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StickMan
2007-08-16, 09:13 AM
Transmutant

They exist on every plane of existence often hiding in corners were they can not be seen. Some how they have been affected by magic of transmutation warping there forms. There bodies warped they hide in the shadows. But some have come to master there mutations and expand them changing there bodies as they see fit. Some have come to live in societies sheltered from the outside world seeking a more perfect form. Others make them selves in to monsters there forms reflecting the madness of there minds more and more.

Requirements:
Feats: Transmutant Form
Skills: Concentration 3 ranks.
Charter Level 3

Hit dice: 1d12

Transmutant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|MP 3

2nd|
+1|
+3|
+0|
+0|MP 3

3rd|
+2|
+3|
+1|
+1|MP 5, Bonus feat

4th|
+3|
+4|
+1|
+1|MP 5

5th|
+3|
+4|
+1|
+1|MP8, Final Evolution[/table]

Skill Points at Each Level: 4 + Int modifier.
Climb (Str), CRAFT (INT), DIPLOMACY (CHA), DISGUISE (CHA), HIDE (DEX), JUMP (STR), MOVE SILENTLY (DEX), SEARCH (INT), SPOT (WIS), SURVIVAL (WIS), SWIM (STR),

Bonus feat: at level 3 a Transmutant gains a bonus feat from the following list, I'm still working on it but it will most likely be many of the feats found in the monster manual.

Final Evolution: At 5th level a transmutant’s type changes to aberration, how ever the Transmutant does not gain darkvision.

MUTATION POINTS
At each level a Transmutant gains MP equal to the number indicated on the Transmutant table, 3 at fist level, 3 at second, 5 at third level, 5 at 4th, and 8 at 5th.

Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including heroes) begin play with 0 MP. A creature gains MP by taking the Transmutant Form feat, selecting one or more drawbacks, and taking the Transmutant class. A creature can then “spend” the MP on one or more beneficial mutations. The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks, the Transmutant Form feat, or the Transmutant class. A creature may still have unspent MP after choosing, beneficial mutations, however. These unspent MP can be spent on new mutations at a later time.

Hiding Physical Deformities
Many mutations come with physical deformities. Some mutations are easy to hide, while others are harder to conceal.
Any mutation that alters a creature’s physical appearance imposes a penalty on the creature’s Disguise checks. For creatures trying to conceal multiple physical deformities or alterations, the penalties stack. A cosmetic mutation imposes a –1 penalty on Disguise checks, while a minor or major mutation imposes a –2 penalty on Disguise checks. Drawbacks do not apply penalties to Disguise checks.

MUTATION DESCRIPTIONS
Cosmetic Mutations: The simplest and least mechanically complicated mutation is a cosmetic mutation. A cosmetic mutation has no game effect other than to change a creature’s appearance in some fashion. Cosmetic mutations cost 0 MP.
Minor Mutations: A minor mutation not only changes a creature’s appearance in some fashion but also grants it a beneficial (if minor) special ability or useful feature, such as darkvision or gills. A minor mutation costs 1–3 MP and can usually be offset by a single drawback.
Major Mutations: A major mutation fundamentally changes the genetics and physiology of a particular creature. Moreover, it grants the creature a beneficial special ability or feature it couldn’t otherwise possess, such as telekinesis or the ability to fly. A major mutation costs 4 or more MP and must be offset by one or more drawbacks.
Drawbacks: A creature with minor or major mutations also has drawbacks to offset them. Drawbacks are special disabilities or vulnerabilities that negatively affect a creature. Each drawback has an MP value, and a creature can spend these MP on minor and major mutations to offset the negative effects of the drawback.

ICREASED SPEED [MINOR]
You move faster than normal for your race.
MP Cost 3.
Benefit: Your base speed increases by 5 feet.
Special: You may take this mutation more than once.

IMPROVED NATURAL WEAPONS [MINOR]
Your natural weapons become more lethal.
MP Cost 2.
Benefit: Select one of your natural weapons it is treated as both a masterwork manufactured weapon and a natural weapon (This means that its natural weapon can be enchanted). Also you chose to incress the weapons treat range to 19-20 or the damage multiplier to x3.
Special: You may take this mutation more than once each time its effects apply to a different natural weapon.

