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Draken
2009-05-22, 07:40 PM
Some of you might remember my base class, the Evolutionist (http://www.giantitp.com/forums/showthread.php?t=89433). At least I hope you do.

Well, in either case, he is back. Bigger, better, and a lot cleaner this time!

Evolutionist

The fittest survive. - Evolutionist creed.

Evolutionists strive to break the bonds of their physical limitations. They change and improve themselves to the point where some are no longer what they were born as, but something else entirely, something better they say, most think they become something monstrous.

Adventuring: Evolutionists adventure to improve themselves, to find new environments and creatures, to learn of better ways to adapt and evolve.
Characteristics: The law of nature is the survival of the fittest, and that is the rule by which every evolutionist lives. They adapt to survive their environment and other creatures that share this environment. Each evolutionist is a unique, dangerous and unpredictable adversary.
Alignment: Any. The path of the evolutionist is one of self improvement, if in a dubious way. Most evolutionists are neutral.
Religion: Many evolutionists try to emulate specific creatures as they mutate, and usually revere deities related to such creatures.
History: - Scenario specific. Sure I could write some Greyhawk stuff but it's not really my beach.
Races: Evolutionists are normally outcasts. They strive for perfection, but also to become something that their race is not, and most of time the result is monstrous. Evolutionists are rare enough that one can appear in any race. They are, however, particularly common in savage races, those that revere the strongest and are too brutal to care about the minor loss of racial identity.
Other Classes: Evolutionists have no great relationships with any other classes, especially due to their rarity. They tend to not get along particularly well with monks, due to differing view of perfection, druids, when they start becoming too aberrant or rangers, if they start to mimic their preferred enemies too much.
The classes that best relate to the evolutionist are the Dragonfire Adept, Dragon Shaman, Binder and Warlock. The two first revere the power, and the ability the evolutionist has to eventually become a true dragon, while the later know what it is to be shunned.
Function: Evolutionists are adaptable. They can fulfill any function by mutating in the proper way.
Abilities: Perfection of form is a goal that differs from evolutionist to evolutionist. All abilities can be of use to any given member of the class.

Mechanical Information
HD: d8
Skills: 0 + int mod. (x4 at 1st level)
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Dungeoneering) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+0|Mutations, Wild Empathy, Improved Unarmed Strike
2nd|
+1|
+0|
+0|
+0|Mutations
3rd|
+1|
+1|
+1|
+1|Mutations, Teratomorph (Reptilian, Draconic)
4th|
+2|
+1|
+1|
+1|Mutations
5th|
+2|
+1|
+1|
+1|Mutations
6th|
+3|
+2|
+2|
+2|Mutations
7th|
+3|
+2|
+2|
+2|Mutations
8th|
+4|
+2|
+2|
+2|Mutations, Teratomorph (Winged, Insectile)
9th|
+4|
+3|
+3|
+3|Mutations
10th|
+5|
+3|
+3|
+3|Mutations
11th|
+5|
+3|
+3|
+3|Mutations
12th|
+6/+1|
+4|
+4|
+4|Mutations
13th|
+6/+1|
+4|
+4|
+4|Mutations, Teratomorph (Aligned forms, Pseudonatural)
14th|
+7/+2|
+4|
+4|
+4|Mutations
15th|
+7/+2|
+5|
+5|
+5|Mutations
16th|
+8/+3|
+5|
+5|
+5|Mutations
17th|
+8/+3|
+5|
+5|
+5|Mutations
18th|
+9/+4|
+6|
+6|
+6|Mutations, Teratomorph (Feral, Spellwarped)
19th|
+9/+4|
+6|
+6|
+6|Mutations, Dual Teratomorphism
20th|
+10/+5|
+6|
+6|
+6|Mutations, Mutant Perfection[/table]

Class Features:

Weapon and Armor Proficiency: Evolutionists are proficient with simple weapons, light armor and shields (except tower shields), as well as any natural weapons they acquire with their mutations.

Mutations: At each level, the evolutionist gains a number of mutations, which can be chosen from the list bellow. The same mutation can be taken more than once if the evolutionist wishes, up to the limits set in the mutation, if any. The same mutation can be taken more often than once each level, unless otherwise noted, but the evolutionist cannot have more instances of the same mutation than his mutator level.

Some mutations have a Mutator level prerequisite. The character’s Mutator level is equal to the sum of his levels in any class that grants mutations, racial hit dice, and racial paragon classes. Mutator level also determines the power of some mutations, and governs the save DC of others. The save DC for a mutation is (10+ half Mutator level + relevant ability score modifier).

At first level the evolutionist gains six mutations, at second level and each level thereafter, he receives four mutations.

Evolutionist Empathy: Evolutionists learn quickly how to deal with non-sentient beings. This ability works like the druid’s wild empathy, but it can be used on any animal, aberration, dragon or magic beast with an intelligence score of 1 or 2.

Improved Unarmed Strike: At first level, the evolutionist gains improved unarmed strike as a bonus feat.

Teratomorph (Su): At third level the evolutionist gains the ability to make drastic changes to his physiology following specific patterns that have been proved well adapted enough. Such drastic changes are taxing, however, and the evolutionist can only stay in such forms for up to ten minutes per level each day, this time needs not be continuous. Assuming or dismissing a template is a standard action that causes no attacks of opportunity, and the evolutionist can go from one template he knows to another with the same action.

At 3° level, the evolutionist can assume either the Reptilian (Savage Species) or Draconic (Draconomicon) templates. At 8° level he acquires the ability to become a winged or insectile creature (Savage Species). At 13° level he acquires the ability to assume aligned creature templates (Celestial, Fiendish, Axiomatic or Anarchic, Monster Manual and Manual of the Planes) and Pseudonatural forms (Complete Arcane). And finally at 18° level he may become a Feral or Spellwarped creature (Savage Species and Monster Manual III).

When assuming the Feral template, the evolutionist’s total mutator level counts as his racial hit dice to determine the benefits of the template.

When assuming a template the evolutionist gains all ability score changes (physical and mental), special attacks, special qualities, bonus feats, skill bonuses, natural attacks, natural armor, size modifications and movement modes granted by the template. However, his type and hit dice don’t change (if the template would do so). If the template gives ability with a limited number of daily uses, the evolutionist is limited to that number of uses, no matter how many times he assumes the template on any given day.

Teratomorph counts as Wildshape to satisfy pre-requisites. However, it has no daily uses, and cannot be used to activate abilities that require the expenditure of daily uses of Wildshape.

Dual Teratomorphism: At 19° level, the evolutionist can use his Teratomorph ability to assume two different templates at once. Ability score changes provenient from multiple templates add up. The evolutionist cannot add the same template to himself twice.

Mutant Perfection: At 20° level, the evolutionist is much more than he was at the beginning of his career. The evolutionist can chose to change his creature kind to magical beast, dragon or aberration.
The evolutionist gains a +4 bonus on diplomacy and evolutionist empathy checks with creatures of the same creature kind he selects, and Darkvision to a range of 60 feet, or any existing darkvision has its range increased by 60 feet. The chosen creature kind also gives other benefits.

Aberration: The evolutionist gains darkvision with a range of 120 feet, or any existing darkvision has its range increased by 120 feet. The daily duration of his Teratomorph ability doubles and the save DC of all his supernatural attacks increase by 1. If the evolutionist has Psi-like abilities, his manifester level also increases to ¾ of his mutator level. The evolutionist also gains the Aberration Blood feat, and any two other aberrant feats for which he qualifies. If he already has the Aberration Blood Feat, he can take any other aberrant feat in its place.

Dragon: The evolutionist gains low-light vision and immunity to sleep and paralysis effects. Also, the damage of his breath weapon, if any, increases to ¾ of his mutator levels and the save DC for his supernatural attacks increases by 1. He gains Endurance and Diehard as bonus feats. If he already has one or both feats he may take any other feat he qualifies for as a bonus feat in its place.

Magical Beast: The evolutionist gains low-light vision, the caster level for his spell-like abilities increases to ¾ of his mutator level and the save DC of his extraordinaire special attacks increases by 1. He gains Multiattack and Track as bonus feats even if he doesn’t have the prerequisites. if he already has one or both feats he may take any other feat he qualifies for as a bonus feat in its place.

Draken
2009-05-22, 07:41 PM
Basic Mutations

Evolve Combat Prowess
Prerequisite: -
The Evolutionist’s base attack bonus increases by +1. The evolutionist’s base attack bonus can never exceed his hit dice, and it can never be greater than +20. This mutation can only be taken up to a number of times equal to half your mutator level (rounded up).

Evolve Learning
Prerequisite: -
The evolutionist gains 2 skill points.
The evolutionist can take this evolution up to twice each level (ignoring the normal mutator level limit). If he does so, he gains 6 skill points that level instead of 2.
Skill points gained by this mutation at first level are multiplied by four as normal.

Evolve Fortitude
Prerequisite: -
The evolutionist’s base fortitude save increases by +1.
This mutation can be taken up to six times.

Evolve Reflexes
Prerequisite: -
The evolutionist’s base reflex save increases by +1.
This mutation can be taken up to six times.

Evolve Will
Prerequisite: -
The evolutionist’s base will save increases by +1.
This mutation can be taken up to six times.

Evolve Resilience
Prerequisite: -
The evolutionist gains 2 hit points. If this mutation is taken by an evolutionist at character level 1, he gains 4 hit points instead.
This mutation can be taken up to a number of times equal to twice the evolutionist’s mutator level, an evolutionist who takes this mutation a second time at character level 1 gains only 2 additional hit points.

Evolve Speed
Prerequisite: -
The evolutionist’s base land speed increases by 5 feet.

Racial Feat
Prerequisite: See bellow.
Chose a feat you qualify for that has your base race as a prerequisite, you gain that feat as a bonus feat.

Natural Armor
Prerequisite: -
Your natural armor increases by +1. A character with no natural armor bonus is considered to have +0 natural armor.

Darkvision
Prerequisite: -
The evolutionist gains darkvision with a range of 30 feet, or increases the range of any existing darkvision by 10 feet.

Extra Arm
Prerequisite: Mutator level 3°.
The evolutionist gains one additional arm, in addition, his strength score increases by 1.
This mutation can only be taken twice, the evolutionist's mutator level is considered to be 2 levels lower for the purposes of how many times this mutation can be taken.
Taking this mutation at least once qualifies the character for the Multiweapon Fighting feat.

Powerful Musculature
Prerequisite: -
The evolutionist gains a +1 bonus on all strength checks and strength based skill checks, in addition, his strength score also increases by 1.
This mutation can only be taken twice.

Mighty Musculature
Prerequisite: Powerful Musculature x2, mutator level 3°.
The evolutionist's strength score increases by 1.
The second time this mutation is taken, the evolutionist gains Powerful Build.
This mutation can only be taken twice. The character's mutator level is considered to be two less than it is for the purpose of taking this mutation.

Nimble Form
Prerequisite: -
The evolutionist grows lithe and flexible. He gains a +1 bonus on all dexterity checks and dexterity based skill checks, in addition, his dexterity increases by 1.
This mutation can only be taken twice.

Great Agility
Prerequisite: Nimble Form x2, mutator level 3°.
The evolutionist's dexterity score increases by 1.
The second time this mutation is taken, the evolutionist gains Slight Build.
This mutation can only be taken twice. The character's mutator level is considered to be two less than it is for the purpose of taking this mutation.


Size Increase
Prerequisite: Mutator level 6°
The evolutionist increases one size category, his equipment’s size does not increase with him.
When you increase your size, you may chose to either become a tall or a long creature of the new size. A tall creature gains improved reach, while a long creature gains stability and improved cargo capacity (see the DMG and MM for more info). The evolutionist gains +2 to his strength score and -2 to his dexterity score. This mutation does not change the evolutionist's constitution or natural armor. The change in size may affect his space and reach according to his new size, and he gains a size modifier to attacks, armor class, grapple checks and hide checks according to his new size.
This mutation can only be taken once.

Size Decrease
Prerequisite: mutator level 6°.
The evolutionist decreases one size category. His equipment’s size does not decrease with him.
The evolutionist gains -2 to his strength score and +2 to his dexterity score. This mutation does not change the evolutionist's constitution or natural armor. The change in size may affect his space and reach according to his new size, and he gains a size modifier to attacks, armor class, grapple checks and hide checks according to his new size.
This mutation can only be taken once.

Chromatic Skin
Prerequisite: -
The evolutionist’s skin adapts to the ambient and to his mood as he wills it to. He gains a +4 bonus on hide checks and a +2 on intimidate checks.
This mutation can be only be taken twice.

Fins
Prerequisite: -
The evolutionist gains fins and webbings in his fingers, making it easier to swim. He gains a +4 bonus on swim checks.
The second time he takes this mutation, he also gains a swim speed equal to his base land speed.
This mutation can only be taken twice.

Adherent hands
Prerequisite: -
The evolutionist’s hands and feet acquire the ability to stick to solid surfaces. He gains a +4 bonus on climb checks and a +1 bonus on grapple checks and attack rolls to resist being disarmed.
The second time this mutation is taken, the evolutionist also gains a climb speed equal to half of his base land speed (rounded down to the closest 5 foot increment).
This mutation can only be taken twice.

Vestigial Wings
Prerequisite: -
The evolutionist grows small wings on his back, these give extra impulse and, in spite of not giving any actual flight, can help aerial movement gained from other sources. The evolutionist gains a +4 bonus on jump checks and increases any flight speed he gains by 5 feet.
The second time this mutation is taken the evolutionist also improves the maneuverability of any flight speed he gains by one step (up to perfect maneuverability) and can reduce any fall damage he takes by half as long as he is conscious.
This evolution can only be taken twice.

Spell resistance (Ex)
Prerequisite: -
The evolutionist gains Spell Resistance 5 + his evolutionist class level. Each time this mutation is taken after the first, the spell resistance increases by +2. This mutation can only be taken a number of times equal to half your mutator level.

Blindsense (Ex)
Prerequisite: -
The evolutionist gains Blindsense with a range of 10 feet, or increases the range of an existing Blindsense by 5 feet.

Damage Reduction (Ex)
Prerequisite: Mutator level 2°
The evolutionist gain damage reduction 2/magic. Also, whenever he takes this ability he can chose to either increase an existing damage reduction by +2 or to add one of the following needs to overcome his damage reduction:

{table=head]Need|Examples|Requisites

Special Material|Adamantine, Cold Iron, etc|None

Alignment|Good, Evil, etc|Opposite alignment

Epic|+6 enhancement or better|Character level 21[/table]
Only one special material can be chosen at a time, if he takes a new material for his damage reduction, it overrides the old one. It is possible to have more than one alignment need but a weapon needs only have one such alignment to bypass the damage reduction, not both. Alternatively it is possible to take DR 1/- every time this mutation is taken. Either way, the evolutionist can only take this mutation a number of times equal to half his mutator level.

