Evolutionary

Evolutionary

“That which does not kill us, makes us stronger.” Evolutionary saying.

Because of the retroviruses and mutagenic bacteria mutation is common among those of Traveler decent. In most cases, mutation takes is stable from generation from generation. However it is not unknown for some Travelers to mutate unexpectedly. Especially when exposed to relics from the war and pockets of radiation. Most human bodies can resist such changes. The Evolutionary welcomes them, body, mind and soul – changing, growing and adapting to overcome any challenge life and fate place in their path.

Many Evolutionaries see themselves as the new humanity, a race of superior ability that will inevitably replace the current genome of stagnant humanity. These elitists often form a kind of nobility in Traveler heavy areas, typically becoming the ruling class or warrior champions for their homes. A strange form of mutated feudalism arises, with the most extremely mutated creatures becoming lords and knights, receiving tribute from (and in theory offering protection to) weaker, less mutated citizens. In the best of these societies, the Evolutionaries protect the weak. However, just as often, they are tyrants who treat un-mutated humans as serfs, or worse, as slaves.

Other Evolutionaries avoid communities entirely, seeing them as a crutch for the weak. These wanderers seek to constantly test themselves against the environment giving their bodies the opportunity to adapt to whatever hazards they face. The most brutal of these loners consider everything in terms of strength – anything that cannot threaten them is beneath them.

A surprising numbers of wandering Evolutionarie’s take a broader view, seeking experiences of all kinds. As some of the most powerful non-echan creatures around they have the luxury of treating even weaker creatures with dignity and seek to learn and grow from every situation they encounter.

REQUIREMENTS
To qualify to become an Evolutionary a Character must meet the following criteria.
Race: Traveler
Base Attack: +2
Skills: Concentration 6 Ranks
Mutations: At least 2 mutations, with a total MP cost of 8 or more.

Level BAB Fort Ref Will Special Rep Def
1 +0 +1 +1 +0 Development +0 +0
2 +1 +2 +2 +0 Additional Mutation +1 +0
3 +2 +2 +2 +1 Bonus Feat +1 +1
4 +3 +2 +2 +1 Development +1 +1
5 +3 +3 +3 +1 Additional Mutation +2 +1
6 +4 +3 +3 +2 Bonus Feat +2 +2
7 +5 +4 +4 +2 Development +2 +2
8 +6 +4 +4 +2 Additional Mutation +3 +2
9 +6 +4 +4 +3 Bonus Feat +3 +3
10 +7 +5 +5 +3 Development, Additional Feat +3 +3

CLASS INFORMATION
HIT DIE
The Evolutionary gains 1d10 hit points per level. The character’s Constitution modifier applies.

ACTION POINTS
The Evolutionary gains a number of action points equal to 6+ ½ the character level, rounded down, every time they attains a new level in this class.

CLASS SKILLS
The Evolutionary’s class skills are as follows.
Acrobatics, Climb, Concentration,, Slight of Hand, Stealth, Intimidate, Perception, Sense Motive, Survivals, Swim
Skill Points: 5+Int modifier.

