Aquanaut Mutations

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.

## **SPECIAL MUTATION DESCRIPTORS**

Listed below are special rules common to all mutations with a particular descriptor.

### [armor]

Mutations with the [armor] descriptor count as worn armor, though they cannot be removed from the aquanaut’s body and cannot be sundered. Any effect that would damage or destroy the armor, give it the broken condition, or remove it from the aquanaut's body simply fails to do so. Though the armor cannot be removed, it can be enchanted and targeted by spells normally.

### [extra arm]

Mutations with the [extra arm] descriptor typically allow the aquanaut to grow an extra arm of some sort which is often weaker and less dexterous than her normal arms, but never-the-less helpful. Mutations with the [extra arm] descriptor can be taken multiple times. Each time it is taken, the aquanaut gains an additional arm, up to a maximum of 4 extra arms total. While the arms can perform various tasks such as holding a book open or retrieving an item from a pouch, they are weak and awkward. Each arm has an effective Strength and Dexterity score of 3 (-4 ability modifier). When combined with another extra arm or arms creating one functional arm, these ability scores add together, reaching 6 (-2 modifier) with 2 extra arms, 9 (-1 modifier) with 3 extra arms, or 12 (+1 modifier) with all 4 extra arms. These abilities scores are used when calculating skill checks, attacks, and so on made with the extra arms. The Strength and Dexterity scores of the extra arms cannot be improved or enhanced in any other way. However, they are affected by penalties and other effects that decrease or cause damage to the aquanaut’s ability scores. Extra arms with a modified ability score of 0 hang limply from the aquanaut’s side and become useless and can no longer be combined to making a more useful arm. Thus, 3 points of Strength or Dexterity damage will disable all of the aquanaut’s extra arms.

Combining one or more extra arms with one of the character’s normal arms creates an averaging effect on the effective ability scores. Add the ability score of the extra arms involved to the character’s current ability score and divide the result by 2. This becomes the modified ability score at which the skill or attack is made. For example, a character with a Strength of 18 using 3 extra arms and one normal arm to attack with a two-handed weapon, does so modified by a Strength score of 13. Regardless of the number of pairs of extra arms combined with one normal arm, the extra arms still only count as one arm when used in this way. Using the extra arms in combination with both normal arms has no additional effect or penalty, and is essentially the same as using two arms normally.

While the extra arms allow the aquanaut to hold multiple items or weapons at once, they do not confer the ability to perform more actions or attacks per round. Penalties for wielding multiple weapons apply normally, and can be modified with feats including Two-Weapon Fighting (PATHFINDER ROLEPLAYING GAME) and Multiweapon Fighting (PATHFINDER BESTIARY). In addition, a character with two or more extra arms can take the Extra Arms Attack feat detailed in the next chapter of this book. Using a shield with the extra arms is also possible, but the effective armor class conveyed by the shield may be minimal. Any penalty from the Dexterity modifier of the extra arms being used to equip the shield is counted against the shield's AC bonus, to a minimum of 0. (If the Dexterity modifier is positive, it is not added to the shield's AC bonus.) In the example above, the aquanaut could use a shield to full effect in his off-hand and still wield the two-handed sword with same modified Strength score. Many combinations are possible, each yielding different overall modifiers. Extra magic item slots are not granted by these extra limbs.

### [shell]

Mutations with the [shell] descriptor allow the aquanaut to withdraw into a shell while retaining her clothing (not including containers such as scabbards, pouches, or bandoliers), light armor, or jewelry. Any equipment falling outside those categories that is worn or carried by the aquanaut at the time of her withdrawal is considered to be removed and dropped. If these items cannot be removed easily (such as heavy manufactured armor) the character cannot withdraw into her shell until it is. While withdrawn into the shell, the aquanaut is essentially blind and paralyzed, though she can leave as a swift action.

### **PHYLA**

The following phyla and their associated mutations are available to the aquanaut to choose from. Level prerequisites refer to levels earned in the aquanaut character class. Physical manifestations that match or overlap the character’s normal racial characteristics become replaced by the mutation.

## Cnidarian

Cnidarians are living coral and jellyfish. They have stinging tendrils and many defensive qualities. This category may also include features common to other invertebrates of the coral reef that do not fall into other categories.

### ***Anchored***

**Mutation Prerequisites:** 3rd level

**Physical Manifestation:** The aquanaut grows root-like tendrils from the lower half of her body.

**Effect:** As a full-round action, the aquanaut can affix herself to a solid surface. While anchored, she cannot move, and gains a +4 bonus to her CMD on all checks to resist being bull-rushed, dragged, overrun, or repositioned. This bonus increases by +4 for each size category larger the aquanaut is compared to the opponent attempting the maneuver. She can detach herself as a full-round action. She cannot anchor to a living creature or animated construct.

**Psionic Boost:** For 2 power points, increase the CMD bonus by +1. The additional bonus for size difference is not increased.

