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Huey Nomure
2013-09-05, 04:49 AM
This is my first thread, but my goals are not humble; I want to build the entire setting of Ravnica, with the possibility to mix in some options from classic D&D or other homebrew.
This post is going to be some sort of index; I have no idea about how many posts I'm gonna need, so I'm not reserving any, I'll put here the links to all the significant posts.
This is my first homebrew thread, so feel free to comment and make suggestions even about the layout and the presentation of the classes; I hope that I won't mess up too much with the code :smallredface:
(and as my signature says, maybe I'm gonna make some grammar mistakes. Please correct me)

Races (http://www.giantitp.com/forums/showpost.php?p=15978358&postcount=19) by primary Mana Color
Any
Human
(Drow)
White
Angels N?
(Half-Angel) [Aasimar]
(Leonid)
Loxodon N?
Tauren
Blue
Vedalken
Black
(Half-Demon) [Tiefling]
Red
Goblin
Tauren
Viashino [Lizardfolk]
Green
Centaur N?
Driad N?
Elf
(Tauren)
Guild-specific
(Half-Dragon) -Izzet
Sphinxs N? -Azorius
Flamekin ? -Boros
Giants N? -Boros
Gorgons N? -Golgari

(Race): this race is not found in the canon (not in this setting, or not in this color)
[Race]: similar D&D race that you should be familiar with
N: NPC race (usually because of high ECL)
?: not finished race, any suggestion is welcome

Classes by Guild
Any
Guildmage (http://www.giantitp.com/forums/showpost.php?p=16013737&postcount=32) OX
Mage (http://www.giantitp.com/forums/showpost.php?p=16013593&postcount=31) OX

Azorius
Azorius Magistrate
Fighter ? (there are tons of fixes, and I simply not able to choose...)
Paladin RX


Orzhov
Orzhov Scion O
Paladin RX
Thug (http://www.giantitp.com/forums/showpost.php?p=15975675&postcount=15) OX

Dimir
Dimir Lorebreaker (http://www.giantitp.com/forums/showpost.php?p=15969814&postcount=4) OX

Izzet
Izzet Mathmagician (http://www.giantitp.com/forums/showpost.php?p=15971800&postcount=5) CX

Rakdos
Barbarian CRX
Rogue CRX
Thug (http://www.giantitp.com/forums/showpost.php?p=15975675&postcount=15) OX
Warlock (http://www.giantitp.com/forums/showpost.php?p=15962562&postcount=2) RX

Golgari
Evolutionist (http://www.giantitp.com/forums/showpost.php?p=15971890&postcount=6) CX
Fighter ?
Graveborne CX
Poisoner OX
Scout CRX

Gruul
Barbarian CRX
Evolutionist (http://www.giantitp.com/forums/showpost.php?p=15971890&postcount=6) CX
Scout CRX
Warlock (http://www.giantitp.com/forums/showpost.php?p=15962562&postcount=2) RX

Boros
Barbarian CRX
Fighter ?
Paladin RX
Scout CRX

Selesnya
Fighter ?
Monk CRX
Paladin RX
Scout CRX

Simic
Evolutionist (http://www.giantitp.com/forums/showpost.php?p=15971890&postcount=6) CX
Simic Architect O

Non-canon Guilds
Forge
Fighter ?
Paladin RX
Scout CRX
Warlock (http://www.giantitp.com/forums/showpost.php?p=15962562&postcount=2) RX

Messengers
Invisible Guardian (http://www.giantitp.com/forums/showpost.php?p=16000989&postcount=26) CX
Rogue CRX
Poisoner OX
Scout CRX

Hyuga
Monk CRX
Ninja RX

Uchiha
Monk CRX
Ninja RX

Mirran
Artificer ? (I'd like to make a toned-down remix keeping the original flavour)

Prestige Classes
Abjurator ? Abjurations-focused Blue Mage PrC
Aegis Mage OX
Boros Stendard-Bearer
Cleric OX
Criomancer OX
Crushing Roar OX
Dead Warlord ? Golgari undead-commander
Druid RX
Force Mage ? Force effects focused Blue Mage PrC
Lord of the Unreal ? Illusion-focused Blue(/Black?) Mage PrC
Melf Adept OX
Mindsculptor ? Charm/compulsions-focused Blue Mage PrC
Necromancer ? Necromancy-focused Black Mage PrC, duh
Piromancer OX
Sky Marshal ? Griffin/roc-mounted knight
Sniper OX
Sparkmage OX
Spirestrider OX
Twinblade Storm RX

Miscellaneous
Feats I: Mutator list (http://www.giantitp.com/forums/showpost.php?p=15971959&postcount=10) C
Feats II: Ambush and Luck lists, other general and Fighter feats (http://www.giantitp.com/forums/showpost.php?p=15977528&postcount=18) C
Guidelines: my take on magic (http://www.giantitp.com/forums/showpost.php?p=15977416&postcount=17)
New rules (http://www.giantitp.com/forums/showpost.php?p=15963040&postcount=3)
Talents (http://www.giantitp.com/forums/showpost.php?p=15972524&postcount=14)

C=(mostly) Copypasted
O=(mostly) Original
R= Remix
X=(mostly) finished, waiting for PEACH
?= maybe I have one or two ideas, but nothing defined (I'll post those ideas) - any suggestion is welcome

I have already completed a number of base and prestige classes, but as I write almost all of my material is in Italian, and I have to translate it. However, you are more than welcome to EACH any section not marked with (in translation), especially the parts marked with (WIP).
If someone understands Italian, this is the Dropbox link in which I put my work to share it with my group: https://www.dropbox.com/sh/6it0mdi6f0l0kud/zuuFK_yYfw

What is Ravnica?
Ravnica is the setting of six M:tG expansions. You can easy find easily tons of info on the net. It can be played before and after Dimir reveal, and before and after Planeswalker's arrive. Personally, I use a non-canon setting in which the House Dimir isn't revealed and the Planeswalkers are forced to remain in the plane. More on that later.

What is the power level you aim to?
No Tier 1s, no Tier 5+. If I make something on that power range, please stop me :smallbiggrin: however, most of the classes should fall between Tier 3 and 4.

M:tG's magic is divided into five colours of mana... that means...?
Yep, one of the ways I'm gonna to resize magic is to divide it into the M:tG color wheel. A blue (U) Mage (I'm gonna call them Mages, to distinguish them from D&D Wizards) can usually cast only blue colored spells. I have merged Wizard and Cleric lists, since in M:tG all magic comes from mana.

You can find the color's description on the WotC site, but this is a summary:
White (W): healing, protection, enhancement of weapons and creatures, disruption of magical effects, fetters (hold person, calm emotions...), light effects (like glitterdust)
Blue (U): Force effects, fetters, divinations, magic counters, mind control (from charme to dominate), illusions, some debuff
Black (B): the Harm spell line, Necromancy, some illusion, mind control, fear effects, debuffs and ability damage, darkness effects
Red (R): Elemental damage, fear effects, minor mind control, debuffs, enhancement of weapon, fury and speed-related buffs, object destruction
Green (G): Interaction with animals and vegetals, object destruction, disruption of magical effects, sonic damage (roars), healing, Druid-flavoured spells
Special: There are gonna be some spells that all the colors can use (for example magic detection as arcane sight), and some spells that only members of a guild can use. Alignment-related spells are now related to "enemies colors" (for example, red and green are blue enemies)

Someone else has already tried to do this, y'know?
Yes, I had some inspiration from this Ziegander's thread (http://www.giantitp.com/forums/showthread.php?t=230304), from which I'm gonna copypaste even a whole base class (I asked for his permission 3 days ago, if there's gonna be any problem I'll write it off). I'm gonna use various homebrew sources from this very forum, and I'm gonna always link to the original work.

Systems I'm gonna use
I haven't read all the manuals, thus I'm not familiar with many sources, in particular Truenaming (which I know is broken), Shadowcasting, Vestiges, Essentia, and Psionics. I'm familiar with the ToB, but my group isn't. I don't mind taking single features from "unknown" classes, as Mettle from the warblade or Dark Knowledge from the archivist, but the systems I listed before require quite some time to master, time that some of my players don't have. So it's ok to suggest use of systems I'm not (or my group is not) familiar with, but I'd prefer to keep them mostly as ACFs, for example a Paladin base class that can give away spells, Lay Hands and some other class features to get Crusader's maneuvers (and stances).

Huey Nomure
2013-09-05, 07:20 AM
Warlock

Colors: R/B
Guilds: Gruul, Rakdos, Golgari (Dimir and Boros, maybe)
Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations

1st|+0|+0|+2|+2|Eldritch Blast 1d6, Invocations, Least Invocations, Cantrips|1

2nd|+1|+0|+3|+3|Detect Magic|2

3rd|+2|+1|+3|+3|Eldritch Blast 2d6, DR 1/Cold Iron|3

4th|+3|+1|+4|+4|Deceive item|3

5th|+3|+1|+4|+4|Eldritch Blast 3d6, Arcane Sight|4

6th|+4|+2|+5|+5|Lesser Invocations|5

7th|+5|+2|+5|+5|Eldritch Blast 4d6, DR 2/Cold Iron|6

8th|+6/+1|+2|+6|+6|Energy resistance 10|7

9th|+6/+1|+3|+6|+6|Eldritch Blast 5d6|7

10th|+7/+2|+3|+7|+7|Eldritch Aura|8

11th|+8/+3|+3|+7|+7|Eldritch Blast 6d6, Greater Invoations, DR 3/Cold Iron|9

12th|+9/+4|+4|+8|+8|Luck of the Wicked|10

13th|+9/+4|+4|+8|+8|Eldritch Blast 7d6, Greater Arcane Sight|11

14th|+10/+5|+4|+9|+9|Energy immunity|11

15th|+11/+6/+1|+5|+9|+9|Eldritch Blast 8d6, DR 4/Cold Iron|12

16th|+12/+7/+2|+5|+10|+10|Dark Invocations|13

17th|+12/+7/+2|+5|+10|+10|Eldritch Blast 9d6|14

18th|+13/+8/+5|+6|+11|+11|Devour energy|15

19th|+14/+9/+5|+6|+11|+11|Eldritch Blast 10d6, DR 5/Cold Iron|15

20th|+15/+10/+5|+6|+12|+12|Aura of Energy|16
[/table]

Class Skills (3 + Int modifier): Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (WIP), Profession, Sense Motive, Spellcraft, Use Magic Device

Weapon & Armor Proficiencies
Warlocks are proficient with simple weapons and light armor.

Eldritch Blast (Sp): as the original class.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast. The feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2.

Invocations: as the original class.
A warlock can use any invocation he knows at will, with the following qualifications:

A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.

Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.

He can benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Except for:
The save DC for an invocation (if it allows a save) is 10 + 1/2 caster level + the warlock’s Charisma modifier.
She can chose her invocations from these manuals: Complete, Complete Mage, Dragon Magic, including Dragonfire Adept ones.

Cantrips: A warlock can use arcane mark, dancing lights, ghost sound, minor disguise, open/close, prestidigitation, silent portal as the spells at will. His caster level equals his class level.

Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): Fortified by the mana flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves as shown on the table.

Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Arcane sight (Sp): Beginning at 5th level, a warlock can use arcane sight as the spell at will; the duration of the spell becomes 24h. His caster level equals his class level.

Energy Resistance (Su): At 8th level and higher, a warlock has resistance 10 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed.

Eldritch Aura (Su): At 10th level and higher, the warlock has an aura of fear and despair that assays the will of the creatures close to her. Every sentient being within 9m (30ft.) from the warlock get a moral penality equal to 1/2 her Cha modifier, rounded down. The warlock can suppress or reactivate the aura as a swift action.

Luck of the Wicked At 12th level and higher, the overwhelming flow of mana in the body of the warlock seems to bend the rules of reality in his favour. The warlock gains a bonus of 1/2 of her Cha modifier (rounded down) to her saving throws and to her CA luck bonus.

Greater arcane sight (Sp): Beginning at 13th level, a warlock can use greater arcane sight as the spell at will; the duration of the spell becomes 24h. His caster level equals his class level.

Energy Immunity: At 14th level and higher, the warlock gain immunity to the energy types chosen for the feature Energy reristance.

Devour Energy: At 18th level and higher, the warlock can absorb the energy she learnt to shrug off. Before applying immunity or resistances, the warlock heals a number of hit points of damage equal to the damage she would receive from the energy types chosen for the Energy resistance feature.

Aura of Energy: The aura of the warlock now brings elemental pain. At 20th level and higher, everything in the Eldritch Aura takes (Cha modifier*d6) damage at the beginning of the turn of the warlock, divided equally in the two energy types she chosen for the Energy resistance feature. Furthermore, whenever another source (including warlock's invocations) inflicts damage of these energy types, that damage is increased by 2 for every die of damage; if the damage is fixated, the damage increase is equal to the 50% of the damage, rounded down.

Notes
-The Auras don't make distinction between friends and foes. This is intentional: I see the warlock as a pulsing, living cluster of mana that barely can control her power. If you don't like this interpretation, you can change "every sentient being" and "everything) with "every enemy".
-I'm not listing every invocation with the corrispondent color (lest someone asks me to), I'm considering good-willed players choosing only invocations related to their colors.

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Huey Nomure
2013-09-05, 09:11 AM
New rules (WIP)
The section marked with "(optional rule)" describe rules that I use, but aren't required to use fundamental material from this thread.

Damage
Every damage belongs to one or more of these categories:
Physical: Slashing, Piercing, Bludgeoning
Energy: Fire, Cold, Electricity, Sound, Acid, Pure Energy
Other: Non-lethal, Withering*
*see Withering Damage
Furthemore, a damage is considered coloured if its source is a spell or a spell-like ability, unless stated otherwise.
-now the Harm spell line inflicts pure energy black damage, and the undead have "affinity to black mana" instead of negative energy.
-the weapon elemental enhancement don't have color.
-force damage is considered bludgeoning damage.
-creatures heal a number of non-lethal damage equal to their level each hour.
-magical healing has twice the same power against minor wounds: every hit point of healing removes two points of non-lethal damage.
-magical healing heal damage in this order: non-lethal, lethal, withering.

Damage Reduction (optional rule)
Now the damage reduction affects every type of damage other than withering damage. Furthermore, every creature has DR X/energy, where X is (armor bonus+natural armor bonus)/2.

Injuries
Blood Loss: every Open Wound penality causes a loss (not a damage) of 2 HP per round. Every Hemorrhage causes a loss of 4 HP per round. Creature devoid of blood don't lose HP for this penality. If a creature loses 4 or more HP per round due to the blood loss is fatigued. If a creature loses 12 or more HP per round due to the blood loss is exhausted.
Crippled Limb: If a crippled limb can be used to attack, the attack incurs in the following penalities:
-If that limb grants a shield bonus, that bonus is halved.
-If that limb is used to attack, any melee attack roll involving that limb has a -2 penality, and any ranged attack roll has a -4 penality.
-Succesful attacks involving a crippled limb cannot add Str nor Dex modifier to damage.
-The creature has a -4 penality to Str checks and grapple checks. This penality is doubled if all the limbs the creature usually uses to do those checks (for example, arms for a humanoid) are crippled.
-A caster has a 20% ASF when casting with a crippled arm if the spell requires somatic components.
If a crippled limb is used to move or stand, the creature incurs the following penalities:
-If a creature use a movement with half or more crippled related limbs (legs for land speed, wings for flight...), the speed of that movement is halved.
-If a creature needs limbs to be considered standing, and half of that limbs are crippled, the creature takes a -4 penality to Balance checks, and penalities to Climb, Jump, Tumble and Perform (dance) checks. WIP: penalityes to checks, penalities to float with natural wings and such.
Damaged Throat: -10 penality to all the checks that need the use of the voice, can only be heard within 6m (20ft) without a Listen check, 50% ASF for spells requiring vocal components. These penalities are halved in 24h, and disappear after 48h.
Disabled Limb: If a disabled limb can be used to attack, the attack incurs in the following penalities:
-A disabled limb cannot grant a shield bonus.
-You cannot attack using a disabled limb.
-The creature has a -4 penality to Str and grapple checks. This penality is doubled if at least half of the limbs the creature usually uses to do those checks are disabled, and are doubled again if the creature has no able limb to do those checks.
-A caster has a 40% ASF when casting with a disabled arm if the spell requires somatic components.
If a creature has a movement with half or more disabled related limbs, that movement is disabled. If that movement is land movement, any Climb, Tumble or Jump has a -10 penality; any jump distance is halved.
If a creature needs limbs to be considered not prone, and half of more of those are disabled, the creature falls prone, if standing, unless she get a success on a Balance check DC 20 every turn and after any attack, fall, jump or spell.
If a crippled limb becomes disabled, the Disabled penalities replace the Crippled ones.

Notes
-WIP: healing process.

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.


Rounding decimals
Any non integer amount is rounded down unless otherwise noted.

Talents (http://www.giantitp.com/forums/showpost.php?p=15972524&postcount=14) (optional rule)
Every PC (and potentially, every NPC with PC class levels) has one Talent; the Talent is chosen at 1st class level, before choosing feats, and cannot be changed later. If a creature benefits from more than one Talent, no Talent can be chosen twice.

Weapon Damage Modifiers (optional rule)
-A two-handed melee weapon adds 1.5x Str modifier;
-A light melee weapon adds 0.5x the Str modifier, regardless the hand in which is held;
-Any other melee weapon adds 1x Str modifier;
-A ranged weapon adds 1x Dex modifier to damage;
-A weapon who benefits of Weapon finesse adds 1x Dex modifier damage instead of 1 o 1/2 Str modifier

Withering Damage
There are wicked spells and cursed weapons that leave vicious wounds; they become infected easily and are difficult to heal, and can bring to necrosis. However, withering damage has no effect on non-organic beings; even undeads can suffer from this type of damage.
-a withering wound requires a Heal check DC 25 to stabilize; if a creature rests while her withering wound isn't stabile, she make a Fortitude saving throw; if the result is 19 or less, the creature takes 20 - the result of the saving throw. If the result is 10 or less, she can't rest well: she doesn't recover any hit point resting, recovers only half of her total mana and is sickened for the entire day.
-the magical healing has only half of its normal strength: every 2 hit points of healing remove only one withering damage.

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Huey Nomure
2013-09-06, 07:27 AM
Dimir Lorebreaker
In this class I'm going to use some ability that is not my original work. In this case, the source is jiriku's Daring Outlaw (http://www.giantitp.com/forums/showthread.php?t=188150).

