Shrink-The Miniature Creature shrinks one size category. You need at least 4 HD to pick this option and can gain it multiple times, but you need at least 4 HD for each extra size decrease (8 HD to pick twice, 12 HD to pick thrice, etc). Natural Weapon damage is unchanged. If you would shrink below Fine size, your character's space is halved, height is halved, gain an extra +1 to AC and attack rolls, gain an extra +4 on hide checks and similar effects that benefit about small size.
Thin Frame-You gain Slight Build (as Powerful Build but counts as one size smaller when advantageous) and +2 Dex.
Improved Precision-Double the range of your single-target attacks (including melee reach if you’re targeting a single creatures) and increase any of their DCs by 1 (). You can pick this multiple times, it stacks, but no more times than you picked Shrink.
Surprising Power- If you had a trample attack, you can use it on creatures of any size, its damage increases one die step. Any poison you deliver can also deal 1d12 acid damage right away plus another 1d6 per round until the target saves or the poison is somehow removed/healed. Trample and Poison saves DCs increase by 1. You can pick this multiple times, stacking the damage increases. You cannot pick this more times than you picked the Shrink option.
Stable Step-The Miniature creature is well used to standing on others, even when the others are moving or fighting. The Miniature Creature can stand on bigger creatures as if they were normal terrain, including being moved with it. This includes the ability of building other structures over it and casting área spells/effects (except the Miniature Creature cannot design others as her own personal terrain, such as Godly Realm or Sanctum spell). Any creatures being ridden can try to shake-off any riders over it as a move action, in which case the Miniature Creature needs to succeed on a Reflex save, Balance or Ride check with DC 10+1/2 HD+Str mod of the “ride” or fall on an adjacent square of her choice. Also you gain one of the below upgrades of your choice. You can pick this multiple times, each one gaining a new upgrade and +3 to Balance and Ride checks.
Unnatural Ramparts: You gain Cover and Concealment while standing on top of a bigger creature.
Mobile Shelter: You need Unnatural Ramparts to pick this. While standing on top of another creature you may benefit from their AC, miss chances, resistances and immunities.
Go Deeper: You can squeeze yourself inside a bigger creature’s hair/scales/clothes/openings. This blocks line of effect to outside but you make sure you keep an atmosphere and enjoyable temperature conditions for yourself, including protection from any enviromental hazards outside. Unwilling creatures must be forced open, needing to be at least 50% of max HP before you can use this on them. If you have Unnatural Ramparts they need only be at 75% max HP. If you have both Mobile Shelter and Unnatural Ramparts then you can use this on an unwilling creature only missing 10% of their max HP and you can let yourself peek out to make a standard action or fullround action on the outside as a swift action before going back in (you must actually spend the standard/fullround action).
Ant Strength-Your carrying capacities count as if you were medium sized. You can pick this option multiple times, each extra one counting as one size larger for the purpose of carrying stuff, but no more times than you picked Shrink. In addition you can wield weapons of the same size category without penalty.
Untouchable Skin- You gain a Dodge bonus to AC equal to your Miniature Creature level.
Roll with it- If you’re attacked by a bigger creature or an area effect bigger than yourself, then you can move to any empty position adjacent to the max reach/range of the attack after it is resolved (unless you end up unable to move). If the attack had unlimited range then to the closest position out of line of sight/effect from the attacker. You can take this a second time, in which case if you would suffer an ill effect from a bigger creature whitout save, you can attempt a normal Reflex save with DC 10+1/2 HD of the attacker +Attacker’s highest stat mod to fully resist it.
Loveable Presence-Whenever you attack or run, creatures bigger whitin 30 feet of your path must suceed on a Will save with DC 10+1/2 HD+Cha mod or become fascinated for 1d12 rounds. If they fail the save by 5 or more they become charmed instead. If they fail the save by 10 or more they become dominated instead. They take a -1 penalty on the save for each size category they're bigger than you. If you have 13 or more HD, even creatures normally immune can be affected, but they gain a +5 bonus on their saves. Either way once creatures have been made to roll against this they cannot be affected again by Loveable Presence from the same Miniature creature for 1 minute.
Underwhelm-You gain +1 to your saves against enemies for each size category they’re bigger than yourself. You also gain a +2 bonus to SR and weapon damage rolls against opponents for each size category you're smaller than your opponent.
All Terrain-You can use Dex instead of Str for Climb, Jump and Swim checks and don't take size penalties to Intimidate anymore. If you have 5 or more HD you gain a Climb Speed and Swim Speed each equal to your base speed plus a Fly Speed with Clumsy maneuverability equal to twice your base speed except you fall at the end of your turn if you’re still in the air. If you have 10 or more HD you benefit from an Ex Freedom of Movement effect that is lost if you attack for 1d12 rounds. If you have 15 or more HD you can ignore any creatures bigger than you while moving. You need to have picked Shrink at least once to choose this.
Catch Giant-You ignore cover less than total and all concealment from bigger opponents for purposes of being able to make attacks of opportunity against them, and you can make an extra number of Aoos per round equal to your Cha mod. In the case of total cover provided by an obstacle with openings big enough for you to squeeze through, you can ignore it as well.
Small Picture- The Miniature Creature’s sense organs adapt to their smaller size, and the tiny amount of data they receive. Craft and Profession become class skills for the Miniature creature and it also can use Dex instead of Int and Wis respectively for those skills. This also grants you a bonus on Perform checks, Craft checks, and Profession checks equal to twice the number of size categories under small you are, and the range of everybody else’s special senses (scent, darkvision, tremorsense, blindsense, blindsight, similar) decreases by 10 feet for the purpose of detecting you for each size category you're under small as well.
Ugly Scratch-You ignore size penalties to grapple/disarm/bullrush/trip and you’re always allowed an Aoo when somebody bigger tries to use such abilities on you regardless of any special abilities they may have or their size or how far away they are.
Due to wounds being proportionally more precise, you always deal a minimum lethal damage equal to the number of size categories your opponent is bigger than you times your Cha mod regardless of DR/Hardness/regeneration, provided you hit them.
Fast metabolism- Ill conditions inflicted in your person only last half the time, rounded up, but you also need to eat twice as much for a creature of your size.
Too Cute To Die-You can choose to use Cha to determine your bonus HP per HD instead of Con and Fort saves against opponents bigger than you.
Tiny Tongue- When you're so small, you can hear whispers the bigger, noisier creatures cannot. You are under a permanent Speak With Animals or Speak with Plants effect or can replicate Stone Tell at-will, but only for animals/plants/stones at least two size categories bigger than yourself.
Fine Craft-You need Small Picture to pick this. When crafting non-consumable/limited-uses items for creatures bigger than you, you spend 10% less resources/costs for each size category they're bigger, up to 90% discount. However you must spend 1 hour every week per 10% discount providing maintenance or the item breaks and becomes useless for all purposes. Nobody else but you can repair such items.
Surprise Attack-You gain 1d6 sneak attack against creatures at least two size categories bigger than you, stacking with other sources of Sneak attack. In addition you always count as able to reach your target's vitals as long as you're adjacent or closer to them.
Small Skirmish-When you move during your turn, you gain a +1 to your crit threat range per each 10 feet you move, up to an extra amount of crit threat range equal to the number of size categories your target is bigger than you (so for example if you're small and attacking a large creature, you could get a max of +2 critical threat range), plus the following benefits against opponents bigger than yourself:
10+ feet-Uncanny Dodge
20+ feet-Evasion
30+ feet-Mettle
40+ feet-Improved Uncanny Dodge
50+ feet-Improved Evasion
60+ feet-Improved Mettle.