### ***Bramblehide*** **[armor] [hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin hosts a thick tangle of seaweed and other ocean flora.

**Effect:** The aquanaut is considered to be wearing a suit of muck armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time.

**Psionic Boost:** For 1 power point, the aquanaut can retract the bramblehide armor into her skin. The armor does not count as worn when retracted.

### ***Coral Attunement***

**Mutation Prerequisites:** Aquanaut does not already have the Coral Link feat.

**Physical Manifestation:** The aquanaut sprouts living coral from the top of her head.

**Effect:** The aquanaut gains the Coral Link feat.

**Psionic Boost:** None.

### ***Coralhide*** **[armor] [hide]**

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut’s skin sprouts protective coral.

**Effect:** The aquanaut is considered to be wearing a suit of coral armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. In addition, armor check penalties associated with this armor are reduced by 1 (minimum of 0).

**Psionic Boost:** For 1 power point, the armor check penalty is further reduced by 1 (minimum 0).

### ***Entangling Tendrils***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows long, translucent tendrils all over her torso.

**Effect:** If the aquanaut successfully grapples another creature, the aquanaut may choose not to gain the grappled condition. As long as a creature is grappled by the aquanaut in this way and adjacent to her, it loses one hit point per round.

**Psionic Boost:** For 1 power point, the hit point loss increases by one.

### ***Phosphorescence***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut glows with an eerie light.

**Effect:** At will, the aquanaut can glow with the intensity of a torch. The intensity can be controlled from a normal to dim light, but the color is always a pale blue-green. The light even remains when the character is unconscious, and will only fade 1d6 hours after death. The character’s entire body glows, including features granted by other mutations. Worn equipment, however, may inhibit the light from shining through.

**Psionic Boost:** For 1 power point, the aquanaut also sheds bright light in a 5-foot radius.

### ***Poisonous Slime*** **[poison] [slime]**

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut’s hands become coated in drippy purple ooze.

**Effect:** The aquanaut's unarmed attacks include a mild poison.

The aquanaut can poison a weapon with their own slime as a swift action. The dose remains effective for three rounds or until expended, whichever comes first. The character does not risk poisoning themselves when dosing the weapon or attacking with it.

**OSTREOPSIS SLIME**

**Type** poison, injury; **Save** Fort DC 10 + ½ the aquanaut’s level + the aquanaut’s Constitution modifier

**Frequency** 1/round for 2 rounds

**Effect** 1 Con; **Cure** 1 save

In addition, due to the stickiness of the ooze, the aquanaut’s CMD with regard to disarm attempts gains a +2 bonus.

**Psionic Boost:** For every 3 additional power points the aquanaut spends, the poison’s duration increases by 1 round.

### ***Shoot Spine***

**Mutation Prerequisites:** A mutation with the [spikes] descriptor.

**Physical Manifestation:** The aquanaut’s spines grow long and quill-like until she resembles a spiny sea urchin.

**Effect:** The base damage of the aquanaut's spines is doubled. The aquanaut gains the ability to propel a spine from her body at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 10 feet.

**Psionic Boost:** For 1 power point, the range increment for shooting a spine increases by 5 feet, up to a maximum total of 30 feet.

### ***Stinging Polyps*** **[poison]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut sprouts anemone-like polyps all over her body.

**Effect:** Any creature that makes a successful unarmed or natural attack against the aquanaut takes one point of Dexterity damage. The Dexterity damage is cumulative per hit, and wears off all at once, three rounds after the last point of Dexterity damage was received. The polyps are harmless unless responding to an attack at which time they release a mild neurotoxin. Creatures that are immune or resistant to poison are immune to this effect.

**Psionic Boost:** For 3 power points, the Dexterity damage per hit increases to 1d3.

### ***Urchin Fist*** **[hands]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s fists grow large and spiny.

**Effect:** The aquanaut is always treated as wearing urchin fists (see CERULEAN SEAS CAMPAIGN SETTING, equipment section), though she can wield other weapons normally. These are also considered to be natural weapons.

**Psionic Boost:** For every two power points spent (max 2 points per 5 class levels), the urchin fists deal +1 damage per hit.

### ***Urchin Quills*** **[spikes]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows spines all over her body like that of a sea urchin.

**Effect:** The aquanaut is treated as though she were equipped with armor spikes at all times.

**Psionic Boost:** Spending 3 power points to enhance this mutation causes quills to shoot off in 10-foot-radius burst centered on the aquanaut (who is not affected). Those affected in the burst radius take 2 points of piercing damage per class level of the aquanaut. The quills, which are expended in the blast, will regrow within 3d4 rounds.

## Crustacean

Crustaceans are made up of crabs, lobsters, and shrimp. They typically have powerful claws and strong armor.

### ***Chitin Fists*** **[hands]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s hands become sheathed in spiked chitin.

**Effect:** The aquanaut gains the benefit of the Improved Unarmed Strike feat when using her fists only. In addition, the aquanaut’s unarmed strikes can deal piercing instead of bludgeoning damage.

