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Draken
2012-04-22, 09:29 PM
Evolutionist

"To improve is to change, so to be perfect is to have changed often."
- Winston Churchill.

Through the strange reaches of the world, one will find many who seek the power that they never acquired by accident of birth. They are wizards using transmutation to become wyrms and giants, they are druids becoming beasts and elemental beings. Others are not so fortunate, and they are born or endowed with wretched powers grafted to their flesh and to their soul, with no option but to control or be controlled by these alien and vile energies that twist them into monsters.

Evolutionists are neither. These men and women have discerned a path towards a transcendence of what they were born as, no simple transmutation and no unnatural energy twisting their selves, but a true change on the very building blocks of the divine design of their lives. They have discovered how to become greater than they started as, not simply borrow the greatness of other beings.

Abilities: Any given evolutionist can find use for any ability score. Those who focus on combat will certainly appreciate strength, dexterity and constitution, those who favor more eldritch paths to power will prefer intelligence or charisma.

Role: Any individual evolutionist, depending on how exactly he chooses to mutate, can perform any type of role. Some are peerless frontliners, while others are skirmishers or healers or myriad other potential roles.

Background: Evolutionists have found an art, and a science they treat with the same reverence a wizard has for his magic. They have not stumbled on insane powers from beyond or devotion to forces and ideals greater than themselves, or any such source of power. But into an untapped knowledge of the basic workings of life itself.

Organization: Evolutionists sometimes congregate, specially those who favor a specific creature type.

Alignment: Evolutionists have no particular alignment.

Races: Evolutionists are more common among the humanoid races of the world, those poor masses that almost universally gained nothing but their limbs and their wits in the grand design of the gods. But rare and unthinkably powerful is the creature that blessed with might by birth, finds and follows this path.

Religion: Some evolutionists, specially those who try to emulate extant species, follow the gods of the creatures they aspire to. Still others eschew the gods entirely, focusing on their prowess and potential to dismiss their design for all life and become zealous in their anti-theism. More still simply follow the deities who align with their views of the world.

Other Classes: Evolutionists are an oddity to most, and their choices often paint the view of others to them. Druids feel uneasy around these individuals, and unfriendly or even hostile to those who follow aberrant paths, the same goes for rangers, but with greater latitude depending on their enemies of choice. Monks are specially likely to clash with evolutionists, as their paths to perfection can be at extreme odds.

Adaptation: Usually, the evolutionist will be a man or woman who is following a path to monstrous transcendence. But this class can just as easily be used to show the development of a young monster into an adult member of its great race.

Hit Die: d8

Starting Gold: 3d4x10 (75gp)



Level
BAB
Fort
Ref
Will
Features



+0
+0
+0
+0
Mutations, Monster Sage, Improved Unarmed Strike



+1
+0
+0
+0
Mutations, Teratomorphism I



+1
+1
+1
+1
Mutations



+2
+1
+1
+1
Mutations



+2
+1
+1
+1
Mutations, Teratomorphism II



+3
+2
+2
+2
Mutations



+3
+2
+2
+2
Mutations



+4
+2
+2
+2
Mutations, Teratomorph III



+4
+3
+3
+3
Mutations


10°
+5
+3
+3
+3
Mutations, Mutant Ascendancy


11°
+5
+3
+3
+3
Mutations, Teratomorph IV


12°
+6
+4
+4
+4
Mutations


13°
+6
+4
+4
+4
Mutations


14°
+7
+4
+4
+4
Mutations, Teratomorph V


15°
+7
+5
+5
+5
Mutations


16°
+8
+5
+5
+5
Mutations


17°
+8
+5
+5
+5
Mutations, Teratomorph VI


18°
+9
+6
+6
+6
Mutations


19°
+9
+6
+6
+6
Mutations


20°
+10
+6
+6
+6
Mutations, Mutant Perfection


Class Skills (2 + Int Modifier): The evolutionist can choose any ten skills to be class skills.

Proficiencies: Evolutionists are proficient with all simple weapons and light armor but not with shields. They are innately proficient with any natural weapons they may acquire.

Mutations: At first level, the evolutionist gains six mutations. Each level afterwards, he gains four mutations.
Whenever the evolutionist gains a level, he may chose to lose any one mutation he has to gain a different one, he cannot chose to lose a mutation that would cause him to no longer qualify for another mutation, feat or prestige class.

Monster Sage (Ex): The evolutionist gains a +4 bonus on all knowledge checks made to discern information about a creature.

Improved Unarmed Strike: The evolutionist gains Improved Unarmed Strike as a bonus feat, he may treat unarmed strikes as grouped natural weapons (as many as he has fists or analogous limbs to use) or as manufactured weapons as he prefers.

Teratomorph: Mutations are relatively simple, small individual changes. Teratomorphism is a much more radical alteration of the evolutionist’s body, a full array of widespread changes meant to achieve a more complex final result than the relatively simple addition or improvement of biological components that is a mutation.
At their second , fifth , eighth , eleventh , fourteenth and seventeenth levels, the evolutionist can chose one Teratomorphism. At first he can take only a Teratomorph change from the Teratomorph I list, but each time this ability is gained he also gains access to a higher level of potential changes. The same ability cannot be taken more than once. The changes wrought by Teratomorph are considered extraordinaire effects.

Teratomorph I:

Dire Body: The evolutionist’s appearance and demeanor become exponentially more ferocious. The damage die of all his natural weapons increase by one step and he gains a +1 bonus to attack rolls and natural armor plus another +1 bonus to attack rolls and natural armor for every two teratomorphisms he has. Lastly, he gains a bonus to intimidate checks equal to his mutator level.
Tauric Body: The evolutionist’s lower body becomes that of a bestial creature, he is considered a quadruped (and consequentially a long creature), increasing his land speed by 10 feet and allowing him to treat himself as mounted for the purposes of feats and abilities (and also providing stability and increased cargo capacity). If he is already a quadruped, this teratomorphism can be taken in order to make him into a bipedal creature (and consequentially a tall creature), improving reach for large sized beings, but removing the benefits of quadruped form, in this particular scenario it should probably have another name, but I am at a loss for one.
Anomalous Mutation: The evolutionist gains one unstable mutation. By concentrating for 5 minutes he may convert this unstable mutation into any single mutation he qualifies for, the unstable mutation remains in that form for 24 hours. Unlike other teratomorphisms, this ability can be taken more than once; any number of existing unstable mutations can be converted in a single period of concentration.
Extra Mutations: The evolutionist gains three mutations. Unlike other teratomorphisms, this ability can be taken more than once.


Sidebar: The shapes of critters:
Tauric Body, and its theoretical twin sister that turns centaurs into equicephs or whatever, refers to "quadrupeds", "bipeds", "long creatures" and "tall creatures".

For the purposes of D&D (and this teratomorphism), a quadruped is equivalent to a long creature and a biped is equivalent to a tall creature, this has no actual relationship to the number of legs a creature has and governs mainly the reach of creatures of certain size, as stated on page 314 of the Monster Manual or here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat).

Teratomorph II:

Size Increase I: The evolutionist grows one size category. His height, length and width doubles and his weight is multiplied by 8. He gains a +2 size bonus to strength, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size decrease, if any, instead of giving its normal benefits if the evolutionist has that teratomorphism. Furthermore, the evolutionist gains additional bonuses (or penalties) to his strength and natural armor according to his new size, as seen on the following table:


Former Size

New Size
Str Adjustment
NA adjustment


Fine
Diminutive
+2
+1


Diminutive
Tiny
+2
+1

Tiny
Small
+2
+1


Small
Medium
+2
+1


Medium
Large
+2
+1



Large
Huge
+2
+1

Huge
Gargantuan
+4
+2


Gargantuan
Colossal
+8
+4



Size Decrease I: The evolutionist reduces one size category. His height, length and width are halved and his weight is divided by 8. He gains a +2 size bonus to dexterity, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size increase, if any, instead of giving its normal benefits if the evolutionist has that teratomorphism. Furthermore, the evolutionist gains additional bonuses or penalties to his strength according to his new size, as seen on the following table:


Former Size
New Size
Str Adjustment


Colossal
Gargantuan
-8


Gargantuan
Huge
-4


Huge
Large
-2


Large
Medium
-2


Medium
Small
-2


Small
Tiny
-2


Tiny
Diminutive
-2


Diminutive
Fine
-2


* Strength can never go below 1.

Amorphous I: The evolutionist’s body loses consistency, becoming considerably more gelatinous or amoeboid, or maybe simply rubbery, or something else entirely. The evolutionist gains a +4 bonus on all escape artist and is treated as one size category larger than he actually is for the purposes of grappling and can treat himself as being up to one size category smaller than he actually is for the purposes of squeezing through tight spaces. Lastly, the evolutionist has a 25% chance of ignoring extra damage from precision damage (such as sneak attacks) and critical hits.


Sidebar: Changing sizes and you:
Let me make things perfectly clear, the height and weight alterations listed on the Size Increase and Size Decrease teratomorphisms are the same ones listed on the Enlarge Person and Reduce Person spells, as well as similar effects. This was done because technically, those are the rules.

But they are freaking stupid.

The math is a guideline. Do not feel forced to use it, a small creature is between 4 and 2.5 ft in length/height or whatever and weight varies according to a number of factors. Do as you will with these final statistics, they have practically no bearing on the mechanics after all.

Teratomorph III:

Burrow: The evolutionist gains a burrow speed equal to his base land speed. The evolutionist's burrowed movement leaves behind a tunnel that other creatures can use.
Flight: The evolutionist gains a fly speed equal to twice his base land speed with poor maneuverability. If he is already capable of flying, his flight speed increases by 20 ft. and his maneuverability improves one step.
Regeneration I: The evolutionist gains the ability to reattach or grow back lost body parts (even his head if he has a spare one to keep going). Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes. In addition, the evolutionist gains fast healing 2, stacking with any existing fast healing and heals an additional 5 points of nonlethal damage per round. Lastly, as a move action, once per turn, the evolutionist may recover hit points equal to his total fast healing.
Extra Head I: The evolutionist grows one additional head. This extra head gives the evolutionist a +2 bonus on spot, listen and search checks, it may share any bite or gore attacks owned by the original head and may be used alongside mutation-granted natural weapons in a full attack, increasing the limit to fit itself. Additionally, whenever you could perform an attack with the bite or gore of one of your heads, you may attack with all of your heads, but you may only attack once per head in this way, even if you have more than one attack per head.


Teratomorph IV:

Size Increase II (Requires Size Increase I): This teratomorphism works exactly like size increase I and stacks with it.
Size Decrease II (Requires Size Decrease I): This teratomorphism works exactly like size decrease I and stacks with it.
Amorphous II (requires Amorphous I): This teratomorphism works exactly like amorphous I and stacks with it.


Teratomorph V:

Regeneration II (Requires Regeneration I): The evolutionist needs only one minute to regenerate a lost body part. In addition, all physical damage (slashing, piercing or bludgeoning) dealt to him is turned into non-lethal damage, and his fast healing increases by 2, as well as increasing his nonlethal damage recovery by 5. Lastly, he may use the healing option of Regeneration I as a swift action.
Extra Head II (Requires Extra Head I): This teratomorphism works exactly like Extra Head I, giving the evolutionist a third head. In addition, the evolutionist gains one extra move or standard action each round.
Blindsight: The evolutionist gains Blindsight with a range of 30 ft, or half the range of any existing Blindsense, whichever is higher.


Teratomorph VI:

Size Increase III (Requires Size Increase II): This teratomorphism works exactly like size increase II and stacks with it.
Size Decrease III (requires Size Decrease II): This teratomorphism works exactly like size decrease II and stacks with it.
Amorphous III (Requires Amorphous II): This teratomorphism works exactly like amorphous II and stacks with it, with the following alteration, the evolutionist gains an additional 50% chance to avoid precision damage and critical hits (for a total of 100% chance). Additionally, the evolutionist can no longer be flanked.


Mutant Ascendancy (Ex): At 10th level, the evolutionist becomes something… Different from whatever he used to be. The evolutionist may
pick an ascendancy from the list bellow, changing his creature type to the matching ascendancy's and receiving a special bonus according to the choice. The humanoid ascendancy is only open to creatures that already belong to that type, for most other creatures agree that humanoids are a step down in the evolutionary ladder. The evolutionist gains the augmented subtype pertaining to his old type.
If they don’t already have it, characters gaining the aberration, dragon, magical beast and monstrous humanoid types gain Darkvision out to a range of 60 feet (stacking with any other Darkvision not granted by creature type) while those changing into giant or fey gain low-light vision. Lastly, the evolutionist gains two extra mutations.


Aberration: The save DCs for the evolutionist’s supernatural and psi-like abilities increases by +3.
Dragon: The damage die of all the evolutionist’s breath weapons increases by one step and the save DC for them increases by +3. The save DC's for all the evolutionist's extraordinaire special attacks also increases by +2.
Fey: The save DCs for the evolutionist’s spell-like abilities derived from the druid spell list and all illusion and enchantment spell-like abilities increases by +3.
Giant: The evolutionist gains Powerful Build and his strength increases by +4.
Humanoid: The evolutionist gains a +2 bonus to three ability scores of his choice.
Magical Beast: The evolutionist gains an enhancement bonus on attack and damage rolls with all natural weapons equal to one fourth of his mutator level.
Monstrous Humanoid: The evolutionist gains two additional mutations and one mutator feat of his choice.

As a final benefit, upon gaining this ability, the evolutionist may redefine how his age categories advance. He must still follow the standard advancement rules for his type (meaning a non-true dragon can't change to that paradigm, he must stick to Mature, Old and Venerable and its usual bonuses and penalties), but can simply decide that he will never reach one of the later age categories or do away with his maximum age entirely.

Mutant Perfection (Ex): A 20th level evolutionist is a thing of its own, he might be the most perfect exemplar of his kind or he might be the origin of an entirely new species. He gains two additional mutations and an ability depending on the mutant ascendancy he picked.


Aberration: Horrible, unnatural, alien. These are the words associated with aberrations. Their powers are varied and unpredictable as their shapes. The evolutionist gains two additional teratomorphisms of any level.
Dragon: Dragons will have you know that they are the most glorious and terrible beings that ever graced the world, they are probably right. The evolutionist’s base land speed increases by 30 feet (which can have an effect on other movement modes gained from mutations and teratomorphisms), the damage die of all his natural weapons and any breath weapon they have increases by one step, any resistances he has increase by 5 (but he does not gain any resistance he does not have), he gains damage reduction 5/magic or increases an existing damage reduction by 5 and any existing spell resistance increases by 5.
Fey: Graceful and wicked in the manner of mad courtiers, fey are a conundrum to many. The evolutionist gains a +5 bonus on all dexterity, wisdom and charisma based skill checks. He also gains two mutations that can only be spent on spell-like abilities, but he can take any two wizard/sorcerer or druid spells of up to 9th level with these abilities, they are useable twice per day each (or more if they are of 6th level or lower, see Spell-like ability mutation).
Giant: Whoever does not believe that might makes right has never faced a giant. Whoever thinks that the mighty of body are dull of mind has never faced a giant. The evolutionist gains a +4 bonus to all ability scores. He also grows one size category (up to colossal, gaining the same bonuses and penalties due to size change listed in the Size Increase teratomorphism) and gains an additional +2 to constitution.
Humanoid: As a paragon of his kind, the evolutionist is a beacon of glory to others of those meager - mostly hairless - often apes (but sometimes other things) known as humanoids. All humanoids within 60 feet of the evolutionist gain a +5 morale bonus on all attack rolls, damage rolls and skill checks. They are not simply food for the greater monstrosities of the world, they have the right to be and they have the power to be more. He also gains a +2 bonus to all ability scores.
Magical beast: The magical beast is great and magnificent, something about these creatures just inspires those who look at them, their pride is not vain, and their might is not without finesse. The evolutionist’s natural armor increases by +5, he gains a +3 bonus on all saving throws and the save DCs for all his special attacks increases by +3. Furthermore, the evolutionist may rebuke and control magical beasts like an evil cleric can rebuke and control undead. His effective cleric level for the purposes of this ability is his mutator level, this ability can be used once every five rounds.
Monstrous Humanoid: All brutality, all ferociousness, all canniness and ruthlessness is embodied in the monstrous humanoid. The evolutionist gains a +5 bonus on all skill checks, ability checks and attack and damage rolls. He also gains a +2 bonus to all ability scores.

Draken
2012-04-22, 09:30 PM
Mutations
Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats.
Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes or monster classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).

Mutations and Appearance
Most mutations, innate mutations in particular, make a tangible and obvious change to the evolutionist’s body. In the broader aspect, the nature of the change is dictated by the mutation. Gaining a bite attack will give you prominent teeth, claws will enlarge his fingernails, tentacles will grow out of… somewhere. But as that ‘somewhere’ says, the specifics of the change are up to the evolutionist. Tentacles can grow on his back, on his waist, on his face. A bite attack can give him vampiric fangs or give him a crocodilian mouth. Natural armor can give him reptilian scales or the chitinous shell of an arthropod. The more mutations, the more prominent the changes become and the less like his original self the evolutionist will look.
Don’t even get me started on teratomorphisms or type changes from Mutant Ascendancy, when those things happen, you can pretty much go wild.

Granting Mutations and Temporary Mutations
Certain prestige classes can grant mutations to other creatures, based on those the evolutionist himself has. The mutations granted are based directly on those that the evolutionist has, and limited by any choices he has already made, such as where mutation-granted skill points are allocated, what specific feats, spell-like abilities or energy resistances are granted by mutations, etc. Lastly, such effects do not allow the evolutionist to grant more instances of a given mutation than he personally possesses, including any mutations the target might already have. Mutations obtained in a temporary fashion, such as from the Anomalous Mutation teratomorphism or the Azure Form feat, cannot be granted and cannot serve as prerequisites for obtaining permanent mutations. Permanent effects caused by temporary mutations (Groves, raised undead spawn, etc) end when the mutation is lost.


Mutation Prerequisites
A number of mutations have prerequisites; some have a mutator level prerequisite while others have special abilities as prerequisites. When a mutation has a special attack or ability as a prerequisite, it can be supplied by mutations or by any other permanent means (racial abilities, class features, etc) available to the character.

Mutation Presentation
Name: The mutation’s name.
Prerequisite: The mutation’s prerequisites.
Ability Score: Which Ability score governs the mutation’s save, if any. If a mutation would require Constitution (not only for saves, but for any of its effects) and the evolutionist has a null score on it, use Charisma instead.
Benefit: What the mutation does.
Further Mutations: What the character gains from taking the mutation more times and how many times the mutation can be taken, if it has any unusual limits. If this entry is left empty, the mutation’s basic benefit is received once more (stacking with itself) whenever the mutation is taken. If a mutation can be taken “up to once per X mutator levels”, divide the character’s mutator level by ‘X’ and round the result up to determine how many instances of the mutation he can take.

Table 2: Mutation Limits

Mutator Level 1/2 ML 1/3 ML 1/4 ML 1/5 ML 1/6 ML 1/7 ML 1/8 ML 1/9 ML 1/10 ML
1111111111
2111111111
3211111111
4221111111
5322111111
6322211111
7432221111
8432222111
9533222211
10543222221
11643322222
12643322222
13754332222
14754332222
15854333222
16864433222
17965433322
18965433322
191075443332
201075443332


Basic Mutations
Basic Mutations are those that effect non-physical changes on the evolutionist. The evolutionist retains access to the benefits granted by these mutations even if he is not in his natural form (by alter self or similar spell effect).

Evolve Aptitude
Prerequisite: -
Ability Score: None
Benefit: The evolutionist chooses three skills and they become class skills for him. He also gains a +1 bonus to skill checks with all skills.
Further Mutations: Each time this mutation is taken it applies to a different set of skills. This mutation can be taken up to five times.

Evolve Combat Instinct
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base attack bonus increases by +1, to a maximum of +20 or his HD, whichever is lower.
Further Mutations: This mutation can be taken up to once per two mutator levels.

Evolve Fortitude
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base fortitude save increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.

Evolve Racial Potential
Prerequisite: Appropriate race
Ability Score: None
Benefit: The evolutionist gains a racial feat as a bonus feat. A racial feat is a feat that has the evolutionist’s (original) race as a prerequisite. The evolutionist must also attend any other prerequisites the feat might have. This mutation cannot be used to take Mutator feats.
Further Mutations: This mutation can be taken once per three mutator levels.

Evolve Reflexes
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base reflex save increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.

Evolve Resilience
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains additional hit points equal to 3 + his mutator level.
Further Mutations: This mutation can be taken once per three mutator levels, up to five times.

Evolve Skills
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains 6 skill points, plus 2 additional skill points per mutator level.
Further Mutations: This mutation can be taken up to three times.

Evolve Talent
Prerequisite: Mutator level 3.
Ability Score: None
Benefit: The evolutionist gains a bonus feat, he must qualify for the feat taken and it may not be a mutator feat.
Further Mutations: This mutation can be taken once per four mutator levels.

Evolve Will
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base will save bonus increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.


Innate
Innate mutations create obvious physical changes. Unless otherwise stated they are not considered extraordinaire, supernatural or spell-like abilities. Because these mutations rely on features of the physical form of the evolutionist they are suppressed if he is not in his natural form.

Adherent Hands
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +2 bonus on climb checks, grapple checks and on checks to resist being disarmed.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains a climb speed of 15 feet per instance of the mutation taken. Each time this mutation is taken, the maximum bonus increases by +2. This mutation can be taken once per two mutator levels, up to four times.

Aquatic Adaptation
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +4 bonus on swim checks and a swim speed equal to his base land speed.
Further Mutations: If this mutation is taken a second time, the bonus on swim checks increases by another +4, the swim speed granted increases to twice the evolutionist’s base land speed and he may breath underwater. This mutation can be taken once per three mutator levels, up to twice..


Chameleonic
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops padding and the ability to change the coloration and pattern of his skin, giving him a +2 bonus on hide, move silently and disguise checks.
Further Mutations: Each time this mutation is taken, the bonus increases by +2. If this mutation is taken at least three times, the evolutionist gains the ability to hide even in terrain that does not provide cover or concealment. If it is taken four times, he gains the ability to Hide in Plain Sight. This mutation can be taken once per three mutator levels.


Darkvision
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Darkvision with a range of 30 feet or increases the range of existing Darkvision by 30 feet.
Further Mutations: -

Evolve Speed
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base land speed improves by 10 feet.
Further Mutations: This mutation can be taken once per six mutator levels.

Extend Reach
Prerequisite: -
Ability Score: None
Benefit: The evolutionist may extend the reach of one of his natural weapons by 5 feet, up to a maximum of twice his normal reach with that natural weapon. If applied to a natural weapon capable of wielding manufactured weapons this extra reach also applies to those, the additional threatened area of a reach weapon is calculated based on the base range of the evolutionist’s size category, not on the total threatened area granted by this mutation.
Further Mutations: -

Extra Arms
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist grows a pair of fully functional extra arms. Or only one arm, if he wants.
Further Mutations: This mutation can be taken once per six mutator levels.

Extra Senses
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +2 bonus on listen, search and spot checks.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains uncanny dodge. If it is taken at least three times, he gains improved uncanny dodge. Each time this mutation is taken, the skill bonus increases by +2. This mutation can be taken once per three mutator levels.
Special: Acquiring this mutation at least once can be used to remove any existing natural blindness or deafness, but not magical blindness or deafness.

Flexible Joints
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s limbs and digits can stretch and bend more than usual, giving him a +2 bonus on escape artist, sleight of hand and tumble checks.
Further Mutations: Each time this mutation is taken, the bonus increases by +2. In addition, for every two instances of this mutation taken, the evolutionist may increase the distance he can move with a 5 feet. step by an additional 5 feet. This mutation can be taken once per two mutator levels, up to four times.

Natural Armor
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s natural armor increases by 2.
Further Mutations: This mutation can be taken once per three mutator levels.

Natural Weapons
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains one natural weapon from the list bellow.


Natural Weapon
Damage dice (Medium)
Type


Bite*
1d8
Bludgeoning, Slashing and Piercing


Claw x2
1d4
Piercing and Slashing


Gore**
1d6
Piercing


Tail* ***
1d6
Bludgeoning or Piercing


Tentacle x2***
1d3
Bludgeoning and/or Slashing


Slam x2
1d6
Bludgeoning


* You can chose one bite or tail attack to be treated as a primary natural weapon in addition to any other primary natural weapons you might have. These natural weapons are also are treated as two-handed weapons by power attack and similar feats or abilities.
** A gore attack deals double damage when used on a charge.
*** A piercing tail is effectively a stinger. An evolutionist can use his tail for trip attacks.
**** Tentacles have twice the normal reach for the evolutionist’s size. When the mutation is taken, the evolutionist can chose the damage type of the tentacles from the choices given.
If the evolutionist has more than one natural weapon, he must decide which is the primary and which are the secondary ones upon taking the mutations, that choice can be changed whenever the evolutionist gains new mutations. If the evolutionist has multiple sets of natural weapons, only one group (one bite, one pair of claws, etc) can be the primary.
The evolutionist can have up to one bite and gore per head, one tail, four tentacles, and up to one claw or slam per arm (any combination of these, but no more than one of each per limb), if he chooses to, he may evolve only one claw, tentacle or slam instead of a pair, but each still costs a mutation.
Further Mutations: Each time this mutation is taken the evolutionist can chose to improve the damage of one group of existing natural weapon by one step or gain a new natural weapon from the table. This mutation can be taken up to once per two mutator levels.
Special: Only four natural weapons gained through this mutation can be used as part of a full attack at any given time, plus a single bite, tail or gore attack in excess of that limit. This limit does not apply to natural weapons that the evolutionist has from any other sources or additional attacks gained through other mutations or teratomorphisms.

Nimble Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all dexterity based checks and skill checks and his dexterity increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Nimble Form is not suppressed when the evolutionist is not in his natural shape.

Pheromones
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops the ability to emit pheromones that subtly affect those nearby, giving him a +2 bonus on bluff, diplomacy, disguise, handle animal, intimidate and sense motive checks.
Additionally, all living creatures with total HD equal to or less than your mutator level or your charisma modifier (whichever is lower) have a starting attitude towards you one step better than they normally would, to maximum of helpful, this effect can only affect any one creature once, after which the actions of the evolutionist will be the determining factor in the creature’s attitude. A creature with a sense motive modifier higher than 1 + your mutator level is unaffected by this ability.
Further Mutations: Each time this mutation is taken, the bonus increases by +2 and the starting attitude of the rabble improves by one additional step. This mutation can be taken once per two mutator levels, up to four times.

Powerful Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all strength based checks and skill checks and his strength increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Powerful Form is not suppressed when the evolutionist is not in his natural shape.

Resilient Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all constitution based checks and skill checks and his constitution increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Hit points gained from the constitution granted by this mutation are not lost when the evolutionist changes shapes (as usual for such effects). Unlike other innate mutations, Resilient Form is not suppressed when the evolutionist is not in his natural shape.

Superior Cognizance
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all intelligence based checks and skill checks and his intelligence increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Cognizance is not suppressed when the evolutionist is not in his natural shape.

Superior Grace
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all charisma based checks and skill checks and his charisma increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Grace is not suppressed when the evolutionist is not in his natural shape.

Superior Instinct
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all wisdom based checks and skill checks and his wisdom increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Instinct is not suppressed when the evolutionist is not in his natural shape.

Vestigial Wings
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops organs or limbs that aid in aerial movement, these give him a +4 bonus on all jump checks and increase any fly speed he has by 20 feet. For every instance of this mutation taken, the evolutionist’s maneuverability improves by one step.
Further Mutations: This mutation can be taken once per four mutator levels

Draken
2012-04-22, 09:32 PM
Extraordinaire
Extraordinaire mutations grant extraordinaire abilities based on the evolutionist’s physical body in its natural form. Their benefits become unavailable whenever the evolutionist is not in his natural shape.

Augmented Critical
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Further Mutations: -

Barbs
Prerequisite: Quills, Spines.
Ability Score: Dexterity
Benefit: On a failed reflex save, the evolutionist's spine attacks lodge onto the flesh of his opponents just like quills do, imposing the same penalties and following the same rules for removal.
Furthermore, the damage dice for the evolutionist's spines increases by one step.
Further Mutations: Every time this mutation is taken, the damage dice of the evolutionist's spines increases by one step. This mutation can be taken once per five mutator levels.

Bash
Prerequisite: Slam natural attack.
Ability Score: None
Benefit: As a full-round action, the evolutionist can deliver a massive blow to one target, dealing twice the damage of his slam attack.
Bashing counts as the slam attack on which it is based and also as a two-handed attack.
Further Mutations: Each time this mutation is taken, the damage multiplier of the bash attack increases by 2 (x4, x6…). This mutation can be taken once per six mutator levels.

Blindsense
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Blindsense with a range of 10 feet.
Further Mutations: This mutation can be taken once per three mutator levels.

Constrict
Prerequisite: Improved Grab
Ability Score: None
Benefit: Chose one natural weapon the evolutionist has improved grab with. Whenever he wins a grapple check, he deals damage equal to that of the natural weapon being used in the grapple.
Further Mutations: Each time this mutation is taken, a new natural weapon can receive the constrict ability.
Special: If you use constrict with a tail natural weapon, it deals double damage.

Crush
Prerequisite: Large size or larger.
Ability Score: Strength
Benefit: The evolutionist can jump (or drop if he is capable of flying) on top of opponents at least one size category smaller than him as a standard action, using his whole body to crush them.
A crush attack affects as many creatures as can fit under the evolutionist’s body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the evolutionist moves off them. If the evolutionist chooses to maintain the pin, it is treated as a normal grapple attack (but multiple opponents can be kept pinned in this way with no penalty). Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the same damage as the evolutionist’s Slam attack.
Further Mutations: This mutation can be taken once.

Damage Reduction
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains damage reduction 3/Magic. Or increases an existing damage reduction (that is defeated by magic) by 3.
Further Mutations: This mutation can be taken once per four mutator levels.
Special: If the evolutionist has access to the Construct mutation list, this mutation may be used to improve damage reduction that is defeated by special materials. If the evolutionist has access to the Plant mutation list, this mutation may be used to improve damage reduction that is defeated by specific types of damage. If the evolutionist has access to the Outsider mutation list, this mutation may be used to improve damage reduction that is defeated by aligned attacks. If the evolutionist has damage reduction that is defeated by two or more methods (concurrently or alternatively), he may improve that damage reduction as long as he has access to at least one of the improvement methods listed in this mutation.

Disease
Prerequisite: Any natural weapon, Mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist incubates a mundane disease within his body, gaining immunity to its effects and delivering it through his natural attacks. Diseases delivered through injury can be delivered through piercing or slashing attacks, and contact diseases can be delivered through any natural attacks. The save DC for any diseases you deliver is equal to the DC for mutations, not the normal DC for the disease.
Further Mutations: Each time this mutation is taken, the evolutionist can choose a new disease to incubate and become immune to. This mutation can be taken once per five mutator levels.

Energy Resistance
Prerequisite: -
Ability Score: None
Benefit: Chose one type of elemental damage (acid, cold, electricity, fire or sonic), the evolutionist gains resistance 5 to the chosen form of damage or increases an existing resistance by 5.
Further Mutations: Each time this mutation is taken, the evolutionist can either gain resistance to a new element or increase an existing resistance by 5. If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.

Fast Healing
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains fast healing 1 or increases an existing fast healing by 1.
Further Mutations: This mutation can be taken once for every four mutator levels. Every time it is taken, the fast healing increase is raised by 1 (+2 with the second mutation for a total of 3, +3 with the third mutation for a total of 6, etc.).

Ferocity
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can continue to act normally while at zero hit points or less. For every five hit points he is missing below zero, he gains a cumulative +1 bonus on attack rolls, damage rolls and will saves.
Further Mutations: Each time this mutation is take past the first increases the evolutionist’s negative hit point threshold by another 10 points. This mutation can be taken once per four mutator levels.

Frightful Presence
Prerequisite: Mutator level 4.
Ability Score: Charisma
Benefit: Whenever the evolutionist critically hits, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a will save or become frightened for 1 round. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.
Further Mutations: Each time this mutation is taken, the duration of the frightened condition increases by 1 round. This mutation can be taken once per four mutator levels.

Impale
Prerequisite: Improved Grab, Quills, Mutator level 3.
Ability Score: None
Benefit: Whenever the evolutionist initiates a grapple with a target at least two size categories smaller than him, he may attempt to impale his opponent on his quills. Attempting to impale an opponent is a free action that can be taken immediately after winning a grapple check against the victim, forcing a second grapple check, if the evolutionist wins, the target is impaled on his quills. As long as the evolutionist’s grappled opponent is impaled, he is not considered to be in a grapple himself, he may have one impaled opponent at any given time
An impaled victim takes damage from the evolutionist’s quills at the end of every round it remains impaled.
Further Mutations: For each time this mutation is taken after the first, the evolutionist may impale one additional opponent on his quills. This mutation can be taken once per four mutator levels.

Improved Grab
Prerequisite: Any natural attack.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a creature at least one size category smaller than him with that weapon, 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.
Further Mutations: Each time this mutation is taken, it applies to a different natural weapon.

Ink
Prerequisite: -
Ability Score: None
Benefit: While underwater, the evolutionist can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The dimensions of this cloud increase by 10 for every size category above medium. The cloud provides total concealment. All vision within the cloud is obscured. The cloud lasts for one minute, half that in moving water, or one round in turbulent waters.
This mutation can be used while not underwater, as a swift action, as a ranged touch attack with a range increment equal to the dimensions of the cloud (10 feet for a medium evolutionist), the target is blinded until he takes a standard action to clean the ink from his eyes.
Further Mutations: Each time this mutation is taken, the dimensions of the cloud increase by 10 feet and the time the evolutionist must wait between uses is reduced by one round (to a minimum of one round). This mutation can be taken once per two mutator levels.

Jet
Prerequisite: -
Ability Score: None
Benefit: As a full-round action, the evolutionist can move up to five times his land speed in a straight line, this movement does not provoke attacks of opportunity.
Further Mutations: This mutation can be taken once per three mutator levels, increasing the movement speed multiplier by two each time it is taken.

Maul
Prerequisite: Bash.
Ability Score: Strength
Benefit: The target of the evolutionist’s bash must make a fortitude save or be stunned for 1 round. The save DC is increased by 1 for each time the bash mutation has been taken.
Further Mutations: Each time this mutation is taken, the stun duration increases by 1 round. This mutation can be taken once per four mutator levels.

Mutilate
Prerequisite: Bite natural weapon, mutator level 7.
Ability Score: Strength
Benefit: The evolutionist’s bite causes grievous wounds and can even tear off limbs from his target. As a swift action, after successfully delivering a bite attack to his target or whenever he scores a critical hit with a bite attack (without need for a swift action), the evolutionist can trash and rend at his opponent’s flesh. The evolutionist’s target must succeed on a fortitude save or the evolutionist damages one of his arms or legs (of the evolutionist’s choice) to the point of inutility. An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.
Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing spell.
Further Mutations: Each time this mutation is taken after the first, the bleed damage from the wound increases by 1 per round. This ability can be taken once per four mutator levels.

Poison
Prerequisite: Any natural attack.
Ability Score: Constitution
Benefit: The evolutionist chooses one type of natural weapon he has that deals piercing or slashing damage. Attacks with that natural weapon inflict their victim with poison, dealing 1d3 points of damage to one ability score chosen at the time the mutation is taken, this is both the primary and secondary damage of the evolutionist’s poison. A fortitude save prevents the evolutionist's poison from dealing any damage. The evolutionist’s body can produce a number of doses of poison every day equal to the number of times the mutation has been taken, plus his constitution modifier, he may chose not to spend a dose of poison when he attacks, this choise can be made after he knows wether the attack hits or not.
Further Mutations: The evolutionist has three choices when taking additional instances of this mutation:

Choose a new natural weapon to add poison to.
Increase the damage of all existing poison that affect one ability score by one step.
Add an additional type of ability damage to the poison of one of his natural weapons.
This mutation can be taken up to once per three mutator levels.

Pounce
Prerequisite: Two natural weapons, mutator level 5.
Ability Score: None
Benefit: The evolutionist can make a full attack at the end of a charge.
Further Mutations: This mutation can be taken once.

Quills
Prerequisite: Any natural attack.
Ability Score: Strength
Benefit: 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 1 point of piercing damage each. Also, any creature that suffers this damage must make a reflex save, or the quill breaks and lodges in her flesh. A lodged quill imposes a -1 penalty on attacks, saves and skill checks, these penalties stack. Removing the quill requires a DC 14 Heal check and doing so deals another 1d4 points of damage.
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). Quills are considered natural weapons.
Further Mutations: Each time this mutation is taken after the first, the number of quills that strike an attacker increases by one step (to 1d6 for the second mutation) and the DC on the heal check to remove a quill increases by +2. This mutation can be taken once per two mutator levels.

Rake
Prerequisite: Claws natural attack.
Ability Score: None
Benefit: The evolutionist gains two rake attacks as secondary natural weapons dealing the same damage as his claws. Rakes can be used at no penalty during grapples, but can only be used when grappling or pouncing.
Rakes benefit from any other mutations applied to the evolutionist’s claws and are considered secondary natural weapons.
Further Mutations: This mutation can be taken up to once per seven mutator levels.

Rend
Prerequisite: Any pair of slashing or piercing natural attacks (claws, pincers, tentacles, etc).
Ability Score: None
Benefit: When the evolutionist hits an opponent with both natural attacks of a pair, he automatically deals extra damage equal to the twice the damage of the natural weapons used. This mutation only applies to one pair of natural weapons each time it is taken, even if the evolutionist has more than two of the chosen attack.
Further Mutations: Each time this mutation is taken, it applies to another pair of natural weapons.

Rock Catching
Prerequisite: Rock Throwing
Ability Score: None
Benefit: Once per round, the evolutionist can try to catch a projectile attack aimed at him. To do so, he must make an attack roll as a free action, if the result of this attack roll is greater than that of the attacker, the evolutionist may catch the projectile in his hand. This ability can be used to catch siege weapon projectiles but it cannot be used to catch energy attacks.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to catch one additional attack per round. This mutation can be taken up to once per four mutator levels.

Rock Throwing
Prerequisite: Slam natural attack
Ability Score: None.
Benefit: The evolutionist can hurl substantially large and heavy objects (such as rocks), weighting up to one quarter of his light load with a range increment of 30 ft. these attacks deal damage equal to that of the evolutionist’s slam attack and benefit from any effects that would modify it, as well as any effecta that would benefit attacks with thrown weapons. Each size category the evolutionist has above medium increases the range increment of his rock throwing by 10 ft.
Further Mutations: Each time this mutation is taken after the first, the evolutionist raises the range increment of objects thrown with this ability by 10 feet and gains a +2 bonus on attack and damage rolls with it. This mutation can be taken up to once per three mutator levels.
Special: This ability can be used to make iterative attacks. Objects meant to be thrown with this ability may be enchanted as magic weapons.


Scent
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains the scent ability, with a base range of 20 feet, this range is doubled if the target is against the wind from the evolutionist.
Further Mutations: Each time this mutation is taken after the first increases the base range of the evolutionist's scent increases by 20 feet. This mutation can be taken once per three mutator levels.
Special: Taking this mutation once removes mundane anosmia, but not magical anosmia.

