighter level is higher). Lastly, you may slightly alter your natural weaponry at will, allowing all attacks with natural weapons to deal bludgeoning, slashing, or piercing damage (your choice), in exchange for taking a -1 penalty to damage on the attack.
Special: Fighters may select this feat as one of their bonus feats.
Aberrant Monstrosity (Aberrant)
Prerequisite: Any 2 aberrant feats.
Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, you may select a creature type. You may choose to count as that type or your actual type for the purpose of qualifying for (Monstrous) feats or PRCs.
Special:You may take this feat multiple times. Each time choosing a different type you may count as.
Twisted Fate (Aberrant, Luck) by General Patton
Your amazingly good luck is a manifestation of your reality-warping, cosmic potential.
Prerequisite: Character level 3rd, Aberrant Blood, any luck feat or the Lucky class feature
Benefit: All luck feats that you possess count as aberrant feats for all purposes. You may select a bonus luck feat whenever you would normally be able to select a bonus aberrant feat and vice-versa. Furthermore, when expending luck rerolls or a use of the Lucky class feature to reroll skill checks, ignore all penalties for possessing aberrant feats.
Stigma (Aberrant)
You have a mark of your nature that you can't remove.
Prerequisite: Aberrant Blood, Features
Benefits: Upon choosing this feat, select one feature you can form (a specific feature, not a type of feature). You may not remove this feature, though you may augment it (even if augmenting that type of feature would normally require removing and reforming it). This feature remains formed even when in your worldly guise, and will continue to confer any benefits it would grant. This feat may not be suppressed when in your worldly guise like other aberrant feats. When in your worldly guise this feat counts as two aberrant feats for the purposes of penalties gained.
Special: You may take this feat multiple times. Each time you select a different feature. If you choose a flesh feature, it may not have the pretending flesh augment applied.
Cerebrant Horror (Aberrant)
Your nature has come to allow you to make use of cerebrotic spells.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: You become a cerebrant capable of casting cerebrotic spells as if you had taken the cerebrosis feat (Dragon Magazine 330, p. 27). Unlike most, your nature as an ozodrin allows you to do so without taking the Rite of the Blot. However, this power comes at a cost. You must permanently sacrifice 3 form points. Furthermore, to learn a cerebrotic spell you must permanently sacrifice a number of form points equal to the spell's level. For the purpose of what spells you can cast and their power, you count as a sorcerer of level equal to your ozodrin level. You may normally only cast each spell once per day. However, you may allocate a number of form points equal to the spells level toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Necrotic Horror (Aberrant)
You have learned to grow necrotic cysts like other features.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: You become able to grow a mother cyst thus making you capable of casting cyst-related spells as if you had taken the Mother Cyst feat (Libris Mortis: The Book of Undead, p. 28). However, this power comes at a cost. You must permanently sacrifice 1 form point to gain this ability, and 2 form points must be spent to create the mother cyst, without which you are incapable of casting the spells (though unlike other features the cyst may be maintained in your worldly guise). Furthermore, to learn a cyst-related spell you must permanently sacrifice a number of form points equal to the spell's level. For the purpose of what spells you can cast and their power, you count as a sorcerer of level equal to your ozodrin level. You may normally only cast each spell once per day. However, you may allocate a number of form points equal to the spells level toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Murmuring Horror (Aberrant)
Your nature allows you to draw on the power of the far realms.
Prerequisite: Aberration Blood, Form Points (minimum 5)
Benefit: You become a
xenothurgist capable of channelling the energy of the far realms into reality. Unlike most, your nature as an ozodrin gives you a slight edge when it comes to controlling these powers. However, this comes at a cost. You must permanently sacrifice 5 form points. Upon taking this feat, select (or randomly select) a murmur, and an incursion and disturbance to go with it. For the purpose of this murmur, your xenothurgy level is equal to your HD (as normal).
Due to your nature, you have some abilities that other xenothurgists don't. Once every 24 hours you may, as a full-round action, spend 5 form points per murmur level to make a will save (DC equal to what you would make casting a breach of the level your murmur is at). If you succeed on this save, your murmur level is reduced by 1. If you fail this save it is increased by 1. Form points spent for this way may not be spent on anything else for 24 hours.
In addition, you may allocate 5 times your maximum breach level from points toward your incursion. If you do, when you use your incursion it will occur in the pocket dimension your stomach is in. As such your everything in your stomach will be affected rather than the normal area. However, even so the power it unleashes is too much to completely contain, causing some of the effects to leak out of you. An area centred on you with a radius 10 feet per current level of the murmur the incursion is tied to will be affected as if in the periphery of the incursion. You may not reallocate form points spent placing the incursion in your stomach for the duration of the incursion. This ability does not work if the incursion is caused by your murmur reaching level 7.