Colors: UB
Guilds: Dimir
Hit Die: d6

{table=head]Level|BAB|Fort|Ref|Will|Special|Mana

1st|+0|+0|+2|+2|Fleeting Shadow, Combat intuition, Lethal Knowledge|-

2nd|+1|+0|+3|+3|Improved Unarmed Strike, Hidden Blades Proficiency|-

3rd|+2|+1|+3|+3|Ambush Lv1, Weak Points, Evasion|-

4th|+3|+1|+4|+4|Spells, Special ability, Canny combatant|1

5th|+3|+1|+4|+4|Alter ego 1/d|2

6th|+4|+2|+5|+5|Cipher 1/d, Uncanny dodge|4

7th|+5|+2|+5|+5|Ambush Lv2|6

8th|+6/+1|+2|+6|+6|Special ability|12

9th|+6/+1|+3|+6|+6|Alter ego 2/d|16

10th|+7/+2|+3|+7|+7|Cipher 2/d, Improved uncanny dodge|20

11th|+8/+3|+3|+7|+7|Ambush Lv3|24

12th|+9/+4|+4|+8|+8|Transmute, Special ability|29

13th|+9/+4|+4|+8|+8|Alter ego 3/d|38

14th|+10/+5|+4|+9|+9|Cipher 3/d|50

15th|+11/+6/+1|+5|+9|+9|Ambush Lv4|62

16th|+12/+7/+2|+5|+10|+10|Special ability|75

17th|+12/+7/+2|+5|+10|+10|Alter ego 4/d|85

18th|+13/+8/+5|+6|+11|+11|Cipher 4/d|95

19th|+14/+9/+5|+6|+11|+11|Ambush Lv5|104

20th|+15/+10/+5|+6|+12|+12|Special ability|121
[/table]

Class Skills (12 + Int modifier): All skills are class skills for a Dimir Lorebreaker.

Weapon & Armor Proficiencies
A Lorebreaker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fleeting shadow (Ex): The lorebreaker gains an untyped bonus to Bluff, Disguise, Forgery, Hide and Move Silently equal to her Int modifier or 1/2 her lorebreaker level (rounded up), whatever is lower.

Combat Intuition (Ex): The lorebreaker adds her Int modificer to her dodge bonus to CA when she wears no armor and has no load or light load, and to her attack and damage rolls whenever she's using light or ranged weapons or unarmed attacks.

Lethal Knowledge: At 1s7 level, a lorebreaker gains Lethal Knowledge as a bonus feat. (new feat, it includes Poison Use and allow precision damage against the creatures who would be otherwise immune if you identify them)

Improved Unarmed Strike: At 2nd level, a lorebreaker gains Improved Unarmed Strike as a bonus feat.

Hidden Blades Proficiency: At 2st level, a monk gains Hidden Blades Proficiency as a bonus feat. (new feat, it lets the lorebreaker use Complete Scoundrel hidden blades without the -2 penality)

Weak Points (Ex): A lorebreaker inflicts critical damage with an attack any time her target would be denied a Dexterity bonus to AC or when the lorebreaker flanks her target. This ability doesn't affect creatures that are immune to precision damage, such as oozes and swarms, or creatures that the lorebreaker hasn't identified through an appropriate Knowledge check.

Ambush (Ex): A lorebreaker can inflict serious injuries to a unaware target. If she identifies her enemy with an appropriate Knowledge check, she can add an effect to her weak points attack if her target is denied a Dexterity bonus to AC during a standard attack. The target can resist some of these effect with a succesful Fortitude saving throw, DC 10 + 1/2 lorebreaker level + Int modifier. The following effects can be cumulative if the lorebreaker decides so, unless stated otherwise; a succesful save negates all the appropriate effects.
Unarmed stike:
Lv1: the target is sickened for 1+1d4 minutes. Fort negates.
Lv2: the target is stunned for a round. Fort negates.
Lv3: the target has Damaged Throat. See Injuries section of New Rules.
Lv4: The target is prone unless he passes a Con check DC 15 + Int modifier.
Lv5: The target is unconscious for a number of rounds equal to the lorebreaker level + Int modifier. Fort negates.
Armed strike:
Lv1: The target has a severe Hemorrhage. See the Injuries section of New Rules.
Lv2: The target has a crippled leg or arm. See Crippled Limb in the Houserules at the Injuries section.
Lv3: The target has a disabled leg or arm. See Disabled Limb in the Houserules at the Injuries section. This replaces the Lv2 effect.
Lv4: The target is paralyzed ofr a number of round equal to 1/2 the lorebreaker level. This effect can't be used in the same Ambush with Lvs 2 and 3. Fort negates.
Lv5: The target dies. Fort negates.

Evasion (Ex): Nothing new. At 3rd level and higher, a lorebreaker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the lorebreaker is wearing light armor or no armor. A helpless lorebreaker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Spells: Beginning at 4th level, a lorebreaker gains the ability to cast a small number of spells, which are drawn from the lorebreaker spell list (in translation). A lorebreaker can cast every spell his level would allow, spending a mana amount equal to the square of the spell level (for example, a 3rd level spell costs 9 mana to cast).
Spell List
Lv 1 spells
You can cast these spells at the 4th level and higher.
Amnesia* (new spell), Detect magic, Detect Thoughts, Destroy undead* (new spell), Detect Poison, Disguise self, Fog cloud, Ghost sound, Inflict light wounds, Jump, Lesser Confusion*, Silent Image, Sleep, True Strike, Ventriloquism

Lv 2 spells
You can cast these spells at the 8th level and higher.
Alter self, Blindness/Deafness, Blur, Cat's grace, Darkness, Death knell, Detect Scrying, Fox's cunning, Hold person*, Inflict moderate wounds*, Invisibility, Locate object, Minor image, Mirror image, Pass without trace

Lv 3 spells
You can cast these spells at the 11th level and higher.
Confusion*, Contagion*, Crushing despair, Deep slumber, Deeper darkness, Displacement, Glibness, Inflict critical wounds*, Invisibility sphere, Major image, Nondetection, Slow* Touch of idiocy*, Vampiric touch*

Lv 4 spells
You can cast these spells at the 14th level and higher.
Clairaudience/clairvoyance, Dominate person, Freedom of movement, Greater invisibility, Hold monster*, Illusory wall, Inflict critical wounds*, Locate creature, Modify memory, Poison*, Total amnesia* (new spell)


To cast a spell, a paladin must have an Int score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a lorebreaker’s spell is 10 + lorebreaker's caster level + the lorebreaker Cha modifier.

Through 3rd level, a lorebreaker has no caster level. At 4th level and higher, her caster level is one-half her lorebreaker level.

Special ability: On attaining 4th level, and at every four levels thereafter, a lorebreaker gains a special ability of her choice from among the following options.
Crippling Strike (Ex): The lorebreaker can hit opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her weak point attacks also takes 2 points of Strength damage. This damage stacks with any ability damage her attack may deal because of other class features or effects.

Defensive Roll (Ex): While wearing swashbuckler gear, the lorebreaker can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per round when she would be reduced to 0 or fewer hit points from a fall, or from any attack from a weapon or weapon-like spell, she can attempt to roll with the damage. She makes a Tumble check (DC = damage dealt), and if successful, the damage from that attack is reduced by half, and cannot reduce her below 1 hit point, in any event; if she fails, she takes full damage. She must be aware of the attack and able to react to it in order to use defensive roll. If she is denied her Dex bonus to AC, she can't attempt a defensive roll.

Devious Scoundrel (Ex): While wearing swashbuckler gear, the lorebreaker becomes better able to trick her way free from containments and bindings, even magical ones. If she fails her saving throw against an effect that restricts her movement, she can attempt this save again one round later at the same DC.

Improved Evasion (Ex): This ability works like evasion, except that the lorebreaker takes no damage on a successful save and only half damage on a failed save.

Lucky (Ex): “Better lucky than good.” The lorebreaker gains a +1 luck bonus to her AC as long as she is using swashbuckler gear. Additionally, once per day as an immediate action, a lorebreaker may reroll any failed attack roll, ability check, skill check, or saving throw, adding a luck bonus equal to her Charisma bonus (if any) to the roll. If the lorebreaker possesses any luck feats, she may expend uses of this class feature to pay the cost of activating a luck feat.

A lorebreaker may gain this special ability multiple times, each time increasing AC bonus and uses per day of this ability by 1.

Opportunist (Ex): Opponents provoke an attack of opportunity from the lorebreaker whenever they are struck for damage in melee by another character.

Skill Mastery (Ex): The lorebreaker becomes so certain in her use of certain skills that she can use them reliably even under adverse conditions. She selects a number of daring outlaw class skills equal to 3 + her permanent Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distraction would normally prevent her from doing so. She retains her Dexterity bonus to AC when using a mastered skill, even if she would normally lose it (for example, when balancing or climbing). As a free action, she can expend one of the daily rerolls granted by her Lucky class feature to a gain a luck bonus of 5 + her Charisma bonus (if any) to her skill check when Taking 10.

A lorebreaker may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): The lorebreaker can wriggle free from magical effects that would otherwise control or compel her. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.

Stroke of Luck: Sometimes through pure luck, the lorebreaker manages to perform a task perfectly on the first try. Once per encounter when making a skill check with a skill for which she has skill mastery, she may Take 20 on the check instead of Taking 10. This does not increase the amount of time required to make the check, and may be done even if it is not normally possible to take 20 with that skill. As a free action, she can expend one of the daily rerolls granted by her Lucky class feature to a gain a luck bonus of 5 + her Charisma bonus (if any) to her skill check when Taking 20 in this fashion.

Uncanny Feint (Ex): You can feint as a move action, or a swift action if you also have the Improved Feint feat. Once per opponent per encounter, an opponent you successfully feint is flat-footed against your attacks for an entire round.

Feat: A lorebreaker may gain a bonus feat in place of a special ability. She may select any luck feat or ambush feat, or any feat that grants a skill bonus or requires a minimum number of skill ranks as a prerequisite.

(Swashbuckler Gear: she must wear no shield other than a buckler or armor heavier than light, and be carrying no more than a light load.)

Canny Combatant (Ex): At 4th level, the lorebreaker becomes a more clever combatant. She adds her Intelligence modifier as a bonus to all opposed combat maneuvers and (e.g. disarm, grapple, trip, etc.), and to all combat uses of skill checks that involve an opposed roll (e.g. Bluff checks made to feint, Intimidate checks made to demoralize, Sense Motive checks made to assess an opponent).

Alter ego (Su): The lorebreaker can cloak herself in mana to look, sound, even smell different. As a standard action, she can disguise herself to seem 1 foot shorter or taller, thin, fat, or in between. She cannot change her body type. For example, a human lorebreaker could look human, humanoid, or like any other human-shaped bipedal creature. She can add or obscure a minor feature or look like an entirely different person; the sound and the smell of the lorebreaker change according to her new persona. If a lorebreaker use this ability to create a disguise, she gets a +10 bonus on the Disguise check. A creature that interacts with the lorebreaker gets a Will save to recognize it as an illusion if she gets a tactile sensation that doesn't match the visual one, with a DC of 10 + 1/2 lorebreaker level + Cha modifier.
This ability lasts for 10 minutes for lorebreaker level, or until the lorebreaker herself decides to end it with a free action.

Cipher (Sp): The lorebreaker can inbue her weapons with some of the spells she can cast; if she does, every hit she scores against a creature replies the effects of the spell for a short amount of time. When she uses this ability, she musts touch a melee weapon or its sheath as a swift action and expend mana as she is casting a cipherable spell she knows (they will be marked with a * in the spell list). Until the duration of this ability wears off, every successful melee attack scored with that weapon replies the effect of the spell, with the hit creature(s) as targets. This ability lasts a number of rounds equal to the lorebreaker's Int modifier (minimum 1).
If the lorebreaker has more than one hand, she can touch more than one weapon in the same swift action, and cipher every weapon she touches with the same spell. She expends a number of cipherings equal to the weapon she touches, and she must expend mana for each of those weapons.

Uncanny Dodge (Ex): Nothing new.Starting at 6th level, a lorebreaker can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a lorebreaker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): Nothing new. A lorebreaker of 10th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Transmute (Sp): A lorebreaker can change the spell she ciphered in a weapon. As a swift action, the lorebreaker can touch a weapon in which she has ciphered a spell and expend a mana amount equal to the level of the new spell she want to cipher. The new spell is now ciphered in the weapon in place of the former one. This ability doesn't affect the duration of the ciphering.

Notes:
-It lacks a high-level capstone. Maybe the chance of ciphering two spells with one ose of Cipher?
-12 skill points aren't a typo. The skill points for every class are usually increased, and this is a class who need loads of them to keep up his secret identity.

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Huey Nomure
2013-09-06, 01:46 PM
Izzet Mathmagician
Copypasted (with a very minor change) from here (http://www.giantitp.com/forums/showpost.php?p=12604383&postcount=6).

Colors: UR
Guilds: Izzet
Hit Die: 1d6

{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+2|+0|Magical Aptitude, Weird Science|4|1|—|—|—|—|—|—|—|—

2nd|+1|+3|+3|+0|Alchemical Tolerance, Pack Rat|4|2|—|—|—|—|—|—|—|—

3rd|+1|+3|+3|+1|Spatial Geometry +1|4|2|—|—|—|—|—|—|—|—

4th|+2|+4|+4|+1||4|3|1|—|—|—|—|—|—|—

5th|+2|+4|+4|+1|Replicate 1/day|4|3|2|—|—|—|—|—|—|—

6th|+3|+5|+5|+2||4|3|2|1|—|—|—|—|—|—

7th|+3|+5|+5|+2|Spatial Geometry +2|4|4|3|2|—|—|—|—|—|—

8th|+4|+6|+6|+2||4|4|3|2|1|—|—|—|—|—

9th|+4|+6|+6|+3|Replicate 2/day|4|4|3|3|2|—|—|—|—|—

10th|+5|+7|+7|+3||4|4|4|3|2|1|—|—|—|—

11th|+5|+7|+7|+3|Spatial Geometry +3|4|4|4|3|3|2|—|—|—|—

12th|+6/+1|+8|+8|+4||4|4|4|4|3|2|1|—|—|—

13th|+6/+1|+8|+8|+4|Replicate 3/day|4|4|4|4|3|3|2|—|—|—

14th|+7/+2|+9|+9|+4||4|4|4|4|4|3|2|1|—|—

15th|+7/+2|+9|+9|+5|Spatial Geometry +4|4|4|4|4|4|3|3|2|—|—

16th|+8/+3|+10|+10|+5||4|4|4|4|4|4|3|2|1|—

17th|+8/+3|+10|+10|+5|Replicate 4/day|4|4|4|4|4|4|3|3|2|—

18th|+9/+4|+11|+11|+6||4|4|4|4|4|4|4|3|3|1

19th|+9/+4|+11|+11|+6|Spatial Geometry +5|4|4|4|4|4|4|4|4|3|2

20th|+10/+5|+12|+12|+6||4|4|4|4|4|4|4|4|4|4
[/table]

Class Skills (2 + Int modifier): Appraise, Concentration, Craft, Decipher Script, Disable Device, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Local), Knowledge (The Planes), Open Lock, Search, Spellcraft, and Use Magic Device.

Weapon & Armor Proficiencies
An Izzet Mathmagician is proficient with all simple weapons and with light armor, but not with shields.

Magical Aptitude (Ex): An Izzet Mathmagician has a competence bonus to Spellcraft and Use Magic Device checks equal to +1 per class level.

Weird Science (Ex): An Izzet Mathmagician is not a spellcaster in the true sense of the word, although for all intents and purposes he has an arcane caster level equal to his class level and his infusions are treated as, and operate almost exactly like, arcane spells. But rather than cast spells, an Izzet Mathmagician extracts Formulas and invents Devices from Infusions.

An Izzet Mathmagician can extract a Formula from or invent a Device for any Infusion he knows, expending an Infusion slot of the appropriate level when he does. If he invents a Device he may even combine multiple Infusion slots into a single Device with a variety of effects (see Devices below). An Izzet Mathmagician regains any expended Infusion slots used to extract Formulas after 8 hours, but Infusion slots expended to invent Devices are stored within those Devices and are not regained until the Device is scrapped.

An Izzet Mathmagician begins play with the knowledge of every 0-level Infusion on their list, and of a number of 1st level Infusions equal to 2 + his Intelligence modifier. He records his known Infusions in spellbooks, just like a Wizard and can add new Infusions to his spellbooks in the same ways a Wizard can add new spells to his. At every level after 1st, an Izzet Mathmagician learns two new Infusions.

The saving throw DC of any Formula extracted, or Device invented, by the Izzet Mathmagician is 10 + 1/2 his class level + his Intelligence modifier. In order to extract a Formula or invent a Device he must have an Intelligence score equal to at least 10 + Infusion level. He may receive bonus Infusion slots if he has a high enough Intelligence modifier.

Formulas

Formulas aren't as useful to the Izzet Mathmagician as his Devices are, they only have a single use and he can't combine multiple Infusions into a single Formula, but their simplicity gives them a utility that his Devices can't match, plus they're low maintenance and quick to extract. A Formula is potion-like vial of weird science infused with magic power. After an Izzet Mathmagician has extracted a Formula any creature can use it, but the Formula is unstable and becomes inert after 8 hours, losing any magic potency and effects it once had.

Formulas may be consumed as a standard action in the same way potions can, or they may be used as thrown weapons with a ranged touch attack similar to the way alchemical splash weapons can. In order to extract a Formula, the Izzet Mathmagician must have an empty glass vial. An Izzet Mathmagician can extract any number of Formula in a single hour up to his total number of Infusion slots and during that time he may perform other actions (such as inventing Devices, see below).


A creature that consumes a Formula becomes the target of the Infusion used to extract it. If the Infusion would normally effect an area, that area is centered on the subject. If the Infusion would normally create an effect, that effect is centered on the subject, or in the case of a ray or similar attack, that effect targets the subject. If the creature that consumed the Formula is not a legal target of the Infusion or if the Infusion cannot effect creatures, then nothing happens.



If a creature throws a Formula, then any other creature or object struck by the Formula becomes the target of the Infusion used to extract it. If the Infusion would normally effect an area, that area is centered on the struck creature or object. If the Infusion would normally create an effect, that effect is centered on the struck creature or object, or in the case of a ray or similar attack, that effect targets the struck creature or object. If the creature or object struck by the Formula is not a legal target of the Infusion or if the Infusion cannot it, then nothing happens. If a thrown Formula misses its target, then roll randomly to determine which square it lands it, then that square itself becomes the target, or center of area or effect, as outlined above.



Devices

Devices are an Izzet Mathmagician's bread and butter, offering him a wide variety of effects, a number of uses, and the ability to combine Infusions for greater action economy. The design and size of any two Devices can and almost certainly will vary wildly, with diodes, tubes of fluorescent fluids, and haphazard wiring employed haphazardly and with much relish. Inventing Devices is more time consuming and labor intensive than extracting Formula, but Devices can serve an Izzet Mathmagician indefinitely with enough maintenance.

The time required to invent a single Device is 1 hour per combined Infusion slot level used in the inventing (30 minutes for 0-level Infusions). For example, a Device combining two 0-level Infusions, a 2nd level Infusion, and a 5th level Infusion, would require 8 hours to invent. It takes 1/4 this time to scrap a Device.