Slime
Prerequisite: Elemental Resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist’s body produces a destructive substance that deals damage to anything that touches it. Any creature that successfully hits the evolutionist with a natural attack suffers 2d6 points of energy damage (chosen at the time this mutation is taken, from among the energy types the evolutionist has resistance to), any manufactured weapon that strikes the evolutionist takes this same damage, any creature that grapples or is grappled by the evolutionist also takes this damage once per round on his turn. A reflex save halves this damage. The evolutionist can stop producing the slime as a free action and resume producing it as a free action as well.
The slime does not discriminate between objects and creatures, and it will harm the evolutionist’s gear if it is not properly protected. The evolutionist himself can protect his equipment against his own slime in a process that takes one minute per item and lasts for 24 hours.
Further Mutations: Each time this mutation is taken, the damage done by the slime increases by 2d6. This mutation can be taken once per three mutator levels.

Spell Resistance
Prerequisite: Mutator level 5
Ability Score: None
Benefit: The evolutionist gains Spell Resistance 5+mutator level.
Further Mutations: You Each time this mutation is taken after the first, the spell resistance improves by 3. This mutation can be taken once per four mutator levels.

Spines
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can use the spines on his body as ranged weapons. Spines have the following statistics:


Damage (medium)
Critical
Range Increment
Damage Type


1d6
X2
80 ft.
Piercing


Firing a volley of spines is a standard action, and each volley can have a number of spines equal to the number of times this mutation was taken, each spine requires its own attack roll. The spines granted by this mutation are considered natural weapons and thrown weapons, but only gain bonus damage equal to half the evolutionist’s strength modifier.
Further Mutations: This mutation can be taken once per three mutator levels.

Sprint
Prerequisite: -
Ability Score: None.
Benefit: Once per hour, the evolutionist can move ten times its normal speed when he makes a charge.
Further Mutations: Each time this mutation is taken, the wait time between uses is reduced by 10 minutes, to a minimum of once per minute.


Stench
Prerequisite: -
Ability Score: Constitution
Benefit: As a swift action, the evolutionist can release a foul-smelling substance that fills an area of 30 feet around him with a disgusting smell. Every creature with a sense of smell within that radius (or twice that radius for creatures with scent) must make a fortitude save or be sickened for 10 rounds. Any one creature can only be affected by the evolutionist’s stench once per day. After it is activated, this ability remains active until deactivated. Deactivating this ability requires a swift action.
Further Mutations: Each mutation after the first increases the radius of the stench by 10 feet. If this mutation is taken at least six times, creatures within half the maximum radius that fail their saves are nauseated instead. This mutation can only be taken once per two mutator levels.

Swallow Whole
Prerequisite: Mutator level 5, Improved Grab related to a bite natural attack, Large size of larger.
Ability Score: None
Benefit: The evolutionist can swallow a grabbed opponent at least two size categories smaller than him by making a successful grapple check.
A swallowed creature takes 1d8+4 points of bludgeoning damage plus 4 points of acid damage each round from the evolutionist’s gizzard, for each size category the evolutionist has above large, this damage increases by 1d8+4 bludgeoning and 4 acid. A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 20 (+5 damage per size category above large) points of damage to the gizzard (AC 10 + half the evolutionist’s natural armor). Once the opponent exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The gizzard of a large evolutionist can hold up to 1 small, 4 tiny, 16 diminutive or 64 fine or smaller opponents. Each size category above large quadruples these values (the evolutionist can hold one creature two size categories smaller than himself.
Should he desire to, the evolutionist can vomit the contents of his stomach as a full round action.
Further Mutations: Each time after the first that this mutation is taken the damage dealt by the evolutionist’s gizzard increases by 1d8+4 and the acid damage by 4. In addition, the gizzard can hold one additional creature two size categories smaller than him (or an appropriate number of smaller creatures), should the evolutionist be able to swallow four creatures two size categories smaller than him, he gains the ability to swallow one creature one size category smaller than his. This mutation can be taken once per five mutator levels.
Special: If the evolutionist has energy damage tied to his bite attack or a breath weapon dealing energy damage, he can chose for creatures in his stomach to be dealt that kind of damage instead of acid upon taking this mutation.
Also, if the evolutionist has at least one instance of the Amorphous Body teratomorphism, he may use this mutation in conjunction with any natural weapon (not only a bite) in order to engulf his target.

Tail Sweep
Prerequisite: Tail natural weapon, mutator level 3.
Ability Score: None
Benefit: As a standard action, the evolutionist can make a tail attack using a single attack roll and a single damage roll against all enemies in a cone with a length equal to his reach with his tail. As a full round action, he can make one tail attack against every opponent within reach using the same attack roll and damage roll. Tail sweep can be used to perform special attacks such as trip and bull rush.
Further Mutations: This mutation can be taken once per four mutator levels. Each time it is taken after the first allows the evolutionist to make one additional attack against all targets in range with each tail sweep.

Trail
Prerequisite: Slime
Ability Score: None.
Benefit: The evolutionist leaves a trail of slime wherever he goes. Any square he moves through becomes filled with the substance, subjecting anyone who moves into it or begins its turn on it to the slime. The trail of slime loses its potency after two rounds.
Multiple passages by the evolutionist through the same square do not increase the effects of the slime in that area. The evolutionist does not produce a trail if he is not releasing his slime.
Further Mutations: Each time this mutation is taken, the duration of the evolutionist’s trail increases by two rounds. This mutation can be taken once per three mutator levels.

Trample
Prerequisite: Large size or larger
Ability Score: Strength
Benefit: The evolutionist can trample any opponent at least one size category smaller than him through whose space he moves. Any creature whose space is completely covered by the evolutionist’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the evolutionist moves over all the squares it occupies, if he moves over only some of a target’s space, the target can make an attack of opportunity against the evolutionist at a -4 penalty. If the evolutionist accidentally ends his movement in an illegal space he returns to the last legal position he occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage equal to the evolutionist’s Unarmed Strike or Slam damage and also allows him to attempt to overrun the trampled opponent as a free action.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The evolutionist can only deal trampling damage to each target once per round; no matter how many times his movement takes him over a target creature.
Further Mutations: This mutation can be taken once.

Trip
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a with that weapon, he can attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the evolutionist.
Further Mutations: This mutation can be taken once.

Web
Prerequisite: -
Ability Score: Constitution
Benefit: The evolutionist can spin webs a number of times per day equal to his mutator level + his constitution modifier. The web works as an attack with a net, but with a maximum range of 50 feet (+20 feet per size category above medium) and no range increment, and is effective against targets up to one size category larger than the evolutionist. The web entangles and 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 or burst the web with a Strength check against the same DC +4. The web may also be attacked and destroyed; it has hit points equal to 5 + mutator level, 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 5 + mutator level 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 mutator levels for each use of web, preparing these traps takes one minute. 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 as long as he is contact with it.
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. After 48 hours the web turns to dust.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains 2 additional daily uses of web. For every two instances of this mutation taken, all DCs to escape the web increase by 1. This mutation can be taken once per two mutator levels.


Supernatural
Supernatural mutations give supernatural abilities that are usually reliant on the evolutionist’s natural form (but not always his external organs) and become unusable when he is in a different form.

Breath Weapon
Prerequisite: Elemental resistance.
Ability Score: Constitution
Benefit: The evolutionist can breathe out an area elemental attack as a standard action. This attack deals 1d6 points of damage per mutator level (max: 10d6) to all creatures in a cone or in a line (the area is chosen upon taking the mutation) in front of the evolutionist, a reflex save halves the damage dealt. A cone breath has a length of the 10 ft., plus 5 ft. per two mutator levels, a line has a length of 20 ft, plus 5 ft. per mutator level. Once the evolutionist uses his breath weapon, he must wait five rounds before using it again. For each size category the evolutionist has above medium, the length of a cone increases by 20 feet and the length of a line increases by 30 feet.
The breath weapon’s damage type must be one the evolutionist has resistance or immunity to, and is chosen at the moment the mutation is taken.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can chose to gain a new, separate breath weapon (with its own cooldown), the evolutionist cannot have more than one breath weapon of any one damage type. The evolutionist may also choose to increase the maximum damage of one existing breath weapon by 10d6 or reduce the cooldown of one existing breath weapon by one round, to a minimum of two rounds.

Captivating Song
Prerequisite: Mutator level 7.
Ability Score: Charisma
Benefit: When the evolutionist sings, all creatures within a 100-foot spread must succeed on a Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same evolutionist’s song for 24 hours. Like a bard’s music, starting to sing is a standard action, and continuing the songs afterwards requires concentration.
A captivated victim walks toward the evolutionist, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the evolutionist stands there and offers no resistance to his attacks. The effect continues for as long as the evolutionist sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Further Mutations: Each mutation after the first increases the radius of the effect by 100 feet. This mutation can be taken once per four mutator levels.

Change Shape
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can change shape as a standard action, suppressing his innate, extraordinaire and supernatural mutations and teratomorphisms and returning to his original form, this ability cannot be used to assume the form of a different creature. The evolutionist also gains the shapechanger subtype. True seeing effects reveal that the evolutionist’s form with his mutations and teratomorphisms is his true form, and he reverts to his true form upon death. The evolutionist retains the benefits of his basic, spell-like and psi-like mutations, as well as the use of this mutation.
This mutation has no effect on any gear you may be wearing when you change shape, evolutionists are advised to keep clothes appropriate for their different size categories if modesty is of any concern to them.
Further Mutations: If this mutation is taken a second time, the evolutionist may use it to take the appearance of other members of his original creature type (usually humanoids). When using this ability to disguise himself as a specific individual, the evolutionist gains a +10 bonus on the check. This mutation can be taken up to once per four mutator levels, but no more than twice.

Charm
Prerequisite: -
Ability Score: Charisma
Benefit: The evolutionist can attempt to charm a creature of any type within 100 ft. as a standard action. This effect works exactly like the Charm Person spell, except for its range, save DC and possible targets. The charm lasts for 24 hours per mutator level.
Further Mutations: Each time this mutation is taken, the evolutionist may attempt to charm one additional creature with each usage of this ability. No two creatures targeted by a single use of this ability can be more than 30 feet apart.

Dimension Door
Prerequisite: Mutator level 6.
Ability Score: None
Benefit: As a standard action the evolutionist can teleport a distance of 50 feet + 5 feet per 2 mutator levels. This ability can be used once every 5 rounds.
Further Mutations: This mutation can be taken once per three mutator levels. For each instance of this mutation taken after the first the evolutionist reduces the wait time between uses by 1 round (to a minimum of one use per round). If he takes this mutation three times, it can be used as a move action, if it is taken 5 times, it can be used as a swift action.

Domination
Prerequisite: Charm (any ability that mimics the Charm Person spell), mutator level 11.
Ability Score: Charisma
Benefit: The evolutionist can attempt to dominate a creature within 100 feet as per the Dominate Person spell, with the following differences, the creature may be of any type and the effect lasts for 24 hours. If a creature successfully saves against this effect, it cannot be targeted by it again for 24 hours. The evolutionist may only have one dominated creature at any one time.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can have an additional dominated target at any one time and the duration of the domination increases by 24 hours. This mutation can be taken once per six mutator levels.

Elemental Attack
Prerequisite: Any natural weapon, Elemental resistance.
Ability Score: None
Benefit: The evolutionist may choose one type of natural weapon he has, all attacks made with that natural weapon deal an extra 1d6 points of damage of an energy type of the evolutionist’s choice. The evolutionist must have resistance or immunity to the energy type chosen.
This ability can be deactivated or activated as a free action at any time.
Further Mutations: Each time this mutation is taken, the evolutionist can add another 1d6 damage of an energy type to which he has resistance to any one of his natural weapons (including the same energy type to the same natural weapon, stacking its effects). This mutation can be taken once per two mutator levels.

Elemental Lance
Prerequisite: Elemental Attack.
Ability Score: None
Benefit: The evolutionist can fire a bolt of elemental energy against a target within 60 feet as a ranged touch attack, dealing 1d6 damage for every two mutator levels (for a minimum of 1d6 damage). The elemental lance can deal damage of any type which the evolutionist has an elemental attack mutation, and it deals extra damage equal to the highest elemental attack that matches it (if the evolutionist has applied elemental attack to multiple separate natural weapons, only the highest total damage applies.
Using Elemental Lance is a ranged attack action which provokes attacks of opportunity.
Further Mutations: As part of a full attack, the evolutionist can fire one elemental lance for every instance of this mutation that he has taken. All iterative attacks with elemental lances use the evolutionist's highest attack bonus. As a final benefit, the range of elemental lance increases by 20 feet for each instance of this mutation beyond the first. This mutation can be taken once per five mutator levels.

Elemental Nimbus
Prerequisite: Elemental resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist can engulf himself in violent energies that deal damage to any creatures within 5 ft. of him. The energy type of the nimbus must be one to which the evolutionist has resistance or immunity and once selected it cannot be changed. Activating the elemental nimbus is a standard action, and sustaining it afterwards is a swift action that must be taken once per turn, the nimbus deals 1d6 points of damage per two mutator levels. The evolutionist does not take damage from his own elemental nimbus.
A reflex save halves this damage.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to create a nimbus dealing a different kind of energy damage. Only one elemental nimbus can be active at any one time.

Ethereal Step
Prerequisite: Mutator level 8.
Ability Score: None
Benefit: The evolutionist can become ethereal for up to one round as a swift action, he may return to the material plane (or whichever plane he was in) as a free action. After activating this ability the evolutionist must wait five turns before he can use it again, no matter how long he spends on the ethereal plane.
Further Mutations: Every time this mutation is taken the evolutionist can stay in the ethereal plane for one additional round. This mutation can be taken once per five mutator levels.

Gaze
Prerequisite: Glare, Mutator level 9.
Ability Score: Charisma
Benefit: The evolutionist can turn one of his glare attacks into a passive effect that targets all creatures within 60 feet, it otherwise works as a standard gaze attack. This ability can be activated or deactivated as a free action once per turn. If a creature successfully saves against the evolutionist's gaze, it becomes immune to it for five rounds.
The glare attack affected by this mutation can still be used as a standard action as normal, even if the effect of this mutation is deactivated..
Further Mutations: This mutation can be taken once per ten mutator levels. Each time it is taken it must apply to a separate glare. Only one gaze attack an be active at any given time.


Glare
Prerequisite: Eyes (as in, functional eyes, not a specific mutation or anything of the like).
Ability Score: Charisma
Benefit: As a standard action, the evolutionist may focus his gaze on a target within 60 feet, inflicting a special condition of his choice, taken when this mutation is chosen. The effect of the glare lasts for 1d4 rounds and it can be used once every five rounds. A will save negates the effect.
Potential status effects that can be inflicted through this ability are:

Blindness
Confused
Dazed
Fascinated
Fatigued (the mutation can be taken twice to expand this to exhausted)
Petrified
Frightened (this does not stack with other fear effects, but the mutation can be taken twice to expand this to panicked)
Stunned

Further Mutations: Each time this mutation is taken, the evolutionist can chose a different special effect or he can reduce the cooldown on an existing glare by one round, to a minimum of one round. This mutation can be taken once per three mutator levels.
Special: If the evolutionist has multiple heads he may, as a full-round action, use a glare with each of his heads. Any one creature can only be targeted by a specific glare effect from a single evolutionist once per round, but it may be targeted by different glare effects normally. Each different glare used triggers its cooldown at the end of the turn, regardless of how many heads used that specific glare.

Howl
Prerequisite: Mutator level 5, Voice (the ability to produce sound through a mouth, not necessarily intelligible speech).
Ability Score: Charisma
Benefit: This mutation gives the evolutionist a sonic howl attack that inflicts all creatures within a radius of 30 feet that hear it with a special condition of the evolutionist’s choice, taken when the ability is chosen. Activating a howl attack is a standard action and it can be used once every five rounds, the effect of the howl lasts 1d4 rounds and can be negated with a fortitude save.
Potential status effects that can be inflicted through this ability are:

Confused
Dazed
Deafness
Fascinated
Fatigued (the mutation can be taken twice to expand this to exhausted)
Frightened (this does not stack with other fear effects, but the mutation can be taken twice to expand this to panicked)
Stunned

Further Mutations: Each time this mutation is taken, the evolutionist can chose a different howl or he can reduce the cooldown on an existing howl by one round, to a minimum of one round. This mutation can be take once per three mutator levels.

Paralysis
Prerequisite: Any natural weapon, Mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist may choose one of his natural weapons. The chosen weapon inflicts paralysis on its target whenever it successfully confirms a critical threat. This paralysis lasts for 1 round and can be negated by a successful fortitude save. Multiple paralyses do not stack, only the longer effect takes hold.
Further Mutations: Whenever this mutation is taken, a new natural weapon can be given the ability or the duration of the paralysis of an existing natural weapon can be increased by one round. This mutation can be taken once per five mutator levels.

Warped Visage
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains protection against attacks directed against him in the form of a 10% miss chance. This mutation stacks with itself but not with other sources of miss chance, only the highest applies. A True Seeing effect allows the user to pierce the evolutionist's protection, but See Invisibility has no effect.
Further Mutations: This mutation can be taken once per three mutator levels. Miss chances can never exceed 50%. If this mutation is taken a sixth time, the evolutionist's miss chance is no longer pierced by True Seeing, but it is halved against such effects.

Draken
2012-04-22, 09:33 PM
Spell-Like
Spell-like mutations grant spell-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a spell-like mutation has a spell as a prerequisite, any variation of that spell (spell-like ability or spell known) suffices to qualify. The caster level for abilities gained through these mutations is equal to half the character’s mutator level, rounded up.

Arcane capacity
Prerequisite: Any spell-like ability
Ability Score: None
Benefit: The evolutionist may increase the daily uses of a spell-like ability of his choice by a number of times equal to the number of bonus spells of the spell level of the spell-like ability chosen that a spellcaster would gain based on his charisma score. If this increase would allow him to use a spell-like ability seven times per day or more, it may be used at will instead.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken it must apply to a different spell-like ability.
Special: If this mutation is applied to level 0 spell-like abilities, they receive a number of extra uses equal to half of the evolutionist's charisma modifier.

Arcane Enhancement
Prerequisite: Any spell-like ability
Ability Score: None
Benefit: The caster level for your spell-like abilities increases by 2, up to a maximum of your mutator level.
Further Mutations: -

Detect Magic
Prerequisite: Any spell-like ability or the ability to cast spells.
Ability Score: None
Benefit: The evolutionist can use Detect Magic as a spell-like ability at-will.
Further Mutations: Each time this mutation is taken after the first, the evolutionist requires one less round of concentration on a specific area to gain information (with two mutations he gains two rounds worth of information on the first round). This mutation can be taken once per two mutator levels.

Detonate Magic
Prerequisite: Dispel Magic as a spell-like ability, Mutator level 7.
Ability Score: Charisma.
Benefit: Whenever the evolutionist successfully dispels a spell effect with a spell-like ability, he can chose to cause the targeted energies to explode violently. Each spell effect dispelled creates an explosion with a radius of 5 feet, centered on the creature or object on which the spell was active, dealing 1d4 points of damage per spell level to everything in the area. A reflex save halves this damage, however the creature (or object) from which the explosion originates does not receive a save against this effect.
Further Mutations: Each time this mutation is taken after the first, the radius of the detonation increases by 5 feet and the damage die per spell level increases by one step. This mutation can be taken once per five mutator levels.

Disrupt Magic
Prerequisite: Detect Magic as a spell-like ability, Mutator level 5.
Ability Score: None
Benefit: The evolutionist can use dispel magic as a spell-like ability at-will, with a caster level equal to that of his spell-like abilities. Unlike the normal dispel magic spell, the maximum bonus to dispel checks is up to his mutator level.
Further Mutations: There is no point in taking this mutation more than once.

Natural Invisibility
Prerequisite: Mutator level 5
Ability Score: None
Benefit: The evolutionist can become invisible as the spell as a standard action, this effect lasts until any effects that would terminate invisibility occur or until it is dismissed, whichever comes first. This ability has a caster level equal to his mutator level.
Further Mutations: This mutation can be taken once per six mutator levels. The second time it is taken, its effect improves so that creatures capable of seeing the invisible only see the evolutionist’s blurred, indistinct form, granting him concealment against them (True Seeing still reveals him as normal). The third time it is taken, the evolutionist’s invisibility does not end when he attacks. The fourth time this mutation is taken, this ability becomes extraordinaire in nature, however it is still subject to dispelling and effects that specifically end invisibility.

Spell Absorption
Prerequisite: Spell Resistance
Ability Score: None
Benefit: Whenever the evolutionist’s spell resistance blocks a spell, he may absorb the magic and heal 2 hit points per spell level absorbed as an immediate action.
Further Mutations: The evolutionist heals 2 additional hit points per spell level absorbed for each instance of this mutation after the first.

Spell-like Abilities
Prerequisite: Must have an charisma score of at least 10.
Ability Score: Charisma
Benefit: The evolutionist gains a single spell as spell-like ability chosen from the sorcerer/wizard or druid lists, to chose a spell as a spell-like ability, the evolutionist must have a charisma score of at least 10 + (the spell's level). The maximum spell level and number of times it can be used per day are as shown on the following table. These daily uses scale with the evolutionist's mutator level after the spell-like ability is taken.


Level
0
1
2
3
4
5
6


1
3
-
-
-
-
-
-


2
3
-
-
-
-
-
-


3
3
3
-
-
-
-
-


4
3
3
-
-
-
-
-


5
4
3
3
-
-
-
-


6
4
3
3
-
-
-
-


7
4
4
3
3
-
-
-


8
4
4
3
3
-
-
-


9
5
4
4
3
3
-
-


10
5
4
4
3
3
-
-


11
5
5
4
4
3
3
-


12
5
5
4
4
3
3
-


13
6
5
5
4
4
3
3


14
6
5
5
4
4
3
3


15
6
6
5
5
4
4
3


16
6
6
5
5
4
4
3


17
At will
6
6
5
5
4
4


18
At will
6
6
5
5
4
4


19
At will
At will
6
6
5
5
4


20
At will
At will
6
6
5
5
4


Unlike normal spell-like abilities, the ones acquired through this mutation retain any experience cost they might have. If the spell-like ability has an expensive material cost, that must be supplied, or a cost of 1 exp for every 5 gold pieces of the material component must be spent. Spell-like abilities never require foci.
Further Mutations: -

Spell Reversal
Prerequisite: Spell Resistance
Ability Score: None
Benefit: Whenever the evolutionist’s spell resistance blocks a spell, he may use an immediate action to turn the spell back against the caster. This effect only works against spells of 1st level or lower.
Further Mutations: Each time this mutation is taken the maximum level of spells that can be turned increases by 1. This mutation can be taken once per two mutator levels.

Psi-Like
Psi-like mutations grant psi-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a psionic mutation has a power as a prerequisite, any variation of that power (psi-like ability or known power) suffices to qualify. Whenever a character takes a psi-like mutation he gains 1 power point. The manifester level for effects gained through psi-like mutations is half of the character’s mutator level, rounded up.

]Combat Reading
Prerequisite: Detect Thoughts as a psi-like ability.
Ability Score: None
Benefit: The evolutionist knows what his opponents will do just as they themselves deign of their own actions. The evolutionist gains an insight bonus equal to his intelligence modifier on all rolls of a specific type (chosen from the list below) when these rolls are made against a creature that has failed its save against his detect thoughts ability. When this mutation is taken, the evolutionist may chose one of the following rolls to receive the bonus:

Attack rolls;
Damage rolls;
Saves;
Armor Class (ok, so it is not a roll);
Wisdom checks and wisdom-based skill checks;
Charisma checks and charisma-based skill checks;
Save DCs for special abilities (yeah, not a roll either);

These bonuses stop working if the evolutionist must break his concentration on the detect thoughts effect, however he may use a swift action to maintain the effects of detect thoughts (and the bonuses from this mutation) against a single creature within range of the detect thoughts effect for one round if the concentration is broken, this can be repeated continually to maintain the effect without reestablishing concentration.
Further Mutations: Each time this mutation is taken, the evolutionist may chose one additional roll to receive the insight bonus, or he may chose to increase the number of creatures against which he may sustain the effect despite concentration on the detect thoughts power by one. This mutation can be taken once per four mutator levels.

Detect Psionics
Prerequisite: Any psi-like ability or the ability to manifest psionic powers.
Ability Score: None
Benefit: You can use Detect Psionics as a psi-like ability at-will.
Further Mutations: Each time this mutation is taken after the first, the evolutionist requires one less round of concentration on a specific area to gain information (with two mutations he gains two rounds worth of information on the first round). This mutation can be taken once per two mutator levels.

Disrupt Minds
Prerequisite: Dispel Psionics as a psi-like ability, Mutator level 7.
Ability Score: Intelligence
Benefit: Whenever the evolutionist successfully dispels a power with a psi-like ability, the energies unleashed send a shock through the minds of all creatures in the area of the dispel effect or within 10 feet of the target (if a targeted dispel is used). All creatures in this area must succeed on a will save or become confused for one round.
Disrupt minds is deleterious even to creatures without higher cognizance, such as vermin or constructs. It is not considered a mind-affecting effect.
Further Mutations: Each time this mutation is taken, the duration of the effect increases by 1 round. This mutation can be taken once per four mutator levels.

Disrupt Psionics
Prerequisite: Detect Psionics as a psi-like ability, Mutator level 5.
Ability Score: None
Benefit: The evolutionist can use dispel psionics as a psi-like ability at-will, with a manifester level equal to that of his psi-like abilities. Unlike the normal dispel psionics power, the maximum bonus to dispel check can be up to the evolutionist’s mutator level.
Further Mutations: This is a one-point wonder.

Detect Thoughts
Prerequisite: Detect Psionics as a psi-like ability, mutator level 3rd.
Ability Score: Int.
Benefit: The evolutionist may use Read Thoughts as a psi-like ability at will.
Further Mutations: Each time this mutation is taken after the first gives one of the following benefits (chosen upon taking the mutation, the evolutionist may not take the same benefit twice):

Widened Area: The area of the ability increases to a 120 ft. cone.
Free Reading: You no longer need to concentrate to use the power.
Mental Resistance: You are not stunned when you try to read the thoughts of a creature that is too intelligent (see Read Thoughts power), but you cannot read the thoughts of such creatures.
Pierce Barriers: The ability can penetrate barriers twice as thick as the power usually allows.

This mutation cannot be taken more than five times.

Mind Blast
Prerequisite: Detect Psionics, mutator level 6th.
Ability Score: Int.
Benefit: The evolutionist may release a mind blast as a standard action. The Mind Blast is a 30 feet cone that stuns any creature caught inside its area for 1d4 rounds. A successful will save negates this effect. Mind blast can be used once per five turns.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains one of the following benefits, chosen upon taking the mutation:

The duration of the stun effect increases by 1d4 rounds.
The range of the cone increases by 10 feet.
The mind blast gains the ability to daze creatures that are immune to stunning (this effect can only be taken once).

This mutation can be taken once per three mutator levels.

Psi-like Abilities
Prerequisite: Must have an intelligence score of at least 11.
Ability Score: Int.
Benefit: The evolutionist gains a single power as psi-like ability chosen from the psion/wilder list, to chose a power as a psi-like ability, the evolutionist must have an intelligence score of at least 10 + (the power's level). The maximum level power and number of times it can be used per day are as shown on the following table. These daily uses scale with the evolutionist's mutator level after the spell-like ability is taken.


Level
1
2
3
4
5
6


1
3
-
-
-
-
-


2
3
-
-
-
-
-


3
3
-
-
-
-
-


4
3
3
-
-
-
-


5
4
3
-
-
-
-


6
4
3
-
-
-
-


7
4
3
3
-
-
-


8
4
4
3
-
-
-


9
5
4
3
-
-
-


10
5
4
3
3
-
-


11
5
4
4
3
-
-


12
5
5
4
3
-
-


13
6
5
4
3
3
-


14
6
5
4
4
3
-


15
6
5
5
4
3
-


16
6
6
5
4
3
3


17
A
6
5
4
4
3


18
A
6
5
5
4
3


19
A
6
6
5
4
3


20
A
A
6
5
4
4


Unlike normal psi-like abilities, the ones acquired through this mutation retain any experience cost they might have. If the psi-like ability has an expensive material cost, that must be supplied, or a cost of 1 exp for every 5 gold pieces of the material component must be spent. Psi-like abilities never require foci.
If a power would be gained at a level with a manifester level lower than the normal minimum required by the power, it is treated as if the minimum ammount of power points had been spent on it (all variables dependant on manifester level use the evolutionist's manifester level.
Further Mutations: -

Psychic Capacity
Prerequisite: Any psi-like ability.
Ability Score: None.
Benefit: The evolutionist may increase the daily uses of a psi-like ability of his choice by a number of times equal to the number of bonus spells of the power level of the psi-like ability chosen that a spellcaster would gain based on his intelligence score. If this increase would allow him to use a psi-like ability seven times per day or more, it may be used at will instead.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken it must apply to a different psi-like ability.


Psychic Enhancement
Prerequisite: Any psi-like ability.
Ability Score: None.
Benefit: The manifester level for the evolutionist’s psi-like abilities increases by 2, up to a maximum of your mutator level.
Further Mutations: -

Telepathic Guidance
Prerequisite: Combat Reading, Telepathy.
Ability Score: None
Benefit: The evolutionist may grant one of the bonuses gained from his Combat Reading mutation to all allies within range of his telepathy. He may change which bonus is granted as a swift action.
Further Mutations: Each time this mutation is taken, the evolutionist may add one extra bonus that he receives to allies in range, a single swift action allows the evolutionist to exchange all bonuses being granted from among those available. This mutation can be taken once per eight mutator levels.

Telepathy
Prerequisite: Any psi-like ability, spell-like ability or the ability to manifest psionic powers.
Ability Score: None
Benefit: The evolutionist gains telepathy with a range of 30 feet or increases the range of existing telepathy by 20 feet. He may communicate with any creature that has a language.
Further Mutations: Each time this mutation is taken after the first increases the range of the evolutionist’s telepathy by 20 feet. This mutation can be taken once per three mutator levels.

Draken
2012-04-22, 09:35 PM
Mutator Feats

Ancient Mutator [Mutator]
There is something very wrong with some of these mutations.
Prerequisites: Mutator level 1.
Benefit: You gain access to the Ancient Mutation list. You gain one additional mutation.

Azure Claws [Incarnum, Mutator]
Essentia flows into your muscles, empowering your strikes.
Prerequisites: Mutator level 1, Constitution 13, any natural weapon.
Benefit: Once per day, you can invest essentia into this feat. You gain a +1 enhancement bonus on attack and damage rolls with natural weapons per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Azure Form [Incarnum, Mutator]
Essentia flows into your flesh and bones, altering them with the hazy imagery of evolved potential.
Prerequisites: Mutator level 1, Constitution 13.
Benefit: Once per day, you can invest essentia into this feat. You gain one mutation per point of invested essentia, chosen at the moment the investment is made. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, at the end of which the mutations gained vanish.
You gain 1 point of essentia.

Change Posture [Mutator]
You can change your overall stance to draw benefit from it.
Prerequisite: Mutator level 3, Must have the Tauric Body teratomorphism.
Benefit: You can, as part of any move action, change your posture to be treated as either a quadruped (increased move speed, cargo capacity, stability and mounted benefits) or a biped (improved range, etc).

Construct Mutator [Mutator]
Sometimes known as Constructionists.
Prerequisites: Mutator level 1, must not be a construct type creature
Benefit: You gain access to the Construct Mutation list. You gain one additional mutation.

Control Size [Mutator]
You can control your innate physical changes to return only to your original size, as opposed to returning wholly to your original form.
Prerequisites: Either one of Size Increase I or Size Decrease I teratomorphisms, Change Shape mutation.
Benefit: You may, as a standard action, suppress any number of teratomorphisms you possess that alter your size category. Reactivating the suppressed teratomorphisms is also a standard action.

Drag
Enemies must face you on grounds of your choice.
Prerequisite: Improved Unarmed Strike and either the Improved Grapple feat or the Improved Grab special ability.
Benefit: When you successfully grapple an enemy, you can chose to move them into your area instead of moving into theirs.
Special: A fighter can select Drag as one of his fighter bonus feats.

Elemental Mutator [Mutator]
To the chagrin of some, Elementalist was already taken by a group of spellcasters.
Prerequisites: Mutator level 1, must not be an elemental type creature
Benefit: You gain access to the Elemental Mutation list. You gain one additional mutation.

Empower Sign [Mutator, Epic]
You just might end the world on simple grounds that you exist.
Prerequisites: Mutator level 24, Sign teratomorphism.
Benefit: The default power of your Sign increases to Moderate, concentrating on it as a standard action increases its effects to Strong, concentrating on it as a full round action increases its effects to Overwhelming.
Special: You are a horrible person.

Expanded Creation [Mutator]
You have more freedom in what you can create through your seeds.
Prerequisite: Budding Creation, Mutator level 9.
Benefit: Whenever you use the Budding Creation mutation, you may create animal matter (flesh, bone, hairs, etc) as if it were vegetable matter.
Special: If you have access to the Construct mutator list, you also gain the ability to create metals through budding creation. If you have access to the Elemental mutator list, you also gain the ability to create objects made of raw elements with Budding creation, these objects lose consistency and break down into the elements themselves, unless the character creating them has the matching elemental subtype, in which case the object functions normally, despite being made of pure air, water or fire.

Sidebar: Does a sword made of fire deal fire damage?
Truth be said, this is between you and your DM.

To be precise. The entire part about building with the elements is a very ad-hoc thing. By default and as written, a Longsword made of fire is just a Longsword. It is cool, but it just deals 1d8+str slashing damage and has all the attributes of a common Longsword.

I personally would put some thought into what a sword made of fire, a wall made of air or a tree made of hair could do.

Extra Chimerism [Mutator]
You have more chimerisms than usual.
Prerequisites: Chimerism, Mutator level 6.
Benefit: You gain one additional chimerism, with the same number of mutations available to all your other chimerisms.

Extra Teratomorphism [Epic, Mutator]
Prerequisite: Access to rank VI teratomorphisms.
Benefit: You gain one extra teratomorphism of any rank.
Special: You can only take teratomorphisms from special lists if you would normally have access to those lists.
Special: You can take this feat more than once.

Force and Verve
You are very loud.
Prerequisites: Any supernatural ability that is a sonic effect, Perform (Oratory or Sing) 5 ranks.
Benefit: Whenever you use a supernatural ability that is a sonic effect, you may do so as a full-round action, if you do so, you may apply one of the following effects to the supernatural ability, not all effects might apply to any given ability.

You may make a perform check against a DC of 11 + Caster level of the effect to pierce any Silence effect that might nullify the ability.
You may cause your ability to affect deaf creatures.
You may double the area of your ability.
You may double the range of your ability.
You may double the duration of your ability.
You may treat your supernatural ability as an extraordinaire ability.
You may increase the save DC of the sonic effect by +2.
You may maximize all numerical variables of the ability, as per the Maximize Supernatural Ability feat.
You may increase all numerical variables of the ability as per the Empower Supernatural Ability feat.

Special: You may take this feat more than once. For each instance of this feat that you have taken, you may add one additional effect to your sonic supernatural abilities when using Force and Verve. No effect can be added to a single ability more than once.

Great Chimera [Mutator]
You are quite the strange little mongrel.
Prerequisites: Chimerism, Mutator level 8.
Benefit: Each of your chimerisms gains an additional mutation.

Outsider Mutator [Mutator]
Nobody really balked at the ditching of “Outsiderist”, some considered Transcendent.
Prerequisites: Mutator level 1, must not be an outsider type creature
Benefit: You gain access to the Outsider Mutation list. You gain one additional mutation.

Plant Mutator [Mutator]
The Botanist Association appreciates its own name.
Prerequisites: Mutator level 1, must not be a plant type creature
Benefit: You gain access to the Plant Mutation list. You gain one additional mutation.

Resin Artisan [Mutator]
You are an excellent craftsman of the organic secretions of your body.
Prerequisite: The Resin mutation or Craft (Resin) 4 ranks.
Benefit: You gains a +4 bonus on all Craft checks when you use resin as the base material, and may reduce the time needed to craft the object to 1/7 of the normal time instead of one half (you can do a week’s worth of work in one day).

Undead Mutator [Mutator]
When ‘Undeadist’ was suggested, laugh ensued. But nobody managed to think of any other name. The least conservative suggested Defiler.
Prerequisites: Mutator level 1, must not be an undead type creature
Benefit: You gain access to the Undead Mutation list. You gain one additional mutation.

Worldskin Domain [Mutator][Aberrant]
Your grove is filled with the strange, fibrous carpet of the worldskin.
Prerequisites: Feature (Worldskin), Grove mutation.
Benefit: The area encompassed by your grove is covered by the worldskin feature, which grows over every sessile solid surface within the grove's radius, this costs you no form points. As a standard action, you may cause any amount of the worldskin inside the grove to recede until you wish it to grow once again.
Special: If you have the living fortress special ability for the grove, all features you put on the worldskin inside your grove benefit from the fast healing provided by that ability.

The Epic Evolutionist



Level
Features


21
Mutations


22
Mutations


23
Mutations, Bonus Feat


24
Mutations


25
Mutations


26
Mutations, Bonus Feat


27
Mutations


28
Mutations


29
Mutations, Bonus Feat


30
Mutations


Hit Die: d8
Skill Points at each additional level: 2 + Int modifier.

Mutations The epic evolutionist gains three mutations per level.

Teratomorphisms: The epic evolutionist does not gain any additional teratomorphisms.

Bonus Feats: The epic evolutionist gains a bonus feat (selected from the list of epic evolutionist bonus feats) every three levels after 20th.

Epic Evolutionist Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Dexterous Fortitude, Dexterous Will, Distant Shot, Energy Resistance, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Epic Toughness, Epic Will, Extended Life Span, Extra Teratomorphism, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Perfect Health, Self-Concealment, Superior Initiative.


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

Races and Racial Paragon Classes

Kyorl'Zuraj (http://www.giantitp.com/forums/showsinglepost.php?p=18909848&postcount=1014)
Ancient and malicious.

Prestige Classes

The Evolutionist Anomaly. (http://www.giantitp.com/forums/showpost.php?p=13119875&postcount=24)
The most variable of evolutionists.

The Malshaper (http://www.giantitp.com/forums/showthread.php?t=207981)
Combining Ozodrin and Evolutionist into a glorious harbinger of the Mother of Monsters.

The Soul Evolutionist (http://www.giantitp.com/forums/showpost.php?p=13122506&postcount=33)
By Rizban, augmenting your body with the power of your soul, and other souls.

The Progenitor 2.0 (http://www.giantitp.com/forums/showpost.php?p=15161131&postcount=574)
By Selinia, Release your inner Overlord.

The Progenitor (http://www.giantitp.com/forums/showpost.php?p=13409639&postcount=79)
By Selinia, because the true mark of evolutionary success is spreading your heritage. - On the way to obsolescence

The Venomancer (http://www.giantitp.com/forums/showpost.php?p=13855889&postcount=156)
By Selinia, a wretch focused completely on poisons and diseases!

High Evolutionary (http://www.giantitp.com/forums/showpost.php?p=14290489&postcount=242)
Giving the gift of mutation to the unwashed masses.

Disciple of Thessala (http://www.giantitp.com/forums/showpost.php?p=15004443&postcount=459)
Two heads are better than one. Three heads are better than two. Four heads are better than three...

The Weaponthane Ascendant (http://www.giantitp.com/forums/showpost.php?p=15022967&postcount=488)
By Mithril Leaf, a man-at-arms who put his soul into them.

Worldshaker (http://www.giantitp.com/forums/showpost.php?p=15930541&postcount=704)
Selinia's Tarrasquean creation comes to shatter your cities.

Hellfire Scion (http://www.giantitp.com/forums/showpost.php?p=16725631&postcount=763)
By Grimsage Matt, The devil's not in the looks.