Fast Healing (Ex)
Prerequisite: Mutator level 4°
You gain Fast Healing 1 or increase an existing fast healing by 1.
You can only take this mutation once for every four evolutionist levels.

Natural Weapons
Prerequisite: -
The evolutionist gains a natural attack of his choice from the following list. The damage given is for a medium creature. If the evolutionist takes this mutation again, he can chose a new natural weapon (or the same again, see bellow), or he can increase the damage of an existing one.
{table=head]Weapon|Damage dice|Damage type

Bite|1d6|Slashing, Piercing and Bludgeoning

Claw x2|1d4|Slashing and Piercing

Gore*|1d4|Piercing

Tentacle x2**|1d3|Any one

Tail|1d6|Bludgeoning

Slam x2|1d4|Bludgeoning

Pincer x2***|1d6|Slashing[/table]
* A gore attack deals double damage when used on a charge.
** Tentacles have a reach 5 ft. longer than the base creature’s normal.
***Pincers cannot effectively wield weapons or shields or perform tasks usually associated with hands.

The evolutionist gains the described number of attacks, even if he would be eligible for more, somehow (more than one head for bite or gore, more than one pair of arms for claws or slam). The evolutionist is limited to one bite, one pair of claws or slams, one gore attack, two tails and two pairs of tentacles. Extra arms or heads allow for additional of the fitting attacks (gore and bite for heads, claws, slams and pincers for arms).
If the evolutionist already has any of the given natural attacks and is not eligible for more (even if they result from this mutation as well), taking this mutation for that weapon increases its damage dice by one step. When increasing the damage dice of a kind of weapon, the evolutionist improves all natural weapons of that kind he has or acquires in the future.

Natural attacks gained by the Teratomorph ability cannot be improved.

Extended Reach
Prerequisite: Any natural weapon.
The evolutionist chooses one of his existing natural weapons, the reach of that natural weapon increases by 5 feet.
If the chosen natural attack can be used to wield manufactured weapons (most claws and slam attacks), these too benefit from the improved reach.
The improved reach from this mutation is applied after the base reach of the weapon is determined, considering the evolutionist's size.

Rake (Ex)
Prerequisite: Claw attacks.
The evolutionist gains two rake attacks, which deal the same damage as his claw attack.
Like natural weapons, this mutation is limited by the evolutionist’s physical form, the max number of Rake attacks an evolutionist can have is equal to the number of legs he has, meaning this mutation can give a smaller number of rakes for an evolutionist with an uneven number of legs.
The attacks gained through this mutation are considered natural weapons.

Rend (Ex)
Prerequisite: A pair of claws.
When the evolutionist hits an opponent with both of the chosen claw attack he latches to the opponent and rends his flesh, automatically dealing twice his claw + two times his strength modifier damage. This mutation can be taken once for each pair of claws or rakes the evolutionist has. It triggers separately whenever the character hits with two such attacks on a round.

Improved Grab (Ex)
Prerequisite: -
The evolutionist selects a natural weapon he has. Whenever the evolutionist hits a creature at least one size category smaller than him, he can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

The evolutionist has the option to conduct the grapple normally, or simply use the part of his body he used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks and may not used that natural weapon to attack, but is not considered grappled himself; the evolutionist does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.

Constrict (Ex)
Prerequisite: Improved Grab; see bellow.
The evolutionist chooses a natural weapon he has Improved Grab with. Whenever he makes a successful grapple check against an opponent with that natural weapon, he automatically deals bludgeoning damage equal to the chosen natural weapon's damage, this is in addition to that weapon's damage.

Alternatively, the evolutionist can choose this mutation to constrict whenever he makes a successful grapple check, in this case he deals 1d4 + [1,5x his strength modifier] damage with each successful grapple check. This option doesn't require the evolutionist to select a natural weapon, nor does it require him to have Improved Grab.

This mutation can be taken more than once, each time it is taken, the evolutionist can choose a new natural weapon (or the second variation of the ability), or he can increase the damage dice of the second variation of this ability.

Quills (Ex)
Prerequisite: -
The evolutionist grows long quills over his body. When a creature attacks the evolutionist with a natural or handheld weapon, or makes a touch attack (even with a beneficial spell), 1d4 quills automatically strike it, dealing 1d4 piercing damage each. Also, any creature that suffers this damage must make a reflex save, or the quill breaks in lodges in her flesh. A lodged quill imposes a -1 penalty on attacks, saves and skills, these penalties stack. Removing the quill requires a DC 14 Heal check and doing so deals another 1d4 damage. The save DC for this mutation is based on dexterity.
The evolutionist can strike with a number of quills each day equal to twice her class level. Once per round, as a free action, the evolutionist can chose to expose or retract her quills (creatures touching or attacking the evolutionist while the quills are retracted don’t have to worry about them).
Each time this mutation is taken after the first, the damage of the quills increases by one point, the DC for the heal check increases by +3 and the evolutionist gain extra quills per day equal to half his class level.
The quills gained through this mutation are considered natural weapons.

Poison (Ex)
Prerequisite: Any natural weapon or acid based attack.
When taking this mutation, the evolutionist must select a slashing or piercing natural weapon he possesses. That attack transmits a poison that deals 1d4 damage to one ability score (chosen at the time the mutation is taken). If the poison deals Con damage, it deals 1d3 ability damage instead of 1d4. The poison can never take the constitution score bellow 1. But it can take other ability scores to 0.
Like any poison, this mutation allows a fortitude save. The save DC is based on constitution.
This mutation can be taken more than once. Each time it is selected, the evolutionist can select a new natural weapon to be poisonous (the new poisonous attack doesn’t have to deal the same kind of ability damage), he can choose to increase the damage dice of an existing poison by one step, or he can chose to add a second form of ability damage to an existing poisonous attack.
The poison becomes inert after one minute of exposure to the air. The evolutionist is immune to his own poison.


Energy Resistance (Ex)
Prerequisite: -
The evolutionist gains resistance 5 + half his evolutionist level against a single kind of energy of his choice (fire, acid, cold, electricity or sonic). Each time this mutation is taken the evolutionist can take a new resistance or increase an existing one by 3 points.

Elemental Attack (Su)
Prerequisite: Energy Resistance, any natural weapon.
The evolutionist chooses a natural weapon he posesses. That attack now deals an additional 1d4 energy damage of one kind he has resistance to (see above). If this mutation is taken again, he can choose a new natural attack to add elemental attack to, or increase the damage die of an existing elemental attack by one step. You may add more elemental attacks to a natural weapon that already holds one or more, as long as each elemental attack deals a different kind of damage.

Elemental Nimbus (Su)
Prerequisite: Energy Resistance
Choose a kind of energy you have resistance to. As a standard action the evolutionist may cause a nimbus of that energy to flare around his body, dealing 1d6 damage to any creature adjacent to him for every four Mutator levels. A creature that strikes the evolutionist with a natural attack or a melee weapon also takes damage from the elemental nimbus. In either case, a reflex save reduces the damage to half. The save DC is based on constitution.
The evolutionist can take this mutation more than once, each time he does so, he may take a new energy nimbus. Only one Elemental Nimbus can be active at any given time, the elemental nimbus remains active as long as the evolutionist is conscious, or until deactivated (a free action).
The evolutionist does not suffer damage from his elemental nimbus.

Elemental Aura (Su)
Prerequisite: Elemental Nimbus, Mutator level 4.
The evolutionist chooses a kind of energy for which he has Elemental Nimbus. He can project an aura with a radius of 20 feet that deals 1 point of that elemental damage for every four Mutator levels. Activating or deactivating this aura is a swift action, a character cannot have more than one elemental aura active at any given time.
This mutation can be taken more than once, but no more than once for every three mutator levels for each different elemental damage. Each time it is taken after the first increases the damage dealt by 1.

Elemental Lance (Ex or Su)
Prerequisite: Energy Resistance
The evolutionist gains the ability to use a ranged attack that deals energy damage to a single target within 5 feet per class level as a ranged touch attack. The elemental lance deals 1d8 damage/ two class levels of any one form of energy the evolutionist is resistant to, chosen at the time this mutation is taken.
This mutation can be taken more than once, selecting a new lance with a different kind of energy damage each time or increasing the range of an existing energy jet to 10 feet per class level (only one time) or allowing it to be used every round. Whenever this mutation is taken, the evolutionist chooses if it is extraordinaire or supernatural. Supernatural attacks cannot be used inside antimagic fields and similar effects, but they are considered magical and have a 50% chance of affecting incorporeal targets. Extraordinaire attacks can be used within antimagic fields and similar effects, but are considered mundane and cannot damage incorporeal creatures. It is possible to have a supernatural and an extraordinaire version of the same elemental lance.
Elemental Lance can be used at will, but no more than once every two rounds. The downtime for multiple lances is not shared.

Breath Weapon (Su)
Prerequisite: Energy Resistance or Immunity.
The evolutionist gains a breath weapon that deals 1d6 energy damage per four mutator levels (rounded down, minimum one), a reflex save can reduce the damage by half and the save’s DC is based on constitution. The breath weapon must deal damage of the same kind as one energy resistance or immunity the evolutionist has, chosen at the time this mutation is taken. The breath weapon can be either a line of 5 ft. per two mutator levels or a cone of 5 feet per three mutator levels (rounded down, minimum 5 feet).
Each time this mutation is taken the evolutionist can chose to increase the damage it deals by ¼ of his mutator level (rounded down), to increase the range to 5 feet per mutator level (line) or 5 feet times 2/3 his mutator level (cone), or to take a new kind of breath weapon. The maximum number of dice of damage this mutation can deal is equal to the evolutionist’s mutator level.
Breath Weapon can be used at will, but no more than once every five rounds. This cooldown is not shared between different breath weapons.


Web (Ex)
Prerequisite: -
This mutation allows the evolutionist to throw webs a number of times per day equal to 3+ his constitution modifier. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the evolutionist. The web anchors the target in place, allowing no movement.

An entangled creature can escape the web by succeeding on a Escape Artist check with the same DC as the normal save for mutations (This save is based on constitution) or burst the web with a Strength check against the same DC +4. The web has 6 hit points, hardness 5, and takes double damage from fire.

The evolutionist can also create sheets of sticky webbing. They can position these to snare flying creatures or try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 5, and takes double damage from fire. Used this way, the web can cover a radius of 5 feet for every three class levels.

The evolutionist can move across his own sheet of web as if it had a climb speed of 20 feet and can determine the exact location of any creature touching the web.

After 24 hours, any existing web hardens and loses its stickiness, the hardened web becomes brittle, which reduces the difficulty of escaping the web with an escape artist check or bursting the web with a strength check to 10.

This mutation can be taken more than once, giving 3 extra uses of the web each time and increasing its DC by 1.

Frightful Presence (Ex)
Prerequisite: Mutator level 4°.
The evolutionist develops an unsettling presence. Whenever he performs a dramatic action, such as a charge or an attack, all opponents in a 30 feet radius must make a will save or be frightened for 1d6 rounds. This ability only affects creatures with a CR equal or lower than the evolutionist’s character level. Once a creature has successfully saved against this ability, it becomes immune to it for 24 hours.
This mutation’s save DC is based on charisma.
Taking this mutation further can be used to either increase the radius by 15 feet or to increase the duration by 1d6 rounds. This ability has a max radius of 60 feet.
This mutation can only be taken a number of times equal to half the evolutionist’s mutator level.

Spell-like Abilities (Sp)
Prerequisite: -
The evolutionist gains the ability to cast a spell as an innate power. This mutation follows all the normal rules for spell-like abilities, with the following exceptions. Spells that cost experience points keep that cost, spells that have a material component more expensive than 1 gold cost an amount of experience points equal to the cost of the component divided by five (minimum 1). The evolutionist’s caster level for his spell-like abilities is equal to half his mutator level.
The save DC for an evolutionist’s spell-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a spell-like ability.
Each time the evolutionist takes this mutation, he can choose any spell of the wizard/sorcerer or druid spell lists (if a spell is present on more than one list, it is taken as the arcane version). He can use the selected spell-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn spell-like abilities of any given level.

{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th

1st|3

2nd|3

3rd|3|1

4th|3|1

5th|4|1|1

6th|4|1|1

7th|4|2|1

8th|4|2|1|1

9th|5|2|2|1

10th|5|2|2|1|1

11th|5|3|2|1|1

12th|5|3|2|2|1|1

13th|6|3|3|2|1|1

14th|6|3|3|2|2|1|1

15th|6|4|3|3|2|2|1|1

16th|6|4|3|3|2|2|1|1

17th|At will|4|4|3|3|2|2|1

18th|At will|4|4|3|3|2|2|1

19th|At will|5|4|3|3|2|2|1

20th|At will|5|4|4|3|3|2|2[/table]

Each time this mutation is taken after the first, the evolutionist choses a new spell-like ability. Upon taking this evolution, he adds Knowledge (Arcana) and Spellcraft to his list of class skills.
This mutation can only be taken once per level.
Special: This same table can be used for the acquisition of Psi-like abilities out of the Psion’s power list (Ignoring the 0° level line). An evolutionist who takes Psi-like abilities gains the psionic subtype and adds Knowledge (Psionics) and Psicraft to his list of class skills. A psionic evolutionist can use his power points to augment his psi-like abilities, which, unlike normal psi-like abilities, are not automatically augmented. Each time a psi-like ability is taken the evolutionist adds 3 power points to his reserve. The save DC for psi-like abilities is based on charisma.
An evolutionist with psi-like abilities gains no bonus power points.

Draken
2009-05-22, 07:42 PM
Mutator Feats

All Mutator feats have a mutator level prerequisite.

Ghastly Form [Mutator]
You can evolve in ways that mimic the undead.
Prerequisite: Mutator level 1.
Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

Botanist [Mutator]
Your evolutions cause you to become more like plants and plant creatures.
Prerequisite: Mutator level 1.
Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

Ley Attunement [Mutator]
Your innate magic is bolstered by a natural link to ambient magical energies.
Prerequisite: Mutator level 1.
Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

Mind’s Eye [Mutator]
Your psionic potential is particularly acute.
Prerequisite: Mutator level 1.
Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

Devolutionist [Mutator]
By weakening yourself in some aspects, you muster the energy to further improve other areas.
Prerequisite: Mutator level 1.
Benefit: You can take one Devolution each level, if you do so, you gain one extra mutation on that level. In addition, upon taking this feat you gain one extra mutation.