It costs an Izzet Mathmagician an amount of GP to invent a Device equal to 50 × Infusion slot level² for every Infusion slot used to invent the Device (25 GP for 0-level Infusions). For example, a Device combining one 4th level Infusion and three 7th level Infusions would cost 8150 GP (800 + 2450 + 2450 + 2450). Half this cost is refunded to the Izzet Mathmagician when he scraps a Device.

Activating a Device is usually a standard action, but can vary depending on the design of the Device and the Infusions used to invent it. A given Device can be activated safely a number of times per day before breaking down (see below) equal to 1 + the Izzet Mathmagician's Intelligence modifier - the highest Infusion slot level used to invent it. If a Device that hasn't broken down is left to "cool down" for 8 hours, then all of its safe activations per day are refreshed.


A Device invented using only a single Infusion has an activation time that is the same as the Infusion's casting time. A Device that combines multiple Infusions can be designed to be Modular or Simultaneous.



A Modular Device has many different attachments and settings that allow each Infusion used to invent the Device to be activated separately, using the same activation time as the Infusion's casting time.



A Simultaneous Device is powerful indeed, but prone to breaking down, and uses the longest activation time among Infusions used to invent it to activate every Infusion at the same time. A Simultaneous Device can only be activated safely a number of times per day before breaking down equal to 1 + Intelligence modifier - the highest Infusion slot level used to invent it - 1 per Infusion used to invent it beyond the first.

When a Simultaneous Device is activated, the creature that activates it may choose one Range, one Target or Area, one Duration, and one Saving Throw from among the Infusions being activated. If the creature does, all of the Infusions operate at the chosen Range and affect the chosen Target or Area, last for the chosen Duration, and are resisted with the single chosen Saving Throw. A failed saving throw subjects the Target or Area to the full effects of all of the activated Infusions.


Only an Izzet Mathmagician can reliably activate a Device, any other creature must succeed at a Use Magic Device check (DC 15 + 2/Infusion level for Single-Infusion Devices, DC 20 + 3/Infusion level of the highest Infusion slot for Modular Devices, and DC 25 + 4/Infusion level of the highest Infusion slot for Simultaneous Devices). This check cannot be retried and on a roll of 1 the Device breaks down.

When a Device breaks down, only the Izzet Mathmagician that invented it can get it working again. He may attempt UMD checks as outlined above to eek additional activations out of the Device, adding +2 to the DC for each prior success. After 8 hours, he can attempt a single UMD check at the above DCs, adding +2 for each activation eeked out of it after breaking down. If this check succeeds then the device is repaired and it's safe activations per day are refreshed. If an Izzet Mathmagician fails to repair a broken down Device, he may set it aside and retry after gaining a new level or scrap it, regaining any Infusion slots used to invent it, and start from scratch.


Izzet Mathmagician Infusion List

0-Level
Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Electrical JoltSC, Ghost Sound, Guidance, Know Direction, Launch ItemSC, Light, Mage Hand, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st Level
Grease, Obscuring Mist, Detect Secret Doors, Detect Undead, Identify, Sleep, Burning Hands, Magic Missile, Shocking Grasp, Disguise Self, Silent Image, Expeditious Retreat, Feather Fall, Jump, Produce Flame, IrongutsSC, Benign TranspositionSC, Blades of FireSC, Lesser Orb (Cold, Electricity, Fire, and Sound)SC, Golem StrikeSC, Instant LocksmithSC, Instant SearchSC, Targeting RaySC, Fist of StoneSC, Greater Mage HandSC, Raging Flame/Slow BurnSC, Jet of SteamCM, True CastingCM

2nd Level
Find Traps, Fog Cloud, Detect Thoughts, See Invisibility, Chill/Heat Metal, Continual Flame, Gust of Wind, Scorching Ray, Blur, Invisibility, Minor Image, Eagle's Splendor, Fox's Cunning, Levitate, Owl's Wisdom, Whispering Wind, Silence, Sound Burst, Distracting RaySC, Baleful TranspositionSC, Chain of EyesSC, Discern ShapechangerSC, Entice GiftSC, Mindless RageSC, Burning SwordSC, FireburstSC, Delusions of GrandeurSC, Sonic WeaponSC, WraithstrikeSC, Dimension HopPHB2, Seeking RayPHB2, Lesser CelerityPHB2, Increase VirulencePHB2, Incendiary SlimeCM, Boiling BloodCM

3rd Level
Dispel Magic, Nondetection, Sleet Storm, Arcane Sight, Clairaudience/Clairvoyence, Deep Slumber, Hold Person, Fireball, Lightning Bolt, Displacement, Major Image, Neutralize Poison, Poison, Fly, Gaseous Form, Haste, Water Breathing, Analyze PortalSC, UnluckSC, Miser's EnvySC, Ray of DizzinessSC, Capricious ZephyrSC, Chain MissileSC, Scintillating SphereSC, Mind PoisonSC, Weapon of EnergySC, RegroupPHB2, Spellcaster's BaneCM

4th Level
Dimensional Anchor, Dimension Door, Instant Summons, Solid Fog, Arcane Eye, Detect Scrying, Scrying, Fire Shield, Ice Storm, Hallucinatory Terrain, Greater Invisibility, Ray DeflectionSC, Orb of (Cold, Electricity, Fire, Force, and Sound)SC, Translocation TrickSC, Know VulnerabilitiesSC, Force MissilesSC, Arc of LightningSC, Spell EnhancerSC, Channeled PyroburstPHB2, Stifle SpellPHB2, CelerityPHB2, Touch of YearsCM, Least DragonshapeDM

5th level
Dismissal, Teleport, Prying Eyes, Telepathic Bond, Hold Monster, Symbol of Sleep, Cone of Cold, Sending, Seeming, Waves of Fatigue, Overland Flight, Spell Resistance, Symbol of Spell LossSC, Ball LightningSC, Cacophonic BurstSC, Cyclonic BlastSC, Prismatic RaySC, Mass FlySC, Field of ResistancePHB2, Incite RiotPHB2, Swift EtherealnessPHB2, Channeled Sonic BlastCM, Lightning LeapCM

6th level
Greater Dispel Magic, Repulsion, True Seeing, Chain Lightning, Mislead, Programmed Image, Veil, Control Water, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Ruby Ray of ReversalSC, Probe ThoughtsSC, Freezing FogSC, Storm of Fire and IceCM, Endless SlumberCM, Lingering FlamesCM

7th level
Banishment, Sequester, Spell Turning, Greater Teleport, Teleport Object, Greater Arcane Sight, Greater Scrying, Mass Hold Person, Symbol of Stunning, Delayed Blast Fireball, Prismatic Spray, Mass Invisibility, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Stun RaySC, Hiss of SleepSC, Radiant AssaultSC, Wrack EarthPHB2, Lesser DragonshapeDM

8th level
Dimensional Lock, Incendiary Cloud, Maze, Moment of Prescience, Greater Prying Eyes, Power Word Stun, Polar Ray, Screen, Clone, Temporal Stasis, Word of Recall, Field of Icy RazorsSC, Superior InvisibilitySC, StormrageSC, Greater CelerityPHB2, Deadly LaharCM, Mysterious RedirectionCM

9th level
Refuge, Teleportation Circle, Foresight, Mass Hold Monster, Meteor Swarm, Astral Projection, Etherealness, Time Stop, AbsorptionSC, Eye of PowerSC, Transmute Rock to LavaSC, DetonatePHB2, Towering ThunderheadCM, Prismatic DelugeCM


Alchemical Tolerance (Ex): Starting at 2nd level, an Izzet Mathmagician has sampled and played with enough unsavory substances to provide him with a +5 alchemical bonus to saving throws against alchemical items and poisons. He also never risks poisoning himself when applying poison.

Pack Rat (Ex): At 2nd level, an Izzet Mathmagician can retrieve an item stored on his person as a move action without provoking opportunity.

Spatial Geometry (Ex): Starting at 3rd level, an Izzet Mathmagician's understanding of space, time, and trigonometry grants him a +1 bonus to attack rolls with thrown weapons and with Ray effects. This bonus increases by 1 every four levels hereafter.

Replicate (Sp): A 5th level Izzet Mathmagician has encountered several strange and fascinating magics in his adventures and has developed a way to harness their power for his own use. He is now in possession of a special invention that he may use as an immediate action any time a creature within 30ft casts a spell or uses a spell-like ability that he has successfully identified with the Spellcraft skill. If he does, then the invention absorbs ambient magical energies released by the spell or spell-like ability and records all relevant data from the casting.

Later, he may activate the invention as a standard action, releasing the magical energies and replicating the effects of the spell or spell-like ability using his own caster level. The saving throw DC of a spell or spell-like ability replicated in this way is 10 + 1/2 Izzet Mathmagician level + his Intelligence modifier. He may not use his invention to replicate the effects of a spell or spell-like ability of a level higher than his highest available Infusion, nor may he use it to replicate any supernatural ability.

At 5th level, he may only absorb the magical energy from one spell at a time and replicate a spell or spell-like ability's effects once per day before the invention needs to cool down (8 hours). If the absorbed energy isn't released within 24 hours it fades from the invention harmlessly and the recorded information regarding it is lost. As he gains levels his scientific expertise improves so that he may calibrate his invention to accept additional magical energy and replications at the rate of one extra use per day every four levels after 5th.

Notes
-I just removed the Lv20 capstone: I'd like to have a capstone more related to the infusions system. Any idea?

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Huey Nomure
2013-09-06, 02:01 PM
Evolutionist
Copypasted from here (http://www.giantitp.com/forums/showthread.php?t=240717), with a very minor change; I could just link the thread, but having the whole material here makes easier to me (possible) future changes. If you like this class, let Draken know - I simply love it.

Colors: G
Guilds: Gruul, Simic, Golgari
Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Features
1|+0|+0|+0|+0|Mutations, Improved Unarmed Strike
2|+1|+0|+0|+0|Mutations, Teratomorph I
3|+1|+1|+1|+1|Mutations
4|+2|+1|+1|+1|Mutations
5|+2|+1|+1|+1|Mutations, Teratomorph II
6|+3|+2|+2|+2|Mutations
7|+3|+2|+2|+2|Mutations
8|+4|+2|+2|+2|Mutations, Teratomorph III
9|+4|+3|+3|+3|Mutations
10|+5|+3|+3|+3|Mutations, Mutant Ascendancy
11|+5|+3|+3|+3|Mutations, Teratomorph IV
12|+6/+1|+4|+4|+4|Mutations
13|+6/+1|+4|+4|+4|Mutations
14|+7/+2|+4|+4|+4|Mutations, Teratomorph V
15|+7/+2|+5|+5|+5|Mutations
16|+8/+3|+5|+5|+5|Mutations
17|+8/+3|+5|+5|+5|Mutations, Teratomorph VI
18|+9/+4|+6|+6|+6|Mutations
19|+9/+4|+6|+6|+6|Mutations
20|+10/+5|+6|+6|+6|Mutations, Mutant Perfection[/table]

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. (you can find the mutations lists in the three following posts)

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:
{table=head]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[/table]

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:
{table=head]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[/table]
* Strength can never go below 1 and natural armor can never go below +0.

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.
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. Lastly, the evolutionist gains fast healing 2, stacking with any existing fast healing and heals an additional 5 points of nonlethal damage per round, this effect stacks with that of Regeneration I.
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.


Notes:
-the fluff describes the evolutionists as very indipendent and free individuals; however, Simic evolutionists and Gruul ones "born" in Simic labs have had the evolution inflicted to them; they are/were text subjects, with no choices over their mutations and only some of them would not seek revenge, given the opportunity...

Back to the Index (http://www.giantitp.com/forums/showpost.php?p=15962231&postcount=1)

Huey Nomure
2013-09-06, 02:03 PM
Evolutionist 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
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.


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
{table=head]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
1|1|1|1|1|1|1|1|1|1
2|1|1|1|1|1|1|1|1|1
3|2|1|1|1|1|1|1|1|1
4|2|2|1|1|1|1|1|1|1
5|3|2|2|1|1|1|1|1|1
6|3|2|2|2|1|1|1|1|1
7|4|3|2|2|2|1|1|1|1
8|4|3|2|2|2|2|1|1|1
9|5|3|3|2|2|2|2|1|1
10|5|4|3|2|2|2|2|2|1
11|6|4|3|3|2|2|2|2|2
12|6|4|3|3|2|2|2|2|2
13|7|5|4|3|3|2|2|2|2
14|7|5|4|3|3|2|2|2|2
15|8|5|4|3|3|3|2|2|2
16|8|6|4|4|3|3|2|2|2
17|9|6|5|4|3|3|3|2|2
18|9|6|5|4|3|3|3|2|2
19|10|7|5|4|4|3|3|3|2
20|10|7|5|4|4|3|3|3|2[/table]


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 1 additional hit point per hit dice.
Further Mutations: This mutation can be taken once per two mutator levels.

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 +1 bonus per mutator level on climb checks, grapple checks and on checks to resist being disarmed, to a maximum bonus of +5.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains a climb speed of 10 feet per instance of the mutation taken. Each time this mutation is taken, the maximum bonus increases by +5. This mutation can be taken once per five mutator levels.

Aquatic Adaptation
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +4 bonus on swim checks.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains a swim speed equal to his land speed + 10 feet per instance of this mutation. If this mutation is taken at least three times, the evolutionist gains the ability to breathe both air and water. This mutation can be taken once per four mutator levels.


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 +1 bonus per mutator level on hide, move silently and disguise checks, to a maximum bonus of +5.
Further Mutations: Each time this mutation is taken, the maximum bonus increases by +5. This mutation can be taken once per five mutator levels. 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.


Darkvision
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Darkvision with a range of 30 feet or increases the range of existing Darkvision by 20 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 +1 bonus per mutator level on listen, search and spot checks, to a maximum bonus of +5.
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 maximum bonus increases by +5. This mutation can be taken once per five 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 +1 bonus per mutator level on escape artist, sleight of hand and tumble checks, to a maximum bonus of +5.
Further Mutations: Each time this mutation is taken, the maximum bonus increases by +5. This mutation can be taken once per five mutator levels.

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.
{table=head]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[/table]
* 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 +1 bonus per mutator level on bluff, diplomacy, intimidate and sense motive checks, to a maximum bonus of +5.
Further Mutations: Each time this mutation is taken, the maximum bonus increases by +5. This mutation can be taken once per five mutator levels.

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 +5 bonus on all jump checks and increase any fly speed he has by 10 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 five mutator levels

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Huey Nomure
2013-09-06, 02:04 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.

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 if the projectile has up to the weight he could throw with Rock Throwing (so, arrows, javellins, catapult shots, etc). 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 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 gains a +1 bonus on attack and damage rolls with objects thrown with this ability. 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 scent and a +2 bonus on search and survival checks when using scent.
Further Mutations: Each time this mutation is taken after the first increases the evolutionist’s bonus on search and survival checks when using scent by 2.
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 10 or increases any existing spell resistance by 5.
Further Mutations: You can take this mutation 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:
{table=head]Damage (medium)|Critical|Range Increment
1d6|X2|80 ft.[/table]
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.
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 3 + his constitution modifier. The web works as an attack with a net, but with a maximum range of 50 feet 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 has 6 hit points, hardness 5, and takes double damage from fire.
The evolutionist can also create sheets of sticky webbing. They can position these to snare flying creatures or try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 5, and takes double damage from fire. Used this way, the web can cover a radius of 5 feet for every three class levels 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 3 additional daily uses of web. For every two instances of this mutation taken, all DCs to escape the web increase by 1.


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.

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.
Further Mutations: This mutation can be taken once per six mutator levels. The second time it is taken, the evolutionist’s invisibility cannot be fully pierced by See Invisibility, which reveals only a blurred outline that still gives him concealment with a 10% miss chance, plus an additional 10% miss chance for each instance of this mutation, only True Seeing and similar effects can fully detect him. The third time it is taken, its effect improves to match that of Greater Invisibility. The fourth time this is taken, this ability becomes extraordinaire in nature.

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.

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Huey Nomure
2013-09-06, 02:06 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.

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.

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.
{table=head]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[/table]

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.
{table=head]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
[/table]

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.

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Huey Nomure
2013-09-06, 02:08 PM
Mutator Feats

Azure Claws
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).

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.

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.

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.

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.

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

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.

Do not use this feats if you use the Talents rule (see New Rules)
Ancient Mutator [Mutator]
[I]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.

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.

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.

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.
Ravnica is a plane almost sealed off, so there aren't outsiders. If you want to use these mutations, anyway, you can find them in the original thread (you can find the link on the Evolutionist main post)

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.

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.

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Huey Nomure
2013-09-06, 02:18 PM
Construct
This list of mutations is available 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.


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

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 cannot change into the shape of any creature with a size category different than the default for his original race. 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.


Teratomorph VI

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.


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.

As a final note, ascendancy cannot turn a construct into a true living being. Should a construct creature elect to take an ascendancy for a creature type other than its own, it retains the Construct 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: 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.
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 [Supernatural]
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.
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;
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 10 feet, which increases by 10 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.

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Huey Nomure
2013-09-06, 02:46 PM
Plant
This list of mutations is avaiable 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 +6. The evolutionist becomes extremely dependant 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 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.

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.
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.
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 expell the majority of other elements from the grove's radius, possibly leaving free-floating remanants of earth and water. Earth could fill an open area, creating caverns and tunnels within the grove. Fire could engulf everthing 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 Elemenetal Aura): As a swift action, the evolutionist can fill his grove with the effects of any one elemental aura he has. The evolutionist sufers 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.
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 transmited through injestion 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.

Back to the Evolutionist (http://www.giantitp.com/forums/showpost.php?p=15971890&postcount=6)
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Huey Nomure
2013-09-06, 02:51 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 the evolutionist kills that are afflicted by ability penalty or negative levels inflicted by him with supernatural abilities are raised as zombies or skeletons one minute later. 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: -

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 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 quality if it had it, 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.


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 requires concentration. 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 2, 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.

{table=head]Damage (medium)| Critical| Range
1d4| X2| Melee[/table]

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 skill, and also as has other potential uses. 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. It cannot be used to craft magical items, only mundane objects. Items made of resin are as strong as their steel counterparts, but they also recover one hit point per hour when damaged and may make fortitude saves even if not held by a creature.
The resin can also be shot 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 (same DC as a save against mutations) check to free itself, or take a minute to get out of the resin.
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 square area covered by a resin shot increases by 5 feet 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.

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Huey Nomure
2013-09-06, 03:48 PM
Talents
(in translation)

Ancient Mutator [Mutator]
Benefit: You gain access to the Ancient Mutation list. You gain one additional mutation at every even level.

Blessed by Luck
You gain three lucky rerolls and Luck +1.

Broad Skill
You double your natural Int modifier to calculate the skill points you gain.

Captivating
You gain a +2 bonus on Cha checks and Cha-related skill checks.

Construct Mutator [Mutator]
Benefit: You gain access to the Construct Mutation list. You gain one additional mutation at every even level.

