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StickMan
2007-11-05, 08:00 PM
The Transmutant is called by some a freak of nature and by others a work of art. Transmutants all share one thing in common, over time they change their bodies over time. Some control this process adapting their body as they want through meditation other the mutations just evolve over time. Members of the class come from many walks of life some were exposed to magic waste, experiment on as a child by a corrupt mage or had there bodies toyed with by demons.

OK well its still a work in progress but I want feedback on the early stage, which is why I may also have a play test group working on this as well. This is also the continuation of my original Transmutant Expanded (http://www.giantitp.com/forums/showthread.php?t=53976) that I was working on awhile ago. I still need to make more mutations that will largely be upgrades of one posted below.

Thanks for Peaching

1d12 Hit Dice.
Transmutant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|MP

1st|
+1|
+2|
+2|
+0| Drawbacks, Cosmetic Mutation|3

2nd|
+2|
+3|
+3|
+0||4
3rd|
+3|
+3|
+3|
+1||4
4th|
+4|
+4|
+4|
+1||4
5th|
+5|
+4|
+4|
+1|Bonus Feat|5
6th|
+6/+1|
+5|
+5|
+2||5
7th|
+7/+2|
+5|
+5|
+2||5
8th|
+8/+3|
+6|
+6|
+2||6
9th|
+9/+4|
+6|
+6|
+3||6
10th|
+10/+5|
+7|
+7|
+3|Bonus Feat|6
11th|
+11/+6/+1|
+7|
+7|
+3||7
12th|
+12/+7/+2|
+8|
+8|
+4||7
13th|
+13/+8/+3|
+8|
+8|
+4||7
14th|
+14/+9/+4|
+9|
+9|
+4||8
15th|
+15/+10/+5|
+9|
+9|
+5|Bonus Feat|8
16th|
+16/+11/+6/+1|
+10|
+10|
+5||8
17th|
+17/+12/+7/+2|
+10|
+10|
+5||9
18th|
+18/+13/+8/+3|
+11|
+11|
+6||9
19th|
+19/+14/+9/+4|
+11|
+11|
+6||9
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Final Evolution, Bonus Feat|10
[/table]

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


Weapons and Armor: Transmutants are proficient with Light armor, small shields and simple weapons. A Transmutant at first level must chose between medium armor and heavy shield proficiency or proficiency with all Martial weapons.

MUTATION POINTS
At each level a Transmutant gains MP equal to the number indicated on the Transmutant table.

MUTATION POINTS
At each level a Transmutant gains MP equal to the number indicated on the Transmutant table.

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.

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.

Drawbacks: At first level the Transmutant can take two Drawbacks and add there MP value to his total MP.

Cosmetic Mutation: At first level a Transmutant can make him self look anyway he wants so long as it does not effect him mechanical status. This means he can have any skin, hair, eye or nail color he wants, as well as scales, fur, pointed ears, what ever.

Bonus feats: At 5th, 10th, 15th and 20th level the Transmutant gains a Bonus feat: Drawn from the following list Ability Focus, Flyby Attack, Hover, Improved Natural Attack, Improved Natural Armor, Multiattack, Multiweapon fighting, Wingover, Weapon focus (Any natural weapon), Dodge,

Final Evolution: At 20th level a transmutant’s type changes to aberration, he does not however gain darkvision. The Transmutants body has become strange and alien he is no longer what other of his race once were.

Mutations:
Drawbacks: 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.

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.

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.

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.

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.

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.

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 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.

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.

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.

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.

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.


Random: 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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.


Eye Mutations: 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

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. This ability can be used for a number of rounds per day equal to the users Transmutant level.

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.

LOWLIGHTVISION [MINOR]
You gain Lowlightvision
MP Cost: 2
Benefit: You can see twice as far as a normal person of your race in lowlight.

TRACKING EYE [MINOR]
Your eyes track incoming projectiles letting you dodge them more easily
MP Cost: 2
Benefit: You gain a +1 dodge bonus to armor class when you are attacked with a ranged attack. This bonus is doubled when fighting defensively, using total defense or using Combat Expertise.

Body Mutations: 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.