Heavenly Form [Mutator]
You can shift into the form of a heavenly being.
Prerequisites: Good Alignment, ability to assume aligned templates with the Teratomorph ability.
Benefit: You can use your Teratomorph ability to assume the Half-celestial template.
Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-celestial template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

Infernal Form [Mutator]
You can shift into the form of an infernal being.
Prerequisites: Evil Alignment, ability to assume aligned templates with the Teratomorph ability.
Benefit: You can use your Teratomorph ability to assume the Half-fiend template.
Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-fiend template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

Form of Madness [Mutator]
You can shift into the form of a being of insanity.
Prerequisites: Ability to assume the Pseudonatural template with the Teratomorph ability.
Benefit: You can use your Teratomorph ability to assume the Half-Farspawn template.
Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-farspawn template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

Subsume Monstrous Likeness
You assume one of the templates you can turn into with Teratomorph as part of your true being.
Prerequisites: Teratomorph ability.
Benefit: Choose one template you have avaiable from Teratomorph. You may keep that template active without spending any time from your daily duration of the teratomorph ability.
Special: You can take this feat multiple times, its effects do not stack. Each time it is taken a different template avaiable from the Teratomorph ability must be chosen.

Draken
2009-05-22, 07:43 PM
Devolution List

These mutations are only avaiable to evolutionists who took the Devolutionist feat.

Battle Ineptitude
Prerequisite: Base Attack Bonus +1
Your base attack bonus is reduced by 1.

Feeble Resilience
Prerequisite: -
Your body grows frail, reducing your hit points by 2.

Hindered Learning
Prerequisite: -
Your skill point gain in this level is reduced by 2. This deduction can bring your gain to zero, but can’t cause you to receive negative skill points.

Hindered Reflexes
Prerequisites: Base Reflex Save +1
Your base reflex save is reduced by 1.

Weak Will
Prerequisites: Base Will save +1
Your base will save is reduced by 1.

Weak Fortitude
Prerequisites: Base Fortitude Save +1
Your base fortitude save is reduced by 1.

Spell Vulnerability
Prerequisites: Spell Resistance
Your spell resistance decreases by 3.

Weak Magic
Prerequisites: Caster level 1, any spellcasting or spell-like abilities.
Your caster level for all spells and spell-like abilities, current and future, decreases by 1.

Weak Mind
Prerequisite: Manifester level 1, any manifesting or psi-like ability.
Your manifester level for all manifesting classes and psi-like abilities, current and future, is reduced by 1.

Solar Dependency (Ex)
Prerequisite: Leaves (See botanist list)
You require constant sunlight to function properly. As long as you are not under heavy sunlight you can only perform a move action or a standard action each round, not both. If you are suddenly cut short from your supply of light, you must make a fortitude save (DC 25) or be dazed for 1d4 rounds.
If you take this devolution a second time, you require even more sunlight to function properly. You can only properly function while under the effect of both natural sunlight and the Daylight spell or better, if either is missing, you function as above, if both are missing, you are considered slowed, as the spell, and fatigued. The DC for the fortitude save due to abrupt loss of light increases to 30, and this save must be made any moment you lose access to either source. If you miss both sources, you automatically fail the save.

Botanist Evolution List

These special mutations are only avaiable to evolutionists of the Plant type or who took the Botanist feat.

Bark
Prerequisite: -
The evolutionist’s skin hardens into a form of wooden material. His natural armor increases by +1. A character with no natural armor bonus is considered to have +0 natural armor. In addition, he gains 5% fortification. This fortification stacks with itself, but not with other sources of fortification.

Sap (Ex)
Prerequisite: -
The evolutionist’s blood becomes sap, flowing more slowly through his body. He takes only half the damage from wounding effects and other forms of ongoing damage. In addition, he gains a +2 bonus on saves against poison, and when subject to poison that deals constitution damage, he only takes half such damage.
If the evolutionist takes this mutation a second time, he gains immunity to wounding effects and other forms of ongoing damage, and also gains immunity to constitution damage from poisons.
This mutation can only be taken twice.

Leaves (Ex)
Prerequisite: -
The evolutionist spouts leaves. Gaining a +2 bonus on hide checks in areas with vegetation.
In addition, the leaves allow the evolutionist to perform photosynthesis, halving the amount of food that he must eat daily, as long as he receives at least two hours of natural sunlight. If this mutation is taken a second time, the evolutionist no longer needs to eat, as long as he receives two hours of natural sunlight on that day.
This mutation can only be taken twice.

Solar Power (Ex)
Prerequisite: Leaves, mutator level 4°.
As long as the evolutionist is under heavy sunlight (such as natural sunlight or that caused by the daylight spell), he can take a move action to gain a +1 Alchemical bonus to Strength and Dexterity for a number of rounds equal to his constitution modifier (minimum 1 round), or as long as the sunlight remains in effect, whichever comes first.
Each time this mutation is taken after the first, the alchemical bonus increases by 1, and the duration increases by 1 round for every two instances of this mutation the evolutionist has. This mutation can only be taken a number of times equal to half the character’s mutator level.

Sunbeam (Su)
Prerequisite: Mutator level 2°.
The evolutionist can fire a beam of concentrated, dazzling light as a full round action. This attack deals 1d6 damage per two mutator levels to a single target within 60 feet, with no range increment. This requires a ranged touch attack to hit. In addition, a creature targeted by this effect must make a fortitude save or be blinded for 1 round.
If a creature particularly susceptible to sunlight (such as a vampire or bodak) is targeted by this effect, it suffers 1d6 damage per mutator level instead, and is blinded for 1d4+1 rounds in a failed save.
Furthermore, ff this ability is used while under the effect of Solar Power, it takes only a standard action to activate.
Each time this mutation is taken after the first, its maximum range increases by 10 feet. The save DC against the blindness increases by 1 for every two instances of this mutation the evolutionist has. Lastly, if the evolutionist takes this mutation at least five times, the blindness caused becomes permanent, and creatures susceptible to sunlight are instantly destroyed on a failed fortitude save.

Ley Attuned Mutation List

These mutations are avaiable to evolutionists who took the Ley Attunement feat.


Mana Crystallization (Su)
Prerequisite: Spell Resistance, Mutator level 3
Crystalline ridges grow over your skin, draining magic from the ambient to empower yourself. Whenever a spell fails to overcome your spell resistance, you gain temporary hit points equal to the level of the spell.
Each time you take this mutation after the first, the number of temporary hit points gained from each negated spell is multiplied by two, following the usual rules for multiple multiplications. You can only take this mutation once for every three mutator levels.
Temporary hit points gained through this mutation last for one hour or until lost and do not stack, only the highest value applies, you can absorb energy from your own spell-like abilities in this fashion.

Innate Spellpower
Prerequisite: Spell-like abilities.
The caster level for the evolutionist’s spell-like abilities increases by 2, up to his mutator level.

Eldritch Gaze (Sl)
Prerequisite: Mutator level 2
The eyes of the evolutionist are infused with mana, allowing him to see the thin auras of magic that surround things. He gains a +2 bonus on Knowledge (Arcane) and Spellcraft checks.
If the evolutionist takes this mutation twice, he gains Detect Magic as a spell-like ability usable at will, with caster level equal to his mutator level. If he takes this mutation three times, he can concentrate on the spell-like ability as a move action, instead of as a standard action. This mutation can be taken up to four times.

Bolstered Mana Capacity
Prerequisite: Any spell-like ability of the ability to cast spells.
The evolutionist gains one additional spell slot of a level of his choice, but lower than his maximum avaiable spell level. Alternatively he may gain an additional daily use of one chosen spell-like ability. If the spell-like ability in question would then be useable seven times per day or more, it becomes useable at-will. Unlike other mutations, this mutation can be taken no more than once per level.
This mutation can be taken for spell-like abilities that have been gained through means other than mutations, but it cannot be applied to spell-like abilities whose limit of use is measured in a manner different than days (rounds, hours, weeks, months, years, etc).

Greater Spell-like Abilities (Sp)
Prerequisite: -
The evolutionist gains the ability to cast a spell as an innate power. This mutation follows all the normal rules for spell-like abilities, with the following exceptions. Spells that cost experience points keep that cost, spells that have a material component more expensive than 1 gold cost an amount of experience points equal to the cost of the component divided by five (minimum 1). The evolutionist’s caster level for his spell-like abilities is equal to half his mutator level.
The save DC for an evolutionist’s spell-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a spell-like ability.
Each time the evolutionist takes this mutation, he can choose any spell of the wizard/sorcerer or druid spell lists (if a spell is present on more than one list, it is taken as the arcane version). He can use the selected spell-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn spell-like abilities of any given level.


{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
1°|3|-|-|-|-|-|-|-|-
2°|3|1|-|-|-|-|-|-|-
3°|3|1|-|-|-|-|-|-|-
4°|3|1|1|-|-|-|-|-|-
5°|4|1|1|-|-|-|-|-|-
6°|4|2|1|1|-|-|-|-|-
7°|4|2|1|1|-|-|-|-|-
8°|4|2|2|1|1|-|-|-|-
9°|5|2|2|1|1|-|-|-|-
10°|5|3|2|2|1|1|-|-|-
11°|5|3|2|2|1|1|-|-|-
12°|5|3|3|2|2|1|1|-|-
13°|6|3|3|2|2|1|1|-|-
14°|6|4|3|3|2|2|1|1|-
15°|6|4|3|3|2|2|1|1|-
16°|6|4|4|3|3|2|2|1|1
17°|At will|4|4|3|3|2|2|1|1
18°|At will|5|4|4|3|3|2|2|1
19°|At will|5|4|4|3|3|2|2|1
20°|At will|5|5|4|4|3|3|2|2[/table]

The evolutionist can take this mutation more than once, selecting a different spell-like ability each time. Upon taking this evolution, he adds Knowledge (Arcana) and Spellcraft to his list of class skills.
This mutation can only be taken once per character level.


Psionic Evolution List

These mutations are avaiable to evolutionists who took the Mind’s Eye feat.

Third Eye (Pl)
Prerequisite: Mutator level 2
A third eye capable of detecting ambient psychic energy opens on the evolutionist’s forehead. This third eye gives him a +2 bonus on Knowledge (Psionics) and Psicraft checks.
If this mutation is taken twice, the evolutionist gain Detect Psionics as a psi-like ability usable at will, with manifester level equal to his mutator level. If he takes this mutation three times, he can concentrate on the psi-like ability as a move action, instead of as a standard action. This mutation can be taken up to four times.

Enhanced Psionic Capacity
Prerequisite: Any psi-like ability or the baility to manifest powers.
The evolutionist gains power points equal to his mutator level. These power points are recalculated whenever his mutator level changes.
Alternatively, the evolutionist may gain one additional use of a single psi-like ability he owns. If the psi-like ability in question would then be useable seven times per day or more, it becomes useable at-will. Unlike other mutations, this mutation can be taken no more than once per level.
This mutation can be applied to psi-like abilities that have been gained through means other than mutations, but it cannot be applied to psi-like abilities whose limit of use is measured in a manner different than days (rounds, hours, weeks, months, years, etc).


Enhanced Psionic Power
Prerequisite: Any Psi-like ability.
The manifester level for the evolutionist’s psi-like abilities increases by 2, up to his mutator level.

Greater Psi-like Abilities (Sp)
Prerequisite: -
The evolutionist gains the ability to manifest a power as an innate ability. This mutation follows all the normal rules for psi-like abilities, with the exception that the powers are not automatically augmented, but can be augmented normally with power points. The evolutionist’s manifester level for his psi-like abilities is equal to half his mutator level.
The save DC for an evolutionist’s psi-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a psi-like ability.
Each time the evolutionist takes this mutation, he can choose any power of the psion/wilder and from the disciplines of psychometabolism, psychoportation and telepathy. He can use the selected psi-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn psi-like abilities of any given level.


{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th
1°|3|-|-|-|-|-|-|-
2°|3|-|-|-|-|-|-|-
3°|3|2|-|-|-|-|-|-
4°|3|2|-|-|-|-|-|-
5°|4|2|2|-|-|-|-|-
6°|4|2|2|-|-|-|-|-
7°|4|3|2|-|-|-|-|-
8°|4|3|2|2|-|-|-|-
9°|5|3|3|2|-|-|-|-
10°|5|3|3|2|2|-|-|-
11°|5|4|3|2|2|-|-|-
12°|5|4|3|3|2|2|-|-
13°|6|4|4|3|2|2|-|-
14°|6|4|4|3|3|2|2|-
15°|6|5|4|3|3|2|2|-
16°|6|5|4|4|3|3|2|2
17°|At will|5|5|4|3|3|2|2
18°|At will|5|5|4|4|3|3|2
19°|At will|6|5|4|4|3|3|2
20°|At will|6|5|5|4|4|3|3[/table]

The evolutionist can take this mutation more than once, selecting a different spell-like ability each time. Upon taking this evolution, he adds Knowledge (Arcana) and Spellcraft to his list of class skills.
This mutation can only be taken once per character level.

Telepathy (Su)
Prerequisite: -
The evolutionist gains telepathy out to a range of 20 feet. Each time this mutation is taken after the first its radius is increased by 10 feet.

Ghastly Evolution List

These mutations are avaiable to evolutionists of the undead type or who took the Ghastly Form feat.

Zombie Might (Ex)
Prerequisite: -
The evolutionist can, as a free action, increase his strength by 2, while reducing his dexterity by 2. This effect lasts for one round.
Each time this mutation is taken after the first, the strength gained through it increases by 2, while the dexterity lost increases by 1 (to a maximum of +6 strength and -4 dexterity).
This mutation can be taken up to three times.

Unholy Grace (Su)
Prerequisite: Mutator level 2°.
The evolutionist may add his charisma modifier to one of his saves, chosen when this mutation is taken.
This mutation can be taken up to three times, its effects don’t stack. Each time it is taken it applies to a different save.

Unholy Toughness (Ex)
Prerequisite: -
The evolutionist can use his charisma instead of constitution to calculate his hit points.
Each time this mutation is taken beyond the first, the evolutionist gains 3 extra hit points.

Create Spawn (Su)
Prerequisite: Any natural attack.
Whenever the evolutionist kills a living creature with the chosen natural attack, it automatically becomes a zombie under his control. The character can control a number of HD of spawn at any one moment equal to his mutator level. If he creates any further spawn, he may chose which ones to release from control.
Each time this mutation is taken after the first, the evolutionist can select a new tatural weapon to add the ability to create spawn, and the number of spawn that can be controlled is doubled.

Positive Energy Resistance (Ex)
Prerequisite: -
The evolutionist gains resistance 5 + half his evolutionist level against positive energy, this resistance applies either if the positive energy effect would heal or damage the evolutionist. Each time this mutation is taken the resistance increases by 3 points.

Negaton Shield (Ex)
Prerequisite: -
The evolutionist gains resistance 5 + half his evolutionist level against negative energy, if the negative energy effect would heal the evolutionist, instead of damaging him, this mutation instead increases the healing received by a value equal to the resistance. Each time this mutation is taken the resistance increases by 3 points.

Negaton Touch (Su)
Prerequisite: Negaton Shield.
The evolutionist’s touch infuses the target with negative energy, which deals 1d6 + half of his mutator level negative energy damage. This negative energy heals undead creatures. This touch attack can be used one per round.
If the evolutionist owns any natural attacks, he may chose to deal the damage of negaton touch whenever he successfully strikes a creature with one.
Each time this mutation is taken after the first, the damage dice it deals increases by one step.