**Psionic Boost:** For every two power points spent (max 2 points per 5 class levels), the aquanaut's fists deal +1 damage per hit.

### ***Chitin Skin*** **[armor] [hide]**

**Mutation Prerequisites:** 3rd level

**Physical Manifestation:** The aquanaut’s skin becomes tough and shell-like, much like the exoskeleton of a lobster.

**Effect:** The aquanaut is considered to be wearing a suit of chitin armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. In addition, armor check penalties associated with this armor are reduced by 1 (minimum of 0).

**Psionic Boost:** For 1 power point, the armor check penalty is further reduced by 1 (minimum 0).

### ***Crab Legs*** **[feet]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows four crab-like legs out of her torso that aid with moving on land.

**Effect:** The aquanaut’s land speed is equal to half of her swim speed.

**Psionic Boost:** For 1 power point, the aquanaut's land speed is increased by 5 feet (up to a maximum total of 80 feet).

### ***Darting Claw***

**Mutation Prerequisites:** 7th level, *Chitin Fists* mutation or a natural pincer attack.

**Physical Manifestation:** The aquanaut’s hands and/or pincers become unnaturally elongated.

**Effect:** When making a full attack, if the aquanaut misses with all of her pincer, claw, or fist attacks, she can reroll her last one at a –2 penalty.

**Psionic Boost:** For 5 power points, she may reroll the attack once more with a -4 penalty. She may only use this boost once per round.

### ***Death Grip***

**Mutation Prerequisites:** *Chitin Fists* mutation or a natural pincer attack.

**Physical Manifestation:** The aquanaut’s hands (or pincers) grow larger and more muscular.

**Effect:** The aquanaut gains a +4 enhancement bonus to her combat maneuver rolls to grapple if at least one of her hands or pincers is free. She also gains a +4 enhancement bonus to her CMD versus attempts to disarm.

**Psionic Boost:** For 4 power points, increase the bonuses by +1 each.

### ***Feelers***

**Mutation Prerequisites:** 7th level

**Physical Manifestation:** The aquanaut grows long lobster-like antenna and her body becomes covered in bristly hairs.

**Effect:** The aquanaut gains tremorsense out to a range of 30 feet. This allows the aquanaut to pinpoint the location of creatures that it cannot see without having to make a Perception check as long as the creature and the aquanaut are not flying, but such creatures still have total concealment from the aquanaut. Visibility still affects the aquanaut’s movement and she is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.

**Psionic Boost:** For 2 power points, the range of the tremorsense is extended by 5 feet (up to a maximum total of 60 feet).

### ***Hermit Shell*** **[hide] [shell]**

**Mutation Prerequisites:** 4th level

**Physical Manifestation:** The aquanaut’s body becomes able to fold in on itself, while her back becomes soft and amorphous.

**Effect:** The aquanaut can find any natural sea shell equal to her size category and wear it on her back without adding to her encumbrance or buoyancy. Without such a shell, the aquanaut suffers a -1 penalty to her natural armor bonus (down to a minimum of 0). With the shell, the aquanaut gains a +1 bonus to her natural armor and gains the ability to withdraw into it as a move action. While inside, she gains damage reduction (X/-), where X is equal to half of her class level. Note that damage reduction from different sources does not stack.

While attached to the aquanaut, the shell becomes part of her, much like mutations with the [armor] descriptor and therefore cannot be sundered.

**Psionic Boost:** For 2 power points, the damage reduction increases by 1 point. The maximum damage reduction the mutation can grant is equal to the aquanaut's level.

### ***Lobster Claw***

**Mutation Prerequisites:** 6th level

**Physical Manifestation:** One of the aquanaut’s hands mutates into a giant pincer.

**Effect:** The aquanaut loses the use of a hand (her choice of which one) and gains a natural pincer attack with a base damage of 1d6 for Medium characters. She treats her pincer as a primary natural attack, but otherwise follows all rules for natural atacks (see the Combat section of the PATHFINDER CORE RULEBOOK). Other mutations that affect her hands (and do not refer specifically to pincers) will not apply to attacks made with the arm affected by the lobster claw mutation.

***Special:*** The aquanaut can still wield one-handed weapons using her pincer, but does so with a -4 penalty to hit. Two-handed weapons wielded in conjunction with the lobster claw suffer a -2 penalty to hit.

**Psionic Boost:** For 5 power points, the base damage of the pincer changes to that of the next size category. Maximum boost is 3 size categories from the original.

### ***Pincer Arm*** **[extra arm]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a small multi-jointed arm from the side of her torso. This crab-like appendage ends in a small pincer.

**Effect:** The aquanaut gains the effect of an extra arm as described under the [extra arm] descriptor heading.

***Special:*** Upon growing at least two pincher arms, the aquanaut can learn and speak the Clickclack language by putting a skill rank into the Linguistics skill. If she is reduced to less than two pincer arms, she also loses the ability to speak this language.

