View Full Version : [3.5] Adapt, evolve, transcend (Base class)

2008-08-29, 05:57 PM

The fittest survive. - Evolutionist creed.

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

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

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

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

+0|Mutations, Wild Empathy, Improved Unarmed Strike


+1|Mutations, Teratomorph (Reptilian, Draconic)





+2|Mutations, Teratomorph (Aligned Forms, Pseudonatural)





+4|Mutations, Teratomorph (Winged, Insectile)





+6|Mutations, Teratomorph (Feral, Spellwarped)


+6|Mutations, Dual Template, Mutant Perfection[/table]

Class Features

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

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

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

Mutations: At each level, the evolutionist gains a number of mutations, which can be chosen from the list bellow. The same mutation can be taken more than once if the evolutionist wishes, up to the limits set in the mutation, if any. But the same mutation cannot be taken more than once in any given level, unless otherwise stated.
At first level, the evolutionist gains six mutations, at second level and each level thereafter, he receives four mutations.

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

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

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

Dual Teratomorphism: At 20° level, the evolutionist can use his Teratomorph ability to assume two different templates at once. Ability score changes provenient from multiple templates add up. The evolutionist cannot add the same template to himself twice.

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

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

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

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

Mutation List
Evolve Combat Prowess: The Evolutionist’s base attack bonus increases by +1. The evolutionist’s base attack bonus can never exceed his hit dice, and it can never be greater than +20.

Evolve Learning: The evolutionist gains 2 skill points. Skill points gained by this ability at first level are multiplied as normal.
The evolutionist can take this evolution a second time each level, if he does so; he gains 6 skill points that level instead of 2.

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

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

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

Evolve Resilience: The evolutionist gains 2 hit points.

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

Extra Arm: You gain one additional arm. Your strength score also increases by 1. You can only take this mutation twice. Taking this mutation at least once qualifies the character for the Multiweapon Fighting feat.

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

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

Adherent hands: The evolutionist’s hands and feet acquire the ability to stick to solid surfaces. He gains a +4 bonus on climb checks and a +1 bonus on grapple checks and attack rolls to resist being disarmed. The second time this mutation is taken, the evolutionist also gains a climb speed equal to 1/3 of his base land speed. This mutation can only be taken twice.

Nimble Form: The evolutionist grows lithe and flexible. He gains a +1 bonus on Escape Artist, Tumble, Balance and Move Silently checks. Each time you take this mutation, your dexterity also increases by 1. You can only take this mutation twice.

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

Size Increase: The evolutionist increases one size category. His equipment’s size does not increase with him, however. To take this mutation, the evolutionist must be of at least 6° level. You can only increase your size once.

Size Decrease: The evolutionist decreases one size category. His equipment’s size does not decrease with him, however. You can only decrease your size once.

Spell resistance: The evolutionist gains Spell Resistance 5 + his evolutionist class level. Each time this mutation is taken after the first, the spell resistance increases by +2.

Damage Reduction: You gain damage reduction 2/magic. Each time you take this ability again you can chose to either increase the damage reduction by +2 or to add one of the following needs to overcome your damage reduction:

Special Material|Adamantine, Cold Iron, etc|None

Alignment|Good, Evil, etc|Opposite alignment

Epic|+6 enhancement or better|Character level 21[/table]

Only one special material can be chosen at a time, if you take a new material for your damage reduction, it overrides the old one. You can have more than one alignment need. But a weapon needs only have one such alignment to bypass your damage reduction, not both.

If you have damage reduction, your natural weapons count as such to defeat the damage reduction of other creatures.

Fast Healing (Ex): You gain Fast Healing 1 or increase an existing fast healing by 1. Your fast healing can never be greater than one fourth of the evolutionist's class level.

Natural Weapon: The evolutionist gains a natural attack of his choice from the following list. The damage given is for a medium creature. If the evolutionist takes this mutation again, he can chose a new natural weapon (or the same again, see bellow), or he can increase the damage of an existing one.

{table=head]Weapon|Damage dice|Damage type

Bite|1d6|Slashing, Piercing and Bludgeoning

Claw x2|1d4|Slashing and Piercing


Tentacle x2**|1d3|Any one


Slam x2|1d4|Bludgeoning[/table]
* A gore attack deals double damage when used on a charge.
** Tentacles have a reach 5 ft. longer than the base creature’s normal.

