Racial Feats

## Deoxy

***Quick Shift:***

Prerequisites: Deoxy Race, 5 HD

Benefit: You may use your Form Shift ability as a swift action

***Instant Shift:***

Prerequisites: Deoxy Race, Quick Shift, 10 HD

Benefit: You may use your Form Shift ability as a free action on your turn, or as an immediate action outside your turn.

***Additional Form:***

Prerequisites: Deoxy Race

Benefit: You gain an additional form you may Form Shift to, from the list below. These forms are also 6 RP.

* *Shifting Form:* You gain the ability to assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
* *Intellect Form:* You can cast Tongues at will.
* *Splitting Form:* You gain Lesser Division.
* *Stealth Form:* You gain a +4 racial bonus to stealth, and gain the Compression ability
* *Aquatic Form:* You gain a swim speed of 50 ft (and a +8 bonus to swim checks) and can breathe both air and water.

Special: You may select this feat multiple times. Each time, select a different Additional Form

***Special Form:***

Prerequisites: Deoxy Race, Additional form 2 times

Benefit: You gain an additional form you may Form Shift to, from the list below. These forms are 10 RP.

* *Psychic Form:* You gain a Breath Weapon that deals 1d6 electric damage in a 50 ft line twice per day (Ref half).
* *Evolving Form:* You gain 4 evolution points at first level, plus a single additional point at every level (using your HD as your summoner level). These are set once chosen, but can be re-allocated whenever you level up.
* *Multi-limb Form:* You gain a third arm, 6 additional legs, granting a +12 bonus to CMD against trip and a +10 foot movement speed, and a prehensile tail that can be used to carry objects or retrieve stowed objects as a swift action.
* *Resilient Form:* You gain resistance 5 to fire, cold, acid, and electric damage, Spell Resistance 11+ level, and a +2 bonus on all saving throws against poison, spells, and spell-like abilities
* *Large Form:* Your size increases to Large, granting you +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. You increase your reach by 5 ft.

Special: You may select this feat multiple times. Each time, select a different Special Form. You cannot select Special Form more times than you have selected Additional Form

***Enhanced Form:***

Prerequisites: Deoxy Race, Additional Form or Special Form (If enhancing an additional or special form)

Benefit: Select one of your Forms. You gain the Enhanced Form listed below. The listed benefit are added to the base form, and are only available while in that form. Enhanced Forms add an amount of RP= the base form +2 (8 for normal and additional, 12 for Special)

* *(Base) Balance Form:* You increase your Regen by 1 and gain an additional +1 bonus to all saving throws
* *(Base) Speed Form:* You may cast Haste at will, and gain a +4 bonus to Initiative
* *(Base) Attack Form:* Your tentacles deal 1d8+str each, increase their reach by an additional 10 ft, and you gain an additional +1 bonus to attack and damage rolls.
* *(Base) Defense Form:* You gain DR 10/--
* *(Base) Boosted Form:* You gain an additional +4 Dex and Int
* *(Additional) Shifting Form:* You may cast Blur at will, and gain 25% fortification
* *(Additional) Intellect Form:* You gain Skill focus in 2 skills of your choice, and an additional 2 skills at 8th level and an additional 2 skills at 16th level.
* *(Additional) Splitting Form:* Up to four Deoxy in this Form can share the same square at the same time. If two Deoxy that are occupying the same square attack the same foe, they are considered to be flanking that foe. They gain an additional +1 flanking bonus when attacking a creature at least two others have already attacked this round.
* *(Additional) Stealth Form:* You may cast Invisibility at will, gain an additional +2 bonus on stealth checks, and benefit from the feat Skill Focus (Stealth)
* *(Additional) Aquatic Form:* Darkvision increases by 60 ft, plus an additional 60 ft in the water, gain blindsense 30 ft, increased to 60 ft in the water.
* *(Special) Psychic Form:* Your breath weapon deals 1d6 electric damage/level and may be used once every 1d4 rounds
* *(Special) Evolving Form:* You gain 6 additional evolution points.
* *(Special) Multi-limb Form:* You gain a fourth arm, Grabbing appendages, and an additional 4 legs granting an additional +8 bonus to trip CMD.
* *(Special) Resilient Form:* You gain immunity to fire, acid, electric, and cold damage.
* *(Special) Large Form:* Your size increases to Huge, granting +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. Your reach increases by 10 ft. These bonuses replace, and do not stack with, the benefits from Large Form.