Energy Drain (Su)
Prerequisite: Mutator level 6°, any natural weapon, Negaton Touch.
The evolutionist chooses one natural weapon he owns. Once a round, when he successfully damages a creature with that natural weapon, he can give it a negative level. For each negative level successfully delivered, the evolutionist gains 5 temporary hit points. The evolutionist can deliver a number of negative levels each day equal to half his mutator level.
Each time this mutation is taken, the evolutionist can chose to either be able to apply negative levels with another natural weapon he owns, or to be able to apply another negative level each round with a natural weapon he has. In addition, each time this mutation is taken after the first, the evolutionist may apply one additional negative level each day.

Conspurcation (Su)
Prerequisite: Negaton Shield, Mutator level 3°.
The evolutionist is constantly surrounded by the effect of a Desecrate spell, but with a radius of only ten feet, as cast by a cleric with caster level equal to his mutator level. This effect can be activated or deactivated as a free action once per round.
If this mutation is taken a second time, the evolutionist is considered a shrine to his own power, doubling the effect of the Desecrate.

Turn Resistance (Ex)
Prerequisite: -
The evolutionist gains +2 turn resistance.

Draken
2009-05-22, 07:44 PM
Master Evolutionist

- Ours is the power to master the limits of the flesh and of the soul.

[Descriptive text pending]

Prerequisites:
Skills: 5 ranks in any three skills, Survival 13 Ranks.
Feats: Any two mutator feats.
Special: Must have at least six special attacks or special qualities.

HD: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1°|+0|+0|+0|+0|Mutations, Master’s Evolution
2°|+1|+0|+0|+0|Mutations, Master’s Evolution
3°|+1|+1 |+1|+1|Mutations, Master’s Evolution
4°|+2|+1 |+1|+1|Mutations, Master’s Evolution
5°|+2|+1|+1|+1|Mutations, Master’s Evolution[/table]
Class Skills (0 + int mod): Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Dungeoneering) (Int), (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str), plus any gained from evolutions.

Class Features
As a master evolutionist, you abdicate the power of Teratomorphism in order to perfect your own form, without taking that of something else.

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor or shields.

Mutations: At each Master Evolutionist level you gain four mutations.

Master Mutation: At each level, the Master Evolutionist can select a single Master Mutation of the following list. Unless otherwise stated, a Master’s evolution can only be taken once.

Wings: You gain fly speed equal to your land speed with average maneuverability.

Elemental Might: Choose one kind of energy (fire, cold, acid, electricity or sonic). Whenever you deal damage of that kind of energy, you deal an extra 1 point of damage per Master Evolutionist level per damage die. In addition, the save DC of any attacks you have that use that energy kind increases by two.
You can take this Master Mutation more than once; its effects do not stack. Each time you take it you have to choose a new energy kind.

Inner Magic: The caster level for your spell-like abilities increases by one. This Master Mutation can be taken more than once, its effects stack.

Powerful Mind: The manifester level for your psi-like abilities increases by one. This Master Mutation can be taken more than once, its effects stack.

Spell-like Ability Dominion: Chose a number of spell-like abilities you have equal to your intelligence modifier that are up to four levels lower than the max level of spell-like abilities you can take. These spell-like abilities can be used at will from now on. This Master Mutation can be taken more than once, its effects do not stack, each time you take it you apply it to a different set of spell-like abilities.

Psi-like Ability Dominion: Chose a number of psi-like abilities you have equal to your intelligence modifier that are up to four levels lower than the max level of psi-like abilities you can take. These psi-like abilities can be used at will from now on. This Master Mutation can be taken more than once, its effects do not stack, each time you take it you apply it to a different set of spell-like abilities.

Virulence: The damage of all your current and future poisons increases by one step and the save DC of your poisons increases by your Master Evolutionist level.

Form of Violence: The damage of all your current and future natural weapons increases by one step. In addition, your strength and constitution scores increase by half of your Master Evolutionist level (rounded down).

Massive Growth: The Master Evolutionist’s size increases by one step. When you increase your size, you may chose to either become a tall or a long creature of the new size. A tall creature gains improved reach, while a long creature gains stability and improved cargo capacity (see the size increase and size category tables in the monster manual).
Special: You can only select between becoming a tall or long creature once, upon changing your natural size for the first time.

Diminution: The master evolutionist’s size decreases by one step.

Regeneration: The master evolutionist gains the ability to regenerate lost body parts. Any lost member is fully regrown 10 minutes after being lost, or can be reattached instantly by pressing the lost part against the wound. The master evolutionist cannot regrow a lost head, and a headless body cannot act, but a bodiless head can perform any purely mental or vocal action. If the head is pressed against the wound again it will be reattached normally. After one minute has passed a lost part withers and dies, and cannot be reattached again.

Terrifying Presence: This Master Mutation can only be taken by a master evolutionist who has Frightful Presence (either by mutations or other means). The range of the frightful presence is doubled and the save DC is increased by the master evolutionist’s class level. In addition, creatures that succeed on their save are no longer immune to the Terrifying Presence for 24 hours.

Blindsight: This Master Mutation can only be taken by a master evolutionist who has Blindsense (either by mutations or other means). The master evolutionist gains Blindsight with a radius equal to half the radius of his blinsense.

Impenetrable Form: The master evolutionist’s natural armor increases by one for each class level. In addition, he adds his class level to the value of any damage reduction he owns, or gains damage reduction equal to his master evolutionist level if he has none (no attack can defeat this damage reduction).

Draken
2009-05-22, 08:42 PM
Sidebars, of a sort.

Mutator Levels and Multiclassing

As previously stated, a character's mutator level is equal to his total level in classes that grant mutations, plus his racial hit dice and levels of racial paragon classes. However, as an alternative rule, a DM can allow other classes to add to a characters mutator level. Here are a few suggestions:

Shapeshifting Classes: Classes that focus on altering the character's base form to gain benefits in battle fit the theme very well. Examples: Druid, Wildshape Ranger, Warshaper, Master of Many Forms, Bear Warrior, Master Transmogrifist, Fleshwarper, Abolisher.
Disclaimer: Since most Evolutions are Extraordinaire and Supernatural abilities that relyon the character's natural shape, changing said shape drastically will supress the mutations.

Dragon Shaman, Dragonfire Adept, Totemist: These classes are shaped around Dragons and Magical Beasts, respectivelly. Possibly the two main sources of mutation guidelines for evolutionists (along with aberrations).

Warlock, Bio-Mage (http://www.giantitp.com/forums/showthread.php?p=2487790#post2487790): The Warlock is based around fey magic and outsider magic. Neither of which are strong themes for the evolutionist (yet, lets see if I can cook some feats up). However, since these innate spellcasters gain their power from their blood, it fits the theme to a level. The Bio-Mage gains magic from his blood as well (rather, his life force, but Bio-Mages are almost a race unto themselves, instead of a class).

vasharanpaladin
2009-05-22, 08:45 PM
...WANT.

That is all.:smallamused:

Gorgondantess
2009-05-22, 08:50 PM
Ahhh, I like what I'm seeing so far. Keep up the good work.:smallsmile:

Draken
2009-05-22, 08:55 PM
Two posts already woo.

Anyway.

What changed isnce the last thread?

1 - Mutator level. A far, far better mechanic than relying on class levels. Specially on a base class.

2 - Organized mutations a bit better.

3 - New mutations. Always new mutations.

4 - Feats.

5 - Feat acessed mutation lists, with improved versions of some of the basic ones, in a few cases (Bark > Natural Armor, Negaton Touch > Elemental Attack, etc)

6 - Prestige class: The Master Evolutionist. For your hugest and finest needs.

7 - Added tiny lil' sidebar, also linked to Zeta-Kai's Bio-Mage, cool class, too suicidal for my tastes, but cool class.

Well, that is it for now. I will work on some more prestige classes. And start accepting mutation ideas. I ran out of them.

Trodon
2009-05-23, 12:10 AM
this is good but like i said in the last thread i only have 1 problem

Fast Healing (Ex)
Prerequisite: Mutator level 4°
You gain Fast Healing 1 or increase an existing fast healing by 1.
You can only take this mutation once for every four evolutionist levels.

5 points at level 20 that seems underpowered to me

Edit: oh and weapon and armor proficiencies

HeavySleeper
2009-05-23, 12:52 AM
This is great. :smallsmile:

No specific comments yet because there's a lot to read through, but I really like it. Flexible, functional...and just really cool all around.

EDIT: You seem to have Vestigial Wings entered twice under Basic Mutations.

Draken
2009-05-23, 09:24 AM
Thanks for the catches. Already edited those small issues.


this is good but like i said in the last thread i only have 1 problem

Fast Healing (Ex)
Prerequisite: Mutator level 4°
You gain Fast Healing 1 or increase an existing fast healing by 1.
You can only take this mutation once for every four evolutionist levels.

5 points at level 20 that seems underpowered to me

Now, do consider that the only other way of a character gaining continuous Fast healing in the game is persisting the Vigor line of spells. And that caps at Fast healing 4 (and is DMM Persist cheese). All other sources of fast healing in the game have a far more limited duration (Incandescent champion is the only other source of fast healing I recall at the moment, but it is a good example).

Plus. If you have this mutation maxed out and activate the Feral Template it becomes Fast healing 10. I had that in mind when I set that limit.

Krazddndfreek
2009-10-04, 09:03 PM
As soon as I saw this, one of the thoughts that came to mind was "Bioshock D20" :smalltongue:

And shouldn't there be a cap for extended reach? Or else you're going to have someone who's got 300ft arms and can take attacks of opportunity on everyone.:smalltongue:

Desmond Tiny
2009-10-04, 09:24 PM
This is my favorite class ever. I will play one next time I make a character. I loved the first one and this is even better. Also I dont think any other source grants continuous fast healing 5.

Gorgondantess
2009-10-04, 11:52 PM
And shouldn't there be a cap for extended reach? Or else you're going to have someone who's got 300ft arms and can take attacks of opportunity on everyone.:smalltongue:

Yeah, they'll also have an abysmally low attack roll and damage so it won't really matter.:smallamused:

Krazddndfreek
2009-10-06, 09:58 PM
ok, but consider it a little bit more realistically. someone could concievably have a character with reach as good as a collossal creature and have decent fighting capabilities. Not to mention if they get combat reflexes, or they're a duskblade multiclass. Actually, with it, they could get a longer range sneak attack with a melee weapon than ranged, and obviously many more of them because of flanks. I think that you should only be able to really get one increased reach, because of the sheer amount of battlefield control (not to mention unexplainable in terms of RP) this gives to a single player. The cleric and wizard could just use all their spells to buff him up, and the guy with long arms could kill anything before it even got close to the party.

Draken
2009-10-07, 09:13 AM
Woo. It lives. For the record, I am still working on stuff for this. Have a few more mutations made, a couple of feats and four prestige classes in the works.

On to business:

There is one other class that grants continuous fast healing Desmond, the Binder, with Buer bound (same maximum value too).

Krazd. There is a limit to the number of times a character can take any single mutation, that limit is the character's mutator level, so pre-epic this limit will be 20 times, or 100 extra feet of reach, if you devote nearly everything to said reach, on a single natural weapon (which can be four tentacles for a total reach of 110 feet, granted).

And, as far as I recall, nowhere does it say that increasing size doubles reach. But if that is indeed true, I will have to add a line saying that Extra Reach applies after base reach is determined, because 200 feet of reach is a bit too much.

Desmond Tiny
2009-10-07, 10:29 PM
Oh. well i don't have the book with binders in it( can't remember what its called). But it is still a great class for fast healing.

Meirnon
2009-10-07, 10:41 PM
Just make sure we know what you change... I've actually copied all of this down into a file on my computer so I can take it with me.

Like I said in the LoC OOC thread, I only suggest a Con req for Extra arms and a Level/Str req for Powerful Musculature.:smallbiggrin:

sonofzeal
2009-10-08, 08:42 PM
Massively massively OMGWTF exploitable for dipping. Srsly.


Monk sees this class. He tops up his BAB, grabs two extra arms, +2 Strength, and goes up a size category - then goes up another one since this boost stacks with other Size boosts. Alright fine, he's a monk, he deserves it.


TWF Halfling Rogue sees this class, takes two levels. He gains two arms (yay extra attacks), +2 Str, goes down a size category, and oh, let's say, boosts his BAB by +2 and grabs +1 dex.


Fighter sees this class, takes four levels. He gains +4 NA, SR 15, strength, extra attacks, a size category boost, +4 Str, +2 Dex, Fast Healing, and whatever other goodies he still has room for.

Jokasti
2009-10-08, 08:48 PM
Was this based on the Exalted Wyld Mutations?

Lord Mika
2009-10-08, 09:08 PM
where are the racial feats mentioned in the normal mutations list?

sonofzeal
2009-10-08, 09:09 PM
In more detail....

1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.

2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.

3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.

4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.


...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.

Lord Mika
2009-10-08, 09:14 PM
In more detail....

1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.

2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.

3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.

4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.


...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.

yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.

Tavar
2009-10-08, 09:26 PM
yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.

I wouldn't be so sure. Sure, you're spending 20 points to get that, but you get 84 mutations from the base class alone, plus more from Feats. And I wouldn't dismiss the natural attacks. Those can get nasty fast.

Draken
2009-10-08, 10:03 PM
Massively massively OMGWTF exploitable for dipping. Srsly.

Well, not really. Melee optimization already dips left and right, while a caster wouldn't tuch this with a ten foot pole. So I doubt it is truly 'exploitable' just good.


Monk sees this class. He tops up his BAB, grabs two extra arms, +2 Strength, and goes up a size category - then goes up another one since this boost stacks with other Size boosts. Alright fine, he's a monk, he deserves it.

By the time you took size increase you aren't a monk dipping evolutionist. You are an evolutionist dipping monk. :smalltongue:


TWF Halfling Rogue sees this class, takes two levels. He gains two arms (yay extra attacks), +2 Str, goes down a size category, and oh, let's say, boosts his BAB by +2 and grabs +1 dex.

Pff. 1 Dex. I would have gone with a pair of tentacles myself. Being tiny does a number to your normal reach.


Fighter sees this class, takes four levels. He gains +4 NA, SR 15, strength, extra attacks, a size category boost, +4 Str, +2 Dex, Fast Healing, and whatever other goodies he still has room for.

Size category boost requires six levels, or four levels and two racial hit dice. Fast Healing 1 is hardly the be-all end all of class features. The fact that four levels in this class are vastly superior to four levels of fighter says very little.


Was this based on the Exalted Wyld Mutations?

Not really, I don't really know anything about Exalted other than what you can fetch from reading Keychain of Creation.


where are the racial feats mentioned in the normal mutations list?