The evolutionist gains the described number of attacks, even if he would be eligible for more, somehow (more than one head for bite or gore, more than one pair of arms for claws or slam). A normal, human-shaped is limited to one bite, one pair of claws or slams, one gore attack, two tails and three pairs of tentacles. Extra arms or heads allow for additional of the fitting attacks (gore and bite for head, claw and slam for arms).
If the evolutionist already has any of the given natural weapons, he can chose this evolution to improve their damage dice by one step. When increasing the damage dice of a kind of weapon, the evolutionist improves all natural weapons of that kind he has or acquires in the future.
Unlike other mutations, you can take this one twice on any given level if you wish.
Natural attacks gained by the Teratomorph ability cannot be improved.

Poison (Ex): When taking this mutation, the evolutionist must select a slashing or piercing natural weapon he possesses, or any attack that deals acid damage (including an acid breath weapon or elemental jet). That attack transmits a poison that deals 1d4 damage to one ability score (chosen at the time the mutation is taken). If the poison deals Con damage, it deals 1d3 ability damage instead of 1d4. The poison can never take the con score bellow 1. But it can take other ability scores to 0.
This mutation can be taken more than once. Each time it is selected, the evolutionist can select a new natural weapon to be poisonous (the new poisonous attack doesn’t have to deal the same kind of poison). Or he can choose to increase the damage dice of an existing poison by one stage.
You must have a natural weapon to take this mutation; the poison becomes inert after one minute of exposure to the air. The evolutionist is immune to his own poison.

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

The evolutionist has the option to conduct the grapple normally, or simply use the part of its 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, but is not considered grappled himself; the creature does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.

Constrict (Ex): The evolutionist chooses a natural weapon he has Improved Grab with. Whenever he makes a succesful grapple check aganst an opponent with that natural weapon, he automatically deals bludgeoning damage equal to the choosen natural weapon's damage, this is in addition to that weapon's damage.

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

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

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

An entangled creature can escape with a DC [10+half the evolutionist's clas level+con modifier) Escape Artist check 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 a radius of 5 feet for every three class levels.

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

This mutation can be taken more than once, giving 3 extra uses of the web each time.

Quills (Ex): The evolutionist grows long quills over his body. When a creature attacks the evolutionist with a natural or handheld weapon, or makes a touch attack (even with a beneficial spell), 1d4 quills automatically strike it, dealing 1d4 piercing damage each. Also, any creature that suffers this damage must make a reflex save (DC 10+ half the evolutionist’s class level + the evolutionist’s dexterity modifier), or the quill breaks in lodges in her flesh. A lodged quill imposes a -1 penalty on attacks, saves and skills, these penalties stack. Removing the quill requires a DC 14 Heal check and doing so deals another 1d4 damage.

The evolutionist can strike with a number of quills each day equal to twice her class level. Once per round, as a free action, the evolutionist can chose to expose or retract her quills (creatures touching or attacking the evolutionist while the quills are retracted don’t have to worry about them). Each time you take this mutation after the first, the damage of the quills increase by one point and the DC for the heal check increases by +3.

Energy Resistance: You gain 5+ [half your evolutionist level] resistance against a single kind of energy (fire, acid, cold, electricity or sonic). Each time you take this mutation after the first you can take a new resistance or increase an existing one by 3 points.

Elemental Attack: Chose a natural attack you have. The attack now deals an additional 1d4 energy damage of one kind you have resistance to (see above). If you take this mutation again, you can choose a new natural attack to add elemental attack to, or increase the damage of an existing elemental attack. You may add a new elemental attack to a natural weapon that already holds one, as long as it is not the same kind f damage.

Elemental Nimbus (Su): Choose a kind of energy you have resistance or immunity to. As a standard action the evolutionist may cause a nimbus of that energy to flare around his body, dealing 1d6 damage to any creature adjacent to him. A reflex save (DC 10+1/2 evolutionist level+ Con modifier) reduces the damage to half.
The evolutionist can take this mutation more than once, each time he does so, he may increase the damage of his nimbus by another 1d6 or taking a new energy kind. Only one Elemental Nimbus can be active at any given time.
The evolutionist is not immune to his own elemental nimbus and cannot make saves against it. He must rely on his energy resistance to avoid being damaged.

