Astrozoan: The Form-Shifting Enigmas of Starfall


 In their natural form, an Astrazoan resembles a human-sized starfish with a many-limbed body attached to a bulbous sack used for tissue storage, and a soft, creviced underbelly lined with cilia and bony teeth. Astrazoans rarely show this natural form to other creatures and keep their ancestral origins secret, mostly because even they don’t truly know where they came from. Their malleable bodies hide a peculiar natural shape they rarely show to anyone, but by changing their forms to adapt to new situations, Astrazoans have found as many homes as they have identities among the varied cultures of the Starfall Galaxy.

Astrazoans have no clear origins or known home world. Their unique physiology might be the result of ancient bio-engineering experiments by a forgotten civilization, a spontaneous evolution triggered by exposure to the chaotic energies of the Rift, or perhaps they are primordial life forms from a dimension of pure malleability. Whatever their genesis, their ability to seamlessly integrate into almost any society by adopting new identities and expressions makes them one of the galaxy's most enigmatic and adaptable species.

If you want a character who can change their body to adopt new identities and expressions, you should play an Astrazoan.

YOU MIGHT...

  • Revel in experiencing new cultures and absorbing their nuances.

  • Enjoy shifting between identities to suit different situations or to achieve specific goals.

  • Only reveal your natural form to your closest, most trusted friends or allies.

OTHERS PROBABLY...

  • Envy your shapeshifting abilities and mistakenly believe it’s effortless.

  • Are surprised by your profound knowledge of other cultures and social norms.

  • Struggle to recognize you in all your different shapes, leading to occasional confusion or suspicion.

Physical Description

An Astrazoan’s most iconic physical feature is their ability to mold their own hyper-flexible body into many different forms. Contorting their limbs, redistributing their jellylike flesh, and shifting their organs with long, muscular tendons allows Astrazoans to assume new appearances that can be maintained unconsciously once locked into place. The transformation is swift and fluid but often accompanied by visceral pops and cracks as internal structures realign, the pain of which is quickly offset by a rush of bio-feedback endorphins that help the Astrazoan cope with their new form.

In their natural form, an Astrazoan resembles a radially symmetrical starfish with five to seven limbs and spiny crevices in their soft underbelly that protect their delicate cilia, eyes, and other organs. Covered in dermal papillae, their leathery skin can shift color and texture, which newborn Astrazoans use to mimic their surroundings. A fleshy sack forms a hump at the center of an Astrazoan’s body, containing extra tissue Astrazoans can redistribute as desired to transform into larger or smaller shapes. Some Astrazoans implant cybernetics into their bodies, which they can shift and reconfigure to take on even more varied forms, integrating technology seamlessly.

Everything about Astrazoans is malleable, even their internal digestive systems. In their natural form, Astrazoans eject their stomachs from their mouths to externally digest food before slurping it back into their bodies—a process that can be unsettling or even repulsive to other species. Astrazoans have learned to eat in a manner consistent with whatever shape they take without sacrificing the flavor or nutrient quality of their meal.

Young Astrazoans and those who have remained in the same form for many cycles might struggle when it’s time to adopt a new “skin,” the word Astrazoans tend to use for a borrowed shape. They often struggle with the same details regardless of which species they mimic, perhaps adding extra fingers to the same hand or always growing an optical sensor on the same kneecap. Even after mastering their new form, it can take months before an Astrazoan stops double-checking the same part of their body to make sure that the skin has kicked that troublesome habit.

As they age, most Astrazoans develop and compartmentalize up to seven distinct "selves," stored in each of their arm’s neural networks (or bio-neural clusters). While each self has a distinct appearance, personality, and experiences, an Astrazoan’s true self is a blended plurality encompassing the many facets of their alternate personas. Mature Astrazoans can try out new skins at will but spend most of their time wearing skins associated with their arms’ neural networks, living as a fully realized identity related to their gestalt personality while in that form. The same kind of flexibility of self extends to their gender identity and gender expression, resulting in a dominant personality that’s often extremely genderfluid. When an Astrazoan changes to a different form, it’s difficult to tell them apart from another member of the species they’re mimicking. A thorough medical examination or advanced bio-scan usually reveals idiosyncrasies leading to discovery of an Astrazoan’s true nature, but practiced Astrazoans conceal their natures so well that sometimes, even their closest loved ones don’t discover the truth.