Resin Mastercrafter (http://www.giantitp.com/forums/showpost.php?p=16764480&postcount=800)
What material is nobler to craft than that which came from oneself?

Spell Weaver (http://www.giantitp.com/forums/showpost.php?p=17005303&postcount=859)
Magic at the tips of your fingers.

-----

Base Classes on the Side

Autopilot (http://www.giantitp.com/forums/showpost.php?p=16733019&postcount=764)
Shingeki no Homebrew

Trissociate (http://www.giantitp.com/forums/showthread.php?234951&p=12830669&viewfull=1)
A bit of magic, a bit of faith, a bit of body horror.

Geneticist (http://www.giantitp.com/forums/showsinglepost.php?p=17611051&postcount=604)
A gramarie combo. Not much else needs to be said.

May or may not include my recommendations here at a later date. Until then, get a few keywords to search for: Swarmlord, Xefas, Ozodrin, Harrowed, Kellus, Tome of Radiance.

Draken
2012-04-22, 09:36 PM
New Subtypes:
Necrogolem
Creatures of the Necrogolem subtype are treated as both undead and constructs by spells and effects that target such creatures, additionally, anything that heals or damages a creature with either of these types (such as negative energy and positive energy for undead and repair damage or inflict damage for constructs) also heals or damages those with this subtype. This subtype is only found on undead and constructs.

Ghastly
The ghastly is a new subtype of undead, a being not wholly undead but not exactly alive either. Ghastly combine aspects of both undead and living creatures, as detailed below.
Features: A ghastly derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A ghastly possesses the following traits (unless otherwise noted in a creature’s entry).

Unlike other undead, a ghastly has a Constitution score. A ghastly creature gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other undead, a ghastly does not have low-light vision or darkvision, by default.
Unlike other undead, a ghastly is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
Unlike other undead, ghastly are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Ghastly can be affected by spells that target living creatures as well as by those that target undead. They are healed by negative energy and harmed by positive energy as undead are.
A ghastly responds slightly differently from other living creatures when reduced to 0 hit points. A ghastly with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a ghastly is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert ghastly does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.

Disclaimer: This is an adaptation of the Living Construct subtype.


Construct
Can artificial, inorganic beings evolve? Those who asked such question looked no further than inevitables and warforged for their answer, for these beings certainly can. This list of mutations is avaiable to all evolutionists of the construct type, augmented construct subtype and to all those who take the Construct Mutator feat.

Teratomorphisms:
Teratomorph I

Adaptive Expertise Systems: The evolutionist can gain temporary mastery of a single skill, treating his ranks in the chosen skill as the maximum possible for a class skill at his character level. These virtual ranks cannot be used to qualify for any feats, prestige classes or similar. The chosen skill can be changed with one hour of work devoted entirely to it. This teratomorphism can be taken more than once, giving an additional configurable skill each time, all such skills can be changed with a single hour of effort towards it.


Teratomorph II

Plating: The evolutionist develops a built-in plating that gives him a +2 armor bonus to AC for each teratomorphism he has, as well as 25% fortification. This plating can be enchanted like normal armor, it has no armor check penalty or maximum dexterity bonus to AC and does not impose arcane spell failure. If the evolutionist already has some other form of plating (such as the Composite Plating of a Warforged) the armor bonus and fortification granted stack. Upon obtaining this teratomorphism, the evolutionist becomes able to take warforged body feats even if he does not meet the prerequisites (and can treat them as racial feats). He can only have one such feat at a time through any means of obtaining them, however.


Teratomorph III

Spellward: The evolutionist gains immunity to spells of a level up to his highest available teratomorphism that allow spell resistance. This teratomorphism otherwise works as a form of spell resistance with an arbitrary value.


Teratomorph IV

Living Bastion (requires Plating): The evolutionist’s physical form is inviolate. He gains 50% fortification, stacking with any other fortification he has, he gains 10 hit points and a +2 bonus to fortitude saves for every teratomorphism he has. Finally, he gains hardness equal to the highest damage reduction or energy resistance he has, up to a maximum of hardness 20.


Teratomorph V

Extrude Docent: The evolutionist may produce a docent containing a copy of his personality as a standard action. This docent is a sapient magic item with the same mental ability scores as the evolutionist himself and possessed of the same skill ranks as the evolutionist himself as well as telepathy with a range of 5 feet, with the ability to speak to any creature with a language. Any construct may equip this docent as if it were an amulet. The evolutionist may maintain telepathic contact with all of his docents at any distance, as long as they are both on the same plane. Like any sapient magic item, the docent has an ego score (2 + total mental ability score bonuses) and the capacity to take control of its wearer, the save DC against this possession is equal to the default DC for mutations (charisma based) increased by the docent’s ego score. The docent will never go against the wishes of the evolutionist, even if it somehow develops different viewpoints than him over the course of its existence. The evolutionist can have a number of active docents at any given time equal to the sum total of his mental ability score modifiers.


Teratomorph VI

Baseline Structure Reconfiguration: The evolutionist may change his baseline form to an extent. This works as the Alter Self power, with the following differences. First, the HD limit for the new form is equal to the evolutionist’s mutator level. Second, the evolutionist can only change into the shape of creatures with a size category equal to or smaller than his own. Third, the evolutionist may assume the forms of inanimate objects, following the same rules as the Metamorphosis power, and may retain mobility while in these forms as if he was an animated object of the appropriate size category. Fourth, unlike what happens with any other form of shapeshifting, the evolutionist’s mutations and teratomorphisms are not suppressed while in this alternate shape, teratomorphisms that alter his size category do not change the size of his assumed form, however.



Mutant Ascendancy: The evolutionist gains the option to ascend into a construct being, somewhat. This ascendancy has a few special interactions with other creature types.
Construct ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not construct or undead she gains the Living Construct subtype, if she had the undead type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:

The evolutionist gains an enhancement bonus on attack and damage rolls with all manufactured weapons equal to one fourth of his mutator level.


Mutant Perfection: The perfect construct body is incomplete, the evolutionist may look upon his joints and plates and know that more parts still could be integrated into his form, and then removed when they are no longer needed, in favor of more fitting add-ons.
The evolutionist gains five mutation ‘slots’ by default, these slots contain no mutations, and cannot be filled as simply as selecting them. Each mutation appropriate for these slots has to be fashioned from raw materials before it may used by the evolutionist and doing so costs 2000 gold per modular mutation.
Placing modular mutations in their slots takes one hour of work (for any or all of them), as does replacing them or removing them wholesale. While not in use, the mutations remain stored inside an extradimensional space appropriate for them. In the event of the evolutionist’s death, this extradimensional space ruptures and ejects the modular mutations, they are for the most part useless to others, but are worth their production cost in raw materials for other endeavors.

Mutations:
Arcane Container [Spell-like]
Prerequisite: Spell resistance, Mutator level 2.
Ability Score: None
Benefit: When a spell fails to overcome the evolutionist’s spell resistance he may, as an immediate action, absorb the spell and store it to use himself at a later time. The evolutionist can store only a single spell at a time and may only absorb spells of up to 1st level.
The spell remains stored until the evolutionist uses it. He may lose the spell as a free action in order to open space for a different spell if he wishes. Using the stored spell is a standard action, the spell is treated as if cast by the original caster in all aspects (caster level, save DC, etc) other than target and origin, the origin being the evolutionist and the target being set by the evolutionist.
Further Mutations: Each time this mutation is taken after the first, the evolutionist may contain spells one level higher than 1st. This mutation can be taken once per two mutator levels.

Force Barrage [Spell-like]
Prerequisite: Mutator level 2.
Ability Score: None
Benefit: As a swift action, the evolutionist may unleash a missile of force that unfailingly strikes a target of his choice within a range of 25 ft. + 5 ft. per two mutator levels, dealing 1d4 points of damage.This mutation has an effective caster level equal to the evolutionist’s mutator level.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken, the number of missiles fired increases by one, all missiles fired can be aimed individually. For every four instances of this mutation, the damage dice of the missiles increases by one step.

Force Barrier [Spell-like]
Prerequisite: -
Ability Score: None
Benefit: As a standard action, the evolutionist can project a barrier of solid force that floats independently of his movements. This works as a shield, providing a +2 shield bonus to armor class that also applies to incorporeal touch attacks. This mutation imposes no armor penalty or arcane spell failure. This mutation has an effective caster level equal to the evolutionist’s mutator level.
Further Mutations: Each time this mutation is taken, the shield bonus granted increases by +2. If this mutation is taken at least twice, it can be used to provide cover following the same rules as a Tower Shield. This mutation can be taken once per four mutator levels.

Force Sheath [Supernatural]
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: As a swift action, the evolutionist can engulf any natural or manufactured weapon in a layer of force. Any weapon under the effects of this ability deals additional damage equal to ¼ of the evolutionist’s mutator level and can strike incorporeal and ethereal creatures as if it were a force effect.
Further Mutations: Each time this mutation is taken after the first, the force damage dealt increases by ¼ of the evolutionist’s mutator level. This mutation can be taken once per five mutator levels.

Integrated Arsenal [Innate]
Prerequisite: Mutator level 2, Proficiency with the chosen weapon.
Ability Score: None
Benefit: The evolutionist develops one masterwork version of a manufactured weapon of his choice as an integral part of his anatomy (but it is not a natural weapon), if the chosen weapon is a ranged weapon, he may create common ammunition for it out of his own body at will (reloading still follows the same rules, however), but is also capable of employing any special ammunition he acquires should he wish to. The integrated weapon can be treated as a natural weapon or as a manufactured weapon for spells and effects that make such distinctions.
The integrated weapon must be wielded as a normal weapon of its type (taking up the evolutionist's hands while in use), it cannot be sundered or disarmed, and it can be enchanted as a normal weapon of its type (but the evolutionist must be present for the whole enchanting process).
The integrated weapon need not be active at all times. Like the claws of a cat, it can be sheathed, freeing the evolutionist’s hands for other purposes. This follows all the normal rules for drawing or sheathing a weapon.
Further Mutations: Each time this mutation is taken, the evolutionist gains a different weapon to add to his arsenal. The evolutionist may have as many active weapons from his arsenal as he is capable of wielding, but he may have as many total weapons as he is willing to mutate.

Integrated Tools [Innate]
Prerequisite: Mutator level 2, 5 ranks in the chosen skill.
Ability Score: None.
Benefit: The evolutionist chooses one skill in which he has at least five ranks. He develops a set of structures on his body that serve as ideal tools for the chosen skill, negating any penalties for lacking appropriate tools and giving a +4 circumstance bonus to checks with the chosen skill, this bonus does not stack with bonuses from masterwork tools. Finally, the evolutionist can always take 10 on checks with the chosen skill.
Further Mutations: Each time the evolutionist takes this mutation, it applies to a separate skill.

Material Damage Reduction [Extraordinaire]
Prerequisite: Damage Reduction
Ability Score: None
Benefit: This mutation improves your damage reduction, making a special material of your choice necessary to break your damage reduction. If the evolutionist already has damage reduction beaten by a specific special material, this mutation may be used to change that, but it may not be used to add a second requisite to pierce the damage reduction.
Further Mutations: This mutation can be taken once.

Overdrive [Extraordinaire]
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist can, as a swift action, go accelerate his mind’s ability to process information and his body’s ability to react on said information beyond his usual limits, this is not without risk, as the additional mental and physical stress causes his body to overheat considerably. While this mutation is active he gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and reflex saves, however, he takes 2 points of fire damage each turn that this ability is active. Deactivating this ability is a free action.
Further Mutations: Each time this mutation is taken, the attack and armor class bonuses gained increase by 1 and the fire damage taken per round increases by 2. If this mutation is taken at least three times, the evolutionist gains one additional attack on any attack routine, as per the haste spell. This mutation can be taken once per three mutator levels.

Smash [Extraordinaire]
Prerequisite: Slam natural attack, damage reduction pierceable by a special material.
Ability Score: None
Benefit: The evolutionist’s slam attacks deal double damage to objects.
Further Mutations: Each time this mutation is taken after the first, the damage multiplier increases by one. This mutation can be taken once per four mutator levels.
Special: If the evolutionist has this mutation, all of his natural weapons and integrated weapons count as being made of the same material that beats his damage reduction for the purposes of beating hardness or damage reduction.

Spell-like Abilities [Spell-like]
The baseline mutation Spell-like Abilities is modified for evolutionists with access the construct mutator list. They may take infusions from the artificer infusion list as spell-like abilities with the spell-like ability mutation in addition to the other options normally available. Artificer infusions are treated as spells of a level one higher than they appear on the artificer infusion list for the purposes of what mutator levels they become avaiable, but still use their normal spell level when determining daily uses.



Elemental
This list of mutations is available to all evolutionists of the elemental type, augmented elemental subtype and to all those who take the Elemental Mutator feat.

Teratomorphisms:
Teratomorph I

Heart of the Elements [Air]: The evolutionist gains the Air subtype. Whenever the evolutionist is flying, fighting a flying opponent or whenever he moves more than his base land speed on any given round, he gains a +2 dodge bonus to AC for each teratomorphism he has, this bonus also always applies against projectile attacks. Unlike normal of the air subtype, the evolutionist does not gain a fly speed. Lastly, the evolutionist gains Run as a bonus feat.
Heart of the Elements [Earth]: The evolutionist gains the Earth subtype. Whenever the evolutionist and his opponent are in contact with solid earth or stone, the evolutionist gains a +1 bonus on all attack and damage rolls for each teratomorphism he has. Lastly, the evolutionist gains Endurance as a bonus feat.
Heart of the Elements [Fire]: The evolutionist gains the Fire subtype. His melee and ranged attacks with natural weapons deal an additional 1d4 points of fire damage for each teratomorphism he has. Unlike normal for the fire subtype, the evolutionist does not gain immunity to fire and does not gain vulnerability to cold. Lastly, the evolutionist gains Heat Endurance (Sandstorm) as a bonus feat.
Heart of the Elements [Water]: The evolutionist gains the Water subtype. Whenever the evolutionist is fighting an opponent in a primarily water-based environment (such as on a ship, underwater or even under heavy rain) he gains a +1 bonus to attack rolls and armor class for each teratomorphism he has. Unlike normal for the water subtype, the evolutionist does not gain a swim speed. Lastly, the evolutionist gains Cold Endurance (Frostburn) as a bonus feat.


Teratomorph II

Elemental Potency (Requires any elemental subtype): The evolutionist’s elemental attunement empowers his attacks. This teratomorphism increases the energy damage dealt by his attacks by one point per damage die for every two teratomorphisms he has. The subtypes the evolutionist has determine which type of damage is affected, as follows: Air (Electricity), Earth (Acid), Fire (Fire) and Water (Cold).


Teratomorph III

Control Elements (Requires any elemental subtype): The evolutionist can control the elements to which he is attuned. This teratomorphism is a supernatural ability that works as a cluster of spell-like abilities depending on the elemental subtypes the evolutionist has. This supernatural ability has all the functions of the spells (or powers) included in it, but takes only a standard action to activate and has a duration of 1 hour per mutator level, when applicable the caster (or manifester) level for these abilities is equal to the evolutionist’s mutator level, all DCs are based on charisma.
Air: Control Sound, Control Winds, Gust of Wind;
Earth: Move Earth, Transmute Rock to Mud, Transmute Mud to Rock;
Fire: Control Flames, Pyrotechnics, Quench;
Water: Create Water, Control Water, Control Weather (rain and storms only).

Teratomorph IV

Elemental Renewal (Requires any elemental subtype): Whenever the evolutionist would take damage from an energy source related to one of his elemental subtypes, he heals 1 point of damage for every 2 points of damage that would have been dealt. This ability disregards any energy resistance or immunity that the evolutionist might have and all excess healing is lost. This teratomorphism is a supernatural ability.


Teratomorph V

Archon (Requires any elemental subtype): The evolutionist is a paragon of elemental power. When using an ability that deals energy damage he may ignore energy resistances and deal 50% damage to creatures with immunity. Furthermore, his energy attacks gain a special effect depending on his subtypes, all of these effects last until the end of the evolutionist’s following turn:

Air: Whenever the evolutionist deals electricity damage to a creature, it suffers a penalty on saves and armor class against electricity effects equal to the number of teratomorphisms the evolutionist has.
Earth: Whenever the evolutionist deals acid damage, his targets take half that amount of damage on the following round.
Fire: Whenever the evolutionist deals fire damage to a creature, it takes 50% additional damage from fire attacks.
Water: Whenever the evolutionist deals cold damage to a creature, it becomes entangled.

Teratomorph VI

Cataclysm Heart (Requires any elemental subtype): The evolutionist gains the following supernatural abilities, as long as he has the appropriate elemental subtypes. Activating any of these abilities is a free action, as is deactivating them, but either of these can only be performed once per round, whenever they would require a save, use the default DC for mutations. The effects of cataclysm heart (and any natural instances of these effects, when applicable, never pose any danger to the evolutionist.

Inferno (Fire): Hell hath no fury like the evolutionist. He may raise the temperature within an area with a radius of 100 feet by up to 20° F per mutator level. This ability imposes the dangers of Heat and Smoke in the entirety of this area. The saves for this ability are based on constitution.
Quake (Earth): The evolutionist’s steps shake the earth. He may create an Earthquake as the spell with a radius of 60 ft. centered on his area. If the evolutionist moves, the area surrounding the path of his movement is also affected by the Earthquake. The radius of this effect increases by 10 ft. for every size category the evolutionist has above medium.
Unlike with the normal Earthquake spell, structures caught within the evolutionist’s quake take 5 damage per mutator level, additionally, any cave-ins caused by this effect use the same save as the earthquake. The saves for this ability are based on strength.
This ability cannot be used unless the evolutionist is touching the ground.
Whirlwind (Air): The evolutionist is the eye of a storm. He may surround himself with winds of any strength category he wishes, up to tornado winds. This effect extends out to a radius of 10 feet around him. The wind effect extends outwards in increments of 40 feet, becoming weaker by one category until they equalize the normal wind speed of the area. The save for this ability is based on dexterity.
Vortex (Water): The evolutionist is a deluge. He may create rain or a downpour within a radius of 100 feet around his space, even if indoors. If the climate is cold, this will become sleet or heavy snow, respectively.
If the evolutionist is in contact with a large body of water, he can create a Maelstrom, as the spell (Stormwrack pg. 118), with the exceptions that it has no minimum area to be used (but is limited to the size of the water body or the spell, whichever is less). The saves for this ability are based on constitution.

Mutant Ascendancy: The evolutionist gains the ability to ascend into an elemental being. Doing so grants the traits of the elemental type, including Darkvision 60 ft. (or a 60ft increase to an existing darkvision), immunity to poison, sleep, paralysis and stunning as well as critical hits and sneak attacks. Unlike common elementals, the evolutionist can still be resurrected as per the creature type he belonged to before. If the evolutionist has no elemental subtypes he gains one of his choice (from Air, Earth, Fire or Water). Lastly, he gains the following benefit:

The evolutionist gains energy resistance 10 (or increases existing energy resistance by 10) to energy damage based on the elemental subtypes he has, as follows: Fire (Fire), Cold (Water), Electricity (Air), Acid (Earth). If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.


Mutant Perfection: In the unfathomable vast of the cosmos all things have their purpose, the purpose of the elements is to raise worlds, to be the building blocks of reality, they are the primal and final forces of creation and change, destructive as they might be.
A demiplane bound to the evolutionist is formed. Its dimensions stretch out to a radius of one mile per mutator level, it may be finite or self-contained as the evolutionist prefers. It’s default Morphic trait is Alterable, but it is considered Divinely Morphic for the evolutionist should he ever acquire a divine rank. It has normal time trait. It’s gravity trait is chosen by the evolutionist. It is connected to the astral plane and to the ethereal plane, but not to the shadow plane, and it borders an associated inner plane if it is not self-contained. It has elemental dominant traits matching the subtypes of the evolutionist, if he has alignment subtypes it is mildly aligned to those as well, if the evolutionist is undead it gains the minor negative dominant trait (and the minor positive dominant trait if he is deathless). The evolutionist is immune to harm that would be dealt by the traits of his demiplane.
The evolutionist may set up a portal to this demiplane as a standard action, the portal can be placed anywhere within 120 feet of the evolutionist and it can be as large as needed for a colossal creature to pass through or as small as necessary for the evolutionist himself to cross. Portals may not be closed (also a standard action) from inside the demiplane, only from the outside, and it leads to a point inside the plane of the evolutionist’s choice when it is set. There may be more than one portal active at any given time and they otherwise work exactly like the planar travel version of the Gate spell, but without the need for concentration and no set duration.
Besides those traits, the overall appearance of the demiplane upon creation is up to the evolutionist (the minutiae of its geography are not, however, and these develop on their own), and even the dominance of an element does not preclude the presence of others (merely their… lack of pervasiveness), a Water plane might be a vast body of water with bubbles of air and blocks of granite floating inside it, a plane of fire might be nothing more than a massive ball of fire or a molten planetoid or a long plain of burning coals. The demiplane may have natural resources of its own, but acquiring those from their elemental beds is no easier for the evolutionist than mining in the material plane would be. Any desired fauna and flora must be introduced after the demiplane forms.

As a final benefit, the evolutionist’s attunement to elemental forces allows him to convert himself and anything on him or generated by him into elemental energy for brief periods. As a free action he may convert all damage he would deal into energy damage matching his elemental subtype (Air – electricity; Earth – acid; Fire – fire; Water – cold).

Mutations:
Burn [Extraordinaire]
Prerequisite: Fire Resistance or immunity, any extraordinaire or supernatural ability that deals fire damage.
Ability Score: Constitution.
Benefit: The evolutionist’s flame lingers. Whenever he deals fire damage, his target must succeed on a reflex save or catch fire (DMG pg. 303). Unlike the normal rules for catching fire, the reflex save made to put out the flames is against the DC set by this mutation.
Further Mutations: Each time this mutation is taken increases the damage dealt by the flames by 1d6. This mutation can be taken once per four mutator levels.

Earth Glide [Extraordinaire]
Prerequisite: Burrow movement speed.
Ability Score: None.
Benefit: When burrowing, the evolutionist may chose not to leave a tunnel behind.
Further Mutations: This mutation can be taken once.

Elemental Aura [Supernatural]
Prerequisite: Elemental nimbus, Mutator level 5.
Ability Score: None
Benefit: The evolutionist may project an aura that deals the same type of damage as one of his elemental nimbuses, chosen upon taking the mutation. This aura deals 1d4 points of damage per five mutator levels to everything within 10 feet of the evolutionist at the end of his turn. Only one elemental aura may be active at any one time. Activating or deactivating an aura is a swift action. The evolutionist does not take damage from his own elemental auras.
Further Mutations: Each time this mutation is taken, the evolutionist can chose a new aura or he can increase the radius of an existing aura by by 10 feet and damage by 1d4. This mutation can be taken once per four mutator levels.

Elemental Body [Supernatural]
Prerequisite: Elemental Nimbus
Ability Score: Constitution
Benefit: The evolutionist may choose one type of elemental nimbus he has. That elemental nimbus may stay active indefinitely without the need for a swift action to sustain it. In addition, the evolutionist can have a separate nimbus active alongside this one.
Activating or deactivating the nimbus altered by this mutation is a free action.
Further Mutations: Each time this mutation is taken it applies to a separate elemental nimbus, only one elemental nimbus can be kept active indefinitely through this mutation at any one time.

Elemental Bomb [Supernatural]
Prerequisite: Elemental Resistance, mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist can release a ball of energy against his enemies as a standard action. This attack targets an area with a radius of 20 feet that can be up to 400+40/mutator level feet away, dealing 1d6 points of damage per mutator level (maximum 10d6) to all creatures in the area, a reflex save halves this damage. Once the evolutionist has used elemental bomb, he must wait five rounds before using it again.
The elemental bomb’s damage type must be one the evolutionist has resistance or immunity to, and is chosen at the moment the mutation is taken. This ability can be treated as a breath weapon for the purposes of metabreath feats and similar abilities that affect these special attacks.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can chose to gain a new, separate elemental bomb (with its own cooldown), the evolutionist cannot have more than one elemental bomb of any one damage type. The evolutionist may also choose to increase the maximum damage of one existing elemental bomb by 10d6 or reduce the cooldown of one existing elemental bomb by one round, to a minimum of two rounds.

Elemental Breach [Supernatural]
Prerequisite: Elemental Resistance or immunity, mutator level 3.
Ability Score: Constitution
Benefit: As a standard action, the evolutionist can open an immobile elemental rift anywhere within 20 feet per mutator level of his position, the rift floods the area around itself with destructive energy, it lasts for two rounds and has a radius of 5 feet, which increases by 5 feet every round. Any creature that moves into or begins its turn inside the area of the rift takes 1d6 points of damage per mutator level, to a maximum of 5d6 damage, this ability allows a fortitude save for half damage. Multiple overlapping breaches of the same type do not deal additional damage.
The type of damage dealt by the breach is chosen upon taking this mutation, and it must be a type of damage to which the evolutionist is resistant or immune.
Further Mutations: This mutation can be taken once per three mutator levels, each time it is taken, the duration of the rift increases by two rounds and the maximum damage dealt increases by 5d6 (but it never does more dice of damage than the evolutionist’s mutator level. Alternatively, the evolutionist can chose the ability to open rifts of a different energy type, all breaches share the same duration and maximum damage.

Elemental Infusion [Supernatural]
Prerequisite: Elemental Attack applied to claw or slam attack (or any other natural attack that can be used to wield a weapon).
Ability Score: None
Benefit: The evolutionist may choose one natural weapon he has applied elemental attack to. Any manufactured weapon he wields in place of that natural weapon receives the benefits of elemental attack.
Further Mutations: Each time this mutation is taken, the evolutionist must apply it to a different natural weapon.

Elemental Rejuvenation [Supernatural]
Prerequisite: Any elemental subtype (air, earth, fire, water).
Ability Score: None
Benefit: Whenever the evolutionist is at least within reach of a separate manifestation of an element matching one of his subtypes (the ground, a bonfire, the air, a lake, etc) he may, as a full round action, heal one hit point per mutator level. If the evolutionist can heal at least 10 hit points with this ability, he can reduce the healing received by 10 to remove any one poison, disease or spell effect of his choice affecting him.
Further Mutations: Each time this mutation is taken the healing received increases by the evolutionist’s mutator level. This mutation can be taken once per four mutator levels.

Greater Damage Reduction [Extraordinaire]
Prerequisite: Mutator level 4th.
Ability Score: None
Benefit: The evolutionist gains damage reduction 2/- or increases an existing undefeatable damage reduction by 2.
Further Mutations: This mutation can be taken once per four mutator levels.
Special: Different damage reductions do not add up, only the highest applicable damage reduction is applied to the damage taken.

Shockwave [Supernatural]
Prerequisite: -
Ability Score: Strength or Dexterity
Benefit: The evolutionist can cause a localized tremor centered on him as a swift action. The tremor has a radius of 10 feet, every creature within this radius must win a resisted strength or dexterity check (whichever the evolutionist prefers) against the evolutionist or be knocked prone by the shockwave. The evolutionist (and anyone attempting to resist the effect) gains a +4 bonus on this check for each size category above medium.
Additionally, all creatures and objects in the area of the shockwave suffer 1d4 + (Str or Dex mod) bludgeoning damage. A reflex save halves this damage.
If the evolutionist has the Air subtype, he may add his dexterity modifier to the damage and save DC instead of his strength modifier. If the evolutionist has the water subtype he may use his constitution modifier instead.
Further Mutations: Each time this mutation is taken after the first, its radius increases by 10 feet and its damage increases by 1d4. This mutation can be taken once per three mutator levels. If this mutation is taken at least thrice, the evolutionist may add twice his strength (or dexterity) modifier to the damage done.

Speed of the Wind [Supernatural]
Prerequisite: Mutator level 2.
Ability Score: None
Benefit: The evolutionist gains a +10 ft. enhancement bonus to all his movement modes.
Further Mutations: This mutation can be taken once per three mutator levels. If the evolutionist takes this mutation at least three times, he gains immunity to falling damage.

Tremorsense [Extraordinaire]
Prerequisite: Mutator level 3.
Ability Score: None
Benefit: The evolutionist can discern the exact location of any creature within 20 feet of him that is in contact with the ground and moving, a creature is considered to be moving so long as it has performed any physical action on its last round or since (including casting spells with somatic components, attacks of opportunity, etc). This ability does not work if the evolutionist is not in contact with the ground or if there is no direct path between the position of the evolutionist and the target creature within the radius of this ability.
Further Mutations: This mutation can be taken once per two mutator levels, each time it is taken the radius of the tremorsense gained increases by 20.

Addendum: The Periodic Table of Elementals
So. Elemental mutations went directly for the default elemental arrangement of the D&D world, the claisscal greek elements, air, earth, fire and water.

However, as we all know, there are other classical arrangements of elements that include a wide array of things, such as wood and metal, and sometimes the two energies (positive and negative) are included too. And more exotic elements still. I have not given these consideration in the elemental mutations, which is good, if I had done so they would never be posted because there is always another elements, somewhere.

Generally speaking, adding a custom element involves the following pieces of effort and will be left to individuals who want to:

1. Create a Heart of (Element) teratomorphism. That is the root of the whole T-morph tree, assign it a scaling power with an appropriate limitation, add a bonus feat of taste (not one that is particularly combat-centric, preferentially) and gauge its benefits.

2. Select an energy association. Perhaps the element of Metal is associated with electricity and the element of Wood is associated with acid, it is up for consideration. Sonic is not out of the question, for the record, I just had to stick to the defaults of D&D there.

3. Control Elements: choose 2 to 4 appropriate spells.

4. Archon: Work is mostly cut for you! If your associated energy is already there, just reuse it. No need to reinvent the wheel.

5. Cataclysm Heart. THis one is tricky. Cataclysm Heart is a bit more open ended than the rest of the elemental associations. In general it shouldn't so much be an offensive ability as it should be a natural disaster of some sort. I recommend always refering to the environmental dangers sections of your books to get a grip of what to give this. The Cold element, for instance, could easily provide the opposite of Burning Heat, Unearthly Cold, and instead of smoke perhaps it could make surfaces frozen and slippery.

This is pretty much a do it yourself guideline. Because I have prestige classes to make! Off we go!

Draken
2012-04-22, 09:37 PM
Plant
This list of mutations is available to all evolutionists of the plant type, augmented plant subtype and to all those who take the Plant Mutator feat.

Teratomorphisms:
Teratomorph I

Roots: The evolutionist gains the ability to root himself to the ground and make himself a nearly immovable object. Taking root requires a move action, while rooted to the ground the evolutionist has his base movement speed reduced to one third of its normal (rounded down), but he gains a +2 bonus per teratomorphism on rolls to resist being grappled, bull rushed or tripped, his natural armor increases by +1 per teratomorphism (stacking with any other natural armor he has) and he gains Fast Healing with a value equal to the number of teratomorphisms he has (stacking with any other fast healing). Uprooting takes a move action, but it immediately ends if the evolutionist loses contact with the ground for any reason.


Teratomorph II

Solar Power I: The evolutionist can derive additional energy from photosynthesis. As long as he is under direct sunlight or within the area of a Daylight spell or similar, he gains a +2 bonus to all of his ability scores.


Teratomorph III

Offensive Roots [Requires Roots]: When you are rooted, you may use your roots as tentacles to attack your opponents. These tentacles are identical to the ones gained through the natural weapon mutation and benefit from any mutations you have applied to them. You gain one additional tentacle per teratomorphism you have.
Mobile Roots Requires Roots]: The evolutionist can move at his normal land speed or burrow speed while rooted. Swimming or flying breaks the connection of the roots to the ground and terminates the effect.


Teratomorph IV

Solar Power II [Requires Solar Power I]: This teratomorphism improves Solar Power I, increasing the ability score bonuses to +4. However, if the evolutionist find himself in a non-illuminated area, he becomes fatigued.


Teratomorph V

Regrowth [Requires Roots]: While rooted, the evolutionist may swiftly drain the surrounding terrain of all its nutrients to quickly replenish himself, using this ability is a standard action that can be performed as long as the evolutionist is alive, even if he is otherwise unable to act (stunned, unconscious, dazed, frightened, nauseated, etc). Using this ability heals the evolutionist for 10 hit points per mutator level and immediately ends any and all of the following adverse conditions affecting him: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. After this ability has been used in any given area, it becomes barren and cannot be drained again by this ability or similar effects, the evolutionist will need to move to a new area (completely, if his area covers more than one square) in order to use this ability again.


Teratomorph VI

Solar Power III [Requires Solar Power II]: This teratomorphism improves Solar Power II, increasing the ability score bonuses to +8. The evolutionist becomes extremely dependent on sunlight, however, and whenever he is not beneath direct sunlight or within the area of a Daylight spell or effect, he becomes fatigued, if he finds himself in an area of shadowy illumination or no illumination, he becomes exhausted instead.


Mutant Ascendancy: The evolutionist gains the ability to ascend into an plant being. Doing so grants the traits of the plant type, including low-light vision, immunity to poison, sleep, paralysis, polymorph effects and stunning and critical hits. Unlike common plants, the evolutionist is not immune to mind-affecting effects. Lastly, he gains the following benefit:

The evolutionist’s natural armor increases by +2 and he gains two additional hit points per mutator level.


Mutant Perfection: Plants, the oldest of their lot are ancient colossi that have stood unshaken for millennia, witness to the birth and death of dragons and the rise and fall of civilizations. In all this time, no winter, no illness and no creature has worn away at their strength, and should they ever fall, their lingering roots will raise them anew to witness another age.
The evolutionist heals one point of ability damage or ability drain to each score every turn and one point of ability burn on each score every hour. At the end of each encounter he immediately recovers all negative levels without the risk of them becoming permanent. Should the evolutionist die, as long as his body (or his ashes) stay in contact with the ground for at least a week, he will be resurrected at the end of that time, with no level loss, on that exact spot where his remains rested last.

Mutations:
Bounty [Extraordinaire]
Prerequisite: Nourishment.
Ability Score: None.
Benefit: The evolutionist provides to those around him, from his own body springs health and vitality that he has elected to share with others.
This mutation directly improves the produce generated by the nourishment mutation (and by the Garden ability of the Grove mutation), providing him with one of the following benefits, chosen when this mutation is taken.

Health: The produce can heal more than mere wounds. Upon eating the produce, the recipient also recovers one point of ability damage suffered from each ability score. This particular ability can be taken multiple times, increasing the recovery by one each time. For every three points of ability damage recovered, the produce may also restore a single point of ability drain or one negative level.
Recovery: The healing energies of the produce can remain latent until needed. If any of the produce’s healing is leftover after the recipient reaches full health, that healing energy remains in the recipient’s body for up to 24 hours. At any time the recipient is damaged, the healing energy begins to slowly heal him, recovering one point of damage per round until all leftover healing is spent or the target is at full health.
Vigor: The produce carries with it a taste of the evolutionist’s might. The recipient gains a +1 alchemical bonus to attack, damage rolls and saving throws, these bonuses last one hour per mutator level. This particular ability can be taken multiple times (but no more often than once per four mutator levels), increasing the bonuses granted by one each time.
Vitality: The produce can do more than heal the recipient, it can make him tougher, for awhile. Any excess healing is turned into temporary hit points for the recipient. These hit points last for up to 24 hours and do not stack with themselves.

Further Mutations: This mutation can be taken once per three mutator levels. Each time it is taken, a new effect can be chosen. Whenever a creature feeds on the evolutionist’s produce, it benefits from all of the abilities provided by this mutation, unless they would be contradictory. If two effects contradict each other, the evolutionist must chose which one is active on any given instance of his produce before it is plucked from his body.

Budding Creation [Spell-like]
Prerequisite: Mutator level 5.
Ability Score: None.
Benefit: The evolutionist can produce seeds that, rapidly develop into structures and objects of his design. Producing a seed is a standard action, and the seeds require ten minutes to grow into the chosen forms or develop the desired substances, because of this accelerated growth, however, their duration is limited, and the objects decay away within 24 hours, however, it is possible to use new seeds to restore old creations, sustaining their continued existence (effectively using this ability again to reset their duration). Besides what was listed above, this works as per the Minor Creation spell, with a caster level equal to the evolutionist’s mutator level.
Further Mutations: Each time this mutation is taken after the first, the number of cubic feet per level created by any one seed increases by 1. This mutation can be taken once per four mutator levels.

Fragrance [Extraordinaire]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can produce chemicals that dull the senses of those who inhale them. As a free action, he can emit a cloud that covers a radius of 60 feet around him, this cloud does not hamper vision in any way and is, in fact, not visible at all. All creatures inside the cloud suffer a -1 penalty to all dexterity, intelligence, wisdom and charisma checks and skill checks, as well as reflex and will saves. The evolutionist can immunize a creature to his fragrance for 24 hours beforehand, through methods left completely at his devising when taking this mutation; the process must take at least one minute to fulfill.
Creatures with scent can be affected by this ability if they are within 120 feet of the evolutionist, however they also receive a +10 bonus on all spot, search and survival checks to find him.
Further Mutations: Each time this mutation is taken, the penalty increases by 1. This mutation can be taken once per four mutator levels.
Special: If you have Fragrance active at the same time as Stench, the penalty caused by this mutation also applies to fortitude saves and constitution checks and skill checks.

Fungal Growth
Prerequisite: Spores, mutator level 2.
Ability Score: Constitution
Benefit: Chose one type of sessile fungus, slime or mold (such as Phosphorescent Fungus or Yellow Mold) with a CR up to half your mutator level. Any creature or object struck by your spore attack must succeed on a reflex save or become covered in the chosen fungus, the fungus covers a single 5 feet square per spore attack fired if it is aimed at the ground. Fungi created by this mutation use the DC for mutations instead of their normal DCs. A creature covered in fungi can scrape it off of itself as a move action.
Once created in this manner, the fungus acts as any normal patch of it would (but with an increased DC).
Further Mutations: Each time this mutation is taken, the evolutionist can chose a new fungus, slime or mold to add to his repertoire. Only one type of fungus grows from each spore shot fired.

