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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Project Mutator 2.0 [3.5 Ed]

    Some of you might remember my base class, the Evolutionist. At least I hope you do.

    Well, in either case, he is back. Bigger, better, and a lot cleaner this time!

    Evolutionist

    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: - Scenario specific. Sure I could write some Greyhawk stuff but it's not really my beach.
    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. (x4 at 1st level)
    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), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |Mutations, Wild Empathy, Improved Unarmed Strike
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +0
    |Mutations
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Mutations, Teratomorph (Reptilian, Draconic)
    4th|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Mutations
    5th|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Mutations
    6th|
    +3
    |
    +2
    |
    +2
    |
    +2
    |Mutations
    7th|
    +3
    |
    +2
    |
    +2
    |
    +2
    |Mutations
    8th|
    +4
    |
    +2
    |
    +2
    |
    +2
    |Mutations, Teratomorph (Winged, Insectile)
    9th|
    +4
    |
    +3
    |
    +3
    |
    +3
    |Mutations
    10th|
    +5
    |
    +3
    |
    +3
    |
    +3
    |Mutations
    11th|
    +5
    |
    +3
    |
    +3
    |
    +3
    |Mutations
    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +4
    |Mutations
    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +4
    |Mutations, Teratomorph (Aligned forms, Pseudonatural)
    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +4
    |Mutations
    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +5
    |Mutations
    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +5
    |Mutations
    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +5
    |Mutations
    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |Mutations, Teratomorph (Feral, Spellwarped)
    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +6
    |Mutations, Dual Teratomorphism
    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +6
    |Mutations, Mutant Perfection[/table]

    Class Features:

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

    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. The same mutation can be taken more often than once each level, unless otherwise noted, but the evolutionist cannot have more instances of the same mutation than his mutator level.

    Some mutations have a Mutator level prerequisite. The character’s Mutator level is equal to the sum of his levels in any class that grants mutations, racial hit dice, and racial paragon classes. Mutator level also determines the power of some mutations, and governs the save DC of others. The save DC for a mutation is (10+ half Mutator level + relevant ability score modifier).

    At first level the evolutionist gains six mutations, at second level and each level thereafter, he receives four 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 of 1 or 2.

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

    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 from 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 become a winged or insectile creature (Savage Species). At 13° 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). And finally at 18° level he may become a Feral or Spellwarped creature (Savage Species and Monster Manual III).

    When assuming the Feral template, the evolutionist’s total mutator level counts as his racial hit dice to determine the benefits of the template.

    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.

    Teratomorph counts as Wildshape to satisfy pre-requisites. However, it has no daily uses, and cannot be used to activate abilities that require the expenditure of daily uses of Wildshape.

    Dual Teratomorphism: At 19° 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 to a range of 60 feet, or any existing darkvision has its range increased by 60 feet. The chosen creature kind also gives other benefits.

    Aberration:
    Spoiler
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    The evolutionist gains darkvision with a range of 120 feet, or any existing darkvision has its range increased by 120 feet. The daily duration of his Teratomorph ability doubles and the save DC of all his supernatural attacks increase by 1. If the evolutionist has Psi-like abilities, his manifester level also increases to ¾ of his mutator 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 its place.


    Dragon:
    Spoiler
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    The evolutionist gains low-light vision and immunity to sleep and paralysis effects. Also, the damage of his breath weapon, if any, increases to ¾ of his mutator levels and the save DC for 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 its place.


    Magical Beast:
    Spoiler
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    The evolutionist gains low-light vision, the caster level for his spell-like abilities increases to ¾ of his mutator 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 one or both feats he may take any other feat he qualifies for as a bonus feat in its place.
    Last edited by Draken; 2011-02-06 at 11:20 PM.
    Spoiler
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    Homebrewing

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: Project Mutator 2.0 [3.5 Ed]

    Basic Mutations

    Spoiler
    Show
    Evolve Combat Prowess
    Prerequisite: -
    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. This mutation can only be taken up to a number of times equal to half your mutator level (rounded up).

    Evolve Learning
    Prerequisite: -
    The evolutionist gains 2 skill points.
    The evolutionist can take this evolution up to twice each level (ignoring the normal mutator level limit). If he does so, he gains 6 skill points that level instead of 2.
    Skill points gained by this mutation at first level are multiplied by four as normal.

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

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

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

    Evolve Resilience
    Prerequisite: -
    The evolutionist gains 2 hit points. If this mutation is taken by an evolutionist at character level 1, he gains 4 hit points instead.
    This mutation can be taken up to a number of times equal to twice the evolutionist’s mutator level, an evolutionist who takes this mutation a second time at character level 1 gains only 2 additional hit points.