Elemental Mutator [Mutator]
Benefit: You gain access to the Elemental Mutation list. You gain one additional mutation at every even level.

Erculean Fortitude
You gain a +4 bonus on Fortitude saving throws.

Hawkeye
You gain +2 to ranged weapon attack rolls.

Intuitive Dodge
You can add Int modifier to dodge CA and Reflexes, replacing Dex modifier.

Godlike Reflexes
You gain a +4 bonus on Reflexes saving throws.

Great Coordination
You gain a +2 bonus on Dex checks and Dex-related skill checks.

Great Intellect
You gain a +2 bonus on Int checks and Int-related skill checks.

Observant Nature
You gain a +2 bonus on Wis checks and Wis-related skill checks.

Plant Mutator [Mutator]
Benefit: You gain access to the Plant Mutation list. You gain one additional mutation at every even level.

Shieldmaster
Your shield bonus increases by 2 and benefit from Evasion when you wear a shield other than a buckler.

Survival Instinct
You gain a +2 bonus on saving throws.

Talented
You gain two bonus feats. You must meet their prerequisites.

Tough Hide
Whenever you are inflicted lethal damage, you convert an amount of damage equal to 1/2 your Con score to non-lethal damage.

Tough Constitution
You gain an extra HP per level.

Trained Phisique
You gain a +2 bonus on Str checks and Str-related skill checks.

Unconventional Training
If a class grant you a bonus feat from the fighter list, you can also pick a feat from Opportunity and Ambush feat lists (new feat lists). You gain a +2 bonus to disarm, feint, fight, sunder and trip checks, and you consider exotic weapons as martial weapons (if a class grants you proficiency with all martial weapons, you are also proficient with all exotic weapons).

Undead Mutator [Mutator]
Benefit: You gain access to the Undead Mutation list. You gain one additional mutation at every even level.

Unrivaled Swordsman
You gain a +2 bonus on melee attack checks with any type of sword (as longsword, rapier, saber, greatsword, shortsword, bastard sword...); you have the benefits of Improved Critical feat when you attack with those weapons.

Unswerving Will
You gain a +4 bonus on Fortitude saving throws.

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Huey Nomure
2013-09-07, 06:35 AM
Thug

Colors: B
Guilds: Rakdos, Orzhov
Hit Die: d12

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Ruthless 1d10

2nd|+2|+3|+0|+0|Improved Unarmed Strike

3rd|+3|+3|+1|+1|DR 1/-

4th|+4|+4|+1|+1|Bonus feat, Uncanny dodge

5th|+5|+4|+1|+1|Ruthless 2d10, Improved Grapple

6th|+6/+1|+5|+2|+2|Improved Sunder

7th|+7/+2|+5|+2|+2|DR 2/-

8th|+8/+3|+6|+2|+2|Bonus feat, Improved uncanny dodge

9th|+9/+4|+6|+3|+3|Ruthless 3d10

10th|+10/+5|+7|+3|+3|Wreck, Bonus feat

11th|+11/+6/+1|+7|+3|+3|DR 3/-

12th|+12/+7/+2|+8|+4|+4|Bonus feat

13th|+13/+8/+4|+8|+4|+4|Ruthless 4d10

14th|+14/+9/+4|+9|+4|+4|Bonus feat

15th|+15/+10/+5|+9|+5|+5|DR 4/-

16th|+16/+11/+6/+1|+10|+5|+5|Bonus feat

17th|+17/+12/+7/+2|+10|+5|+5|Ruthless 5d10

18th|+18/+13/+8/+3|+11|+6|+6|Bonus feat

19th|+19/+14/+9/+4|+11|+6|+6|DR 5/-

20th|+20/+15/+10/+5|+12|+6|+6|Ruthless 6d10, Bonus feat
[/table]

Class Skills (6 + Int modifier): Appraise, Bluff, Climb, Disable Device, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Use Magical Device

Weapon & Armor Proficiencies
A thug is proficient with light and medium armor, and with all the simple and martial weapons.

Ruthless: A thug has a feral instinct to hit the most frail or sensible points in her prey's anatomy. She inflicts ruthless bonus damage when she scores an attack after a charge, an attack of opportunity, a critical hit or when her target is flanked, prone or denied her Dex bonus to CA. Only swarms and oozes are immune to this extra damage. If she scores a critical hit against an enemy immune to it, the attack scores non-critical damage and ruthless bonus damage. Ruthless damage is applied after critical damage calculation and any other possible modifier or multiplier.
If her opponent is flanked, proned or denied her Dex bonus to CA, a thug adds ruthless damage to the damage inflicted with successful Sunder attempts.

Unarmed Strike: At 2nd level, a thug gains Improved Unarmed Strike as a bonus feat. She can pick an Ambush, Fighter or Opportunity bonus feat instead if she already has this feat. A thug must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Damage Reduction (Ex): At 3th level, a thug gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the thug takes each time he is dealt damage. At 7th level, and every four thug levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Bonus Feats: At 4th level, a thug gets a bonus feat. The thug gains an additional bonus feat at 8th level and every two thug levels thereafter. These bonus feats must be drawn from the Ambush, Fighter or Opportunity bonus feats lists. A thug must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Uncanny Dodge (Ex): Nothing new.
Starting at 4th level, a thug can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a thug already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Grapple: At 5th level, a thug gains Improved Grapple as a bonus feat. She can pick an Ambush, Fighter or Opportunity bonus feat instead if she already has this feat. A thug must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Improved Sunder: At 6th level, a thug gains Improved Sunder as a bonus feat. She can pick an Ambush, Fighter or Opportunity bonus feat instead if she already has this feat. A thug must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Improved Uncanny Dodge (Ex): Nothing new.
A thug of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Wreck: A thug of 10th level or higher doubles the ruthless bonus damage at the end of a charge.
Note: maybe is more fitting for a 20th level capstone, since I'm gonna make Pounce as a feat.

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Huey Nomure
2013-09-07, 09:04 AM
Scout
Copypasted from here (http://www.giantitp.com/forums/newreply.php?do=newreply&p=9457942), I changed the name of the class to be more compatible to the Ravnica's fluff.
WIP: I'm adapting the casting to the mana system and making other minor changes.

Colors: G
Guilds: Selesnya, Gruul, Golgari, Boros (Martial Training ACF) (the Forge, Messenger's Guild)
Hit Die: d8

{table=head]Lvl|Base Attack|Fort Save|Ref Save|Will Save|Special|Max spell level|Mana
1st|+1|+2|+2|+0|1st favored enemy, skirmish (+1d6), track, trapfinding|1|2
2nd|+2|+3|+3|+0|Combat style, uncanny dodge|2|7
3rd|+3|+3|+3|+1|Swift hunter (+5 ft/+5/+1), skirmish (+1d6, +1 AC)|2|12
4th|+4|+4|+4|+1|Animal companion|3|20
5th|+5|+4|+4|+1|2nd favored enemy, skirmish (+2d6, +1 AC)|3|33
6th|+6/+1|+5|+5|+2|Improved combat style|3|49
7th|+7/+2|+5|+5|+2|Flawless stride, skirmish (+2d6, +2 AC)|4|58
8th|+8/+3|+6|+6|+2|Swift hunter (+10 ft/+10/+2), swift tracker|4|74
9th|+9/+4|+6|+6|+3|Evasion, skirmish (+3d6, +2 AC)|4|99
10th|+10/+5|+7|+7|+3|3rd favored enemy, blindsense 30 ft.|5|115
11th|+11/+6/+1|+7|+7|+3|Greater combat style, skirmish (+3d6, +3 AC)|5|3
12th|+12/+7/+2|+8|+8|+4|Camouflage|5|140
13th|+13/+8/+3|+8|+8|+4|Swift hunter (+15 ft/+15/+3), skirmish (+4d6, +3 AC)|6|176
14th|+14/+9/+4|+9|+9|+4|Sudden step (swift)|6|202
15th|+15/+10/+5|+9|+9|+5|4th favored enemy, skirmish (+4d6, +4 AC)|6|242
16th|+16/+11/+6/+1|+10|+10|+5|Combat style mastery|7|300
17th|+17/+12/+7/+2|+10|+10|+5|Hide in plain sight, skirmish (+5d6, +4 AC)|7|352
18th|+18/+13/+8/+3|+11|+11|+6|Free movement, swift hunter (+20 ft/+20/+4)|7|426
19th|+19/+14/+9/+4|+11|+11|+6|Skirmish (+5d6, +5 AC), sudden step (immediate)|7|511
20th|+20/+15/+10/+5|+12|+12|+6|5th favored enemy, blindsight 30 ft.|7|560[/table]

CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
A swift hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

CLASS FEATURES
All of the following are class features of the swift hunter.

Weapon and Armor Proficiency: A swift hunter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spells: A swift hunter gains the ability to cast a small number of divine spells, which are drawn from the swift hunter spell list (see spoiler). A swift hunter must choose and prepare his spells in advance.

Swift hunter spellcasting:
To prepare or cast a spell, a swift hunter must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a swift hunter's spell is 10 + the spell's level + the swift hunter's Wisdom modifier. Like other spellcasters, a swift hunter can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, he receives bonus spells per day for a high Wisdom score. When the table above indicates that the swift hunter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A swift hunter's caster level is equal to his swift hunter level.
At the DM's discretion, the swift hunter may know other spells from the ranger spell list that are not reproduced below. The DM should use best judgment in deciding what level to assign to these spells, but as a rule of thumb, they should be learned and cast at one level higher than they appear on the ranger list.

SWIFT HUNTER SPELL LIST
The swift hunter spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.

1 Level: cure minor wounds, detect poison (PHB 219), guidance (PHB 238), know direction (PHB 246), read magic (PHB 269), resistance (PHB 272).

2nd Level: alarm (PHB 197), calm animals (PHB 207), charm animal (PHB 208), detect animals or plants (PHB 218), detect favored enemy (SpC 64), endure elements (PHB 226), enrage animal (SpC 82), entangle (PHB 27), hide from animals (PHB 241), jump (PHB 246), longstrider (PHB 249), magic fang (PHB 250), pass without trace (PHB 259), quickswim (SW 120), speak with animals (PHB 281), summon nature's ally I (PHB 288).

3rd Level: animal messenger (PHB 198), animalistic power (PH2 101), barkskin (PHB 203), bear's endurance (PHB 203), cat's grace (PHB 208), cure light wounds (PHB 215), delay poison (PHB 217), hold animal (PHB 241), linked perception (PH2 117), owl's wisdom (PHB 259), resist energy (PHB 272), share talents (PH2 124), summon nature's ally II (PHB 288).

4th Level: crown of clarity (PH2 107), cure moderate wounds (PHB 216), curse of arrow attraction (PH2 109), darkvision (PHB 216), diminish plants (PHB 221), haste, swift (SpC 110), hunter's eye (PH2 114), magic fang, greater (PHB 250), neutralize poison (PHB 157), phantasmal decoy, plant growth (PHB 262), protection from energy (PHB 266), reduce animal (PHB 269), remove disease (PHB 271), snare (PHB 280), speak with plants (PHB 282), spike growth (PHB 283), summon nature's ally III (PHB 288), tree shape (PHB 296), water walk (PHB 300), wind wall (PHB 302).

5th Level: command plants (PHB 211), cure serious wounds (PHB 216), freedom of movement (PHB 233), land womb (SC 130), magic fang, superior (SpC 136), mark of the hunter (SpC 138), nondetection (PHB 257), planar tolerance (SpC 159), primal senses (DrM 72), repel vermin (PHB 271), safe clearing (SpC 179), skin of the cactus (SS 120), slipsand (SS 121), snakebite (SpC 193), summon desert ally IV (SS 123), summon nature's ally IV (PHB 288), tremorsense (SpC 224), wake trailing (SW 124), wild runner (SpC 239).

6th Level: animal growth (PHB 198), commune with nature (PHB 211), cure critical wounds (PHB 215), heal animal companion (SpC 110), summon nature's ally V (PHB 289), tree stride (PHB 296).

7th Level: animalistic power, mass (PH2 101), bear's endurance, mass (PHB 203), cat's grace, mass (PHB 208), find the path (PHB 230), owl's wisdom, mass (PHB 259), stone tell (PHB 284), summon nature's ally VI (PHB 289), transport via plants (PHB 295).
Favored Enemy (Ex): At 1st level, a swift hunter may select a type of creature from among those given on Table: Swift Hunter Favored Enemies, and declare it as a Rank I favored enemy. The swift hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Additionally, his natural weapons, manufactured weapons, and unarmed strikes deal damage as if they were one size category larger when he makes weapon damage rolls against such creatures. This increase is not cumulative with the mighty wallop series of spells, or with other magical effects that cause a weapon to deal damage as if it was of a larger size category.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the swift hunter may select an additional Rank I favored enemy from those given on the table. In addition, at each such interval, his rank for any one favored enemy (including the one just selected, if so desired) increases by 1, qualifying him for larger bonuses as shown on Table: Swift Hunter Favored Enemy Ranks.

If the swift hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the swift hunter’s bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemy Tables:
{table=head]
Table: Swift Hunter Favored Enemies|
Type (Subtype)
Aberration|Animal
Construct|Dragon
Elemental|Fey
Giant|Humanoid (aquatic)
Humanoid(drow)|Humanoid (dwarf)
Humanoid (elf)|Humanoid (goblinoid)
Humanoid (gnome)|Humanoid (halfling)
Humanoid (human)|Humanoid (orc)
Humanoid (reptilian)|Humanoid (tauren)
Magical beast|Monstrous Humanoid
Ooze|Plant
Undead|Vermin
Caster1|Guild2[/table]
1Favored enemy: caster grants bonuses against all creatures capable casting spells or invocations.
2Favored enemy: guild grants bonuses against all creatures whom the swift hunter knows to be members of the named guild. Requires DM approval.

Table: Swift Hunter Favored Enemy Ranks
{table=head]Rank|Skill Bonus|Damage Bonus
I|2|+1 size
II|5|+2 sizes
III|10|+3 sizes
IV|15|+4 sizes
V|20|+5 sizes[/table]

Skirmish (Ex): A swift hunter relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the swift hunter's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage is precision damage, so it only applies against living creatures that have a discernable anatomy, and the swift hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. However, the swift hunter can deal skirmish damage to his favored enemies even if these enemies would normally be immune to precision damage.

At 3rd level, the swift hunter gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as the swift hunter has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 3rd.

A swift hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Track: The swift hunter gains Track as a bonus feat.

Trapfinding (Ex): A swift hunter can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

Combat Style (Ex): At 2nd level, a swift hunter must select one of three combat styles to pursue: archery, two-weapon combat, or shapeshifting. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the swift hunter selects shapeshifting, this ability (and the improvements to this ability gained every five levels thereafter) is supernatural rather than extraordinary. If Combat Style or one of its advancements ever grants you a feat that you already have, you may immediately retrain your existing feat.

Combat Style options:
If the swift hunter selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

Rapid Shot has been improved:
RAPID SHOT [Fighter, General, Ranger]
You can use ranged weapons with exceptional speed.
Prerequisite: Dex 13, Point Blank Shot
Benefit: You get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each ranged attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Advancement: If you also have the Manyshot feat, then when using this feat, you may ignore the -2 penalty on all ranged attack rolls.
If the swift hunter selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Two-Weapon Fighting has been improved:
TWO-WEAPON FIGHTING [Fighter, General, Ranger]
You fight effectively with a weapon in each hand, and you can make extra attacks each round with the second weapon.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lesses by two and the one for your off hand lessens by 6.

You gain an additional attack at your highest base attack bonus with the offhand weapon. You gain additional attacks with the offhand weapon at progressively lower attack bonuses whenever your base attack bonus grants you additional attacks with your primary weapon.
If the swift hunter selects shapeshifting, he gains the shapeshift ability, similar to the ability gained by the shapeshift druid variant described in the Player's Handbook 2 (pp. 39-41). He can only shapeshift into a predator form, as described here:


Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting swift hunter learns.

While in predator form, the swift hunter gains a primary bite attack that deals 1d6 points of damage. He has the reach of a long creature of his size (5 feet for Small or Medium). He gains a +4 enhancement bonus to Strength, and his natural armor bonus improves by 4. His base land speed becomes 50 feet.

At 5th level, the swift hunter gains Mobility as a bonus feat (ignoring prerequisites) whenever he is in predator form.
The benefits of the swift hunter's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Uncanny Dodge (Ex): At 2nd level, a swift hunter retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a swift hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Swift Hunter (Ex): At 3rd level, the swift hunter learns his eponymous ability, and gains a +5 ft bonus to his speed, a +5 competence bonus to Tumble checks, and a +1 competence bonus to initiative checks. With a DC 40 Tumble check, the swift hunter can move 10 feet as a “5-foot step” while also performing a full-round action during the round (such as a full attack).

These bonuses increase by a like amount for every five levels gained above 3rd.

Animal Companion (Ex): After reaching 4th level, the swift hunter may acquire an animal companion as a druid does. He uses his swift hunter level as his druid level when determining what animal he may select and what advancement benefits the animal companion receives.

Improved Combat Style (Ex): At 6th level, a swift hunter's aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves.

Improved Combat Style options:
If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

Manyshot has been improved:
MANYSHOT [Fighter, General]
You can fire multiple arrows simultaneously against nearby targets.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot , base attack bonus +6
Benefit: As a standard action, you may fire two arrows at the same or different targets within 30 feet, but both attacks take a -4 penalty to hit.

For every five points of base attack bonus you have above +6, you may fire one additional arrow, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack rolls for all arrows.

Damage reduction and other resistances apply separately against each arrow fired. Likewise, precision-based damage is applied separately with each arrow, and if you score a critical hit with multiple arrows, each critical hit deals critical damage. You may not combine Manyshot with Rapid Shot, but you may combine it with Shot on the Run.
If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat.

Two-Weapon Defense has been improved:
TWO-WEAPON DEFENSE [Fighter, General, Ranger]
Your two-weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Dex 15, Two-Weapon Fighting
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
Advancement: This bonus increases by +1 for each 5 base attack bonus you have above 1 (to +2 when you reach a +6 base attack bonus, +3 when you reach a +11 base attack bonus, and so on). When you are fighting defensively or using the total defense action, double the bonus.
If the swift hunter selected shapeshifting at 2nd level, he can now assume an aerial form when he shapeshifts.

Aerial Form: At 6th level, the swift hunter can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, the swift hunter gains a primary talon attack that deals 1d6 points of damage. He has the reach of a long creature of his size (5 feet for Small or Medium). He gains a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and his natural armor bonus improves by 2. He gains a fly speed of 40 feet (good maneuverability).

At 8th level, he gains Flyby Attack as a bonus feat whenever he is in aerial form.
As before, the benefits of the swift hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Flawless Stride (Ex): Starting at 7th level, a swift hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment.


This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate. However, it is effective against terrain or undergrowth (such as the area of an entangle or spike growth spell, or a wall of thorns) that has been magically manipulated to impede motion.