Grove [Spell-like]
Prerequisite: Verdant Servant, Mutator level 9.
Ability Score: None
Benefit: The evolutionist can take control of an area with a radius of 5 feet per mutator level, creating a link between him and the location, activating this ability requires one hour of uninterrupted work, but its duration is permanent afterwards. His ability can be activated repeatedly to increase the radius of the grove by 5 feet per mutator level each time, to a maximum radius of 1 mile, however, the evolutionist can only have one grove at any given time, and using this ability out of the boundaries of an existing grove breaks the connection with the old one at the same time it creates a new one. The expansion of the grove can be noticed with a Spellcraft check, DC 25. The grove does not persist through the evolutionist’s death, unless said death is made automatically temporary by other class features.
The evolutionist has a few benefits regarding his grove. First, any structures he places on a grove using Budding Creation have a permanent duration. Second, the evolutionist can link up to two verdant servants to his grove, these servants cannot leave the limits of the grove, but they do not count towards his limit. Third, the evolutionist gains two abilities chosen from the following list:

Garden (Requires Nourishment mutation): The evolutionist’s grove creates two produce per mutator level (identical to the Nourishing flora mutation), this produce is separate from what grows on the evolutionist’s own body. In addition, the grove produces an additional source of excellent nourishment, available once per day, that works as a Heroes’ Feast spell with a caster level equal to the character’s mutation level.
Darkwood (requires Sign teratomorphism): The evolutionist's Grove is always under the effect of the evolutionist's sign at the strongest level he can create.
Dreadwood (requires Psychic Effusion mutation): As a swift action, the evolutionist may fill the area of his grove with the effect of the Psychic Effusion mutation.
Elemental Dominion (requires any elemental subtype or the undead or deathless types): The evolutionist's grove gains the elemental dominant traits associated with his elemental subtype. Undead evolutionists apply the minor negative dominant trait to their groves, while deathless evolutionists apply the minor positive dominant trait to their groves. The elemental dominance trait reshapes the area of the grove into a proper manifestation of it. Air may expel the majority of other elements from the grove's radius, possibly leaving free-floating remnants of earth and water. Earth could fill an open area, creating caverns and tunnels within the grove. Fire could engulf everything in the grove without truly consuming what lies within. And Water could create a deluge of surging tides within the grove, even if there wasn't a drop of water in the area before. If the grove is undone, the elemental manifestations disappear as if they were summoned effects. The evolutionist does not suffer negative effects due to the elemental dominant traits of his grove.
Elemental Fury (requires Elemental Aura mutation): As a swift action, the evolutionist can fill his grove with the effects of any one elemental aura he has. The evolutionist suffers no damage or any other negative effects from the aura.
Miasma (requires Fragrance mutation): As a swift action, the evolutionist can fill his grove with the effects of his fragrance, this ability also applies to the Stench mutation if the evolutionist has it, and follows the same interaction rules described in fragrance. The evolutionist is not affected by the miasma.
Mire (requires Fungal Growth mutation): Patches of any fungi the evolutionist can create with the fungal growth mutation naturally spring on his grove wherever he wishes. As a standard action, the evolutionist can cover up to one 5 feet square per mutator level anywhere within his grove with a patch of fungus of his choice.
Communion: As a standard action, the evolutionist can gain the benefits of the Commune With Nature spell with regards to the whole area of his grove.
Unity (Requires Roots teratomorphism): The evolutionist can take root or uproot in his grove as a free action, but no more than once per round. While rooted in his grove, each instance of this mutation is considered a teratomorphism when calculating the benefits of the roots teratomorphism, and offensive roots teratomorphism.
Generous Land (Requires Regrowth teratomorphism): When using the regrowth teratomorphism on his grove, the evolutionist does not drain the area he is in of all its resources and may repeatedly use regrowth on the same spot.
Verdant Host: The evolutionist can link an additional two verdant servants to the grove. This ability can be taken multiple times.
Living Fortress: All structures built with Budding Creation that are located inside a grove recover one hit point per mutator level every round. Furthermore, objects turned into animated objects through the Living Creation mutation do not count for the evolutionist's limit of controlled HD as long as they are within the grove.

Further Mutations: Each time this mutation is taken, the evolutionist may choose one additional ability from the above list. This mutation can be taken once per six mutator levels.
Special: An evolutionist with the Mutant Perfection of the Elemental type that takes this mutation can treat the entirety of his created plane as his Grove. This does not interfere with his ability to create a grove elsewhere.

Hardy Damage Reduction [Extraordinaire]
Prerequisite: Damage Reduction
Ability Score: None
Benefit: The evolutionist’s damage reduction can only be pierced by a specific type of physical damage (Bludgeoning, Piercing or Slashing), chosen when this mutation is taken.
Further Mutations: This mutation can be taken once.

Leaves [Innate]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains the ability to photosynthesize, as long as he can get at least 1 hour of light per day he needs no other food (but still requires water normally).
Further Mutations: This mutation can be taken once.

Living Creation [Spell-like]
Prerequisite: Budding Creation, Mutator level 9.
Ability Score: None
Benefit: Whenever the evolutionist creates an object with Budding Creation, he may turn that object into an animated object of the appropriate size. This ability only works on objects of small size or smaller. The evolutionist can have a number of HD of animated objects active through this mutation equal to four times his mutator level.
Further Mutations: This mutation can be taken once per three mutator levels, each time it is taken, the maximum size of object that the evolutionist can animate increases by one step and the maximum number of HD of animated objects controlled increases by his mutator level.


Nourishment [Extraordinaire]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can produce nourishment for others from his body. This can be fruit, seeds, leaves, sap, nectar from flowers, his own blood and similar products; he can have up to two of such produce available each day. Any creature that eats the evolutionist’s produce gains nourishment equivalent to one full meal and heals a number of hit points equal to twice the evolutionist’s mutator level + his constitution modifier. The evolutionist’s produce spoils 24 hours after it is removed from his body. If the evolutionist takes any damage due to starvation, he loses the ability to generate produce for as long as the damage remains and for 24 hours afterwards.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains two additional produce per day. This mutation can be taken once per two mutator levels.
Special: The evolutionist's produce is only as healthy as he himself is, and if he is afflicted by any diseases transmitted through ingestion or contact, the nourishment he provides will also transmit those same diseases. The exception is if the disease is granted through the Disease mutation, in which case the evolutionist may opt to not infect those he feeds.

Solar Blast [Supernatural]
Prerequisite: Mutator level 2
Ability Score: Constitution
Benefit: As a full round action, the evolutionist can unleash a torrent of concentrated sunlight as a ranged touch attack. This ability has a maximum range of 50 ft. plus 10 ft. per mutator level and deals 1d4 points of damage per mutator level (1d8/mutator level if the target is undead or otherwise vulnerable to sunlight, 1d12/mutator level if both). Any creature damaged by this ability must make a fortitude save or be blinded for 1 round (or 1 minute if undead, vulnerable to light or if it has light sensitivity).
If the evolutionist has Solar Power active, using this ability is a standard action.
If there is not ambient light for the evolutionist to absorb when using this ability, he must make fortitude save (DC equal to the number of dice of damage dealt by the ability) or be fatigued for the rest of the encounter.
Further Mutations: Each time this mutation is taken after the first, the damage dealt by the solar blast increases by 2 dice and the save DC against the blinding effect increases by 1. This mutation can be taken once per three mutator levels.

Solar Burst [Supernatural]
Prerequisite: Solar Blast, mutator level 6
Ability Score: Constitution
Benefit: The evolutionist’s Solar Blast creates an explosion of light centered at the target, dealing its damage in an area with a radius of 10 feet, with a reflex save for half damage. All creatures in the area must also make the same fortitude save against blindness as the primary target. The solar burst does no additional damage to the primary target, who does not get a save against the damage of the attack.
Solar burst can also be aimed at a point on the ground within range, in which case it dispenses an attack roll.
Further Mutations: Each time this mutation is taken, the radius of the explosion increases by 10 feet. This mutation can be taken once per four mutator levels.

Spores [Extraordinaire]
Prerequisite: Mutator level 2, any natural weapon.
Ability Score: None
Benefit: As a standard action, the evolutionist can fire a hail of spores against an opponent within 50 ft. +10 ft. per mutator level as a ranged touch attack. Any target hit by the spores suffers a 20% miss chance for 5 rounds or until he takes a standard action to clean the spores from his eyes. An invisible creature hit by the spores becomes visibly outlined by them until the spell is reapplied or it cleans itself completely (which requires a bath or a prestidigitation spell, or something).
Spores are considered secondary natural weapons.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can fire one additional hail of spores per round as part of a full round action and the miss chance inflicted increases by 10%, to a maximum of 50% miss chance. This mutation can be taken once per five mutator levels.

It bears mentioning:
Multiple sources of miss chance do not stack. Only the highest applies.

Thorns [Innate]
Prerequisite: -
Ability Score: None
Benefit: Short thorns grow on the evolutionist’s body. These thorns work as Armor Spikes, and also increase the damage of the evolutionist’s other natural weapons and unarmed strikes by one, as well as causing them to deal piercing damage in addition to any other type of damage. The thorns can be retracted or exposed as a swift action.
The armor spikes attack granted by this mutation is considered a natural weapon.
Further Mutations: Each time this mutation is taken after the first, the damage dealt by the evolutionist’s natural weapons increases by 1. This mutation can be taken once per three mutator levels.

Verdant Servant [Spell-like]
Prerequisite: Budding Creation
Ability Score: None
Benefit: The evolutionist can create a servant creature, this works as the Astral Construct power with a manifester level equal to the evolutionist's mutator level (it is treated as if a number of power points equal to the manifester level were spent on the power), with the following differences:

Using this ability is a standard action, however, the servant requires 1 minute to be fully grown.
The servant has no duration limit.
The evolutionist can have only one servant active at any given time.
The evolutionist can change the menu choice abilities of his servant by forcing it to regrow over one minute, during this time, the servant can take no actions.
The verdant servant cannot take Ps abilities from the astral construct menu.
Further Mutations: For each time this mutation is taken, the evolutionist can have one active servant. This mutation can be taken up to once per eight mutator levels.


Outsider
This list of mutations is available to all evolutionists of the outsider type, augmented outsider subtype and to all those who take the Outsider Mutator feat.

Teratomorphisms:
Teratomorph I

Smite Opposition: The evolutionist can smite a creature with at least one opposite alignment component (Good-Evil, Lawful Chaotic. True Neutral evolutionists can smite Lawful Good, Chaotic Good, Lawful Evil and Chaotic Evil opponents). This smite deals extra damage equal to his mutator level and adds his charisma modifier to the attack roll. This ability is useable once every five rounds. This teratomorphism provides a supernatural ability.
Armor of the Outer Planes: The evolutionist may forge armor out of the matter of his very soul. This ability can create any armor of the evolutionist’s choice and the armor check penalty for the armor created is treated as zero (which means proficiency is irrelevant), the armor can be made of any material of his choice that armor of its type could normally be made of (Hide armor can’t be made of mithril), it has an enhancement bonus equal to ¼ of his mutator level and can receive up to +10 worth of additional enchantments (the baseline enhancement bonus does not count towards the cost), but the evolutionist must be present during the whole enchanting process. Calling this armor to the evolutionist’s body is a move action, and it displaces any existing armor in order to don itself (the other armor falls to the floor near the evolutionist), if the armor is removed, it dissipates back into the evolutionist’s soul until called again. Whenever the evolutionist gains a new level, he can change what the basic armor is, but all enchantments remain the same. This teratomorphism provides a supernatural ability.
Arms of the Outer Planes: The evolutionist may forge a weapon out of the matter of his very soul. He is considered proficient with the weapon created by this ability (but not with other weapons of its type if he is not proficient with it already), it has an enhancement bonus equal to ¼ of his mutator level and can receive up to +10 worth of additional enchantments (the baseline enhancement bonus does not count towards the cost), but the evolutionist must be present during the whole enchanting process. Calling this weapon is a standard action, and if it is ever throw or disarmed, it can be called back to his hand as an immediate action. If the weapon is ever away from the evolutionist’s person for more than a minute, it dissipates back into his soul until called again. Whenever the evolutionist gains a new level, he can change what the basic weapon is, but all enchantments remain the same. This teratomorphism provides a supernatural ability.


Teratomorph II

Summon: As a standard action, the evolutionist can summon an outsider whose alignment matches his own. This creature cannot have a CR higher than 1 + half the evolutionist’s mutator level and remains in his service for up to 1 hour, the evolutionist can have no more than one summoned creature through this ability at any one time. Summoned creatures cannot use any summoning abilities they might have themselves and creatures summoned through this ability cannot grant wishes with their spell-like abilities. This ability can be used once per day for each teratomorphism the evolutionist has. This teratomorphism provides a supernatural ability.


Teratomorph III

Planar Apotheosis: The evolutionist gains alignment subtypes matching his own alignment at the time this teratomorphism is taken. If the evolutionist’s alignment changes, he can change what subtypes are granted by this teratomorphism when he next gains a level. Having an alignment subtype causes all of your attacks to pierce damage reduction as tough they had the alignment in question. Furthermore, he gains immunity to the harmful effects inherent to any plane that shares at least one of his alignment (or elemental, if any) subtypes, such as Cania's cold (but not any other cold, including those of the inhabitants of the plane) and may choose whether or not he is treated as an Extraplanar being while in such planes at his discretion.


Teratomorph IV

Planar Renewal I (Requires Planar Apotheosis): Once per month, after the evolutionist is killed in any plane where he gains the Extraplanar subtype, he reappears (after five days) in one plane of his choice where he would not gain the Extraplanar subtype as if revived with a Resurrection spell. This teratomorphism provides a supernatural ability.


Teratomorph V

Planewalker: The evolutionist can use Greater Teleport as a spell-like ability at-will and Plane Shift as a spell-like ability a number of times per day equal to the number of teratomorphisms he has. When using either of these abilities, he can only transport himself and up to his medium load in personal possessions, not any other creatures.


Teratomorph VI

Planar Renewal II (Requires Planar Renewal I): The evolutionist’s Planar Renewal is improved. It works once per week and the evolutionist revives in the plane of his choice one day later as if revived by True Resurrection.


Mutant Ascendancy: The evolutionist gains the ability to ascend into an outsider being. Doing so changes his creature type to Outsider and grants him a few characteristics of the type, including Darkvision 60 feet (or a 60 feet increase in existing darkvision), he still needs to breathe but no longer requires food, drink or sleep (but can eat, drink and sleep if he wants to). Lastly, he gains the following benefit:

The daily uses of the evolutionist’s current and future spell-like abilities increases by 1, if this increase would bring the spell-like ability's daily uses to seven times per day or more, it can be used at-will instead. The save DCs of his spell-like abilities increases by +1.


Even if he does not chose to take the Outsider ascendancy, an evolutionist with access to this mutation list may, upon acquiring this class feature, change his home plane to whichever plane he prefers, causing him to gain the extraplanar subtype on his former home plane and no longer gain said subtype on his new home plane, the evolutionist gains immunity to dangerous characteristics of his new plane (such as Cania's cold or the fires of the elemental plane of fire). This choice can be changed once again when the evolutionist gains Mutant Perfection, as well as on the off-chance that his home plane stops existing for some reason.

Mutant Perfection: The evolutionist has the weight of spiritual gravity to match that of the outer planes, imposing his spiritual truth on his surroundings. He is an anchor to which the souls of the dead can hold, or be chained to.
The evolutionist projects an aura with a radius of 60 feet, the area within this radius is considered to have strong alignment traits matching his alignment. Furthermore, as a full-round action, the evolutionist may bind the soul of a creature that died within this area no more than 1 minute/mutator level before, converting it into a petitioner, the dead creature is entitled to a will save to resist this effect as if it were still alive, against a DC of 10 + ½ Mutator level + the evolutionist’s charisma modifier, but it may forgo this save if it wishes. Petitioners are bound to loyalty to the evolutionist, they will never disobey his commands, even outright suicidal ones or those that go against everything in which they believed in life. Mere death will not release these souls from their chains, and destroyed petitioners will reform within 60 feet of the evolutionist after 24 hours, any petitioner more than 60 feet away from the evolutionist gains the Extraplanar subtype and will return to this radius if banished, if the evolutionist moves to a different plane, all of his petitioners move along with him, no matter where they are referent to him (they usually appear within 60 feet of him when that happens, usually), if the evolutionist dies, all of his petitioners are released to their proper afterlives. Any effect that binds or destroys souls will prevent the petitioner from reforming, furthermore, any spell that revives the dead (such as Raise Dead or Resurrection) cast on the petitioner, his body or the idea of the person it was in life allows it to freely chose whether it wishes to live once more or to remain in this state, nothing the evolutionist can do or say is capable of tampering with this decision. The resurrection is much smoother in this manner than travel back from the grasp of the outer planes, and the resurrected being does not suffer level loss from being revived.

Petitioners
Now, the 3.0 rules for petitioners in the Manual of the Planes are, in two words, downright stupid. So we will not be using those. Ever. Use this petitioner template instead.

Petitioner
Petitioner is a template that may be added to any creature other than constructs, elementals, outsiders or undead that leaves a mostly intact soul upon death.
Size and Type: The creature’s type changes to Outsider, it retains all subtypes, its size remain unchanged.
Hit Dice: Petitioners have 3d8 HD, plus an additional 3d8 HD for each size category above medium (6d8 for large, 9d8 for huge, 12d8 for gargantuan and 15d8 for colossal).
AC: Petitioners retain their natural armor, size modifier and dexterity bonus to AC, they usually have no armor to speak of, but retain proficiency with any armor they were proficient in life. Incorporeal petitioners retain their deflection bonus to AC.
Speed: Petitioners retain their movement speeds.
Base Attack: Petitioners have a base attack bonus equal to their hit dice.
Attacks: Petitioners retain all natural weapons and are proficient with all weapons they were in life.
Special Attacks: Petitioners lose all spell-like abilities, supernatural abilities, spellcasting, manifesting, psi-like abilities and basically anything that isn’t an extraordinaire ability.
Special Qualities: Petitioners lose all special qualities and gain the following:
Immunities (Ex): Petitioners are immune to all mind-affecting effects and to a single form of energy damage chosen by the power that created them.
Resistances (Ex): Petitioners have resistance 10 to acid, cold, electricity, fire and sonic (one of these is, however, overwritten by the immunity above).
Damage Reduction (Ex): Petitioners have DR 5/Magic if large or smaller and 10/magic if huge or larger.
Planar Chains (Ex): Petitioners cannot leave the plane to which they are bound (or the plane in which their evolutionist master is, as the case may be), any attempt to force them out fails outright. If a petitioner is slain it reforms in his home plane after 24 hours, unless its soul is trapped or destroyed somehow.
Saves: The base saves of a petitioner are equal to 2 + half their HD (rounded down).
Abilities: Petitioners retain all of their ability scores.
Skills: Petitioners retain all of the skills they had in life, but some may be limited by their new HD, they do not receive any additional skill points.
Feats: Petitioners retain all their feats, if their new HD is not compatible with the number of feats gained, these are considered bonus feats. They do not gain new feats.
Environment: Their home planes.
Organization: Any.
Challenge Rating: As a guideline it is 2 (medium or smaller), 4 (large), 6 (huge), 9 (gargantuan), 11 (colossal). But often these numbers won’t cut it.
Treasure: None.
Alignment: Same as the base creature.
Advancement: Nope. But sometimes the gods (but not evolutionists) can allow petitioners to advance similarly to how they advanced in life.
Level Adjustment: -. Petitioners are not appropriate player characters except on silly all-petitioner campaigns.


Mutations:
Abduction [Supernatural]
Prerequisite: Any supernatural, psi-like or spell-like ability that of the teleportation subschool.
Ability Score: Charisma
Benefit: When the evolutionist uses a supernatural, psi-like or spell-like ability of the teleportation subschool (such as Teleport or Dimension Door) he may bring an unwilling target along with him, by either grappling the target or successfully landing a touch attack. This target is entitled to a will save to avoid being taken, but the evolutionist can chose to not complete the teleportation effect if his target resists it.
Only one unwilling creature can be taken along through this mutation, but this creature can be taken in addition to any other creatures that the teleportation effect would normally allow.
Further Mutations: Each time this mutation is taken, the evolutionist can bring one additional unwilling target with a teleportation effect. This mutation can be taken once per three mutator levels.


Aligned Damage Reduction [Extraordinaire]
Prerequisite: Damage Reduction, Mutator level 6.
Ability Score: None
Benefit: This mutation improves your damage reduction, making it necessary that an attack bear one alignment descriptor (Chaotic, Lawful, Good or Evil) of your choice in order to pierce it. You may not be of the chosen alignment and should your alignment change, you may immediately alter this the alignment descriptor necessary to pierce your damage reduction.
Further Mutations: This mutation can be taken once.

Aura of menace [Supernatural]
Prerequisite: Mutator level 6.
Ability Score: Charisma
Benefit: A threatening aura surrounds the evolutionist when he wills it. Any hostile creature within a 20-foot radius of him must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the evolutionist. A creature that has resisted or broken the effect cannot be affected again by the same evolutionist’s aura of menace for 24 hours.
Further Mutations: Each time this mutation is taken after the first, the DC to resist its effects increases by +2 and the radius increases by 10 feet. This mutation can be taken once per four mutator levels.

Divine Blessing [Spell-Like]
Prerequisite: Mutator level 11.
Ability Score: Charisma
Benefit: It is unbecoming for the transcendent evolutionist to suffer the baser limitations of mortal existence, to not be understood, to not perceive the world for what it is, and many more small grievances. The evolutionist gains one spell of his choice, from the following list, as a permanent effect active on himself with a caster level equal to his mutator level, whenever they offer a save DC against their effects, the DC is based on the spell level of the ability.

Arcane Sight
Daylight
Deathwatch
Deeper Darkness
Magic Circle Against (Type depends on the alignment of the evolutionist, chosen when the spell is taken)
Nondetection
Obscuring Mist
Sanctuary (effect is reestablished five rounds after it is broken for any reason)
Silence
Tongues
True Seeing
Zone of Truth

The abilities gained through this mutation may be activated and deactivated as a swift action, and they can be dispelled, if one such effect is dispelled it can be reactivated as a swift action on the following round.
Further Mutations: Each time this mutation is taken, it provides a different ability. This mutation can be taken once per four mutator levels.

Divine Ward [Supernatural]
Prerequisite: Mutator level 7.
Ability Score: Charisma
Benefit: The evolutionist gains a deflection bonus to AC equal to his charisma modifier, to a maximum of +3.
Further Mutations: This mutation can be taken once per four mutator levels, each time it is taken the limit to the ac gained from this mutation increases by +3.

Greater Telepathy [Psi-Like]
Prerequisite: Telepathy
Ability Score: None.
Benefit: The evolutionist may telepathically communicate with any creature that has an intelligence score, it is worth noting that creatures of animal intelligence perceive the world with simpler eyes than those that are fully sapient.
Further mutations: This mutation can be taken once.

Spell-like Abilities [Spell-like]
The baseline mutation Spell-like Abilities is modified for evolutionists with access the outsider mutator list. They may take spells from the cleric spell list (but not from any domains) with the spell-like ability mutation.

Spiritual Wound [Supernatural]
Prerequisite: Mutator level 6, any natural weapon.
Ability Score: Charisma.
Benefit: The evolutionist’s natural weapons cut deeper than flesh, these wounds do not heal naturally and resist magical healing. This mutation applies to one natural weapon of the evolutionist’s choice, attacks made with the chosen natural weapon apply a persistent wound. An injured creature loses 2 additional hit points each round, these wounds stack with themselves. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by the evolutionist’s attack must succeed on a caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The caster level check has a DC equal to the normal DC for mutations, while the heal check has a DC equal to the save DC versus mutations + 4.
Further Mutations: Each time this mutation is taken after the first, the continuous damage dealt by the attack increases by 2 and the DC for the heal check increases by +2, if this mutation is taken at least three times then the target can receive no magical healing until the spiritual wound is healed. This mutation can be taken once per five mutator levels.

Supernatural Disease [Supernatural]
Prerequisite: Disease, mutator level 7.
Ability Score: Constitution
Benefit: This mutation works exactly like the Disease mutation and shares its mutation limit, but allows Supernatural diseases (such as Mummy Rot and Devil Chills) to be taken.
Further mutations: This mutation can be taken once per five mutator levels.

Umbravision [Supernatural]
Prerequisite: Mutator level 3, Darkvision.
Ability Score: None.
Benefit: Your Darkvision pierces magical darkness as if it were normal darkness.
Further Mutations: This mutation can be taken once. 

Draken
2012-04-22, 10:41 PM
Undead
This list of mutations is avaiable to all evolutionists of the Undead type, augmented undead subtype and those who take the Undead Mutator feat.

Teratomorphisms:
Teratomorph I

Unholy Toughness: The evolutionist uses his charisma modifier to determine his hit points (instead of his constitution modifier if he has one).


Teratomorph II

Decrepit [Skeletal] I: The evolutionist takes only half damage from piercing attacks.
Decrepit [Dead Flesh] I: The evolutionist takes only half damage from bludgeoning attacks.
Decrepit [Tough Hide] I: The evolutionist takes only half damage from slashing attacks.


Teratomorph III

Consume Life: Whenever the evolutionist inflicts ability penalties, damage, ability drain or negative levels with a supernatural, spell-like or psi-like ability, he heals 5 hit points for each point of penalty, damage, drain or negative level dealt. If he is at full health he gains the same amount of temporary hit points as he would have healed. These temporary hit points last for up to 1 hour.


Teratomorph IV

Decrepit [Skeletal] II (Requires Decrepit [Skeletal] I): The evolutionist is immune to piercing damage.
Decrepit [Dead Flesh] II (Requires Decrepit [Dead Flesh] I): The evolutionist is immune to bludgeoning damage.
Decrepit [Tough Hide] II (Requires Decrepit [Tough Hide] I): The evolutionist is immune to slashing damage.


Teratomorph V

Rejuvenation: The evolutionist stands defiant in the face of death. He may perform a ritual, taking eight hours, to bind his life force to a specific place or to an object, the evolutionist may only have one place or object affected by this ritual at any one time and is always aware of whether it is active or not. Whenever the evolutionist dies, he will reform after 1d6+4 days on the place or next to the object he has bound his life force to, suffering no penalties for this resurrection. This revival can be prevented, however. The ritual is broken if the place the evolutionist has bound his life force to is subjected to a Consecrate or Hallow spell, or if the object he has bound his life force to is destroyed. Places and objects subject to this ritual exude an aura of necromancy with a caster level equal to the evolutionist’s mutator level.


Teratomorph VI

Incorporeality: The evolutionist can, as a standard action, become incorporeal indefinitely (along with all of his carried equipment), or return to a corporeal state with a similar action. While incorporeal the evolutionist is weightless and may fly at his base land speed with perfect maneuverability, he may add his dexterity modifier to attack melee rolls, but has no effective strength score for the duration.


Mutant Ascendancy: The evolutionist gains the option to ascend into an undead being, somewhat. This ascendancy has a few special interactions with other creature types.
Undead ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not undead or construct she gains the Ghastly subtype, if she had the construct type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:

Undead: The evolutionist gains a +2 bonus to fortitude and will saves. And may attempt to rebuke (but not control) undead once every five turns, with an effective cleric level equal to his mutator level.

As a final note, ascendancy cannot resurrect the undead. Should an undead creature elect to take an ascendancy for a creature type other than its own, it retains the Undead type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.


Mutant Perfection: There is a tiny, hungry darkness within each undead being that is linked ever so slightly to the starving entropy of the Negative Energy Plane, the evolutionist has opened that floodgate within his void-touched soul and externalized it wholly. The evolutionist generates a field with a radius of 20 feet that mimics the effects of the Minor Negative Dominant planar trait, in addition, the area immediately adjacent to the evolutionist carries the Major Negative Dominant planar trait, with a save DC against negative levels of 10 + ½ mutator level + Cha mod.
The evolutionist can suppress this ability as a swift action.

Mutations:
Create Spawn [Supernatural]
Prerequisite: Mutator level 7, Desecration, Energy Drain or Debilitate
Ability Score: None
Benefit: Creatures that die while afflicted by ability penalty or negative levels inflicted by the evolutionist with supernatural abilities are raised as zombies or skeletons one minute later under his control. The evolutionist can control up to his mutator level in undead HD.
Further Mutations: Each time this mutation is taken after the first, the limit of controlled undead HD increases by the evolutionist’s mutator level. This mutation can be taken once per four mutator levels.
Special: This mutation counts as a necromancy spell for the purposes of feats and abilities that alter such effects.

Debilitate [Supernatural]
Prerequisite: Negaton Touch, Mutator level 4.
Ability Score: None
Benefit: The evolutionist’s negaton touch attacks inflict a penalty to his target’s ability scores. He must chose which ability score this mutation affects upon selecting it, and inflicts 1d3 point of ability penalty for one minute on a successful attack. Ability penalties to the same score do not stack, only the highest one applies and the duration is set by the last appication. This ability is considered a negative energy effect.
Further Mutations: The evolutionist can chose to penalize additional ability scores when taking this mutation further or he can increase the penalty dealt by one (to 1d3+1, 1d3+2, etc). This mutation can be taken once per three mutator levels.

Desecration [Supernatural]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist produces an effect identical to the Desecrate spell, centered on him.
Further Mutations: If this mutation is taken a second time, the evolutionist is treated as an altar to an unholy power for the purposes of the desecrate effect. This mutation can be taken up to two times.

Energy Drain [Supernatural]
Prerequisite: Negaton Touch, Mutator level 6
Ability Score: Charisma
Benefit: As a standard action that requires a touch attack, or whenever he wins a grapple check, the evolutionist may inflict one negative level to a victim. When he deals a negative level, the evolutionist may opt to also inflict the damage of his Negaton Touch on the victim.
Negative levels inflicted with this mutation last for up to one hour per mutator level, so it only risks becoming permanent level loss at epic levels.
Further Mutations: This mutation can be taken once per ten mutator levels, each time it is taken, the number of negative levels inflicted increases by 1. Negaton touch damage can be inflicted separately with each negative level applied.

Gloom [Supernatural]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist projects a radius of shadowy illumination with a radius of 10 feet centered on him. If the radius of this ability overlaps with that of a light spell or effect, the one with the lowest effective spell level is suppressed (but not dispelled), the effective spell level of this ability is equal to the number of times the mutation is taken.
This ability can be suppressed or activated as a swift action.
Further Mutations: Each time this mutation is taken after the first, the radius of the effect increases by 10 feet. If this mutation is taken at least four times, the evolutionist may chose to emit complete darkness instead of shadowy illumination. If this mutation is taken at least seven times, the evolutionist may chose to emit a thick, inky darkness that, in addition to the usual effects of complete darkness, obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target), the evolutionist himself may still treat this as if it were complete darkness. This mutation can be taken once per two mutator levels.

Negaton Shield [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist gains resistance 5 to positive energy and to negative energy. This resistance does not interfere with healing granted by either of those energies, only damage.
Further Mutations: -
Special: The resistances granted by this mutation don’t count as energy resistance for the purposes of mutations that have that as a prerequisite.

Negaton Blast [Supernatural]
Prerequisite: Negaton Shield, Mutator level 2.
Ability Score: None
Benefit: The evolutionist can deliver a blast of negative energy as a ranged touch attack against an enemy within 60 feet. This blast deals 1d4 damage per two mutator levels. Firing a negaton blast is a standard action.
Further Mutations: Each instance of this mutation after the first can either increase the range of the negaton blast by 20 feet or increase the damage die by one step, to a maximum of 1d8 damage per two mutator levels. If this mutation is taken at least four times, the Negaton Blast can be used as an attack action instead of a standard action, and up to one blast can be fired for each time this mutation was taken. This mutation can be taken once per three mutator levels.

Negaton Infusion [Supernatural]
Prerequisite: Negaton Touch applied to claw or slam attack (or any other natural attack that can be used to wield a weapon).
Ability Score: None
Benefit: The evolutionist may choose one natural weapon he has applied negaton touch to. Any manufactured weapon he wields in place of that natural weapon receives the benefits of negaton touch.
Further Mutations: Each time this mutation is taken, the evolutionist must apply it to a different natural weapon.

Negaton Touch [Supernatural]
Prerequisite: Negaton Shield, any one natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one natural weapon he has, that natural weapon deals additional negative energy damage equal to 1d6 + half his mutator level. In addition, the evolutionist can, instead of making a normal attack, make a touch attack with the any limb that received negaton touch, dealing only the damage from negaton touch if he does this. Touch attacks made with this mutation are considered attacks made with the natural weapon that received it.
This ability can be deactivated or activated as a free action at any time.
Further Mutations: Each time this mutation is taken the evolutionist can either increase the damage of his negaton touch by 1d6 or add the damage to another natural weapon. This mutation can be taken once per three mutator levels..

Unholy Grace [Supernatural]
Prerequisite: +2 base bonus on the appropriate save.
Ability Score: None
Benefit: The evolutionist chooses one of his saves (Fortitude, Reflex or Will). He may add his charisma modifier as a bonus on that save.
Further Mutations: Each time this mutation is taken, the evolutionist chooses a new save. This mutation can be taken up to three times.

Turn Resistance [Extraordinaire]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s turn resistance increases by +2.
Further Mutations: -


Ancient Mutations
Not all secrets of evolution are tied to the unique essences of the stranger forms of life (and unlife) in the world. Some of these secrets are tied to forces that predate much of known life and have been hopefully suppressed by divine efforts from the bodies and memories of races everywhere in times long gone. Well, what are adventurers to do if not open that little Pandora’s Box anyway?
This list of mutations is available to Aboleths, Kyorl’Zuraj, Tsochari, to creatures with Abomination or Elder Evil traits and to characters who take the Ancient Mutator feat.

Teratomorphisms
Teratomorph I

Karish Companion: The essence of a karish creature is tied to the evolutionist’s own, giving him the ability to spawn it as a loyal servant. As a full-round action, the evolutionist can create a larval karish that will grow to adulthood after 24 hours, the base creature for the karish can be any vermin or ooze with a number of hit dice up to ¾ of the evolutionist’s mutator level, if the vermin chosen has less hit dice than that, it is advanced to the evolutionist’s maximum (which can change its size, provide feats, etc). Once the companion is fully developed, it will remain by the evolutionist’s side until it dies or its essence is recollected (another full-round action), at which point the evolutionist may spawn a new companion, which does not need to be have the same base creature as the previous one. If the evolutionist has a mutant ascendancy, his karish companion also gains its benefits. This teratomorphism can be taken more than once, providing an additional karish companion each time it is taken.


Karish

Karish is an inherited template that can be added to any ooze or vermin.
A karish uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to aberration. Its Hit Dice change to d8, and it has good will saves. Size is unchanged. The karish gains the augmented subtype pertaining to its old creature type.
Armor Class: Natural armor improves by +2.
Special Attacks: A karish retains all the special attacks of the base creature.
Special Qualities: A karish loses the mindless and split special qualities if it had them, but retains all other traits of its old type. It retains all special qualities of the base creature, and gains the following.

Natural Mutator: Karish have a mutator level equal to their hit dice, even without levels in actual mutator classes.
Environmental Adaptation: Karish gain the Environmental Adaptation Racial Teratomorphism, as a Kyorl’Zuraj paragon of 1st level.*
Resin: Karish are treated as if they had as many instances of the Resin mutation as their mutator level allows them.

Abilities: Karish have a minimum intelligence score of 3, a minimum wisdom score of 10 and a minimum charisma score of 5. If the base creature has scores higher than those, they are unchanged.
Skills: Karish gain Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Di. Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, Survival and Swim are class skills for the Karish.
Feats: Karish gain feats according to their hit dice.
Challenge Rating: As base creature +1.
Alignment: Karish are usually lawful evil. Even if the evolutionist they serve is of a different alignment, they remain ruthless and vicious. Their loyalty to their masters is beyond question, however.
Level Adjustment: Karish are not viable player characters.

*
The Kyorl'Zuraj are not complete. But here is a teaser:


Environmental Adaptation: The kyorl’zuraj paragon will survive even the harshest places of the cosmos. He may hold his breath for up to two hours per point of constitution. He may go without food or water for one day per point of constitution before starting to suffer of dehydration or starvation. He does not take damage from the pressure of deep water or from vacuum. As a final benefit, the paragon gains resistance to cold and fire 5, or increases existing resistances to cold and fire by 5.



Teratomorph II

Crown of Vermin: Hundreds of ravenous insects flock around the evolutionist, forming an aura with a radius of 10 feet around him. Creatures within the crown of vermin gain concealment against nonadjacent creatures, however the insects bite hungrily any being inside the cloud other than the evolutionist himself (and other insects of the cloud), dealing 1d6 points of damage per teratomorphism to any creature that enters the aura or begins its turn inside it. The crown of vermin can be attacked, damaged and dispersed, it is immune to damage from weapons and takes 50% increased damage from area of effect attacks (in many ways it acts as a swarm of fine vermin). The crown of vermin is treated as if it had HD equal to the evolutionist’s mutator level, it uses his saves whenever it would need to make a save and it has 5 hit points per mutator level, it can never be reduced under 0 hit points and heals 1 hit point per HD every turn, as long as the crown of vermin is at 0 HP, it does not inflict damage or grants concealment. The evolutionist may activate or deactivate this ability as a swift action.


Teratomorph III

Defile: Wretched energies well within the evolutionist’s flesh and soul. Whenever he deals damage, half of it (rounded up) is converted into vile damage. If the taint rules are in play, this teratomorphism has an additional effect. It immediately sets the evolutionist’s minimum taint to half of his mutator level and grants immunity to the physical and mental degeneration of taint (although elevated taint would still affect his appearance, it would merely not impact him negatively). The taint awarded by this teratomorphism is difficult to conceal, so pervasive that it is, and its effects persist through spells and effects that change the evolutionist’s physical form.


Teratomorph IV

Swarm Form: The evolutionist can break down into a swarm of creatures (covering an area of 10 feet) gaining the benefits and penalties of the swarm subtype, or revert to his usual form as a standard action. The size of the evolutionist defines many things about the swarm her turns into. If he is medium-sized, he becomes a swarm of tiny creatures, if he is small-sized he becomes a swarm of diminutive creatures, if he is tiny or smaller, he becomes a swarm of fine creatures. Large or larger evolutionists become multiple swarms of tiny creatures, creating four swarms for each size category above medium, these swarms must always remain contiguous, but the area they cover is otherwise shapeable, multiple swarms have only a single set of actions in a turn and all act on the same initiative, but all of the swarms can move independently with any action that the evolutionist takes to move, and his standard actions may originate from any of his component swarms. An evolutionist in swarm form cannot use natural or manufactured weapons, but gains a swarm attack and the distract ability as per the swarm subtype (the save DC for Distract is equal to the DC for mutations and is based on constitution), he may still use all of his extraordinaire, supernatural, spell-like and psi-like abilities. Extraordinaire abilities tied to the evolutionist’s natural weapons can be used against any creature that is affected by his swarm attack, however, abilities that rely on specific natural weapons (such as rake for claws, mutilate for bite and bash for slams) cannot be used. Special abilities that cover an area (such as elemental nimbus and elemental aura) cover the entire area around and within multiple swarms, but only one takes effect in any area where they would overlap. The swarms keep all of the evolutionist’s movement speeds, hit points, hit dice, skill points, abilities and other stats, with only the following modifications, his strength score in swarm form drops to 1 and his dexterity score increases by +4, and his size modifiers to armor class, attack rolls, grapple, hide, and etc, change to those of a creature of his new size category.


Teratomorph V

Broodmother (Requires Karish Companion): One of the evolutionist’s karish companions becomes a Karish Broodmother, gaining the appropriate template. Furthermore, the maximum Hit Dice of the Broodmother becomes equal to the evolutionist’s mutator level. This teratomorphism can be taken more than once, as many times as the evolutionist has taken the Karish Companion teratomorphism.


Karish Broodmother

Karish Broodmother is an inherited template that can be added to any creature with the Karish template.
A broodmother uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks and Special Qualities: The broodmother retains all of its special attacks and special qualities and gains the following.

Mutations: A karish broodmother gains a number of mutations equal to her hit dice.
Spawn Karish (Ex): As a standard action, a karish broodmother may lay an egg that will hatch and grow into an adult karish creature over the course of 24 hours. The creature spawned can have a maximum HD equal to the broodmother’s own HD, and is under her control. The broodmother can control up to a number of HD of karish equal to twice her own HD.
Link (Ex): A broodmother can command any karish under her control as a free action.

Abilities: Str +2, Dex +2 , Con +4 and Wis +4 . The minimum Intelligence and Charisma scores of a Broodmother are set to 10.
Challenge Rating: As base creature +2.
Alignment: Karish Broodmothers are usually lawful evil. Even if the evolutionist they serve is of a different alignment, they remain ruthless and vicious. Their loyalty to their masters is beyond question, however.
Level Adjustment: Karish Broodmothers are not viable player characters.


