PDA

View Full Version : [Template] Mutated Creature



ghost_warlock
2006-08-20, 03:19 AM
This is something I worked on for use in my Psi-fi campaign. It is an updated version for 3.5 of the old Alternity mutation rules.

Mutated Creature Template
Mutated creatures have been warped from their base stock by exposure to chaotic magical or psionic energies or by radiation and the like.
The mutated creature template can be applied to any corporeal living creature. If a mutated creature breeds, the template’s abilities are inherited by the offspring.

Size and Type: Size and type do not change. The creature gains the Augmented subtype.
Template Qualities: The template adds from one to seven different special attacks or qualities (see below). Most of these abilities are extraordinary.
Other Characteristics: The creature retains all previous abilities and qualities and gains the ones the template provides. Unless the template directly affects an individual aspect of the creature, such as natural armor, the quality does not change. Since this template is usually inherited, creatures whose Intelligence improves usually gain extra skill points for the higher Int starting with their first Hit Die.
Appearance: Depending on the abilities granted by the template, some mutants are easily distinguishable from the base stock and some are not. DM’s should use their best judgement on a case-by-case basis.

Mutated Creature Abilities
When applying the template, choose up to 7 points worth of special abilities from the following list. The number of points determines the Level Adjustment and adjusted Challenge Rating of the creature, as detailed below. Individual abilities cost 1, 2, or 4 points (value given in parentheses).



Table 1-1: Mutation Cost
Points..LA Adj....CR Adj
1-2.....+1........+0
3-4.....+2........+1
5-7.....+3........+2