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

    Racial Feat
    Prerequisite: See bellow.
    Chose a feat you qualify for that has your base race as a prerequisite, you gain that feat as a bonus feat.

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

    Darkvision
    Prerequisite: -
    The evolutionist gains darkvision with a range of 30 feet, or increases the range of any existing darkvision by 10 feet.

    Extra Arm
    Prerequisite: Mutator level 3°.
    The evolutionist gains one additional arm, in addition, his strength score increases by 1.
    This mutation can only be taken twice, the evolutionist's mutator level is considered to be 2 levels lower for the purposes of how many times this mutation can be taken.
    Taking this mutation at least once qualifies the character for the Multiweapon Fighting feat.

    Powerful Musculature
    Prerequisite: -
    The evolutionist gains a +1 bonus on all strength checks and strength based skill checks, in addition, his strength score also increases by 1.
    This mutation can only be taken twice.

    Mighty Musculature
    Prerequisite: Powerful Musculature x2, mutator level 3°.
    The evolutionist's strength score increases by 1.
    The second time this mutation is taken, the evolutionist gains Powerful Build.
    This mutation can only be taken twice. The character's mutator level is considered to be two less than it is for the purpose of taking this mutation.

    Nimble Form
    Prerequisite: -
    The evolutionist grows lithe and flexible. He gains a +1 bonus on all dexterity checks and dexterity based skill checks, in addition, his dexterity increases by 1.
    This mutation can only be taken twice.

    Great Agility
    Prerequisite: Nimble Form x2, mutator level 3°.
    The evolutionist's dexterity score increases by 1.
    The second time this mutation is taken, the evolutionist gains Slight Build.
    This mutation can only be taken twice. The character's mutator level is considered to be two less than it is for the purpose of taking this mutation.


    Size Increase
    Prerequisite: Mutator level 6°
    The evolutionist increases one size category, his equipment’s size does not increase with him.
    When you increase your size, you may chose to either become a tall or a long creature of the new size. A tall creature gains improved reach, while a long creature gains stability and improved cargo capacity (see the DMG and MM for more info). The evolutionist gains +2 to his strength score and -2 to his dexterity score. This mutation does not change the evolutionist's constitution or natural armor. The change in size may affect his space and reach according to his new size, and he gains a size modifier to attacks, armor class, grapple checks and hide checks according to his new size.
    This mutation can only be taken once.

    Size Decrease
    Prerequisite: mutator level 6°.
    The evolutionist decreases one size category. His equipment’s size does not decrease with him.
    The evolutionist gains -2 to his strength score and +2 to his dexterity score. This mutation does not change the evolutionist's constitution or natural armor. The change in size may affect his space and reach according to his new size, and he gains a size modifier to attacks, armor class, grapple checks and hide checks according to his new size.
    This mutation can only be taken once.

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

    Fins
    Prerequisite: -
    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 his base land speed.
    This mutation can only be taken twice.

    Adherent hands
    Prerequisite: -
    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 half of his base land speed (rounded down to the closest 5 foot increment).
    This mutation can only be taken twice.

    Vestigial Wings
    Prerequisite: -
    The evolutionist grows small wings on his back, these give extra impulse and, in spite of not giving any actual flight, can help aerial movement gained from other sources. The evolutionist gains a +4 bonus on jump checks and increases any flight speed he gains by 5 feet.
    The second time this mutation is taken the evolutionist also improves the maneuverability of any flight speed he gains by one step (up to perfect maneuverability) and can reduce any fall damage he takes by half as long as he is conscious.
    This evolution can only be taken twice.

    Spell resistance (Ex)
    Prerequisite: -
    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. This mutation can only be taken a number of times equal to half your mutator level.

    Blindsense (Ex)
    Prerequisite: -
    The evolutionist gains Blindsense with a range of 10 feet, or increases the range of an existing Blindsense by 5 feet.

    Damage Reduction (Ex)
    Prerequisite: Mutator level 2°
    The evolutionist gain damage reduction 2/magic. Also, whenever he takes this ability he can chose to either increase an existing damage reduction by +2 or to add one of the following needs to overcome his damage reduction:

    {table=head]Need|Examples|Requisites

    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 he takes a new material for his damage reduction, it overrides the old one. It is possible to have more than one alignment need but a weapon needs only have one such alignment to bypass the damage reduction, not both. Alternatively it is possible to take DR 1/- every time this mutation is taken. Either way, the evolutionist can only take this mutation a number of times equal to half his mutator level.