Teratomorph VI

Sign: Where the evolutionist goes he is announced by disaster, and catastrophe is what is left behind. The evolutionist continuously emits a Sign of the Apocalypse (Elder Evils, pg. 7) with a radius of 10 miles per mutator level, centered on himself, this ability cannot be deactivated. The sign can be chosen from any of the existing signs, or perhaps the player could develop a new sign to be his mark. Whenever a sign would demand a save, it uses the listed DC for the sign or the DC for mutations (based on charisma) whichever is higher. Normally, the evolutionist’s sign will be set to its Faint power, however, by concentrating on it as a standard action, he can bring the sign’s power up to Moderate, and by concentrating on it as a full round action, he can bring the sign’s power up to Strong.



Mutant Ascendancy: The Ascendancy of the Ancient Mutator list does not change the evolutionist’s creature type. However, it grants Darkvision with a range of 60 feet (or increases the range of existing darkvision by 60 feet) and provides the following benefit:

The Evolutionist gains one bonus vile feat, plus an additional vile feat for every five mutator levels. This ability does not change the evolutionist’s alignment, however, it causes him to register to Detect Evil spells and effects as if he were a cleric of his mutator level. The evolutionist does not need to qualify for the vile feats gained as far as his alignment is concerned, but he must qualify on all other aspects. This ability does not allow the evolutionist to take additional vile feats if he evolutionist is not of evil alignment.


Mutant Perfection: Worlds weep at the coming of the evolutionist, it knows his advance shall not be hindered, and supernal forces younger than the powers he has claimed as his own quake in fear of him.
The evolutionist gains immunity to polymorphing (his powers that change his shape still work normally), petrification, or any other attack that alters his form, energy drain, ability drain, or ability damage (the evolutionist may ignore these immunities when using his vile feats), mind-affecting effects, death from massive damage and he gains resistance to acid, cold, electricity, fire and sonic 5, or increases existing resistances by that amount, if increasing his resistances would give him a total of 35 or more, he gains immunity to that type of energy instead.
Furthermore, the evolutionist gains one of the following Malefic Properties (Elder Evils, pg. 14) of his choice: Dark Visiting, Divine Enervation, Impervious to the Divine or True Death. These Malefic Properties work out to a range of 1 mile per mutator level.

Mutations
Anathematic Secrecy [Spell-like]
Prerequisite: Hidden Anathema, mutator level 8.
Ability Score: None.
Benefit: The gods are blind and deaf to the evolutionist. The Nondetection effect provided by Hidden Anathema cannot be dispelled and resists dissipation by antimagic fields or dead magic zones, all divination spells of divine origin (those cast as divine spells, but not as arcane spells) and divination spells and spell-like abilities used by outsiders and creatures with a divine rank fail to pierce the Nondetection effect outright.
Further Mutations: This mutation can be taken once.

Cargo Hold [Extraordinaire]
Prerequisite: Swallow Whole.
Benefit: When the evolutionist swallows a creature or object, he can chose to deposit it within a compartment of his digestive system where it will take no damage. All other conditions for being swallowed whole apply normally.
The evolutionist can regurgitate any amount of creatures and objects stored within his gullet as a full round action, or a single creature or object as a standard action.
Further Mutations: Every instance of this mutation increases the maximum number of creatures the evolutionist can hold within his gizzard by one creature up to two size categories smaller than him or an appropriate number of smaller creatures (See the Swallow Whole mutation). This mutation can be taken once per four mutator levels.

Carrion Swarm [Supernatural]
Prerequisite: Any extraordinaire or supernatural ability that deals energy damage.
Ability Score: None.
Benefit: Ravenous things thrive in the deleterious secretions of the evolutionist, waiting to ravage his victims and feed their host. Upon taking this mutation, the evolutionist must chose one type of energy. Whenever he deals damage of that type with an extraordinaire or supernatural ability, he is healed of 1 point of damage for every die of damage rolled, for every creature hit by the attack. This healing is halved if the attack allows a save and the creature succeeds on it.
Further Mutations: Each time this mutation is taken, the evolutionist can chose a new type of energy to be affected by it.

Colossal Strength [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist is unhindered by even the greatest weights. His carrying capacity is multiplied by four, he may treat any armor he wears as if it were one weight category lighter than it is (to a minimum of treating it as light armor), and he may reduce the armor check penalty of any armor worn by 1 (to a minimum of 0), the arcane spell failure by 5%, and increase the maximum dexterity bonus to AC by 1.
Further Mutations: This mutation can be taken once per five mutator levels.

Discord and Woe [Supernatural]
Prerequisite: Mutator level 3.
Ability Score: Charisma.
Benefit: The evolutionist can incite chaos in the minds of his enemies. Once every five rounds, as a standard action, he may target one creature within 60 feet and cause it to enter a violent rage, gaining a +2 bonus to strength, a +2 bonus to constitution and a +1 bonus to will saves (this bonus does not apply to saves against this ability), but suffering a -1 penalty to armor class, other than these altered benefits, this effect is identical to a barbarian rage. The creature affected by this ability must attack the nearest creature with no regard to whether it is a ally or enemy, and suffers 1 point of damage each round. A will save can prevent this ability from taking hold, and the target may attempt a new will save every round in order to break free.
Further Mutations: This mutation can be taken once per four mutator levels. Each time it is taken, the range of the ability increases by 60 feet and the evolutionist may affect an additional target with it, no two targets of this ability may be more than 30 feet apart. If this mutation is taken three times, the bonuses and penalties gained by the target increase to match those of a standard barbarian rage, if it is taken five times, they increase to match those of a Greater Rage.

Drone [Supernatural]
Prerequisite: Mutator level 3.
Ability Score: Charisma.
Benefit: As a standard action, the evolutionist may produce a hypnotic tune that draws the full attention of all creatures within 50 feet. Affected creatures must succeed on a will save or become fascinated for as long as the evolutionist continues to drone. Keeping drone active after starting it is a free action. A creature that successfully saves against this ability or breaks free from it for any reason becomes immune to it for five rounds.
Drone is a sonic, mind-affecting effect.
Further Mutations: Each time this mutation is taken after the first, the save DC increases by 1, and the radius of the effect increases by 50 feet. This mutation can be taken once per three mutator levels.

Hidden Anathema [Spell-like]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist is hidden from the world. He is constantly under the effect of a Nondetection spell with a caster level equal to his mutator level. If this effect is suppressed he may resume it as a free action on his next turn.
Further Mutations: This mutation can be taken once.

Hive Mind [Psi-like]
Prerequisite: Telepathy, Mutator level 8.
Ability Score: None.
Benefit: The evolutionist may maintain constant contact with his allies, warning them of any danger he becomes aware of and providing positional support in combat. If the evolutionist is not flat-footed, none of his allies within telepathy range are considered flat footed, if he is not flanked, none of his allies are considered flanked either. Mindless creatures cannot benefit from this ability.
Further Mutations: This mutation can be taken once.

Parasitism [Extraordinaire]
Prerequisite: Mutator level 4.
Ability Score: Constitution.
Benefit: The evolutionist can bore his way into the bodies of other living creatures. The evolutionist can invade the body of a helpless or willing creature at least one size category larger than him through a process that takes one minute to complete.
While inhabiting the body of another creature, the evolutionist can only perceive the world through that being’s senses, he cannot be targeted by spells or attacks, but takes half of any damage suffered by the host (unless this damage as dealt by the evolutionist himself). He can take no actions other than the ones listed below, or attempting to leave the host.

Feed: The evolutionist can feed on the host to sustain himself, doing so deals 2 points of constitution damage to the host, and provides the evolutionist with all the nourishment (food and drink) he will need for a day. Feeding in this manner takes 24 hours. The host is entitled to a fortitude save for half damage.
Inflict Pain: As a full-round action, the evolutionist can deal damage to his host. He can deal up to 1d6 damage per two mutator levels. Taking damage in this manner forces the host to make a fortitude save or be nauseated for five rounds.
Communicate: The evolutionist can communicate with his host normally, this communication is not audible to others.
Commandeer: The evolutionist can take over the body of his host, this works like the Control Body power, but with no duration limit. Each minute that the host is under such control, he is entitled to a new save to resist, this save is made against the save DC for mutations, not the save DC against the control body power.

As a full-round action, the evolutionist can forcefully exit the host, dealing 1d6 points of damage for every two mutator levels upon doing so. He can harmlessly exit the host by spending one minute on the effort. If the host dies, the evolutionist can exit it as a free action. Upon exiting the host, the evolutionist appears on any adjacent square.
Remove disease, Dispel Evil, Heal, Limited Wish, Wish and Miracle cast on the host can force the evolutionist out. But he can make a fortitude save to resist the effect.
This ability cannot be used on incorporeal creatures, constructs, elementals, oozes, plants or undead unless the evolutionist has access to the appropriate mutation lists.
Further Mutations: This mutation can be taken once per four mutator levels, each time it is taken after the first, the evolutionist may chose one of the upgrades listed below:

Replace: The evolutionist can kill the host, effectively delivering a coup de grace with the act of invading the body, dealing 1d6 damage per mutator level. The evolutionist then takes the place of the host, keepings the body alive and fully under his control. This works as if the evolutionist had polymorphed into the shape of the host, but the evolutionist also gains access to the host’s memories, granting him a +20 bonus on disguise checks to pretend to be the host. The evolutionist can remain within the body for up to one week per point of constitution the host had, after which the body becomes too internally damaged to remain useful. If he exits the body prematurely, he may not reenter it again to resume replacing the host.
Mend: The evolutionist can repair the flesh of the host from within as a full-round action, doing so heals the host for one hit point per mutator level.
Extrude: As a move action, the evolutionist can force one or more of his limbs out of the host’s flesh, dealing 1d6 damage per mutator level. Upon doing this, he may take actions normally, as if he occupied the host’s space. The evolutionist can retract his limbs as a swift action to conceal his presence once more, doing so deals no further damage to the host.
Animate: The evolutionist can invade the corpse of a dead creature, animating it as if it were a zombie under his control, this animation lasts for as long as he is within the body. The evolutionist can animate a body in this manner for up to a week for each point of constitution the creature had when alive.
Overtake: The evolutionist can assume total control of his host, as per the Dominate Person spell, no common language is needed and the creature type of the host is irrelevant. A will save prevents this ability. The host is entitled to a new save for every ten minutes of control.


Proboscis [Innate]
Prerequisites: -
Ability Score: None.
Benefit: The evolutionist gains a special proboscis as a secondary natural weapon with the following stats.



Damage (medium)
Critical
Range
Damage Type


1d4
X2
Melee
Piercing



Attacking with the proboscis is a swift action and it does not suffer penalties to the attack roll for being a secondary attack, it can also be used for opportunity attacks if the evolutionist so wishes.
The evolutionist may only add half of his strength modifier to the damage of the proboscis; however, whenever he damages a living creature with it, he heals a number of lost hit points equal to the damage dealt.
Further Mutations: This mutation can be taken once per four mutator levels, each time it is taken, the damage of the proboscis attack increases by 1d4 (or more, if the evolutionist is larger than medium). If this mutation is taken at least three times, the evolutionist may add his full strength modifier to the proboscis’ damage, and he may add one and a half his strength modifier to the damage if the mutation is taken five times.
Special: If the evolutionist drains a certain amount of health with his proboscis (not necessarily healing any wounds in the process), he is treated as is he had a meal for that day. The amount of hit points that must be drained to benefit from this is equal to 1 + the evolutionist’s constitution modifier. Each size category beyond small doubles the number of hit points that must be drained to gain this benefit.

Psychic Effusion [Psi-like]
Prerequisite: Psychic Torment, Mutator level 6.
Ability Score: Intelligence.
Benefit: A psychic shadow lingers where the evolutionist deigns to. As a full-round action, he may create a zone with a radius of 50 feet plus 10 feet per mutator level, anywhere within 100 feet of him. Creatures that make use of mind affecting abilities or who sleep in this area suffer the effects of the Psychic Torment mutation, the evolutionist may not prevent this damage from happening. Once created, the zone lasts for 24 hours.
Further Mutations: This mutation can be taken once per four mutator levels, each time it is taken beyond the first, the radius increases by 50 feet plus 10 feet per mutator level and the zone’s duration increases by 24 hours.

Psychic Torment [Psi-like]
Prerequisite: Telepathy.
Ability Score: Intelligence.
Benefit: The evolutionist’s mind is a dangerous place to tread. Whenever he is targeted by a mind-affecting spell or effect, the originator of the attack suffers 1d4 points of intelligence, wisdom and charisma damage. The evolutionist can refrain from dealing this damage as a free action. A successful will save halves this damage.
Further Mutations: Each time this mutation is taken, the ability damage inflicted increases by 1d4. This mutation can be taken once per five mutator levels.

Resin [Extraordinaire]
Prerequisites: -
Ability Score: Constitution
Benefit: The evolutionist can produce resin as a standard action. Resin is a useful substance that can be used as raw materials for any form of crafting project, as well as having other uses. A character (even a non-evolutionist) can take Craft (Resin) as a skill, which allows one to use resin to create any kind of object usually under a different Craft skill. The evolutionist can produce resin a number of times per day equal to his mutator level plus his constitution modifier.
Used as a crafting material, each portion of resin is worth 5 gold and the time needed to craft the item is halved (craft checks are made every three days, not every seven days as normal). It cannot be used to craft magical items, only mundane objects (although the resulting item may be enchanted later, the resin simply can't be used to supply the material cost of the enchantments). Items made of resin are as strong as steel, having a hardness of 10, as well as recovering one hit point per hour when damaged and making fortitude saves even if not held by a creature. The evolutionist must produce the resin that will go into the item during the crafting period (it cannot be stockpiled beforehand), if he cannot generate enough resin to supply the raw materials in that time, the crafting fails.
The evolutionist may also shoot resin at a 5 ft. surface or at a medium creature as a ranged touch attack with a range increment of 10 feet. A surface covered in resin is considered difficult terrain, however, the DC to climb any such surface is lowered by 10. A creature covered in resin becomes entangled, and must succeed on an escape artist or strength check (same DC as a save against mutations +4) check to free itself as a standard action, or take a minute to get out of the resin with no check.
Further Mutations: This mutation can be taken once per three mutator levels, each time it is taken, the gold value of each individual portion of resin increases by 5 gold, the area covered by a resin shot increases by one 5 feet square (the area must be continuous) and the maximum creature size that can be affected by a resin shot increases by one size category.

Spell-like Abilities [Spell-like]
The baseline mutation Spell-like Abilities is modified for evolutionists with access the ancient mutator list. They may take spells from the Corrupt list as spell-like abilities with the spell-like ability mutation in addition to the other options normally available. Corrupt spell-like abilities retain their corruption cost.

Symbiosis [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can connect to other creatures to gain benefits from it. As a full-round action, the evolutionist can forge a symbiotic link with a willing creature within reach, belonging to the aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze or vermin types. Once this link is forged, it remains active for as long as the target stays within the evolutionist’s reach, or until the evolutionist takes a standard action to sever the connection.
While the symbiotic link is active, both creatures gain the other’s appropriate ability score modifiers (if positive) as a bonus on all skill checks. Furthermore, once per turn, the evolutionist can Aid another the linked creature as a free action, similarly, the linked creature can aid the evolutionist as a free action once per turn.
Symbiosis shows its true power when employed by multiple evolutionists who boast it. As a full round action, two or more creatures of the same creature type, all of whom must possess this mutation, may temporarily fuse together (all the limitations of creature type listed before apply, but the evolutionists need not be adjacent to each and everyone, being adjacent to a single other suffices). This fusion provides the following effects:

The fused entity’s size category is equal to the size category of the largest participant, increased by one for every two participants of the same size category that enter the symbiotic fusion. If all participants are considered long creatures, the fused entity is a long creature, if all participants are tall creatures, the fused entity is considered a tall creature, if there are long and tall creatures among the participants, they may chose to make the fused entity tall or long, and may change this shape as a full-round action.
The fused entity is treated as if it had the type and subtypes of all the participants. It can chose to be affected by spells and effects that check for subtype as best benefits it.
The fused entity has an effective HD equal to the highest hit die of the participants. Its hit points are equal to the sum of the hit points of the participants.
The fused entity’s armor class is set by its new size, ability scores and class features. If any of the participants has a natural armor (before considering mutations and class features), the fused entity uses the best natural armor available.
The fused entity has the best movement modes of each of the participants.
The fused entity has a single initiative modifier, set by its combined feats, ability scores, mutations and any other effects that modify it. It rolls initiative once for each participant in its creation and may act on each of these initiatives as normal, with a full complement of actions in each one. It may take one immediate action between each pair of turns it takes.
The fused entity has the best base attack bonus among the participants.
The fused entity has all the natural weapons of the participants. It is treated as if it had as many manipulating limbs as the total sum of the participants and as if it were wielding anything the participants were, even if its outward appearance would say otherwise.
The fused entity uses the best base ability scores of the participants in its creation, with a bonus to said ability scores equal to the respective modifiers of the unused ability scores (if positive). Changes in constitution do not alter the fused entity’s hit point total. The base ability scores used in these calculations are the ability scores without any typed bonuses, such as enhancement, alchemical or inherent, all of which are added to the final ability scores according to their own limits.
The fused entity uses the best base saves of the participants, modified by its new ability score bonuses. It can make one will save for every participant, and succeeds on will saves as long as any of the participants succeeds.
The fused entity has access to all skills and feats of the participants, modified by its new ability score bonuses. Any repeated skills have their ranks added up to the maximum allowed by the fused entity’s HD and are treated as class skills if they are class skills to any of the participants. Any repeated feats provide no additional benefits unless the feat can normally be taken multiple times.
The fused entity has access to all special attacks and special qualities of the participants.
The fused entity has access to all of the mutations, teratomorphisms, ascendancies and perfections of the participants, up to their caps as set by its mutator level. The fused entity has a mutator level equal to the sum of the mutator levels of the evolutionists involved, up to a maximum of its HD. Repeated teratomorphisms gained in this manner provide no benefit unless they can be taken repeatedly normally, size altering teratomorphisms do not change the fused entity’s size (as it is set in a different manner).
The fused entity has access to all other class features of the participants. The benefits granted by repeated class features do not stack (as per gestalt rules).
The fused entity has access to all of the body slots and magic items (and chakras and soulmelds if applicable) worn by the participants and benefits from all of them as normal.
The fused entity is affected by any condition that affects the participants, be it active spells, poisons, diseases etc. If the condition is prevented by a will save, the other participants have the option to make a save against the effect in order to end it. When the original bearer of the condition leaves the fused entity, it remains affected by it, as do any participants that leave it afterwards.

The overall appearance of the fused entity is up to the participants.
The participants can remain fused for as long as they wish. Any participant can extricate himself from the fused entity as a full round action at any time he desires. When one participant removes himself from the fused entity, the whole being’s characteristics must be recalculated to account for the removal. The removed participant exits the fused entity with an amount of hit points equivalent to the percentage of hit points the fused entity had when the split was performed.
The fused entity requires as much sleep as the creature involved that needs the most sleep, it can prepare spells, shape soulmelds and otherwise ready any class features that need such readying immediately following this rest. The fused entity requires daily nourishment equal to one and a half times what the participants would need.
Further Mutations: This mutation can be taken once per four mutator levels. For each time it is taken, the evolutionist and the linked creature may make an additional aid another check as a free action per turn, only one such aid another attempt can be made for any given roll on a turn. Additionally, an evolutionist can only take part in a symbiotic fusion with a maximum number of participants beyond himself equal to the number of times he has taken this mutation.
Special: The evolutionist can forge a symbiotic link with creatures of the construct, elemental, outsider, plant or undead types if he has access to the appropriate special mutation lists.

Taint [Supernatural]
Prerequisite: Mutator level 4.
Ability Score: Charisma.
Benefit: Dire power suffuses the evolutionist’s attacks, clinging to his victims as a befouling force. Whenever the evolutionist deals damage or ability damage to a creature with a natural attack, extraordinaire, supernatural, psi-like or spell-like ability, the affected creatures receive one point of corruption and one point of depravity. Whenever the evolutionist inflicts negative levels through any of these same means, his target receives twice as much taint.
Further Mutations: This mutation can be taken once per four mutator levels. Each time it is taken, the taint inflicted increases by 1.

I am not using Taint rules in my Campaign
Then don’t use the taint mutation. Problem solved.

bobthe6th
2012-04-22, 10:46 PM
background typo, not ozodrin

Owrtho
2012-04-22, 10:50 PM
Well, I must say I highly anticipate the completion of this class, or at least the posting of it since it sounds to already be fairly complete. I rather liked the second version of it already, and this one seems to improve upon it in many ways. I'm always a fan of classes that help a character change into something of their own choosing.

That said, I thought I'd note you seem to have a typo in the background section of the first post.

Keep up the good work.

Edit: And someone else mentions the typo while I post this.

Owrtho

eftexar
2012-04-22, 10:58 PM
Eagerly awaiting completion of posting. All I can think of is gestalting this with the ozodrin...

Draken
2012-04-22, 11:00 PM
background typo, not ozodrin


Well, I must say I highly anticipate the completion of this class, or at least the posting of it since it sounds to already be fairly complete. I rather liked the second version of it already, and this one seems to improve upon it in many ways. I'm always a fan of classes that help a character change into something of their own choosing.

That said, I thought I'd note you seem to have a typo in the background section of the first post.

Keep up the good work.

Edit: And someone else mentions the typo while I post this.

Owrtho

>>

Oops. I used the model of the Ozodrin for those first few fluff lines. Haha, time to edit.

Milo v3
2012-04-23, 05:47 AM
This is an awesome class, this would be perfect for an eldritch abomination.

EdroGrimshell
2012-04-23, 12:01 PM
Can't wait to see the rest of this, however, i would like to make a note of a teratomorph that could be interesting, Welknair's Bloodlines (http://www.giantitp.com/forums/showthread.php?p=11487854). A teratomorph to gain increasingly powerful bloodlines without taking bloodline levels seems like it could fit in the ability. Seems like upgrading a bloodline over the course of a few levels would be a fun way to include them into the ability without being too powerful.

bobthe6th
2012-04-23, 02:20 PM
so.. why are quills extrordinary? they seem to be a gross anatomical change, essentially a natural weapon, therefore they seem inate.

Draken
2012-04-23, 02:43 PM
A large number of extraordinaire abilities could very easily be innate, and even some supernatural abilities are explained in D&D's fluff with byological processes (see: Breath Weapons).

The difference is more that an innate change is something much simpler to evolve than an extraordinaire change. But that is just fluff. Innates are generally things that you don't find in the Special Attacks/Qualities entry of a monster, and it is a completely OOC separation.

Technically all innates (and basics) are Ex. They just go tagless for word economy.

Welknair
2012-04-23, 02:49 PM
Can't wait to see the rest of this, however, i would like to make a note of a teratomorph that could be interesting, Welknair's Bloodlines (http://www.giantitp.com/forums/showthread.php?p=11487854). A teratomorph to gain increasingly powerful bloodlines without taking bloodline levels seems like it could fit in the ability. Seems like upgrading a bloodline over the course of a few levels would be a fun way to include them into the ability without being too powerful.

I give full permission for my bloodlines to be used for this purpose.

SamBurke
2012-04-23, 02:56 PM
Hm... version two, at least... I like it quite a bit. Seems to be quite a bit more balanced than the last.

Draken
2012-04-23, 05:34 PM
Evolutionist Anomaly

“It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

- Charles Darwin, Archivist.

Evolutionists adapt in steps, the better to improve their physical forms towards perfection. Not so with the Anomalies, these individuals have eschewed some of the stability of their power in favor of greater adaptability. Their chimerical forms can shift suddenly as necessity dictates

Prerequisites:
Mutations: Mutator level 4°.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (Dungeoneering) 8 ranks, Survival 8 ranks.

HD: d8


Level
BAB
Fort
Ref
Will
Features


1
+0
+0
+0
+0
Mutations, Chimerism (2)


2
+1
+0
+0
+0
Mutations


3
+1
+1
+1
+1
Mutations


4
+2
+1
+1
+1
Mutations, Fast Shift


5
+2
+1
+1
+1
Mutations, Anomalous Ascendancy


6
+3
+2
+2
+2
Mutations, Chimerism (3)


7
+3
+2
+2
+2
Mutations


8
+4
+2
+2
+2
Mutations, Quick Shift


9
+4
+3
+3
+3
Mutations


10
+5
+3
+3
+3
Mutations


11
+5
+3
+3
+3
Mutations, Chimerism (4)


12
+6/+1
+4
+4
+4
Mutations, Sudden Shift


13
+6/+1
+4
+4
+4
Mutations


14
+7/+2
+4
+4
+4
Mutations


15
+7/+2
+5
+5
+5
Mutations, Anomalous Perfection


Class Skills (2 + Int Modifier): The evolutionist anomaly can chose the class skills of any one of his base classes to be his class skills for this class, this choice cannot be changed.

Proficiencies: Anomalies gain no new proficiencies with weapons or armor.

Mutations: The anomaly gains three mutations per level.

Chimerism (Ex): At 1st level, the anomaly gains the power of chimerism. This gives him two sets of mutations, each containing a number of mutations equal to his class level, these sets do not need to have any mutations in common between them. He can activate either one of those sets as a standard action, gaining the benefits of all the mutations included in that package. The anomaly can have only one chimerism active at any given time.
At 6th level and again at 11th level, the anomaly gains one additional set of mutations.

Fast Shift (Ex): Starting at 4th level, the anomaly can change between his chimerisms as a move action.

Anomalous Ascendancy (Ex): The anomaly does not ascend quite like normal evolutionists do. At 5th level, he gains the power to change his creature type to any one of aberration, dragon, fey, giant, humanoid, magical beast or monstrous humanoid (plus any other type to which he has access to a special mutation list) whenever he changes between chimerisms. Doing this does not grant him the benefits usually associated with the mutant ascendancy of the creature type taken.
In addition, the evolutionist anomaly gains one additional mutation on each of his chimerisms.

Quick Shift (Ex): Starting at 8th level the anomaly can change between his chimerisms as a swift action.

Sudden Shift (Ex): Starting at 12th level, the anomaly can change between his chimerisms and an immediate action.

Anomalous Perfection (Ex): The anomaly who reaches perfection can barely be identified for a specific creature of any given kind. Whenever necessary, the anomaly can treat himself as a creature of any type he has available (as per Anomalous Ascendancy), according to his preference. Each of his chimerisms also gains one additional mutation.
Furthermore, in accordance with his chimerical apotheosis, the anomaly may, as a swift action, apply a second chimerism to himself, while retaining the benefits of the one previously active for one full round. At the beginning of the following round the anomaly loses the benefits of the previously active chimerism, unless he uses a swift action to reactivate it, or to activate a different one, repeating the cycle.

Owrtho
2012-04-23, 06:05 PM
I like the Evolutionist Anomaly, but it seems like it should require the Anomalous Mutation Teratomorph be taken at least once as a prerequisite.

Owrtho

bobthe6th
2012-04-23, 07:49 PM
the anomalous does seem to hand out some utility in exchange for teratomorph... but couldn't it just be an AFC? it is already evolutionist only. you could just make it give up teratomorphs, and grant it chimerism from level 2, replacing the teratomorph progression. replace the racial with the prcs abilaties, and there you go... no pain, and the evolutionist can play with more options in exchange for pure power.

Draken
2012-04-23, 08:15 PM
Anomaly also has a different form of ascendancy/perfection and gains less standard mutations per level, if you check. The differences are numerous enough that I think a PrC is better than an ACF.

Anomalous Mutation is not on the prerequisites simply because it doesn't really work the same way and I feel like some leeway with the first T-Morph should be given.

Also: Rake took a trip down Nerflane while wearing all its bling. It got mugged and shived with a rusty spoon.

bobthe6th
2012-04-23, 08:26 PM
that is made up for with the chimeric sets, leading to a net 0 loss per level. he gets as many, he just loses all but two tetaromorphs, and the acendentcies. it is al ready a AFC by a diferent name(15 level Prc with 4 levels required...) why not make an honest woman of it? I would like to play either, but I don't see why it should wait to get its class defining ability till level 6...

edit: also, difrences
pro: chimerance, change speed increaseres, additional option to the cap stone and mid level cap stone.
negative: loses tetremorph...

Mithril Leaf
2012-04-23, 09:32 PM
Oh boy, this class looks phenomenal, can't wait for the outsider evolution so I can use my favorite race ever with it, good old Neraphim. Surprisingly balanced class, plus it looks like one of the few ones you'd be able to only drop a tier for taking VoP, instead of 2.

eftexar
2012-04-23, 09:42 PM
This is a really interesting class and I still say this would be awesome gestalted with ozodrin. A couple of issues come to mind though:
I think that for abilities that grant spell uses (or power uses) you should just straight up ban spells with xp components (I'm thinking of limited wish in particular (what level is that by the way?)) and even spells with components costing over a certain amount.
Do the uses per day of spells and such increase at higher levels, or are they set at the level you take them. I assume the former, but it might be good to leave note of that.
As written unarmed strike must function as a natural weapon or as a manufactured weapon. Correct me if I'm wrong, but I believe unarmed strikes are their own class of attack and so this would actually negate several options normally available (not that that is necessarily a bad thing, but I just wanted to make sure that was intentional).

I'm curious though as to where you picked up the term teratomorph, and what it means. It sounds neat.

Edit > On another note, what about adding in shadowcasting. I've always been fond of that system. I would also say incarnum, but I don't know anything about it (though I've heard good things), and binding (but that seems like a tough fit).

Draken
2012-04-23, 10:19 PM
Spell-like abilities and psi-like abilities have scaling uses, they are not stuck at the level you take then. And I did consider removing spells with exp components, but ultimately decided to keep them in avaiability Limited wish only comes online at a very high level at any rate, so I am not too concerned.

A note on gestalting this class: It is somewhat balanced by the poor chassis (in fact, it has the worst chassis possible save for HD), so when gestalting it, it may be recommended to, as a special rule, make the end result use the Evolutionist Chassis for anything other than actual class features (but case by case of course, not as an all-encompassing rule).

Terato comes from ancient greek, it means "birth deformity" and is derivated from Teros, "monster" or in this case "monstrous". It is the same root that originated Theropod, I believe. There is also a D&D monster called a Teratomorph in MMII or Fiend Folio.

Morph is, well, morph everybody knows that one.

Lemmy
2012-04-23, 10:36 PM
OMGWTFBBQ!

My favorite homebrew is back! I can't wait to see it's improved awesomeness!

This is the class that made me get interested in homebrew in the first place!

One day I'll make some DM allow this on the table!

Rizban
2012-04-24, 04:35 AM
Soul Evolutionist
"What are you to me, who has mastered the body and the soul?"
- Verril Beastheart, azurin soul evolutionist

Entry Requirements
Skills: Knowledge (arcana or nature) 8 ranks.
Feats: Azure Form.
Class Features: Teratomorph I.
Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a chakra.

{table=head]Level |Base AttackBonus |FortSave |RefSave |WillSave |Special |Meldshaping
1st| +0| +0| +0| +0| Soul given form +1, mutations |+1 level of existing meldshaping class
2nd| +1| +0| +0| +0| Mutations |+1 level of existing meldshaping class
3rd| +1| +1| +1| +1| Chakra binds (crown, feet, hands), |+1 level of existing meldshaping class
4th| +2| +1| +1| +1| Mutations |+1 level of existing meldshaping class
5th| +2| +1| +1| +1| Soul given form +2, mutations |+1 level of existing meldshaping class
6th| +3| +2| +2| +2| Mutable soul, mutations |+1 level of existing meldshaping class
7th| +3| +2| +2| +2| Mutations |+1 level of existing meldshaping class
8th| +4| +2| +2| +2| Chakra binds (arms, brow, shoulders), mutations |+1 level of existing meldshaping class
9th| +4| +3| +3| +3| Soul given form +3, mutations |+1 level of existing meldshaping class
10th| +5| +3| +3| +3| Incarnum Ascendancy, mutations |+1 level of existing meldshaping class[/table]

Class Skills (2 + Int Modifier): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

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

Meldshaping: At each soul evolutionist level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soul evolutionist level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soul evolutionist, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Mutations: At each level, you increase your mutator level as if you had gained a level in the mutator class to which you belonged prior to gaining the soul evolutionist level. You do not, however, gain any other abilities of that class, such as new tiers of teratomorph. You also gain four new mutations.

Soul Given Form (Su): You tap ever deeper into the souls of the beasts you harness. The essentia capacity of your Azure Form feat increases by 1. At 5th level and again at 9th, the essentia capacity of the feat increases by another 1.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Mutable Soul (Su): As a full-round action, you may reinvest essentia in your Azure Form feat, allowing you to choose the amount of essentia invested and select new mutations. This may be done a number of times per day equal to your Soul Evolutionist level.

Incarnum Ascendancy (Ex): At 10th level, incarnum has completely suffused your being. Your creature type changes to Outsider, granting you a few characteristics of the type, including Darkvision 60 feet (or a 60 foot increase to existing darkvision). You still need to breathe but no longer require food, drink or sleep (but can eat, drink and sleep if you want). Lastly, you gain the following benefit: You gain one bonus essentia for every 4 mutator levels you possess, rounded down.

zegram 33
2012-04-24, 09:24 AM
hmn...i was making a very similar class (even called the "mutator") having never heard of this before
now i feel like a scab..... haha

Awesomeusername
2012-04-25, 12:28 AM
I'm curious, why don't the size changing Teratomorphs use something like the standard rules (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) for changing sizes? I can see why not word for word (medium to large with +8 STR, and medium to small with only +2 DEX)

Draken
2012-04-25, 12:52 AM
Other than the ability score and natural armor modifiers, it uses all the same rules.

Awesomeusername
2012-04-25, 09:41 AM
Ya, but at the larger adjustments, it becomes less favorable with taking +2 strength for -2 ac and attack (for huge to gargantuan) and possibly only +2 strength for -4 to ac and attack. I was wondering why the ability score adjustments were linear while the rest of the adjustments weren't.


Not that you have to listen to me, but this is my suggestion.
{table=head]Base Size|End Size|Str Adj|Dex Adj
Fine|Diminutive|+4|-8
Diminutive|Tiny|+2|-4
Tiny|Small|+1|-2
Small|Medium|+1|-2
Medium|Large|+2|-1
Large|Huge|+2|-1
Huge|Gargantuan|+4|-2
Gargantuan|Colossal|+8|-4[/table]

I came up with the numbers by multiplying the modifier to attack and AC by 2 to get the STR adjustment, and using the modifier to determine the DEX penalties. Alternatively, if you feel that it would be overpowered, the penalties could equal the bonuses. The chart for going smaller would use the same numbers, just flip the words Str and Dex, and flip the size changes (Fine-> Diminutive would be changed to Colossal->Gargantuan). Most characters won't get to Colossal or Fine sized due to needing 4 size changes when only having access to 3.

Draken
2012-04-28, 11:56 PM
I am going to work on remaking the size modifiers soon. But here is a changelog for the time being:

New mutations:

Extraordinaire:
Crush
Rock Throwing
Rock Catching
Tail Sweep
Trample

Changes:
Poison nerfed.

Mithril Leaf
2012-04-29, 12:37 AM
In regards to the disease extraordinary ability, you may wish to specify that it gives you immunity to all its effects, not simply the negative ones. Right now you've got cancer mage powers from it. Festering Anger time, yay :smallfurious:!

Draken
2012-04-29, 10:59 AM
In regards to the disease extraordinary ability, you may wish to specify that it gives you immunity to all its effects, not simply the negative ones. Right now you've got cancer mage powers from it. Festering Anger time, yay :smallfurious:!

Ah. Yes. The derpsome diseases of the Book of Vile Darkness (I like the book, but its diseases were only matched in stupid by stuff such as ravages, afflictions and positoxins). One moment.

Edit: Actually. Upon checking The Book of Vile Darkness again, its diseases are all supernatural and thus not eligible for that mutation. The change was made either way because I just thought of an Outsider mutation.

Mithril Leaf
2012-04-29, 12:52 PM
Glad my Neraph evolutionist will be able to sell his services as a walking disease closet to up and coming cancer mages.

togapika
2012-04-29, 01:23 PM
Fools! Now I shall be able to take the hidecarved dragon prestige class without many types of odd multiclassing!!

Mwahaha!

Perhaps some kind of chameleon dragon of my own creation...


Love this class!

M. Mayonnaise
2012-04-29, 07:16 PM
First off, let me just say this is an awesome class, and I'm looking forward to seeing more of it. :smallsmile:

Secondly, do you have any plans for an epic progression/epic feats/etc.?

bobthe6th
2012-04-30, 11:08 PM
query on both anomalus mutation and the chimerisms:
if say a charicter choses the evolve skills mutation... on the anomulous does it let the evolutionist reasingn thoses skill points once per 24 hours, and with the chimerism, do the ranks need to be selected when he selects the mutation?

Draken
2012-05-01, 10:15 AM
With anomalous, yes, you would get to reassign the skills any time (... Hmm... I might end up removing innates from the Anomalous Mutation).

With Chimerisms, each of the mutations you pick with Chimerism is <set> for each package, including whatever choices they give (skills taken, damage resistance types, elemental damage types, etc). But I might end up removing Innates from the Chimerism options purely for the sake of chassis interactions.

bobthe6th
2012-05-01, 03:56 PM
Additional problem with chimerisms:
SLAs/PLAs, just use a chimerism as a spell mode, then drop it once you have cast all the spells per day for another set of abilaties.

Draken
2012-05-01, 04:12 PM
Additional problem with chimerisms:
SLAs/PLAs, just use a chimerism as a spell mode, then drop it once you have cast all the spells per day for another set of abilaties.

Doesn't work like that. The whole thing is still limited by your mutator limit. So 20 spell-likes tops.

So while you can have your "caster mode" you are pretty much just a Warlock with more decent options.

bobthe6th
2012-05-01, 05:18 PM
but make all the chias casters... take the basic caster level boosts with your normal mutations, and you could have one hell of a thurge...

Draken
2012-05-01, 06:35 PM
Here is the deal.

Your chimerisms all draw from one pool of avaiable mutations. This pool is equal to your mutator level, so for an Evolutionist 5/Anomaly 15, this is 20.

Between your basic mutations and all your chimerisms, you can have up to 20 separate spell-like abilities. This is in no way different from what an evolutionist of the same level would have.

The Anomaly is, as such, no better a spellcaster than a normal evolutionist would be (which isn't that great to begin with, because 6th level spells, it can be argued tht he is worse, because the pure evolutionist could be Fey).

The advantage of the Anomaly is that, when spells fail, he can change into doom-charger mode, or turtle mode or some other mode.

strawberryman
2012-05-03, 12:24 AM
YOUR UPDATES HAVE BEEN MOST UNSATISFACTORY SIR, AND I DEMAND PROGRESS. :smallmad:

Seriously though, hope the other evolutionary paths won't be too hard.

bobthe6th
2012-05-03, 07:13 AM
But if he has another caster mode? or three? He just keeps casting... or he can specialize the SLA lists such that he switches as needed...

Draken
2012-05-03, 09:16 AM
Still, he has a grand total of 20 different spells.

At most, he is a Warlock with one of the many fixed avaiable in these boards already build-in.

Cloudsmeet
2012-05-12, 12:28 AM
Just a note, but if I read the elemental lance mutation right, at level 1 you could (if you focused solely on it) have a 4d8 damage ray with 240ft range. and at level 20 it could (potentially) be 71d8 (or thereabouts if my math is wrong) damage with 3720ft range.

There doesn't seem to be a cap. Sure, your DM could put a monster which has immunity to the energy damage but he can't do that all the time without gimping your character entirely (since all your resources are pooled into this one ability).

May I suggest a cap to the amount of times a particular ray may be improved per level?

Owrtho
2012-05-12, 02:23 AM
Just a note, but if I read the elemental lance mutation right, at level 1 you could (if you focused solely on it) have a 4d8 damage ray with 240ft range. and at level 20 it could (potentially) be 71d8 (or thereabouts if my math is wrong) damage with 3720ft range.