Mutated Creature Abilities List
Advanced Movement (Ex)t: Burrow 30 ft. (2 pts). Climb 20 ft. (2 pts). Fly 30 ft. (average maneuverability) (2 pts.) Swim 30 ft. (2 pts). Fly at 2x base land speed (good maneuverability) (4 pts).
All-Around Vision (Ex): 360-degree field of vision denies opponents flanking bonuses to attack (including sneak attack) and grants a +4 bonus to Spot and Search checks. However, it imposes a -4 penalty on saving throws vs. gaze attacks (2 pts).
Blind Vision (Ex): Blindsense 60 ft. (2 pt). Blindsight 60 ft. (4 pts).
Breath Weapon (Su)*t: Choose one: 15-ft. cone (acid, cold or fire) or 30-ft. line (acid, cold, electricity, fire, or sonic). Once per day, deals 3d8 damage (Reflex DC 10 + ˝ Hit Dice + Con modifier for half) (2 pts). As above, but 30-ft. cone or 60-ft. line and deals 6d8 points of damage (4 pts).
Darkvision (Ex): 60 ft. range (1 pt). 90 ft. range (2 pts). 120 ft. range (4 pts).
Disease Resistance (Ex): +4 racial bonus on Fort saves vs. disease (1 pt). Immunity to disease (2 pts).
Durability (Ex): DR 1/- (1 pt). DR 2/- (2 pts). DR 3/- (4 pts). Alternately, if the damage reduction can be bypassed by silver, bludgeoning, piercing, or slashing weapons double the DR amount.
Energy Adaptation (Ex)t: Resistance to either acid, cold, electricity, fire, or sonic 5 (1 pt.). Resistance 15 to one energy type or resistance 10 to two types (2 pts). Immunity to one energy type (4 pts).
Energy Attack (Su)t: Natural weapons are sheathed in energy. Choose one from acid, cold, electricity, or fire. Deals 1d6 points of extra damage on a successful attack (2 pt). As above, but deals an additional 1d10 points of energy damage on a successful critical hit (4 pts). In either case, the energy sheath can be suppressed or resumed as a standard action.
Energy Aura (Su)t: Choose one type of energy: acid, cold, electricity, fire, or sonic. Opponents attacking creature in melee (but not those using reach weapons) take 1d6 points of this energy damage (no save) (2 pts). As above, but aura extends out 15-ft., thus damaging any creature that enters it (4 pts). In either case, the aura can be suppressed or resumed as a standard action.
Fast Healing (Ex): Fast healing 1 (1 pt). Fast healing 3 (2 pts). Fast healing 5 (4 pts).
Fast Movement (Ex): +10 ft. to one racial form of movement (land, fly, swim, etc.) (1 pt). +10 ft. to all racial movement modes (2 pts).
Ferocity (Ex): Can keep fighting without penalty from 0 to –9 hit points (immediately die if reduced to –10 or below) (1 pt).
Improved Ability Scoret: +2 racial to one ability score (1 pt). +4 racial to one ability score (2 pts). +6 racial to one ability score (4 pts).
Low-Light Vision (Ex): See twice as far as a human in low-light conditions (1 pt). See four times as far (2 pts).
Monstrous Toughness (Ex): +5 hit points (1 pt). +10 hit points (2 pts). +20 hit points (4 pts).
Natural Armor: +2 points (1 pt). +5 points (2 pts). +10 points (4 pts).
Natural Attackst: Choose one of bite (1d4 damage), 2 claws (1d3 damage), or gore (1d4 damage) (1 pt). Choose one of: bite (1d6 damage), 2 claws (1d4 damage), or gore (1d6 damage) (2 pts). Choose one of: bite (1d8 damage), 2 claws (1d6 damage), or gore (1d8 damage) (4 pts).
Poison Attack (Ex)t: Poison coats, or is injected by, natural weapons. Either Str or Dex damage: 1d4 primary and secondary (Fort DC 10 + ˝ Hit Dice + Con modifier negates) (2 pts). Con damage: 1d6 primary and secondary (Fort DC 10 + ˝ Hit Dice + Con modifier negates) (4 pts).
Power/Spell Resistance (Ex): P/SR 5 + Hit Dice (1 pt). P/SR 10 + Hit Dice (2 pts). P/SR 15 + Hit Dice (4 pts).
Psi-Like/spell-like Ability:*t One 1st-level spell or power 1/day (1 pt). One 2nd-level spell or power 1/day or two 1st-level spells or powers 1/day or one 1st-level spell or power 3/day (2 pts). One 3rd-level spell or power 1/day or two 2nd-level spells or powers 1/day or one 2nd-level power 3/day or two 1st-level spells or powers 3/day or one 1st-level spell or power at will (4 pts).
Quick (Ex): +6 racial bonus on Initiative checks.
Rage (Ex)*: 1/day as 1st-level barbarian (1 pt).
Redundant Vital Organs (Ex): 25% resistance to critical hits and sneak attacks (1 pt). 50% resistance to critical hits and sneak attacks (2 pts). Immunity to critical hits and sneak attacks (4 pts).
Toxin Tolerance (Ex): +4 racial bonus on Fort saves vs. poison (1 pt). Immunity to poison (2 pts).
Vascular Control (Ex): Automatically stabilize if reduced to –1 or fewer hit points. Immune to extra damage from blood loss (1 pt).
Water Breathing (Ex): Hold Breath (as lizardfolk) (1 pt). True water breathing (as spell but continuous) (2 pts).

t Can be taken more than once, choosing a different selection each time.
* Can be taken more than once, uses per day (but not damage, range, etc.) stack.

Mutation Drawbacks
Often times, a creature who benefits from a mutation is also hindered by it. Effectively, mutation drawbacks count as negative mutation points, reducing the overall point value of the mutation template so that it has a lower corresponding Level Adjustment and CR. A creature may have up to 6 points of mutation drawbacks, each one reducing the effective mutation cost on Table 1-1. However, drawbacks cannot reduce the LA of the mutated creature template to less than +1 or the CR to less than +0. Also, selecting drawbacks does not allow a creature to select more than 7 points worth of abilities, it can only reduce the effective value of ones already selected. Each drawback has a point value of -1, -2, or -3.

Mutated Creature Drawbacks List
Crippled: -50% to base land speed (-1 pt).
Defenseless: To select this drawback, the creature must have a racial bonus to natural armor. Reduce natural armor bonus by 1-5 points to a minimum of 0 (-1 pt). Reduce natural armor bonus by 6-10points to a minimum of 0 (-2 pts). Reduce natural armor bonus by 11-15 points to a minimum of 0 (-3 pts).
Deformed: -4 racial penalty on all Cha-based ability checks and skills (except Intimidate) (-1 pt).
Disease Intolerance: -4 racial penalty on saves vs. disease (-1 pt).
Energy Sensitivity:t Choose one energy type from the following list that the creature does not have resistance to: acid, cold, electricity, fire, and sonic. The creature now takes double damage from that energy type (-2 pts).
Energy Susceptibility:t In order to select this drawback, the creature must have resistance to one of the following energy types: acid, cold, electricity, fire, or sonic. Lose 5 points of energy resistance (-1 pt). Lose 10 points of energy resistance (-2 pts). Lose 15 points of energy resistance or immunity to that type of energy (-3 pts).
Inefficient Metabolism:t Suffer a -2 penalty on all physical skill and ability checks as well as all attack rolls (-1 pt). In any round in which the creature attempts a physical action, it must make a DC 15 Con check or become fatigued for the duration of the encounter. This drawback alone will not cause a creature to become exhausted (-2 pts).
Malformed:t In order to select this drawback, the creature must have one of the following special racial movement rates: burrow, climb, fly, or swim. Each time this drawback is selected, the creature loses one of the special movement rates it possesses (-2 pts).
Power/Magic Susceptibility: In order to select this drawback, the creature must have racial magic or power resistance. Reduce P/SR by 5 (-1 pt). Reduce P/SR by 10 (-2 pts). Remove all P/SR (-3 pts).
Reduced Ability Score:t -2 racial penalty on one ability score (-1 pt). -4 racial penalty on one ability score (-2 pts). -6 racial penalty on one ability score (-3 pts).
Sensitive Eyes: Light sensitivity (-1 pt). Light Blindness (-2 pts).
Slow: -6 racial penalty on Inititiative checks (-1 pt).
Toxin Intolerance: -4 racial penalty on saves vs. poison (-1 pt).
Unarmed:t In order to select this drawback, the creature must have a racial natural attack. Lose one natural attack, such as bite, gore, or claws (for the effect of this drawback, all claw attacks count as a single natural weapon) (-1 pt).

t Can be taken more than once, choosing a different selection each time.

ghost_warlock
2006-08-21, 11:45 AM
Okay, I've incorporated the mutation drawbacks, added a few things, and dropped a couple abilities that I decided were more skill-based than inherent (evasion and mettle). Any suggestions?

martyboy74
2006-08-21, 01:29 PM
A question: What do you do when someone creates a character with a negative LA?

NullAshton
2006-08-21, 02:07 PM
A question: What do you do when someone creates a character with a negative LA?

Nothing happens. The minimum LA is 1 as said on the drawbacks.

Legoman
2006-08-21, 06:49 PM
Using Champion Array: (18,16,14,12,10,8)


Baliel: Fighter 1, (Humanoid Dwarf, Augmented)
ECL: 2 (Fighter 1 + 1 Augmented)

STR: 16 [+3]
DEX: 14 [+2]
CON: 20 (18+2 Racial) [+5]
INT 6 (8 -2 Racial)[-2]
WIS 12 [+1]
CHA 6 (10-4 Racial)[-2]

HP: 18 (10 +3 [Toughness] + 5 [CON])
AC: 16 (10+2[Dex] +4[Scale Mail])
DR: 5/-- (DR 3/- Racial, DR 2/- [Roll with it.])

Initiative: -4

Attack:

Melee; 2 Claws +4 (1d3 + 1d6 Electricity +1d6 Fire +3) [Average 25 damage/turn!]

Skills: none

Special: Baliel Takes double damage from silvered or adamantine weapons.

Feats: Toughness, Roll with it.



I'll gladly take double damage from adamantine and silvered weapons in order to crank out 25 damage a turn at level 2. Especially since I've got DR 5/--.