Society

What Astrazoans lack in a unified ancestral identity, they make up for with an uncanny ability to adapt to the cultures and habits of nearly any other species. Astrazoan mimicry extends beyond physical shape to copying behaviors, mannerisms, dietary preferences, language and speech tics, and sometimes even the subtle Mana-signatures or technological patterns of the species with whom they assimilate. Astrazoans infrequently encounter one another, so many start families with members of their host species or reproduce by budding (a process where a small piece of the Astrazoan detaches and grows into a new individual). Most Astrazoans eventually reproduce in some way, seeing it as their responsibility to continue the species.

Traditionally, Astrazoans keep their natural form hidden to avoid unsettling others. A few Astrazoans love to show off their natural forms and minimize their time wearing other skins. An Astrazoan performing a dance routine that incorporates fluid shape changes is a breathtaking sight, though historically, it’s a spectacle relatively few other people get to witness. Astrazoans are painfully aware of how rare they are and often go to great lengths to avoid killing or exposing one another, even when they stand on opposite sides of a conflict. Their experiences living in other skins help many Astrazoans understand enemy perspectives and successfully negotiate peaceful solutions, and some avoid fighting whenever possible. In rare cases when a host community has multiple Astrazoans at risk of exposure, an Astrazoan might volunteer to conduct an Eighth Arm Break (see sidebar), publicly exposing themself to the paranoid host culture to take the heat as the sole suspected shapeshifter before abandoning the settlement and their former identity. Major galactic hubs like Absalom Station (or its Starfall equivalent, the Nexus Central Hub) have the most Astrazoans of any settlement in the Starfall Galaxy, including some who openly display their natural forms. Adventurous Astrazoans rely on their malleable bodies to explore the tight maintenance tunnels of starships or orbital stations, while more charismatic Astrazoans might work as ambassadors who use their shapeshifting to make alien visitors feel more comfortable visiting metropolitan environments. With their ability to assimilate, it wouldn’t be a stretch to assume at least one Astrazoan lives in almost every major settlement in the Starfall Galaxy.

Astrazoan Origins: Recent bio-scans and genetic testing have revealed similarities between Astrazoans and an extinct species known as Ilee, a primordial, deep-crust dwelling species found in the ancient ruins beneath Apostae (or a similar desolate, resource-rich world in Starfall). Ilee dwelled deep inside planetary tunnels where they developed such profound genetic diversity that each individual Ilee presented a totally unique appearance and physique. There’s not enough evidence to make sense of the connection, so the true origin of Astrazoans remains a mystery, perhaps tied to a forgotten pre-Rift era.

Shifting Skin: Astrazoans change shape using a swift but complex somatic process that involves twisting their internal organs, muscles, and flesh into a new form. Their skin cells have a chameleon-like quality that baby Astrazoans learn to control long before they’re capable of undergoing a full change. Recently, unethical corporations have been rumored to use Astrazoan skin cells to create dermal augmentations or "skin suits" that facilitate near-perfect shapeshifting for the wearer. These projects are often shut down by authorities like the Stewards (or the Commission's ethical oversight), but prototypes are rumored to exist in the galactic black markets, where they’ve likely fallen into the hands of crime bosses or unscrupulous collectors.

Found Families: Many Astrazoans crave the feeling of belonging to a family. Some Astrazoans spend their entire lives wearing a different shape, assimilating completely to the community and identity they’ve adopted and raising their children to do the same. These Astrazoans may never reveal their natural forms out of politeness for their hosts, or in some cases, fear that they’ll lose connection to their beloved families. Even Astrazoan drifters who try on new personas and discard them like garments aren’t immune to the desire for companionship, and they might adopt their associates, allies, or even rivals into a found family. If an Astrazoan’s found family is trustworthy, they might eventually get to experience their friend’s natural form!