There doesn't seem to be a cap. Sure, your DM could put a monster which has immunity to the energy damage but he can't do that all the time without gimping your character entirely (since all your resources are pooled into this one ability).

May I suggest a cap to the amount of times a particular ray may be improved per level?

Key part bolded.


Mutations
Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats.
Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).

Owrtho

Cloudsmeet
2012-05-12, 02:50 AM
Key part bolded.



Owrtho

Ah, I'm blind. Still feels pretty powerful though.

Necroticplague
2012-05-12, 09:07 AM
As a person currently playing an older version of the Evolutionist, I like the direction this no version is going in.

Draken
2012-05-12, 09:13 AM
Ah, I'm blind. Still feels pretty powerful though.

It is roughtly on part with a Warlock's Eldritch Blast early on, but can't receive blast shapes or essences, so eventually EB surpasses it for utility.

Draken
2012-05-16, 12:13 PM
Construct mutations up! (Also a few nerfs here and there).

Theroc
2012-05-16, 02:08 PM
Might be trying this soon, I love the idea, since I saw the Summoner class in PF and thought, "I wish there was a class that did that to the PLAYER instead of his summon." And now I find this.

Looking forward to outsider mutations too.

Necroticplague
2012-05-16, 03:02 PM
On the construct mutation, you might want to specify that constructed weapons actually use up your hands to wield them, because it doesn't specify, though you do have a vague "as he is capable of weilding". Also, how would this intereact with multi-handed weapons? Is an integrated weapon capable of being dsarmed, sundered, ect?Is their any way to "re-gain" it without losing the mutation if you do?

Draken
2012-05-16, 03:32 PM
On the construct mutation, you might want to specify that constructed weapons actually use up your hands to wield them, because it doesn't specify, though you do have a vague "as he is capable of weilding". Also, how would this intereact with multi-handed weapons? Is an integrated weapon capable of being dsarmed, sundered, ect?Is their any way to "re-gain" it without losing the mutation if you do?

THis has been adressed!

Theroc
2012-05-16, 05:09 PM
Questions relating to how this class interacts with certain races:
If a race has spell resistance and wish to increase it, would you just go with the 'additional mutations' entry? Or is an Evolutionist unable to improve non-evolutionist traits?

This question can be extended to other things: Such as boosting a Half-dragons breath weapon(if someone chose to be a half-dragon), for Spell absorbtion(Karsites have this) and the like.

Also: If one has Spell reversal and Spell Absorbtion, one can only do one or the other right? Or can they both absorb the spell and reflect it at the same time(I doubt this but had to ask)?

Draken
2012-05-16, 05:34 PM
Questions relating to how this class interacts with certain races:
If a race has spell resistance and wish to increase it, would you just go with the 'additional mutations' entry? Or is an Evolutionist unable to improve non-evolutionist traits?

This question can be extended to other things: Such as boosting a Half-dragons breath weapon(if someone chose to be a half-dragon), for Spell absorbtion(Karsites have this) and the like.

Also: If one has Spell reversal and Spell Absorbtion, one can only do one or the other right? Or can they both absorb the spell and reflect it at the same time(I doubt this but had to ask)?

My last change to spell resistance ended up with a rewrite that does not properly function with existing SR, that was a mistake and has been rectified. But these types of mutations are always meant to boost any existing abilities of the same name. A similar change has been made to Damage reduction.

Spell Reversal, Spell Absorption and Spell Containment all take an immediate action to activate and are not the same ability, so you can only use one on any given spell.

Theroc
2012-05-16, 06:12 PM
Another question which might just have been my eyes playing tricks on me and skipping bits: The things like Breath Weapon don't outright state that they allow a save. Is the "Ability: Con" section to imply that a saving throw is allowed and con is the modifier that affects the DC? If so, does one choose what save the breath weapon targets(I think there were a few dragons who targetted will, not reflex), or is it always reflex?

Same with poisons, only fortitude only?

Draken
2012-05-16, 08:28 PM
Another question which might just have been my eyes playing tricks on me and skipping bits: The things like Breath Weapon don't outright state that they allow a save. Is the "Ability: Con" section to imply that a saving throw is allowed and con is the modifier that affects the DC? If so, does one choose what save the breath weapon targets(I think there were a few dragons who targetted will, not reflex), or is it always reflex?

Same with poisons, only fortitude only?

Breath weapons that target will don't do damage, usually, they are cone attacks that inflict ability damage or other status effects.

That said, breath weapon is supposed to list that it allows a reflex for half and poison is supposed to mention that a fortitude save negates it. THis has been rectified.

Theroc
2012-05-17, 09:13 PM
Sorry if my questions were pestersome, I just figured it'd be beneficial to ask these things to help flesh things out. Some additional questions my friend and I came up with:

The first might be more of a DM-question(and we did ask the DM), but how do you feel Powerful Build would affect things like Swallow Whole and Improved Grab? Or do you think it wouldn't?

Secondly, the spines mutation requires quills, and seems that it fires the spines. Do things that are mutated to apply to quills, apply to spines? For example, the ability damage from Undead mutations or the poison or elemental damage mutations?

Draken
2012-05-17, 10:15 PM
Sorry if my questions were pestersome, I just figured it'd be beneficial to ask these things to help flesh things out. Some additional questions my friend and I came up with:

The first might be more of a DM-question(and we did ask the DM), but how do you feel Powerful Build would affect things like Swallow Whole and Improved Grab? Or do you think it wouldn't?

Secondly, the spines mutation requires quills, and seems that it fires the spines. Do things that are mutated to apply to quills, apply to spines? For example, the ability damage from Undead mutations or the poison or elemental damage mutations?

No, spines do not share additional mutations with Quills. When an extraordinaire natural weapon shares additional abilities, it is spelled out in the description.

Malthruin
2012-05-18, 06:41 PM
I love this class. I wish I had it when I started designing a game for my brother and his friends lol. That being said, I don't want to rush you or anything, but when should we be looking for the next specialized schools of mutation (I really wanna see what you do with the rest).

ArkenBrony
2012-05-21, 05:38 PM
I have a question, if you say that oozes, vermin, and animal types are more like devolutions so you aren't including them, which i understand, why is it that plant is listed as one of the feats, cause I've never seen plants as a step up the latter, considering how one they've existed.

Owrtho
2012-05-21, 06:02 PM
I have a question, if you say that oozes, vermin, and animal types are more like devolutions so you aren't including them, which i understand, why is it that plant is listed as one of the feats, cause I've never seen plants as a step up the latter, considering how one they've existed.

While it is true that plants have existed a long time, it is worth noting that like animals, they have developed to more complex forms. Particularly given that most D&D games take place in magical settings where you have plant monsters and the like that are just as developed as other types of creatures, with the main difference being they are made of vines, wood, or some similar plant material (also occasionally fungus or algae, which technically aren't plants, but are counted as such in D&D for classification purposes).

Owrtho

Draken
2012-05-21, 07:09 PM
I have a question, if you say that oozes, vermin, and animal types are more like devolutions so you aren't including them, which i understand, why is it that plant is listed as one of the feats, cause I've never seen plants as a step up the latter, considering how one they've existed.

As Owrtho said, in D&D plant creatures have developed into a quite complex array of creatures.

Meanwhile, animals are limited to int 1-2, while vermin and oozes are mindless. Non-mindless vermin and oozes are mentioned in the MM as being generally aberrations instead.

Theroc
2012-06-02, 07:06 PM
Question on the Energy Drain mutation. It says Charisma is the associated statistic, but doesn't mention anything about saving throws aside from only epic levels requiring a save to avoid permanency. Is that what the charisma dictates? Or does it offer a saving throw to avoid the negative level completely?

Draken
2012-06-02, 09:18 PM
Question on the Energy Drain mutation. It says Charisma is the associated statistic, but doesn't mention anything about saving throws aside from only epic levels requiring a save to avoid permanency. Is that what the charisma dictates? Or does it offer a saving throw to avoid the negative level completely?

Charisma governs the saving throw against permanency that must be made at ML 24 and up. There is no saving throw to avoid receiving the negative level unless you have that one feat from... Heroes of Horror is it?

Theroc
2012-06-03, 12:23 AM
I think it was from the Libre Mortis. I was just clarifying since I was unsure. Thanks. Btw, looking forward to the other types, particularly Outsider.

Might I suggest True Sight as a potential mutation? It's one of the only major shared traits that come to mind, or I'd suggest others.

Gideon Falcon
2012-06-16, 07:10 PM
So, how come the Plant, Elemental, and Outsider Evolutions?

Draken
2012-06-16, 10:10 PM
So, how come the Plant, Elemental, and Outsider Evolutions?

Plant hath been posted. Let us briefly mourn Bark, who did not make the cut.

...

Mourning over.

Also: New teratormophism added to the baseline list, Dire Body gives a couple simple benefits for those who just want to fight better and be significantly scarier. Also, there is a new paragraph on Mutant Ascendancy that should be quite pleasing to everyone.

137beth
2012-06-16, 10:17 PM
Wow, this...is an amazing concept and well-designed sub-system.

A couple comments:

Tauric Body: The evolutionist’s lower body becomes that of a bestial creature, he is considered a quadruped, increasing his land speed by 10 feet and allowing him to treat himself as mounted for the purposes of feats and abilities (and also providing stability and increased cargo capacity). If he is already a quadruped, this teratomorphism can be taken in order to make him into a bipedal creature, improving reach for large sized beings, but removing the benefits of quadruped form, in this particular scenario it should probably have another name, but I am at a loss for one.
What about "hominic form?" ("man-like form").

Also, I think there should be an inverse tetromorph for amorphous form. Something like "solid form."

Draken
2012-06-16, 10:26 PM
Wow, this...is an amazing concept and well-designed sub-system.

A couple comments:

What about "hominic form?" ("man-like form").

Also, I think there should be an inverse tetromorph for amorphous form. Something like "solid form."

Hominid form would be more correct in that case, wouldn't it? Either way, that line is mostly comedy.

It is hard to think of a benefit to be gained from an ability named "Solid Form" the closest possible would be the Plating teratomorphism found in the construct list.

As an additional, I spent quite a while trying to weed out as much as I could from the Plant mutation list that just made it necessary for them to be flora-related. The few things I couldn't take out were the names and a few terms here and there. But for all those mutations, I urge everyone to check "Mutations and Appearance" again, after all, you need Plant and Construct (with an entirely construct thematic, might I add) if you want to build GLaDOS along with the Aperture Science Enrichment Center* using an Evolutionist.

*A construct evolutionist with the Roots and offensive roots teratomorphism and the Grove mutation, taking a cave as its grove and redecorating it extensively with Budding creation.

Selinia
2012-06-16, 11:47 PM
Another Draken-Approved PrC here: This time for those wanting to get their Doctor Frankenstein hat out of the closet and give a good airing.

The Progenitor
"...Owing to this struggle for life, any variation, however slight and from whatever cause proceeding, if it be in any degree profitable to an individual of any species, in its infinitely complex relationship to other organic beings and to external nature, will tend to the preservation of that individual, and will generally be inherited by its offspring..."
-Charles Darwin, Origin of Species

Nearly all evolutionists seek perfection in some form. The regal fury of a dragon, the boundless might of a giant, or even the vast reserves of untapped power that lie in the humanoid form: the specifics of their quest vary, but not their goal. Some, though, go further.

Progenitors slow their climb towards personal perfection, turning their attention to the creation of a legacy of beings to carry their quest through the generations... or perhaps simply to gain an army of loyal servants. Regardless of their motives, Progenitors are forces to be reckoned with, holding the secrets of life itself in their hands.

Prerequisites:
Skills: 13 ranks in the Knowledge skill relevant to your creature type (Religion for Undead, Local for Humanoids, etc)
Special: Must possess the Mutant Ascendancy class feature


HD: d8
{table=head]Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +0 | +0 | Mutations, Beget Progeny (One minion)
2 | +1 | +0 | +0 | +0 | Mutations
3 | +1 | +1 | +1 | +1 | Mutations
4 | +2 | +1 | +1 | +1 | Mutations, Beget Progeny (Two minions)
5 | +2 | +1 | +1 | +1 | Mutations
6 | +3 | +2 | +2 | +2 | Mutations
7 | +3 | +2 | +2 | +2 | Mutations, Beget Progeny (Three minions)
8 | +4 | +2 | +2 | +2 | Mutations
9 | +4 | +3 | +3 | +3 | Mutations
10 | +5 | +3 | +3 | +3 | Mutations, Beget Progeny (Four minions), Promethean Perfection[/table]

Class Skills (2 + Int Modifier): Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Psionics), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str)

Weapon and Armor Proficiency: A progenitor gains no proficiency with any weapon or armor.

Mutations: The progenitor gains four mutations per level.

Beget Progeny (Su): A progenitor toys in the realm of the gods, harnessing the terrible and awesome power to create life in their own image. Depending on their creature type and chosen aesthetic, the progenitor may go about this in any number of ways – she may build a sentient machine from cast-off scraps, stitch together a living corpse, hatch a fearsome brood from her own flesh and blood, or even infect another being with a fearsome transformative pathogen.

Whatever method she chooses, the process always takes at least 8 hours of uninterrupted work. To design their progeny, a progenitor first assigns their ability score as she pleases, using the nonelite array. The newly formed minion gains any racial features of the progenitor (including ability score adjustments), as well as the benefits of any attribute increases from mutations, and any benefits derived from a mutant ascendency. Progeny are always of the same creature type as their progenitor, though they lack the augmented subtype. Progeny are sentient, but are infallibly loyal to their creator – they will follow any order without hesitation, even if it means certain death.

These minions have an Evolutionist level of up to the progenitor’s mutator level -2, but possess half as many mutations as they normally would for their level. A progenitor can initially form only one minion, though if that minion is destroyed she may replace it without penalty. At 4th level, and every 3 levels thereafter, the progenitor may command an additional minion simultaneously. The progenitor’s third and fourth minions have a maximum evolutionist level of the progenitor’s mutator level -4, instead of -2. Progeny may only select mutations possessed by their progenitor. Progeny do not gain the Mutant Ascendancy or Mutant Perfection class features, and may not select any teratomorphism that their progenitor does not possess. If the progeny has taken all teratomorphisms possessed by the progenitor, it may select the Extra Mutations teratomorphism for each additional teratomorphism slot. A progenitor may choose to create weaker progeny if she wishes, reducing the number of evolutionist levels they are created with, but weakened progeny still count against the progenitor’s limit.

Promethean Perfection (Su): At 10th level, the progenitor gains true mastery over creation. No longer are her progeny bound solely to her own essence – she is capable of creating truly independent life. When the progenitor creates a new minion, she may choose to bring it to life as a fully self-sufficient entity. Progeny created in this manner have an evolutionist level of up to the progenitor’s mutator level -8, and are in no way bound to the will of their creator (though they are usually respectful and appreciative) in the way that other progeny are.

Creatures created by this ability do not count against the progenitor’s limit, are viable, and may live, die, and reproduce as appropriate to their nature. The specifics of their life cycle are up to the progenitor – it is entirely possible to seed the beginnings of an entirely new species with this ability.

Theroc
2012-06-17, 12:40 PM
Hm... I do like the note on the Mutant Ascendancy, though I'd really like if the Mutant Perfection would allow one to become a 'true' dragon, just because I'd dislike the implication of being a 'false' dragon.

Plant stuff is cool though.

Draken
2012-06-17, 12:52 PM
Hm... I do like the note on the Mutant Ascendancy, though I'd really like if the Mutant Perfection would allow one to become a 'true' dragon, just because I'd dislike the implication of being a 'false' dragon.

Plant stuff is cool though.

It is not about being a "true dragon" or a "false dragon", in this case. True dragons refers to those specific monsters in the MM that get stronger as they age, gaining more powers and racial HD from growing older. There is a reason an evolutionist can't change over to that mechanism. That is because even if I could design a system for such an advancement, it would never be balanced in any fashion.

What you can do, of course, is change when your Middle Age, Old Age, Venerable Age and Maximum Age arrive. And as Elans and Warforged demonstrate, any of these ages can, if you want to, arrive at a date of "never".

Theroc
2012-06-17, 04:40 PM
Oh, I understand the true dragon distinction and the like. I just dislike the words attached since that means anything with the Dragon type that doesn't age that way isn't a 'real' dragon.

I realize it has no bearing on type and the like. It's just my flawed perceptions based on the language used. And I do like the overall change. Agelessness is always cool to achieve.

Theroc
2012-06-17, 09:44 PM
Oh, another question that just occurred to me. If one's size is large when they take the natural weapon mutation, does it go up a step initially?

i.e. 1d4 claw becomes 1d6 claw if you're large sized?

Draken
2012-06-17, 09:55 PM
Oh, another question that just occurred to me. If one's size is large when they take the natural weapon mutation, does it go up a step initially?

i.e. 1d4 claw becomes 1d6 claw if you're large sized?

Yes. The numbers given on the table for natural weapons is for medium-sized evolutionists.

And I repeat "True dragon" is not an implication that other creatures are false dragons. It is because the referenced creatures in the MM are called "Dragon, True".

Theroc
2012-06-17, 10:11 PM
I understand what you're saying about the dragon stuff, Draken. I guess I didn't clearly explain. Despite logic and evidence to the contrary still get that vibe/feeling from the used terminology. I understand the intent is not to indicate that a Non-True dragon is fake, but to differentiate them due to aging patterns and the like. It doesn't change the feeling I get, rational or no.

Sorry if that was frustrating. Thanks for the prompt reply on the table for natural weapons. That'll be coming into play soon for a face-to-face game I'll be playing. (First session's next week).

Theroc
2012-06-20, 06:36 PM
Another question regarding the natural weapons. If you already have a natural weapon from another source that deals a differing amount of damage than the table, does the mutation just increase the size a step, or does it first make the weapon conform to the table? For example: If I have a 1d8 bite attack as a large sized creature and take the bite mutation. Does that move up to the table's interpretation then, or does it just go up a step?

Draken
2012-06-20, 06:48 PM
Another question regarding the natural weapons. If you already have a natural weapon from another source that deals a differing amount of damage than the table, does the mutation just increase the size a step, or does it first make the weapon conform to the table? For example: If I have a 1d8 bite attack as a large sized creature and take the bite mutation. Does that move up to the table's interpretation then, or does it just go up a step?

Just goes up a step.

If a creature already has an ability, mutations will not grant it again even if the mutation version is better, they will always improve upon what already exists.

Unless you get a second head, then sure, you can get a mutation-based bite.

Lexin
2012-06-22, 04:44 AM
Would it be a problem to add a change log somewhere?
I am evolutionist in one character and wouldn't like to miss a new mutation.

(But of course it is really good that Evolutionist is still evolving :smallbiggrin:)

Faerieheart
2012-06-24, 07:18 PM
Hey how about a tauric form for snake like lower halves?

Draken
2012-06-24, 07:57 PM
Hey how about a tauric form for snake like lower halves?

Tauric's mechanic changes your body configuration (from long to tall or from tall to long), how exactly your appearance changes upon taking it is entirelly up to you. Some people will get the lower body of a horse or a dog or a lion. Others will pick a spider, or a centipede. A snake is entirelly within the bounds of the ability.

As usual, refer to the "mutations and appearance" entry.

Faerieheart
2012-06-25, 03:36 PM
Tauric's mechanic changes your body configuration (from long to tall or from tall to long), how exactly your appearance changes upon taking it is entirelly up to you. Some people will get the lower body of a horse or a dog or a lion. Others will pick a spider, or a centipede. A snake is entirelly within the bounds of the ability.

As usual, refer to the "mutations and appearance" entry.

Except that most creatures with the tauric snake form acquire a climb speed, or swim speed or both and have their base speed lowered.

A tauric snake form would reduce base speed by ten and give you a climb speed, swim speed or both at the same rate.

What you have gives a faster land speed and at the start does the opposite of anything relating to a tauric snake form.

radmelon
2012-06-25, 04:24 PM
Or you could just take the mutations to give you a climb/swim speed. The fluff and crunch for the abilities of this class are almost entire unconnected.

Owrtho
2012-06-25, 05:38 PM
Tauric's mechanic changes your body configuration (from long to tall or from tall to long), how exactly your appearance changes upon taking it is entirelly up to you. Some people will get the lower body of a horse or a dog or a lion. Others will pick a spider, or a centipede. A snake is entirelly within the bounds of the ability.

Except from the wording of the ability, it doesn't seem to. What it does, is grant or remove the quadruped ability, which from what I've seen is not linked to the tall or long body configurations (which impact one's reach and average height relative to size category).

Anyway, unrelated to the above, I'd suggest a possibility to have the elemental damage from swallow whole be substituted with something other than acid if proper requirements are met (such as being able to deal that element of damage with the bite attack, or having a breath weapon for the chosen element). As an example, I have a player in a game I'm getting ready to run who's playing what is effectively a fire elemental in armour (it's a setting specific race), and is taking swallow whole. I'm houseruling that the character would deal fire rather than acid (as I would think makes sense if you get swallowed by a large suite of armour filled with fire), but I figure that the option to do such might be worth putting in the actual rules for the ability.

Related to the above, I'm curious how the elemental mutations are coming along.

Owrtho

Draken
2012-06-25, 05:55 PM
Then I will have to reword it, because Tauric is meant to, as its mechanic effect, change your posture between tall and long (which has effects on reach for large and larger creatures). But it is noteworthy that the Monster Manual tacitly equates "tall" to "biped" and "long" to "quadruped" in page 298.

As for the Swallow Whole bit, I will make a special entry for that.

Elemental Mutations has some interesting things. Currently my greatest trouble is wording a few thing about it (the tier 6 teratomorphism and defining a perfection, pretty much).

Faerieheart
2012-06-25, 06:05 PM
"Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Further Mutations: -"

I'm confused is this capable of being taken multiple times or not? And if so on the same weapon? For example base natural attacks are generally 20/x2 could you say take it 4 times and end up with 18-20/x4?

Owrtho
2012-06-25, 06:27 PM
Then I will have to reword it, because Tauric is meant to, as its mechanic effect, change your posture between tall and long (which has effects on reach for large and larger creatures). But it is noteworthy that the Monster Manual tacitly equates "tall" to "biped" and "long" to "quadruped" in page 298.

Having checked those pages, there doesn't seem to be any reference to tall or long in relation to the entries on speed discussing bipeds and quadruped, still that does seem to fit better for the teratomorph.


Elemental Mutations has some interesting things. Currently my greatest trouble is wording a few thing about it (the tier 6 teratomorphism and defining a perfection, pretty much).

Well, I'd offer my services on helping with the wording if you would care to make use of them.

As a side note, something I noticed seems to be unmentioned on this version of the evolutionist that I vaguely recall having been explicitly stated previously (likely on an older version though I may have been imagining things). Would be the issue of how mutations that need to be applied to specific things interact with the limit on how many times a given mutation may be taken. For example, if the evolutionist has two natural attacks and an elemental resistance, would it be able to have it twice on each natural attack at level 4, or would the limit on once per 2 levels apply across all natural attack it would be applied to? At present, it would seem to be the latter, though I could see arguments made for the former.

I also noticed there are some typos in the "Changing sizes and you" sidebar, specifically in the form of some missing 't's.

Owrtho

Draken
2012-06-25, 06:46 PM
"Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Further Mutations: -"

I'm confused is this capable of being taken multiple times or not? And if so on the same weapon? For example base natural attacks are generally 20/x2 could you say take it 4 times and end up with 18-20/x4?


Further Mutations: What the character gains from taking the mutation more times and how many times the mutation can be taken, if it has any unusual limits. If this entry is left empty, the mutation’s basic benefit is received once more (stacking with itself) whenever the mutation is taken.

So yes, it can be taken multiple times.


Having checked those pages, there doesn't seem to be any reference to tall or long in relation to the entries on speed discussing bipeds and quadruped, still that does seem to fit better for the teratomorph.

Like I said, tacitly. Either way, a simple clarification was made.


Well, I'd offer my services on helping with the wording if you would care to make use of them.

The teratomorph is based on the elemental's ability to change into vortexes/whirlwinds and the issue is mostly with me trying to decide on details, nothing much. The perfection i am just banging my head for an idea.


As a side note, something I noticed seems to be unmentioned on this version of the evolutionist that I vaguely recall having been explicitly stated previously (likely on an older version though I may have been imagining things). Would be the issue of how mutations that need to be applied to specific things interact with the limit on how many times a given mutation may be taken. For example, if the evolutionist has two natural attacks and an elemental resistance, would it be able to have it twice on each natural attack at level 4, or would the limit on once per 2 levels apply across all natural attack it would be applied to? At present, it would seem to be the latter, though I could see arguments made for the former.

I also noticed there are some typos in the "Changing sizes and you" sidebar, specifically in the form of some missing 't's.

Owrtho

Each individual mutation has a single 'pool' of number of times it can be taken. These uses are split across all possible iterations he could take of that mutation. A 4th level evolutionist can take Elemental Attack twice, total, across all natural weapons and all damage types. This could be +1d6 to bite and +1d6 to claws or +2d6 to claws. Or +2d6 to four tentacles, for a serious energy damage build.

Height and length have been fixed.

Also, there is a new mutation in Extraordinaire. An expansion for bite attacks, Mutilate.

WarDragon
2012-06-25, 07:04 PM
How's the elemental stuff coming along?

Draken
2012-06-25, 07:12 PM
How's the elemental stuff coming along?

Slow and steady.

Owrtho
2012-06-25, 07:42 PM
The teratomorph is based on the elemental's ability to change into vortexes/whirlwinds and the issue is mostly with me trying to decide on details, nothing much. The perfection i am just banging my head for an idea.

Well in any event I look forward to it. Sounds like it will be an interesting set of abilities.

Though now that I look over the class again, I notice that creatures of a given type can't take the feat to gain mutations for that type. I'd thought there was something stating that having the type allowed you to take those mutations without the feat, but I can't seem to find any mention of that. Would this mean that a construct, for example, can't ever take construct mutations?


Each individual mutation has a single 'pool' of number of times it can be taken. These uses are split across all possible iterations he could take of that mutation. A 4th level evolutionist can take Elemental Attack twice, total, across all natural weapons and all damage types. This could be +1d6 to bite and +1d6 to claws or +2d6 to claws. Or +2d6 to four tentacles, for a serious energy damage build.

That was how I'd been thinking it was, but hadn't been sure. Thank you for the clarification.


Height and length have been fixed.

Also missing the 't' in "height" on the first line. I'd also forgotten to mention it in my last post, but size down doesn't show any adjustment to natural armour, though the note below suggests that it would reduce it. There is also an empty column in the table making it seem that it may be inadvertently blank.

Owrtho

Draken
2012-06-25, 10:29 PM
Well in any event I look forward to it. Sounds like it will be an interesting set of abilities.

Though now that I look over the class again, I notice that creatures of a given type can't take the feat to gain mutations for that type. I'd thought there was something stating that having the type allowed you to take those mutations without the feat, but I can't seem to find any mention of that. Would this mean that a construct, for example, can't ever take construct mutations?

You know how there is a line to that effect in both undead and plant? I dropped the ball on that one. The line has been added to construct.


Also missing the 't' in "height" on the first line. I'd also forgotten to mention it in my last post, but size down doesn't show any adjustment to natural armour, though the note below suggests that it would reduce it. There is also an empty column in the table making it seem that it may be inadvertently blank.

Owrtho

Size down used to have a NA down entry, but I removed it because it caused an odd interaction where the optimal thing to do was to just get as small as you wanted before starting to get any NA mutations. So I just took that entry off. And left an empty extra column in the table by accident. Oh well.

WarDragon
2012-06-25, 11:35 PM
For the mutations that have Further Mutations left blank, what's the cap on how many times they can be taken? Is it unlimited? That seems like it could get out of hand.

Draken
2012-06-25, 11:49 PM
For the mutations that have Further Mutations left blank, what's the cap on how many times they can be taken? Is it unlimited? That seems like it could get out of hand.

While there are a number of silly things that I have overlooked, mostly in writing or clarity. I have not missed basic balance functionality.


Mutations
Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats.
Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).

WarDragon
2012-06-26, 05:01 PM
Okay. Up to twenty times is still quite a lot, but I guess it does cut into your other options enough to make it a hard call.

EdroGrimshell
2012-06-26, 06:32 PM
Hm, would a Bloodline Teratomorph be a good option? (using Welknair's improved bloodlines)

Draken
2012-06-26, 06:35 PM
Hm, would a Bloodline Teratomorph be a good option? (using Welknair's improved bloodlines)

Possibly. But never reaching higher than T-morph III, I think.

Faerieheart
2012-06-26, 10:33 PM
If the evolutionist has more than one natural weapon, he must decide which is the primary and which are the secondary ones upon taking the mutations, that choice can be changed whenever the evolutionist gains new mutations. If the evolutionist has multiple sets of the same natural weapon, only one group (one bite, one pair of claws, etc) can be the primary.
The evolutionist can have up to one bite and gore per head, one tail, four tentacles, and up to one claw or slam per arm (any combination of these, but no more than one of each per limb), if he chooses to, he may evolve only one claw, tentacle or slam instead of a pair, but each still costs a mutation.
Further Mutations: Each time this mutation is taken the evolutionist can chose to improve the damage of one group of existing natural weapon by one step or gain a new natural weapon from the table. This mutation can be taken up to once per two mutator levels.

Is this saying you can increase a natural weapon an additional 9 times if you focus on it up to lvl 20? If so how's that even work? Is this a size increase? If so 9 times isn't even possible by the chart in most cases? I'm just really confused here.

Or is the 1st bolded line saying one increase is the limit?

Some clarification would be good, as is we are getting tail attacks for example that can do 12d8 damage if we go as far as the chart can go. Is it going by an altered progression?

drack
2012-06-26, 10:44 PM
Hmm, some of my players will be using this (as I may for a monster or two :smallbiggrin:), so I hope you don't mind if I poke it a bit with a few quetions/observations

Out of curiosity there are feats granting access to mutations, should it be assumed that these bar them from the others, or are the others still free game?

When one takes for instance plant Teratomorphisms, then are they locked into those, or can they still use the generic ones at any level?

Same question for Ascendancy/perfection.

"Undeadist", Perhaps a Thanatologist?

Anywho afraid I mostly skimmed, so I can't give an all out critique on every ability, but looks cool :smallbiggrin: sorry if any of these were asked before.

WarDragon
2012-06-26, 11:25 PM
Does the check bonus from Powerful Form apply to grapples? Does the one from Nimble Form apply to Initiative? Fairly sure the answer to both would be no, but wanted to confirm.

Draken
2012-06-26, 11:27 PM
If the evolutionist has more than one natural weapon, he must decide which is the primary and which are the secondary ones upon taking the mutations, that choice can be changed whenever the evolutionist gains new mutations. If the evolutionist has multiple sets of the same natural weapon, only one group (one bite, one pair of claws, etc) can be the primary.
The evolutionist can have up to one bite and gore per head, one tail, four tentacles, and up to one claw or slam per arm (any combination of these, but no more than one of each per limb), if he chooses to, he may evolve only one claw, tentacle or slam instead of a pair, but each still costs a mutation.
Further Mutations: Each time this mutation is taken the evolutionist can chose to improve the damage of one group of existing natural weapon by one step or gain a new natural weapon from the table. This mutation can be taken up to once per two mutator levels.

Is this saying you can increase a natural weapon an additional 9 times if you focus on it up to lvl 20? If so how's that even work? Is this a size increase? If so 9 times isn't even possible by the chart in most cases? I'm just really confused here.

Or is the 1st bolded line saying one increase is the limit?

Some clarification would be good, as is we are getting tail attacks for example that can do 12d8 damage if we go as far as the chart can go. Is it going by an altered progression?

It works exactly like a size increase, or to be even more precise, it works like taking the Improved Natural Weapon feat. And the table that lists increases in the MM (and SRD) is not exhaustive. You can find a more extensive table to that effect in page 28 of the DMG. So if you focused all 10 mutations on tail, you would get 8d6 damage on your tail, with two size increases (or one size increase and one INW feat) you would get up to 12d8 base damage.

Also, whenever there is a limit on how many times you can take a mutation for any reason, it is made explicit in the further mutations entry.


Hmm, some of my players will be using this (as I may for a monster or two :smallbiggrin:), so I hope you don't mind if I poke it a bit with a few quetions/observations

Out of curiosity there are feats granting access to mutations, should it be assumed that these bar them from the others, or are the others still free game?

When one takes for instance plant Teratomorphisms, then are they locked into those, or can they still use the generic ones at any level?

Same question for Ascendancy/perfection.

"Undeadist", Perhaps a Thanatologist?

Anywho afraid I mostly skimmed, so I can't give an all out critique on every ability, but looks cool :smallbiggrin: sorry if any of these were asked before.

You will note that the special mutation lists are very, very small. Those are expansions, plain and simple. Taking those feats does not lock you out of the basic list. Taking any of those feats also does not prevent you from taking any of the others.

And it bears mentioning, while the mutations are found in those lists, they are not inherently tied (appearance-wise) to these types. A warforged with the leaves mutation could very well be sporting solar pannels, for instance.

Ascendancy/Perfection and teratomorphisms are the same. Taking the feats (or belonging to the right creature type) opens those as options, but you are not forced to take them.

And those lines under the feats are mostly simple jokes I made. Everyone is an evolutionist.


Does the check bonus from Powerful Form apply to grapples? Does the one from Nimble Form apply to Initiative? Fairly sure the answer to both would be no, but wanted to confirm.

Those... Are judgement calls from the DM, I am afraid. The first should usually be no because grapple checks are not strength checks nor strength based skill checks, they are modified attack rolls. The second would usually be yes, because Initiative checks are dexterity checks.

Lexin
2012-06-28, 12:49 PM
I have a question about Verdant Servant mutation.
It is a spell-like ability mimicking to some extend Astral Construct.

The question is, can you dispel the Verdant Servant?

For - Spell-like ability; mimicking power that can be dispelled.

Against - Creation effect, not summon. Unlimited duration suggesting that it is instantaneous spell with continued effects.

Draken
2012-06-28, 06:39 PM
I have a question about Verdant Servant mutation.
It is a spell-like ability mimicking to some extend Astral Construct.

The question is, can you dispel the Verdant Servant?

For - Spell-like ability; mimicking power that can be dispelled.

Against - Creation effect, not summon. Unlimited duration suggesting that it is instantaneous spell with continued effects.

They are not supposed to be dispellable. In fact, it and its related mutations, Budding Creation and Grove, were supernatural until it hit me that they would be supressed by polymorph effects if they stayed (Su), which could cause weird interactions, so I moved them over to the (Sl) group. Until I decide what to do, that one is a call on your DM to define, but probably not dispellable.

Volthawk
2012-07-01, 05:35 AM
And it bears mentioning, while the mutations are found in those lists, they are not inherently tied (appearance-wise) to these types. A warforged with the leaves mutation could very well be sporting solar pannels, for instance.


Heh. I love the visual idea of this, although the Leaves mutation would be useless for the warforged, as they don't need food or sleep. I guess Solar Power works the same and would still be useful, though.

inuyasha
2012-07-07, 10:24 AM
when are you going to add an elemental list??

Theroc
2012-07-07, 03:51 PM
when are you going to add an elemental list??

I'd imagine when he finds the time to finish up the Elemental Teratomorphs and mutations.

Noctis Vigil
2012-07-08, 11:55 PM
Oh man, I love this, can't wait to throw one at my players (without warning, of course :smallwink: ). Greatly looking forward to the Outsider list, personally.

Draken
2012-07-24, 03:07 PM
Bump.

Outsider mutations have been aded.

Also:

Amorphous received a slight useability change, making it better for grapple builds than it used to be. It also has a special interaction with swalow whole.

Leaves is no longer a prerequisite for Nourishing Flora.

If I did not list this before, there is a new extraordinaire mutation in the base list, Mutilate.

Lastly, the list of prestige classes has been updated and a feat specific to the Malshaper PrC has been added.

Hanuman
2012-08-05, 01:41 AM
@Mut6, 12, 18: great changer -> evolve talent x2.
One free feat every 6 levels as long as you don't buy mut. feats on those levels.

I'll need to HB some adamantine tips for a spider-droid mutator4.

Choose one natural attack, that attack ignores 15 points of object hardness, if it already has this mutation ignore 5 more points of hardness and deal +1 damage.

You may take this mutation once every 6 levels.

Having a burrow mutation pre-req might do nicely, and under the construct mutation list.

Draken
2012-08-05, 11:22 AM
@Mut6, 12, 18: great changer -> evolve talent x2.
One free feat every 6 levels as long as you don't buy mut. feats on those levels.

It is more a specific level thing, really. The overall effect is the same since there is a limit to how many times Evolve Talent can be taken.


I'll need to HB some adamantine tips for a spider-droid mutator4.

Choose one natural attack, that attack ignores 15 points of object hardness, if it already has this mutation ignore 5 more points of hardness and deal +1 damage.

You may take this mutation once every 6 levels.

Having a burrow mutation pre-req might do nicely, and under the construct mutation list.

I am going to guess this is a suggestion for a mutation that grants adamantine's ability to ignore hardness 20 or less? It is already in. Check the Special entry of the Smash mutation in the Construct List, it has a special interaction with Material Damage Reduction. Also allows you to build tunnels into mountains using no better tool than your clenched fists.

Hanuman
2012-08-07, 03:55 PM
Oh, clever. Yeah that works great actually.
I don't think this little spy-bot will be smashing much, but it can scrape away at stuff even if it takes 6x longer =]

http://www.myth-weavers.com/sheetview.php?sheetid=430971


Also, I noticed you don't have a vermin advancement, is this intentional?

Draken
2012-08-07, 06:25 PM
Oh, clever. Yeah that works great actually.
I don't think this little spy-bot will be smashing much, but it can scrape away at stuff even if it takes 6x longer =]

http://www.myth-weavers.com/sheetview.php?sheetid=430971


Also, I noticed you don't have a vermin advancement, is this intentional?

People keep asking about vermin, animal and ooze. Here is my answer to those questions.

Mutant Ascendancy:

Vermin: You gain all the benefits of the vermin type. You lose your intelligence score and you are no longer playable.

Ooze: You gain all the benefits of the ooze type. You lose your intelligence score and you are no longer playable.

Animal: You gain all the benefits of the animal type (none, truth be said). Your intelligence is reduced to 2 and you are no longer playable.

Grimsage Matt
2012-08-07, 06:40 PM
Wait, why can you gain nothing from Vermin:smallconfused: Look at all the insects, all the other assorted vermin. They're natures most physically complex things, they they are also the most brainless, but why not become some sort of insect hybrid? Would be cool.

Edit; Besides, I can really see a Cleric of loth taking a few levels of this and doing vermin, if only to become more spiderlike.

Lexin
2012-08-07, 06:58 PM
I have few... comments (?) to Outsider part of evolutionist

Mutant Perfection- It is really great, but I am afraid it needs some king of limit to these petitioners (at least limit it so they can fit inside this 60ft radius)

Divine Blessing:
Arcane Eye (http://www.d20srd.org/srd/spells/arcaneEye.htm)- Are you sure you didn't mean Arcane Sight (http://www.d20srd.org/srd/spells/arcaneSight.htm)? It would make more sense this way... (more typical ability to be permanent)

These abilities need the DC part of the description, as Zone of Truth has save DC (I assume it is charisma, as it is spell-like)


Summon teratomorph - I think it needs at least the part with 'no ability to summon other creatures by the one you summoned' ... and probably 'no free Wish'...



And a question that probably is a 'no' but would help in a game I am currently playing: Can budding creation seeds be used just to plant trees? The alive, normal ones?

