Potent Spines (Ex): The venom on the naga anomaly's spines is especially potent. The initial and secondary damage increases to 1d4. If you take this mutation a second time, it increases to 1d6. You cannot take it a fourth time. Prerequisites: spine blast, urchin spines.

Strong Tentacles (Ex): The naga anomaly's tentacles grow in strength. He can add up to 1 point of his Strength bonus on attack and damage rolls with his tentacles.

Each time you take this mutation, you can add another point of Strength bonus on attack and damage rolls with your tentacles. Prerequisite: tentacles.

Tentacles (Ex): The naga anomaly's snakelike tail splits into eight tentacles reminiscent of an octopus or squid; instead of looking like a serpent from the waist down, he now looks like an octopus from the waist down. They allow him to slither about on land at his normal land speed. They prove faster beneath the waves, increasing his swim speed by +10 feet. In addition, he can attack with the tentacles, but they are weak. He can attack with all eight of them as a full attack if he is underwater or flying; on land, he can attack with only four of them at a time. The tentacles deal 1d4 points of bludgeoning damage (if they are Medium) but do not add the naga anomaly's Strength bonus on attack or damage rolls. In addition, most armor must be customized to fit the naga anomaly, which doubles its price (but not the price of magic enhancements).

You can take this mutation only once.

Urchin Spines (Ex): The naga anomaly grows 6-inch spines across his body. These spines allow him to deal extra piercing damage (1d6 for Medium spines) on a successful grapple attack. The spines count as a natural weapon. The naga anomaly can also make a regular melee attack (or off-hand attack) with the spines, and they count as a light weapon in this case. (The naga anomaly can't also make an attack with his spines if he has already made an attack with another off-hand weapon, and vice versa.) You can take this mutation only once.

Description: Tales say that spirits and energies are at work in the cosmos — spirits and energy that define the essence of reality, and from these vital sources all things are formed. This is one of the central philosophies of pandaren geomancy, and no one is more intimate with these energies than the pandaren transcendent. Seeking to embody the sentient formative powers of the universe and bottle them within her form, the transcendent is an aesthete, a warrior, and most of all a mystic.

Few pandaren healers and wise men seek out this path; even powerful geomancers rarely learn of the necessary hidden techniques to transform into beings composed of primal forces. Codified within ancient texts, and layered within the rituals of pandaren culture, are the keys to this hidden discipline. Yet only the wisest and most insightful pandaren discover it.

Pandaren revere transcendents as embodiments of wisdom: the spirit of the universe made flesh, residing in the shell of a pandaren host. These are the pandaren's ultimate heroes: Spiritual avatars capable of summoning vast storms of lighting, smashing mountains with their terrible fists, and breathing winds into existence. Yet the techniques do not come without sacrifice.

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