A swift hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Swift Tracker (Ex): Beginning at 8th level, a swift hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a swift hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swift ranger is wearing light armor or no armor. A helpless swift hunter does not gain the benefit of evasion.

Blindsense (Ex): At 10th level, a swift hunter gains the blindsense ability out to 30 feet.

Greater Combat Style (Ex): At 11th level, a swift hunter’s aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves again.

Greater Combat Style options:
If the swift hunter selected archery at 2nd level, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Dual Strike feat, even if he does not have the normal prerequisites for that feat.

Dual Strike has been improved:
DUAL STRIKE [Fighter, General, Ranger]
You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.
Prerequisites: Two-Weapon Fighting, base attack bonus +6
Benefit: As a standard action, you can make a melee attack with your primary weapon and an attack with your off-hand weapon. You take the normal penalties for attacking with two weapons.
Advancement: If you also have the Combat Reflexes feat, then you may choose to attack once with both weapons when making an attack of opportunity (incurring the normal penalties for attacking with two weapons).
If the swift hunter selected shapeshifting at 2nd level, he can now assume a Ferocious Slayer form when he shapeshifts.

Ferocious Slayer Form: At 11th level, you can shapeshift into a large and fierce predator form, such as a tiger, brown bear, or dire wolf.

While in ferocious slayer form, the swift hunter gains a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. His size increases by one catergory (to a maximum of Colossal), and he has the reach of a long creature of his size (5 feet for Medium or Large). He gains a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and his natural armor bonus improves by 8. His base land speed changes to 40 feet.

At 14th level, the swift hunter gains Improved Critical (bite) and Improved Critical (claw) as a bonus feats whenever he is in ferocious slayer form.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A swift hunter of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. He loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Sudden Step (Ex): As a swift action, a swift hunter of 14th level or higher can move a distance equal to his Swift Hunter bonus movement. This movement does not provoke attacks of opportunity.

Upon reaching 19th level, he can instead move this distance as an immediate action. If the swift hunter uses Sudden Step to interrupt a melee or ranged attack targeting him, the attack automatically fails and is wasted.
Combat Style Mastery (Ex): At 16th level, a swift hunter's aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves again.

Combat Style Mastery options:
If the swift hunter selected archery at 2nd level, he is treated as having the Penetrating Shot feat (PH2 81), even if he does not have the normal prerequisites for that feat.

If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Rend feat (PH2 84), even if he does not have the normal prerequisites for that feat.

If the swift hunter selected shapeshifting at 2nd level, he gains the ability to assume a Forest Avenger Form.


Forest Avenger Form: At 16th level, the swift hunter can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Swift hunters not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, the swift hunter gains a pair of primary slam attacks that deal 1d8 points of damage each. His size increases by one size category (to a maximum of Colossal) and he has the reach of a tall creature of his size (5 feet for Medium, 10 feet for Large). He gains a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and his natural armor bonus improves by 12. His base land speed becomes 20 feet.

The swift hunter gains damage reduction 5/slashing while in forest avenger form.

At 18th level, the swift hunter gains Improved Overrun as a bonus feat while in forest avenger form (even if he doesn't meet the normal prerequisites).
As before, the benefits of the swift hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a swift hunter of 17th level or higher can use the Hide skill even while being observed. He loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Free Movement (Ex): At 18th level and higher, a swift hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. The swift hunter loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Blindsight (Ex): A 20th-level swift hunter gains the blindsight ability out to 30 feet. His senses become so acute that he can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the swift hunter must have line of effect to a creature or object to discern it.

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Huey Nomure
2013-09-07, 02:33 PM
Guidelines

My take on magic
Magic is a controversial subject. Is universally acknowledged that magic is, simply put, omnipotent. A single spell can turn the tides of an encounter, and a bunch of spells can make any single mundane class useless. There are a tons of solutions in this very forum, from reshapings of the metrical properties of spells to blanket bans to rewritings of the whole magic system. I'm not very familiar with caster classes optimization, so my ideas are simple, but maybe too brutal to be approved by the majority of you readers. Nevertheless, these are my 2 cents. Comment to polish this system, if you think it could be improved without trashing it.

Cast from Mana Pool
Ok, this is not a guideline to balance magic, but simply my idea of an intuitive casting system, and thus the starting point for the mechanics of spellcasting. I'm not familiar with psionics, so maybe the numbers could be modified to have a better curve.
I never thought Vancian system was an intuitive casting system. I always considered magic power as a sort of stamina for spells. You can be exactly as tired if you cast loads of minor spells or a bunch of powerful enchantments. M:tG works with mana, magic energy that flows from lands, blessed beings and powerful artifacts, used by every mage powerful enough to harness its power. This capability can be represented by a Mana Pool. This means that Mages and other casters can't produce massive amounts of mana: they use the magical energy flowing around them to achieve worderful feats. Warlocks and other invocators, on the other hand, are rare beings able to produce a continuous flow of mana, that they harness to get similar effects.
Balancing Costs
The sheer power of spells is not linear, but quadratic or exponential; this has to have a reflection in the cost of each spell. A simple progression can be obtained simply squaring the spell level.
{table=head]
Spell level|
Cost
1|1
2|4
3|9
4|16
5|25
6|36
7|49
8|64
9|81
10|100
[/table]
The level of Mage spells is (spell manual level +1).

Circles and levels
Ok, this is gonna be complicated. I want to call circle the complexity of a spell, and level the feature that defines its cost. Why this difference? Because I'd like to distinguish between the intrinsic complexity of a spell and its cost, and explain the reason a single spell can have two different costs for two different casters. This can mean, for example, that a Mage works on many branches and types of magic, while a minor caster is usually focused on a particular use of magic, and thus has a mindset or insight that make spells involving her particular area of expertise easier to cast. For this reason a full progression caster will have a list based on circles, while minor spellcasters will have a level-based list. If a spell has different circles for different full casters, the DM decides what's the actual spell circle. A no-brainer solution could be "always the higher".
DC of the spells
This system gives two different possibilities to define the DC of each spell:
-10 + 1/2 spellcaster class level + related ability modifer
-10 + spell circle + related ability modifier
Using the first option the minor casters will be able to force significant DCs even with low circle spells, but the full casters will be able to do the same a ridiculous amount of times per day. The second option will leave things as they were, with minor casters that will struggle to find an effective use to most of their DC spells. You can use an hybrid system, usind the first system for the minor casters and che second for the full casters, but this finds problems in
-fluff; why a paladin can cast a hold person with higher DC than a Mage, again? Is the "focused area of expertise" a sufficient reason?
-figuring out which system to use with 6/9 casters. If you don't use them, you're good, but otherwise... I'm not sure about Scout (Swift Hunter) spell progression, because it's the only 6/9 casting class in the whole system as I write.
Metamagic
Using a metamagic feat increases the level for defining a cost of a spellcast. For example, an Empowered Fireball cast by a Mage has a cost of 36 MP (Mana Points): 3rd circle spell-> 4th base level +2 Empowered -> 6^2=36. Metamagic doesn't change the circle of the spell nor the caster level, so the DC is the same regardless your chosen calculation system. Furthermore, this means a Red Mage 5 can cast an Empowered fireball... but usually accomplish such a feat will burn (no pun intended) a huge chunk of her casting capability. I think that a normal and a TwinMaxEmpowered fireball have the same intrinsic complexity, they only need totally different amounts of mana to cast.
Easy enough?
Actually, no.
Minor casters have a level based spell list; you should distinguish between "base" level and "casting/effective" level of a spell, something I wish I wouldn't have to. If someone has a better wording to make this clear, please tell me.
If you find that allowing low level casters high metamagic spells is wrong either from fluff and balance reason, please let me know.

Splitting magic: colors of mana
To have a full immersion in a M:tG setting, the color wheel is one of the most important implementation. A Red Mage can't use divinations to find her nemesis, a Black Mage rarely will be able to keep his allies alive healing them, a Blue Magic usually won't be able to kill her enemies directly, and so on. To enforce this idea, magic must be split according to the mana color wheel. Usually any spell can be classified as universal or belonging to one or more colors. Some particular spells are so fitting to a couple of colors that the best thing is to allow them only to the casters who use both those colors; for example, zone of truth is a spell that fits Azorius' flavour in such perfect way that only casters able to cast both white and blue spell should be allowed to cast it.
This already cripple the omnipotence of magic; the following step is to regulate the possibilities to cast from two colors of mana, but this point has no defined solutions as I write.

Magic is only for wonders
In D&D the right spell can do anything. But should Mages be able to do anything? I can just hear a roaring "NO" from all the mundane classes.
Powerful casters maybe should be able to circumvent a lot of problems using magic, but IMO they should have a quite "lateral" solution. For example, a Mage could fly over a possibly trapped path, or avoid a difficult climbing; she could blast a locked door to open it. But flying could involve the manifestation of two wings of mana, or a bright aura, making you a target for any enemy able to attack from range, and the room after that door you just wrecked open could have contained scrolls, secret corrispondence and other very frail and precious stuff, or the door could be made of a material resistant to magic; but I digress, as I'm sure all of you can think of some detail that make magic solutions not so perfect.
My point is: why should magic be able to find traps? Knock locked doors and sealed boxes open? These are mundane tasks, and thus should belong to mundane classes expertise. Magic can find people among the multitude, burn a living being to ashes in a few seconds, heal deadly wounds... magic has a HUGE power, and exactly because it's huge, dealing with small-scale mundane problems could be more difficult than setting water aflame.

Burning the Books: limited sources
-Magic is overpowered! You would be too strong even using only Core spells!
Ok, then use only those.
Let's face it: giving every spell a color is a gargantuan task. If your full caster wanna-be has a strong grasp over the color wheel, this won't be too hard; let her to the hard work. But what should you do if some player isn't familiar with M:tG? Banning him from playing a Mage? Obviously not. But this means you have to face the enormous task I just mentioned. How to minimize the load of work?
Simple: allow limited sources.
(if you don't have the time or the will to make this list, let me know: I already divided into the 5 colors most of the Core spells, I could make the effort of translating the list)
Mundane classes can (should?) search for sources of power, because they need it, but magic? If it's already overpowered, there's no need to give it more reality-mending standard actions. This doesn't mean that you shouldn't allow other sources; I'm just saying that this shouldn't be taken for granted. Furthermore, limiting the sources means you can make more ad-hoc limitations.

Summoning
-If you can't cast a spell you just have to summon someone that can do it for you.
Ravnica is a sealed off plane. This means you can't call creatures from other planes, and outsiders just don't exist; any summon (admitted that summonings exist in Ravnica) is your mana acquiring a phisical form. You can implement this aspect of Ravnica magic with some different rules. Here are a couple of them. They can (and should?) be used together.
1. You must know what you summon
Summoning a creature you mimic a monster's anatomy, skills and abilities. This means you have a great knowledge about that monster. A caster could be able to summon only a couple of monsters when she learns a new summoning spell. Additional monsters can be acquired only through research, mirrored by an appropriate Knowledge score.
2. A summon cannot outdo the summoner
A summoned monster is the caster's mana taking form; how a manifestation can cast something that the original caster cannot? This rule forbids summoned beings from using spells or spell-like abilities whose color don't match the caster, or whose equivalent circle (see above) exceed the summoner capabilities.
3. No off-color summons
A White Mage summoning undeads. A Blue Mage summoning Fire Elementals. Think about it. It's strange, isn't it?
I'm not thinking about giving avery single printed monster mana colors. We already did that for the spells, and that's quite enough. But if you already decided that a summoner must know her summons, you can restrict these summons to proper mana-related monsters. This rule usually makes half of the second rule redundant, but you're never too careful.

Even with all these rules, summoning is a strong option if you're not forced playing rocket tag, because you can somewhat double your casting power or bring battlewracking monstrosisies to your side with a standard action, but maybe it's a little less broken.

Back to the Index (http://www.giantitp.com/forums/showpost.php?p=15962231&postcount=1)

Huey Nomure
2013-09-07, 02:54 PM
New or Remixed Copypasted Feats
From here (http://www.giantitp.com/forums/showpost.php?p=10415898&postcount=2) and there (http://www.giantitp.com/forums/showpost.php?p=9457973&postcount=2).

AMBUSH FEATS

Every Ruthless dice count as Sneak attack 2d6 to meet the prerequisites and damage reduction for using them. If an ambush feat would reduce a damage to a non-integer number of Ruthless dice, round down the bonus damage dice. (for example, if you have Ruthless 2d10 and you should reduce your damage by 1d6 using Arterial Strike, you only deal 1d10 bonus damage)

ARTERIAL STRIKE [Ambush]
Your sneak attacks target blood vessels, leaving wounds that cause massive blood loss.
Prerequisite: Sneak attack +2d6, base attack bonus +4.
Benefit: If you hit with a sneak attack, you deliver a wound that won't stop bleeding. Each wound caused in this manner is an Open Wound (see New Rules: Injuries - Blood Loss)
Special: Using this feat reduces your sneak attack damage by 1d6.

BLINDING STRIKE [Ambush]
Your stealthy attack leaves your foe’s head ringing.
Prerequisite: Sneak attack +2d6.
Benefit: Your successful sneak attack causes the target to be blinded for 3 rounds per sneak attack die that you forfeit (Fortitude DC 10 + 1/2 your character level + your Dex modifier to negate).
Special: If you forfeit three sneak attack dice when using this feat, the target is blinded permanently (although the blindness can still be healed by spells such as remove blindness).

CONCUSSION ATTACK [Ambush]
Your attacks can damage your opponent’s ability to think clearly.
Prerequisite: Sneak attack +3d6.
Benefit: Your successful sneak attack imposes a –2 penalty per two dice of sneak attack you forfeit, applied to the target’s mental ability checks, mental skill checks, and spell save DCs, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effects overlap but do not stack.
Special: Using this feat reduces your sneak attack damage by 2d6 per -2 penalty you choose to inflict.

CRIPPLE [Ambush]
You can wound your opponents' limbs, hampering their movement and attack.
Prerequisite: Sneak attack +3d6, base attack bonus +4.
Benefit: If you hit with a sneak attack, you may forfeit two dice of sneak attack to Cripple a limb of the victim. See New Rules: Injuries section. If you would cripple an already Crippled Limb, that limb is Disabled instead.
Special: Using this feat reduces your sneak attack damage by 3d6.

DEAFENING STRIKE [Ambush]
Your stealthy attack leaves your foe’s head ringing.
Prerequisite: Sneak attack +2d6.
Benefit: Your successful sneak attack causes the target to be deafened for 3 rounds per sneak attack die that you forfeit.
Special: If you forfeit three sneak attack dice when using this feat, the target is deafened permanently (although the deafness can still be healed by spells such as remove deafness).

DETERRING STRIKE[Ambush]
You can deliver strikes that appear to be much more deadly than they are, cowing your opponent into a timid response.
Prerequisite: Sneak attack +2d6
Benefit: Your successful sneak attack grants you a +1 bonus on all saving throws against that foe's abilities and causes the opponent to suffer a 10% miss chance against you, per sneak attack die that you forfeit. This effect lasts until the beginning of your next turn.

DISEMBOWELING STRIKE [Ambush]
You can slash open your opponent to devastating effect.
Prerequisite: Sneak attack +3d6, Weapon Focus (any slashing weapon).
Benefit: Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage per two sneak attack dice that you forfeit, in addition to its normal damage. You can’t use this feat against the same target more than once per day.

ELDRITCH EROSION [Ambush]
Your attack can weaken your foe’s resistance to magic.
Prerequisite: Sneak attack +4d6, Knowledge (arcana) 1 rank.
Benefit: Your successful sneak attack gives the target a -3 penalty on saving throws against spells, spell-like abilities, and psionic powers, and a -5 penalty to its spell resistance and power resistance (minimum 0) per three sneak attack dice that you forfeit for 10 rounds.

HEAD SHOT [Ambush]
By striking at your opponent’s head, you can temporarily disrupt his thought processes.
Prerequisite: Sneak attack +2d6, Weapon Focus (any bludgeoning weapon).
Benefit: Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe confused for 1 round per sneak attack die you sacrifice. A successful Will save (DC 10 + the number of extra damage dice normally dealt by your sneak attack + your Dex modifier) reduces the duration to 1 round.
Special: You must be able to reach your foe’s head to use this feat with a melee attack.

MERCIFUL STRIKE [General]
You can strike a creature’s vital areas without killing it.
Prerequisite: Sneak attack ability.
Benefit: Your successful sneak attack deals nonlethal damage. When using this feat, you can ignore the usual –4 penalty on attack rolls for attempting to deal nonlethal damage with a lethal weapon.

MIND DRAIN [Ambush]
Your attack can weaken your opponent’s mental powers.
Prerequisite: Power point reserve, sneak attack +3d6.
Benefit: Your successful sneak attack drains power points from your target equal to its manifester level (minimum 1), and you gain the points drained. If this attack reduces your target to 0 power points, the opponent also loses any psionic focus. A target can only be affected by this feat once per round.
Special: Using this feat reduces your sneak attack damage by 2d6.

PERSISTENT ATTACKER [Ambush]
Once you find a target’s weak point, you can easily strike it again.
Prerequisite: Sneak attack +2d6.
Benefit: If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify.
Special: Using this feat reduces your sneak attack damage by 1d6.

THROAT PUNCH [Ambush]
By making a precise punch to the throat, you can render a target unable to speak effectively.
Prerequisite: Improved Unarmed Strike, sneak attack +2d6.
Benefit: Your successful sneak attack delivered with an unarmed strike temporarily hinders the target’s ability to speak. For the next 3 rounds per sneak attack die that you forfeited, the target takes a –5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with a verbal component or activating a magic item with a command word. A successful DC 15 Heal check or the application of any cure spell or other magical healing will remove the condition.
Special: You must be able to reach your foe’s neck to use this feat. If you forfeit three sneak attack dice when using this feat, the target is voice is impaired permanently (although treatment as described above can still remove the condition).

VORPAL STRIKE [Ambush, Fighter]
If you catch your opponent off-guard, you can deliver a vicious decapitating strike.
Prerequisites: Sneak attack +7d6 or greater, Arterial Strike, Persistent Attacker, Staggering Strike, base attack bonus +16 or greater
Benefit: As a full-round action, you can deliver a vorpal strike against a foe whom you damaged with a sneak attack on the previous round. Your opponent takes 2d6 Constitution damage in addition to sneak attack damage and normal damage from the blow, and must make a Will save. On a failed save (DC = 10 + 1/2 your character level + your Dexterity modifier), the victim is stunned and nauseated for one round; on a successful save, the victim is merely nauseated. Regardless, the victim must also make a Fortitude save (DC = 10 + 1/2 your character level + your Dexterity modifier). On a failed save, the hapless fellow is also disabled and staggered; with a successful save, he is merely staggered. These latter conditions last until all the Constitution damage dealt by the vorpal strike has been healed. Naturally, the victim also receives a bleeding wound from your Arterial Strike.
Any victim slain outright by your vorpal strike is decapitated, and cannot be brought back to life with any magic that requires an intact corpse, such as raise dead.
Special: Creatures that are immune to precision damage (e.g. gelatinous cube), lack a definable head (e.g. shrieker), or who are not slain by the loss of all heads (e.g. ghost, iron golem), are not subject to a vorpal strike.