Class Features
Development:
At 1st level and every three levels thereafter, an Evolutionary develops an existing mutation. Some developments apply to all the Evolutionary’s mutations, while others (defined in the description) must be applied to a single mutation the Evolutionary already possesses. Once an Evolutionary chooses a development it cannot be changed. The possible developments are given below.
Conceal Mutation
An Evolutionary with this development is able to take a move action to conceal all of their obvious mutations for a number of minbutes equal to his Constitution score. Mutations concealed in this way do not function and cannot be perceived using the Sense Mutation ability. The Evolutionary may end a mutation’s concealment as a free action.
Damaging Mutation
An Evolutionary with this development selects one mutation that deals damage. Whenever this mutation is used to deal damage, it deals an additional 1d6 points of f damage.
Focus Mutation
An Evolutionary with this development can focus the power of a single mutation. If the mutation requires an attack roll, the Evolutionary gains a +1 bonus on the attack roll. If it has a save DC, that DC is increased by 1.
An Evolutionary can take this mutation multiple times. The effects stack.
Re-Evolution
By taking this development, an Evolutionary can eliminate up to three mutations and buy up to three new mutations with the same MP cost or lower. The Evolutionary may eliminate one Drawback in this manner, though the drawbacks MP value counts against the MP cost of the Evolutionary’s new mutations.
For example, an Evolutionary with Adrenaline Jolt (3 MP), Energy Absorption (4 MP), Major Psionic Talent (6 MP), Very Thick Hide and Weak Immune System (-1 MP) eliminates Adrenaline Jolt, Energy Absorption and Weak Immune System. The total MP value of these mutations is (3+4-1)=6 MP. He takes wings, spending the whole 6 MP to gain this new mutation.
Additional Mutation
At 2nd, 5th, 8th and 10th level, an Evolutionary gains an additional 4 MP with which they may buy new mutations. These are in addition to any MP the Evolutionary many gain from trading in Feats or as a reward from the GM. The Evolutionary may not buy more then one mutation per level, but need not spend MP at the level they are gained. Each time the Evolutionary gains a new character level, they may spend any remaining MP on a new mutation. This allows the Evolutionary the option of saving MP for more expensive mutations.
Bonus Feat
At 3rd, 6th, and 9th level, an Evolutionary gets a bonus feat. The bonus feat must be selected from the following list, and the Evolutionary must meet all the prerequisites of the feat to select it. The Evolutionary also has the option of trading the Bonus Feat in for additional MP.

Extra Digits 0
Fins 0
Forked Tongue 0
Horns 0
Scaly Skin 0
Thin Fur Coat 0
Unnatural Eyes 0
Unnatural Hair 0
Unnatural Skin 0
Unnatural Voice 0
Acidic Saliva 1
Adrenaline Jolt 3
Chameleon Skin 1
Claws 1
Dark Vision 3
Direction Sense 1
Energy Diffusion 2
Fangs 1
Force Barrier 3
Gills 2
Great Horns 1
Hypersensitivity 3
Leaper 1
Living Furnace 3
Psionic Talent, minor 2
EDF Resistance 3
Scaly Armor 3
Scent 2
Second Wind 2
Smokescreen 1
Tail 1
Thick Fur Coat 1
Thick Hide 3
Trip Attack 3
Ultra Immune System 2
Wall Crawler 2
Webbed Digits 1
Adaptive Body 6
Blindsight 5
Danger Sense 6
Dual Brains 5
Echolocator 5
Elasticity 5
Energy Absorption 4
Enlarged Form 6
Exoskeleton 5
Extra Arms 6
Gazing Eye 4
Pheromone Attrition 6
Plant Traits 5
Prehensile Tail 4
Psionic Talent, Major 6
Psionic Talent, Moderate 4
Quadruped 4
EDF Suppression 5
Shocker 4
Skeletal Reinforcement 5
Stinger 4
Telekinetic Mind 5
Telepathy 5
Tentacle 6
Venomous Bite 4
Very Thick Hide 6
Vexing Voice 4
Wings 6
X-Ray Vision 6

Drawbacks
Ability Decay 4
Achilles Heel 2
Blood Hunger 1
Brittle Bones 4
Combat Fear 4
Cybernetic Dependency 6
Festering Sores 2
Frailty 3
Heat/Cold Susceptibility 1
Lethargy 2
Light Sensitivity 1
Lost Limb 3
Mindslave 2
Monocular Vision 2
Generate EDF 5
Pheromone Repulsions 1
Poisonous Blood 6
Rapid Aging 2
Reduced Speed 3
Thin Skin 5
Ultraviolet Allergy 3
Weak Immune System 1

Achilles Heel (Drawback)
You have a major weakness that can be exploited.
MP Value: 2
Drawback: Any attack roll made to confirm a critical hit against you gains a +4 circumstance banus.
Special: Creatures immune to critical hits gain vulnerability to critical hits.

Adaptive Body
Your body can adapt to better absorb different types of weapon damage.
MP Value: 6
Benefit: You gain one of the following types of damage reduction (your choice): DR 2/Ballistic, DR 2/Bludgeoning, DR 2/Piercing or DR 2/Slashing. At the start of your turn, as a free action, you can alter the type of damage reduction, choosing a different type from the list above. The change persists until the start of your next tur.

Blind Sight
You can perceive things in your immediate vicinity without light. You see in black and white.
MP Value: 5
Benefit: You gain Blindsight with a range of 15 feet.