Elemental Jet (Ex or Su): Choose a kind of energy you have resistance to. You gain the ability to fire a jet of that energy at a single target within 5 feet per class level as a ranged touch attack, dealing 1d8 damage/ two class levels to it. You can take this ability more than once, selecting a new kind of energy each time, alternativelly, you may increase the range of an existing energy jet to 10 ft. per class level. Whenever you take this mutation, you also select if the attack is extraordinaire or supernatural. Supernatural attacks cannot be used inside antimagic fields and similar effects, but they are considered magical attacks and have a 50% chance of affecting incorporeal targets. Extraordinaire attacks can be used within antimagic fields an dismilars, but are considered mundane effects and cannot damage incorporeal creatures.
You can use your elemental jet at will, but no more than once every two rounds.

Breath Weapon (Su): You gain a breath weapon that deals 1d6 energy damage per two evolutionist levels you have (rounded down, minimum zero) plus another 1d6 for every four evolutionist levels you have. A reflex save (DC 10+ ½ evolutionist class level + Con modifier) can reduce the damage by half. You can choose this mutation more than once, gaining a new breath weapon each time you do so. You must have energy resistance to that kind of energy before taking it as a breath weapon.
Your breath weapon can be either a line of 5 ft. per two evolutionist levels or a cone of 5 ft. per four evolutionist levels (round down, minimum zero), the shape of the breath is choosen when the mutation is taken. You can chose to take this mutation again to, instead of gaining a new breath weapon, increase the range of an existing one to 5 ft. per class level (line) or 5 ft. per two class levels cone)
You can use your breath weapon at will, but no more than once every 1d4+1 rounds.

Spell-like Abilities: The evolutionist gains the ability to cast a spell as an innate power. This mutation follows all the normal rules for spell-like abilities, with the following exceptions. Spells that cost experience points keep that cost, spells that have a material component more expensive than 1 gold cost an amount of experience points equal to the cost of the component divided by five (minimum 1). The evolutionist’s caster level for his spell-like abilities is equal to half his evolutionist level.
Each time the evolutionist takes this mutation, he can choose any spell of the wizard/sorcerer or druid spell lists (if a spell is present on more than one list, on different levels, he can chose the level he wishes the spell, up to his limit. He can use the selected spells a number of times per day given on the table bellow, which also determines at which level he may learn spell-like abilities of any given level.


















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

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

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

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

The evolutionist can take this mutation more than once, selecting a different spell-like ability each time. Upon taking this evolution, he adds Spellcraft to his list of class skills.
Special: This same table can be used for the acquisition of Psi-like abilities out of the Psion’s power list, including discipline powers. An evolutionist who takes Psi-like abilities gains the psionic subtype and adds Autohypnosis, Knowledge (Psionics) and Psicraft to his list of class skills. A psionic evolutionist can use his power points. Each time a psi-like ability is taken the evolutionist adds 2 power points to his reserve.


So, opinions? Horrible? Broken? Nice? Suggestions of Mutations? Wanting to use it to make a character who is a firebreathing minotaur with flaming horns? :smallbiggrin:

Innis Cabal
2008-08-29, 06:02 PM
Looks pretty solid. Not much I can comment on

2008-08-29, 06:02 PM
Poison quill Catfolk= epic win.:smallbiggrin:

2008-08-29, 06:07 PM
Three things.

1. I think that the Pseudonatural template should be higher up than it is, and that maybe insectile should be lower. It seems like it'd be harder to become an amorphous mass of tentacles than it would be to become a bug-man. :smallwink:

2. Though I like what you're doing with the mutations, and the +0 on all stats, I think you might want to give the evolutionist poor advancement across the board, and tone back the basic mutations somewhat. Just a thought, so players don't feel the need to take lots of "+1 BAB, +2 save" mutations. Otherwise, they may never take any of them, and be screwed totally.

3. Most awesome otherwise, and I love the flavor and potential here. :smallbiggrin::smallbiggrin:


2008-08-29, 06:19 PM
They still get (0 + Int Mod) x 4 skill points at 1st level, right? Adding that to the write up is the only issue I have with the class.

2008-08-29, 06:45 PM
Rizban: Yes, they do get 0+int mod skill points. It is in the "mechanical information" entry, just bellow the hit dice and just above the class skills.