There is one mutation that allows you to take racial feats. These can be found in a few supplements such as the Races of ___ line, Complete Psionic and... That is pretty much it really.


1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.

Totemist does natural attacks better I believe, they mostly start off better, have other benefits and have an easy and quick way of being enchanted. An evolutionist has to deal with an Amulet of Mighty Fists, which granted, with enough Natural attackes becomes considerably more cost-effective.

A character with precision damage has other ways to get extra arms that don't involve dips. UMD Wand of Girallon Arms is pretty efficient.

Granted, six arms beats four. But then there are Thri-kreen.

Hmm... Eight arms. Now you just need a casting of fuse arms.


2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.

Yup, pretty much.


3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.

Why, agreed. Size changes are considerably powerful. Luckly you can only take them once each, and then you must contend with getting yourself new gear, because unlike with a spell, it wont resize.


4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.

You will regret stacking that much spell resistance the moment you are hit with a spell that doesn't allow it. :smalltongue:


...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.

You give off a small bias against non-magical characters there. Most mutations give small benefits, and the ones that scale do so only because they need to scale to avoid being worthless.

------------

Edit for more:

Also, if you want to focus on melee, there aren't actualy 84 mutations avaiable. There are 74, for maxing out BAB.

Then you must ditch out on another 6 at least for good fortitude saves. So that is 58 left.

And if you don't want your skill points to utterly blow you will abandon quite a few more mutations. Anything between 2 to 41 can go towards fueling skill points, depending on the individual, lets consider minimal skill point gain for... 2 a level. That is 20 mutations gone for a total of 48 left.

So. After almost half your mutations gone you are... A warrior. An npc class. With the ability to take on a couple sweet templates, of course. 48 mutations left to toy with. Lets fetch +10 Natural Armor, basic resistance to all five elemental forms of damage, Max Fast healing. 20 mutations. 28 left.

Just a bit over two mutations per level if you want to have skill points and look like a melee character. Doesn't look that bad.

sonofzeal
2009-10-08, 10:31 PM
yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.
Well, you only need 13 levels of Mutator to get your SR high enough that it really doesn't matter much any more and even CL 20 mages can't beat it on a nat20. Now of course there's still ways around that, a variety of SR-reducers and SR-no spells, but that requires significantly more effort on the mage's part and gives you a massive degree of security in most games.

So, a level 13 Mutator will have 41 free mutation points. Just for the heck of it, let's dump those into size, extra arms, full BAB, two pairs of claws, two pairs of tentacles, and a bite. Put poison on all five of those natural attacks. Spend a point on Venomfire twice a day for +6d6 damage on each of those attacks. We still have 20 mutation points left, and the only feat we need is Multiattack.

At this point I'd branch out into either PsiWar (Practiced Manifester can get us an Expansion up to Gargantuan that lasts hours) or Warblade (Tiger Claw has some nasty boosts), but it honestly doesn't matter much. Just about any class will give some nice ways to boost that natural attack damage.

Meirnon
2009-10-08, 10:43 PM
Dude, if you don't like the class, don't use it. You're just asking for an argument, which is Trolling. You're just doing this because you don't like it and you want to argue. I'll ask a mod to intervene if you don't stop.

Draken
2009-10-08, 10:57 PM
I don't really see it as trolling.

But our friend must notice that he is using a fair bit of optimization on the side of the evolutionist (Venonfire, seriously. I don't even have the book with that thing).

While hi spellcasters appear to need to work on getting no-SR spells, and his other melee appear to be monks and fighters, which frankly are not basis for balance (neither is wizard or druid, of course).

sonofzeal
2009-10-08, 10:59 PM
Edit for more:

Also, if you want to focus on melee, there aren't actualy 84 mutations avaiable. There are 74, for maxing out BAB.

Then you must ditch out on another 6 at least for good fortitude saves. So that is 58 left.

And if you don't want your skill points to utterly blow you will abandon quite a few more mutations. Anything between 2 to 41 can go towards fueling skill points, depending on the individual, lets consider minimal skill point gain for... 2 a level. That is 20 mutations gone for a total of 48 left.

So. After almost half your mutations gone you are... A warrior. An npc class. With the ability to take on a couple sweet templates, of course. 48 mutations left to toy with. Lets fetch +10 Natural Armor, basic resistance to all five elemental forms of damage, Max Fast healing. 20 mutations. 28 left.

Just a bit over two mutations per level if you want to have skill points and look like a melee character. Doesn't look that bad.
If you do it that way, sure. But I don't think anyone would. There's no massive need to pump Fort saves, assuming you're going high-Con. A few points in Fort and a few in Will would be nice, but that's purely gravy.



Anyway, Rogues or anyone else with precision damage are going to absolutely love the extra attacks; being vastly superior to Fighter is less of a problem than being vastly superior to most classes; SR can be beaten but is still a massively significant power and totally covers for poor saves (since 90% of stuff that targets saves allows for SR).

Let's take another angle. A fifteenth level Mutator can have Tensor's Transformation and Nightstalker's Transformation, at the same time since they're SLAs and don't block eachother anymore, with something like 16 attacks to back them up, and that's without even trying very hard.

Or, at the cost of 22 MP, a lvl 20 mutator can deal 100 points of energy damage to everything in 210 feet of him, without needing to take any actions beyond a swift to activate it.

I haven't even covered Extend Reach and Improved Grab, which are both more than worth it for any melee character to dip for depending on their specialty.



Look, when you're making Tome of Battle look bad, maybe it's time to reconsider your approach. I like the concept, I really do. I even like the base implementation. But you've seriously got to tone things down half a dozen notches, remove or highly limit a lot of the most exotic mutations. I'd make the good ones cost multiple MP, raise the minimum required level on a number of them, tone down the SLA section, and reduce the speed that things scale at.

sonofzeal
2009-10-08, 11:09 PM
Dude, if you don't like the class, don't use it. You're just asking for an argument, which is Trolling. You're just doing this because you don't like it and you want to argue. I'll ask a mod to intervene if you don't stop.
I'm not trying to troll. My ideal goal is to try to convince Draken that his class is maaaaaaybe just a little overpowered, and hopefully see him tone it down a bit. I'm not screaming profanities, nor am I engaging in ad-hominim attacks, or commenting without justifying my claims. I have an opinion, and I'm defending my opinion (right or wrong) in what I hope is a fairly rational manner.

Since when did disagreeing with someone become "trolling"?


I don't really see it as trolling.

But our friend must notice that he is using a fair bit of optimization on the side of the evolutionist (Venonfire, seriously. I don't even have the book with that thing).

While hi spellcasters appear to need to work on getting no-SR spells, and his other melee appear to be monks and fighters, which frankly are not basis for balance (neither is wizard or druid, of course).
You forgot rogues. Actually, of the ones listed, Rogues benefit the most. Grabbing a whole massive pile of natural attacks that can all Sneak Attack is a bit excessive.

And I never said that Wizards weren't casting no-SR spells, I'm fully aware of them (the various Orbs, Solid Fog, Forcecage, etc) and I'm fully aware that SR doesn't make you immune to all magic ever. However, it's still an extremely good thing to have for virtually any character, and will save you from a lot of the worst nastiness going around (Dominate Person, Disintegrate, Prismatic Wall, Shivering Touch, Power Word Kill, etc).

Draken
2009-10-08, 11:21 PM
Or, at the cost of 22 MP, a lvl 20 mutator can deal 100 points of energy damage to everything in 210 feet of him, without needing to take any actions beyond a swift to activate it.

:smallconfused: I don't really see what this could be. Energy Aura? No. That ability doesn't scale that much. Explain please.

---

I might need to add some errata to a few things, but most abilities really don't scale that fast.

On the matter of rogues. Note: All the different natural attacks come from the same mutation, so in order to get a large number of natural attacks from Evolutionist a character would need to spend more than a few dips.

And spell-like abilities scale terribly already. Off the bat you are always casting them two levels behind what a proper caster is using. Two spell levels, not caster levels, mind you.

And I really doubt the evolutionist outpaces Tome of Battle. Not without simply going the Arcane Magic way anyway.

sonofzeal
2009-10-08, 11:38 PM
:smallconfused: I don't really see what this could be. Energy Aura? No. That ability doesn't scale that much. Explain please.


"The evolutionist chooses a kind of energy he has elemental nimbus. He can project an aura with a radius of 20 feet that deals 1 point of that elemental damage for every four Mutator levels. Activating or deactivating this aura is a swift action.
This mutation can be taken more than once. Each time it is taken after the first increases the damage dealt by 1 for every 4 mutator levels and the radius by 10 feet."

At level 1 he can buy it once and deal 1 damage. At level two he can buy it again and deal 2 damage. At level five he's bought it five times and would deal five damage... except each of those scales with level, so it's actually 10. Or, let's say you do the math differently, and have to be level 8 before it doubles (to 16). You continue to buy it once every level; at level 12 you've bought it twelve times and each time does three damage, so 36. At 16 you've bought it sixteen times for four each, so 64. At 20 you've bought it twenty times for five each, so 100. Am I missing anything?



I might need to add some errata to a few things, but most abilities really don't scale that fast.

On the matter of rogues. Note: All the different natural attacks come from the same mutation, so in order to get a large number of natural attacks from Evolutionist a character would need to spend more than a few dips.
Two levels gets you four tentacles and two extra arms. That's really all you need, and is entirely affordable in most Rogue builds given the massive benefit it gives. The fact that you've got another six MP to mess around with is just gravy, and I think I've already demonstrated that there's plenty you can do with that.


And spell-like abilities scale terribly already. Off the bat you are always casting them two levels behind what a proper caster is using. Two spell levels, not caster levels, mind you.

And I really doubt the evolutionist outpaces Tome of Battle. Not without simply going the Arcane Magic way anyway.
Two spell levels behind does help, yes. The half-caster-level is also good. BTW, there appears to be a typo - you've got a 3 level gap between 2nd and 3rd, and a one level gap between 6th and 7th. You also generally outpace the curve set by Factotum, which I'd consider a reasonable standard for these things (since it's also gaining SLAs off the Sor/Wiz list, albeit potentially far fewer).

But yes, I'd put this ahead of Tome of Battle. There's too many things it can do that are too advantageous, and too easy to do in combination with eachother. It synergizes too well with too many other concepts, offers too many benefits, and has too few drawbacks/restrictions. I really really like the flavour, and I love the idea of using MP to customize the class. Reading the section on boosting HP/skills/saves/NA/DR made me want to play this class. The rest though... well, I stand by my stance. It offers far too much, too easily. Fix that, and I could see recommending this to my group.

Gorgondantess
2009-10-08, 11:48 PM
Let me say this, to all y'all naysayers:
No, this class is not overpowered. How do I know this? I've playtested it. Well, kindof. In an RL game, I convinced my DM to allow the class. I took a good spread of things- a bit of DR, a bit of fast healing, some beefed up natural weapons, a handful of SLAs, as well as 2+int skill points per level and full BAB... essentially, as the class is meant to be played. I ended up with something along the lines of a mid tier 3. The tentacles were great fun, good reach (especially after large size) and with combat reflexes and improved grab pretty devastating. Still, I was little more powerful than the party warblade.

Does this mean the class cannot be broken? Heck no. But every other class can be broken as well. It's an ambitious mechanic, and as such has some fallbacks, but so long as one plays it with the intent of having fun rather than breaking the game, it can be a good class, with some fun combat variety and nifty abilities. And I'm sure we can all agree that even if it is built with the intent of breaking the game, it's still not as powerful as at least 2 core classes.:smallcool:

Draken
2009-10-08, 11:55 PM
...

Ops. That is actually a failure of the write-up of aura really. This thread is somewhat old and I made a few changes to aura since that was posted. WIll edit it later.

---

Natural attacks and extra arms might look easier to get with this class, but a rogue who wants numerous natural attacks doesn't need to look further than his UMD skill if he wants numerous attacks really. A skill monkey would spend four of these mutations to get his skill points which leaves two for BAB, not too shabby, not too good in my personal opinion.

As for the spell-like ability inconsistency, those are formating errors. My bad.

Also, hello, Gorgondantess. My best reader, Eldritch Abomination friend.

I will give this a lot of polishing yet, that is for sure. But save for two or three things (and really, everything has those two or three things) I doubt the class is overpowered.

sonofzeal
2009-10-09, 12:10 AM
Natural attacks and extra arms might look easier to get with this class, but a rogue who wants numerous natural attacks doesn't need to look further than his UMD skill if he wants numerous attacks really. A skill monkey would spend four of these mutations to get his skill points which leaves two for BAB, not too shabby, not too good in my personal opinion.
Yeah, the rogue is going to take a hit to his skillpoints. That's easily worth the trade. If I were the rogue, I'd grab +4 tentacles, +2 arms, +2 BAB (on top of the 1 the class already offers), and +2 dex. Then I'd go back to Rogue, top up my UMD, and do all of that on top of Girallon Arms and whatnot.

Oh, and unlike Girallon Arms, all the six new attacks granted by Mutator don't cost money, and don't cost valuable standard actions in combat. And if you really need it, nothing's stopping you from taking both.


Let me say this, to all y'all naysayers:
No, this class is not overpowered. How do I know this? I've playtested it. Well, kindof. In an RL game, I convinced my DM to allow the class. I took a good spread of things- a bit of DR, a bit of fast healing, some beefed up natural weapons, a handful of SLAs, as well as 2+int skill points per level and full BAB... essentially, as the class is meant to be played. I ended up with something along the lines of a mid tier 3. The tentacles were great fun, good reach (especially after large size) and with combat reflexes and improved grab pretty devastating. Still, I was little more powerful than the party warblade.

Does this mean the class cannot be broken? Heck no. But every other class can be broken as well. It's an ambitious mechanic, and as such has some fallbacks, but so long as one plays it with the intent of having fun rather than breaking the game, it can be a good class, with some fun combat variety and nifty abilities. And I'm sure we can all agree that even if it is built with the intent of breaking the game, it's still not as powerful as at least 2 core classes.:smallcool:
Emphasis mine.

Ermmm... you know, I'm going to take my proof right there and call it a day. If "only slightly better than ToB" is your baseline for the class, without (according to Gorgondantess) any real attempt to optimize, and no apparent attempt to capitalize on all those attacks... yeah, I'm sticking to my claim.