Chameleon Skin
Your skin (or chitin, fur or scales) can change color to match your surroundings.
MP Value: 1
Benefit: You gain a +4 mutation bonus on Stealth checks. This bonus is reduced to +2 if you wear clothing or armor.

Danger Sense
You have a mild form of precognition that warns you of impending attack
MP Value: 6
Benefit: When you are surprised at the beginning of combat, you may make a Wisdom check (DC 10). If you succeed you may act in the surprise round as if you aren’t surprised.

Dirrection Sense
You can perceive true north.
MP Value: 1
Benefit: As long as you are awake, you always know what direction is true north.

Dual Brains
You have two brains.
MP Value: 5
Benefit: You have two brains, one in your head and one located in another location. Whenever you are called to make a Will save, roll twice and take the higher roll. Additionally, your penalty for fighting with two weapons is lessened by 1.

Living Furnace
Your body generates a tremendous amount of heat and your touch can cause things to burn and melt.
MP Value: 3
Benefit: You deal an extra 1 point of Fire damage with a successful unarmed attack or attack with a natural weapon. Three times per day, as a free action, you can channel more of your body’s heat and increase the fire damage to 2d6 points (instead of 1 point)

You gain a +4 mutation bonus on Fortitude saves against extreme heat temperatures.
This mutation does not grant immunity or resistance to fire.

This mutation does not grant immunity or resistance to fire.

Monocular Vision (Drawback)
You have only one eye.
MP Value: 2
Drawback: You have poor depth perception. All range increments are halved (including those for Perception checks).

Plant Traits
You have plantlike traits. You are not a plant but your skin turns a ripe shade of green and your eyes are a dull yellow.
MP Value: 55
Benefit: You gain a +2 mutation bonus on saving throws against sleep, paralysis, stunning and mind-influencing effects. You also gain low-light vision.

Psionic Talent, Major
You have a single psionic power.
MP Value: 6
Benefit: Choose one 2nd level psionic power. You can manifest this power once per day at no power cost. Your manifester level is ½ your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 2nd level power you may use once per day.

Psionic Talent, Minor
You have a single psionic power.
MP Value: 2
Benefit: Choose one 1 level psionic power. You can manifest this power three times per day at no power cost. Your manifestor level is ½ your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power or give you a new 0 level power you may use three times per day.

Psionic Telent, Moderate
You have a single psionic power.
MP Value: 4
Benefit: Choose one 1st level psionic power. You can manifest this power three times per day at no power cost. Your manifester level is ½ your character level.
Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 1st level power you may use three times per day.

Quadruped
You move swiftly on all fours.
MP Value: 4
Benefit: Your bsae land speed increases by 10 feet when you move on all fours. If you have anything iin your hands you cannot run on all fours.

Shocker
You can discharge a powerful stroke of lightning from your fingertips.
MP Value: 4
Benefit: Once per day, as a standard action, you can shoot a 5 foot wide, 30 foot long, line of lightning that deals 5d6 points of electricity damage to every creature in its path. You can choose to widen and shorten the lightning bolt, making it 10 feet wide and 15 feet long. The bolt begins at your fingertips. A successful Reflec Save (DC 10 + character level + Charisma modifier) halves the damage.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with low melting points such as lead, gold, copper, silver and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier out to its maxium range; otherwise, it stops at the barrier.

This mutation does not grant immunity or resistance to electricity.

Thick Hide
Your skin is tough and resilient.
MP Value: 3
Benefit: You have an unusually tough hide. Increase your natural armor bonus to Defense by 2.
Special: A creature with thin skin, very thick hide, an extremely thick hide or scaly armor cannont gain this mutation.

Very Thick Hide
Your skin is tough and resilient.
MP Value: 6
Benefit: You have an unusually tough hide. Increase your natural armor bonus to Defense by 4.
Special: A creature with think skin, thick hide, an extremely thick hide or scaly armor cannot gain this mutation.

Ability Decay (Drawbarack)
Your body or mind suffers from some marked deformity or deterioration.
MP Value: 4
Drawback: One of your ability scores (your choice) permanently decreaces by 2. You cannont apply this drawback to an ability score of 3 or less.
Special: You may take this drawback multiple times. Its effects stack.