Eighth Arm Break: Astrazoans who abandon or permanently lose one of their identities, likely due to a severed limb, exposure to an unreceptive host community, or the need to shed a compromised persona, experience what’s referred to as an Eighth Arm Break. Losing an identity is difficult and often traumatic for an Astrazoan, usually signaling a turning point in their lives. The grief can be intense, but many use it as a time for personal growth. Some Astrazoans consider the Eighth Arm Break to be a rite of passage into maturity. For Astrazoan PCs, permanently losing an identity can also mean invalidating several feats they’ve chosen, and GMs should consider allowing an Astrazoan in this situation to retrain all their ancestry feats at once.

Beliefs

Astrazoans often worship personal pantheons, typically assigning a different cosmic entity or philosophical principle to each of their limbs/identities. Astrazoans are attracted to faiths and philosophies involving social gatherings and adaptation, and even atheist Astrazoans enjoy the pageantry of religious services. Many worship entities of change and adaptability (like Oras or Hylax, reflavored as cosmic forces), or assimilate to their host culture’s faith. Some Astrazoans, particularly those who operate in the galactic infosphere, host secure, encrypted chats where they help one another juggle dozens of identities both online and in the real world. A notorious group of Astrazoan spies and assassins learned to revere a rogue AI or trickster entity while spending time in Ysoki shapes. Divine pluralities like Triune (reflavored as a cosmic AI collective) and Zon-Shelyn (reflavored as a dualistic cosmic force of beauty and discipline) are also revered by many Astrazoans.

Popular Edicts: Find yourself through exploration and adaptation, respect other cultures and their unique expressions, value your identities (both natural and adopted).

Popular Anathema: Harm another Astrazoan, judge someone’s appearance or identity, reveal a hidden identity without consent.

Astrazoan Adventurers

Astrazoans might take up adventuring to learn more about themselves, explore faraway sectors, or to escape a compromised identity. Reckless Astrazoans enjoy traveling the galaxy by stowing away squeezed inside a ship’s cargo hold or disguised as a new crew member, then departing at the first interesting destination. Curiosity and flexibility lead them to play many roles in an adventuring group, and an Astrazoan adventurer could be anything, or anyone.

Astrazoan Names

Most Astrazoans use a different name for each of their identities, but this isn’t always the case. It is not uncommon for Astrazoans to change their names over time, but most have a true name of unknown linguistic origin that they most associate with themselves. While some Astrazoans openly go by their true name, most tend to only share it with their most trusted allies or other Astrazoans. This true name usually includes three or four syllables, with the first often functioning as a nickname and, when linguistically appropriate to the host culture, being integrated into the names of their other identities. Sample names include Adrogall, Azusha, Cee, Ciribaan, Farahan, Leileeka, Miyleen, Sunikai, Xenelei, and Zanilee.

Astrazoan Mechanics

Astrazoans are an Aberration, Astrazoan, Humanoid ancestry.

  • Hit Points: 8

  • Size: Medium

  • Speed: 25 feet

  • Attribute Boosts: Dexterity, Charisma, and one Free Ability Boost.

  • Attribute Flaw: Constitution.

  • Languages: Common, one regional language of your choice (e.g., from your host culture). You gain additional languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your home world or host culture).

  • Senses: Low-Light Vision (You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.)

  • Change Shape [one-action] (Astrazoan, concentrate, polymorph) You can transform into a Small, Medium, or Large ancestry (or species) you know with any features you choose; for example, you choose your body type, gender, and other details within the normal range for that ancestry. This shape might resemble a specific individual or be completely unique to you. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You can remain in this shape indefinitely, and you can shift back to your true Astrazoan form or another shape by using this action again. If you die while using an alternate shape, your body slowly shifts back to its natural form.

Astrazoan Heritages

Sporting multiple personas adapted for multiple cultures, Astrazoans are a dramatically diverse species despite their relatively low numbers. Choose one of the following Astrazoan heritages at 1st level.