**Psionic Boost**: For 2 power points, the aquanaut gains a +1 circumstance bonus to her CMB when initiating grapple attempts for each pincer that is not holding anything (maximum circumstance bonus equal to one half the aquanaut’s level).

### ***Scoot***

**Mutation Prerequisites:** None

**Physical Manifestation:** The sides of the aquanaut’s legs (or tail) sprout rows of tiny swimmerets (also called pleopods).

**Effect:** The aquanaut can jet backward once per round as a full-round action, at a speed of 100 feet. She must move in a straight line while scooting, and does not provoke attacks of opportunity when she does so.

**Psionic Boost:** For 1 power point, increase the speed of the jet by 5 feet.

## Mammal

Marine mammals include seals, dolphins, and whales. They have keen intellects, the ability to breathe air, and sharp teeth.

### ***Cetacean Sonar***

**Mutation Prerequisites:** 11th level

**Physical Manifestation:** The aquanaut gains a blowhole on the back of the base of her neck.

**Effect:** The aquanaut gains blindsight out to a range of 30 feet. The aquanaut can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as she has line of effect to the target.

Furthermore, the aquanaut can breathe out of water indefinitely and is considered to have lungs in addition to her other breathing mechanisms.

***Special:*** The aquanaut can now learn and speak the Ceti language by putting a skill rank into the Linguistics skill. If she loses this mutation, she also loses the ability to speak and understand this language.

**Psionic Boost:** For 2 power points, the range of the blindsight is extended by 5 feet (up to a maximum total of 60 feet).

### ***Dolphin Flip***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut sprouts a dolphin fin on her back (in addition to her other dorsal fins, if any).

**Effect:** The aquanaut gains the Dolphin Flip feat, even if she does not meet the prerequisites.

**Psionic Boost:** For 5 power points, the aquanaut also gains the benefits of the Flying Fish Leap feat for the round.

### ***Hippo Sweat***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut constantly sweats a reddish liquid with a mild, musky odor.

**Effect:** The aquanaut is protected from nonlethal damage from hot environments, and gains a +2 racial bonus on saving throws against nonmagical disease.

**Psionic Boost:** For 1 power point, the aquanaut gains resist steam 1. Each additional power point spent will increase the resistance by one, up to a maximum of twice the aquanaut's level.

### ***Otter Nose***

**Mutation Prerequisites:** 4th level

**Physical Manifestation:** The aquanaut gains an otter-like nose, replete with whiskers.

**Effect:** The aquanaut gains an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows her to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, the aquanaut can identify familiar odors just as humanoids do familiar sights. She can detect opponents within 30 feet by sense of smell. If the opponent is up-current, the range increases to 60 feet; if down-current, it drops to 15 feet. Strong scents, such as blood or rotting kelp, can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range.

When the aquanaut detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. She can take a move action to note the direction of the scent.

Whenever she comes within 5 feet of the source, she pinpoints the source’s location. The aquanaut can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10. This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. For the purposes of this mutation, ignore the effects of surface conditions and poor visibility.

**Psionic Boost:** For 2 power points increase the range of scent by 10 feet, up to a maximum total of 120 feet.

### ***Seal Fur*** **[hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut sprouts fur all over her body.

**Effect:** The aquanaut gains resist cold 5. This resistance increases by 5 for every 5 levels the aquanaut possesses, to a maximum of 15 at 10th level.

**Psionic Boost:** For 1 power point, the resistance increases by 1 point (up to a maximum total of twice the aquanaut's level).

### ***Seal Teeth*** **[bite]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a seal-like muzzle filled with razor sharp teeth.

**Effect:** The aquanaut gains a natural bite attack with a base damage of 1d8 (1d6 if Small). Her bite attack is a natural weapon, so she is considered armed when attacking with it and it can be affected by powers, spells, and effects that enhance or improve natural weapons. The aquanaut can choose to deal nonlethal damage with her bite, taking the standard –4 penalty on your attack roll. If her bite is her only attack, she uses her highest base attack bonus on the attack roll, and she can apply her full Strength bonus to damage. If she bites in addition to making other attacks, the bite is a secondary attack.

If the aquanaut is not a Medium creature, the bite attack’s base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.

**Psionic Boost:** For 5 power points, the aquanaut's bite deals additional damage equal to its base damage dice. (For example, a Medium aquanaut boosting with 5 power points would deal an extra 1d8 points of damage when she bites, while a Tiny aquanaut boosting with 15 power points would deal an extra 3d4 points of damage.)

### ***Walrus Tusks***

**Mutation Prerequisites:** 7th level, A natural bite attack

**Physical Manifestation:** The aquanaut grows two huge canine teeth, like that of a walrus.

**Effect:** The character’s bite attack increases one size category with regard to damage. This new damage range does not stack with other enhancements such as the Improved Natural Attack feat. In addition, the aquanaut can make a bite attack against any creature it is grappling with in addition to the damage option available during a grapple. If this attack hits, it is automatically treated as a critical threat.