LUCK FEATS
Advantageous Avoidance [Luck]
You have a knack for ducking at just the right moment.
Prerequisite: Character level 3rd, any luck feat.
Benefit: You can expend one luck reroll as an immediate action to force a foe to reroll a critical threat made when attacking you and keep the worse result. You can expend two luck rerolls as an immediate action to force a foe to reroll any attack roll made against you and keep the worse result. You gain two luck rerolls per day.
Special: Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.

Better Lucky than Good [Luck]
You can succeed where others would surely fail.
Prerequisite: Character level 6th, any two luck feats.
Benefit: If you roll a natural 1 when making an attack roll, you can expend one luck reroll as a swift action to instead treat the roll as a natural 20. You gain two luck rerolls per day.

Dumb Luck [Luck]
You can survive situations that should kill you.
Prerequisite: Character level 6th, any two luck feats.
Benefit: If you roll a natural 1 when making a saving throw, you can expend one luck reroll as an immediate action to instead treat the roll as a natural 20. You gain two luck rerolls per day.

Fortuitous Strike [Luck]
You can hit a foe in just the right place.
Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll a weapon damage roll and keep the better result. You can expend two luck rerolls as a swift action to reroll an attack roll and keep the better result. You gain two luck rerolls per day.

Good Karma [Luck]
You can use your luck to aid an ally—at the risk of your own neck.
Prerequisite: Character level 3rd.
Benefit: You can expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally so that it is made against you instead. You must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against your AC, rather than that of your ally. You gain two luck rerolls per day.

Healer’s Luck [Luck]
Healing magic just seems to work better when you're involved.
Benefit: You can expend one luck reroll as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast or that has just been cast on you, keeping the better result. If someone else is casting a healing spell on your that also affects other targets, only the healing you receive benefits from this feat. You gain two luck rerolls per day.

Lucky Break [Luck]
You always manage to use your strength to best effect.
Benefit: You can expend one luck reroll as a swift action to reroll a Strength check, a grapple check, or an attack roll or damage roll made as part of a sunder attempt. You keep the better of the two results. You gain two luck rerolls per day.

Lucky Catch [Luck]
Your good fortune can help prevent you from falling to your doom.
Benefit: You can expend one luck reroll as an immediate action to reroll a Dexterity check or a Balance, Climb, or Jump check, keeping the better result. You gain two luck rerolls per day.

Lucky Fingers [Luck]
The winds of fortune guide your hands when you most need luck.
Benefit: You can expend one luck reroll as an immediate action to reroll a Dexterity check or a Disable Device, Open Lock, or Sleight of Hand check, keeping the better result. You gain two luck rerolls per day.

Lucky Start [Luck]
Sometimes your luck overcomes a slow natural reaction.
Benefit: You can expend one luck reroll to reroll an initiative check, keeping the better result. You gain two luck rerolls per day.
Special: Unlike most other luck feats, using Lucky Start requires no action.

Magical Fortune [Luck]
Even you are sometimes surprised by how well your spells work.
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll the damage dealt by a spell you have just cast, keeping the better result. You can expend two luck rerolls as a swift action to reroll a caster level check, keeping the better result. You gain two luck rerolls per day.

Make Your Own Luck [Luck]
Your hard work lets you exploit minor loopholes.
Prerequisite: Character level 9th, any luck feat.
Benefit: You can expend one luck reroll as an immediate action to reroll a skill check or ability check, as long as you have at least 1 rank in that skill. You keep the better result. You gain two luck rerolls per day.

Miser’s Fortune [Luck]
Items belonging to you and your allies are abnormally resistant to damage, but your opponents have no such luck.
Benefit: Whenever an opponent makes a sunder attack or Strength check to damage an object within 30 feet of you, you can expend one luck reroll as an immediate action to force that opponent to reroll, keeping the worse result. Whenever an ally makes a sunder attack or Strength check to damage an object within 30 feet of you, you can expend one luck reroll as an immediate action to allow that ally to reroll, keeping the better result. In addition, as long as you still have one luck reroll remaining for the day, items in your possession receive a +5 luck bonus on saving throws. You gain two luck rerolls per day.

Psychic Luck [Luck]
Some psions claim that luck doesn’t exist. You know better.
Prerequisite: Manifester level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll the damage dealt by a psionic power you have just manifested, keeping the better result. You can expend two luck rerolls as a swift action to reroll a manifester level check, keeping the best result. You gain two luck rerolls per day.

Sly Fortune [Luck]
Your luck helps you find the right place to move to.
Benefit: You can expend one luck reroll as an immediate action to reroll a Dexterity check, or a Hide, Move Silently, or Tumble check, keeping the better result. You gain two luck rerolls per day.

Survivor’s Luck [Luck]
You can avoid situations that would surely affect others.
Prerequisite: Character level 9th, any luck feat.
Benefit: You can expend one luck reroll as an immediate action to reroll a saving throw you just failed, keeping the better result. You gain two luck rerolls per day.

Tempting Fate [Luck]
You are very hard to kill.
Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend a luck reroll to reroll a stabilization check. In addition, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to –9 hit points. You automatically stabilize. You gain two luck rerolls per day.
Special: Unlike most other luck feats, using Tempting Fate requires no action.

Third Time’s the Charm [Luck]
Your deity smiles upon you.
Prerequisite: Character level 3rd, any luck feat, Lucky+1 or access to the Luck domain.
Benefit: You can expend one luck reroll to gain a second reroll of a check you have just rerolled with Lucky, with the granted power of the Luck domain, or with any Luck feat, keeping the best of the three rolls. You gain two luck rerolls per day.

Unbelievable Luck [Luck]
The powers of fortune truly smile on you more than most mortals.
Prerequisite: Any luck feat.
Benefit: As long as you still have one luck reroll remaining for the day, you do not automatically fail saving throws if you roll a natural 1 on the die. Additionally, as long as you have at least one luck reroll remaining for the day, you gain a +2 luck bonus on whichever of your saves has the lowest base bonus (you pick in the event of a tie). You gain two luck rerolls per day.

Victor’s Luck [Luck]
You strike with devastating accuracy more often.
Benefit: You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. You gain two luck rerolls per day.

Fighter and General
COLD ENDURANCE [General]
Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments.
Prerequisite: Base Fortitude save bonus +2
Benefit: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (see Cold Dangers, Frost 8). You also gain a +2 bonus on saving throws against cold effects. Your protection against cold is level 1 (see Protection Against Cold, Frost 9).
Advancement: If you have base Fortitude save +6 or greater, you gain resistance to cold 5, or your existing resistance to cold increases by 5. You can exist comfortably in temperatures as low as -50° F without having to make Fortitude saves. Your protection against cold is level 3.

COMBAT EXPERTISE [Fighter, General]
You are trained at using your combat skill for defense as well as offense.
Prerequisite: Int 13
Benefit: When you use the attack action or full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class and your Reflex saving throws. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

DODGE [Fighter, General]
You are adept at dodging blows.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to AC, increasing to +5 against attacks of opportunity. During your turn as a free action, or during another player's turn as an immediate action, you may designate an opponent as the target of your dodge feat. Against your dodge target, your dodge bonus increases by +1 per four levels you have. Once you select a dodge target, you may not change it until the beginning of your next turn.
Special: This feat counts as both Dodge and Mobility.

DUAL STRIKE [Fighter, General]
You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.
Prerequisites: Two-Weapon Fighting, base attack bonus +6
Benefit: As a standard action, you can make a melee attack with your primary weapon and an attack with your off-hand weapon. You take the normal penalties for attacking with two weapons.
Advancement: If you also have the Combat Reflexes feat, then you may choose to attack once with both weapons when making an attack of opportunity (incurring the normal penalties for attacking with two weapons).

FAR SHOT [Fighter, General]
You are far more effective than others when using ranged weapons against distant targets.
Benefit: When using ranged projectile weapons, such as a bow, your range increment is increased by +50%. When using throw weapons, your ranged increment is increased by +100%. You can use ranged weapons in windstorm conditions at a -8 penalty.
Advancement: If you have base attack bonus +8 or greater, treat wind conditions as one category less severe when determining how difficult it is to use ranged weapons.
If you have base attack bonus +16 or greater, instead treat wind conditions as two categories less severe.
Normal: It is impossible to use ranged weapons in windstorm conditions.
Special: Far Shot can be used in place of Point Blank shot to qualify for a feat, prestige class, or other special ability. You can take both this feat and Point Blank Shot.

HEAT ENDURANCE [General]
Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
Benefit: You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up
to 120° F without having to make Fortitude saves (see Heat Dangers, Sand 12). Your protection against heat is level 1 (see Protection against Heat, Sand 14).
Advancement: If you have Base Fortitude save +6 or greater, you gain fire resistance 5, or your existing fire resistance increases by 5. You can exist comfortably in temperatures up to 160° F without having to make Fortitude saves. Your protection against heat is level 3.

MANYSHOT [Fighter, General]
You can fire multiple arrows simultaneously against nearby targets.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at the same or different targets within 30 feet, but both attacks take a -4 penalty to hit.
For every five points of base attack bonus you have above +6, you may fire one additional arrow, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack rolls for all arrows.
Damage reduction and other resistances apply separately against each arrow fired. Likewise, precision-based damage is applied separately with each arrow, and if you score a critical hit with multiple arrows, each critical hit deals critical damage. You may not combine Manyshot with Rapid Shot, but you may combine it with Shot on the Run.

POINT BLANK SHOT [Fighter, General]
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 bonus on attack rolls with ranged weapons at ranges of up to 30 feet per four levels you have (minimum 1). Additionally, you deal damage as if your ranged weapon was one size larger for each +1 bonus this feat grants you to hit, but only at ranges of up to 30 feet. This stacks with other effects that cause your weapon to deal damage as if it was larger in size. You can use Point Blank Shot with weapon-like spells or spell-like abilities, such as a scorching ray spell or an eldritch blast, but then it provides only a bonus to hit. It does not improve the damage of spells or spell-like abilities.

PRACTICED CUTTHROAT [Fighter, General]
Your sneak attack is especially deadly.
Prerequisite: Sneak attack +2d6 or greater.
Benefit: Your sneak attack improves by an additional +2d6. This benefit can't increase your number of sneak attack dice to greater than half your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice from levels of classes that don’t progress your sneak attack, you might be able to apply the rest of the bonus.
Special: You can take this feat multiple times. Its effects stack. To benefit from Practiced Cutthroat, you must have sneak attack of +2d6 or greater. If you lose it (for example, if you qualified through the Assassin Stance and you switch to a different stance), Practiced Cutthroat stops working and provides no benefit until you regain a sneak attack of +2d6 or greater.

PRECISE SHOT [Fighter, General]
You are skilled at timing and aiming ranged attacks.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Advancement: If you also have Dex 19 or better and base attack bonus +11 or better, you ignore cover and concealment, and when firing into a grapple you never hit the wrong target. Total cover and total concealment still provide their normal benefits against your ranged attacks.

QUICK DRAW [GENERAL]
You can draw weapons with startling speed.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, PH 81) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow), and may use ranged and thrown weapons with the Iaijutsu Focus skill.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement (see PH 142). Without this feat, you can draw a hidden weapon as a standard action.

RAPID SHOT [Fighter, General, Ranger]
You can use ranged weapons with exceptional speed.
Prerequisite: Dex 13, Point Blank Shot.
Benefit: You get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each ranged attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
Advancement: If you also have the Manyshot feat, then when using this feat, you may ignore the -2 penalty on all ranged attack rolls.

SPRING ATTACK [Fighter, General]
You are trained in fast melee attacks and fancy footwork, allowing you to move and attack with superior speed and power.
Prerequisites: Dex 13, Dodge, base attack bonus +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Designate one foe to be the target of your spring attack. You do not draw attacks of opportunity from this foe.
You must move at least five feet both before and after the attack to gain the benefits of this feat.
Advancement: If you have base attack bonus +12 or greater, designate a second foe. Your movement does not provoke attacks of opportunity from either of these foes. Also, you can make a second attack with a -5 penalty. You can use both of the attacks against one of the opponents targeted with this feat, or split the attacks between them.
If you have base attack bonus +18 or greater, designate a third foe and gain a third attack with a -10 penalty.

TOUGHNESS [Fighter, General, Ranger]
You are tougher than normal, and are capable of amazing feats of stamina.
Benefit: You gain +5 hit points.
You also gain a bonus on skills checks and ability checks to perform feats of endurance or tolerate environmental hazards. The bonus is +4, with an additional +1 per four levels.
Additionally, you may sleep in light or medium armor without becoming fatigued.
Special: This feat counts as both Endurance and Toughness.
Advancement: If you have six or more hit dice, you gain +1 hit point per hit die, instead of the flat +5 hp.
Normal: Characters who sleep in medium armor become fatigued.

TWO-WEAPON DEFENSE [Fighter, General, Ranger]
Your two-weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
Advancement: This bonus increases by +1 for each 5 base attack bonus you have above 1 (to +2 when you reach a +6 base attack bonus, +3 when you reach a +11 base attack bonus, and so on). When you are fighting defensively or using the total defense action, double the bonus.

TWO-WEAPON FIGHTING [Fighter, General, Ranger]
You fight effectively with a weapon in each hand, and you can make extra attacks each round with the second weapon.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lesses by two and the one for your off hand lessens by 6.
You gain an additional attack at your highest base attack bonus with the offhand weapon. You gain additional attacks with the offhand weapon at progressively lower attack bonuses whenever your base attack bonus grants you additional attacks with your primary weapon.
Advancement: If you have the Weapon Focus feat for each of your weapons and a base attack bonus of +5 or greater, you may reduce the penalty for fighting with a one-handed weapon in your offhand to -1. When you reach base attack bonus +9 or greater, eliminate the penalty entirely.

WILD EMPATHY [General]
You can use body language, vocalizations, and demeanor to improve the attitude of an animal.
Prerequisite: Swift Hunter level 1st.
Benefit: You may use the Handle Animal skill to improve the attitude of an animal just like you can use the Diplomacy skill to improve the attitude of a person. Add one-half your swift hunter level as a competence bonus to this roll. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the swift hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more time.
The swift hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

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Huey Nomure
2013-09-07, 05:33 PM
Races by alphabetical order
(In translation)

Base sheet

Race name
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors:
Guilds: basic description

Racial Traits:
-Ability Modifiers
-Size: Medium
-Land speed: 9m (30ft)
-Skills&co.
-Level adjustment:
-Favourite class:


Drow
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: Any
Guilds: Any. further description

Racial Traits:
-+2 to Int e Cha.
-Size: Medium
-Land speed: 9m (30ft.)
-SR 11+ class level
-Darkvision 36m (120ft.)
-Level adjustment: +1
-Favourite class: Any

Elf
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: G
Guilds: Selesnya, Simic. Rarely Gruul. A faction called Devkarin (opposing to the name of the other clans, Silhana) is bound to the Golgari. further description.

Racial Traits:
-+2 to Dex and Wis, -2 to Con
-Size: Medium
-Land speed: 9m (30ft.)
-+2 bonus to saving rolls against poison.
-+2 racial bonus to Knowledge (nature), Listen, Search, Spot
-Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
-Level adjustment: +0
-Favourite class: Scout

Goblin
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: R
Guilds: Gruul, Rakdos, Boros, Izzet. further description

Racial Traits:
-+2 to Dex, -2 to Int and Cha
-Size: Little
-Land speed: 9m (30ft)
-Darkvision 18m (60ft)
-Goblins gain a +4 racial bonus to Move Silently.
-Adaptive: a goblin can learn surprisingly fast the skills needed to be accepted by the guild she wants to enter.
+4 to Use Magic Device checks [Izzet]
+4 to Intimidate checks [Rakdos]
+4 to Disable Device [Guildless or Messenger]
+1 to not improvised weapons attack rolls [Boros]
DR 1/- [Gruul]
-Level adjustment: +0
-Favourite class: Thug

Half Angel
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: W
Guilds: Boros, rarely Orzhov. They belong to their mother's guild.

Racial Traits:
-+2 to Wis and Cha.
-Size: Medium
-Land speed: 9m (30ft)
-Daylight as a spell-like ability 1/d, with cartel level equal to class level +1.
-+2 to Listen, Sense Motive and Spot.
-Energy resistance 5 to fire, cold and electricity.
-Low-light Vision: An half angel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
-Level adjustment: +1
-Favourite class: Paladin

Half Demon
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: B (often BR)
Guilds: Mostly Rakdos, rarely Orzhov. further description

Racial Traits:
-+2 to Int and Cha.
-Size: Medium
-Land speed: 9m (30ft)
-Deeper darkness as a spell-like ability 1/d, with a caster level equal to the class level +1.
-+2 to Bluff, Hide, Move Silently
-Demonic Aura: an half demon has a -2 racial penality with Diplomacy and Perform checks against non-black creatures.
-Energy resistance 5 to fire, acid and cold
-Darkvision 36m (120ft)
-Level adjustment: +1
-Favourite class: Rogue/Warlock

Half Dragon
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: Always UR
Guilds: Always Izzet.

Racial Traits:
-+2 to Int and Cha, -2 to Wis.
-Size: Medium
-Land speed: 9m (30ft.)
-+2 racial bonus to Knowledge (mana), Spellcraft and Spot.
-Darkvision 18m (60ft)
-Level adjustment: +0
-Favourite class: Izzet Guildmage

Half Drow
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: Any
Guilds: Any

Racial Traits:
-+2 to Int and Cha
-Size: Medium
-Land speed: 9m (30ft)
-Darkvision 18m (60ft)
-Level adjustment: +0
-Favourite class: Any

Half Elf
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: Any, usually G
Guilds: Any, usually G-including classes

Racial Traits:
-+2 to an ability other than Con chosen during character creation, usually Dex, Wis or Cha.
-Size: Medium
-Land speed: 9m (30ft)
-+1 to Listen, Search and Spot checks; +2 to Diplomacy and Gather Informations.
-An half elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
-Level adjustment: +0
-Favourite class: Any

Human
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: Any
Guilds: Any. further description

Racial Traits:
-+2 to an ability chosen during character creation.
-Size: Medium
-Land speed: 9m (30ft)
-Humans get 8 bonus skill points at the 1st level, and 2 bonus skill points at every level thereafter.
-Instead of the normal feat progession, humans get a feat at every odd level.
-Favourite class: any

Leonid
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: W
Guilds: Azorius, Boros, Selesnya, rarely Orzhov.