  • Aquatic Astrazoan (Aquazoan adaptation): Astrazoans occupying aquatic worlds and communities learn how to integrate gills and fins into their forms and can even manifest these traits when imitating species that do not normally have them. You gain a swim Speed of 20 feet, and you gain the amphibious trait, enabling you to breathe in water and air.

  • Assimilated Astrazoan: Whether you were raised as a member of another species or became fully immersed in their cultures and traditions later, you have completely assimilated to another ancestry and feel as comfortable in that skin as in your natural form. Choose a common ancestry (e.g., Human, Shirren, Vesk). You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry. You can select feats that require a physiological feature that you lack but can only benefit from those feats while you are in that ancestry’s form; for example, an assimilated Astrazoan who selects the Shirren Basic Insectile Flight feat can only fly while in their Shirren form.

  • Cloned Astrazoan: You were either born in a laboratory using genetic samples preserved from a distant ancestor or budded from a parent Astrazoan. Your body stubbornly refuses additional external attempts to change you. If you roll a success on a saving throw against a curse, disease, or polymorph effect, you get a critical success instead.

  • Construct Mimic (Construct Copycat adaptation): You have reinforced your body with technological augmentations that can be shifted to give yourself the appearance of a constructed creature. You can use Change Shape to assume the appearance of a Small or Medium construct. You gain the Augmented Body general feat.

  • Wild Astrazoan: While most Astrazoans flock to communities in densely populated settlements, some choose to live among nature in the wilderness, forging their own destiny or even defending their paradise from the influence of others. You have only one ancestry you can select for Change Shape, but you can also use Change Shape to transform into an animal with the statistics of a 1st-rank pest form (reflavored as a small alien fauna).

Astrazoan Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As an Astrazoan, you choose from among the following ancestry feats.

  • 1st Level Feats

  • Mimicked Knowledge (Ancestral Knowledge) Feat 1 (Astrazoan): Choose an ancestry or heritage (e.g., Android, Ysoki, Vesk). You learn a new language available to that ancestry or heritage. You become trained in Society. If you’re already trained in Society, you instead become trained in another skill of your choice. You also become trained in the Lore skill related to that specific ancestry or heritage, such as Android Lore or Ysoki Lore. Special You can select this feat multiple times, choosing a different ancestry or heritage each time.

  • Mimicked Physiology (Ancestral Physiology) Feat 1 (Astrazoan): Your time spent in another skin has allowed you to shape your own body into a weapon. You gain a feat associated with a chosen ancestry or heritage that grants an unarmed attack. You can select ancestry feats that include that feat as a prerequisite as if you were a member of that ancestry or heritage. You can use the unarmed attack only when you’re transformed into a member of that ancestry. Special You can select this feat multiple times, choosing a different ancestry or feat each time.

  • Mimicked Weapon Familiarity (Ancestral Weapon Familiarity) Feat 1 (Astrazoan): You’ve learned how to use the traditional weapons of another ancestry. You gain the weapon familiarity feat associated with a chosen ancestry or heritage, even if you are not a member of that ancestry or heritage. You can select ancestry feats that include that feat as a prerequisite as if you were a member of that ancestry or heritage. You must meet all feats’ prerequisites when chosen other than the ancestry or heritage. Special You can select this feat multiple times, choosing a different ancestry or feat each time.

  • Friendly Face Feat 1 (Uncommon, Astrazoan): You can use Change Shape to transform into a specific individual. As long as you have studied the individual for at least 10 minutes, creatures you do not interact with will not suspect your disguise unless your behavior is markedly different, or the creature has an intimate familiarity with the individual.

  • Visceral Expulsion (Pungent Astrazoan) Feat 1 (Astrazoan): You emit the reeking smell of corrosive digestive enzymes when you disgorge your stomach. While you can thoroughly mask the scent by shapeshifting to eat like other species, disgorging your stomach to intentionally emit this vile odor can come in handy when you are trying to dissuade predators, whether they are hungry beasts or murderous mobsters. You become trained in Deception and gain the Lengthy Diversion skill feat as a bonus feat, even if you don’t meet its prerequisites.