Special: You may take this feat more than once. Each time pay the form point cost and gain access to a different murmur. You may still only have one murmur active at a time (see
murmur description).
If you have the Displace Incursion feat, you may not make use of it while releasing the incursion in your stomach.
Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Shadowed Horror (Aberrant)
Your nature is tied to darkness and has granted you the ability to draw on the power of the Plane of Shadows.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: Select three paths of mysteries (See
Tome of Magic, Shadow Magic. More can be found in the
Descent of Shadows project). You may not select a master path if you do not have an initiate path, nor may you select an initiate path if you do not have an apprentice path. You must permanently sacrifice 3 form points. To learn a mystery you must permanently sacrifice a number of form points equal to the mystery's level, as well has already have learned all earlier mysteries in the path. Unlike a shadowcaster, you do not need to know two mysteries of a the previous level to learn one of a higher level, though you are limited to the selected paths, and may not learn mysteries of a higher level than a sorcerer of your level could learn spells. For the purpose of a mystery's type (arcane spell, spell-like, supernatural) and caster level, you count as a shadowcaster of level equal to your ozodrin level. You may normally only cast each mystery a number of times per day as a shadowcaster based on the mystery's type. However, you may allocate a number of form points equal to the mystery's level + 1 toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: You may take this feat multiple times. The effects don't stack, instead select different paths each time. You may count paths from previous times of taking this feat toward what paths you may select. If you gain mysteries from another source, your ozodrin levels stack with that source for determining caster level of all your mysteries. Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Corrupting Land (Aberrant)
You may shift your features to the ground and land around you.
Prerequisite: Aberration Blood, Shifting Shape, Charisma 22
Benefit: Your features with the shifting augment are not limited to your body. You may move them to any place you can see within 5' per two aberrant feats you have of your main body. If you would move outside the range, they moved back to your main body and moved there as necessary. They may be attacked as if they were creatures using your stats and their size (with the exception of puppets which use their stats as normal), and any damage dealt to them is dealt to you.
Normal: You can only have shifting features move to other portions of your own body.
Strange Energies (Aberrant)
You may generate energies not normally possible.
Prerequisite: Aberration Blood, Charisma 19, Augment allowing a choice of energy for damage
Benefit: For any augment other than Enchanted X augments that allow the selection of an energy type for a damage dealing attack or ability, you may also select sonic, positive, negative, hellfire, and force in addition to the normal choices. However, if you do so, the damage dealt is reduced by 1 (to a minimum of 1), or in the case of force by 1/4 (minimum 1, to a minimum of 1 damage).
Normal: You can only choose from the mentioned energy types.
Soothing Energies (Aberrant)
You may use positive energy to heal others.
Prerequisite: Aberration Blood, Strange Energies
Benefit: When you form a feature with an augment that allows it to do positive energy damage, you may choose to make it heal rather than deal damage. This does not prevent any damage the attack carrying the positive energy would deal. This choice once made is permanent until the feature is reformed. You may also choose to make a touch attack with such features as a standard action to heal a target and avoid your normal damage for attacking with it.
Normal: Your positive energy is always damaging.
Syringe (Aberrant)
You may store curatives as well as poisons in your hollow spikes.
Prerequisite: Aberration Blood, Hollow Spike augment
Benefit: Your hollow spikes may now store any kind of potion, though if you choose to store it in the spike you don't gain the benefits of it. In turn you may administer the potion to an individual as you normally can administer poisons and diseases with hollow spikes. If you so choose, as a standard action you may make an attack against an individual with one of your filled hollow spikes, and if successful, you will inject them with its contents and only deal the spikes base damage without any strength modifier. If the individual is willing, they may choose to forgo any bonuses to their AC other than natural armour for the purposes of this attack.
Normal: You may only fill your spikes with poisons and diseases.
Medicine Maker (Aberrant)
You become able to produce restoratives and other beneficial fluids rather than just detrimental ones in your spikes.
Prerequisite: Aberration Blood, Syringe, Debilitating Spike augment
Benefit: You gain access to the below spike augments. Note, medicinal bonuses do not stack.
Normal: You may only produce detrimental fluids.