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.

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.

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.

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).

Weapon Mutations: 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.

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.

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.

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.

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.

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.

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.

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.

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.

EXPANDED 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.


Things that need to be reworked for the new class Idea but I'm posting anyway so I have more mutations of my own posted/not yet done yet: 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.

AjaxTorbin
2007-11-05, 08:18 PM
if you didn't already, you may want to look at D20 modern, they have mutations and rules for them that may help you.

Vadin
2007-11-05, 09:26 PM
These mutations are, I believe, based around those same mutations you mention. The OP has a whole other thread with Transmutant PrCs, a template (I think), and some feats. Very nice, and a lot easier to access with the class.

I wonder, however, if this class is strong enough. I've no idea how to even begin comparing it, but at first glance it seems a little underpowered.

StickMan
2007-11-05, 09:32 PM
These mutations are, I believe, based around those same mutations you mention. The OP has a whole other thread with Transmutant PrCs, a template (I think), and some feats. Very nice, and a lot easier to access with the class.

I wonder, however, if this class is strong enough. I've no idea how to even begin comparing it, but at first glance it seems a little underpowered.

First yes this is based off the D20 mutation system and many of the mutations are taken from it.

Second the other linked thread is not to be used with this version of the Transmutant as it would be redundant at best. Many people thought it would be a good idea to make it a 20 level class and I finally deiced to rework it as such.

Stickman.

Ghal Marak
2007-11-05, 09:38 PM
So what is the Final Evolution ability? I can't seem to find it. :smallconfused:

StickMan
2007-11-05, 09:46 PM
Final Evolution: At 20th level a transmutant’s type changes to aberration, he does not however gain darkvision. The Transmutants body has become strange and alien he is no longer what other of his race once were.

Added its nothing much and I think I need more of a cap stone may be add some kind of ability boost or some such. Thanks for pointing that out to me.



Stickman.

Ghal Marak
2007-11-05, 09:52 PM
Maybe Final Evolution could come with a +1 bonus to Strength, Dexterity, and Constitution. Also, since they are no longer natural, all animals will no longer go near the PC and become panicked when forced to.

StickMan
2007-11-06, 04:19 PM
Maybe Final Evolution could come with a +1 bonus to Strength, Dexterity, and Constitution. Also, since they are no longer natural, all animals will no longer go near the PC and become panicked when forced to.

I was thinking something like the ability score boosting. I'm not in favor of the anti animal thing as I want this class to have a very general feel to it and some members may be druid types wanting to make them selfs more one with nature by taking nature like mutations.

Ghal Marak
2007-11-06, 11:15 PM
Hmm... okay, keep the ability upgrades, and throw in a unique mutation. Thing is, I can't thing of anything good enough. Quite a Quandary.

Vadin
2007-11-07, 06:13 PM
Maybe if you let them develop a number of unique mutations as they progress in levels...

On the aberration thing, they could have the option of being an aberration or a magical beast at the end, depending on which upgrades they picked for their unique mutations.

Ghal Marak
2007-11-07, 06:47 PM
Maybe ability boosts alongside the unique mutations? Like +1 to Strength at 5th level, then five levels later a +1 to Constitution, and then Dex after that. And the Capstone ability boost would be the trio +1 boosts. So by level 20 they would have +2 to Strength, Dexterity, and Constitution.

StickMan
2007-11-08, 09:12 AM
I'm thinking it may be a good idea to give out ability boost over the course of the class and perhaps a unique mutations that are related so have a Str, Dex, and Con mutation chain that you can go in to at the end you gain +2 to the ability you picked at the start.

My other issue right now is I'm having a hard time making up more mutations. I think for one I'm going to start making higher level mutations that are more out there and some things that you can keep investing in to make them stronger.

If anyone has any idea feel free to post them, I can make up the stats but the idea is what I need.


Edit: Shameless promotion I'm running a PBP game that is going to be in part testing these rules in a group of warforged found here: Warforged, Mutations and Roleplay. (http://www.giantitp.com/forums/showthread.php?t=62542)

Ghal Marak
2007-11-08, 10:15 AM
How about a mutation that gives eye beams? Like lasers or something. And how about breath weapons (which you may have already done, I don't know)? I'll try and come up with some more ideas later.