Acidic Saliva
Your saliva can burn other creatures.
MP Value: 1
Benefit: Your bite attack deals an extra 1d4 points of acid damage with each successful hit.
Special: You must have a natural bite attack to take this mutation. You cannot gain this mutation if you have the Venomous Bite mutation.

Adrenaline Jolt
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Value: 3
Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3+your Constitution modifier.

Blood Hunger (Drawback)
You crave the taste of blood. Moreover, you need to drink blood to survive.
MP Value: 1
Drawback: You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plue and extra 1d6 points of damage from the blood loss.

If you go 24 hours without consuming blood you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
Special: You must have a natural bite attack to take this drawback.

Brittle Bones (Drawback)
Your bones weaken such that you can no longer withstand hard or sudden impacts.
MP Value: 4
Drawback: Your massive damage threshold decreases by 3. In addition, you take an additional 1d6 points of damage from a fall.
Special: You cannot take this drawback if you have the Skeletal Reinforcement mutation.

Claws
Your hands mutate into sharp claws.
MP Value: 1
Benefit: You gain a single claw attack that deals Slashing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. If you get multiple attacks in a round you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity.

Having claws does not adversely affect your manual dexterity.

Combat Fear (Drawback)
Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.
MP Value: 4
Drawback: After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of then encounter, taking a -2 penalty on attack rolls, saving throws and skill checks. If the save succeeds, you overocome your moment of feat and negate the ill effects.

Cybernetic Dependency (Drawback)
Radiation exposure, or naturally weak body, causes your body tissues to degenerate. You rely on a cybernetic implant to repair damage to your body.
MP Value: 6
Darwback: You need a Body Repair Weave to heal naturally. For you, the Body Repair Weave does not confer its usual benefit (Improved Natural Healing). If the implant is destroyed, you cannoy heal damage natuarally until it is replaced or repaired.

Darkvision
You gain Darkvision.
MP Value: 3
Benefit: You can see in total darkness out to a range of 60 feet. Darkvision is black and white only but is otherwise like normal sight.

Echolocator
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation.
MP Value: 5
Benefit: You gain the blidsight ability out to a range of 60 feet.

Elasticity
You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
MP Value: 4
Benefit: You gain a +10 mutation bonus on Sleight of Hand checks. Moreover, you can squeeze through an opening or passage 1/10th as wide and tall as your height in inches. For example a 6 foot tall character (72 inches) can squeeze through a 7 inch wide, 7 inch tall opening or passage. A creature using this mutation to move through a tight space moves at one-quarter normal speed.

Energy Absorption
You can absorb impressive amounts of harmful energy.
MP Value: 4
Benefit: You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: Acid, Cold, Electricity, Fire or Sonic/Concussion.

Energy Diffusion
Your body’s ability to withstand energy damage increases.
MP Value: 2
Benefit: You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: Acid, Cold, Electricity, Fire or Sonic/Concussion.

Enlarged Form
You grow larger, becoming a freakishly large specimen of your kind.
MP Value: 6
Benefit: You become as large as your size category allows (8ft tall for medium, 4ft tall for Small characters). However, you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check, you are treated as one size larger when determining whether special attacks based on size can affect you. You can use weapons designed for a creature one size larger without penalty.

This mutation does not change your facing or reach.

Exoskeleton
A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body.
MP Value: 5
Benefit: You gain a +3 natural armor bonus to defense, or your existing natural armor bonus improves by 3.
Special: A creature with fur, scales or the Scaly Armor mutation cannot gain this mutation.

Extra arms, hands, wrists or fingers? You grow additional pair of arms. The extra arms look and behave exactly like your other arms.
MP Value: 6
Benefit: As a creature with more than two arms you gain a +4 mutation bonus on Climb and Grapple checks. For the purpose of combat, both exta arms are treated as ‘off hands’.
Special: If you have three of more natural claw attacks, you meet the prerequisites for the Multiattack Feat. This mutation does not give you Multiattack as a bonus feat .

Extra Digits
You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way.
MP Value: 0
Benefit: None.

Fangs
Your teeth mutate into vicious fangs.
MP Value: 1
Benefit: You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. If you get multiple attacks in a round you can bite multiple times. Your bite is treated as a natural weapon and does not provoke attacks of opportunity.
Special: This mutation can be used in conjunction with the Acidic saliva or Venomous Bite mutation.