Racial Traits:
-+2 to Str, +2 to Wis, +4 to Cha
-Size: Medium
-Land speed: 9m (30ft.)
-A leonid has two racial levels; each one of those give her +1 to BAB, and one bonus Fighter feat for which she has to meet all the prerequisites. She also gains a +1 bonus to base Fortitude, 10+1d10+2x(Con modifier) HP and 5x(2+Int modifier) skill points. Her class skills are Climb, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Listen, Ride, Sense Motive, Spot, Survival, Swim, Use Rope.
-Level adjustment: +0 (two racial levels)
-Favourite class: Fighter/Paladin

Tauren
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: R/G/W
Guilds: Gruul, Boros, Selesnya. Rarely Simic or Rakdos. further description

Racial Traits:
-+2 Str and Con, -2 Cha
-Size: Medium
-Land speed: 9m (30 ft.)
-A tauren is considered of one size larger when attempting and defending from the followings special attacks: bull rush, grapple, overrun, trip.
-A tauren's unarmed strike has a damage equal to the unarmed strike of a creature one size larger than hers.
-Special attack: gore. Only a charging tauren can use her horns to make an attack. The gore is considered a primary natural weapon, and has a base damage equal to the unarmed strike of a monk with a level equal to the tauren's class levels. The tauren adds 1.5xStr modifier to the damage rolls. If a tauren scores a gore attack, she can attempt a bull rush or a trip without provoking attacks of opportunity with a +2 bonus. A tauren can make her gore attack as a part of a full attack action when pouncing without penalities.
-Level adjustment: +1
-Favourite class: Barbarian or Fighter


Vedalken
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: U
Guilds: Simic, Azorius. Rarely Messenger's Guild or the Forge. further description

Racial Traits:
-+2 to Int and Wis, -2 to Cha
-Size: Medium
-Land speed: 9m (30ft.)
-Mental fortress: a vedalken gains a +2 bonus to saving throws against mind-affecting effects.
-Born scholar: a vedalken gain a +2 racial bonus to every Knowledge skill check in which she has 1 or more ranks.
-Dreamless: a vedalken do not sleep, as members of the other common races do. Instead, a vedalken meditates in a deep trance for 6 hours a day. A vedalken resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a vedalken doesn't dream. If she would fall asleep because of a magical or chemical effect, she passes out and is unconscious for the same amount of time.
-Level adjustment: +0
-Favourite class: Mage

Viashino
Personality: basic description
Phisical description: basic description
{table=head]Weight (kg)|Male|Female|Height (m)|Male|Female
Minimum|||Minimum||
Average|||Average||
Maximum|||Maximum||
[/table]
{table=head]Age|Years
Adulthood|
Middle Age|
Old|
Venerable|
[/table]
Relations: basic description
Colors: R
Guilds: Gruul, Rakdos. Rarely Boros. further description

Racial Traits:
-+2 to Dex and Con, -2 to Int and Cha
-Size: Medium
-Land speed: 9m (30ft)
-Darkvision 18m (60ft)
-+3 to natural armor.
-Level adjustment: +1
-Favourite class: Barbarian/Thug


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ddude987
2013-09-09, 11:42 AM
I hate to interrupt your posting spree but I will say I love this. I'm a huge mtg fan, currently studying to become an L1 judge. I love Ravnica and actually my campaign setting I am working on is based on Ravnica. I'll follow this and comment on what you have written as I have time to read it. Awesome stuff an keep going.

Reality Glitch
2013-09-09, 12:43 PM
I really like where this is going, but I have one nitpick: Shouldn't Drow be exclusive to the black color combinations?

ddude987
2013-09-09, 03:58 PM
I really like where this is going, but I have one nitpick: Shouldn't Drow be exclusive to the black color combinations?

I think Drow should be allowed a green black color combination. Then again, I think of Drow as elves that have been exiled from elvish lands and are evil not as another race.

Landis963
2013-09-09, 04:13 PM
I think Drow should be allowed a green black color combination. Then again, I think of Drow as elves that have been exiled from elvish lands and are evil not as another race.

Besides, the first Ravnica novel mentioned a subrace of elves called the Devkarin, as opposed to the Silhana (of Silhana Starfletcher fame). The two named Devkarin that we saw (Savra and Jarad vod Savo) were both Golgari-aligned. They'd work well as a Drow analogue, but their coloring isn't pitch-black like normal Drow.

Reality Glitch
2013-09-09, 06:50 PM
I did say any black combo; they seem blue/black as well.

Huey Nomure
2013-09-10, 07:26 AM
Besides, the first Ravnica novel mentioned a subrace of elves called the Devkarin, as opposed to the Silhana (of Silhana Starfletcher fame). The two named Devkarin that we saw (Savra and Jarad vod Savo) were both Golgari-aligned. They'd work well as a Drow analogue, but their coloring isn't pitch-black like normal Drow.
It's actually worth considering that Savra has been able to pass as a Silhana and was almost included into Selesnya collective mind; i don't remember anything about illusions involved, so it appears that Silhana and Devkarin are only factions of the same race, or at least there aren't very important details that distinguish the two "clans". But maybe there are, and Savra only used tons of mind manipulation. But even if there were, in my system (for now) both the clans will have the same stats, until I know that they have distinct traits or abilities. (I haven't read the books, I only remember short synopsis' from various sites.)

Actually maybe I shouldn't call them Drow; they are actually inspired by D&D, but their personality is more like the ones you find in Drowtales (a webcomic) and they don't have elven racial traits. Furthermore, in the session I'd like to run with my group, (almost) all drows are Dimir spies, regardless of colors, since Sorin Markov (that slightly resembles a drow) has absorbed Szadek's essence and is the new Dimir guildmaster, and has claimed the supremacy among the Drow clans. Before this event, Drows were a sort of guild within the guilds, a "little" secret society that prevented deaths of the members caused by guilds' schemes. A solidarity you wouldn't find in any other race. On the other hand, rarely a Drow would be a plain stendard-bearer of a guild, because their loyalty is split between their guild and their race. They prefer important but secondary roles, for example being in charge of the Boros night patrols schedules.
This can sound conflicting, and it is, but is not incompatible; it'll need a larger explanation, that I'll do when I will be able to.
These, however, are my variations to the original setting, and as such you can trash them in any moment if they don't fit your view of Ravnica.

@ddude987: I'm not complaining, in fact I was afraid that this topic would be completely monopolized by my posts until the end of the posting. It would have taken some ridiculous amount of time, and maybe I'd feel quite embarassed to fill two or three pages without a single comment... :smallbiggrin:

Huey Nomure
2013-09-11, 08:43 AM
Invisible Guardian
Copypasted from here (http://www.giantitp.com/forums/showpost.php?p=13591574&postcount=1), with two capstones added.

Colors: Usually U
Guild: Messengers' Guild
Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special
1th | +0 |+2 | +2 | +0 | Combo Points, Acrobatics (+1 AC)
2th | +1 |+3 | +3 | +0 | Instigate, Evasion
3th | +2 |+3 | +3 | +1 | Acrobatics (+1 AC, +1d6), Dextrous Armor +1/-1
4th | +3 |+4 | +4 | +1 | Combo Breaker, Uncanny Dodge
5th | +3 |+4 | +4 | +1 | Acrobatics (+2 AC, +1d6)
6th | +4 |+5 | +5 | +2 | Dimension Step, Dextrous Armor +2/-2
7th | +5 |+5 | +5 | +2 | Acrobatics (+2 AC, +2d6)
8th | +6/+1 | +6 | +6 | +2 | Combat Rhythm, Combo Breaker, Improved Uncanny Dodge
9th | +6/+1 | +6 | +6 | +3 | Acrobatics (+3 AC, +2d6), Dextrous Armor +3/-3, Improved Evasion
10th | +7/+2 | +7 | +7 | +3 | Dimension Guardian
11th | +8/+3 | +7 | +7 | +3 | Acrobatics (+3 AC, +3d6)
12th | +9/+4 | +8 | +8 | +4 | Combo Breaker, Dextrous Armor +4/-4
13th | +9/+4 | +8 | +8 | +4 | Acrobatics (+4 AC, +3d6)
14th | +10/+5 | +9 | +9 | +4 | Shadow Guardian
15th | +11/+6/+1 | +9 | +9 | +5 | Acrobatics (+4 AC, +4d6), Dextrous Armor +5/-5
16th | +12/+7/+2 | +10 | +10 | +5 | Combo Breaker, Double Combo
17th | +12/+7/+2 | +10 | +10 | +5 | Acrobatics (+5 AC, +4d6)
18th | +13/+8/+3 | +11 | +11 | +6 | Dextrous Armor +6/-6
19th | +14/+9/+4 | +11 | +11 | +6 | Acrobatics (+5 AC, +5d6)
20th | +15/+10/+5 | +12 | +12 | +6 | Combo Breaker, Double Combo Breaker
[/table]

Skills - Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points - (7 + Int) x 4 at first level

Weapons and Armor - Inivisible guardians are proficient in all simple and martial weapons. They are proficient with light and medium armor, and with buckler shields.

Combo Points - Invisible guardians develop a rhythm on the battlefield, creating openings as their tempo increases, and suddenly changing their rhythm at a second's notice to completely redirect the flow of combat. An invisible guardian builds up a pool of combo points while fighting. Every time an invisible guardian lands an attack, is missed by an attack, or makes a saving throw, he gains one combo point, up to a maximum of 5. Outside of combat, an invisible guardian may spend time doing various acrobatics to work up their rhythm, building 1 combo point per minute of uninterrupted exercise. Once an invisible guardian leaves combat or stops exercising, all unspent points are lost after 1 minute.

At the start of battle, the invisible guardian decides whether to focus on attack or defense. If he decides to focus on attack, every combo point in his pool grants him a +1 competence bonus to all his attack rolls. If he decides to focus on defense, every combo point in his pool grants him a +1 dodge bonus to his AC and Reflex saves. The invisible guardian may switch between offense and defense as a free action once per turn, but doing so removes all combo points he's stocked thusfar.

In addition, any time an invisible guardian makes an attack, he may expend 1 combo point and one of his attacks of opportunity to make an additional attack at a -2 penalty. He may do this any number of times per round as long as he has the combo points and attacks of opportunity available to do so, but each attack incurs an additional cumulative -2 penalty for any other attacks taken that round. These additional attacks do not grant combo points, even if they successfully hit their target.

Combo points are also used to perform exceptional feats of battle prowess called Combo Breakers, starting at level 4.

Acrobatics (Ex) - An invisible guardian relies on mobility to deal extra damage and improve his defenses. He gains a +1 dodge bonus to AC during any round in which he moves at least 10 feet. The bonus applies as soon as the invisible guardian has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 1st.

At 3rd level, an invisible guardian deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the invisible guardian's turn. This extra damage increases by 1d6 for every four levels gained above 3rd level.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The invisible guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Invisible guardians can apply this extra damage to ranged attacks made while performing acrobatics, but only if the target is within 30 feet.

An invisible guardian loses this ability when wearing heavy armor, when carrying a heavy load, or if he loses his dexterity to AC. Acrobatics may be treated as the Skirmish class feature for the sake of meeting feat and prestige class prerequisites. Any feats or prestige classes that require the Skirmish class ability may substitute the invisible guardian class for the scout class in any of their descriptions (such as the Swift Ambusher feat).

Instigate (Ex) - At level 2, an invisible guardian knows that an enraged enemy is a sloppy enemy. As a standard action, the invisible guardian attempts to taunt a target within 30 feet. A failed Will save (10 + 1/2 class level + Charisma modifier) puts the target into a single-minded fury, imparting a penalty to the target's AC and Reflex saves equal to 1/2 the invisible guardian's Charisma modifier, and causes the target to focus all attacks and spells against the invisible guardian for a number of rounds equal to 1/2 his class level. This may include area spells and attacks, as long as the invisible guardian is included in the area of the attack.
A target who is taunted can attempt to save again at the beginning of his turn if anybody other than the invisible guardian has attacked him since his last turn.

Evasion - At level 2, an invisible guardian can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the invisible guardian is wearing medium, light armor or no armor. A helpless invisible guardian does not gain the benefit of evasion.

Dextrous Armor (Ex) - At level 3, an invisible guardian trains to improve his mobility while armored. Any armor he wears has its maximum dex bonus increased by +1 and its armor check penalty reduced by -1. These changes increase by 1 again at level 6, and every three levels thereafter.

Uncanny Dodge (Ex) - Starting at 4th level, an invisible guardian can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If an invisible guardian already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Combo Breaker - Starting at level 4, an invisible guardian learns to completely switch up his combat rhythm to fit any combat situation. At level 4, and every four levels thereafter, the invisible guardian chooses to learn one combo breaker from the list below.
An invisible guardian may activate any combo breaker he knows as a swift action by expending all current combo points. Once a combo breaker has been activated, it remains active until the invisible guardian activates a different combo breaker, is rendered helpless, dies, dismisses it as a free action, or when his combo points are lost due to the end of combat or inactivity. He must have at least 1 combo point in order to activate a combo breaker.
Debilitate (Ex) - The invisible guardian focuses his strikes on the vital areas, tearing muscle and slicing tendon. When using this combo breaker, every successful attack applies a penalty to the target's movement and AC for 1 round. Per combo point expended this way, the target is penalized 5 feet of all mundane movement types and 1 point of AC. This penalty is not cumulative.

Distraction (Ex) - The invisible guardian focuses on flashy, dangerous-looking attacks that fray the nerves and distract the senses. When using this combo breaker, every successful attack applies a -1 penalty to the target's saving throws for every combo point expended this way, for 1 round. This penalty is not cumulative. In addition, if an invisible guardian strikes a creature who can cast spells or spell-like abilities while using this combo breaker, that creature must roll a concentration check (10 + 1/2 class level + Charisma modifier + combo points expended) if he decides to cast a spell or spell-like ability on his next turn.

Eviscerate (Ex) - The invisible guardian sacrifices his maneuverability to ensure every attack bites deep into his enemies. When using this combo breaker, the invisible guardian loses the dodge bonus granted by his Acrobatic ability and increases the damage he deals with each attack by 1d6 per combo point expended this way (to a maximum of 5d6). He may not increase his damage by more dice than the amount of dodge bonus lost. (For example, if he loses +2 dodge bonus, he may only increase his damage by up to 2d6.)

Guarding Steel (Ex) - The invisible guardian drops back into a defensive stance, using his blades to ward off incoming blows. When using this combo breaker, an invisible guardian and all adjacent allies gain 1/2 his dexterity modifier as a deflection bonus to their AC, in addition to an extra +1 bonus for every combo point expended in this way (to a maximum of 1/2 dexterity modifier + 5). While this combo breaker is active, the invisible guardian is reduced to one move or standard action per turn.

Shadow Sneak (Su) - The invisible guardian wraps the shadows around him, bringing his mastery of deceipt and trickery to the battlefield. When using this combo breaker, any attacks against the invisible guardian have a 10% chance to miss for every combo point expended this way (to a maximum of 50% miss chance). The miss chance granted by this combo breaker is a supernatural ability, but since it uses shadows to conceal its user, it is mundane in nature and cannot by seen through by the likes of True Sight and similar spells. If an invisible guardian expends 5 combo points when activating this combo breaker, he is treated as having total concealment.

Shadow Split (Su) - The invisible guardian wraps shadows around himself, then divides those shadows, making it impossible to determine the true target. This combo breaker creates a number of shadows equal to the combo points expended in this way. These shadows separate from the invisible guarian and remain in a cluster, each within 5 feet of at least one other shadow or the invisible guardian. He can move into and through the shadow. When the invisible guardian and the shadow separate, observers can't use vision or hearing to tell which one is him and which is the shadow. The shadows may also move through each other. The shadows mimic the invisible guardian's actions, pretending to attack when he attacks, drink potions when he drinks a potion, and so on.

Because one shadow is indistinguishable from another, the invisible guardian and any of his allies may flank with the shadows created with Shadow Split.

Enemies attempting to attack the invisible guardian or cast spells at him must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a shadow. Any successful attack or spell against a shadow passes right through it, dealing no damage to it. A shadow's AC is 10 + the invisible guardian's size modifier + his dex modifier + his dodge bonus.

While moving, the invisible guardian can merge with and split off from shadows so that enemies who have learned which shadow is real are again confounded.

An attacker must be able to see the shadows to be fooled. If the invisible guardian is invisible or an attacker shuts his eyes, this combo breaker has no effect.

Spell Turning (Ex) - The invisible guardian prepares to combat a magical onslaught, using his keen insight and quick reflexes to protect his allies. Once per turn, while using this combo breaker, an invisible guardian may aid a failed saving throw of any adjacent ally, granting a competence bonus to their roll equal to the number of combo points expended this way. If an ally succeeds in a Reflex save due to this combo breaker, he is treated as having the Evasion ability for that saving throw.

Dimension Step (Su) - At level 6, an invisible guardian's training and intuition come together to allow him to pre-empt any movement on the battlefield. Any time an enemy takes an action that would normally provoke an attack of opportunity if he were adjacent to the invisible guardian or his allies (movement, casting a spell, firing a projectile, etc), the invisible guardian may use an attack of opportunity and an immidiate action to teleport into any square adjacent to the target and make an attack against that target. This attack is treated as an attack of opportunity. Dimension Step can only target enemies within the distance of the invisible guardian's primary mode of movement (usually walking).

Improved Uncanny Dodge (Ex) - At 8th level and higher, an invisible guardian can no longer be flanked. This defense denies a rogue the ability to sneak attack the invisible guardian by flanking him, unless the attacker has at least four more rogue levels than the target has invisible guardian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Combat Rhythm (Ex) - At level 8, an invisible guardian takes his mobile combat style to the next level, allowing him to slash furiously at his enemies without losing his momentum. An invisible guardian may move and take a full attack during the same turn, as long as he moves at least 5 feet between each attack. He may not move more than his normal movement speed during any turn he uses Combat Rhythm.

Improved Evasion (Ex) - At level 9, an invisible guardian upgrades to improved evasion. Improved evasion works like evasion, except that while the invisible guardian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless invisible guardian does not gain the benefit of improved evasion.

Dimension Guardian (Su) - At level 10, an invisible guardian can react to the danger of his allies before it happens. Any time an ally is attacked or makes a saving throw, an invisible guardian may teleport adjacent to that ally, following the same rules as Dimensional Step. When he does so, he may take the attack instead of his ally. The attack directed at the invisible guardian's ally is directed at the invisible guardian instead. Using this ability cannot protect creatures from the effects of an area attack.

Shadow Guardian (Su) - A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, he can cause he shadow to extend and strike at foes or defend his allies. In effect, the Invisible Guardian's reach is extended by 5' per four points of his Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach. The invisible guardian cannot flank with the extended reach granted by this ability.

Double Combo: When an Invisible Guardian stacks 5 attack or defence combo points, whenever she would gain a combo Point she gains a +1 bonus on defence or attack, respectively, for a maximum of +5. If she loses or expends her combo points, she loses also the Double Combo bonus.