  • Reactive Shifting [reaction] Feat 1 (Astrazoan): Trigger You roll initiative. You can change at a moment’s notice. You Change Shape and gain a +2 circumstance bonus on the triggering initiative roll if you used Deception to roll initiative.

  • Restorative Shifting [free-action] Feat 1 (Astrazoan): Frequency once per minute Trigger You use Change Shape. You renew and reinforce your body with elements of your new form. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.

  • Shifter’s Eye Feat 1 (Astrazoan): You are a master at spotting other people in disguise. When you come within 10 feet of a creature that is disguised, transformed, or Impersonating a specific creature, the GM rolls a secret Perception check for you to realize that the creature is disguised, even if you didn’t spend an action to Seek against that creature.

  • Shifter’s Orientation Feat 1 (Astrazoan): Your malleable body makes it easier for you to reposition and rebalance yourself. Once every 10 minutes, when you Change Shape, you can gain the effects of the reorient cantrip (reflavored as a bio-gravitational adjustment).

  • Shifter’s Squeeze Feat 1 (Astrazoan): You can easily contort and resize your limbs to squeeze into smaller spaces. You gain the trained proficiency rank in Acrobatics. If you are already trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Quick Squeeze feat.

  • Shifting Smuggler Feat 1 (Astrazoan): When you Change Shape, you can Conceal an Object inside a cavity in your body or Interact to grab an object stored inside your body. You can store up to four items of light Bulk or less if you are Large, three items of light Bulk or less if you are Medium, or two items of light Bulk or less if you are Small. If you Change Shape into a smaller-sized body, the excess items fall to the ground in your square. None of these items can have a dimension longer than 1 foot.

  • Suction Limbs [one-action] Feat 1 (Astrazoan): You Change Shape to sprout hundreds of suction cups across your limbs. You gain a 15-foot climb Speed as long as you’re wearing light armor or no armor.

  • Unsettling Display Feat 1 (Astrazoan): You can Demoralize those around you by shifting your muscular and skeletal systems around in a disturbing manner. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

  • 5th Level Feats

  • Ambidextrous Shifter Feat 5 (Astrazoan): You have enough practice with your natural form that you can utilize more of your limbs than usual. You have six arms, which allows you to wield and hold up to six hands’ worth of weapons and equipment. If you use more than four of these arms, your land Speed becomes 5 feet. At any time, one pair of hands is designated your active hands. You can change this designation from one pair of hands to another by taking the Switch Hands action, which is a single action. You can only perform actions with your active hands. This feat allows you to use up to six arms when you use Change Shape to take a form with multiple arms, such as a Kasatha or Skittermander.

  • Alien Skins (Animal Skins) Feat 5 (Astrazoan): Prerequisites Wild Astrazoan. Once per day, when you Change Shape, you can instead gain the effects of animal form (reflavored as alien fauna), heightened to half your level rounded up, for 1 minute or until you shift back, whichever comes first.

  • Cellular Adaptation Feat 5 (Astrazoan): The malleable nature of your body dulls the impact of physical ailments. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation. If you roll a success on a saving throw against one of these effects, you get a critical success instead.

  • Frightening Display [one-action] Feat 5 (Astrazoan, Visual): Prerequisites Unsettling Display. You disgorge your stomach out of your mouth in a disturbing display of your aberrant heritage. Attempt a single Intimidation check to Demoralize each enemy within 30 feet. Regardless of the results of your check, each creature is then temporarily immune to Frightening Display for 1 minute.

  • I’m the Real One! [reaction] Feat 5 (Astrazoan): Trigger You become grabbed or restrained by another creature or you grab or restrain another creature. Requirements You can use Change Shape to assume the appearance of that creature. You Change Shape to assume the appearance of the other creature. All other creatures must use the Seek action to attempt a Perception check against your Deception DC to determine which creature is real and which is an imitation. A creature who doesn’t know which creature you are must succeed at a DC 11 flat check when targeting either of you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect targets the other creature instead. Abilities such as telepathy or the mystic’s group chat feature may automatically allow a creature to determine which creature is which, but an aware creature must still use the Point Out action to indicate to others which creature is which. An imitated creature might have a signal or phrase that indicates to their allies which creature is which, but doing so in the din of battle is an action with the auditory or visual trait.