Special: You may select this feat multiple times. Each time, select a different form to enhance.

***Mega Form:***

Prerequisites: Deoxy Race, 15 HD, Enhanced Form at least 3 times

Benefit: You gain the ability to shift into a Mega Form. You may be in Mega Form for a number of rounds per day equal to your HD. These rounds need not be consecutive. while in your Mega Form, you benefit from five of the forms available to you (and their Enhanced Forms, if you have the Enhanced Form feat). You may benefit from an additional 5 forms at a time, but doing so counts as 2 rounds for every round spent. You may benefit from yet another 5 forms by instead spending 3 rounds each round.

## Frost

***Cosmic Suit:***

Prerequisites: Frost race

Benefit: You gain a +4 bonus to one mental ability score and one physical ability score of choice, and increase your natural armor bonus to AC by 3. With the First Form feat, you reduce the number of levels you disguise by 1 per feat (meaning that effects that detect your power level treat you as 3 levels lower, and 1 level lower per form feat after the first).

***Mecha Suit:***

Prerequisites: Frost race, Cosmic Suit, must have been reduced to 0 HP and had at least 50% of their body replaced by their cosmic suit

Benefit: You automatically stabilize at 0 HP, gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue, and are treated as both your original type and a construct for all purposes.

***\*Toxic Stingers:***

Prerequisites: Frost race

Benefit: You create a venom inside your body and have small barbs that extend from the palm of your hand that can deliver a poison. A number of times per day equal to your con modifier (minimum 1), you may use the poison. The poison is a swift action to create and is applied to a single natural attack or unarmed strike you can make, or you can apply it to a melee weapon you wield.

Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Special: For each Form feat you possess after the first, you may increase the duration by 1 round, the save requirement by 1 save (non-consecutive), or the die size by 1 (to a max of 1d12)

***\*First Form:***

Prerequisites: Frost race

Benefit: You gain the ability to limit your true power to deceive others. Any effects that would detect your power (such as the Battle veteran feat) treat you as being 4 levels lower than your true HD or power level. If it instead would give information about an ability score, it is also treated as being this much lower than it is. Reverting from a higher form to a lower is a free action on your turn, and you may revert multiple forms at once.

*Special*: You are treated as an additional 2 levels lower for each of the following feats you possess: Second Form, Third Form, True Form, Full Power Form, Evolved Form, Mythic Form. If you enter one of those forms, you no longer gain that benefit.

***\*Second Form:***

Prerequisites: Frost race, First Form, 4 HD

Benefit: You gain the ability to change your form to increase your power. As a full-round action, you gain a +1 to your fast healing, +1 to your natural armor, and you increase to medium size.

***\*Third Form:***

Prerequisites: Frost race, First Form, Second Form, 8 HD

Benefit: You gain the ability to change your form another time. As a Full-round action, you become Large sized, granting you a +8 bonus to Str and +4 Con, –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. It also gains 10-foot reach. Your fast healing increases by an additional 1.

***\*True Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, 12 HD

Benefit: You gain the ability to change your form another time. As a Full-round action, you revert back to medium size but retain all the benefits from your size increase while reverting the penalties (including dealing damage as if you were large sized). You gain a +4 bonus to all ability scores, an additional +2 to natural armor, +1 fast healing, your move speed increases by 30 feet, and you gain 1 additional attack in a full attack. You lose your Gore attack.

***\*Full Power Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, 16 HD

Benefit: You gain the ability to change your form another time. As a Full-round action, you gain a +8 bonus to all ability scores, an additional +4 bonus to natural armor, an additional +2 fast healing, an additional +60 movement speed, and 2 additional attacks in a full attack. You deal damage as if you were an additional size larger.

***\*Evolved Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, Full Power Form, 20 HD

Benefit: You gain the ability to change your form another time. As a Full-round action, you gain a +8 bonus to all ability scores, an additional +4 bonus to natural armor, an additional +2 fast healing, you regain your Gore attack and gain a Stinger attack on your tail. You also deal damage as if you were 1 size larger.

***\*Mythic Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, Full Power Form, 20 HD, Mythic Rank 1

Benefit: You can now enter a Mythic Form. By expending 1 point of mythic power, you can enter your Full Power or Evolved form as a swift action. You can enter your Mythic Form as a Full-Round action, granting a +8 bonus to all ability scores, an additional +4 bonus to natural armor, an additional +2 fast healing, and an additional +60 movement speed, 2 additional attacks in a full attack, and you deal damage as if you were an additional size larger.

By expending 2 points of mythic power as a swift action you can gain these bonuses again. This stacks if you expend it multiple times. Your Mythic Form lasts 1 round/level plus 1 round/ Mythic tier. Spending the additional points does not reset the duration.

***\*Mythic Fury Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, Full Power Form, 20 HD, Mythic Form, Mythic Rank 3

Benefit: You may forgo the bonuses to move speed and the additional attacks in a full attack when using your form feats. Instead, you gain a +4 bonus to all ability scores for every 30 feet of extra move speed you would have gotten, and dealing damage as if you were one size larger for every extra attack in a full attack you would have gained.

***\*True Mythic Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, Full Power Form, 20 HD, Mythic Form, Mythic Rank 6

Benefit: You only need to expend 1 use of mythic power to gain the bonuses additional times when using Mythic Form. Your Mythic Form now lasts 1 minute per level plus 1 minute per mythic tier.

***\*Super Mythic Form:***

Prerequisites: Frost race, First Form, Second Form, Third Form, True Form, Full Power Form, 20 HD, Mythic Form, True Mythic Form, Mythic Rank 9

Benefit: Entering your Mythic Form can now be done as a swift action, and does not require you entering any of your other forms beforehand. When you expend mythic power to enhance your mythic form, you can spend any number of points as part of the same action to apply multiple enhancements at the same time instead of having to spend a swift action each turn to apply them gradually.

## Nenneth

**Climbing Adept:**

*Prerequisites:* Nenneth, Str 20

Benefit: You gain a climb speed equal to 5 feet plus 5 feet per limb that counts as a free hand (40 feet for most Nenneth).

**Hands of Destruction:**

*Prerequisites:* Nenneth, Dex 20

Benefit: You gain a +1 bonus to attack and damage rolls for every free hand you possess.

**Construct Body Enhancement:**

*Prerequisites:* Nenneth, Con 20

Benefit: You are able to enhance your body using Construct Upgrades as if you were a construct.

**Auxiliary Limb Retraction:**

*You are able to "retract" your additional limbs when they are not in use by having your body cannibalize their muscle tissue and bone to supplement your remaining body.*

*Prerequisites:* Nenneth, Str 20, Dex 20, Con 20

Benefit: You may retract any limbs you have into your body to gain a +2 bonus to Str, +2 bonus to Con, and +1 bonus to will saves against your Gluttony trait. Doing so requires a swift action per limb, or a full-round action for up to 4 limbs. You cannot have less than 2 arms, 2 legs, and 1 head through this feat.

Special: Limbs gained from outside sources (such as the Limbs eidolon evolution or the Vestigial arm alchemist discovery) may be retracted in this way.

**Hands of Creation:**

*Prerequisites:* Nenneth, Int 20

Benefit: You gain the ability to make progress on crafting more than one item at a time. For every 2 limbs you have that are capable of counting as a free hand beyond the first two, you are able to work on one additional item. For example, the average Nenneth has 4 arms, 2 feet, and a prehensile tail, which would count as 7 hands. This would allow them to work on 3 items at once.

**Heightened Awareness:**

*Prerequisites:* Nenneth, Wis 20

Benefit: You gain blindsense out to 30 ft.

**Impulse Resistance:**

*Prerequisites:* Nenneth, Cha 20

Benefit: You gain a bonus to your will save required by the Gluttonous trait equal to 1/4th your HD.

**Forced Adaptation:**

*You have permanently altered your genetic structure.*

*Prerequisites:* Nenneth, Int 20, Wis 20, Cha 20, 5 HD

Benefit: You gain 4 RP that are added to your Racial points, which you may spend on ability score racial traits, defensive racial traits, movement racial traits, offensive racial traits, senses racial traits, or other racial traits. You gain an additional 4 RP at 10 HD, 15 HD and 20 HD. Any offspring you have gain 1/4th the RP you have gained through this feat (but they must be spent on the same or similar racial traits, at the DM's discretion.

Special: This feat may be taken multiple times. Each time, reduce the additional RP gained by 1. (The second time you take it, you gain 3 RP + 3 at 10 and 20 HD, the third you gain 2, and the 4th you gain 1).