Special: If you have the strange energies feat, the restoratives that grant temporary hit points may be infused with negative energy to instead heal that many hit points for undead, but not affect others. If you have the soothing energies feat, the restoratives that grant temporary hit points may be infused with positive energy to instead heal that many hit points, but not affect undead. (chosen upon adding the augment)
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Lesser Regenerative Spike☨: Additional cost 2
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to twice your charisma modifier, the target gains 2 temporary hp each round. This hp is lost after the targets normal hp unlike most temporary hp, and lasts a number of minutes equal to the number of rounds it accumulates.
Greater Regenerative Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to your charisma modifier, the target gains 3 temporary hp each round. This hp is lost before the targets normal hp, and lasts a number of minutes equal to the number of rounds it accumulates.
Name1 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Str for a number of minutes equal to your charisma modifier.
Name2 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Dex for a number of minutes equal to your charisma modifier.
Invigorating Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Con for a number of minutes equal to your charisma modifier.
Name3 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Int for a number of minutes equal to your charisma modifier.
Name4 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Wis for a number of minutes equal to your charisma modifier.
Name5 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Cha for a number of minutes equal to your charisma modifier.
Rapid Restorative: Additional cost 3
Requires Medicine Maker feat and one of the ☨ Spike augments: The restorative the spike can produce is quick acting. The bonus is increased by 1 (in the case of regenerative spikes, lesser grants 1 extra temporary hp each round and greater grants 2 extra temporary hp each round). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative. The cost of this augment increases by 1 for every 2 times it is applied to a given restorative you can produce.
Virulent Restorative: Additional cost 1
Requires Medicine Maker feat and one of the ☨ Spike augments: The save DC of one of the restorative this spike can produce is increased by 2, to a maximum of 10+Class Level. This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.
Potent Restorative: Additional cost 2
Requires Medicine Maker feat and one of the ☨ Spike augments: The potency of the restorative this spike can produce persists. The number of minutes its affect lasts increases by 1 (in the case of the regenerative spikes, the number of rounds it it grants temporary hp increases by 2 for the lesser and 1 for the greater). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.
Altered Guise (Aberrant)
When assuming your worldly guise, you have learned to look like someone other than yourself.
Prerequisite: Aberration Blood, Uncanny Appearance*, Disguise 4 ranks, Charisma 15
Benefit: When assuming your worldly guise, you may choose to look like any other member of the same race as your normal worldly guise, real or fictitious. However, doing so causes a -5 penalty to your disguise check to look normal, and if trying to mimic another individual, you still must make a separate disguise check to look like them (though you don't receive penalties for varying gender, sizes, or other similar attributes as you normally would) for which you gain a +5 bonus. This does not change any of your stats, abilities, or equipment.
The effects of this feat are not suppressed when suppressing other aberrant feats in your worldly guise.
Normal: When assuming your worldly guise you must look like you once did.
*Optional ability, see below section.
Epic Feats
Shunned Name (Aberrant, Epic)
You are sensitive to your chosen name.
Prerequisite: Aberration Blood, Sinister Image, Charisma 23
Benefit: You may choose a name for yourself. This name may not be a common word. Whenever someone speaks your name, you immediately sense it, knowing the direction, distance, and gaining a mental image of the speaker (though not their surroundings).
Unspeakable Name (Aberrant, Epic)
Your chosen name is now a part of you.
Prerequisite: Aberration Blood, Shunned Name, Corrupting Land, Charisma 25
Benefit: When your chosen name is spoken, you may, as an immediate action choose to move one or more of your shifting features within 5 feet per charisma modifier of the speaker, treating the area as if it is within range of your main body via corrupting land. If you choose to wait, you are unable to do so unless it is spoken again.
Hole in Time (Aberrant, Epic)
You're stomach is outside of normal time, allowing you some control over the flow of it inside.
Prerequisite: Aberration Blood, Monster Within stomach augment, Charisma 25
Benefit: You gain access to the Warped Time stomach augment.
Warped Time: Additional cost 15
Required Level 21: The flow of time is different in your stomach is different inside than outside. Upon taking this augment you choose if you will increase or decrease the flow of time within the chosen stomach. If you increase it, an additional round passes within your stomach for every round that passes outside your stomach. If you decrease it, an additional round passes outside your stomach for every round that passes inside it. You may add this multiple times to the same stomach. The effects stack.
Special: Upon reaching level 25, you may choose to pay 50 form points for this augment to change the factor of change from rounds to minute. (faster makes a minute pass in your stomach per round per time applied, slower makes a round inside your stomach equate to a minute per time applied). At level 30 you may pay 100 form points to change this to a hour instead.