Arguskos: Insectile gives All-around vision, +4 Dex and +2 Wis, along with four arms you can use to... Do arm stuff. And a climb speed. Sure, becoming a giant bug is easier than becoming an unnatural thing form the far realms. But for now, I think insectile is stronger than Pseudonatural.

I will think of the Poor BAB and Saves thing. But so far, the class gives a total of 82 mutations (up to 20° level). If you take +20 BAB, all good saves and 2 skills each level you still have... 20, 20, 18... 24 other mutations to take. Hmm... Maybe that's not enough. I will see to it after some extra feedback.

2008-08-29, 07:00 PM
Well, I didn't notice the multiple mutations per level (I feel smrt).

However, I still think you should scale back the times you can take each "basic" mutation and give them poor advancement across the board (and 2+Int mod skills). This puts much more focus on the special powers of the evolutionist (which are freakin' sweet, IMO).


2008-08-29, 09:43 PM
Very interesting class you have here.

A few thoughts: you may want to put an upper cap on the Extra Arm mutation, or you could end up with - if you ignore common sense in favor of RAW - a guy with 84 arms. Also, perhaps you could add something to give you extra legs, to improve movement speed or provide that +4 stability versus overrun/bull rush as is usual for a many-legged creature?

2008-08-29, 10:17 PM
There is a cap, you can only take the mutation twice.

And the eighty-four arms wouldn't be the issue there, the +84 Str would.

But that would be a level 84 character at least, so I guess there would be other stuff to worry about.

There also is a mutation to increase your movement speed. It gives you a +5 ft. to your move speed each time you take it (no limit).

And ye, I guess a mutation to make a character quadruped could be made. Centaur (tauric) or bear (walk on four or two legs at will)?

2008-08-29, 10:55 PM
This class is really cool!

'course, you did critique...

1. The BAB is fine, but the save mutations are bad. By 6th level you can have maxed all three and be immune to just about anything at your CR. I would perhaps make it a +1 to the save, and make it possible to take any combination of the three up to 27 times (max 12 for one); this leaves them with the ability to max 2 saves, but have one really bad one if they do.

Now, I'm also not much for optimization (really bad at that :smallredface:) but I somehow think this class could compete with a core druid. Maybe. Now I want to see that vs. thread...

Edit: Or you could add the clause: "If you take this mutation, you may not take it again until you are two levels higher than you are right now." This is a little more odd, and would still have them hit max at level 12 if they do.

2008-08-29, 11:08 PM
Yes, there is that possibility. Which would make a "six level dip" in the class an oddly alluring possibility.


I think I will follow arguskus' suggestion and change it to bad BAB and all bad saves. tone the save bonus mutation down to +1 and... Well, I won't have to change the BAB mutation in the least really.

This frees up 10 mutation points along the levels of the class, this will make evolving in new, weirder forms that much more easy. Yup.

And done. Now you can't be a level 20° character with an astonishing BAB 0 anymore. Aw.

2008-08-30, 12:33 AM
Cool. It just makes some sense that they'd get *slightly* better at combat (hell, if wizards do, so should these guys).

Anyways, with that change, I really love this class even more, and may in fact nick it for some surprises for my D&D party.


2008-08-30, 07:54 AM
It feels like it should have more ability score increasing mutations, and without ties to other abilities. A simple +1 to ability x and cap it at 1/y levels would be fine. 1/2 level doesn't seem too bad, poison and breath weapon DC's wouldn't be too bad since they don't deal much damage on a failed save. I'd say don't allow it on metal abilities, to prevent massive SLA DC's, but then again, they don't get many high level uses, so it's not that bad.

Energy resistance is pretty much useless. Either increase the resistance, or add more resistances. For one mutation I get either fire resistance 3, DR +2 (which is likely over lawful adamantine or something), a pair of tentacles, or an SLA of a spell only 2 levels behind? Well I'm certantly not taking the fire resistance...
Edit: that is, the energy resistance doesn't scale as well as other mutations. Natural weapons get higher BAB, armor always stacks with the improving magic items you'll get, breath weapon and poison have scaling damage and DC, but energy resistance requires constant investment for a situational benefit.

Also, I'd recommend just going through and adding pretty much every standard monster ability, and some of the weirder ones too, and probably reduce the mutations per level a bit. As it is, I'm pretty sure you can get just about everything on the list, which seems a little overpowered just from sheer quantity, and the variety is odd: a unique (or at least rare) quill power, a generic breath weapon, but no improved grab/constrict or fast healing?