Expand weapon Damage [MINOR]
Your natural weapon becomes larger and more powerful.
MP Cost: 2
Benefit: You natural weapon acts as if it were one size category larger.
Special: This Mutation stacks with the Improved Natural Attack feat.

Transmutant Form [Feat]
You have gained a number of mutations.
Benefit: You gain 2 Mutation Points (MP) you may also select up to two drawbacks, you may spend the MP you gain from this feat on any number of drawbacks.

------------------------------------------
The point of this class to some extent is to allow people to kind of play custom monsters/creatures but really be a normal person, well kind of.
This is somthing I've been working on for some time, it uses the mutation system first found in D20 modern. I did not post all of the mutations as it would take up 13 pages and I think that is a little long. I have only posted my own 2 mutations in audition to my class and feat. You may find the other mutations listed at these websites:

http://www.dandwiki.com/wiki/MSRD:Modern_System_Reference_Document
http://www.wizards.com/default.asp?x=d20/article/msrd:smallamused: :smallamused: :smallamused: :smallamused: :smallamused:

My next point is that I don't see this first class as a true Prestige class so much as an advanced class, its more of a racial class really that you have to wait to take advantage of. The rest of the class are prestige classes so I hope they are Prestigious enoughs for you all.:smalltongue:

Last point this was made for use in gestalt and I don't see anything but the Transmutant and Transwarrior being used out side that kind of setting.

StickMan
2007-08-16, 09:14 AM
ABILITY DECAY [DRAWBACK]
Your body or mind suffers from some marked deformity or deterioration.
MP Value: 4.
Drawback: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less.
Special: You may take this drawback multiple times. Its effects stack.


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

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

BLOOD HUNGER [DRAWBACK]
You crave the taste of blood. Moreover, you need to drink blood to survive.
MP Cost: 1.
Drawback: You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.
If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
Special: You must have a natural bite attack to take this drawback.

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

CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity.
Having claws does not adversely affect your manual dexterity.

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

DARKVISION [MINOR]
You gain darkvision.
MP Cost: 3.
Benefit: You can see in total darkness out to a range of 60 feet. Darkvision is black and white only but is otherwise like normal sight.
ECHOLOCATOR [MAJOR]
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation.
MP Cost: 5.
Benefit: You gain the blindsight ability out to a range of 60 feet.

ELASTICITY [MAJOR]
You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
MP Cost: 4.
Benefit: You gain a +10 mutation bonus on Escape Artist checks. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. A creature using this mutation to move through a tight space moves at one-quarter normal speed.

ENERGY ABSORPTION [MAJOR]
You can absorb impressive amounts of harmful energy.
MP Cost: 4.
Benefit: You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.

ENERGY DIFFUSION [MINOR]
Your body’s ability to withstand energy damage increases.
MP Cost: 2.
Benefit: You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.

ENLARGED FORM [MAJOR]
You grow, becoming an freakishly large specimen of your kind.
MP Cost: 6.
Benefits: You become as large as your size category allows (8 feet tall for Medium-size characters, 4 feet tall for Small characters). However, you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger when it is advantageous to you. You are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty (for example, a Medium-size character with this mutation can wield a Large weapon one-handed).
This mutation does not change your face or reach.

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

EXTRA ARMS [MAJOR]
You grow an additional pair of arms. The extra arms look and behave exactly like your other arms.
MP Cost: 6.
Benefit: As a creature with more than two arms, you gain a +4 mutation bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand).
Special: If you have three or more natural claw attacks, you meet the prerequisites for the Multiattack feat. This mutation does not give you Multiattack as a bonus feat, however.