Gorgondantess
2009-10-09, 12:15 AM
Ohhhkay... that was badly worded.:smallredface:
What I meant was, I was little better than the warblade at anything, if not worse. Generally he had better damage output, while I had more versatility and damage-softening capabilities. So... that means I'm in a good power level, because ToB is generally considered pretty much what martial classes should be in terms of balance (not considering gems like IHS, of course.:smalltongue:)
Unless you're one of the people who think that ToB is so overpowered. In which case... well, honestly, I don't really want to argue this anymore.

sonofzeal
2009-10-09, 01:21 AM
Ohhhkay... that was badly worded.:smallredface:
What I meant was, I was little better than the warblade at anything, if not worse. Generally he had better damage output, while I had more versatility and damage-softening capabilities. So... that means I'm in a good power level, because ToB is generally considered pretty much what martial classes should be in terms of balance (not considering gems like IHS, of course.:smalltongue:)
Unless you're one of the people who think that ToB is so overpowered. In which case... well, honestly, I don't really want to argue this anymore.
Ah, gotcha. And I rather like ToB myself, at higher levels. However, imo one of the major strengths of ToB is that it's so frigging hard to break. You could have level-appropriate maneuvers chosen by a blind monkey, and be in the same basic ballpark as if they were chosen by a pro. I'm exaggerating a bit, but I do believe it's generally agreed that ToB is one of the hardest books to break, with only a few minor questionable bits (Iron Heart Surge and White Raven Tactics).



Here's my general philosophy:

Not every player is a powergamer, and not every player could optimize himself out of a cardboard box. HOWEVER, when designing a system, you always have to design with the optimizer in mind. If the average user does things just fine and the optimizer makes it explode violently, then that means your system sometimes explodes violently. That's a serious problem, by most standards. Even if your class isn't currently being played by an optimizer, if it sometimes explodes violently then it means that someone could accidentally walk over the wrong set of triggers and boom.

Also, you have to watch out for synergy. When adding something new to an already-complicated system, there's all sorts of things that could happen that aren't immediately apparent. This is why major drug companies get massive lawsuits btw, because in a sufficiently complicated system the number of possible interactions often dwarfs their ability to check for them. This ties in with the first point, because often it's when you start mixing things that you get the really violent reactions. You have to look at what you've made in the wider context, because if it's doing something too new then that increases the chance of a reaction. You can generally count on people to use the top 25% of what you make, power-wise, and combine it with the top 25% most advantageous extra options. The cream of your crop, plus the cream of what else is out there... can you see where these explosions come from? That, right there, is (imo) a strong argument to drop down a little below the max that's out there, because you need to provide spare room to be filled up by positive synergy. If what you make interfaces well with other things (and gaining natural attacks certainly does), then you need to err on the side of caution. "Generally average and occasionally great" won't lose you points, but "generally great and occasionally broken" will.

ToB is great because it hardly if ever explodes, and because it honestly doesn't interface all that well with other stuff. You can profit from a ToB dip, but you generally won't find much too synergy that way. You generally won't be adding anything that ToB wasn't fully capable of already. There's the occasional nice thing (Sudden Leap + Skirmish, Thicket of Blades + Lockdown, Mind Over Body + Wizard), but it's generally pretty stable.

This on the other hand... okay, let's assume you get things tightened up a bit, and it's below ToB in power. It's still going to fundamentally react poorly with a lot of things, mostly because of the extra attacks. Anything with precision damage, anything that pools off of multiple attacks, and that's a whole lot of things. You're boosting a fundamental game mechanic, number of attacks per round, that many many things make use of. You're boosting size, which is one of the top things a lot of melee builds try for (in both directions) and have few enough ways of obtaining. It's pretty trivial to get up to Gargantuan with a Mutator/PsiWar, especially since you can spent MP to get PP + powers. King of Smack (http://community.wizards.com/go/thread/view/75882/19866038/The_king_of_smack) would love a Mutator dip, and honestly that's the first thing I thought of when I read through this thread - King of Smack in a can. Half the things King of Smack tries to do, Mutator hands to you on an open platter. I haven't even brought that up yet, but there it is.



Now, there's always going to be extremes. King of Smack in particular may plague the Mutator no matter what you do, and that's survivable. Still, I strongly feel you should take steps to make sure that sort of violent reaction is {a} harder to pull off, and {b} not as severe when it does go off. There's plenty of ways to do this, such as putting a minimum level on adding attacks (arms, and natural attacks besides claws), making the addition of a new attacks cost double MP, making the Str boost separate from the addition of the arms. On the other hand, I'd allow ways to spend MP to boost Con too, and make the energy-based ones a little more attractive at high level since pushing up dice size doesn't really do much.

Thelas
2009-10-09, 05:11 AM
Breath Weapon doesn't say per how many mutator levels.
This looks pretty interesting, by the way.

Meirnon
2009-10-09, 08:50 AM
Hmm... well, about the rogue with more natural attacks.

Rogues usually put str as a dump stat. My halfling has 5str. Oh, sure, it hurts my regular damage, but my sneak attack damage makes up for it so much that I do more than the fighters combined.

Now, saying that... Rogues only get sneak attack from the *first* attack. Not every attack they make against a flat-footed target. The most you can get from your rogue getting extra arms is a couple extra attacks at normal damage... or, actually, reduced damage.

Now, if we take the smaller size mutation, we have to go into the enemies square to attack them. This provokes an attack of opportunity, which is bad for rogues without mobility. Get my point?

Tavar
2009-10-09, 09:34 AM
Rogues usually put str as a dump stat. My halfling has 5str. Oh, sure, it hurts my regular damage, but my sneak attack damage makes up for it so much that I do more than the fighters combined.
This is sometimes true, though it's easy for me to think of reasonably high Str rouges: think Thug instead of sneak. Also, it's fairly easy for fighter types to Boost damage past what rouges can do, especially if you play with the following houserule.

Now, saying that... Rogues only get sneak attack from the *first* attack. Not every attack they make against a flat-footed target. The most you can get from your rogue getting extra arms is a couple extra attacks at normal damage... or, actually, reduced damage.
Wrong. Sneak Attack works for all attacks that would qualify. If you make 100 attacks that qualify, you could get sneak attack on all of them.


Now, if we take the smaller size mutation, we have to go into the enemies square to attack them. This provokes an attack of opportunity, which is bad for rogues without mobility. Get my point?
There are a couple of feats that remove this penalty, and I believe that Tumble might also work. Really, being smaller can help a number of builds/character concepts.

Meirnon
2009-10-09, 09:48 AM
I do believe, after reading the rules for 3.5 rogue sneak attack, that the extra damage only applies on the first attack.

Many people interpret the rules as "every attack where the opponent is flanked or flat-footed". This is mostly from inexperience or playing with a DM who plays that way. I have played with quite a few DM's, and the only ones that have had the "every attack" position have been my friends... who sadly do not spend the time reading the books. The other two DM's, one who's played nothing but 3.5 for the last 6 or 7 years only has sneak attack for the first, and the same goes with the DM who's been playing since the AD&D days.

I don't know what to say to you other than sneak attacks only apply to the first attack you make in a full-attack.

Tavar
2009-10-09, 10:06 AM
I do believe, after reading the rules for 3.5 rogue sneak attack, that the extra damage only applies on the first attack.

Many people interpret the rules as "every attack where the opponent is flanked or flat-footed". This is mostly from inexperience or playing with a DM who plays that way. I have played with quite a few DM's, and the only ones that have had the "every attack" position have been my friends... who sadly do not spend the time reading the books. The other two DM's, one who's played nothing but 3.5 for the last 6 or 7 years only has sneak attack for the first, and the same goes with the DM who's been playing since the AD&D days.

I don't know what to say to you other than sneak attacks only apply to the first attack you make in a full-attack.

Wizards of the Coast apparently disagrees with you.

Provided it is possible for you to make a sneak attack at all, you can make multiple sneak attacks when you use the full attack action. For example, if you have a higher initiative result at the beginning of an encounter, your foe is flat-footed and every attack you make is a sneak attack. The same is true if you flank your foe.

Anything that allows you to make extra attacks during the full attack action gets you extra sneak attacks as well: fighting with two weapons, the haste spell, and the monk's flurry of blows are the most common ways of getting extra attacks.

Remember the earlier note about invisibility effects, however. If you're relying on invisibility to set up a sneak attack, you'll only have the effect for the first attack you make during your turn. You'll still get all your extra attacks, but only the first will be a sneak attack. You don't have this problem if you're using a greaterinvisibility effect.
The article that is taken from is found here (http://www.wizards.com/default.asp?x=dnd/rg/20040302a)

Edit: Also, more evidence can be found in this post.

Meirnon
2009-10-09, 10:38 AM
HUZZAH! I have been proven wrong! And you know what? I thank you. I learned something... and now my rogues are more powerful than ever with WotC behind me.

sonofzeal
2009-10-09, 12:39 PM
HUZZAH! I have been proven wrong! And you know what? I thank you. I learned something... and now my rogues are more powerful than ever with WotC behind me.
One note though - "volley" attacks only get Sneak Attack on the first one. For example, a Rogue who can cast Scorching Ray only gets Sneak on the first ray, and one with Multishot only gets it on one arrow. And you can't Sneak with fireball or magic missile at all, since they're not "weapon-like spells" in the first place.

But yes, if you have ten natural attacks and four arms, you can get sneak attack fourteen times in a round.

Doc Roc
2009-10-10, 12:14 AM
I'm with Son of Zeal here on all counts. I don't think I could put it more elegantly than he could except to suggest that with some twiddling, I can get full BaB, more powers known than most psionic classes, more daily uses, full ML, solid hp, and loads of attacks.

Gorgondantess
2009-10-10, 12:21 AM
I'm with Son of Zeal here on all counts. I don't think I could put it more elegantly than he could except to suggest that with some twiddling, I can get full BaB, more powers known than most psionic classes, more daily uses, full ML, solid hp, and loads of attacks.

Trust me. As a guy who has played the class (which, off the top of my head, I'll assume you have not) I can tell you yes, you can get all that. Kindof. Really, you'll probably get the attacks and, say, 3 powers, or the powers and a mediocre attack. Look at this sheet (http://www.myth-weavers.com/sheetview.php?sheetid=118169) if you don't believe me, and tell me this is OP with a straight face.
Yes, it's significantly more powerful than an optimized fighter build. No, it's probably not more powerful than a good warblade.

Milskidasith
2009-10-10, 01:06 AM
Trust me. As a guy who has played the class (which, off the top of my head, I'll assume you have not) I can tell you yes, you can get all that. Kindof. Really, you'll probably get the attacks and, say, 3 powers, or the powers and a mediocre attack. Look at this sheet (http://www.myth-weavers.com/sheetview.php?sheetid=118169) if you don't believe me, and tell me this is OP with a straight face.
Yes, it's significantly more powerful than an optimized fighter build. No, it's probably not more powerful than a good warblade.

It's not OP... but you burned 7 mutation points on skills unrelated to combat and have a very poorly optimized tentacle attack and wasted points on energy resistance and fast healing.

sonofzeal
2009-10-10, 01:52 AM
Trust me. As a guy who has played the class (which, off the top of my head, I'll assume you have not) I can tell you yes, you can get all that. Kindof. Really, you'll probably get the attacks and, say, 3 powers, or the powers and a mediocre attack. Look at this sheet (http://www.myth-weavers.com/sheetview.php?sheetid=118169) if you don't believe me, and tell me this is OP with a straight face.
Yes, it's significantly more powerful than an optimized fighter build. No, it's probably not more powerful than a good warblade.
Milskidasith's right; you're playing the class very conservatively, while a proper playtest requires playing it aggressively (y'know, to see if you get any of that kaboom I mentioned). I'll grant that your guy wasn't OP, but one single build does not vouchsafe the whole class, especially not a class as flexible as this. I've already given a few examples of how to break this class; if you want, tomorrow I can actually crank out a proper character sheet, and we can see what happens.

Draken
2009-10-10, 09:37 AM
Ok. Patch Notes:

- Nerfed Elemental Aura.
- Added a line to Extra Reach to prevent size increase doubling reach.
- Breath Weapon damage fixed. Maximum damage also fixed.
- Psionic Powers through basic Psi-like ability mutation cannot be used to acquire discipline powers anymore.
- Poison prerequisite slightly changed.
- Nimble form now gives its benefit to all dexterity checks and dexterity skill checks.
- Powerful Musculature has been weakened to be in line with Nimble Form.
- Changed Evolve Resilience to give a better benefit at level 1.
- The following line has been added to Spell-like/Psi-like abilities and Greater Spell-like/Psilike abilities: 'This mutation can only be taken once per character level'.
- Psi-like abilities no longer allow obtaining bonus power points based on charisma. But each psi-like ability now gives 3 power points instead of 2.

I might decrease halve the benefit of The improved caster/manifester level mutation later.

sonofzeal
2009-10-10, 06:01 PM
Ok. Patch Notes:

- Nerfed Elemental Aura.
- Added a line to Extra Reach to prevent size increase doubling reach.
- Breath Weapon damage fixed. Maximum damage also fixed.
- Psionic Powers through basic Psi-like ability mutation cannot be used to acquire discipline powers anymore.
- Poison prerequisite slightly changed.
- Nimble form now gives its benefit to all dexterity checks and dexterity skill checks.
- Powerful Musculature has been weakened to be in line with Nimble Form.
- Changed Evolve Resilience to give a better benefit at level 1.
- The following line has been added to Spell-like/Psi-like abilities and Greater Spell-like/Psilike abilities: 'This mutation can only be taken once per character level'.
- Psi-like abilities no longer allow obtaining bonus power points based on charisma. But each psi-like ability now gives 3 power points instead of 2.

I might decrease halve the benefit of The improved caster/manifester level mutation later.
Hmm, let's see.....

- Elemental Aura still lets you get 25 damage in a a 60' radius, for only 6 MP. That's still quite a lot, for something that doesn't consume actions, and is such a small investment. The only downside is team-killing, but presumably you can protect your team from this. The problem isn't the damage it does, it's the efficiency; it's really easy to get and scales too fast relative to the number of MP you're spending. Rather than cut down the max MP (in which case it's still an amazing bargain just less often), I'd just drop how it scales with level. I'd think a static 1 damage per MP, that increases to 2 at tenth level, should be more balanced.

- Extra Reach is good! How does it interact with the size-changes though?

- Speaking of the size-changers, have you considered changing them to "Powerful Build" / "Slight Build"? That would bring them back into line with what other mutations are doing, and you could have Master Evolutionist actually translate them into the real size change. I'd also like to see you spell out exactly what changes when you go up/down a size category. Traditionally, for every one you go up you get +2 str, -2 dex, +5' reach, +10' base land speed... but there's a lot of disagreement since the books generally leave the last two unstated. If none of those change, it'd be nice to specify that too.

- The Breath Weapon change is good! I do think the wording is a bit awkward there (sounds almost like "1/4 * lvl" is a multiplier on the d6's, rather than adding more d6's), but the idea works pretty well and I think you get the message across. Question though - how would these interact with metabreath feats? How would you feel about someone getting Dragonblooded (through race, feat, or dip) and snagging "Entangling Exhalation"?

- The Psionic Powers change is a little unnecessary, I think. Your Manifester Level is low enough, and you have few enough PP, that I don't think there's really all that much reason to worry. The Mutator mechanic is such that you're not going to catch up to a Psion as a Psion, the danger is in excessive pwnage as a gish.