Double Combo Breaker: Whenever an Invisible Guardian has stacked 5 Combo points and a +5 Double Combo bonus, she can expend all her combo points amount to activate two different combo breakers (whose bonus stack) as she expended 5 combo points on each.

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1
If you want to actively contribute and don't want to comment/improve mechanical or setting stuff, please fluff my non-copypasted classes or races! I will make a "Special thanks" section, I think, or something like that.
(I reserve the right to modify your entry, if you don't mind.)

Huey Nomure
2013-09-12, 04:43 AM
Paladin
(in translation)

Colors: W
Guilds: Selesnya, Orzhov, Boros, Azorius. Rarely the Forge.
Hit Die: d10

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Perceive motive, Smite enemies 1/d

2nd|+2|+3|+0|+0|Divine Grace, Lay on hands

3rd|+3|+3|+1|+1|Aura of Courage, Divine health

4th|+4|+4|+1|+1|Spells, Special mount

5th|+5|+4|+1|+1|Smite enemies 2/d

6th|+6/+1|+5|+2|+2|Remove disease/curse 1/d

7th|+7/+2|+5|+2|+2|

8th|+8/+3|+6|+2|+2|

9th|+9/+4|+6|+3|+3|Remove disease/curse 2/d

10th|+10/+5|+7|+3|+3|Smite enemies 3/d

11th|+11/+6/+1|+7|+3|+3|

12th|+12/+7/+2|+8|+4|+4|Remove disease/curse 3/d

13th|+13/+8/+4|+8|+4|+4|

14th|+14/+9/+4|+9|+4|+4|

15th|+15/+10/+5|+9|+5|+5|Smite enemies 4/d, Remove disease/curse 4/d

16th|+16/+11/+6/+1|+10|+5|+5|

17th|+17/+12/+7/+2|+10|+5|+5|

18th|+18/+13/+8/+3|+11|+6|+6|Remove disease/curse 5/d

19th|+19/+14/+9/+4|+11|+6|+6|

20th|+20/+15/+10/+5|+12|+6|+6|Smite enemies 5/d
[/table]

Class Skills (3 + Int modifier): Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (guilds, mana), Profession, Ride, Sense Motive

Weapon & Armor Proficiencies
A paladin is proficient with all types of armor, with all the simple and martial weapons, and with shields, except for the tower shield.

Divine Grace (Su): At 2nd level, a paladin gains a luck bonus equal to her Charisma bonus (if any) on all saving throws and CA.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 11 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma score. For example, a 7th-level paladin with a 16 Charisma can heal 112 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands on self is a swift action, or a move action when healing others.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Special Mount (Sp): Upon reaching 5th level, a paladin can bind herself to a mount to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her battles. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for Small paladin), but high-ranked guildmembers could gain a special mount as a griffin (Azorius) or a roc (Boros).

A paladin can choose an appropriate mount and make it her special mount with an hour of concentration; from that moment, the mount will gain benefits based on the paladin's level. If the special mount dies, grows too old to help the paladin or she's granted a new powerful mount by her guild, she must wait three days before choosing another mount.

A paladin's mount is modified as the PHB classes, with the exception that she cannot Command creatures of its kind at any level.




Code of Conduct: A paladin must be of W main color and loses all class abilities if she ever willingly commits an act against her morals or her guild. Additionally, a paladin’s code requires that she act with honor (not lying, not cheating, not using poison, and so forth), and punish enemies of her guild.

Notes:
-Now the mount is fundamentally mundane. Should it get more benefits to compensate the lack of "dismiss-recall->full health"?

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Socratov
2013-09-12, 05:38 AM
I love this setting.

First off, how about having a guild offer (as far as possible) their core mechnics to the character as a bonus feat (though you must remain loyal to the guild else lose the benefit until atoned or inducted to the new guild).

I also have a suggestion on multicolour casting: how about making the colors into martial schools out of ToB? That way you can choose your spells of other schools (i.e. colours) at the cost of focus in one tree (giving spells pre requisites of their colour like manuevers in ToB).

Huey Nomure
2013-09-12, 11:20 AM
First off, how about having a guild offer (as far as possible) their core mechnics to the character as a bonus feat (though you must remain loyal to the guild else lose the benefit until atoned or inducted to the new guild).
I already have a set of little bonus given by the emblem of each guild; I'll post them in my next post along with another class. These are my headscratchers:
-I already used some of those keywords (see Trasmutate and Cipher for the Lorebreaker), but this is a minor problem since I can rename them;
-How can you translate in the D&D setting the first Azorius core mechanic, Prevision, for mundane characters? (for example)
If I use M:tG keywords, I'd like them to be the names of abilities that resemble the original ability (again, Cipher for the Lorebreaker, Transmutate it's slightly different from the keyword original idea), but it's difficult to make a bonus feat for each class that can give a valid benefit for all the related classes, in particular the mundane ones.


I also have a suggestion on multicolour casting: how about making the colors into martial schools out of ToB? That way you can choose your spells of other schools (i.e. colours) at the cost of focus in one tree (giving spells pre requisites of their colour like manuevers in ToB).
This could be very interesting, I'd like to explore your idea. Since we do not want to add more rules to each single spell, we have to give prerequisites to each circle, like "to get a 5 circle Red spell you need to know 12 other Red spells". It would be very cool to have spell trees, but as I said, I'd like to keep it simple even with the possibility of adding spells from very different sources.

To know which prerequisites are good, we need to know what we want to allow creating: we have to think about what are the possibilities and builds we want to allow, and find mechanics that allow to have them without breaking into cheese.

For starters, I'd like to point out that Mage and Guildmage will be different classes: Guildmages will cast more spells from the two colors of their guilds, but they're gonna have only spontaneous casting. For the Mage, in the other hand, I'd like to mix spontaneous and prepared casting.
Maybe it's better I post my two main casters base classes before we delve deeper into the topic, I'm afraid. My next posts will have the Mage and Guildmages classes. I'll put the guild-specific bonus in the Guildmage's post.

PS: ty all for the feedback

Socratov
2013-09-12, 12:43 PM
I already have a set of little bonus given by the emblem of each guild; I'll post them in my next post along with another class. These are my headscratchers:
-I already used some of those keywords (see Trasmutate and Cipher for the Lorebreaker), but this is a minor problem since I can rename them;
-How can you translate in the D&D setting the first Azorius core mechanic, Prevision, for mundane characters? (for example)
If I use M:tG keywords, I'd like them to be the names of abilities that resemble the original ability (again, Cipher for the Lorebreaker, Transmutate it's slightly different from the keyword original idea), but it's difficult to make a bonus feat for each class that can give a valid benefit for all the related classes, in particular the mundane ones.
In ravnica the first azorius mechanic is IIRC Forecast: the ability is used during upkeep and has a positive effect on the coming turn. So why not make it a bonus on initiative, scaling with guild favor or rank? Alternatively it cpould mean an extra round to prepare only (like a timestop effect for 1 action before combat begins). It would need a lot of work to make it work in fluff, and not all classes are going to benefit as much as the next. But it could prove a fun aspect If you want I'll help brainstorm when I have time (likely to be in the weekend or someting)


This could be very interesting, I'd like to explore your idea. Since we do not want to add more rules to each single spell, we have to give prerequisites to each circle, like "to get a 5 circle Red spell you need to know 12 other Red spells". It would be very cool to have spell trees, but as I said, I'd like to keep it simple even with the possibility of adding spells from very different sources.

To know which prerequisites are good, we need to know what we want to allow creating: we have to think about what are the possibilities and builds we want to allow, and find mechanics that allow to have them without breaking into cheese.

For starters, I'd like to point out that Mage and Guildmage will be different classes: Guildmages will cast more spells from the two colors of their guilds, but they're gonna have only spontaneous casting. For the Mage, in the other hand, I'd like to mix spontaneous and prepared casting.
Maybe it's better I post my two main casters base classes before we delve deeper into the topic, I'm afraid. My next posts will have the Mage and Guildmages classes. I'll put the guild-specific bonus in the Guildmage's post.
that would be nice yes, however, I think we could work the other way around. I definitely think that cheese will be averted once the right number for prerequisites are chosen.

PS: ty all for the feedback

for my part, I'm happyt to help such an awesome project :smallcool::smallamused: Plus, if this ever gets played on the boards I'd like to get in on that :smallamused:

Huey Nomure
2013-09-12, 09:44 PM
Mage

Corors: Any
Guilds: Any
Hit die: d4

{table=head]Level|BAB|Fort|Ref|Will|Special |
Mana|Max circle known

1st|+0|+0|+0|+2|Spells, Familiar, Bonus feat,|
12|
1

2nd|+1|+0|+0|+3||
20|
1

3rd|+1|+1|+1|+3||
38|
2

4th|+2|+1|+1|+4||
56|
2

5th|+2|+1|+1|+4|Bonus feat|
86|
3

6th|+3|+2|+2|+5||
116|
3

7th|+3|+2|+2|+5||
158|
4

8th|+4|+2|+2|+6||
200|
4

9th|+4|+3|+3|+6||
254|
5

10th|+5|+3|+3|+7|Bonus feat|
308|
5

11th|+5|+3|+3|+7||
374|
6

12th|+6/+1|+4|+4|+8||
440|
6

13th|+6/+1|+4|+4|+8||
479|
7

14th|+7/+2|+4|+4|+9||
518|
7

15th|+7/+2|+5|+5|+9|Bonus feat|
596|
8

16th|+8/+3|+5|+5|+10||
641|
8

17th|+8/+3|+5|+5|+10||
686|
9

18th|+9/+4|+6|+6|+11||
776|
9

19th|+9/+4|+6|+6|+11||
827|
9

20th|+10/+5|+6|+6|+12|Bonus feat|
878|
9[/table]

Class skills: Concentration, Decipher Script, Knowledge (any), Listen, Profession, Sense Motive, Spellcraft, Spot
Skill points: 4+Int modifier

Weapon and armor proficiencies
Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells: A mage can casts a great number of spells, depending on her choice of color. She has a number of spontaneous spell, which she can cast without preparation or spellbook, and a number of prepared spells, which she must prepare.
To learn, prepare, or cast a spell, the mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage's spell is 10 + the spell level + the mage's Wisdom modifier.
To cast a spell, a mage must spend an amount of mana equal to 1 + the spell's circle + any metamagic modifier.

Prepared spells are the result of the hard study of a mage. After years of training, she can choose everyday her spells from a huge list.
Everyday, she can spend an hour with her spellbook, focusing on the spells she wants to pick, and change completely her prepared list. This is like a warm-up: the mage trains her mind to execute naturally certain magical tasks, allowing to cast spells swiftly without the need of reading them from the spellbook. A mage can prepare spells two or more times per day, but every time after the first she must spend one tenth of her maximum mana pool (rounded up), regardless of the number of spells she wants to change.
If a mage don't prepare spells, the previously prepared spells are never lost; the mage preparation is used to change the mage's set of spells, not to refresh them, since his mind is trained to cast the same spells until it must focus otherwise.
Casting a prepared spell doesn't erase the spell from the mage's memory, since it's a mental task as a swift concentration to harness mana in patterns that make the spell's effect come into reality.
At 1st level, a mage knows all the 0 circle spells, and two times his Int modifier. From 2nd level thereafter, she learns a number of spells equal to half her Int modifier from any circle she knows. Whenever she learns one or more spells, she must spend one hour to scribe the spells into her spellbook. A spell that is known but not transcribed is a complex intuition, that needs refining to be effectively used, and the spellbook is the only medium that allows scrupolous refining without the risk of forgetting important parts of the spell.

Spontaneous spells are the natural manifestation of the mage talent, and are usually linked to the mage's personality. A blue mage who enjoys trickery, illusions and freedom, will hardly have hold person as a spontaneous spell.
At 1st level, a mage has a number of spontaneous 0 circle spells equal to half her Int modifier (minimum 1), and a number of 1 circle spells equal to a quarter of her Int modifier (minimum 1). At the 2nd level, she has a number of 1 circle spells equal to half her Int modifier (minimum 1). At the 3rd level and at any level thereafter, a mage has an additional bonus spell for every circle she knows if she hasn't a number of spells equal to half is Int modifier (minimum 1) for that circle. At every level after the 2nd, a mage can give up one of her spontaneous spells of a circle lower than her maximum circle known to gain a spell with the same circle.
A mage can always have a number of prepared spess equal to her spontaneous spells, with the same circle distribution (a mage can never have more prepared than spontaneous spells, for any circle)

Familiar: A mage can obtain a familiar, which grants him some benefits, as the wizard.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a mage gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The mage must still meet all prerequisites for a bonus feat, including caster level minimums.

Spellbook: A mage can only prepare spells contained in her spellbook. She can write any number of spells in it in an hour; a mage don't use ink to write in her spellbook, but raw mana. Another mage needs an amount of hours equal to the spell circle to fully understand a spell, because every mage has different native mana patterns and notations.

Notes:
I completely changed preparation spells, and mixed preparated and spontaneous spells; I'm ready to modify the parameters that define the number of spells usable, but I'm particularly interested on any thoughts about my idea.

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Huey Nomure
2013-09-12, 10:13 PM
Guildmage

Corors: Any
Guilds: Any
Hit die: d4

{table=head]Level|BAB|Fort|Ref|Will|Special |
Mana|Max circle known

1st|+0|+0|+0|+2|Spells, Guild Metamagic, Guildmagic +1|
18|
1

2nd|+1|+0|+0|+3|Guild herald|
30|
1

3rd|+1|+1|+1|+3||
57|
2

4th|+2|+1|+1|+4||
84|
2

5th|+2|+1|+1|+4|Superior Guild Metamagic|
129|
3

6th|+3|+2|+2|+5|Guildmagic +2|
174|
3

7th|+3|+2|+2|+5||
237|
4

8th|+4|+2|+2|+6||
300|
4

9th|+4|+3|+3|+6||
381|
5

10th|+5|+3|+3|+7|Bonus feat|
462|
5

11th|+5|+3|+3|+7|Guildmagic +3|
561|
6

12th|+6/+1|+4|+4|+8||
660|
6

13th|+6/+1|+4|+4|+8||
719|
7

14th|+7/+2|+4|+4|+9||
777|
7

15th|+7/+2|+5|+5|+9|Bonus feat|
894|
8

16th|+8/+3|+5|+5|+10|Guildmagic +4|
962|
8

17th|+8/+3|+5|+5|+10||
1029|
9

18th|+9/+4|+6|+6|+11||
1164|
9

19th|+9/+4|+6|+6|+11||
1241|
9

20th|+10/+5|+6|+6|+12|Bonus feat, Guildmagic +5|
1347|
9[/table]

Class skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (any), Perform (oratory), Profession, Sense Motive, Spellcraft
Skill points: 2+Int modifier

Weapon and armor proficiencies
Guildmages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells: A guildmage can casts a great number of spontaneous spells, depending on her guild.
To learn, prepare, or cast a spell, the guildmage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage's spell is 10 + the spell level + the mage's Charisma modifier.
To cast a spell, a guildmage must spend an amount of mana equal to 1 + the spell's circle + any metamagic modifier.
Spontaneous spells are usually linked to the mage's personality. For each of her two colors, the guildmage learns spells with the following pattern.
At 1st level, a guildmage has a number of spontaneous 0 circle spells equal to half her Int modifier (minimum 1), and a number of 1 circle spells equal to a quarter of her Int modifier (minimum 1). At the 2nd level, she has a number of 1 circle spells equal to half her Int modifier (minimum 1). At the 3rd level and at any level thereafter, a guildmage has an additional bonus spell for every circle she knows if she hasn't a number of spells equal to half is Int modifier (minimum 1) for that circle. At every level after the 2nd, a guildmage can give up one of her spontaneous spells of a circle lower than her maximum circle known to gain a spell with the same circle.

Guild metamagic: At 1st and 5th level, guildmages get an appropriate guild-restricted metamagic feat. (new feats)
{table=head]Guild|1st level|5th level
Gruul||
Boros||
Selesnya||
Simic||
Azorius||
Orzhov||
Dimir||
Izzet||
Rakdos||
Golgari||
[/table]

Guildmagic: Guildmages use their mixed mana to power the spells who belongs to both their guild colors. Whenever a guildmage cast a spell that is in the spell list of both her colors, the spell is considered of both of the two colors and can't be affected negatively by any effect that doesn't affects both manas; furthermore, the effective caster level and the DC of the spell are increased by 1. This bonus increases at 6th, 11th, 16th and 20th level.

Guild herald: A guildmage learns to use his position and his magic talent to wrap himself on authority. Whenever she makes a Diplomacy, Intimidate or Perform (oratory) appealing on her power as a guild inflent member to pursue the guild's goals she gets a bonus equal to half her level or her Int modifier, whichever is lower.

Bonus Feats: At 10th, 15th, and 20th level, a guildmage gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The guildmage must still meet all prerequisites for a bonus feat, including caster level minimums.

Notes:
-As for the Mage, the casting system is deeply changed. Please comment.
-The amount of mana of a guildmage is exactly the mage amount x1.5, if you're wondering.

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thethird
2013-09-12, 10:35 PM
Keep the good work, it's specially nice seeing the adaptations of what you are using, you might want to pm the original authors though.

One thing that I always wanted to brew for Ravnica is guilds, and guilds benefits, just as simple as that. Guild benefits as those in PHB2 or later source books, I think they are cool and flavorful ways of rewarding players for sticking to a guilds lifestyle without crippling their character concept.

Huey Nomure
2013-09-12, 10:58 PM
Keep the good work, it's specially nice seeing the adaptations of what you are using, you might want to pm the original authors though.
(thank you)
I PMd everyone from which I copied anything in this forum, (and I don't have outer sources) asking for their permission when they didn't openly state that they posted their material for all the community to use or simply thanking them for the great material; they never answered the PMs, though, and I waited 3 days at least before pasting their materials. If they say to remove their content I will, obviously.
I linked every source I used both to give the original authors the credit they're worth and to give to anyone reading the chance to use the original meterial if I made a change they don't like, or to point out the problems in my changes, especially something like "you just broken it, use the original material". (if they justify such assertions, of course :smallbiggrin:)
I'm glad this is appreciated.


One thing that I always wanted to brew for Ravnica is guilds, and guilds benefits, just as simple as that. Guild benefits as those in PHB2 or later source books, I think they are cool and flavorful ways of rewarding players for sticking to a guilds lifestyle without crippling their character concept.
Well, I just added a temporary set of guild benefits in the Guildmage class post; they aren't really balanced, though, so every suggestion is welcome. I totally skipped the guild's PHB2 section, so I'm just gonna give it a read; maybe I'll find some appropriate benefits.

Edit: Oh. I just put static bonuses, but actually it would be great to have scaling benefits... I'll just erase my poor excuse of a guild's benefit like now.
Anyway, one major problem, as I already said, is that bonuses can be very restricted in their utility, sometimes being just useless for some classes. Guilds with few class types (Izzet, for example, only has casters or caster-like classes) are easier, but broader guilds as Orzhov, Boros or Selesnya? They have mundane and full caster alike...