**Psionic Boost:** None, though boosts from other mutations have full effect.

### ***Water Blast***

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut grows a large hump on her back.

**Effect:** The aquanaut can shoot a pressurized blast of water from her mouth (or blowhole if she has one) once per round as a standard action. This ranged touch attack deals 1d8 damage to a target within 30 feet (no range increment). If it successfully hits, the target is pushed as though they were affected by a localized water current moving at a speed of 100 feet directly away from the aquanaut. Above water, the blast still does damage but does not push targets.

**Psionic Boost:** For 3 power points, the range of the blast is increased by 5 feet, up to a maximum total of 60 feet.

### ***Whale Blubber***

**Mutation Prerequisites**: None

**Physical Manifestation:** The aquanaut grows plump and spindle-shaped.

**Effect:** The aquanaut can go up to 5 times longer without food. In addition the aquanaut gains DR 5/piercing or slashing.

**Psionic Boost:** 5 power points to increase damage resistance by 5. It can only be enhanced in 5 point increments.

## Mollusk

Mollusks include squids, octopi, and snails. They often have amorphous bodies and strong armor.

### ***Arm Tentacles***

**Mutation Prerequisites**: 7th level

**Physical Manifestation:** The aquanaut’s arms become rubbery like those of a squid.

**Effect:** The aquanaut’s reach increases by 5 feet.

**Psionic Boost:** For 10 power points, the aquanaut's reach extends another 5 feet (up to a maximum total of 15 feet).

### ***Chromatophore*** **[hide]**

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut’s body becomes covered in slimy, squid-like skin that she can change the color of at will.

**Effect:** The aquanaut gains a +4 circumstance bonus to Stealth checks.

***Special:*** The aquanaut can now learn and speak the Cephalite language by putting a skill rank into the Linguistics skill. If she loses this mutation, she also loses the ability to speak this language.

**Psionic Boost:** For 2 power points, the bonus to Stealth increases by +1 (up to a maximum total of the aquanaut's level).

### ***Eye Stalks***

**Mutation Prerequisites:** 8th level

**Physical Manifestation:** The aquanaut’s eyes can sprout out of their sockets, supported on long eye- stalks which allow her to look in all directions at once.

**Effect:** The aquanaut can extrude or retract her eyes as a swift action. While extruded, the aquanaut has a 360-degree sphere of sight, allowing her a perfect view of creatures that might otherwise flank her. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking the aquanaut (they may still sneak attack her if she is caught flat-footed).

The aquanaut’s vision-based Perception checks gain a +4 enhancement bonus. She takes a –4 penalty on saves against all gaze attacks while the eyes are extended (vision returns to normal when they are retracted).

**Psionic Boost:** For 5 power points, all damage to the aquanaut's eyes is healed (up to and including growing new eyes) and sight is restored. This does not restore blindness caused by poison, disease, or magical effects that do not cause physical damage.

### ***Nautilus Shell*** **[shell]**

**Mutation Prerequisites:** 4th level

**Physical Manifestation:** The aquanaut grows a large, nautilus-like shell on her back.

**Effect:** The aquanaut gains a +2 bonus to her natural armor and gains the ability to withdraw into her shell as a move action. While inside, she gains energy resistance 5 versus acid, sonic, and electricity damage. This resistance increases by 5 for every 5 levels the aquanaut possesses, up to a maximum of 15 at 10th level.

**Psionic Boost:** For 1 power point, the energy resistance increases by 1 point, up to a maximum of twice the aquanaut's level.

### ***Octopus Ink***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows either a beard of octopus tentacles or octopus tentacle hair, chosen at the time of taking the mutation.

**Effect:** Once per minute, the aquanaut can emit a 10-foot-radius cloud of ink as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute, even in strong water currents. The ink has no effect on scents.

**Psionic Boost:** For 3 power points, the radius of the cloud is extended by 5 feet, up to a maximum total of 50 feet.

### ***Shellskin*** **[armor] [hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin becomes covered in dozens of strategically placed clam-like shells.

**Effect:** The aquanaut is considered to be wearing a suit of seashell armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. In addition, armor check penalties associated with this armor are reduced by 1 (minimum 0).

**Psionic Boost:** For 1 power point, the armor check penalty is further reduced by 1 (minimum 0).

### ***Slippery Slime*** **[slime]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s body oozes a colorless slippery slime from her pores.

**Effect:** The aquanaut may leave a trail of slippery slime behind her when not submerged. Any creature moving through such a trail must make a successful Reflex save or fall. A creature can walk within or through the slime trail at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details).

Creatures that do not move on their turn do not need to make this check. The trail lasts for 1 round per level of the aquanaut, after which it evaporates.