- Poison's fine.

- I like the change to Nimble Form's skill boosts. It's still handing out Dex like hotcakes though, and is even more attractive now with the skill part boosted. Split these, please! Make the stat boosts harder to get!

- Powerful Musculature, same thing. Even more so, because of granting Powerful Build. Note that Powerful Build (and the size increase) both boost natural attack damage.

- Evolved Resistance is good. More attractive to dippers than ever, though.

- Psi/Spell-Like Ability is... good, but kind of unnecessary IMO. If you're spending more than one MP per level there, you're probably better off actually playing the class and getting the PP to augment properly, as well as the CL/ML to back it up. Still, it stops people from grabbing the same spell/power a bunch of times and abusing the heck out of it, so I suppose that's a win.


Overall, you've made the class less attractive to take all the way, and more attractive to dippers. Some of these change needed to happen, but you really need to watch that. It's better than ever for Rogues and Melee-ers to take two levels here and wander off to pwn elsewhere.



Observation - Have you tried comparing MP to feats? An MP grants +2 hp, a feat grants +3; an MP grants +1 (repeatable) to saves, a feat grants +2 (one-time); an MP grants +1 natural armor, a feat grants +1; an MP grants +2 SR (repeatable), a feat grants +2 (one-time); an MP grants +1 attack, a feat grants +1; an MP grants +5 speed, a feat grants +5 speed (that'd be Dash; Speed of Thought has awkward requirements that compensate).

I think we can establish a pretty close exchange rate there, that MP are worth pretty close to the same amount as a feat, erring on the side of just slightly below. With that in mind, I think we can perform some useful analysis.

First off, there's a few mutations that do too little. Evolve Learning grants +2 skillpoints for the first time each level, or +6 for the second. Feats, on the other hand, grant +5 skillpoints a pop ("Open Minded" (http://www.d20srd.org/srd/psionic/psionicFeats.htm#openMinded)). I'd argue, then, that Evolve Learning is underpowered and should be boosted. Instead of +2/+6, I think +4/+8 would be reasonable, given what else MP can do. It's a little below what feats do, but closer to the general MP-feat exchange rate.

Second, compare to Fighter. To match a Fighter (if he really wanted to for some reason, which should be horribly suboptimal for him), he needs to spend 10 MP on BAB, 6 on Fort, 8 on HP, and (depending on how he distributes them) 10 on skills. He gets 82, so that leaves him with 48 near-feats, to the Fighter's 11. I know Fighters are underpowered, but that's an enormous margin, even when stacked against eachother directly in a contest that should favour the Fighter, since the Mutator has to go far out of his way to match up directly.

Third, think about some of the mutations you're offering as feats, and ask yourself if you'd allow them in your campaign in that context. Many of them would be fine. I suspect some, however, would not. These are the ones that need to be toned down.

flabort
2009-10-12, 08:47 AM
Hmm, could have sworn i'd posted yesterday...

Say, although you've got some NICE work here, i think some more specialized feats would be nice... and maybe some more mutations, for more diverse evelutionists.

but that said, would you mind if someone else made some... contributions?... to your class here? like... Improved Botanist, Improved Devolutionist, Goliathian, and Miniscule Mutant, just to name a few feat ideas...

but, if you don't want other people to add feats, I have no problem with you saying so.

By the way, you say your working on some PrCs?

P.S. you could make a SWEET necromancer as is, just slap on some natural weapons, apply that create spawn mutation to all of them, and some poison, use ley atunement to get GREATER spell like ability, and take gentle repose as soon as posible, using bolster mana capacity to make it at will by level 18 or sooner. some other necro-spells, or permancy (5th level spell acording to the SRD), and you've got a really good necromancer.

Draken
2009-10-13, 08:04 AM
Most of the talented mutation lists are so small because I ran out of ideas. Sugestions are appreciated.

There are, however, two other lists I created that have not been posted yet. Elemental Mutator (elemental blastyness, it is not complete however) and Gigantism (Basicaly a mutation that gives 1 strength per instance and nothing else, plus one thematic mutation for each kind of Giant I could find in WotC material. Fire, Frost, Storm, Mountain, Rock, Sand, Incarnum, Forest, Fog. Numerous different abilities there).

PRCs I am working on:

Evolutionist Anomaly: 13 levels. Exchanges Teratomorph advancement for more mutations.

Adaptator: Gains a pool of 'floating mutations', which can be changed a moderate number of times per day. 10 levels.

Disciple of Thessala: 5 levels. For your multiheaded needs.

I also had plans for a prestige class that improved spell-like ability use, capstoning with a 9th level spell as a spell-like ability once per day. And a psionic version of the same class, of course. I have no names, however.

I was also considering a dual advancement Arcane spellcaster - Mutator prestige class, focused on the much neglected, underused and underpowered ability of polymorphing, with the ability to keep your mutations while in a form other than your own to give it some extra oomph. But it soundssomewhat silly, and weak and unlikely to be played by anyone. Or it would be BANNED outright by anyone with a hint of a brain because that is impossible to balance in any way, shape of form. This entire paragraph was a joke really.

flabort
2009-10-13, 01:21 PM
Well, since you don't object, per se, i made a... few. spoilers... may not work, we'll see.


Feats:

Improved Botanist:
Prerequisites: Botanist, 5 mutations from the botanist list, mutator level 5
Benifites: you may take mutations from the Improved botanist list. as well, you gain an extra mutation when this feat is taken.


Improved Devolutionist:
Prerequisites: Devolutionist, 5 devolutions
Benifites: you may take two devolutions per level, and gain an extra mutation for each. as well, you gain an extra mutation when this feat is taken.
Normal: you may only take one devolution per level.


Ley Syncronous:
Prerequisites: ley atunement, 2 greater spell-like abilities, mutator level 5
benifites: You may take mutations from the Ley syncronised list. as well, you gain an extra mutation when you take this feat.


Improved Ghastly form:
Prerequisites: ghastly form OR undead, mutator level 5
Benifites: ability to take mutations from the Improved ghastly form list. as well, you gain an extra mutation when you take this feat.


Greater Botanist:
Prerequisites: Improved Botanist, mutator level 10
Benifites: you may take a free mutation from either the botanist or improved botanist lists every level.


Greater Devolutionist:
Prerequisites: Improved Devolutionist, mutator level 10
Benifites: you may take a third devolution each level, allowing for a third extra mutation each level.


Greater Ghastly form:
Prerequisites: Improved ghastly form, mutator level 10
Benifites: you may take a free mutation from either the Ghastly mutations or improved ghastly mutations list each level.

Goliathian:
Prerequisites: Size increase mutation
Benifites: ability to take mutations from the Goliathian list. as well, you gain an extra mutation when you take this feat.

Minisculator:
Prerequisites: size decrease mutation
Benifites: ability to take mutations from the Miniscule mutations list. as well, you gain an extra mutation when you take this feat.


---Improved Botanist Mutations:

Vines: requires leaves mutation. you gain Vines as a natural weapon, with a reach of 5 feet. this may be increased through the increased reach mutation. it may deal either 2d4 bludgeoning damgage, or 1d10 peircing damage, chosen when attacking. each further mutation either adds 2d4 bludgeoning, 1d10 peircing, or 5 feet extra reach.

Roots: your feet start to become indistinguishable from the grond, and each step becomes harder to make. however, this makes it so you can take and dish out more fight. slows the mutator down by 5 feet each time this mutation is taken, to a minimum of 5 feet. mutator gains 1 str and 1 con as a bonus each time.

Seed of following: choose a natural weapon. if you kill a creature with that weapon, it is brought back to life under your control with half the maximum HP, with the plant subtype, as if it had been born on the elemental plane of plants. you may control a maximum HD equal to your mutator level at anyone moment. if you take this mutation again, you may apply it to another natural weapon. each natural weapon may control a seperate amount of HD. you may not combine control of HD from one natural weapon with another to control a bigger creature.

Branches: this requires roots and leaves mutations. this mutation may only be taken twice. you grow branches that function similarly to arms. this funtions exactly like the extra arm mutation, but takes longer to get.

Fruiting: requires second leaves mutation. you start to grow berries, apples, or some other fruit. you produce enough each day to feed one other person. you may use the poison mutation on your fruit as if it were a natural weapon, to make it bad to eat. each time this mutation is taken, you may provide enough food each day to feed one more person, and may choose weather it gains the poison of the other fruits, due to the fact that you may choose to produce different types of fruit each time you take this.

Flowers: you may produce several flowers as a full-round action, anywere on your body. you may dismiss the flowers as a free action. if you don't dismiss them, they disapear after 1d8 rounds. you may produce them 3 times a day. these flowers give you a temporary bonus of 2 to your charisma. each time you take this mutation beyond the first, you may choose to produce them one step faster, make them last 1d8 rounds longer, be usable 3 more times a day, or grant another 2 extra charisma.

---Improved Ghastly mutations:

Ghostly walk: for 2 rounds per every second mutator level, you may turn etheral. every time this mutation is taken beyound the first, the time per every second level increases by 1. Your equipement does not turn etheral with you.

Shadowed Step: by taking a full-round action, you become completely invisible, for 1d4 rounds. this functions as-per the Invisiblity spell, and the subject also gains a +4 on hide checks against those who can see invisible. However, a spot check with a double difficulty as normal will reveal a darkened aura on the ground were the mutator steps. this may be done for 3 times a day. taking this mutation multiple times grants either 1d4 more duration, or 2 more times a day.

Eye of the Parasite: select a natural weapon. a succsesful attack with that weapon will grant a fortitude save, with DC equal to double the mutator's level. if the fortitude save is failed, the mutator may see out of the target's eyes, as well as his own. however, due to a symbiotic nature, the target may see out of the mutator's eyes as well. as a move action, the mutator may supress this sight, which will stop the other person from seeing what he sees, as well. another move action may be taken to un-supress this. unlimited targets may be used for this. if this mutation is taken multiple times, it may be used on other natural weapons, or if it is applied to the same weapon three times, the mutator may stop the target from seeing through his eyes too, but exept for the first and third time this mutation is aplied to the SAME weapon, it does nothing.

Improved Create Spawn: requires Create Spawn. aplied to a natural weapon which has Create Spawn. you may cause the victim to rise as a Mohrg, Ghoul, or Skeleton instead of a zombie, selected with this mutation. this mutation may only be taken once per natural weapon with Create Spawn.

Death's Finger: any unarmed strike you make with your primary hand causes the target to fall unconsious, regardless of hit points. a will save equal to the mutator's level can negate the effect on the attack, or a will save of half the mutator's level, takeable once each round after falling unconsious. this mutation may only be taken once.

---Ley Syncronised Mutations:

Flesh of Mana: requires Mana Crystalization. you absorb greater amounts of mana from your environment, as the crystalized mana ridges are disovled and abosorbed into your skin. Temporary hitpoints gained through the Mana Crystalization ability are doubled following the multiple multiplications rules. as well, if you succeed on a will save with DC equal to triple the spell's level, you may use the spell you overcame imediately after absorbing it, using your Cha as your casting stat, and half your Mutator level as your casting level.

Spell Crystalization: select any spell-like ability. you may produce one crystal a day as a full round action, using up one casting of the ability. you may save these crystals for later days. anyone can activate these crystals by throwing them. when the crystal is activated, it casts the spell as if you had cast it from were the crystal lands. this mutation may be taken multiple times for either the same spell-like ability or new spell like abilities.

Meta-ley: Your syncronization with magical abilities has lead to your being able to form more powerful spells. Select one meta-magic feat you quailify for, and one spell-like ability you have. ONCE a day, you may use this spell WITH the meta-magic feat selected, although you don't have to take that feat. this mutation may only be used once per spell-like ability.

Strength in the Will: select any spell like ability. instead of Charisma, you may select another stat to be your Casting stat. by taking this mutation again, you may do the same with another ability.

Evolved Cantripper: You may select two level 0 spells from either the druid or the sorcerer/wizard lists. you may cast them as many times per day each as the Greater Spell like ability mutation. however, when you cast either of them, the effect is multiplied, doing the effect of the spell a number of times, equal to half the Mutator level rounded down to a minimum of once, to the same OR different targets. mutations that affect spell like abilities will affect both of these spells when either of these spells are affected at all.

---Goliathian mutations:

Improved Size increase: You grow even more, gaining another size cattegory. your equipment does NOT grow with you. you maintain either the long or tall bit chosen earlier. you may only take this once.

Titanic charge: any charge, bullrush, or similar attack gains a +2 untyped bonus to your strength, and a +10 foot speed to were-ever it may apply.

Over-brawns: you may apply your Strength modifier to either an Intelegence, Wisdom, or Charisma check twice a day. if this mutation is taken multiple times, you gain another 2 times you may use this each day.

Raging Giant: you may rage as a Barbarian with a level equal to half your Mutator level, stacking with any Barbarian levels already taken. this mutation may only be taken once.

Time to Improve: By spending time you could have been mutating on your armor, it apears to fit again. Your equipment from before any size changes will change sizes to fit you now. this may be taken only once.

---Minisculator mutations:

Improved Size Decrease: You shrink even further, losing another size cattegory. Your equipement does not scale with you. this may only be taken once.

Master of the Hold: you may grapple as if you had GAINED size cattegories, instead of lost cattegories. this only applies to size lost through Mutating. this may only be taken once.

Diminutive Rush: as your smaller stature wheighs less, you take less time moving from place to place. You gain 1 more Dexterity, and 10 more feet movement. this may be taken twice per level. this may be taken up to 8 times.

Tiny Body, Big Brain: you may apply your Dexterity moddifier to either an Intelegence, Wisdom, or Charisma check twice a day. if this mutation is taken multiple times, you gain another 2 times you may use this each day.

Time to Improve: By spending time you could have been mutating on your armor, it apears to fit again. Your equipment from before any size changes will change sizes to fit you now. This may be taken only once.


Feal free to use, or not. thanks for listening, though.

Edit: you probably wouldn't allow Greater Devolutionist in one of your games... but it's there.

The Dark Fiddler
2009-10-13, 02:35 PM
Something that might be good to look into would be an Alternate Class Feature to replace Teratomorph. I'm not particularly well-read, but I don't think I have any of the books those templates are from, and I'm sure other are in the same boat. Although maybe they have a paddle.

Draken
2009-10-13, 03:36 PM
Well, since you don't object, per se, i made a... few. spoilers... may not work, we'll see.


Feats:

Improved Botanist:
Prerequisites: Botanist, 5 mutations from the botanist list, mutator level 5
Benifites: you may take mutations from the Improved botanist list. as well, you gain an extra mutation when this feat is taken.


Improved Devolutionist:
Prerequisites: Devolutionist, 5 devolutions
Benifites: you may take two devolutions per level, and gain an extra mutation for each. as well, you gain an extra mutation when this feat is taken.
Normal: you may only take one devolution per level.