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

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

FESTERING SORES [DRAWBACK]
Your skin is covered with painful, festering sores.
MP Value: 2.
Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.
FINS [COSMETIC]
Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilities.
MP Cost: 0.
Benefit: None.
FORCE BARRIER [MINOR]
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 3/– against incoming weapon attacks and force effects. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.
Special: Portable electronic devices such as cell phones, sensor comps, and headsets temporarily cease to function if held or worn by you while the electromagnetic force barrier is in effect.
FORKED TONGUE [COSMETIC]
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Cost: 0.
Benefit: None.
FRAILTY [DRAWBACK]
Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.
MP Value: 3.
Drawback: You take a –2 penalty on all Fortitude saves, including saves made to stabilize at negative hit points.
Special: You cannot take this mutation if you have the Great Fortitude feat.
GAZING EYE [MAJOR]
You grow an extra eye in the middle of your forehead. In addition to improving your visual acuity, the “weird eye” gives you a special gaze attack that makes other creatures tremble.
MP Cost: 4.
Benefits: The extra eye grants a +2 mutation bonus on Search and Spot checks.
As a free action, you can use the extra eye to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with gazing eyes.
GILLS [MINOR]
You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs).
MP Cost: 2.
Benefit: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.
GREAT HORNS [MINOR]
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose.
MP Cost: 1.
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks of opportunity.
HEAT/COLD SUSCEPTIBILITY [DRAWBACK]
Your body does not react well to particularly hot or cold temperatures.
MP Value: 1.
Drawback: You take double damage from prolonged exposure to extreme heat or cold.
HORNS [COSMETIC]
Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat.
MP Cost: 0.
Benefit: None.
HYPERSENSITIVITY [MINOR]
Your are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight as a bonus feat.
LEAPER [MINOR]
You gain the ability to leap incredible distances.
MP Cost: 1.
Benefit: You gain a +10 mutation bonus on all Jump checks.
LETHARGY [DRAWBACK]
Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.
MP Value: 2.
Drawback: You take a –2 penalty on all Reflex saves.
Special: You cannot take this mutation if you have the Lightning Reflexes feat.
LIGHT SENSITIVITY [DRAWBACK]
Your eyes cannot adjust to bright light.
MP Value: 1.
Drawbacks: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a –1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area.
LOST ARM [DRAWBACK]
One of your arms withers or gets eaten away, leaving behind a stump.
MP Value: 3.
Drawback: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and grapple checks.
Special: You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.
MINDSLAVE [DRAWBACK]
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
MP Value: 2.
Drawback: You take a –2 penalty on all Will saves.
Special: You cannot take this mutation if you have the Iron Will feat.
PHEROMONE ATTRACTION [MAJOR]
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.
MP Cost: 6.
Benefits: You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 30 feet of you.
Special: You cannot take this mutation if you have the Pheromonal Repulsion drawback.
PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
MP Value: 1.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
Special: You cannot take this drawback if you have the Pheromone Attraction mutation.