  • Shifter’s Feint [one-action] Feat 5 (Astrazoan): You suddenly change your appearance to create an opening for your next attack. Change Shape and Feint. You gain a circumstance bonus to your Deception check to Feint equal to the number of steps between your sizes when you Change Shape (+1 if you are one size smaller or larger, +2 if you are two sizes smaller or larger, and so on). Regardless of the results of your check, each creature who observes you Change Shape is temporarily immune to Shifter’s Feint for 1 minute.

  • Shifter’s Shove [one-action] Feat 5 (Astrazoan): You use the explosive momentum of shifting to help push a creature away from you. Change Shape into a larger size and Shove. You gain a circumstance bonus to your Athletics check to Shove equal to the number of steps between your sizes when you Change Shape (+1 if you are one size larger, +2 if you are two sizes larger, and so on).

  • Swerve-Shift [reaction] Feat 5 (Astrazoan): Trigger A creature targets you with an attack. Requirements You are aware of the attack and are not off-guard to the triggering attack. You quickly Change Shape into a smaller size to avoid getting hit. You gain a circumstance bonus to AC, Fortitude DC, and Reflex DC against the triggering attack equal to the number of steps between your sizes when you Change Shape (+1 if you are one size smaller, +2 if you are two sizes smaller, and so on).

  • Thick Skins Feat 5 (Astrazoan): Each of your forms has unusually thick skin or a reinforced dermal layer. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance. Special You can use the Restorative Shifting feat to attempt an additional flat check to end persistent bleed damage, but this is not considered especially appropriate assistance.

  • Wriggling Contortionist Feat 5 (Astrazoan): You can wriggle your way around tight spaces without much difficulty, making it hard for others to pin you down. You can ignore difficult terrain caused by moving through tight spaces that aren’t tight enough to force you to Squeeze. If you roll a success to Squeeze, you get a critical success instead. Ignore any penalties to Speeds conferred by the suppressed condition.

  • 9th Level Feats

  • Cellular Acceleration Feat 9 (Astrazoan, Traversal): Frequency once per day. You speed up your body’s metabolism and respiration by changing yourself at a cellular level. You become quickened for 1 minute and can use the extra action each round only for Strike and Stride actions.

  • Camouvisage [one-action] Feat 9 (Astrazoan): You shift the color and texture of your skin to match your surroundings. You Change Shape, but instead of taking on the form of another creature, you blend in with your environment. As long as an observer is at least 20 feet away from you, you don’t need cover from that observer to Hide or Sneak. This lasts as long as you stay in your new form or until you move to an area with substantially different terrain.

  • Contortive Compression Feat 9 (Astrazoan): Contorting your limbs as though you were transforming allows you to fit through tight spaces. You can move at full Speed while Squeezing.

  • Digestive Outburst Feat 9 (Astrazoan): You disgorge your stomach to attack your opponents with powerful corrosive enzymes. You gain a stomach unarmed attack that deals 1d8 acid damage, has the analog and unwieldy traits, and is in the corrosive weapon group.

  • Masks Under Masks Feat 9 (Astrazoan): Even if you are forced to reveal your natural appearance, you have an additional layer of security in the form of a backup shapeshifting identity. Choose one form during your daily preparations. Waving away your ability to transform as some unrelated magic or technology, you gain a +3 circumstance bonus to Deception checks to Lie that the chosen form is your true form. You can tell lies that protect your identity even against magical spells, and effects like truesight reveal the chosen form as your true form. You revert to this form if you become the target of a spell or effect that causes you to unwillingly shift back to your true form.

  • Transforming Huddle [one-action] Feat 9 (Astrazoan): You can adjust your body’s size and shape to take advantage of obstacles on the battlefield. Change Shape into a Small-sized form and Take Cover; you can Take Cover to gain standard cover if you would have lesser cover from a creature after you Change Shape; if you would have standard cover from a creature, you gain greater cover instead.