One of the things I like most about this class is the ability to completely change with a single level. One level you're a fairly normal guy, maybe scales, innate magic, or poison, the next you have six tentacles sticking out all over your body. Standard level up multiclassing fluff may suggest this was gradual, but I say it happens overnight. Or, if you level up in combat, you can just have tentacles burst out of your chest and impale the boss when he's about to finish you off.

Finally, these "create your own" classes (there's a similar make your own outsider (http://www.giantitp.com/forums/showthread.php?t=77010)) are also nice cause I can just see a DM throwing a bizzare unique monster at the PC's, who have no idea what's going on, and it's actually just a quick menu selection creature.

2008-08-30, 10:39 AM
Fizban, I disagree that there should be more ability score increasing mutations, especially if they aren't attached to anything else. I mean, for someone who's growing tentacles and stuff, that's really boring. Also, remember that he'll be getting standard magical items and such, so it's not like he'll really need them.

However, you do make a good point about energy resistance. Perhaps that should be changed to 5 + half your evolutionist levels. Taking it again allows you to select a different kind of energy or increase you current energy resistance(s) by 3.

Fast healing would be nice, so long as it is capped somewhere along the line - perhaps +5, +1 for every evolution at a time?

Maybe you could throw in the mind flayer's brain suck ability - requires 4 tentacles, allows you to suck out enemy creatures brains. Good stuff.

And perhaps you should give the option of having DR / -. So that instead of +2 / something, you could get +1/-. Just a thought.

2008-08-30, 12:18 PM

Energy jet, based on the Yrthak's sonic lance.
Fast Healing.
Web, based off the Ettercap's ability, with some edits from the monstrous spider, and other stuff specific to the class.

Thinking of adding:

Regeneration: an improvement for fast healing.
Gills: Amphibious subtype.
Improved Grapple: Natural attack specific. - Added.
Constrict: requires improved grapple, also NA specific. - Added with a bonus.
Ink jet: See the kraken.
Blindsense: Yup.
Gaze attack: Petrification, fear, ect.

Breath Weapon and Energy Jet boosted a bit.

2008-08-31, 12:05 AM
I'm still looking for an evolution that adds bonuses to Jump.

Other than that, I like the changes you've made.

2008-08-31, 01:23 AM
Finally a base class that when used will allow me to take the Hidecarved Dragon prestige class. That is assuming I can find a way to get the dragon type.... Maybe as a kobold with those feats...

2008-08-31, 08:36 PM
Evolve Today!

I like it, kinda like the Make your own outsider.

2008-08-31, 09:09 PM
I think you really need to put a cap on or nerf the DR enhancement, but maybe that's just me. Also were it mean I'd really V-line for those extra arms, I think you should have a level requirement for the first and second advancement.

Swallow Whole? Trample? Reach? I'm assuming Tremorsense, Scent, Flight, and immunity to critical hits is somewhere in the mass of templates but even still you might want to offer them as permanent additions.

You might also want to consider adding a couple of negative mutations that grant you one or two positive mutations (like feats and flaws). Or some mutations that are really good but have drawbacks. Blindness, Deafness, Chance to be confused, Chance to perform no action, weakness to certain elements etc..

It would be really interesting to see a couple of these guys at the same level fighting against each other or with each other, they'd all be completely different!

2008-08-31, 11:02 PM
Fizban, I disagree that there should be more ability score increasing mutations, especially if they aren't attached to anything else. I mean, for someone who's growing tentacles and stuff, that's really boring. Also, remember that he'll be getting standard magical items and such, so it's not like he'll really need them.

I was thinking mostly so you don't shoehorn any player that wants extra strength into extra arms. Sure, they're not bad, but if they just want the strength without the arms, I'd like there to be another option. As for boring, well the save and BAB increases are pretty bland too. While they might not need it at later levels due to magic items, it also seems odd that the king of evolution can't evolve better physical stats. Stripped of gear, you'd have a level 20 monstrosity with no better strength than a half-orc, even if they're large size and covered in tentacles and fangs.

That much energy resistance sounds good.

