Osmosian Chimera (Osmosian Racial Class)

**Hit Die:** D10

**Class Skills:** 2+ Int mod.

**Role:** Osmosian Chimeras

**Prerequisites:** Osmosian, must have had some sort of accident partly caused by using one of your racial features (such as attempting to absorb too much energy, etc.)

**Proficiencies:** An Osmosian Chimera is proficient with simple weapons, but no armor or shields.

**DNA Chimera:** At first level, an Osmosian Chimera mutates due to absorbing too much energy at once. The Osmosian Chimera loses their Energy Absorption, Matter Absorption, DNA absorption, and Body Hardening racial features. In their place, you gain Racial features from any number of races that you have encountered before. As you gain levels, the amount of RP is increased according to the table. Additionally, you gain a +2 bonus to Natural armor, and resistance 10 to one energy type of your choice (fire, cold, acid, electric, or sonic). Finally, you may reduce your Wisdom score by 1 (or Sanity by 2, if using those rules) at any time to gain two additional RP you can select. This is not damage or drain, but instead a permanent reduction of the score and thus cannot be cured or healed without also finding a way to remove the mutation. If the mutation is removed or cured, the Wisdom can be restored through rest (but not magic, except for Wish or Divine intervention).

**Chimeric Mutation:** At first level, and every level thereafter, an Osmosian Chimera selects one of the following abilities:

* *Ability Increase*: You gain a +4 bonus to a single ability score. This may be selected multiple times, choosing a different ability score each time.
* *Deflection*: Half of your natural armor bonus becomes a Deflection bonus to AC
* *Energy Discharge*: select a single energy type (fire, cold, acid, electric, or sonic). Once per day you may deal 1d6/HD of that energy type to all creatures in a 30 ft line (reflex half). This may be selected multiple times. Each time, you may use this an additional time per day.
* *Energy Resistance*: select an energy type (fire, cold, acid, electric, or sonic). Increase your resistance by 10. This may be selected multiple times.
* *Energy Weapons*: select a single energy type (fire, cold, acid, electric, or sonic). Melee weapons you wield or unarmed strikes add +1d6 damage of that type to the attacks.
* *Evolution*: You gain an extra 4 RP and may spend RP points on the following eidolon evolutions, using your HD as your effective summoner level: all-around vision, bleed, carry off, climb, gills, health, low-light vision, magic attacks, mount, pull, push, reach, scent, semi-constructed, skilled, slippery, sprint, sticky, swim, tail, unnatural aura, constrict (2), flight (2), keen scent (2), limbs (2), lunge (2), shadow blend (2), shadow form (2), sound mimicry (2), or tremorsense (2)
* *Fortification*: You gain 25% fortification
* *Increased Size:* your size increases by 1, granting +4 Str, +2 Con, and -2 Dex.
* *Insanity*: You gain an additional 1 RP for each point of wisdom (or 2 sanity) you sacrifice to your DNA Chimera feature, for a total of 3.
* *Morphic Weaponry*: As a move action, form two primary natural attacks that each deal 1d6 points of B/P/S damage, chosen when formed. Change the damage type of any number as a swift action.
* *Natural Armor*: increase your Natural Armor bonus by +1. This may be selected multiple times.
* *Spell Resistance*: You gain spell resistance equal to 6+your HD.

**Upgraded Mutation:** At fifth level, seventh level, and ninth level, you may select one of the following upgrades to a mutation. You must possess the Chimeric Mutation of the same name at least once to gain the benefit of the Upgraded Mutation.

* *Ability Increase*: You gain an additional +4 bonus to a single ability score you have already selected. This may be selected multiple times, choosing a different ability score each time.
* *Deflection*: all of your natural armor bonus becomes a Deflection bonus to AC
* *Energy Discharge*: Your attack increases to either a 60 ft line, a 20 ft cone, or a 10 ft burst. You may select this multiple times, gaining a new shape each time.
* *Energy Resistance*: Select an energy type you resist. You are immune to that energy type. This may be selected multiple times.
* *Energy Weapons*: The energy damage becomes +2d6.
* *Evolution*: You gain an extra 4 RP and may spend RP points on the following eidolon evolutions: Basic magic, hive guard, resilience, improved damage, improved natural armor, tail slap, thumb spikes, ability increase (2), blood drain (2), gnaw (2), grab (2), minor magic (2), pheromones (2) poison (2), poison stream (2), rake (2), rend (2), stun (2), trample (2), trip (2), undead appearance (2), blindsense (3), blood rage (3), body thorns (3), burrow (3), compression (3), disease (3), frightful presence (3), freeze (3), see in darkness (3), spines (3), web (3)
* *Fortification*: Your fortification increases to 50%
* *Increased Size*: your size increases by 1, granting an additional +4 Str, +2 Con, and -2 Dex.
* *Insanity*: You gain an additional 1 RP for each point of wisdom (or 2 sanity) you sacrifice to your DNA Chimera feature, for a total of 4.
* *Morphic Weaponry*: Form an additional natural weapon.
* *Natural Armor*: Increase your Natural Armor bonus by +2. This may be selected multiple times
* *Spell Resistance*: You gain spell resistance equal to 11+your HD.

**Ultimate Mutation:** At 10th level, select a single Upgraded mutation you have to become your Ultimate Mutation.

* *Ability Increase*: You gain an additional +4 bonus to every ability score you have previously selected. If you only selected one, it is instead a +8 bonus.
* *Deflection*: Your natural armor bonus instead becomes an untyped bonus, allowing it to stack with other deflection bonuses.
* *Energy Discharge*: Your attack increases to either a 120 ft line, a 40 ft cone, or a 20 ft burst.
* *Energy Resistance*: Select an energy type you are immune to. You heal any damage you would take of that energy type.
* *Energy Weapons*: The energy damage becomes +5d6.
* *Evolution*: You gain an extra 8 RP and may spend RP points on the following eidolon evolutions: AC alteration (2), energy attacks (2), bramble incursion (2), energy burn (3) energy drain (3), major magic (3), poison blood (3) poison cloud (3), swallow whole (3), blindsight (4), breath weapon (4), dimension door (4), fast healing (4), incorporeal form (4), large (4), lifesense (4), no breath (4), ultimate magic (4), curse (5) death throes (5), mental static aura (5)
* *Fortification*: You are immune to critical hits and sneak attacks.
* *Increased Size*: your size increases by 1, granting an additional +8 Str, +4 Con, and -2 Dex.
* *Insanity*: You gain an additional 1 RP for each point of wisdom (or 2 sanity) you sacrifice to your DNA Chimera feature, for a total of 5.
* *Morphic Weaponry*: Form an additional natural weapon, and the damage is increased to 1d8 for each.
* *Natural Armor*: Increase your Natural Armor bonus by +5.
* *Spell Resistance*: You gain spell resistance equal to 16+your HD.