Network
2012-08-07, 07:19 PM
Mutant Ascendancy:

Vermin: You gain all the benefits of the vermin type. You lose your intelligence score and you are no longer playable.

Ooze: You gain all the benefits of the ooze type. You lose your intelligence score and you are no longer playable.

Animal: You gain all the benefits of the animal type (none, truth be said). Your intelligence is reduced to 2 and you are no longer playable.
You can be an ooze with an Int score. I even remember of a PrC that had this as a capstone. Animal and Vermin are more contestable.

I didn't consider how hard it is to adapt another type. You have to find teratomorphs and new mutations. Seeing at how much you have, you are very creative if you're still able to find more yet.

Just a few ideas : the animal ascendancy would probably grant druid abilities, like wild empathy or wild shape. The vermin ascendancy may be about transforming into swarm of insects. A mutation to control small animals, vermins or undead would also be cool if there isn't yet (seeing at how much you have, this would surprise me).

Draken
2012-08-07, 08:36 PM
This is a case where I am mostly refering to the "determining type" entry of the Monster Manual on creating creatures:


Animal: An animal is a living, nonhuman creature, usually a
vertebrate with no magical abilities and no innate capacity for language
or culture. Animals have average combat ability, average hit
points, and average saving throws.
If your creature ever lived on Earth, and it’s not an insect of
some kind, it’s probably an animal.


Ooze: An ooze is an amorphous or mutable creature, usually
mindless. Oozes have average combat ability, good hit points, and
very poor saving throws, but they have immunity to many forms
of attack.
If your creature has a bizarre physiology that takes the form of a
mindless, amorphous blob, it’s an ooze. Otherwise, it’s probably an
aberration.


Vermin: This type includes insects, arachnids, other arthropods,
worms, and similar invertebrates. Vermin have average
combat ability and hit points and poor saving throws, but are often
mindless and therefore have immunity to mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects).
Use this type for giant bugs and other mindless invertebrates. If
your creature has an Intelligence score and you’ve considered the
vermin type, it’s probably a magical beast or an aberration instead.

Oozes don't offer anything that isn't handily provided by aberration and would all but make Amorphous Form superfluous.

Vermin and Animal are both much better represented by Magical Beast (and sometimes aberration).

-----

Most special abilities that vermin and animals have (what few extraordinaire abilities they have, to be precise) are covered by mutations and teratomorphisms, not by the relatively minor flat bonus given by ascendancies.

As for the cleric of lolth, he's not doing a small dip to change types, it is a 10-level investment.

------

I will be honest. You can make trees, but they will die in 24 hours unless you plant them in a grove you have.

-------

Outsider Perfection is... Amusing, but there is very little reason to limit Petitioners, I believe, it looks strong on paper but abusing it is unfeasible in practice (also, your army of souls can't get near thinaum, heh). First, there are only so many petitioners you take into a combat and... Say, not go insane from the time it will take to finish your turn. Their utility is limited since they aren't that strong (you are level 20, they cap at 15 for the colossal beasts).

I left it without a ceiling for a reason, that reason is amusement. It's prime utility is preventing level loss for your allies when they lose the rocket tag of level 20 anyway.

As for the mutations. The DCs should be the same as for spell-like abilities and I guess I made a small mistake with the spells, edits are in order.

Hanuman
2012-08-08, 03:04 AM
Vermin Type

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features

Vermin have the following features.

8-sided Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
Good Fortitude saves.
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.

Traits

Vermin possess the following traits (unless otherwise noted in a creature’s entry).

Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Darkvision out to 60 feet.
Proficient with their natural weapons only.
Proficient with no armor.
Vermin breathe, eat, and sleep.


Technically, the only problem here is the mindlessness trait.

A quick butchering yields:

Mind Carapace (Ex):
You are treated as being mindless for the purpose of immunities.

EdroGrimshell
2012-08-09, 01:15 AM
There is an intelligent ooze in the MM3

Draken
2012-08-09, 07:21 AM
There is an intelligent ooze in the MM3

...

Still, Ooze subtype has a few too many immunities for me to put in the default list of avaiable ascendancies and simply not enough possible ideas left to make a mutation list or a teratomorph list.

Stupid wizards of the coast not following their own bloody guidelines.

EdroGrimshell
2012-08-09, 12:37 PM
...

Still, Ooze subtype has a few too many immunities for me to put in the default list of avaiable ascendancies and simply not enough possible ideas left to make a mutation list or a teratomorph list.

Stupid wizards of the coast not following their own bloody guidelines.

I know, I actually don't mind not having an Ooze Evolutionist, I was just pointing it out. Plus in the entry it even said that it was odd so i think it was an exception to the rule (there's one for almost all of them).

Necroticplague
2012-08-11, 09:13 AM
Pretty much all the abilities of oozes that are reasonable to give to PCs (pretty much everything but splitting or a living spell's abilities) are already available as mutations or teratomorphisms anyway. Acid, check, immune to flank and critical hits, check, blindsight/sense, check, engulf, check,slam attacks, check, poison, check.

Gideon Falcon
2012-08-11, 10:22 PM
So, how would one make the epic progression for Evolutionist? Also, how are the Elemental things going?

Draken
2012-08-12, 09:04 AM
So, how would one make the epic progression for Evolutionist? Also, how are the Elemental things going?

Mutator level keeps going up, three mutations per level, no more teratomorphisms, nothing further on the ascendance/perfection part. One bonus feat every three levels from the following list:

Armor Skin, Blinding Speed, Damage Reduction, Dexterous Fortitude, Dexterous Will, Distant Shot, Energy Resistance, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Epic Toughness, Epic Will, Extended Life Span, Extra Teratomorphism, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Perfect Health, Self-Concealment, Superior Initiative.

New Feat: Extra Teratomorphism [Epic, Mutator]
Prerequisite: Access to rank VI teratomorphisms.
Benefit: You gain one extra teratomorphism of any rank.
Special: You can only take teratomorphisms from special lists if you would normally have access to those lists.

---------

Elemental Mutations are fighting to come out.

ArkenBrony
2012-08-13, 10:17 PM
Teratomorph II
Decrepit [Skeletal] I: The evolutionist takes only half damage from piercing attacks.
Decrepit [Dead Flesh] I: The evolutionist takes only half damage from bludgeoning attacks.
Decrepit [Tough Hide] I: The evolutionist takes only half damage from slashing attacks.

Teratomorph IV
Decrepit [Skeletal] II (Requires Decrepit [Skeletal] I): The evolutionist is immune to piercing damage.
Decrepit [Dead Flesh] II (Requires Decrepit [Dead Flesh] I): The evolutionist is immune to bludgeoning damage.
Decrepit [Tough Hide] II (Requires Decrepit [Tough Hide] I): The evolutionist is immune to slashing damage.
you might want to make a limit of choosing only one of these, cause at 20th level, you could have a character that is completely immune to physical damage

Draken
2012-08-14, 05:17 PM
you might want to make a limit of choosing only one of these, cause at 20th level, you could have a character that is completely immune to physical damage

I put down no limits because in my opinion, there are better options than using six teratomorphs to gain immunity to physical damage.

If anyone else thinks limiting the number of decrepits that can be taken is in order, let me know and I will make the change.

Grimsage Matt
2012-08-14, 05:35 PM
Don't need the decrepits to get immunity to physical damage. The Two regenerators give that AND fast healing 4. Sure, take six teratomorphs to have the undead version of physical immunity damage, when you can get a better version with just two. Just saying.

ArkenBrony
2012-08-14, 05:54 PM
good point, though i still feel that having multiple types of skin is strange, so id make it so either you can only have 1, or make it so you can only have 1 active at a time

Network
2012-08-14, 06:03 PM
Nothing in D&D prevents you to be an half-dragon Acolyte of the Skin and Pale Master (except maybe your ECL). Doesn't know what you would look like, but this is just as weird.

With all those transformational prestige classes around, we can already be an undead construct, an intangible half-dragon, or anything else self-contradictory. A base class that allows you to be this kind of things isn't outrageous.

Draken
2012-08-14, 06:21 PM
Uh... The three decrepits deal with skeleton, musculature and skin, respectively.

And regeneration doesn't provide immunity. It merely causes physical damage to go to your non-lethal health bar instead of your lethal health bar.

Network
2012-08-14, 07:40 PM
Is there a mutation to gain minions? I'd suggest this one :

Call of the Master
Prerequisite: Mutator level 6.
Ability Score: None
Benefit: Choose a creature with an intelligence score under 3 and no more than 2 HD, such as ravens or zombies. You can control up to 4 HD of these creatures. They will come to you spontaneously and will obey your commands in the limits of their Intelligence score. If they die, others will take their place.
Further Mutations: Every time this mutation is taken, you can control 4 more HD of creatures. The character does not have to choose the same creature again. This mutation can be taken once per two mutator levels.


Mind Carapace (Ex):
You are treated as being mindless for the purpose of immunities.
If it was a teratomorph, I don't know what level it would be, but it would probably be followed by a permanent Mind Blank.

ArkenBrony
2012-08-14, 09:33 PM
Uh... The three decrepits deal with skeleton, musculature and skin, respectively.
I get where you're coming from, and I agree with you now, I had just imagined it as the skeletal turning you into a skeleton, so it was weird for a skeleton to have skin, but I get why you meant now, seems fine

Draken
2012-08-14, 11:55 PM
Is there a mutation to gain minions? I'd suggest this one :

Call of the Master
Prerequisite: Mutator level 6.
Ability Score: None
Benefit: Choose a creature with an intelligence score under 3 and no more than 2 HD, such as ravens or zombies. You can control up to 4 HD of these creatures. They will come to you spontaneously and will obey your commands in the limits of their Intelligence score. If they die, others will take their place.
Further Mutations: Every time this mutation is taken, you can control 4 more HD of creatures. The character does not have to choose the same creature again. This mutation can be taken once per two mutator levels.


If it was a teratomorph, I don't know what level it would be, but it would probably be followed by a permanent Mind Blank.

Check Spawn in the undead list. Verdant Servant in plant and the Outsider Perfection.


I get where you're coming from, and I agree with you now, I had just imagined it as the skeletal turning you into a skeleton, so it was weird for a skeleton to have skin, but I get why you meant now, seems fine

This is a case where I point out to the "Mutations and Appearance" entry. Mutations and teratomorphisms give an evocative name and a mechanical benefit, but not a visual description, this is intentional. This is because even two evolutionists with the exact same loadout don't have to look the same, or even remotely similar.

Decrepit (Skeletal) will do something to you that might give you a more bare-bones appareance while providing protection from piercing attacks. This can range from going full out skeleton to merely becoming more like a black dragon or turning into a big swiss cheese person with the holes pre-punctured. A pretty smelly cheese due to the undead thematics, perhaps. But those will not be pronounced unless the ascendancy is taken.

Evolutionists are looking to take over the wizards in the realm of silly-looking killer fauna.

Hanuman
2012-08-15, 02:59 AM
I think the goal with call of the master is to more generalize the archetype, being full aware of the highly specific necromancy ability.

Network
2012-08-15, 10:18 AM
This was my intend, although I wasn't sure there were those mutations. I though an evolutionist may as well want to control lemures, centipedes, or bats, as the case may be. A limitation in the Intelligence score cut most abuses I could see (no dretch, no ghoul, etc.). An alternative would be to make a similar mutation for all ascendancies. But some people may have much more servants than their level would permit otherwise.

Draken
2012-08-15, 10:35 AM
That sort of 'pack' is more the realm of Selinia's Progenitor prestige class, actually. You will notice that of the three options for servants I gave, onlyone provides sapient servants and those are under the most extreme form of mind control avaiable. Baseline evolutionists don't get loyal servants through class features, only slaves.

Hanuman
2012-08-16, 12:10 AM
Well then, if mindless slaves are goal then why not insects, oozes and anything lacking an int score? I personally am a fan of a more insect-themed evolutionist.

Omnicrat
2012-08-20, 06:19 AM
So, what happens when I use Awaken (or Awaken Construct) on my Verdant Servant?

Draken
2012-08-20, 07:10 AM
So, what happens when I use Awaken (or Awaken Construct) on my Verdant Servant?

Despite its duration, Verdant Servant is still based off of Astral Construct and as such is still temporary, so it isn't a biable target for that spell.

Gideon Falcon
2012-08-30, 02:36 PM
So, how is the 'fight' for getting Elemental Mutations up going?

Faerieheart
2012-09-04, 12:26 AM
Um a maxed out elemental lance will do 29d8 damage at a distance of 1200 feet, you might want to put a limit on how often it can be taken. Especiallly as this is an at will attack. Also trying to make an elemental based character so I beg you, please finish the elemental evolution feat

Draken
2012-09-04, 01:10 AM
Elemental mutations just needs one teratomorphism and the perfection to be finished. I will work on these tomorrow.

In the meanwhile: Changelog.


Extra Eyes: Renamed Extra Senses. Now also provides a bonus to listen checks.
Fins: Now increases swim speed by 10 feet per mutation.
Swallow Whole: Fixed an entry where it said that sizes larger than large doubled stomach capacity, this was wrong and should be quadruple.
Burrow: Now a Rank III teratomorph.
Elemental Lance: Now can only be taken once per two mutator levels (caps at 19d6 damage).

Owrtho
2012-09-04, 01:14 AM
Um a maxed out elemental lance will do 29d8 damage at a distance of 1200 feet, you might want to put a limit on how often it can be taken. Especiallly as this is an at will attack.

I'd note that the elemental lance may only be taken up to once per two mutator levels, meaning at level 20 you could have it at most 10 times, meaning 19d8 damage and 600 feet. That is of course assuming you are considering level 20 to be maxed out and not talking about going into epic.

Edit: Huh, it seems Draken ninja'd me with an edit to the post listing the elemental lance before I checked the wording, and then a reply while I was typing my reply.

Owrtho

Draken
2012-09-04, 01:52 AM
I'd note that the elemental lance may only be taken up to once per two mutator levels, meaning at level 20 you could have it at most 10 times, meaning 19d8 damage and 600 feet. That is of course assuming you are considering level 20 to be maxed out and not talking about going into epic.

Edit: Huh, it seems Draken ninja'd me with an edit to the post listing the elemental lance before I checked the wording, and then a reply while I was typing my reply.

Owrtho

Natural Invisibility, worth maxing out.

Owrtho
2012-09-04, 02:24 AM
Natural Invisibility, worth maxing out.

Invisibility? Please. I've long since traded my normal vision for blindsight. I just wish I'd noticed the radius was only 5' before doing so.

Owrtho

Network
2012-09-04, 01:21 PM
Swallow Whole: Fixed an entry where it said that sizes larger than large doubled stomach capacity, this was wrong and should be quadruple.
Technically, due to the square/cube law, it is multiplied by eight.

Faerieheart
2012-09-05, 12:07 AM
Amorphous should only increase your grapple for the purposes of escaping a grapple. A medium creature being treated as size category gargantuan for the purposes of grappling someone because they are practically a liquid seems silly.

Selinia
2012-09-06, 11:42 PM
Another PrC: Draken-approved and here to serve those of you patient enough to horribly cripple your foes before killing them!

The Venomancer
"You are already dead."
-Kenshiro, Venomancer

Not all deaths are quick, or clean. Most evolutionists care little for that fact, growing in power and trusting their own might to see them through. Venomancers, however, embrace the messy truth. Not content to strengthen themselves, they wield powers to weaken and cripple their foes as well. They are the patient shadow and the whisper of death, and by the time you feel the aching chills of their toxins it is already far too late.

Prerequisites:
Feat: Ability Focus (Poison)
Skills: Craft (Poisonmaking) 13 ranks, Heal 10 ranks
Special: Must possess 4 iterations of the poison mutation, and 2 iterations of the disease mutation


HD: d6
{table=head]Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +0 | +0 | Mutations, Toxic Essence, Evolved Venom
2 | +1 | +0 | +0 | +0 | Mutations, Evolved Venom
3 | +1 | +1 | +1 | +1 | Mutations, Evolved Venom
4 | +2 | +1 | +1 | +1 | Mutations, Evolved Venom
5 | +2 | +1 | +1 | +1 | Mutations, Evolved Venom[/table]

Class Skills (2 + Int Modifier): Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Psionics), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str)

Class Features: All of the following are class features of the venomancer:

Weapon and Armor Proficiency: A venomancer gains no proficiency with any weapon or armor.

Mutations: The venomancer gains three mutations per level.

Toxic Essence: Each venomancer class level counts as two mutator levels for the purpose of determining how many times the venomancer can take the Poison and Disease mutations. She does not gain this benefit of an increased mutator level for any other purpose.

Additionally, the venomancer may use her poison an additional number of times each day equal to her class level.

Evolved Venom: As she grows, the venomancer refines the deadly toxins that give them their name. The poisons and diseases that lie at the end of such focused evolution are horrifying to behold, unmatched in potency and insidious application. At each level, the venomancer gains one of the following abilities:

Antitoxin: The venomancer can produce a powerful antitoxin, using her poison as a base with which to counter the decay caused by other ailments. A number of times per day equal to her daily poison uses, the venomancer may apply this antitoxin to herself or another creature as a standard action. Each dose of antitoxin restores ability damage equal to that dealt by the poison the venomancer is deriving it from, to the attributes that poison would have damaged. If the venomancer has multiple poisons, she may choose which one to use as a base each time she administers her antitoxin. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of antitoxin. Harvested antitoxin goes inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

Call of Decay: The venomancer may call out to the toxin-wracked bodies of her foes, urging them towards their imminent demise. As a full-round action, the venomancer may force every creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from any of the venomancer’s poisons or diseases with which they are afflicted. This does not impact the duration of those poisons or diseases in any way. This is a supernatural effect.

Corrode Essence: The venomancer’s toxins assault the mind and body of their victims as one, seeking the weakest link in their resistances. When the venomancer afflicts a target with a poison or disease, she may choose whether to require Fortitude or Will saves to resist its effects. If the affliction in question later spreads, future targets will use whichever saving throw the original was subjected to.

Devouring Venom: When the venomancer afflicts a target with one of her poisons, she may choose to forgo dealing immediate damage with it, allowing the toxin time to embed itself in her foe’s most vital systems. When she does so, any ability damage that poison deals at a later time (such as from secondary damage) is doubled. Additionally, the venomancer may choose to delay the time her poison lingers before expending itself with its secondary damage, specifying any amount of time between one minute and three hours.

Euphoric Injection: The venomancer is capable of producing a potent performance-boosting cocktail derived from one of her poisons, enhancing its recipient’s attributes to freakish levels – though at a painful cost. A number of times per day equal to her daily poison uses, the venomancer may apply an injection to an adjacent willing creature as a move action. The venomancer’s injection lasts for a number of rounds equal to [her class level + her Con mod], and grants a +4 alchemical bonus to each ability score damaged by the poison from which it is derived. For each die size of the damage dealt to an ability score beyond 1d3, the alchemical bonus increases by +2. When an injection wears off, the imbiber is sickened for five minutes. The venomancer is not immune to the sickness induced by partaking of her own injection. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of injections. Harvested injections go inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

Ghoulish Hunger: The scent of rotting flesh and brittle bone is a sweet one to the venomancer, and her body yearns for the tang of ooze and pus. When attacking a creature afflicted with one of more of her poisons or diseases, the venomancer’s euphoric frenzy causes her natural weapons to deal +2 damage for each of the venomancer’s diseases contracted by the target, and for each separate ability score that has been dealt at least one point of damage by the venomancer’s poisons or diseases.

Harvest Toxin: The average evolutionist produces highly sensitive poison – potent upon delivery, but rendered inert mere seconds after exposure to air. This evolution allows the venomancer to produce limited quantities of a much more refined and stable toxin, allowing her to ‘milk’ her own toxins to aid her allies or facilitate more subtle delivery methods than envenomed claw and fang. The venomancer can produce a number of doses of poison or disease each day equal to her daily poison uses. All milked poisons and diseases can be delivered through ingestion or injury, and go inert 24 hours after the venomancer produces them, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

Immortal Pestilence: Such is the potency of the venomancer’s toxins that they bring misery and weakness even to those beyond the ravages of mundane illness. The venomancer’s poisons and diseases may afflict even creatures normally immune to them, though immunity to poison or disease grants a creature a +4 bonus to all saving throws against the appropriate affliction.

Lethal Injection: The venomancer has mastered the deadly art of administering her poisons, and given the opportunity, can achieve deadly results with the smallest of doses. Whenever the venomancer scores a critical hit with a natural weapon carrying poison, the attack’s target automatically fails their saving throw against the substance and receives a number of doses of that poison equal to the natural weapon’s critical multiplier. This still only counts as a single use of poison for the purpose of depleting the venomancer's daily supply.

Plague Cyst: For some venomancers, it is not enough that their vile essence can lay low any foe that dares oppose them. For these dark-minded few, their work cannot be considered complete until entire towns are brought to their knees. At any time, as a free action, the venomancer may begin gestating a plague cyst within themselves. It takes eight hours for a cyst to grow to maturity, though the venomancer need not devote any concentration to its development, or even be conscious. As a full-round action, the venomancer may expel a mature cyst into an unoccupied adjacent square. The Cyst is a Small object with hit points equal to half the venomancer's maximum hit points, hardness 5, and fast healing 1. Once the cyst is in place, it exerts a subtle, malignant influence over the health of those nearby. For every eight hours a creature spends within [100 * mutator level] feet of such a cyst, they must make a saving throw against one of the venomancer's diseases, chosen when she begins gestating the individual cyst. The venomancer may store a number of cysts internally up to a maximum of her constitution modifier, and there is no limit to the number of active cysts she may possess. No matter how many cysts they may be near, however, no individual needs to save against the same disease more than once every eight hours. Further, while potent, there is a steep price to harboring such horrifying instruments within one's body. Each mature cyst is readily visible as a grotesque, cancerous growth lurking just beneath the venomancer's skin, warning away any who might approach their pestilent forms. Each such cyst weighs 30 lbs (encumbering the venomancer as normal), and inflicts a cumulative -4 penalty to any Charisma based skill checks other than Intimidate made against any creature not immune to disease.

Physician’s Bane: The toxins of a venomancer seethe and roil with the very essence of decay, and do not take kindly to attempts by healers to remove them. Whenever an attempt is made to remove one of her poisons or diseases through magical means, the caster must make a caster level check with a DC equal to [10 + the venomancer’s Mutator Level]. If they succeed, the spell takes effect normally. If they fail, the disease or poison is not removed, and the caster must immediately save against each of the venomancer’s poisons and diseases afflicting the target of their healing magic, contracting (and in the case of poison, immediately taking damage from) each one they fail against. This is a supernatural effect.

Tainted Bile: The venomancer must possess the breath weapon mutation to select this ability. Whenever the venomancer uses her breath weapon, she may infuse it with one disease she is currently incubating. Any creature that takes damage from the breath weapon must make a saving throw against the disease, or contract it immediately.

Unclean Beast: The very flesh of the venomancer crawls with corruption, blighting those who would dare lay hands upon her with gouts of tainted blood and pus. The venomancer selects one natural weapon to which she has applied at least one poison mutation, allowing its taint to spread and suffuse her very flesh. Whenever an adjacent creature damages the venomancer with a melee attack, they must immediately save against any poisons the venomancer has applied to that natural weapon, as well as any diseases she is incubating, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. Poison applied in this manner does not count as expending one of the venomancer's daily poison uses. Additionally, the venomancer may deliver any disease through any natural weapon as if it were a contact disease.

Unstable Chemistry: The toxic cocktail brewing within the venomancer is remarkably volatile, prone to shifts and mutations that are unusually rapid even for an evolutionist. By focusing internally for two unbroken hours in a manner akin to meditation, the venomancer can exert enough control over this process to radically alter their internal chemistry. Upon exiting such a trance, the venomancer may immediately repurpose any number of their disease or poison mutations, allowing them to select different diseases, allocate different poisons to different natural weapons, or even change the composition of the poisons themselves. However, disease mutations may not be exchanged for poison mutations or vice versa, and neither may be exchanged for any other form of mutation.

Virulent Eruption: The venomancer’s toxins burst forth in putrid glory at her behest, ravaging their victim even as they contaminate those around him. As a standard action, the venomancer may force a single creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from each of the venomancer’s poisons or diseases with which they are afflicted. Regardless of the outcome of this save, each creature within 5 feet of the target must immediately save against each poison and disease with which the target is afflicted, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. This is a supernatural effect.

Visceral Servant: The venomancer must possess the Verdant Servant mutation to select this ability. The venomancer may select one of her natural weapons. Henceforth, up to [3 + Con mod] times per day, she may implant a malignant seed within her target when she deals damage with that natural weapon. Treat this as a disease with an incubation period of 1d4 rounds, at the end of which the infected creature must begin making a fortitude save against the usual DC of the venomancer's diseases on each of their turns. If the infected creature makes three successful fortitude saves, the seed is destroyed by their natural resilience. If the infected creature fails a save, however, the seed rips itself free of their flesh, spawning a Verdant Servant in a random adjacent square. The venomancer may, as a swift action, take control of a servant spawned in this manner, at which point it may be commanded and counts normally against her limit of active servants. Otherwise, the newly created servant mindlessly attacks the nearest creature (other than the venomancer) each round for one minute, or until it is destroyed, at which point it collapses into a heap of viscera and tangled plant matter.

Wretched Air: The venomancer must possess the Stench mutation to select this ability. Whenever a creature fails its save against the venomancer’s Stench, it must immediately make a second save to avoid contracting and immediately taking damage from one of the venomancer’s diseases. If the venomancer carries more than one disease, she may choose which one to apply each time she manifests her Stench. The venomancer may still manifest her stench without applying any diseases, if she wishes.

Noctis Vigil
2012-09-07, 02:37 AM
The Venomancer

*snip*

Thank you.

That is all.

Draken
2012-09-08, 11:03 AM
Aaaaand changelog!


Elemental mutations are up.
Construct perfection has been nerfed changed.
Natural invisibility has been nerfed had his second and third repurchase benefits switched around.
Fey perfection has been nerfed. No more at-will miracles. It was funny while it lasted but it was not meant to stay.


I think that is it!

radmelon
2012-09-08, 11:44 AM
How long does the Fire Archon teratomorph damage increase last? RAW it's permanent, which I doubt you meant.

Draken
2012-09-08, 11:50 AM
How long does the Fire Archon teratomorph damage increase last? RAW it's permanent, which I doubt you meant.


•Archon (Requires any elemental subtype): The evolutionist is a paragon of elemental power. His attacks that deal energy damage ignore energy resistance and deal 50% damage to immune creatures. Furthermore, his energy attacks gain a special effect depending on his subtypes, all of these effects last until the end of the evolutionist’s following turn:
Filler text.

radmelon
2012-09-08, 11:52 AM
Ah, thanks, hadn't noticed that. I think the source of my confusion is that the earth archon ability does mention a duration, and got mixed up. :smallredface:

Faerieheart
2012-09-08, 11:58 AM
What stat doe the elemental teratomorph that grants supernatural spell like abilities use? Are they con or charisma based? It just says use default, but default says to use whichever stat the abilities names. It doesn't name any.

Draken
2012-09-08, 12:11 PM
What stat doe the elemental teratomorph that grants supernatural spell like abilities use? Are they con or charisma based? It just says use default, but default says to use whichever stat the abilities names. It doesn't name any.

I have added some clarification to it, but it is safe to assume that whenever spell-like abilities are mentioned they are based on charisma (and psi-likes on intelligence).

Faerieheart
2012-09-08, 12:22 PM
Main reason I was asking is because all the elemental breath weapon, and nimbus, ect are based on con, and you made these into supernatural rather than spell like abilities.

Cool good to know, charisma it is

Gideon Falcon
2012-09-08, 12:23 PM
The Elemental Mutations were well worth the wait. They made me squee in nerdish delight at their awesomeness. I expect the Elemental Bomb will be a favorite among Elemental Mutators.

Gideon Falcon
2012-09-12, 01:12 PM
You know, I think yous should be able to put slam attacks on the frontmost pair of legs, ala the kangaroo. Indeed, perhaps it might be easiest to make the slam an augmented unarmed strike.

Draken
2012-09-12, 01:27 PM
You know, I think yous should be able to put slam attacks on the frontmost pair of legs, ala the kangaroo. Indeed, perhaps it might be easiest to make the slam an augmented unarmed strike.

By all means, you can. Nothing in the text says that the attacks need to be tied to the anatomies that limit the number of times they can be taken.

Sure, you will be left with a pair of arms that for nondescript reasons can't receive claws or slams, but nothing is perfect.

Gideon Falcon
2012-09-12, 02:30 PM
Another thing, with the Evolutionist Anomaly; it seems thematically appropriate to give it the option of changing size with its chimerisms, but that option isn't given. Perhaps include a higher-level ability that allows the Size Increase/Decrease teratamorphisms to be tied to the chimerisms?

ArkenBrony
2012-09-12, 06:43 PM
i noticed something with the elemental ascendency and perfection, they give elemental resistance and immunity respectively, yet with the mutation energy resistance, you can have immunity to the element by 5th level, so i would either change what the elemental does, or give a limitation to energy resistance (limit to how often it can be taken, or push back the elemental immunity)

Draken
2012-09-12, 07:53 PM
i noticed something with the elemental ascendency and perfection, they give elemental resistance and immunity respectively, yet with the mutation energy resistance, you can have immunity to the element by 5th level, so i would either change what the elemental does, or give a limitation to energy resistance (limit to how often it can be taken, or push back the elemental immunity)

Uh... Elemental perfection does not give immunity at all.

ArkenBrony
2012-09-12, 08:36 PM
Uh... Elemental perfection does not give immunity at all.

sorry, my mistake, but still, ascendancies ability to give 10 resistance to energy seems like it is given a little bit too late to be useful

Draken
2012-09-12, 09:02 PM
sorry, my mistake, but still, ascendancies ability to give 10 resistance to energy seems like it is given a little bit too late to be useful

Some ascendancies and perfections provide benefits that you have to build around to make full use of. It is noteworthy, however, that the elemental and plant ascendancies are particularly weak due to the types themselves providing some severe benefits (critical immunity, for starters).

Further, while yes, you can get immunity to energy damage as early as level 5 (here I was sure it took 35 resist to get immunity, uh, wonder when I changed it, might revert it to 35 again), actually doing that isn't a great idea, since resist 20 will on average block all damage until... 7th level. And droping that many mutations into a single specific defense so early is a very unsafe proposition unless you are adventuring on the elemental plane of fire.

ArkenBrony
2012-09-12, 09:08 PM
Some ascendancies and perfections provide benefits that you have to build around to make full use of. It is noteworthy, however, that the elemental and plant ascendancies are particularly weak due to the types themselves providing some severe benefits (critical immunity, for starters).

Further, while yes, you can get immunity to energy damage as early as level 5 (here I was sure it took 35 resist to get immunity, uh, wonder when I changed it, might revert it to 35 again), actually doing that isn't a great idea, since resist 20 will on average block all damage until... 7th level. And droping that many mutations into a single specific defense so early is a very unsafe proposition unless you are adventuring on the elemental plane of fire.

true enough, i guess you are right, i just noticed it when i was making a character with this, though i guess you've thought these over quite a bit, and now i understand more of why its like it is, thank you

ArkenBrony
2012-09-14, 04:02 PM
so, now that you're done with the class, what are your plans?

Draken
2012-09-14, 04:24 PM
so, now that you're done with the class, what are your plans?

I've got a few prestige classes in the works, a couple of ideas for completely unrelated base classes and a fighter fix too in its most basic formation stages.

EdroGrimshell
2012-09-14, 04:41 PM
I've got a few prestige classes in the works, a couple of ideas for completely unrelated base classes and a fighter fix too in its most basic formation stages.

What about other mutators? I'd love to see a Shifter style mutator.

Draken
2012-09-14, 05:21 PM
What about other mutators? I'd love to see a Shifter style mutator.

Have given it some thought, but it would be a much different beast from the evolutionist, namely with severely limited acess to basic mutations and no access whatsoever to spell-like and psi-like mutations. Hur hur, free access to every Wiz/Sorc and Drd spell ever of 6th level or lower.

ArkenBrony
2012-09-14, 05:22 PM
there should be a contest for a evolutionist progression, like a build based on a criteria given

Hanuman
2012-09-17, 08:55 PM
http://www.d20pfsrd.com/magic/spellblights#TOC-Negated

Now THIS is a negaton shield!
What would be really cool is a mutated feature able to apply this to yourself at-will for X turns, it's defensive and pretty much self-balanced but may need some tweaking.

Draken
2012-09-18, 12:37 AM
Negaton is a joke with a term I like to use (mix negative with megaton for the implication of a whole lot of negative energy).

It's overall function remains energy resistance for positive and negative energy.

----

And it is not really all that self-balanced if you don't have to be a spellcaster. It just turns into temporary spell resistance with a side-effect that you don't really care about. Kinda like going incorporeal and then being shot with a ray of enfeeblement. It doesn't do anything.

Hanuman
2012-09-18, 04:00 AM
Less Flat:
SR5 + (2.5x Highest Spell Capable)

No Flat:
SR0 + (3x Highest Spell Capable)

Hanuman
2012-09-20, 06:34 AM
Is there a minimum, maximum and average mutations per evolutionist level table somewhere? Have any data related?

I'm trying to gauge the exact mutations/level curve for another project.

Draken
2012-09-20, 07:59 AM
From levels 1-9 it will total a minimum of 2+(X*3) where X is the level.

Level 10-19, 4+(X*3).

Level 20 is 66 mutations minimum.

Taking great changer on all feats totals another 14 mutations (16 if human or some other source of an appropriate bonus feat). Spaced out over their standard levels.

The Extra mutations teratomorphism can add another 3 mutations at every level that Teratomorphisms are gained.

There are a lot of potential permutations, but the absolute maximum is a Human Aberration Ascendant, taking Great Changer on every feat slot and Extra Mutations on every Teratomorphism slot. This yelds a total of 106 mutations.

Hanuman
2012-09-20, 08:19 AM
Lowcast Spell Level/Class Level
0/1
1/2
2/4
3/8
4/10
5/13
6/16

Lowcast Power Level/Class Level
1/1
2/4
3/7
4/10
5/13
6/16

Baseclass Level / Spell Level Gain / Class Pool Variables / Average
1 / 0 / 4-11 / 7.5
2 / 1 / 7-14 / 10.5
4 / 2 / 13-23 / 18
8 / 3 / 25-38 / 31.5
10 / 4 / 31-45 / 38
13 / 5 / 37-64 / 50.5
16 / 6 / 46-76 / 61

Baseclass Level / Power Level Gain / Class Pool Variables / Average
1 / 1 / 4-11 / 7.5
4 / 2 / 13-23 / 18
7 / 3 / 22-33 / 27.5
10 / 4 / 31-45 / 38
13 /5 / 37-64 / 50.5
16 / 6 / 46-76 / 61

Evo Level / Base Mut / +Ter
1 / 5 / 5
4 / 14 / 17
7 / 23 / 29
10 / 34 / 43
13 / 43 / 55
16 / 52 / 67

Baseclass and pool are components to my next class, I've got some tables pre-rolled and am comparing.

I think this should be accurate, I'm seeing muts about 80% of pool avr in advancement.

Draken
2012-09-21, 11:15 PM
Gotta admit that I don't really have a shade of a clue of what all those numbers end up meaning.

Hanuman
2012-09-21, 11:29 PM
Level comparisons for Half-cast advancement such as bard, half psi such as psiwar, then comparisons for my pool min, max and average.

Last one is mutations/level, then what teratomorph adds.


Here's a good question:
Is there any mutator ability that is dangerous to balance in combination with other effects that are not granted by the mutator?

Draken
2012-09-22, 01:12 AM
Barring Gestalt, which throws the chassis limitations out of whack, nothing I can think of. Most abilities the evolutionist would have to multiclass to acquire are either deep down into other classes (meaning you probably dipped evo) or more exotic things that you probably don't build around, just accept as perks (or... Well... Whole mechanics of other classes, I guess).

Hanuman
2012-09-22, 01:39 AM
Funny you should say that :smallbiggrin:

Anything scream danger when mashed together with other class abilities or other class mechanics? I'm working a masher into draft right now.

Draken
2012-09-22, 08:27 AM
Funny you should say that :smallbiggrin:

Anything scream danger when mashed together with other class abilities or other class mechanics? I'm working a masher into draft right now.

Pounce and Rake are sufficient multipliers for any charging build. Any other classes added to those for an ubercharger are utterly excessive.

Granted most classes that provide bonuses to charging ('sup Cavalier) are utterly excessive in their lonesome.

Gideon Falcon
2012-09-22, 09:46 AM
Two potential feats:

Awesome Bash
Prerequisites: Awesome Blow, Size Large or larger, Slam natural attack, Bash Mutation
Benefit: You may use the Bash ability and Awesome Blow as part of the same full-round action attack. If you do so, your Awesome Blow feat treats you as one size category larger for each iteration of the Bash mutation you have.

Ruinous Throw
Prerequisites: Awesome Bash, Rock Throwing mutation
Benefit: When you knock an enemy back using Flinging Throw, if the enemy could land in a space containing another target, you may use the flung enemy as a Rock Throw, making an attack roll and dealing damage as normal.

Draken
2012-09-22, 10:25 AM
Two potential feats:

Flinging Blow
Prerequisites: Awesome Blow, Size Large or larger, Slam natural attack, Bash Mutation
Benefit: When using the Bash ability, your Awesome Blow feat treats you as one size category larger for each iteration of the Bash mutation you have.

Ruinous Throw
Prerequisites: Flinging Blow, Rock Throwing mutation
Benefit: When you knock an enemy back using Flinging Throw, if the enemy could land in a space containing another target, you may use the flung enemy as a Rock Throw, making an attack roll and dealing damage as normal.

First feat doesn't work. Delivering an Awesome Blow is a standard action and Bashing is a Full Round action (even if you have an extra standard action you are still performing separate actions).

Gideon Falcon
2012-09-22, 12:01 PM
Ah, I see. Editing now...

Draken
2012-09-22, 12:41 PM
That feat remains objectively inferior to Knockback (RoS, pg. 142), which does essentially the same for... Well, one less feat. Also more accessible prerequisites.

xenosus
2012-09-22, 03:46 PM
is this home brew? if not could u give me which book it is in? cus if it isn't home brew i could use it in a friends campaign

Draken
2012-09-22, 05:27 PM
(Gaming>Homebrew Design)^(It is illegal and against forum rules to post whole sections of book material) = This is homebrew.

xenosus
2012-09-22, 06:42 PM
ah, sorry, wasn't paying attention to the top of the thread honestly. Maybe if I show him it, I'll be able to use it for a later character. Worth a shot huh?

radmelon
2012-09-22, 06:55 PM
ah, sorry, wasn't paying attention to the top of the thread honestly. Maybe if I show him it, I'll be able to use it for a later character. Worth a shot huh?

Well, seeing as this is the homebrew section of the board, you can reasonably assume that everything you see here is homebrew.

Draken
2012-09-22, 06:56 PM
ah, sorry, wasn't paying attention to the top of the thread honestly. Maybe if I show him it, I'll be able to use it for a later character. Worth a shot huh?

The sooner you can break your party into the wonderful world of (well made) homebrew, the better.

Gideon Falcon
2012-09-27, 03:15 PM
For future prestige classes you can do, why not make a PrC for Evolutionist/Xenoalchemist, with Kellus' absolutely brilliant graft system?

Omnicrat
2012-09-28, 02:15 AM
For future prestige classes you can do, why not make a PrC for Evolutionist/Xenoalchemist, with Kellus' absolutely brilliant graft system?

Man, add in gramarie, have circuits that control chassi who take levels in evolutionist a la dreamcatchers, then get a DM to allow mutations to be harvested as grafts...