Festering Sores (Drawback)
Your skin is covered with painful, festering sores.
MP Value: 2
Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by -2 and increase its armor penalty by +4.

Fins
Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilites.
MP Value: 0
Benefit: None

Force Barrier
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Value: 3
Benefit: As a free action you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 3/- against incoming weapon attacks and force effects. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.
Special: Portable electronic devices, including battery operated weapons, unless shielded, cease to function if held or worn by the character while the electromagnetic force barrier is in effect. No EDF rolls are required while the barrier is in effect.

Forked Tongue
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Value: 0
Benefit: None.

Frailty (Drawback)
Your body is particularly vulnerable to the ravages of poison, disease, radiation and other ailments. You also have trouble stabilizing when severely wounded.
MP Value: 3
Drawback: You take a -2 penalty on all Fortitude saves, including saves made to stabilize at negative hit points.
Special: You cannot take this mutation if you have the Great Fortitude feat.

Gazing Eye
You grow an extra eye in the middle of your forehead. In addition to improving your visual acuity, the ‘weird eye’ gives you a special gaze attack that makes other creatures tremble.
MP Value: 4
Benefit: The extra eye grants a +2 mutation bonus on Perception checks.

As a free action, you can use the extra eye to make a special gaze attack against one creature within 20ft. The creature must succeed on a Will save (DC 10 + ½ your level + Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion and any creature that successfully saves against the gaze cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with Gazing Eyes.

Gills
You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest or back (near your windpipe or lungs).
MP Value: 2
Benefit: You can breathe both air and water. You can operate underwater indefinitely with no fear of drowning.

Great Horns
You sprout horns capable of damaging or goring a target. The horms may be curled like a ram’s or pointed like a bull’s. Conversely you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose.
MP Value: 1
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium 1d6, Large 1d8. If you get multiple attacks in a round you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks of opportunity.

Heat/Cold Susceptibility (Drawback)
Your body does not react well to particularly hot or cold temperatures.
MP Value: 1
Drawback: You take double damage from prolonged exposure to extreme heat or cold.

Horns
Two or more tiny horns sprout from your head, shoulders or arms. These blunt-tipped nubs are too small to serve any use in combat.
MP Value: 0
Benefit: None

Hypersensitivity
You’re particularly (some might say unnaturally) sensitive to your surroundings.
MP Value: 3
Benefit: You gain a +2 mutation bonus on Perception checks. You also gain Blind-Fight as a bonus feat.

Leaper
You gain the ability to leap incredible distances.
MP Value: 1
Benefit: You gain a +10 mutation bonus on all jump checks.

Lethargy (Drawback)
Thanks to slow electrical impulses along your central nervous system you have trouble reacting quickly to damage.
MP Value: 2
Drawback: You take a -2 penalty on all Reflex saves.
Special: You cannot take this mutation if you have the Lightning Reflexes feat. You gain DR 1/Electrical

Light Sensitivity (Drawback)
Your eyes cannot adjust to bright light.
MP Value: 1
Drawback: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds you take a -1 penalty on attack rolls, Perception checks as long as you remain in the affected area.

Lost Arm (Drawback)
One of your arms withers or gets eaten away, leaving behind a stump.
MP value: 3
Drawback: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition you take a -2 penalty on Climb, Swim and Grapple checks.
Special: You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.

Mindslave (Drawback)
You have certain mental deficiencies that make it harder to resist mind-influincing effects.
MP Value: 2
Drawback: You take a -2 penalty on all Will saves.
Special: You cannot take this mutation if you have the Iron Will feat.

Generate EDF
MP Value: 5
Drawback: You generate an EDF field even if you are not a magic user. The EDF field strength is equal to your level as if you were a spell caster of the same level.
Special: If you are a magic user then the EDF you generate is increased. You cannot take this mutation if you have the EDF Suppression mutation.
Level 1-5 Generate EDF in 5ft radius
Level 6-10 Generate EDF in 10ft radius
Level 11-15 Generate EDF in 15ft radius
Level 16-20 Generate EDF in 20ft radius

Pheromone Attraction
You can regulate the production of pheromones in your body and release them at will altering the moods of other nearby creatures.
MP Value: 6
Benefits: You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal and Intimidation checks made against creatures within 30ft of you.
Special: You cannot take this mutation if you have the Pheromone Repulsion drawback.