This mutation can also be used to create a slippery coating on an item as a standard action that provokes an attack of opportunity. Material objects not in use are always affected by this slime, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the affected item. In addition, the aquanaut or a creature wearing affected armor or clothing gains a +5 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. Underwater, the slime lasts 2 rounds per level of the aquanaut, and then dissolves. The aquanaut constantly replenishes her own supply of slime. The aquanaut is unaffected by her own slime, but may be subject to the slippery slime of others.

The DC of any Reflex check related to this mutation is equal to 10 plus ½ the aquanaut’s level plus the aquanaut’s Constitution modifier.

**Psionic Boost:** For 2 power points, the save DC of slime exuded that round increases by 1 (maximum 3).

### ***Sticky Slime*** **[slime]**

**Mutation Prerequisites**: None

**Physical Manifestation:** The aquanaut oozes sticky bright-green slime from her arms.

**Effect:** Due to the stickiness of the slime, the aquanaut’s CMD with regard to disarm attempts gains a +4 bonus.

In addition, as a full-round action, the aquanaut can create a ball of slime and fire it as a ranged touch attack with a range of 25 feet. On a successful hit, the sticky slime will entangle Medium or smaller creatures. The slime dissolves in 2d4 rounds. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 10 + the aquanaut’s Constitution modifier.

**Psionic Boost:** For 2 power points, the ball of slime can affect a creature one size category larger, and the save DC to break free increases by 1.

### ***Sucker Feet*** **[feet]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows octopus-like suction cups on the lower half of her body.

**Effect:** The aquanaut gains a +4 bonus to CMD against bull rush, trip, and any combat maneuvers that attempt to move her from her current location when she is on a solid surface. She also gains a +4 circumstance bonus to Climb checks.

**Psionic Boost:** For 3 power points, the bonus to CMD and Climb checks increases by +1, up to a maximum total bonus of +8.

### ***Tentacle Arm*** **[extra arm]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows an octopus-like tentacle from her side.

**Effect:** The aquanaut gains the effect of an extra arm as described under the [extra arm] descriptor heading.

**Psionic Boost:** For 2 power points, the aquanaut gains a +1 circumstance bonus to Climb checks per tentacle that is not holding anything. This bonus increases by +1 for every extra 2 power points spent, up to a maximum total bonus equal to the aquanaut's level per tentacle.

### ***Water Jet***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows several fleshy siphon-like tubes at various places around the sides of her body.

**Effect:** The aquanaut can spray water from the siphons for propulsion. Her base swim speed increases by 20 feet when they are used. She can also move at half movement if otherwise immobilized (including when she is paralyzed or withdrawn into a shell granted by a [shell] mutation).

**Psionic Boost:** For 1 power point, the bonus to base speed provided by the siphons increases by 5 feet, up to a maximum bonus of 60 feet.

## Piscine

Piscine includes all species of fish in the sea. They are typically the best swimmers and are adept at biting.

### ***Angler Orb***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a long antenna from the top of her forehead that terminates in a glowing orb.

**Effect:** The orb can shed light in a 20-foot radius. For the first half (10 feet), the orb emits up to normal light. For the other half, the light level increases by one step (up to the same level as the orb). Areas of normal or stronger light are not further illuminated. The aquanaut can control the level of illumination of the orb (up to normal light). If the aquanaut is rendered dead or unconscious, the light extinguishes.

**Psionic Boost:** For 1 power point, the total radius of the illumination is extended by 10 feet, to a maximum of 40 feet.

### ***Arm Spike*** **[poison]**

**Mutation Prerequisites:** None

**Physical Manifestation:** One of the aquanaut’s arms becomes larger and can protrude or retract a large bony spike from her wrist.

**Effect:** The arm spike is treated as a natural sting attack with a base damage of 1d4 (1d3 for Small characters) plus Poison (catfish venom). When used to deal nonlethal damage, no poison is delivered.

The arm spike can be extended or retracted as a swift action. The hand that the arm spike is attached to cannot be used while the arm spike is extended.

**CATFISH VENOM**

**Type** poison, injury; **Save** Fort DC 10 + ½ the aquanaut’s level + the aquanaut’s Constitution modifier

**Frequency** 1/round for 4 rounds

**Effect** 1d2 Str; **Cure** 1 save

**Psionic Boost:** For 5 power points, the base damage of the stinger changes to that of the next larger size category.

### ***Deep Sea Eyes***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s eyes grow large and saucer-like.

**Effect:** The aquanaut gains darkvision out to a range of 60 feet.

**Psionic Boost:** For 1 power point, the range of the darkvision increased by 5 feet, up to a maximum total range of 120 feet.

### ***Fish Fins***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows fish-like fins and a powerful fish-like tail (if she doesn’t already have a tail).

**Effect:** The aquanaut’s base swim speed is increased by 5 feet.

**Psionic Boost:** For 1 power point, the bonus to the aquanaut's base swim speed increases by 5 feet, up to a maximum total base swim speed of 120 feet.

