Fleshbender (3.5e Alternate Class Feature)

Weapon and Armor Proficiency: Weapon and armor proficiency remains the same, but for different reasons. The genetic mockery performed on your body malfunctions when exposed to metals as an allergen rather than a spiritual aspect. The penalties remain the same otherwise.

Skills: Your skill list is altered. You take a -4 penalty on Handle Animal and Ride checks, and you gain Intimidate, Knowledge (arcana), Knowledge (dungeoneering), and Knowledge (the planes) as class skills.

Spontaneous Casting: The summons of a fleshbender appear augmented in some way, from abnormal colors to actual stitches and bolts holding them together. This functions as normal spontaneous casting but the animals are aberrations. Do not change their BAB, hp, saves, or abilities.

Aberrant Companion : This acts exactly like animal companion, but the companion's type is changed to aberration (do not change BAB, hp, saves, or abilities). The companion typically shows signs of augmentation and manipulation. Normal animals will typically shun and act frightened around aberrant companions.

Alien Empathy : You can use wild empathy on aberrations instead of animals. You may use it on magical beasts at -4 as normal.

Nature Warding : At 2nd level you gain a +4 bonus on saving throws against any environmental effects, including natural or unworked traps such as covered by detect snares and pits.

Graft Flesh: At 3rd level you gain the Graft FleshLM feat as a bonus feat. You do not need to make the pre-requisites, and you may craft any graft from any species, provided you have the raw materials to do so.

Flesh Shape : At 5th level you gain Flesh Shape instead of Wild Shape. It is identical, except your animal shapes are have the aberration type (do not change BAB, hp, saves, or abilities). When you gain the ability to wild shape into an elemental you can instead flesh shape into a small, medium, or large aberration.