PREHENSILE TAIL [MAJOR]
You grow a tail that can grasp and hold objects.
MP Cost: 4.
Benefits: A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Special: A creature that already has a tail cannot gain this mutation.
PRICKLY PEAR [MAJOR]
Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.
MP Cost: 4.
Benefits: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability.
RADIOACTIVE [MAJOR]
You are immune to some radiation and can emit bursts of harmful radiation from your body.
MP Cost: 5.
Benefits: You are immune to mild, low, and moderate degrees of radiation exposure. In addition, your body acts as a radiation battery, storing the energy for later use. Once per day as a free action, you may release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a moderate degree of radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con).
RAPID AGING [DRAWBACK]
You age at an increased rate due to the strain your mutations place on your cells. You appear many years older than your actual age.
MP Value: 2.
Drawback: Double your actual age to get your effective age. Your effective age determines your ability score penalties. You do not gain any of the benefits of aging (increased mental ability scores).
REDUCED SPEED [DRAWBACK]
You are unable to move as quickly as normal due to various mutations and deformities.
MP Value: 3.
Drawback: Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.
Special: You may take this drawback multiple times. Its effects stack.
SCALY ARMOR [MINOR]
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a +2 natural armor bonus to Defense, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.
SCALY SKIN [COSMETIC]
Your flesh becomes thicker and less porous, giving rise to a thin layer of scales covering your flesh. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body, instead appearing in patches on your face, neck, torso, and limbs.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
SCENT [MINOR]
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Cost: 2.
Benefit: You gain the scent special ability.
SECOND WIND [MINOR]
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution modifier (minimum 1).
SKELETAL REINFORCEMENT [MAJOR]
Your bones become more resilient, allowing you withstand greater amounts of punishment.
MP Cost: 5.
Benefits: Your massive damage threshold increases by +3. In addition, the damage you take from a fall is reduced by one die.
Special: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.
SMOKESCREEN [MINOR]
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Cost: 1.
Benefit: Once per day, as a free action, you can produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has onehalf concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.
STINGER [MAJOR]
A poisonous stinger erupts from some part of your body—usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage.
MP Cost: 4.
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, with effects similar to puffer poison.
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.
TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Balance checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation.
TELEKINETIC MIND [MAJOR]
You can perform minor telekinetic feats.
MP Cost: 5.
Benefit: As a move action, you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting, however. You must concentrate on the object to move it telekinetically. If your concentration is broken while you are levitating the object (see the Concentration skill description the object falls.
This ability can be used at will.
TELEPATHY [MAJOR]
You gain limited telepathic ability.
MP Cost: 5.
Benefit: As a free action, you can forge a telepathic link with another living creature within 100 feet of you. The creature with which you form the link must have an Intelligence score of 6 or higher, and it must be a willing participant in the link. You can communicate telepathically through the link even if you do not share a common language, but no special control or influence is established as a result of the link. If you and the linked creature move more than 100 feet apart, the telepathic link severs instantly. You can telepathically link with only one creature at a time during any given round, but the ability can be used at will.
TENTACLE [MAJOR]
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle grants a +4 mutation bonus on grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacle to grasp and manipulate a Medium-size or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with the tentacle multiple times. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.
THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
THIN FUR COAT [COSMETIC]
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
THIN SKIN [DRAWBACK]
You are more susceptible to harm.
MP Value: 5.
Drawback: You take 1 additional point of damage each time you are wounded.
ULTRA IMMUNE SYSTEM [MINOR]
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.
ULTRAVIOLET ALLERGY [DRAWBACK]
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 3.
Drawback: Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.
UNNATURAL EYES [COSMETIC]
The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark.
MP Cost: 0.
Benefit: None.
UNNATURAL HAIR [COSMETIC]
Your hair or fur color changes drastically to a shade that is uncommon for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood.
MP Cost: 0.
Benefit: None.
UNNATURAL SKIN [COSMETIC]
The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
MP Cost: 0.
Benefit: None.
UNNATURAL VOICE [COSMETIC]
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
MP Cost: 0.
Benefit: None.
VENOMOUS BITE [MAJOR]
Your natural bite attack injects poison into your victim’s bloodstream.
MP Cost: 4.
Benefit: Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (initial and secondary damage 1d4 Con).
Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.
VEXING VOICE [MAJOR]
You can vex another creature using the peculiar resonance of your voice.
MP Cost: 4.
Benefit: Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.
WALL CRAWLER [MINOR]
You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
MP Cost: 2.
Benefits: As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus.
WEAK IMMUNE SYSTEM [DRAWBACK]
Your body has difficult preventing infections from entering its system, and thus it is prone to sickness and disease.
MP Value: 1.
Drawback: You take a –2 penalty on all Fortitude saves against poison, disease, and radiation sickness.
Special: You cannot take this drawback if you have the Ultra Immune System feat.
WEBBED DIGITS [MINOR]
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.
WINGS [MAJOR]
You sprout a pair of birdlike or batlike wings.
MP Cost: 6.
Benefit: Your wings grant a natural fly speed of 60 feet (average maneuverability).
X-RAY VISION [MAJOR]
You can see into and through solid matter.
MP Cost: 6.
Benefit: X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light, even if there is no illumination.

StickMan
2007-08-16, 09:18 AM
Transwarrior:

The Transwarrior has learned to harness his mutated physical form to be more effective for battle.

Transwarrior

Requirements:
Feats: Transmutant Form, Weapon Focus (Any).
Skills: Concentration 6 ranks.
Base Attack Bonus: +6
Special: Mutations worth 12MP

Hit Dice: 1D12

\Transwarrior
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| MP 5, Advanced Mutations

2nd|
+2|
+3|
+3|
+0| MP 5, Bonus Feat

3rd|
+3|
+3|
+3|
+1| MP 7

4th|
+4|
+4|
+4|
+1| MP 7, Bonus Feat

5th|
+5|
+4|
+4|
+1| MP10 [/table]

Skill Points at Each Level: 4 + Int modifier. Climb (Str), CRAFT (INT), Concentration (Con) Intimidate (CHA), DISGUISE (CHA), HIDE (DEX), JUMP (STR), MOVE SILENTLY (DEX), SEARCH (INT), SPOT (WIS), SURVIVAL (WIS), SWIM (STR),

Bonus Feat: Fighter Bonus Feat list.

Advanced Transwarrior Mutations: The following Mutations are only able to be taken by Transwarriors.

Advanced Healing
Your body heals at an increased rate
Requirements: Mutation: Second wind, Con 15
MP Cost: 3
Benefit: You gain 1 HP every Minute, this Fast healing only works when you are at 75% of your HP.

Superior Healing
Your Advanced Healing has become even more powerful
Requirements: Mutation: Second wind, Advanced Healing, Transwarrior 3, Con 15
MP Cost: 4
Benefit: You Gain Fast healing 1, this fast healing only works when your at less that half your hit points.

Damage Resistance
Your hard skin has hardened.
Requirements: Natural Armor +2
MP Cost: 4
Benefit: You Gain Damage reduction 1/-
Special: You can gain this mutation more than once each time it incress your damage reduction by one up to a max of Damage reduction 3/-.

Power Strike
Your muscles mutate to let you swing even harder when you unleash all your power.
Requirements: Power Attack
MP Cost: 6
Benefit: For every point of damage you would gain from power attack you instead deal 1d4 extra damage.

Quick Reflex
You increase how fast you reach to an opponent’s attacks.
Requirements: Dodge
MP Cost: 1
Benefit: The bonus you gain from the Dodge feat increases by one.
Special: You may take this Mutation more than once each time it costs 2 more MP points and increases your Dodge bonus by one.

Increased Nero Coordination
Your brain has mutated to make the two sides of your body to work more in sink.
Requirements: Two Weapon Fighting
MP Cost: 3
Benefit: The penalty you take when you use Two Weapon Fighting is reduced by 1.

Weapon Mutations
You have channeled your inner power of Transmutation to affect your weapon man made or other wise. Weapon Mutations only work for the Transmutant who owns the weapon if it is man made. A Transmutant spends MP on Weapon Mutations just as he would spend them on him self. If a Transwarriors Mutant weapon is destroyed he may create a new one but he must first spend a weak with the weapon before the mutations take effect.

Reaching Strike
The Transmutants weapon gains a extended reach
MP Cost: 3
Benefit: Your Mutant weapon can stretch its self causing its reach to increases by 5 feet. Unlike other reach weapons you can still attack adjacent foes
Special: You can take this more than once each time it expands the reach by 5 feet, each time you take the mutation the cost increases by 1.

Tripping twist
Your Transmutant weapon curves when you try to trip with it.
MP Cost: 1
Benefit: Your weapon bends around enemy’s legs just enough to be effective to trip them. You can make trip attacks with your mutant weapon; if you are tripped during your own trip attempt you may drop your weapon to avoid it.

Disarming Prongs
Your weapon grows prongs to help disarm an enemy; they may expand or retract as when the Transmutant wishes but never go away entirely.
MP Cost: 1
Benefit: The prongs on your weapon give you a +4 to disarm an enemy and on the roll to avoid being disarmed if the attempt failed.

Adamant Weapon
Your weapon grows as hard as Adamantine
MP Cost: 4
Benefit: Your weapon is treated as being made out of Adamantine.

Cold Blade
Your weapon acts as if it were made of Cold Iron
MP Cost: 2
Benefit: Your weapon acts as if it were made out of Cold Iron for the purpose of bypassing Damage reduction.

Silver sheen
Your weapon shines silver
MP Cost: 2
Benefit: Your weapon acts as if it were made out of Alchemical Silver for the purpose of bypassing Damage reduction.

Critical Edge
Your strike become more likely to hit were it hurts
MP Cost: 4
Benefit: Your weapons natural treat range increases by one
Special: You can take this mutation a second time but it costs 6 MP, this mutation can only increase a treat range to 18-20

Critical Strike
Your Strikes that hit the most painful places hit even harder
MP Cost: 4
Benefit: Your weapons natural damage multiplier increases by one.
Special: You can take this mutation a second time but it costs 6 MP, this mutation can only increase a damage multiplier to x4.

StickMan
2007-08-16, 09:19 AM
Transpsion
Many people that have mutations have begun developing pisonic ability. They have sought to make there bodies more perfect for there new powers.

Requirements:
Feats: Transmutant Form
Skills: Knowledge (Psioninics) 8, Concentration 8

Special: Mutations worth 12MP, Manifester Level 5

Hit dice 1d8

Tranpsion
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| MP 5, Advanced Trans Psion mutations, Bonus Feat

2nd|
+1|
+2|
+0|
+2|MP 5

3rd|
+2|
+3|
+1|
+3|MP 7, bonus feat

4th|
+3|
+3|
+1|
+3|MP 7

5th|
+3|
+4|
+1|
+4| MP10, Bonus Feat [/table]

Advanced Transpsion mutations: The following mutations can only be taken by Transpions.

Bonus feat: psion feat list.

Cognizance body
Your body acts as a Cognizance crystal
MP cost: 1
Benefit: Your body acts as a Cognizance crystal with a power point store of one.
Special: You can increases the number of power points you can store by one for an additional cost of one MP per power point up to a max storage of 17pp.

Embed Dorjes
Your body lets you place Crystal Dorjes inside your arms and use them as if held in your hands.
MP cost: 4 MP
Benefit: You can place one Dorjes in one of your arms and use it as if it were held.
Special: You can take this mutation a second time placing a Dores in another arm.

Deep Crystal
Deep Crystal has grown with in your body allows you to focus more power in to your attacks.
MP cost: 4 MP
Benefit: You can spend 2 power points to deal an extra 2d6 damage with your next successful melee attack in the next one min.

StickMan
2007-08-16, 09:20 AM
Saved for Transarcanist

StickMan
2007-08-16, 09:21 AM
Saved for Transmutant example PC's

StickMan
2007-08-16, 09:23 AM
Transmutant beast (template)
A Transmutant beast is in some way different then other members of it specie, it may have extra arms, eyes, wings what ever some how a Transmutant beast is not like the rest do to unnatural mutations.
Creating a Transmutant beast
Transmutant beast is an inherited template that can be added to any living, corporeal Animal, Magical beast or Vermin.
A Transmutant beast uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: If the base creature is an animal its type changes to Magical Beast, other wise type remains the same.
Special Qualities: A Transmutant beast Gains 8 mutation points that can be spent on any mutation from General mutation list.
Bonded to Transmutation: Transmutant beast creatures have an affinity to Transmutation magic due to the fact that it runs in there blood. Any time a spell from the Transmutation school of magic effects a Transmutant beast its effects are doubled. Also any time another creature with mutations rolls a charisma based skill check to effect the attitude of a Transmutant they gain a +2 bounus
Abilities: A Transmutant adds a +2 to Strength, Dexterity or Constitution.
Special: The Transmutant beast Template can be added more than once each time the Transmutant Creature gains 8 more MP and another +2 to a physical ability score
Challenge Rating: Increases the base creatures challenge Rating by 1
Level adjustment: +1

StickMan
2007-08-18, 07:21 PM
OK I'm bumping this due mainly do to the fact it came out at the same time as 4th edition news and I like to think the lack of response is due to that.

MostlyHarmless
2007-08-22, 10:44 AM
I like it. We've got something similar in the ToB project called Fleshwrought (http://www.giantitp.com/forums/showpost.php?p=1624601&postcount=118). I think we also sort of leveraged the d20 Modern mutations.

Perhaps we should cross-pollinate.

StickMan
2007-08-23, 11:45 AM
Hey I had not read them yet, I like the blood line idea from unearthed arcana. Might use it later on for this. The Fleshwrought are like my worst idea for the Transmutants plus a little Zombie thrown in. Is there anymore fluff for the Fleshwrought cause I don't see any but I might be missing it. I'm glad to see that some of your stuff costs about what I would be charging for it makes me feel better about my costs.

I think I'm going to yonk the idea behind Abnormal Anatomy for the Warrior.

Thanks,
Stickman

Voodzik
2007-08-30, 07:43 PM
I like it! Don't remember seeing wings up there....of course I'm tired, too. If you put wings and they should be there ignore, if not consider adding?

Vadin
2007-10-18, 02:10 PM
I must say, I am incredibly for this being a full 20-level class system.

For inspiration on new and different kinds of mutations, I'd take a look at Mutants and Masterminds (first edition, not second *ugh*) and the different abilities offered as powers.