1. - Top - End - #2
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: The better man? There is no such thing [3.5 base class]

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

    Mutations and Appearance
    Most mutations, innate mutations in particular, make a tangible and obvious change to the evolutionistís body. In the broader aspect, the nature of the change is dictated by the mutation. Gaining a bite attack will give you prominent teeth, claws will enlarge his fingernails, tentacles will grow out ofÖ somewhere. But as that Ďsomewhereí says, the specifics of the change are up to the evolutionist. Tentacles can grow on his back, on his waist, on his face. A bite attack can give him vampiric fangs or give him a crocodilian mouth. Natural armor can give him reptilian scales or the chitinous shell of an arthropod. The more mutations, the more prominent the changes become and the less like his original self the evolutionist will look.
    Donít even get me started on teratomorphisms or type changes from Mutant Ascendancy, when those things happen, you can pretty much go wild.

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


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

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

    Table 2: Mutation Limits
    Mutator Level 1/2 ML 1/3 ML 1/4 ML 1/5 ML 1/6 ML 1/7 ML 1/8 ML 1/9 ML 1/10 ML
    1 1 1 1 1 1 1 1 1 1
    2 1 1 1 1 1 1 1 1 1
    3 2 1 1 1 1 1 1 1 1
    4 2 2 1 1 1 1 1 1 1
    5 3 2 2 1 1 1 1 1 1
    6 3 2 2 2 1 1 1 1 1
    7 4 3 2 2 2 1 1 1 1
    8 4 3 2 2 2 2 1 1 1
    9 5 3 3 2 2 2 2 1 1
    10 5 4 3 2 2 2 2 2 1
    11 6 4 3 3 2 2 2 2 2
    12 6 4 3 3 2 2 2 2 2
    13 7 5 4 3 3 2 2 2 2
    14 7 5 4 3 3 2 2 2 2
    15 8 5 4 3 3 3 2 2 2
    16 8 6 4 4 3 3 2 2 2
    17 9 6 5 4 3 3 3 2 2
    18 9 6 5 4 3 3 3 2 2
    19 10 7 5 4 4 3 3 3 2
    20 10 7 5 4 4 3 3 3 2

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

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

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

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

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

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

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

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

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

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



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

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

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


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


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

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

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

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

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

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

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

    Natural Weapons
    Prerequisite: -
    Ability Score: None
    Benefit: The evolutionist gains one natural weapon from the list bellow.
    Natural Weapon Damage dice (Medium) Type
    Bite* 1d8 Bludgeoning, Slashing and Piercing
    Claw x2 1d4 Piercing and Slashing
    Gore** 1d6 Piercing
    Tail* *** 1d6 Bludgeoning or Piercing
    Tentacle x2*** 1d3 Bludgeoning and/or Slashing
    Slam x2 1d6 Bludgeoning
    * You can chose one bite or tail attack to be treated as a primary natural weapon in addition to any other primary natural weapons you might have. These natural weapons are also are treated as two-handed weapons by power attack and similar feats or abilities.
    ** A gore attack deals double damage when used on a charge.
    *** A piercing tail is effectively a stinger. An evolutionist can use his tail for trip attacks.
    **** Tentacles have twice the normal reach for the evolutionistís size. When the mutation is taken, the evolutionist can chose the damage type of the tentacles from the choices given.
    If the evolutionist has more than one natural weapon, he must decide which is the primary and which are the secondary ones upon taking the mutations, that choice can be changed whenever the evolutionist gains new mutations. If the evolutionist has multiple sets of natural weapons, only one group (one bite, one pair of claws, etc) can be the primary.
    The evolutionist can have up to one bite and gore per head, one tail, four tentacles, and up to one claw or slam per arm (any combination of these, but no more than one of each per limb), if he chooses to, he may evolve only one claw, tentacle or slam instead of a pair, but each still costs a mutation.
    Further Mutations: Each time this mutation is taken the evolutionist can chose to improve the damage of one group of existing natural weapon by one step or gain a new natural weapon from the table. This mutation can be taken up to once per two mutator levels.
    Special: Only four natural weapons gained through this mutation can be used as part of a full attack at any given time, plus a single bite, tail or gore attack in excess of that limit. This limit does not apply to natural weapons that the evolutionist has from any other sources or additional attacks gained through other mutations or teratomorphisms.

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

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

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

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

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

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

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

    Vestigial Wings
    Prerequisite: -
    Ability Score: None
    Benefit: The evolutionist develops organs or limbs that aid in aerial movement, these give him a +4 bonus on all jump checks and increase any fly speed he has by 20 feet. For every instance of this mutation taken, the evolutionistís maneuverability improves by one step.
    Further Mutations: This mutation can be taken once per four mutator levels
    Last edited by Draken; 2016-03-02 at 10:00 AM.
    Spoiler
    Show

    Spoiler
    Show

    Homebrewing