Aquanaut

Many aquatic sages have hypothesized that all sentient races, no matter their species, are ultimately made up of the ancient creatures that came before them. The aquanaut has taken this theory to a new level; they have mastered the very fiber of their genetic heritage.

Through intense psionic introspection and unique psychometabolic disciplines, they have permanently unlocked physical features that eons of evolution have served to suppress. Thus, through potent mutations, they sculpt their bodies into versatile fighting machines.

No two aquanauts look alike, as each individual tailors her body as she sees fit. They each draw inspiration from traits common to fish, crustaceans, mollusks, reptiles, aquatic mammals, and even reef flora.

**Role:** Most aquanauts are adept front-line combatants, though some prefer the skirmisher role. Their unique physical attributes make them powerful warriors in any regard, with a dabbling of supportive psionic powers at higher levels.

**Alignment:** Any.

**Hit Die:** d10.

**Starting Wealth:** 5d6 × 10 gp.

**CLASS SKILLS:** The aquanaut’s class skills are Autohypnosis (Wis), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

**Skill Ranks per Level:** 4 + Int modifier.

### **CLASS FEATURES**

All of the following are class features of the aquanaut:

### **Weapon and Armor Proficiency**

Aquanauts are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). They are also proficient with all natural weapons and armor that they develop through their mutations.

### **Phyla (Ex)**

An aquanaut starts first level with one creature category (known to aquanauts as a “phylum”) from which to choose mutations from. Each phylum has a handful of mutations, which include both natural attacks and defense.

At 5th level, and every four levels attained thereafter (9th, 13th, and 17th levels) the aquanaut gains another phylum to choose mutations from. The aquanaut also gains a bonus mutation from this new phylum upon obtaining it.

### **Phylum Empathy (Ex)**

The commonality between the aquanaut and the creatures of her phyla goes deeper than merely adopting favored bits of form. With deep physiological changes comes a subtle understanding of behaviors and an increased ability to communicate in ways understood by wildlife.

The aquanaut may attempt a modified Diplomacy check against animals that can be classified in a phylum she has gained through the phyla class feature. The aquanaut rolls 1d20, adding her aquanaut class level and Wisdom modifier, and treats the result as a Diplomacy check to modify the animal's attitude. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, the aquanaut and her audience must be within 30 feet of each other under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute. As with influencing people, it can take more or less time depending on the circumstances. Unlike the ranger, the aquanaut cannot use this ability to influence a magical beast.

### **Mutations (Ex)**

The aquanaut’s primary arsenal is made up of several mutations that permanently alter her genetic makeup to elicit favorable abilities. In most cases, these abilities can be further fueled with psionic power. An aquanaut’s mutations make each one unique and can be drawn from six different phyla, or categories of aquatic life. Each mutation is detailed after the phylum descriptions later in this chapter.

The aquanaut gains two mutations at 1st level, and one every even level afterward (2nd, 4th, 6th and so on). Her selections must come from a phylum she knows, and she must meet all prerequisites listed for the mutation. Unless otherwise stated, no mutation may be selected more than once. If the aquanaut gains a mutation selection at level up, she may not forgo choosing one or “save” the choice for a later time (though see the *transpose mutation* ability).

Some mutations have specific descriptors which are represented after the mutation name such as [hide] and [slime]. Unless otherwise noted, the aquanaut may have only one mutation with a particular descriptor at a time. A single mutation may include multiple descriptors. A few descriptors have special rules in common among all their associated mutations; these are listed in the “Special Mutation Descriptors” section.

Mutations are permanent effects that, in most cases, can be enhanced by spending power points. These “psionic boosts” cost a specific amount of power points (listed in the mutation description). Spending power points to initiate a boost is a free action. A psionic boost ends at the beginning of the aquanaut's next turn unless the power point cost is paid again. The effects of many psionic boosts can be increased by spending more power points- the effects and limits of such boosts are listed in the mutation's description, but are otherwise the same. Only one mutation can be boosted each round. Mutations that are not boosted work normally without having to spend any power points.

In areas where psionics do not work (such as a null psionics field) mutations still function as normal, though they cannot be boosted. Other abilities affecting mutations (such as preternatural attacks) will not function.

Messing with nature’s design does have certain consequences. First, the mutations create an interesting challenge when it comes to wearing manufactured armor. Even in an undersea world with many different body types, the aquanaut's mutable form poses a unique problem. Should the aquanaut wish to use a manufactured suit of armor, they must have one specially crafted for them. This armor is adjustable for any of the aquanaut’s possible mutations, and its base price (before enhancements or special materials) is doubled. An aquanaut attempting to wear a suit of manufactured armor not tailored for them suffers an additional -1 armor check penalty for each mutation they possess. Magic or psionic armor that adjusts for size will often also accommodate an aquanaut’s mutations.

Second, the aquanaut forgoes membership in her birth race to become something else. She no longer qualifies as her old race (regarding favored enemies, feat prerequisites, magic item requirements etc.), and her race is now considered “aquanaut” for the remainder of her days. She also loses her ability to procreate, as her mutated cells are no longer compatible with any known species.

(Aquanaut Mutations can be found here)

### **Preternatural Attacks (Su)**

From first level on, any of the aquanaut's natural attacks (granted by mutations or otherwise) are treated as magic weapons for the purposes of overcoming damage reduction.

### **Power Points/Day**

An aquanaut’s ability to psionically boost her mutations is limited by the power points she has available. Her base daily allotment of power points is given on Table 3-1: The Aquanaut. In addition, she receives bonus power points per day if she has a high Constitution score (refer to Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. At later levels, these power points may also be used to fuel the manifestation of certain psionic powers.

### **Transpose Mutation (Ex)**

Upon reaching third level and every level thereafter, the aquanaut can trade one mutation for another that she qualifies for, so long as she still qualifies for all of her existing mutations if the trade is made. Only one mutation can be traded upon obtaining a new level, and only once per level. She cannot trade out mutations that were just acquired at the same level, nor can she transpose mutations that were gained trough a feat (such as Extra Mutation). The old mutation’s physical manifestation, effect, and possible psionic boost are lost, and the aquanaut gains the new mutation and all that entails. The aquanaut may retake the lost mutation later as a new mutation, provided she still qualifies. She may also trade out bonus mutations granted from obtaining a new phylum, provided she did not acquire them during the same level as the trade. She must, however, always have at least one mutation from each of her chosen phylum lists.

### **Powers Known**

At 4th level, the aquanaut develops the knowledge of one aquanaut power. At 7th level and every other level thereafter, she unlocks the knowledge of a new power. Choose the powers known from the aquanaut power list (presented in CHAPTER 4: THE GIFTED SEA). An aquanaut can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers an aquanaut can manifest in a day is limited only by her daily power points.

An aquanaut simply knows her powers; they are ingrained in her mind. She does not need to prepare them, though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against aquanaut powers is 10 + the power’s level + the aquanaut’s Constitution modifier.

### **Maximum Power Level Known**

An aquanaut learns a 1st-level power upon reaching 4th level. As she attains higher levels, she gains the ability to master more complex powers. To learn or manifest a power, an Aquanaut must have a Constitution score of at least 10 + the power’s level.

### **Pelagic Panoply (Ex)**

An aquanaut’s constantly evolving body causes her skin to harden much like the creatures she begins to resemble. She gains a +1 enhancement bonus to her natural armor class at 5th level, and an additional +1 enhancement bonus every five levels thereafter (10th, 15th, and 20th).

### **Depth Mastery (Ex)**

At 7th level, the aquanaut unlocks the ability to withstand the great pressure of the abyss. She automatically succeeds at any Fortitude save regarding pressure and acclimation.