Pheromone Repulsion (Drawback)
You release pheromones that other creatures find repulsive.
Drawback: You take a -4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30ft of you.
Special: You cannot take this drawback if you have the Pheromone Attraction mutation.

Poisonous Blood (Drawback)
Your blood is poisonous to your own body. You must take regular doses of antitoxin to resist the poison’s effects.
MP Value: 6
Drawback: If you go 24hrs without taking a dose of antitoxin you must make a successful Fortitude save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of antitoxin cures the ability damage caused by antitoxin deprivation in 1d6 rounds. Ability damage caused by antitoxin deprivation cannot be restored through natural healing.

Prehensile Tail
You grow a tail that can grasp and hold objects.
MP Value: 4
Benefit: A prehensile tail grants a +2 mutation bonus on Acrobatics checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. For example, a medium sized creature can use its prehensile tail to grasp and manipulate an object up to Small size. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).

A creature can ‘hang’ from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks.
Special: A creature that already has a tail cannot gain this mutation.

Prickly Pear
Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.
MP Value: 4
Benefits: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of damage per round to any creature that swallows you using the Swallow Whole ability.

EDF Suppression
You suppress the EDF in a limited area around you allowing you to use technology in even the heaviest of magic areas.
MP Value: 5
Benefit: You suppress even the heaviest of EDF fields making you and any gear you carry with you immune to EDF rolls and effects.
Special: You cannot take this mutation if you have the Generate EDF mutation or are a magic user.

Rapid Aging (Drawback)
You age at an increased rate due to the strain of your mutations place on your cells. You appear many years older than your actual age.
MP Value: 2
Drawback: Double your actual age to get your effective age. Your effective age determines your ability score penalties. You do not gain an of the benefits of aging.

Reduced Speed (Drawback)
You are unable to move as quickly as normal due to various mutations and deformities.
MP Value: 3
Drawback: Reduce your speed by 5ft. This speed decrease also applies to any natural burrow, climb, fly or swim speed you might have.
Special: You may take this drawback multiple times. Its effects stack.

Scaly Armor
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Value: 3
Benefit: You gain a +2 natural armor bonus to Defense, or your natural armor improves by 2.
Special: A creature with fur, chitin or the exoskeleton mutation cannot gain this mutation.

Scaly Skin
Your flesh becomes thicker and less porous, giving rise to a line layer of scales covering your flesh. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales my not cover your entire body, instead appearing in patches on your face, neck, torso and limbs.
MP Value: 0
Benefit: None.
Special: A creature with fur, scales or chitin cannot gain this mutation.

Scent
You can detect approaching enemies, sniff out hidden foes and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Value: 2
Benefit: You gain the scent special ability.

Second Wind
You can shrug off minor wounds with ease.
MP Value: 2
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution score.

Skeletal Reinforcement
Your bones become more resilient, allowing you to withstand greater amounts of punishment.
MP Value: 5
Benefit: Your massive damage threshold increases by +3. In addition, the damage you take from a fall is reduced by one die.
Special: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.

Smokescreen
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Value: 1
Benefit: Once per day, as a free action, you can produce a 20ft radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5ft. A creature 5ft away has one-half concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker cannot use sight to locate the target).

This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 2 round.

Stinger
A poisonous stinger erupts from some part of your body – usually a needlelike barb protruding from an arm or leg joint or a scorpion like stinger on the end of a tail or similar appendage.
MP Value: 4
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, with effects similar to puffer poison (DC 13, 1d6 Str Primary, Paralysis 2d6 minutes Secondary)
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.

Tail
You grow a thick tail. The tail may be fur-covered, slender and whip-like like a rat’s or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Value: 1
Benefit: The tail provides a +2 mutation bonus on all Acrobatic checks. In addition, you gain a single tail slam attack that deal bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.
Special: A creature that already has a tail or a the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation.

Telekinetic Mind
You can perform minor telekinetic feats.
MP Value: 5
Benefit: As a move action, you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting. You must concentrate on the object to move it telekinetically. If your concentration is broken while you are levitating the object the object falls.