### ***Flying Fish*** **[flying]**

**Mutation Prerequisites:** 5th level, *Fish Fins*

**Physical Manifestation:** The aquanaut grows long fins between her arms and body that fold out into wings when she jumps above the surface of the water.

**Effect:** The aquanaut gains a fly speed equal to half her swim speed. The aquanaut’s maneuverability depends on her size category. Medium or smaller aquanauts have good maneuverability. Large aquanauts have average maneuverability, while Huge aquanauts have poor maneuverability.

**Psionic Boost:** For 2 power points, the aquanaut's maneuverability improves to perfect for the round. Note that the fish fin mutation can also increase the aquanaut’s fly speed.

### ***Hammerhead*** **[head]**

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut’s head becomes shaped like that of a hammerhead shark.

**Effect:** If the aquanaut makes a bull rush or overrun attempt, she gains a +2 bonus to her CMB. Alternatively, she can make a single attack with her head as part of a charge. Treat it as a natural melee Slam attack with a base damage of 2d6 (for a Medium aquanaut).

**Psionic Boost:** For 4 power points, increase the bonus to CMB by one and add 1d6 to the damage on a charge.

### ***Puffer Puff***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin becomes baggy and appears deflated. While expanded, she blows up into a large ball, much like a frightened puffer fish.

**Effect:** As a swift action, the aquanaut can instantly grow, doubling her height and length, and quadrupling her width. The aquanaut's size category increases by one, affecting her attack rolls, AC, and combat maneuvers. The aquanaut also suffers a –4 penalty to Dexterity due to both her new size and awkward, bloated state. This power also halves the aquanaut’s speed while it is in effect.

If insufficient room is available for the desired growth, the aquanaut attains the maximum possible size and can make a Strength check to burst any enclosures in the process. If she fails, she is constrained without harm by the materials enclosing her. Equipment is not expanded by this power, and may even be ripped apart if it does not easily expand or unfasten.

Multiple effects that increase size do not stack, which means (among other things) that the aquanaut can’t use an expansion power to further expand herself. The aquanaut can, however, use weapons made for her new size category and take advantage of greater damage as a result. Natural weapons are likewise larger and do more damage accordingly as well. The aquanaut can deflate back to normal size as a swift action. Once deflated, the aquanaut cannot inflate again for 10 rounds.

***Special:*** Although inflation takes no power points to activate, it will only remain active if no power points are being spent. If the character’s power point pool is decreased in any way besides using them to boost (or maintain the boost for) this mutation, the character will instantly deflate, and not be able to inflate again for 10 rounds.

**Psionic Boost:** For 6 power points, the aquanaut's size category increases by two instead of one. She suffers a –6 size penalty to Dexterity (to a minimum effective Dexterity score of 1), and any penalties to attack rolls and AC due to her new size. This mutation can only be enhanced one step (maximum 6 power points spent per round).

### ***Puffer Spines*** **[spikes]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows spines all over her body, much like a porcupine fish.

**Effect:** The aquanaut is covered in sharp spikes as if equipped with armor spikes. These spikes can be retracted or extended as a swift action. Retracted spikes have no effect.

**Psionic Boost:** For 3 power points, the aquanaut's spines deal +1 damage per hit.

### ***Scaly*** **[armor] [hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin is covered in tough fish scales.

**Effect:** The aquanaut is considered to be wearing a suit of scaly armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. In addition, armor check penalties associated with this armor are reduced by 1 (minimum of 0).

**Psionic Boost:** For 1 power point, the armor check penalty is further reduced by 1 (minimum 0).

### ***Shark Bite*** **[bite]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a shark-like maw filled with razor sharp teeth.

**Effect:** The aquanaut gains a natural bite attack with a base damage of 1d8 (1d6 for Small characters). In addition, the shark bite attack has a greater critical threat range than most natural attacks. The bite attack's critical threat range is 19- 20.

**Psionic Boost:** For 5 power points, the aquanaut's bite deals additional damage equal to its base damage dice. (For example, a Medium aquanaut boosting with 5 power points would deal an extra 1d8 points of damage when she bites, while a Tiny aquanaut boosting with 15 power points would deal an extra 3d4 points of damage.)

### ***Sharksight***

**Mutation Prerequisites:** 9th level

**Physical Manifestation:** The aquanaut grows a shark-like dorsal fin and slot-like gills (or her gills become slot-like, if she already has gills).

**Effect:** The aquanaut gains blindsense out to a range of 30 feet. This ability allows the aquanaut to pinpoint the location of creatures that she cannot see without having to make a Perception check, but such creatures still have total concealment from the aquanaut. Visibility still affects the aquanaut’s movement and she is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.

Furthermore, the aquanaut can breathe under water indefinitely and is considered to have gills in addition to her other breathing mechanisms.

***Special:*** The aquanaut can now learn and speak the Pelagic language by putting a skill rank into the Linguistics skill. If she loses this mutation, she also loses the ability to speak and understand this language.

**Psionic Boost:** For 1 power point, the range of the blindsense is extended by 5 feet, up to a maximum total radius of 60 feet.