:biggrin:

Draken
2012-09-28, 07:59 AM
For future prestige classes you can do, why not make a PrC for Evolutionist/Xenoalchemist, with Kellus' absolutely brilliant graft system?

I have been trying to think of good mechanics for this but, like my attempt to go for a Blood King PrC, it tends to get excessive very quickly.


Man, add in gramarie, have circuits that control chassi who take levels in evolutionist a la dreamcatchers, then get a DM to allow mutations to be harvested as grafts...

:biggrin:

Harvesting mutations for grafts is pretty much all that a xenobiologist-evolutionist would get to do that is unique. For the most part, Gramarie is completely unrelated to the playstyle that the evolutionist class offers (which is closer to the Harrowed and the Ozodrin, between which there are primarily thematic differences), so there is very little overlap zone to play with.

Very little does not mean no overlap that can be used. Said overlap happens to exist in BIOY 101 and the Budding Creation mutation (as well as its builder ups), a PrC based on these two classes would wind up as a sort of Zerg-GLaDOS thing, most likely. But it will take very long to come out since it would be exceedingly complex. And focus on base-building, somewhat.

Volthawk
2012-09-28, 08:06 AM
For the most part, Gramarie is completely unrelated to the playstyle that the evolutionist class offers (which is closer to the Harrowed and the Ozodrin, between which there are primarily thematic differences), so there is very little overlap zone to play with.

Very little does not mean no overlap that can be used. Said overlap happens to exist in BIOY 101 and the Budding Creation mutation (as well as its builder ups), a PrC based on these two classes would wind up as a sort of Zerg-GLaDOS thing, most likely. But it will take very long to come out since it would be exceedingly complex. And focus on base-building, somewhat.

Ooh, that sounds like it would be awesome.

Hanuman
2012-09-28, 09:59 PM
Relevant to the evolotionist:
https://www.youtube.com/watch?v=jKLK9zFiVII


Very little does not mean no overlap that can be used. Said overlap happens to exist in BIOY 101 and the Budding Creation mutation (as well as its builder ups), a PrC based on these two classes would wind up as a sort of Zerg-GLaDOS thing, most likely. But it will take very long to come out since it would be exceedingly complex. And focus on base-building, somewhat.

PrCs are plain gross to me, that's why I'm trying to make a class that never has to go into one.

J-H
2012-09-29, 02:33 PM
This class is awesome...maybe a bit too much so? If I ever get to play pnp, I want to run this.

So here's my attempt at making one playable from 1 to 10.

Goals: Batman-style character - the ability to do a pretty good amount of damage while being enough of a generalist to be useful in any situation.... combined with being unreasonably hard to kill. There's nothing wrong with being an Eldritch Abomination as long as you're Good-aligned, right?

Resources: D20SRD and this thread
Base: Human, 28pb
I was originally thinking halfling would be cool (more motivation to adapt/grow better) but the weak base means that the evolutionist should start with every advantage he can get

STR 14
DEX 15
CON 12
INT 12
WIS 14
CHA 8

Skills invested in: Can max out 4 skills... distributing points into 4 general categories. %s give approximate % of the points distributed to each category.
Mobility: 1/5
Balance (50%)
Escape artist (50%)

Knowledge: 1/5
Knowledge (Dungeoneering) 33%
Knowledge (Arcana) 33%
Knowledge (Nature) 33%

Stealth: 1/5
Hide+MS (50%)

Perception: 1/5
Listen (maxed)

Levels 1-5:

I'm assuming you can choose mutations & feats in whichever order you want, to both qualify for & select a feat at the same level.
L1
Feat: Blind Fight
Feat: Improved Toughness
Improved Unarmed Strike
Monster Sage
Mutations (5):
Evolve Resilience
Adherent Hands (1st)
Natural Armor +2
Tentacle x2, bludge
Powerful Form

L2
Mutations (3):
Adherent hands (2nd)
Evolve Combat Instinct (1st)
Web
Teratomorph I: Dire Body

L3
Feat: Multiattack
Mutations (3):
Tentacle x2, slash
Evolve Combat Instinct

L4 The really good stuff starts
Stat: STR+1
Mutations:
Fast Healing (1st)
Damage Reduction
Extra Arms

L5
Mutations:
Pounce
Evolve Combat Instinct (3rd)
Natural Armor (2nd)
Teratomorph 2:
Amorphous 1

Cumuluative Mutation effects:
+1 HP/level
Climb speed 10'
+1 to-hit
+3 BAB
+5 Natural Armor
+1 STR, +1 on STR checks
Tentacle x2, bludge, 1d4
Tentacle x2, slash, 1d4
Intimidate check bonus equal to Mutator level
Web x3/day
Fast Healing 1
DR 3/Magic
2 extra arms
+4 to escape artist checks, +1 size category grappling, -1 size category for fitting in small spaces
25% chance to ignore precision damage
Pounce

Stats:
STR 16
DEX 15
CON 12
INT 12
WIS 14
CHA 8

Naked stats except for handaxes:
BAB 5
Fort 2
Will 3
Reflex 2
AC 17
4 arms, AB 0/-4/-4/-4, handaxes, 1d6+3, 1d6+1 x 3
2 tentacles, slash, AB 8 1d4+3 slash
2 tentacles, slash, AB 6 1d4+1 bludge

The ability to climb straight up walls, move 35' per round, charge 70+' per round, and full attack (6 attacks) at the end of a charge

Levels 5-10

L6
Feat: Multiweapon Fighting [reduces penalty to -4/-4, or -2/-2 if light weapons are used]
Mutations:
Elemental Resistance (acid)
Elemental attack (acid 1d6, slash tentacles)
Evolve Fortitude [save +2]

L7
Mutations:
Evolve Combat Instinct (4th)
Change Shape
Energy Resistance: Fire [to avoid the "kill it with fire" types]

L8
Stat: Strength
Mutations:
Elemental attack (fire 1d6, bludge tentacles)
Dimension Door
Fast Healing (2nd)
Teratomorph 3:
Regeneration 1

L9
Feat: Stunning Blow
Mutations:
Evolve Combat Instinct (5th)
Slime
Natural Invisibility

L10
Mutations:
Warped Visage
Paralysis (tentacle set 1)
Paralysis (tentacle set 2)
Mutant Ascendancy: Magical Beast [all natural weapons are now enhanced at 1/4 mutator level]

Cumulative:
STR 17
DEX 15
CON 12
INT 12
WIS 14
CHA 8

BAB 10, and a +1 to hit from mutations

120hp
Fort 6
Will 5
Reflex 5
AC 17, 5% miss chance, dr 3/magic, resist 5 damage, acid & fire

4 arms, AB 9/4/9/9/9, handaxes, 1d6+3 x2, 1d6+1 x 3
2 tentacles, slash, AB 13 1d4+5 slash, 1d6 acid, paralysis
2 tentacles, slash, AB 11 1d4+3 bludge, 1d6 fire, paralysis

Fast healing 4, regeneration
Invisibility & Dimension door once every 5 rounds
10' climb speed
35' base speed
Pounce
Slime (1d6 damage guard)
Web 3x/day
+4 to escape artist checks, +1 size category grappling, -1 size category for fitting in small spaces
25% chance to ignore precision damage


Looking at this list I'm thinking this is a Tier 1-2 class... beats out all of the non-magic users except for skill uses like B&E or being the party face, and it has a reasonably good chance of giving even wizards a lot of trouble due to the ability to go invisible, dimension door, grapple, paralyze, etc. I wasn't even optimizing for that - I just wanted to have 9 attacks per round :-P

It's game over for just about anything vs. this guy in a grapple.

Draken
2012-09-29, 05:09 PM
It is a high tier 3 to lower tier 2 (only reaches tier 2 lategame, however), actually. The evolutionist doesn't really have the raw power to barge into tier 2 and it certainly doesn't have what it takes to go into tier 1. Grappling is one of the best tactics for him (or for anyone who has abilities to boost it, really, grapple is very powerful), but it shorts out when FoM hits the table (until you grab a dispel SL or PL anyway, but that only works for the spell).

I made the evolutionist to be easy to hit a certain functionality floor (read: the class auto-optimizes to a certain degree, much like initiators do) and worked to leave as few "traps" as I could.

Your build is actually kind of on the weak side. The attack routine is poorly optimized (the attack modifiers are wrong, by the way) and the damage output is very low for 10th level (but my opinions may be skewed due to the nature of the campaign I currently play in). I am quite positive that a binder of the same level can do most of what was listed. The defenses are objectively inferior to what most classes of the same level would be boasting.

Last but not least, you misconsidered the interaction of mutations. Two pairs of tentacles act as a single set of natural weapons for all intents and purposes, even if they are gained at separate levels.

The only thing there that won't be found anywhere else is the fast healing, but that poses a very minor combat advantage. Combined with dimension door and invisibility it could make a great skirmisher type, but that is not as functional a strategy for PCs as it is for NPCs, and even then, again, the damage is sorely lacking and suffers grievously from any applicable DR or energy resistance too).

J-H
2012-09-29, 08:42 PM
I'm not very familiar with most of the non-OGL content, sorry. Compared to the PHB type classes it's pretty powerful. Keep in mind that the numbers I was giving at level 10 were gearless - add some +4 gear, resistance rings, armor, magic weapons, etc., and he's in good shape.

Here's why I thought each set of tentacles was treated as different:


If the evolutionist has multiple sets of the same natural weapon, only one group (one bite, one pair of claws, etc) can be the primary.

Draken
2012-09-29, 09:30 PM
I'm not very familiar with most of the non-OGL content, sorry. Compared to the PHB type classes it's pretty powerful. Keep in mind that the numbers I was giving at level 10 were gearless - add some +4 gear, resistance rings, armor, magic weapons, etc., and he's in good shape.

Here's why I thought each set of tentacles was treated as different:

Uh. Glaring mistake. Fixed.

Hanuman
2012-09-30, 02:54 AM
How about grapple in pathfinder's CMB/CMD? Is it still lordly?

Volthawk
2012-09-30, 03:18 AM
When using the Force Barrier construct mutation, how long after taking the standard action does the shield bonus last?

Draken
2012-09-30, 09:34 AM
It remains up for as long as you like. Which admitedly makes the action to turn it on silly, since there is absolutely no reason to ever turn it off.

Hanuman
2012-09-30, 09:46 PM
It's removed with an AMF or anything that counters Su, so you'd need to raise shield again after it's dropped.

Heh, reminds me of EMP and protoss kinda.

Gideon Falcon
2012-10-01, 08:23 AM
Most things that counter Su abilities only suppress them, meaning they automatically resume when the effect ends.

Also, an idea for a Plant mutation:

Psionic Creation [Psi]
Prerequisites: Verdant Servant mutation, any Psi-like ability
Benefit: You may select Psi-like ability options from the Astral Construct menus when creating your Verdant Servants.

Draken
2012-10-01, 08:37 AM
Most things that counter Su abilities only suppress them, meaning they automatically resume when the effect ends.

Also, an idea for a Plant mutation:

Psionic Creation [Psi]
Prerequisites: Verdant Servant mutation, any Psi-like ability
Benefit: You may select Psi-like ability options from the Astral Construct menus when creating your Verdant Servants.

Verdant Servant doesn't allow those abilities explicitly so that it has some form of disadvantage over Astral Construct.

Rizban
2012-10-02, 01:56 AM
Is there a mutation to gain minions? I'd suggest this one :

Call of the Master
Prerequisite: Mutator level 6.
Ability Score: None
Benefit: Choose a creature with an intelligence score under 3 and no more than 2 HD, such as ravens or zombies. You can control up to 4 HD of these creatures. They will come to you spontaneously and will obey your commands in the limits of their Intelligence score. If they die, others will take their place.
Further Mutations: Every time this mutation is taken, you can control 4 more HD of creatures. The character does not have to choose the same creature again. This mutation can be taken once per two mutator levels.I know you said no to this already, but I can't get the image of a plant mutator who looks like a tree walking around with attack pigeons in his "branches." I want to see something like this put in just for this image.

Hanuman
2012-10-06, 09:30 PM
^
How quickly are they replaced? Instantly?

Draken
2012-10-06, 10:52 PM
My main problem with that mutation is that it is pretty much the 3.0 druid animal companion. Which was kind of strong. And that one is strictly better.

There are other options for modeling what is being asked. Verdant Servant, Create Spawn (the whole undead set can have its flip switched to become a deathless set, for a nicer look) or maybe just simply Spell-like abilities (summon swarm, summon nature's ally, creeping doom).

But the proposed ability has just too many holes in it that need patching to avoid utter brokenness (not necessarily overpowered brokenness, like Hanuman said, there are usability issues with it as is).

Hanuman
2012-10-07, 12:01 AM
I recommend limiting the amount of creatures that it can summon total, and instead offer swarm options. I can see a 10th level evolutionist having close to 50 separate creatures using aerial combat rules. Nightmare for DMs.

Druid's animal companions are much more powerful than a single creature of the equivalent HD as Call of the Master, but a 6HD ape with +2 - +5 to all rolls/saves/checks (pathfinder has better companions) that is a major pain in the arse when it dies is not really even comparable to 16 tiny vipers that respawn at an indeterminate rate, and at level 10 that's one 9HD ape vs 50 tiny vipers.

Technically, it says creature so it doesn't have to be animals at all, it can be clockwork menders with a 1d8 heal to constructs 1/day each, and you get 8 of these every 2 levels for the cost of 1/6 of your mut pool.

That being said, I REALLY like this mutation, and I'd probably take it.

Hanuman
2012-10-21, 10:12 PM
Has the Rock Throwing mutation accounted for the stacking of increase size teratomorph + ant haul + bulls strength?

That could easily be a 350lb object throw as part of a multi-attack.

Draken
2012-10-21, 10:14 PM
Has the Rock Throwing mutation accounted for the stacking of increase size teratomorph + ant haul + bulls strength?

That could easily be a 350lb object throw as part of a multi-attack.

Rock throwing deals damage based on slam, not on the mass of the object being thrown.

Hanuman
2012-10-31, 10:55 AM
Extraordinaire

Bloodscent
Ability Score: None
Benefit: You may detect blood with your scent at 5 times your scent range, and grants a +4 to survival checks when tracking injured targets.
This augment works underwater equally well as long as you have a swim speed.

Draken
2012-11-08, 12:42 PM
Extraordinaire

Bloodscent
Ability Score: None
Benefit: You may detect blood with your scent at 5 times your scent range, and grants a +4 to survival checks when tracking injured targets.
This augment works underwater equally well as long as you have a swim speed.

That is really just a cheaper version of buying scent five times, range wise, but bonus-wise it falls short.

Also a few changes were made to Crush (nerf), Trample (nerf), rock throwing (buff!) and Tail Sweep (buff!).

ntg
2012-11-14, 05:56 PM
Thanks Draken for this awesome yet versatile class, I know it has been a lot of work for ya. I was wondering do you have a link or attachment that you could post to show all the current up-to-date information? If you have already addressed this, sorry for the dupe then.

Draken
2012-11-14, 06:24 PM
Thanks Draken for this awesome yet versatile class, I know it has been a lot of work for ya. I was wondering do you have a link or attachment that you could post to show all the current up-to-date information? If you have already addressed this, sorry for the dupe then.

You mean, a single post changelog kept updated constantly?

I did not do one of those.

ntg
2012-11-15, 01:19 PM
I was just looking for a way to have or download the entire updated file for the evolutionist class rather than searching/scrolling through 8 pages of stuff. Then as things are changed or updated, a new file would appear to reflect those changes. Thanks for assistance!

Gideon Falcon
2012-11-17, 08:51 PM
When he makes changes to the class, he makes them in the first few posts, if that's what you mean. The only thing you'd need to check for in the thread itself is for idiosyncrasies.

Draken
2012-11-18, 03:28 PM
Aye. No need to rifle through the pages of the thread, everything that is changed is changed in the first few posts and merely announced on the thread.

Speaking of, a few more changes (nerfs).

First things first, this one might affect the most people currently using the class, so I will make it more explicit.

There is now a hard cap in how many attacks you can get from the Natural Weapons mutation. This was kind of needed because... Well. The potential full attack routine one could get was at something like 48 attacks.

On the same vein, the Spores mutation (Plant list) was changed so that it cannot be used alongside other attacks in a full attack.

The ability that governs the save DCs of Poison has been changed from Constituttion to Constitution. I am certain this buff will help many poison users, since nobody has the Constituttion ability.

Rakes are now explictly called out as being secondary natural weapons.

Hanuman
2012-11-19, 07:33 AM
Isn't there already a cap on number of natural attacks in 3.5?

Also, why not allow the higher number of natural attacks but make them exponentially unlikely to hit?

Rizban
2012-11-19, 07:39 AM
Isn't there already a cap on number of natural attacks in 3.5?

Also, why not allow the higher number of natural attacks but make them exponentially unlikely to hit?I don't think so.

That's rewriting the core mechanic for natural attacks. It's much easier for people using the class to just use the existing rules for them than it is to try to write and learn all new rules.

Necroticplague
2012-11-19, 08:46 AM
Isn't there already a cap on number of natural attacks in 3.5?

Also, why not allow the higher number of natural attacks but make them exponentially unlikely to hit?

Nope, only the fact that natural attacks are normally hard to get, not given out like candy. Some 'brew breaks that by making natural attacks easy, but the class itself imposes a cap (take ozodrin as an example).The evolutionist should probably follow a similar example (though it's already limited by amount of body parts and the fact the not-body dependent ones have limits, so for a standard race their is a limit).

That's how it already works, unless you take a couple feats to alleviate it (which, let's be honest, anyone going for this many natural attacks is going to take at least those two, maybe a couple add-ons).

Draken
2012-11-19, 09:01 AM
Nope, only the fact that natural attacks are normally hard to get, not given out like candy. Some 'brew breaks that by making natural attacks easy, but the class itself imposes a cap (take ozodrin as an example).The evolutionist should probably follow a similar example (though it's already limited by amount of body parts and the fact the not-body dependent ones have limits, so for a standard race their is a limit).

That's how it already works, unless you take a couple feats to alleviate it (which, let's be honest, anyone going for this many natural attacks is going to take at least those two, maybe a couple add-ons).

This.

The body part limit was not working, however. Since the class itself gives a way to increase the number of body parts avaiable. Plus, there are the extraordinaire mutations that give additional attacks linked to no specific body parts (Rake, Spines and Spores, to be precise)

Everything was adding up to a potential build that was little more than a deathball of sharp and heavy bits. So I imposed the hard limit.

I may add a feat to increase the limit.

inuyasha
2012-11-21, 07:39 PM
I am actually making a Daelkyr half blood character to playtest this class. :smallbiggrin: hes a complete monster. Thank you Mr. Draken :smallcool:

Draken
2012-11-22, 12:21 AM
Glad to be of use.

Changelog

So, one thing was pointed out to me some time ago. Construct teratomorphisms kinda sucked.

So I redid them. Now there are six different teratomorphisms there, instead of two kinda subpar ones. They might need nerfs, depending on general opinions.

Necroticplague
2012-11-22, 08:53 AM
Heh, Heh. Looking at the new teratomorphisms gave me a funny mental image, since you could become an inanimate object with your mutations still present. "Why does this chair have tentacles and spikes sticking out of it?"

Rizban
2012-11-23, 12:30 PM
Heh, Heh. Looking at the new teratomorphisms gave me a funny mental image, since you could become an inanimate object with your mutations still present. "Why does this chair have tentacles and spikes sticking out of it?"

I read this and immediately thought of this (http://www.youtube.com/watch?v=XnS49c9KZw8).

1
Mutations:
Arcane Container [Spell-like]
Prerequisite: Spell resistance, Mutator level 2.
Ability Score: None
Benefit: When a spell fails to overcome the evolutionist’s spell resistance he may, as an immediate action, absorb the spell and store it to use himself at a later time. The evolutionist can store only a single spell at a time and may only absorb spells of up to 1st level.
The spell remains stored until the evolutionist uses it. He may lose the spell as a free action in order to open space for a different spell if he wishes. Using the stored spell is a standard action, the spell is treated as if cast by the original caster in all aspects (caster level, save DC, etc) other than target and origin, the origin being the evolutionist and the target being set by the evolutionist.
Further Mutations: Each time this mutation is taken after the first, the evolutionist may contain spells one level higher than 1st. This mutation can be taken once per two mutator levels.Does taking this multiple times allow you to store more than one spell or only increase the level of spells you can store?

Draken
2012-11-23, 02:51 PM
Only increases the maximum level that can be stored.

Hanuman
2012-11-23, 05:41 PM
I really like the new construct evolutionist options, and I may play one some day. I've already made a construct evolutionist NPC in one of my on-pause campaigns I'm DMing, it's helpful and in a dungeon the PC's are outside of but have not found yet... though it's the most favorable way out of their situation.

Volthawk
2012-11-24, 02:44 PM
When enchanting Arms/Armour of the Outer Planes, do you take the innate enchantment bonus into consideration when working out the cost (ie if your mutator level gives your Arms of the Outer Planes a +1 enchantment bonus and you want to add on a +1 enchant, do you pay as if it's a +1 weapon or a +2 weapon?)

Rizban
2012-11-24, 03:10 PM
Since weapons can only go up to +10, and it says you can get up to +10 additional enhancements, my guess would be that the crafted part of the weapon isdetermined entirely separately from the class feature part.

Draken
2012-11-25, 11:25 AM
Rizban is correct. Due to the innate enhancement bonus, the weapons and armor qualify for enhancements, and then you can apply up to +10 of other magical effects to the items. A relatively small bonus given that anyone with access to magical weapon and armor crafting will be shooting for a +1/+9 weapon with greater magical weapon tackled on it.

Changelog

Class skills mildly changed.

New extraordinaire mutation: Barbs.

Hanuman
2012-11-25, 12:37 PM
My evolutionist player is going to love barbs... he already has poison disease soulwounding quills and spines. Really nasty.

Anything for gaining immunity to poisons or diseases? Heroes of horror has a feat to grant immunity to 1 disease and +2 saves vs. all others. I think evolving immunities to biological invasion is pretty in-line with adapting.

Draken
2012-11-25, 03:04 PM
My evolutionist player is going to love barbs... he already has poison disease soulwounding quills and spines. Really nasty.

Anything for gaining immunity to poisons or diseases? Heroes of horror has a feat to grant immunity to 1 disease and +2 saves vs. all others. I think evolving immunities to biological invasion is pretty in-line with adapting.

All the status effects. All of them.

The Disease mutation provides immunity to the chosen diseases. There are a number of ascendancies (feat granted anyway) that give poison/disease immunity due to the new type.

Selinia's Venomancer is probably to his liking. Also, Stench+Fragrance+Grove(Miasma), with one of the venomancer's special abilities is something that is going to be done by a friend in a game I am playing.

Weapons of mass destruction.

Draken
2012-11-27, 04:55 PM
Double post!

Changelog:

New sidebar added underneath Rank I teratomorphisms (default list) to clarify one thing.

New entry added on the basic description of mutations (second post), Granting Mutations, this is relevant to the Progenitor and to the following prestige class!


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

High Evolutionary

I seek to perfect life, not destroy it.
- Herbert Edgar Wyndham, High Evolutionary

Evolutionists are centered on a path of personal growth. The High Evolutionary is not as selfish, he has the power to improve any who are willing to accept his gifts, but these come at a price, eventually.

Prerequisites:
Skills: Knowledge (Arcana) 13 ranks, Knowledge (Nature) 13 ranks.
Feats: Iron Will, any two feats that grant access to additional mutation lists.

HD: d8


Level
BAB
Fort
Ref
Will
Features


1
+0
+0
+0
+0
Mutations, Evolutionary Touch, Latent Mutations


2
+1
+0
+0
+0
Mutations, Latent Teratomorphisms I


3
+1
+1
+1
+1
Mutations, The Evolutionary’s Will


4
+2
+1
+1
+1
Mutations, Latent Teratomorphisms II


5
+2
+1
+1
+1
Mutations, The Evolutionary’s Supreme Will


Class Skills (2 + Int Modifier): The high evolutionary can chose the class skills of any one of his base classes to be his class skills for this class, this choice cannot be changed.

Proficiencies: The high evolutionary gains no additional weapon or armor proficiencies.

Mutations: The high evolutionary gains four mutations per level.

Evolutionary Touch (Su): As a standard action, the high evolutionary can touch a creature and induce a controlled evolution much like that of an evolutionist. The recipient of this ability gains up to two mutations per class level of the high evolutionary, these mutations must be drawn from the mutations the evolutionary has or from those in his pool of latent mutations. No being can be the recipient of more than one use of this ability at any given time, even if from different high evolutionaries, only the most recent applies.
The mutations granted by this ability use the high evolutionary’s mutator level to determine the limit for how many times they can be taken, but use the target's hid dice as his mutator level to determine the power of the mutations. If the recipient is a mutator as well, mutations gained through this ability count against mutation limits along with his own mutations, and the evolutionary cannot cause any creature to have more instances of a given mutation than he himself has (either on his normal pool or on his latent mutation pool). The high evolutionary can use this ability on himself, but the only mutations he can take are those in his pool of latent mutations.
It takes one minute for these mutations to fully manifest and grant their benefits and their recipient is fatigued for that time, after they manifest, the mutations are permanent until altered or removed by another use of this ability by any high evolutionary. If the target is unwilling, the high evolutionary must succeed on a touch attack and the target is entitled to a fortitude save against the normal mutation DC, based on Charisma.
At fifth level, the high evolutionary can use evolutionary touch as a ranged touch attack with a range of 60 feet.

Latent Mutations: The high evolutionary receives four mutations each level that go to his pool of latent mutations. These mutations follow all the same rules for normal mutations (and count towards any limits along with his normal mutations), but do not give any bonuses to the high evolutionary.

Latent Teratomorphisms: At second level, the high evolutionary gains three latent teratomorphisms chosen from the list of rank I teratomorphisms. As with latent mutations, these teratomorphisms grant him no benefits, usually. Starting at this level, however, the evolutionary gains the ability to grant rank I teratomorphisms with his evolutionary touch. No creature can have more than one rank I teratomorphism gained through this ability at any given time.
At fourth level, the high evolutionary adds three latent teratomorphisms chosen from the list of rank II teratomorphisms to add to his pool. These teratomorphisms can also be granted by Evolutionary touch, and no creature can have more than one such teratomorphism at any given time (but they can have one rank I and one rank II teratomorphism granted by Evolutionary touch, however).

The Evolutionary’s Will (Sp): The gifts of the high evolutionary come at a price. Starting at third level, the evolutionary is treated as having a Status spell active on all recipients of his Evolutionary Touch who are within a one mile radius of him. As a standard action, he may attempt to charm any of these creatures as per the Charm Monster spell or implant a suggestion as the spell, both with a caster level equal to the high evolutionary’s mutator level. Both of these effects allow a will save to resist, with a DC equal to the normal DC for mutations, based on charisma. Any creature that successfully saves against (or whose spell resistance blocks) either of these effects becomes immune to further attempts for 24 hours, but the Status spell remains active.

The Evolutionary’s Supreme Will (Sp): The evolutionary demands and those who received his gifts must obey. At fifth level, the high evolutionary gains the ability to impose a Geas as the spell on a recipient of his evolutionary touch who is within one mile as a standard action. The caster level for this Geas is equal to the high evolutionary’s mutator level, unlike a normal Geas a target who does not follow the dictates of the evolutionary also suffers ability penalties as listed in Lesser Geas. If the spell resistance of a creature successfully blocks this ability, it becomes immune to the high evolutionary’s Geas for 24 hours.
A certain respite is granted to those who do the high evolutionary’s will, and any creature that successfully completes the task imposed by the Geas becomes immune to this ability for a whole month.

radmelon
2012-11-27, 07:24 PM
Okay, I like this PrC. Reminds me somewhat of the Swarmlord class by Lix Lorn.

Just to Browse
2012-11-27, 07:58 PM
So I was playing around with the evolutionist to see what I could break and I ended up writing this guy (http://www.myth-weavers.com/sheetview.php?sheetid=476154). I took an hour or so to do it (most of that being evolution choice and formatting), so it's not finished, but I found that the raw potency that this class offers is incredible--specifically the at-will casting you can pick up. I recommend imposing per-encounter limits of some kind instead of per-day, with harsher scaling, and implementing some sort of buff-persisting evolution for SLAs so characters can get persistent effects instead of racking up and ability and using it at-will every time the duration expires..


Orc Evolutionist 6, Level 6, Init +1, HP 48/48, Speed 30
AC 17, Touch 11, Flat-footed 16, Fort +6, Ref +5, Will +3, Base Attack Bonus 6/1
4 Claws +14 (1d4+3, x2)
Bite (Primary Weapon) +14/+9 (1d8+9, x2)
Chain Shirt (+4 Armor, +1 Dex), +2 Natural
Abilities Str 22, Dex 12, Con 14, Int 11, Wis 8, Cha 6

You make 6 attacks in a full attack, each dealing ~10 damage plus 1d3 Wisdom. You have pounce, at-will wraithstrike, and at-will invisibility. Go to town.

Rizban
2012-11-27, 11:23 PM
On the entry feat requirements, is there an ability to waive one of the Mutator feat requirements if the evolutionist has access to a special list due to his type? For example, if a Warforged Evolutionist wants to take this class, can he have only Iron Will and Plant Mutator due to having access to Construct Mutations due to his creature type?

Can a high evolutionary target himself with Evolutionary Touch? As written, it just specifies "a creature," allowing self as a valid target.

Also, is there a maximum number of creatures that can be affected, or can I affect all 200+ of my low level minions from Leadership plus anyone else in town? I could see having this guy mutate an entire village just for fun if there's no limit on the number of creatures.

Also, from a balance standpoint, I'd probably limit the ability to grant mutations to strictly the ones he chooses on his Latent Mutations/Teratomorphisms list. It makes a High Evolutionary pick his LMs with a bit more thought and prevents him from adding basically any mutation on the list to someone.

Other than that, I really like it. I have a certain artificer who would take this PrC in a heartbeat.

Draken
2012-11-27, 11:57 PM
So I was playing around with the evolutionist to see what I could break and I ended up writing this guy (http://www.myth-weavers.com/sheetview.php?sheetid=476154). I took an hour or so to do it (most of that being evolution choice and formatting), so it's not finished, but I found that the raw potency that this class offers is incredible--specifically the at-will casting you can pick up. I recommend imposing per-encounter limits of some kind instead of per-day, with harsher scaling, and implementing some sort of buff-persisting evolution for SLAs so characters can get persistent effects instead of racking up and ability and using it at-will every time the duration expires..


Orc Evolutionist 6, Level 6, Init +1, HP 48/48, Speed 30
AC 17, Touch 11, Flat-footed 16, Fort +6, Ref +5, Will +3, Base Attack Bonus 6/1
4 Claws +14 (1d4+3, x2)
Bite (Primary Weapon) +14/+9 (1d8+9, x2)
Chain Shirt (+4 Armor, +1 Dex), +2 Natural
Abilities Str 22, Dex 12, Con 14, Int 11, Wis 8, Cha 6

You make 6 attacks in a full attack, each dealing ~10 damage plus 1d3 Wisdom. You have pounce, at-will wraithstrike, and at-will invisibility. Go to town.

Spell-like ability centric builds are some of the strongest builds avaible, I will admit.

Maybe I should slap an ability prerequisite on spell-likes and psi-likes to make them MAD, at the very least. No balancing good rolls, as they say.

By the way, I can't find a reason why you have a second attack with your bite. The only method I know of that allows iterative attacks with natural weapons only applies to paired natural weapons.


On the entry feat requirements, is there an ability to waive one of the Mutator feat requirements if the evolutionist has access to a special list due to his type? For example, if a Warforged Evolutionist wants to take this class, can he have only Iron Will and Plant Mutator due to having access to Construct Mutations due to his creature type?

It's feat tax. I don't really plan to waive it for those with free access to an extra list at the moment.


Can a high evolutionary target himself with Evolutionary Touch? As written, it just specifies "a creature," allowing self as a valid target.

Yes.


Also, is there a maximum number of creatures that can be affected, or can I affect all 200+ of my low level minions from Leadership plus anyone else in town? I could see having this guy mutate an entire village just for fun if there's no limit on the number of creatures.

No limit. Make the world a better place, go to every town and slap a +7 charisma on every man and every woman. And then geas them all to do whatever you want.


Also, from a balance standpoint, I'd probably limit the ability to grant mutations to strictly the ones he chooses on his Latent Mutations/Teratomorphisms list. It makes a High Evolutionist pick his LMs with a bit more thought and prevents him from adding basically any mutation on the list to someone.

The problem with that is that mutations in the latent list count towards the High Evolutionary's (not evolutionist) mutations, so what this would do is block him from taking these mutations for his baseline setup and preventing him from using anything in his baseline setup (such as, likely, his ability boosters) on other recipients.

I should note that Evolutionary Touch and Latent Mutations are both based on Class Level not on Mutator Level. Evolutionary touch can grant up to 10 mutations at class level 5, and the Latent Pool has only 20 mutations at the same level.


Other than that, I really like it. I have a certain artificer who would take this PrC in a heartbeat.

An artificer?

Just to Browse
2012-11-28, 12:02 AM
Well don't let my criticism make you feel like you should cut down evolutionist SLA use. I think a spell or two is the best way to make a cool monster, and your scaling table is already pretty smart. My most specialist want is to see persistent spell-based buff support in the abilities.

Also, pounce seems really good... should that be a feat?

Draken
2012-11-28, 12:26 AM
Well don't let my criticism make you feel like you should cut down evolutionist SLA use. I think a spell or two is the best way to make a cool monster, and your scaling table is already pretty smart. My most specialist want is to see persistent spell-based buff support in the abilities.

Also, pounce seems really good... should that be a feat?

The persistent spell effect is, in a limited fashion, found in the Outsider mutations list.

In any case, persistant spell effects don't have many differences from at-will spell effects, when it is all said and done.

Pounce is an interesting ability. There are primarily two simple ways of acquiring it. 1 level of barbarian with a certain ACF, and polymorph into a variety of creatures. These are the fastest paths to pounce. There are many others, a number of them related to mounted combat, just to add insult to grievous injury (because clearly, charging for double damage is not enough, you need to attack multiple times for double damage each).

There are also a few feats that grant variants of it, such as Two Weapon Pounce (PHBII) and an epic feat that, like most epic feats, is actually pretty lame in comparison with many things that are avaiable much earlier.

Rizban
2012-11-28, 12:46 AM
The problem with that is that mutations in the latent list count towards the High Evolutionary's (not evolutionist) mutations, so what this would do is block him from taking these mutations for his baseline setup and preventing him from using anything in his baseline setup (such as, likely, his ability boosters) on other recipients.In my own defense, I corrected that before you posted the reply. :smalltongue:


I should note that Evolutionary Touch and Latent Mutations are both based on Class Level not on Mutator Level. Evolutionary touch can grant up to 10 mutations at class level 5, and the Latent Pool has only 20 mutations at the same level.Ah, yes, that makes sense. Just to be completely clear though, the Latent Mutations do nothing for you unless you apply them with the Evolutionary Touch ability, but the still count against your mutation level limits. Correct?


An artificer?I have an artificer character with the Construct Grafter feat and level in Renegade Mastermaker. His goal is to upgrade himself and start upgrading others. I can see him dipping Evolutionist a few levels then taking High Evolutionary to "gift" others with grafts and mutations, all flavored to be mechanical upgrades to their bodies.

maybe start a little Borg collective...

Draken
2012-11-28, 12:49 AM
In my own defense, I corrected that before you posted the reply. :smalltongue:

Bah. :smalltongue:


Ah, yes, that makes sense. Just to be completely clear though, the Latent Mutations do nothing for you unless you apply them with the Evolutionary Touch ability, but the still count against your mutation level limits. Correct?

Correct. Latent mutations (and teratomorphisms) provide no benefits to you, unless you apply them to yourself with Evolutionary Touch.


I have an artificer character with the Construct Grafter feat and level in Renegade Mastermaker. His goal is to upgrade himself and start upgrading others. I can see him dipping Evolutionist a few levels then taking High Evolutionary to "gift" others with grafts and mutations, all flavored to be mechanical upgrades to their bodies.

Makes sense, but your mutator level will be tanked at a maximum of 6~. Imposing some severe limitations on your potential choices.

Rizban
2012-11-28, 01:00 AM
Makes sense, but your mutator level will be tanked at a maximum of 6~. Imposing some severe limitations on your potential choices.What I was thinking was drop the Renegade Mastermaker entirely. It's pretty underpowered and was being taken mostly for the fluff flavor and to eventually change type from humanoid to living construct.

That would make the build effectively Artificer 8 / Evolutionist 7 / High Evolutionary 5. I'd probably take it as Arty 5 / Evo 1 / HE 2 then alternate +1 in each class in whatever order seems best for the campaign until I finish out at 20.

I'd probably go with Construct and Plant Mutator feats. Plant gives you access to Verdant Servant, which, as written, is a construct rather than a plant, as well as a laser beam like attack. This gives him a couple extra construct minions in addition to his homunculi and can be easily refluffed to be "construct" based instead of "plant" based.

While obviously not as strong as going Arty 20 or focusing Evo/HE, it provides some very interesting combinations on the theme of mutating/grafting others. Heck, you could take any of the grafting feats and/or levels in Fleshwarper to fill out this concept too.

Mithril Leaf
2012-11-28, 01:02 AM
Looking at the High Evolutionary, I'd probably take leadership and load my level ones with at will sixth level spell like abilities. Give one of the higher level ones a nice psychic reformation so that he can give them supernatural transformation. A few at will supernatural heal bots would be pretty sweet. Would be awesome to gestalt with thrallherd.
Oh, have your cohort be an artificer and give your thralls the set of spell like abilities mentioned in the cost reduction handbook. Many uses for this. I can't see a major country that doesn't have one of these for augmenting the higher ups in the army.

EDIT: Only CL 8th for the SLAs, but that's still none too shabby.

Draken
2012-11-28, 01:27 AM
What I was thinking was drop the Renegade Mastermaker entirely. It's pretty underpowered and was being taken mostly for the fluff flavor and to eventually change type from humanoid to living construct.

That would make the build effectively Artificer 8 / Evolutionist 7 / High Evolutionary 5. I'd probably take it as Arty 5 / Evo 1 / HE 2 then alternate +1 in each class in whatever order seems best for the campaign until I finish out at 20.

I'd probably go with Construct and Plant Mutator feats. Plant gives you access to Verdant Servant, which, as written, is a construct rather than a plant, as well as a laser beam like attack. This gives him a couple extra construct minions in addition to his homunculi and can be easily refluffed to be "construct" based instead of "plant" based.

While obviously not as strong as going Arty 20 or focusing Evo/HE, it provides some very interesting combinations on the theme of mutating/grafting others. Heck, you could take any of the grafting feats and/or levels in Fleshwarper to fill out this concept too.

13 skill ranks means you need to be 10th level to take your first level in HE.

---

There is an excellent reason why most countries wouldn't want a High Evolutionary beefing up their high ranked officers.

That reason is called Geas.

Mithril Leaf
2012-11-28, 03:03 AM
13 skill ranks means you need to be 10th level to take your first level in HE.

---

There is an excellent reason why most countries wouldn't want a High Evolutionary beefing up their high ranked officers.

That reason is called Geas.

On the other hand, if he is a high ranked officer/king/general then it shouldn't be a problem now should it? :smallwink:

Rizban
2012-11-28, 03:57 AM
13 skill ranks means you need to be 10th level to take your first level in HE.Ah, yes, forgot that in the example. Still, Arty 8 / Evo 2 or Arty 5 / Evo 5 would work. Probably take all 5 HE levels at that point.