This ability can be used at will.

Telepathy
You gain limited telepathic ability.
MP Value: 5
Benefit: As a free action, you can forge a telepathic link with another living creature within 100ft of you. The creature with which you form the link must have an Intelligence score of 6 or higher and it must be a willing participant in the link. You can communicate telepathically through the link even if you do not share a common language, but no special control of influence is established as a result of the link. If you and the linked creature move more then 100 feet apart, the telepathic link severs instantly.

You can telepathically link with only one creature at a time during any given round, but the ability can be used at will.

Tentacle
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple scaly pseudopod.
MP Value: 6
Benefit: The tentacle grants a +4 mutation bonus on grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a medium size creature can use the tentacle to grasp and manipulate a medium sized or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).

You can ‘hang’ from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make slam attacks. The tentacle’s slam attack deal an amount of bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with the tentacle multiple times. The tentacle is treated as a natural weapon with a 10ft reach and attacks made with it do not provoke attacks of opportunity.

Thick Fur
You grow a thick, protective layer of fur over your body.
MP Value: 1
Benefit: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales or chitin cannot gain this mutation.

Thin Fur Coat
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
MP Value: 0
Benefit: None.
Special: A creature with fur, scales or chitin cannot gain this mutation.

Thin Skin (Drawback)
You are more susceptible to harm.
MP Value: 5
Drawback: You take 1 additional point of damage each time you are wounded.

Ultra Immune System
You develop a powerful immune system capable of repelling many poisons, disease and radiation sickness.
MP Value: 2
Benefit: You gain Ultra Immune System as a bonus feat, even if you don’t meet the feats prerequisite. The bonus you gain on Fortitude saves against poisons, diseases and radiation is treated as a mutation bonus.

Ultraviolet Allergy (Drawback)
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 3
Drawback: Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.

Unnatural Eyes
The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood or perhaps they glow faintly in the dark.
MP Value: 0
Benefit: None.

Unnatural Hair
Your hair or fur changes drastically to a shade that is uncommon for your species. You may have fur or hair that is multicolored, streaked, splotched or slightly luminescent. Your hair or fur may also change color with your mood.
MP Value: 0
Benefit: None.

Unnatural Skin
The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched or patterned in some freakishly unnatural way. Your skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
MP Value: 0
Benefit: None.

Unnatural Voice
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery or guttural.
MP Value: 0
Benefit: None.

Venomous Bite
Your natural bite attack injects poison into your victim’s bloodstream.
MP Value: 4
Benefit: Any creature you successfully damage with your bite attack must make a successful Fortitude save (DC 10 + ½ your level + Constitution modifier) to negate the effects (initial and secondary damage 1d4/1d4 Con).
Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.

Vexing Voice
You can vex another creature using the peculiar resonance of your voice.
MP Value: 4
Benefit: Select any living creature within 30ft of you as the target,; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + ½ your level + Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind affecting compulsion usable three times per day. Using this ability is a free action.

Wall Crawler
You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
MP Value: 2
Benefit: As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, and vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2 and wearing both gloves and footwear negates the bonus entirely.

You also gain a +4 mutation bonus to Acrobatics checks. Wearing any kind of footwear negates this bonus.

Weak Immune System (Drawback)
Your body has difficulty preventing infections from entering its system, and thus it is prone to sickness and disease.
MP Value: 1
Drawback: You take a -2 penalty on all Fortitude saves against poison, disease and radiation sickness.
Special: You cannot take this drawback if you have the Ultra Immune System feat or mutation.

Webbed Digits
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Value: 1
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.

Wings
You sprout a pair or birdlike or batlike wings.
MP Value: 6
Benefit: Your wings grant natural fly speed of 60ft with average maneuverability. In addition you gain a +4 mutation bonus to all fly skill checks.

X-Ray Vision
You can see into and through solid matter.
MP Value: 6
Benefit: X-ray vision allows you to see through 1 foot or frick or stone, 1 inch of metal or composite alloy and up to 3 feet of wood, plaster or dirt. Thicker substances or a thin cheet of lead blocks your vision. X-ray vision has a maximum range of 20ft and allows you to see as if you were looking at something in normal light, even if there is no illumination.

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