For fast healing, I was originally thinking of the Draconic Aura [Vigor], since just about anyone can get it with a feat, and it's a good starting point. Either start with only 1 or 2 per round, or cap a higher amount at half max hp. Upgrade to regeneration 0 later. Can't remember how fast healing works with regeneration, but you'd probably want to drop the healing when you get regeneration.

I'd suggest a cap of class level for DR, unless they upgrade it to /-, in which case it caps at level/2. Could probably refund some points if that puts them over the max.

2008-09-01, 11:03 AM
I was thinking mostly so you don't shoehorn any player that wants extra strength into extra arms. Sure, they're not bad, but if they just want the strength without the arms, I'd like there to be another option. As for boring, well the save and BAB increases are pretty bland too. While they might not need it at later levels due to magic items, it also seems odd that the king of evolution can't evolve better physical stats. Stripped of gear, you'd have a level 20 monstrosity with no better strength than a half-orc, even if they're large size and covered in tentacles and fangs.

Oh, I see. That makes sense. Hmm, what to do...

For fast healing, I was originally thinking of the Draconic Aura [Vigor], since just about anyone can get it with a feat, and it's a good starting point. Either start with only 1 or 2 per round, or cap a higher amount at half max hp. Upgrade to regeneration 0 later. Can't remember how fast healing works with regeneration, but you'd probably want to drop the healing when you get regeneration.

Regeneration basically is fast healing, with the added bonus that only damage of a certain type (fire, lightning, etc) is actually lethal, but with the downside of that type of damage being unable to heal through regeneration. I'm not so sure regeneration actually is better (at least, for a PC).

2008-09-01, 01:16 PM
I might add more mutations that give bonuses to skills along with ability score increases, on the molds of Nimble Form.

Regeneration is NOT better for PCs than Fast Healing. Regeneration is good for monster because it might mean a monster is not immediately killable by an unprepared party (at least as far as damage goes). But Fast healing works against all kinds of damage.

Anyway, were I to add regeneration, it would be regeneration 0 and useful only to regrow or reattach lost parts. Making PCs basically imune to all but a few attacks is... Erm. Not a good choice.

The BAB, saves and skill points work as a sink for extra mutations, otherwise there are kinda... Too many, and also to give a small adaptability to the base mechanics of a class (I have to say which are the base mechanics?)

Also. I tried to make sure there were no mutations that made a template useless. The Winged template alone has the sole purpose of giving flight to this class for up to 130 daily minutes as well. And if you have not a single speed increase, you fly just a bit slower than with the Fly spell, for the duration of 10 castings of it.

Hmm... Just had an idea for a mutation to give both a bonus to jump and increase the flight speed, Vestigial Wings, yea, that sounds reasonable.

As for damage reduction, I doubt it is actually that good. If you sink mutations at it at the first four or five levels you will have DR 10/magic or 8/magic and <special material/alignment> or 6/magic and <special material> and alignment. But that also means you sacrificed other things that would probably help you more at later levels. Like anything else.

Unless you took DR X/Adamantine and Law. Then it would be hell difficult to find a wepaon to beat that.

Well, that's what NPC wizards are for.

Hmm... The real question for me is why no one adresses the Spell-like ability/Psi-like ability mutation. Is it that well balanced? :smalltongue:

Edit: Also, remember that a 20° level character can shift into feral and Spellwarped for a +8 raw boost to Str, not an enhancement bonus, a raw boost.

2008-09-01, 02:02 PM
I think the spell-like abilities are pretty balanced, but that's of course, a hard thing to gauge. Now that you've drawn attention to them though, I would have granted them more uses of spell-like abilities at lower levels (i.e. grant at will sooner), a lot more types of spell-like abilities at lower levels. I'd also make the spell-like abilities at higher levels a lot more stingy, for example, first becoming accessible at 1/week. This seems to follow the model of creatures better, and in addition, fit quite nicely with the whole evolution theme. It is however, much harder to balance and I can understand why you didn't do it.

2009-04-15, 11:08 PM
this is very good i have only 1 problem

Fast Healing (Ex): You gain Fast Healing 1 or increase an existing fast healing by 1. Your fast healing can never be greater than one fourth of the evolutionist's class level.

that's a whole 5 points per round at level 20 i think that should be a little better but maybe its just me

2009-04-16, 11:40 AM
Decisions decisions, to play a large Dwarf or a tiny Halfling....