EDIT:
#snip MUTATION POINTS
At each level a Transmutant gains MP equal to the number indicated on the Transmutant table.

MUTATION POINTS
At each level a Transmutant gains MP equal to the number indicated on the Transmutant table.

You have that listed twice, by the way. :smallsmile:

EDITEDIT: Also, why does it have Diplomacy as a class skill?

Shiny, Bearer of the Pokystick
2007-11-10, 01:51 PM
Clarification; can the character utilize Drawbacks as an optional method to gain bonus MP beyond their base MP for the Transmutant progression, or are they required to choose a drawback each time they choose a major or minor mutation?

If the latter, the exact process needs to be clarified; will any drawback do, or must it have a specific value?

"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."
This seems to say that you can't spend more MP than you have to spend, based on feats and class progression, plus bonus MP from drawbacks; Is that all it's trying to say? If there's more here, clarify.

Also; if you're making drawbacks mandatory (rather than an optional mechanism to gain bonus MP, similar to flaws) the class is drastically underpowered; the mutations are fun, but they aren't powerful enough to justify a 'drawback' for each one.

In addition; can the same mutation be taken more than once where logical- that is, can I gain multiple tentacles or horns or jaws, or increase their natural damage more than once?

Lastly; it seems like you're saying the Transmutant Form feat (which, by the way, you have neglected to re-state here) is required for the class. No base class has a 'requirement' of this type, so I'm assuming this is an error; if so, clarify.
"A creature gains MP by taking the Transmutant Form feat, selecting one or more drawbacks, and taking the Transmutant class."

Should that last 'And' be 'Or'?

Azerian Kelimon
2007-11-10, 02:17 PM
Also, remembering the closest thing to the MP system, might want to add a feat to the homebrew:


Mutating Expertise:

Your mastery of the art of mutation allows you to mutate far many more times and do far more complex transmutations than anybody else.

Benefit: Each time you take this feat, you may add a number of Mutation Points to your MP pool. the first time you take the feat, you gain 1 MP, the next time you gain 2 MP (from taking the feat a second time, so, in total, you have earned 3 MP), then 3 MP, and so on and so forth. You may take this feat a number of times equal to your CHA modifier (Guessing the key stat, you should add that. Change it accordingly).

Normal: You posses the amount of MP shown in the Transmuter's advancement table (Or whatever it's called).

StickMan
2007-11-12, 11:13 PM
No you never have to take drawbacks.

Transmutant Form feat: Well I've been deciding what to do with that yes is still around but its soon to be changed in my next update.

What to expect in the next update:
Update to Transmutant form: Mutations for everyone!

Mutation Specialization: Thats right there will be different groups of specialized mutations including: Strength, Speed, Endurance, Beast, Fire, Sound, Acid, and electric.

General updates to confusing text.


[Insert Excuses]Why I have not done these up dates yet, well I've got 3 papers and an exam to be working on/studding for.[/Insert Excuses]

To people in my play test group the next update will not effect your charters in any major way and should not require you to rewrite anything you've done (I think :smallwink: ).

Shiny, Bearer of the Pokystick
2007-11-13, 05:35 PM
Y-y-y-yoink.

Ghal Marak
2007-11-13, 05:56 PM
Okay, here's my feeble attempt at making a mutation.

Breath Weapon (needs a better name) [MAJOR]
You can expel blasts energy from you mouth.
MP Cost: 8
Benefit: You gain a breath weapon of energy chosen from the following list: acid, cold, electricity, fire, or sonic/concussion. It extends in a 30ft. cone or a 60ft. line chosen at time of usage and can be used 1/Day plus an additional number of times equal to player’s constitution modifier. Range is increased by 5ft. every 4 levels, to a maximum of 55ft. for the cone and 85ft. for the line. Damage caused by the breath weapon is 1d6 plus an additional d6 every 4 levels.


I hold no illusions that it more than likely sucks, so if anyone cares to pick it appart and fix it, that would be great. :smallsmile: