Fleshwarp Feats
Aberration Kinship Feat 1
Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast Mindlink as an innate occult spell once per day, but you can target only aberrations.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Deep Vision Feat 1
Your vision is suited for night or the underground. You gain Darkvision.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Embodied Legionary Subjectivity Feat 1
Prerequisites cataphract fleshwarp heritage
Access Youβre from Nex.
Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages. You become trained in Arcana and Athletics. If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in Warfare Lore.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Living Weapon Feat 1
You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits; a horn, jaws, or tusk unarmed attack that deals 1d6 piercing damage and has the versatile S trait; or a tail unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group.
Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.
Special You can take this feat multiple times. Each time you do, select a new attack from the options above.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Startling Appearance (Fleshwarp) Feat 1
You are trained in Intimidation (or another skill of your choice, if you were already trained in Intimidation) and gain the Intimidating Glare skill feat as a bonus feat.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Embodied Dreadnought Subjectivity Feat 5
Prerequisites cataphract fleshwarp heritage
Access You're from Nex.
Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the Hefty Hauler skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your encumbered limit and 5 to your maximum limit.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Finned Ridges Feat 5
The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Gaping Flesh Feat 5
Frequency once per day
Trigger A creature you are aware of damages you with a melee Strike.
Your wound yawns open, appalling your attacker. The attacker must succeed at a fortitude saving throw against your class or spell DC, whichever is higher, or become Sickened 1 (Sickened 2 on a critical failure). It can't recover from the sickened condition while it's adjacent to you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Mutate Weapon Feat 5
Prerequisites Living Weapon
Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn.
Effect: Mutate Weapon
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Powerful Guts Feat 5
Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your Sickened value, you reduce it by 2 (or by 3 on a critical success).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Transposable Compliance Feat 5
Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in Medicine. If you were already trained in Medicine, you instead become trained in a skill of your choice. You can Administer First Aid without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can Treat Wounds without healer's tools but take 2d8 damage. You gain a +1 circumstance bonus on all Medicine checks to Administer First Aid and Treat Wounds using your own physiology.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Uncanny Awareness Feat 5
You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Captivating Curiosity Feat 9
You can snare the attentions of onlookers with your unique appearance. You can cast Enthrall as a 3rd-level occult innate spell once per day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Coating Of Slime Feat 9
An acidic ooze coats your limbs. Your unarmed attacks deal an additional 1d4 Persistent Acid Damage on a critical hit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Eerie Compression Feat 9
Prerequisites Medium Size
Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature. You can move at full Speed while Squeezing.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Embodied Dragoon Subjectivity Feat 9
When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount. You can cast feather fall and phantom steed each once per day as innate occult spells. When you cast feather fall in this way, gliding wings slow your fall, and when you cast phantom steed in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Gripping Limbs Feat 9
Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Slip The Grasp Feat 9
Source Pathfinder Lost Omens: Ancestry Guide
Requirements You are Grabbed, Immobilized, or Restrained.
You have some feature that allows you to quickly evade effects that restrain you. Attempt a check to Escape. If you succeed, you can Stride, Step, or make a Strike with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to Escape a second time.
You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
FlourishFlourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Augment Senses Feat 13
You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses. Until the start of your next turn, you gain the following benefits: you can't be flanked; when you Seek for creatures, you can scan a 60-foot cone or a 30-foot burst instead of the normal area; and when you Seek for hidden objects, you can search a 15-foot square instead of the normal area.
Effect: Augment Senses
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.
Spew Tentacles Feat 13
You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast Black Tentacles once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to Grapple you, even if you are in the area.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FleshwarpA humanoid transformed so completely by outside forces that they are now a unique ancestry.