Ley Syncronous:
Prerequisites: ley atunement, 2 greater spell-like abilities, mutator level 5
benifites: You may take mutations from the Ley syncronised list. as well, you gain an extra mutation when you take this feat.


Improved Ghastly form:
Prerequisites: ghastly form OR undead, mutator level 5
Benifites: ability to take mutations from the Improved ghastly form list. as well, you gain an extra mutation when you take this feat.


Greater Botanist:
Prerequisites: Improved Botanist, mutator level 10
Benifites: you may take a free mutation from either the botanist or improved botanist lists every level.


Greater Devolutionist:
Prerequisites: Improved Devolutionist, mutator level 10
Benifites: you may take a third devolution each level, allowing for a third extra mutation each level.


Greater Ghastly form:
Prerequisites: Improved ghastly form, mutator level 10
Benifites: you may take a free mutation from either the Ghastly mutations or improved ghastly mutations list each level.

Goliathian:
Prerequisites: Size increase mutation
Benifites: ability to take mutations from the Goliathian list. as well, you gain an extra mutation when you take this feat.

Minisculator:
Prerequisites: size decrease mutation
Benifites: ability to take mutations from the Miniscule mutations list. as well, you gain an extra mutation when you take this feat.


---Improved Botanist Mutations:

Vines: requires leaves mutation. you gain Vines as a natural weapon, with a reach of 5 feet. this may be increased through the increased reach mutation. it may deal either 2d4 bludgeoning damgage, or 1d10 peircing damage, chosen when attacking. each further mutation either adds 2d4 bludgeoning, 1d10 peircing, or 5 feet extra reach.

Roots: your feet start to become indistinguishable from the grond, and each step becomes harder to make. however, this makes it so you can take and dish out more fight. slows the mutator down by 5 feet each time this mutation is taken, to a minimum of 5 feet. mutator gains 1 str and 1 con as a bonus each time.

Seed of following: choose a natural weapon. if you kill a creature with that weapon, it is brought back to life under your control with half the maximum HP, with the plant subtype, as if it had been born on the elemental plane of plants. you may control a maximum HD equal to your mutator level at anyone moment. if you take this mutation again, you may apply it to another natural weapon. each natural weapon may control a seperate amount of HD. you may not combine control of HD from one natural weapon with another to control a bigger creature.

Branches: this requires roots and leaves mutations. this mutation may only be taken twice. you grow branches that function similarly to arms. this funtions exactly like the extra arm mutation, but takes longer to get.

Fruiting: requires second leaves mutation. you start to grow berries, apples, or some other fruit. you produce enough each day to feed one other person. you may use the poison mutation on your fruit as if it were a natural weapon, to make it bad to eat. each time this mutation is taken, you may provide enough food each day to feed one more person, and may choose weather it gains the poison of the other fruits, due to the fact that you may choose to produce different types of fruit each time you take this.

Flowers: you may produce several flowers as a full-round action, anywere on your body. you may dismiss the flowers as a free action. if you don't dismiss them, they disapear after 1d8 rounds. you may produce them 3 times a day. these flowers give you a temporary bonus of 2 to your charisma. each time you take this mutation beyond the first, you may choose to produce them one step faster, make them last 1d8 rounds longer, be usable 3 more times a day, or grant another 2 extra charisma.

---Improved Ghastly mutations:

Ghostly walk: for 2 rounds per every second mutator level, you may turn etheral. every time this mutation is taken beyound the first, the time per every second level increases by 1. Your equipement does not turn etheral with you.

Shadowed Step: by taking a full-round action, you become completely invisible, for 1d4 rounds. this functions as-per the Invisiblity spell, and the subject also gains a +4 on hide checks against those who can see invisible. However, a spot check with a double difficulty as normal will reveal a darkened aura on the ground were the mutator steps. this may be done for 3 times a day. taking this mutation multiple times grants either 1d4 more duration, or 2 more times a day.

Eye of the Parasite: select a natural weapon. a succsesful attack with that weapon will grant a fortitude save, with DC equal to double the mutator's level. if the fortitude save is failed, the mutator may see out of the target's eyes, as well as his own. however, due to a symbiotic nature, the target may see out of the mutator's eyes as well. as a move action, the mutator may supress this sight, which will stop the other person from seeing what he sees, as well. another move action may be taken to un-supress this. unlimited targets may be used for this. if this mutation is taken multiple times, it may be used on other natural weapons, or if it is applied to the same weapon three times, the mutator may stop the target from seeing through his eyes too, but exept for the first and third time this mutation is aplied to the SAME weapon, it does nothing.

Improved Create Spawn: requires Create Spawn. aplied to a natural weapon which has Create Spawn. you may cause the victim to rise as a Mohrg, Ghoul, or Skeleton instead of a zombie, selected with this mutation. this mutation may only be taken once per natural weapon with Create Spawn.

Death's Finger: any unarmed strike you make with your primary hand causes the target to fall unconsious, regardless of hit points. a will save equal to the mutator's level can negate the effect on the attack, or a will save of half the mutator's level, takeable once each round after falling unconsious. this mutation may only be taken once.

---Ley Syncronised Mutations:

Flesh of Mana: requires Mana Crystalization. you absorb greater amounts of mana from your environment, as the crystalized mana ridges are disovled and abosorbed into your skin. Temporary hitpoints gained through the Mana Crystalization ability are doubled following the multiple multiplications rules. as well, if you succeed on a will save with DC equal to triple the spell's level, you may use the spell you overcame imediately after absorbing it, using your Cha as your casting stat, and half your Mutator level as your casting level.

Spell Crystalization: select any spell-like ability. you may produce one crystal a day as a full round action, using up one casting of the ability. you may save these crystals for later days. anyone can activate these crystals by throwing them. when the crystal is activated, it casts the spell as if you had cast it from were the crystal lands. this mutation may be taken multiple times for either the same spell-like ability or new spell like abilities.

Meta-ley: Your syncronization with magical abilities has lead to your being able to form more powerful spells. Select one meta-magic feat you quailify for, and one spell-like ability you have. ONCE a day, you may use this spell WITH the meta-magic feat selected, although you don't have to take that feat. this mutation may only be used once per spell-like ability.

Strength in the Will: select any spell like ability. instead of Charisma, you may select another stat to be your Casting stat. by taking this mutation again, you may do the same with another ability.

Evolved Cantripper: You may select two level 0 spells from either the druid or the sorcerer/wizard lists. you may cast them as many times per day each as the Greater Spell like ability mutation. however, when you cast either of them, the effect is multiplied, doing the effect of the spell a number of times, equal to half the Mutator level rounded down to a minimum of once, to the same OR different targets. mutations that affect spell like abilities will affect both of these spells when either of these spells are affected at all.

---Goliathian mutations:

Improved Size increase: You grow even more, gaining another size cattegory. your equipment does NOT grow with you. you maintain either the long or tall bit chosen earlier. you may only take this once.

Titanic charge: any charge, bullrush, or similar attack gains a +2 untyped bonus to your strength, and a +10 foot speed to were-ever it may apply.

Over-brawns: you may apply your Strength modifier to either an Intelegence, Wisdom, or Charisma check twice a day. if this mutation is taken multiple times, you gain another 2 times you may use this each day.

Raging Giant: you may rage as a Barbarian with a level equal to half your Mutator level, stacking with any Barbarian levels already taken. this mutation may only be taken once.

Time to Improve: By spending time you could have been mutating on your armor, it apears to fit again. Your equipment from before any size changes will change sizes to fit you now. this may be taken only once.

---Minisculator mutations:

Improved Size Decrease: You shrink even further, losing another size cattegory. Your equipement does not scale with you. this may only be taken once.

Master of the Hold: you may grapple as if you had GAINED size cattegories, instead of lost cattegories. this only applies to size lost through Mutating. this may only be taken once.

Diminutive Rush: as your smaller stature wheighs less, you take less time moving from place to place. You gain 1 more Dexterity, and 10 more feet movement. this may be taken twice per level. this may be taken up to 8 times.

Tiny Body, Big Brain: you may apply your Dexterity moddifier to either an Intelegence, Wisdom, or Charisma check twice a day. if this mutation is taken multiple times, you gain another 2 times you may use this each day.

Time to Improve: By spending time you could have been mutating on your armor, it apears to fit again. Your equipment from before any size changes will change sizes to fit you now. This may be taken only once.


Feal free to use, or not. thanks for listening, though.

Edit: you probably wouldn't allow Greater Devolutionist in one of your games... but it's there.

I would probably just add the new mutations to the special lists and not ask for another feat to be spent on them.

I wouldn't really allow expansions to Devolutionist either. Taking devolutions will quickly negate taking evolutions and basically drive things to a standstill.

Your Goliathian suggestions I have mostly already incorporated into the Gigantism list. I will post it in a moment. The minusculator suggestions. It is... Uh. I don't know, just strikes me oddly.

Your time to improve suggestion is something that I would not implement. It doesn't fit with the class. Mutations are the character altering his biologic structure to gain new abilities or improve their existing ones. If your armor is a symbiote I might be able to see it changing with you. If it isn't. Well. I would recommend going to see a smith.

---

That said, I have been thinking and decided that Powerful Musculature does too much and is dissimilar to Nimble Form. So I will make a small change to these two mutations. And will also add the ability score changes for Size increase and decrease.

flabort
2009-10-14, 05:28 PM
It's OK that you don't like my suggestions... or, all of them, as the case may be. I only spent about an hour on them, so they probably aren't that good. thanks for letting me try my hand, though!

Edit: oh, yeah. the extra required feat thing, had to do with level... some of them are too... strong for a 1st level charachter.

flabort
2009-10-31, 11:50 AM
*Casts Quickened Maximized Empowered Raise Thread*

*Casts Augment Thread*

*Casts Summon Suggestion (Standard)*


Name pending...

Prerequisites:
4 Mutator Levels
A familiar of any sort


Name pending...
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|mutations|Familiar mutations

1st|
+2|
+1|
+1|
+1|Familiar Mutations|+1 level existing mutator class|+2 mutations

2nd|
+2|
+1|
+1|
+1|Transfer Mutations|+1 level existing mutator class|+1 mutation

3rd|
+3|
+1|
+1|
+1|Teratomorph Familiar|+1 level existing mutator class|+1 mutation

4th|
+3|
+2|
+2|
+2|Bestow mutations|+1 level existing mutator class|+1 mutation

5th|
+4|
+2|
+2|
+2|Santa Claws|+1 level existing mutator class|+1 mutation[/table]


Familiar Mutations:
The ** focuses on Enhancing not only himself, but his familiar as well. Each level, his familiar gains one mutation, and an extra at first. These may be any mutations the ** qualifies for, with the exception that the familiar needs a natural attack were one is altered, or any familiar specific mutations.
If at any time the ** qualifies for a new familiar, the ** must undergo a one week ritual in order to bestow as many mutations on the familiar as the ** qualifies to give.

Transfer Mutations (Ex):
By focusing for a time on his body, the ** may extract a parasitic worm from his body. The ** loses access to a number of mutations when this is extracted. by placing it on someone else, they gain access to the same mutations as the ** lost. After xd10 rounds, were x is the total mutator level, the worm dies, leaving no-one with access to the mutations. By focussing on the worm for half an hour, the ** can restore the mutations to himself, until this ability is used again.

Teratomorph Familiar (Su):
The ** has the ability at 3rd level to give his familiar access to his teratomorph ability. Any time the familiar spends with this ability is counted against the **, and the familiar only has access to however many teratomorphs the ** has.

Bestow Mutations:
By permanently giving up one of his mutations, the ** may grant 2 mutations to someone he is close to often. He must make a succsesful knowledge check (biology) with a DC of the targets HD or charachter level plus his own charachter level. If he fails, he may not sacrifice his own mutation, and does not give any to the target. This may be his familiar or a party member, or even a spouse. However, this must be done when the ** gains a level. This ability may be used with other classes granting mutations after it is gained.

Santa Claws:
once per day, the ** may make a full round action to grant 2 mutations to any person. The ** does not lose any mutations, and does not need to have the ones granted. These mutations last xd6 rounds, were x is the total mutator level. If the ** has the Devolution feat, he may grant up to three devolutions and as many extra mutations, reducing the number of rounds the effect lasts by three for each devolution.


Since it IS your base class, though, feel free to edit this suggestion.

sonofzeal
2009-11-04, 02:49 AM
You've got some really wonky BAB/Saves progression there. Formatting mistake?


Transfer Mutations - could this be used with higher-order ones with prereq's?

Bestow Mutations - unbalanced. Two Mutators could grant all their mutations to eachother and double their power. Even making it 1-for-1 is dangerous since mutation points can be really useful in the right hands.

Santa Claws - the Devotion caveat section got a little confusing, and I don't really think it's necessary. It's a decent ability though. Could this be used with higher-order ones with prereq's? Could this be used with limited-use ones like the SLAs? What does the reciever's mutator level count as?

PlzBreakMyCmpAn
2010-02-08, 08:07 PM
I'm only gonna do this once since I usually never read these sorts of things but did after following a link. SoZ and Doc Roc and the other min/maxers are right; we can break this class six ways to Sunday.

I can think of atleast 6 things I can do with this class that shouldn't be possible under normal 3.5. If that's the point then cool. You succeed.

Its that sort of thing that makes no one touch homebrew with a stick. Don't get me wrong. The class is neat. It just shouldn't be allowed anywhere near anyone who can optimize.

My possible exception is when an optimizer does the class creation. But alas that's my next thread for this board.

Roger3
2012-01-05, 02:28 PM
I really like this class, though unfortunately the thread is dying. Here is a WIP pdf I made for the class:

http://www.mediafire.com/?ui1v2u9uzg8b5vk

If anyone finds any errors, let me know. I still have to add mutations and feats.

Edit: updated link

flabort
2012-01-05, 05:50 PM
I really like this class, though unfortunately the thread is dying.

I love the class, too. But that doesn't change the fact that the thread is still two years dead (Not dying) :smallfrown:.

Good PDF, though. So far. One error is that at one point, there's the word "Ozodrin", just before the fluff, instead of... whatever's supposed to go into the title section. I'd assume "Evolutionist".

Roger3
2012-01-05, 05:53 PM
Thanks, I used the old Ozodrin pdf i made as a template. *sigh* even though the thread is dead, that doesn't make the class any less fun.

flabort
2012-01-05, 05:58 PM
I agree with you there, and lament that few people ever make content to go with other's stuff, and so few people use the power to truly revive this.

Roger3
2012-01-08, 03:20 PM
Yay! I finished all the mutations(except for specialized ones) and added a reference for some of the things that draken doesn't explicitly state.

Here is the newest version:
http://www.mediafire.com/?ui1v2u9uzg8b5vk

If anyone has any image suggestions, or if there are any errors, please pm me. Also, draken, you can put this link in the main post if u wish.

Is it okay to add my own content, or should i refrain from doing so?
so far it is word for word.