**Unending Experimentation:**

*Prerequisites:* Nenneth, Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20,

Benefit: You qualify for the Osmosian Chimera racial prestige class.

## Saiyan

***Mythic Zenkai Boost (Mythic):***

*Prerequisites:* Saiyan, Mythic Rank 1, must have been reduced to 0 hp at least 100 times

*Benefit:* Your Zenkai boost adds twice your Mythic rank to the cap for each score.

***Reincarnated Boost:***

*Prerequisites:* Saiyan, must have fully died and been brought back from the dead at least once, level 18, at least one score capped from Zenkai boost

*Benefit:* Your cap on your Zenkai boost is increased by an amount equal to your HD on each score for each time you have been brought back from the dead or reincarnated.

*Special:* If you have the infinite lives feat, it counts as a reincarnation for the purposes of this feat.

***Super Saiyan:***

*Prerequisites:* Saiyan, Ki pool, 12 HD

*Benefit:* You may spend a point of ki as a full round action to grant yourself a +8 bonus to Str, Dex, Con, and Wis, a +30 foot move speed, one additional attack in a full attack, and a +2 Super bonus to AC. These bonuses last for 1 round per HD, but you may expend an additional ki point as a free action on your turn to reset the duration.

Special: If you have levels in the Zen Warrior Unchained Monk archetype and use this form in conjunction with Energy Release form, you are staggered for 1 round per level (or 2 rounds per level if using the Zen Energy Form). A Zen Warrior Monk may select this feat or any feat with it as a prerequisite as a monk bonus feat, but if they do so they must still meet the feat prerequisites (meaning that you must select Super Saiyan, Super Saiyan 2, and Super Saiyan 3 before you can take Super Saiyan 4 as a monk bonus feat).

***Mastered Super Saiyan:***

Prerequisites: Saiyan, Super Saiyan, 13 HD

Benefit: The duration of your super saiyan form(s) is instead measured in minutes per HD instead of rounds per HD. Additionally, you reduce the amount of time it takes to enter your super saiyan form(s) by one step (Full-round to standard to move to swift to free).

***Ascended Super Saiyan:***

*Prerequisites:* Saiyan, Super Saiyan, Mastered Super Saiyan, 14 HD

*Benefit:* When using your Super Saiyan feat, you may instead choose to become an Ascended Super Saiyan. Doing so grants you an additional +4 bonus to Str and Con, but you do not gain a bonus to Dexterity or move speed, and the Super bonus to AC is halved. This cuts the duration of the transformation in half

*Special:* If you possess Super Saiyan 2, 3, and/or 4, you may follow the same rules, granting an additional +4 Str and Con per super Saiyan form entered.

***Ultra Super Saiyan:***

*Prerequisites:* Saiyan, Super Saiyan, Ascended Super Saiyan, Mastered Super Saiyan, 15 HD

*Benefit:* When using your Ascended Super Saiyan feat, you may instead choose to become an Ultra Super Saiyan. Doing so grants you all of the benefits and drawbacks of the Ascended Super Saiyan form as well as an additional +4 bonus to Str and Con, but you do not gain a bonus to Wisdom, the extra attack in a full attack, or the Super bonus to AC.

*Special:* If you possess Super Saiyan 2, 3, and/or 4, you may follow the same rules, granting an additional +4 Str and Con per super Saiyan form entered.

***Super Saiyan 2:***

*Prerequisites:* Saiyan, Super Saiyan, 15 HD

*Benefit:* Using your Super Saiyan feat is now a Standard action. You may spend a Full-round action and 2 ki points to become Super Saiyan 2, granting a +16 bonus to Str, Dex, Con, and Wis, a +60 foot move speed, two additional attacks in a full attack, and a +4 Super bonus to AC. These bonuses last for 1 round per 2 HD, but you may expend an additional 2 ki points as a free action on your turn to reset the duration. The bonuses from this form replace, and do not stack with, the bonuses from previous forms.

Special: If you have levels in the Zen Warrior Unchained Monk archetype and use this form in conjunction with Energy Release form, you are staggered for 2 rounds per level (or 4 rounds per level if using the Zen Energy Form).

***Super Saiyan 3:***

*Prerequisites:* Saiyan, Super Saiyan, Super Saiyan 2, 18 HD

*Benefit:* Using your Super Saiyan feat is now a Move action and the Super Saiyan 2 feat is a Standard action. You may spend a Full-round action and 3 ki points to become Super Saiyan 3, granting a +24 bonus to Str, Dex, Con, and Wis, a +90 foot move speed, three additional attacks in a full attack, and a +6 Super bonus to AC. These bonuses last for 1 round per 3 HD, but you may expend an additional 3 ki points as a free action on your turn to reset the duration. The bonuses from this form replace, and do not stack with, the bonuses from previous forms.

Special: If you have levels in the Zen Warrior Unchained Monk archetype and use this form in conjunction with Energy Release form, you are staggered for 3 rounds per level (or 6 rounds per level if using the Zen Energy Form).

***Super Saiyan 4:***

*Prerequisites:* Saiyan, Super Saiyan, Super Saiyan 2, Super Saiyan 3, 21 HD

*Benefit:* Using your Super Saiyan feat is now a Swift action, the Super Saiyan 2 feat is a move action, and the Super Saiyan 3 feat is a standard action. You may spend a Full-round action and 4 ki points to become Super Saiyan 4, granting a +32 bonus to Str, Dex, Con, and Wis, a +120 foot move speed, four additional attacks in a full attack, and a +8 Super bonus to AC. These bonuses last for 1 round per 4 HD, but you may expend an additional 4 ki points as a free action on your turn to reset the duration. The bonuses from this form replace, and do not stack with, the bonuses from previous forms.

Special: If you have levels in the Zen Warrior Unchained Monk archetype and use this form in conjunction with Energy Release form, you are staggered for 4 rounds per level (or 8 rounds per level if using the Zen Energy Form).

***Legendary Super Saiyan:***

*Prerequisites:* Legendary Saiyan race, Super Saiyan

*Benefit:* Whenever you use a Super Saiyan transformation, you may spend twice as much ki to gain double the bonuses to ability scores, move speed, and AC. If you use the Ascended Super Saiyan or Ultra Super Saiyan form, you do not lose or reduce the Super bonus to AC.

## Skrull

***Radiation Immunity:***

Prerequisites: Skrull

Benefit: You are immune to the negative effects of radiation (including radiation damage), and cannot gain RADs.

***Super Skrull:***

Prerequisites: Skrull

Benefit: You gain a +8 racial bonus on skill checks made to pretend to be another creature. Additionally, you qualify for the Osmosian Chimera Racial prestige class.

## Sotoraggian

***Advanced Power Armor:***

Prerequisites: Sotoraggian, Heavy Armor Proficiency, must have upgraded to heavy power armor.

Benefit: You may upgrade your power armor to the Advanced Tier.

***Enhanced Power Armor:***

Prerequisites: Sotoraggian

Benefit: Your power armor grants you an Enhancement Bonus to Strength and Dexterity based on its type. +2 for light, +4 for medium, +6 for heavy, +8 for Advanced.

***Optimized Power Armor:***

Prerequisites: Sotoraggian

Benefit: Your power armor is highly optimized. Its Max dex bonus, spell failure chance, and armor check penalty are treated as one type less heavy than it is.

Special: This feat may be selected more than once.

## Splixon

***Always Keep a Spare:***

Prerequisites: Splixon level 16

Benefit: You gain the Clone spell as a 1/day spell-like ability

***Down, but not Out:***

Prerequisites: Splixon level 19, Always Keep a Spare

Benefit: You gain the Akashic Form spell as a 1/day spell-like ability

## Viltrumite

***Human Ancestor***

Prerequisites: Viltrumite

Benefit: You gain a +2 bonus to all ability scores.

***Kryptonian Ancestor***

Prerequisites: Viltrumite

Benefit: If you take levels in the Yellow Sun Defender class, your fly speed is increased by the listed amount instead of becoming the listed amount.

***Saiyan Ancestor***

Prerequisites: Viltrumite

Benefit: You may take feats that require the Zenkai Boost racial feature, applying them to your Bounce Back instead.

***Viltrumite Lineage***

Prerequisites: Saiyan, Kryptonian, or Human

Benefit: You are treated as a Saiyan, Kryptonian, Human, and Viltrumite for all purposes.

## Vorcha

***Extra Cell Adaptation***

Prerequisites: Vorcha, level 5

Benefit: You may select an additional option from the Non-Differentiated Cells feature. You may select Energy Resistance multiple times, selecting a different energy type each time.

Special: You may select this feat once for every 5 levels you possess (twice at 10th, three at 15th, and a 4th time at 20th).