### ***Sharkskin*** **[armor] [hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin becomes like that of a shark.

**Effect:** The aquanaut is considered to be wearing a suit of sharkhide armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. In addition, armor check penalties associated with this armor are reduced by 1 (minimum of 0).

**Psionic Boost** For 1 power point, the aquanaut absorbs the armor.

## Reptile

Aquatic reptiles include crocodiles and sea turtles. They often have tough armor and a beastly bite. This category often includes aspects common to amphibians as well.

### ***Burrowing Claws***

**Mutation Prerequisites:** 9th level, *Reptilian Claws*

**Physical Manifestation:** The aquanaut’s claws grow longer and sturdier.

**Effect:** The aquanaut gains a burrow speed equal to 15 feet. She can use this speed to move through dirt, clay, sand, and earth. She does not leave a hole behind, nor is her passage marked on the surface.

**Psionic Boost:** For 1 power point, the burrow speed increases by 5 feet, up to a maximum total speed of 60 feet.

### ***Crocodile Jaws*** **[bite]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a long, tooth-filled snout like that of a crocodile.

**Effect:** The aquanaut gains a natural bite attack with a base damage of 1d8 (1d6 for Small characters). In addition, the crocodile jaws apply double the character’s Strength bonus to the bite damage.

**Psionic Boost:** For 5 power points, the aquanaut's bite deals additional damage equal to its base damage dice.

### ***Death Roll***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut grows a long, crocodile tail, or her tail becomes crocodilian if she has one already.

**Effect:** When grappling a foe of the aquanaut’s size or smaller, she can perform a death roll upon making a successful grapple check. As she clings to her foe, she rolls rapidly, twisting and wrenching her victim. The aquanaut inflicts double her Strength modifier in damage and knocks the creature disoriented. If successful, the aquanaut maintains her grapple.

**Psionic Boost:** For 5 power points, the aquanaut deals an additional 1d8 points of damage during the death roll.

### ***Grasping Tongue***

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s tongue grows long and prehensile.

**Effect:** The aquanaut can use her tongue to grapple targets up to 10 feet away. When grappling this way, she does not provoke an attack of opportunity or suffer penalties for not having hands free.

**Psionic Boost:** For 3 power points, the range of the aquanaut's tongue increases by 5 feet, up to a maximum total of 25 feet.

### ***Mud Flippers*** **[feet]**

**Mutation prerequisites:** Feet.

**Physical Manifestation:** The aquanaut’s feet grow wide and flipper-like.

**Effect:** The aquanaut suffers no movement penalties for moving through marsh or mud.

**Psionic Boost:** For 2 power points, the aquanaut may walk across the surface of water as though it were dry land.

### ***Reptilian Claws*** **[hands]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s fingers terminate in large reptilian claws.

**Effect:** The aquanaut gains two natural claw attacks with a base damage of 1d4 (for medium characters). The claws do not interfere with her spellcasting or her ability to manipulate objects.

**Psionic Boost:** For 5 power points, the aquanaut's claws deal damage as though they were one size category larger.

### ***Reptohide*** **[hide]**

**Mutation Prerequisites:** None

**Physical Manifestation:** The aquanaut’s skin becomes rough and scaly like that of a dire crocodile.

**Effect:** The aquanaut gains a +1 racial bonus to her natural armor.

**Psionic Boost:** For 3 power points, the bonus to natural armor increases by +1, up to a maximum of half the aquanaut's level.

### ***Snakebite*** **[poison]**

**Mutation Prerequisites:** A natural bite attack

**Physical Manifestation:** The aquanaut’s teeth become needle sharp and her tongue becomes forked.

**Effect:** The aquanaut’s bite becomes poisonous, injecting disteira venom on a successful attack.

**DISTEIRA VENOM**

**Type** poison, injury; **Save** Fort DC 10 + ½ the aquanaut’s level + the aquanaut’s Constitution modifier

**Frequency** 1/round for 6 rounds

**Effect** 1d3 Str; **Cure** 1 save

**Psionic Boost:** For 5 power points, the DC of poison delivered this round increases by 1. (Note that the boost must be used before any bite attacks to have any effect.)

### ***Turtle Shell*** **[armor] [shell]**

**Mutation Prerequisites:** 5th level

**Physical Manifestation:** The aquanaut grows a turtle-like shell.

**Effect:** The aquanaut is considered to be wearing a suit of turtle armor at all times. She suffers no ill effects from resting in or wearing the armor for prolonged periods of time. Armor check penalties associated with this armor are reduced by 1 (minimum of 0).

In addition, as a move action, the aquanaut can withdraw into her shell (as per the [shell] descriptor rules) and her natural armor increases by +8 as long as she does.

**Psionic Boost:** For 1 power point, the armor check penalty is further reduced by 1 (minimum 0). While withdrawn into her shell, 2 power points can be spent to increase her natural armor by an additional +1.