  • 13th Level Feats

  • Digestive Spray [two-actions] Feat 13 (Astrazoan): Prerequisites Digestive Outburst. Frequency once per day. You force your body to produce an excess of powerful corrosive digestive enzymes that you can use to spray in a 30-foot cone, dealing 7d6 acid damage (basic Reflex save against the higher of your class DC or spell DC). A creature that gets a critical failure on this Reflex save is also sickened 1.

  • Flatten Body [one-action] Feat 13 (Astrazoan): Prerequisites Transforming Huddle. You can flatten your body completely to avoid getting hurt. Change Shape and Drop Prone to Take Cover by hunkering down. You can Hide and Sneak due to the greater cover and don’t lose the benefits of Take Cover when you Sneak.

  • Masterful Imitation Feat 13 (Uncommon, Astrazoan): Prerequisites master in one or more Lore skills. You’ve studied certain creatures enough that you can transform into them. If you are a master in a Lore skill that can be used to identify a category of creatures, you can use Change Shape to transform your appearance to that of a Small or Medium creature of that category.

  • Prismatic Display [one-action] Feat 13 (Astrazoan, Mental, Visual): You rapidly shift the colors of your skin to throw off the senses of those around you. Attempt a Deception check against the Perception DCs of all creatures within melee reach. On a success, the creature becomes clumsy 1 until the end of your turn (clumsy 2 on a critical success). Regardless of the result of your check, each creature is then temporarily immune to Prismatic Display for 10 minutes.

  • Septocular Feat 13 (Astrazoan): You’ve learned to grow additional eyes all over your body, enhancing your visual processing and the range of your eyesight. When you use Change Shape, you can choose to gain all-around vision until you change forms again. During this time, you take a –3 circumstance penalty to Deception checks and Deception DCs to Impersonate a different ancestry, unless the ancestry you are Impersonating normally has seven or more eyes.

  • Shifter’s Reach [one-action] Feat 13 (Astrazoan): You can stretch your body into long tentacular limbs to strike enemies from further away. For 1 minute, increase your reach when you’re delivering touch range spells and making unarmed Strikes to 10 feet. This doesn’t change the reach of your melee weapon attacks.

  • 17th Level Feats

  • Aberrant Shape Feat 17 (Astrazoan): Frequency once per day. You can take the form of a terrifying aberration, perhaps one influenced by the Rift. When you Change Shape, you can choose one of the following: gain the effects of a 4th-rank enlarge spell and 6th-rank eldritch bond spell; gain the effects of a 2nd-rank enlarge spell and 6th-rank eldritch bond spell granting three abilities; or gain the effects of a 6th-rank eldritch bond spell granting four abilities. This effect lasts for 1 minute or until you shift back, whichever comes first.

  • Cellular Regeneration [two-actions] Feat 17 (Astrazoan): Frequency once per day. Your body can repair damaged cells and even regrow missing limbs. You gain regeneration equal to half your level for 1 minute. During this time, you can’t die from damage and your dying condition can’t increase to a value that would kill you, though if your wounded value becomes 4 or higher, you stay unconscious until your wounds are treated. Each time you regain Hit Points from regeneration, you also regrow one damaged or ruined organ (if any), and you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.

  • Fissile Budding [two-actions] Feat 17 (Astrazoan, Traversal): Frequency once per day. You can use Change Shape to split two of your identities into two different bodies, each using a unique form and identity. Each copy Strides to an unoccupied square. Both you and your copy act on your turn and use the same pool of actions, the same multiple attack penalty, and the same pool of Hit Points, but if both forms take damage from the same effect, such as from an attack or spell with area damage, you apply the damage only once. In the case of an effect with a save that affects both forms, you take the worse result and apply it to both forms. When this effect ends, you choose one of the two forms as your actual form and the other version of you Strides once toward you before becoming an arm that melds with your body as soon as it occupies the same square as you. If you can’t retrieve your arm, you lose the ability to Change Shape into that copy’s form and lose the use of that limb until it regrows in 1 week.

Comments