    Fast Healing (Ex)
    Prerequisite: Mutator level 4°
    You gain Fast Healing 1 or increase an existing fast healing by 1.
    You can only take this mutation once for every four evolutionist levels.

    Natural Weapons
    Prerequisite: -
    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

    Gore*|1d4|Piercing

    Tentacle x2**|1d3|Any one

    Tail|1d6|Bludgeoning

    Slam x2|1d4|Bludgeoning

    Pincer x2***|1d6|Slashing[/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.
    ***Pincers cannot effectively wield weapons or shields or perform tasks usually associated with hands.

    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). The evolutionist is limited to one bite, one pair of claws or slams, one gore attack, two tails and two pairs of tentacles. Extra arms or heads allow for additional of the fitting attacks (gore and bite for heads, claws, slams and pincers for arms).
    If the evolutionist already has any of the given natural attacks and is not eligible for more (even if they result from this mutation as well), taking this mutation for that weapon increases its 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.

    Natural attacks gained by the Teratomorph ability cannot be improved.

    Extended Reach
    Prerequisite: Any natural weapon.
    The evolutionist chooses one of his existing natural weapons, the reach of that natural weapon increases by 5 feet.
    If the chosen natural attack can be used to wield manufactured weapons (most claws and slam attacks), these too benefit from the improved reach.
    The improved reach from this mutation is applied after the base reach of the weapon is determined, considering the evolutionist's size.

    Rake (Ex)
    Prerequisite: Claw attacks.
    The evolutionist gains two rake attacks, which deal the same damage as his claw attack.
    Like natural weapons, this mutation is limited by the evolutionist’s physical form, the max number of Rake attacks an evolutionist can have is equal to the number of legs he has, meaning this mutation can give a smaller number of rakes for an evolutionist with an uneven number of legs.
    The attacks gained through this mutation are considered natural weapons.

    Rend (Ex)
    Prerequisite: A pair of claws.
    When the evolutionist hits an opponent with both of the chosen claw attack he latches to the opponent and rends his flesh, automatically dealing twice his claw + two times his strength modifier damage. This mutation can be taken once for each pair of claws or rakes the evolutionist has. It triggers separately whenever the character hits with two such attacks on a round.

    Improved Grab (Ex)
    Prerequisite: -
    The evolutionist selects a natural weapon he has. Whenever the evolutionist hits 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 his body he used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks and may not used that natural weapon to attack, but is not considered grappled himself; the evolutionist does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.

    Constrict (Ex)
    Prerequisite: Improved Grab; see bellow.
    The evolutionist chooses a natural weapon he has Improved Grab with. Whenever he makes a successful grapple check against an opponent with that natural weapon, he automatically deals bludgeoning damage equal to the chosen 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 successful grapple check, in this case he deals 1d4 + [1,5x his strength modifier] damage with each successful 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 it is taken, 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.

    Quills (Ex)
    Prerequisite: -
    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, 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 save DC for this mutation is based on dexterity.
    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 this mutation is taken after the first, the damage of the quills increases by one point, the DC for the heal check increases by +3 and the evolutionist gain extra quills per day equal to half his class level.
    The quills gained through this mutation are considered natural weapons.

    Poison (Ex)
    Prerequisite: Any natural weapon or acid based attack.
    When taking this mutation, the evolutionist must select a slashing or piercing natural weapon he possesses. 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 constitution score bellow 1. But it can take other ability scores to 0.
    Like any poison, this mutation allows a fortitude save. The save DC is based on constitution.
    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 ability damage), he can choose to increase the damage dice of an existing poison by one step, or he can chose to add a second form of ability damage to an existing poisonous attack.
    The poison becomes inert after one minute of exposure to the air. The evolutionist is immune to his own poison.


    Energy Resistance (Ex)
    Prerequisite: -
    The evolutionist gains resistance 5 + half his evolutionist level against a single kind of energy of his choice (fire, acid, cold, electricity or sonic). Each time this mutation is taken the evolutionist can take a new resistance or increase an existing one by 3 points.

    Elemental Attack (Su)
    Prerequisite: Energy Resistance, any natural weapon.
    The evolutionist chooses a natural weapon he posesses. That attack now deals an additional 1d4 energy damage of one kind he has resistance to (see above). If this mutation is taken again, he can choose a new natural attack to add elemental attack to, or increase the damage die of an existing elemental attack by one step. You may add more elemental attacks to a natural weapon that already holds one or more, as long as each elemental attack deals a different kind of damage.

    Elemental Nimbus (Su)
    Prerequisite: Energy Resistance
    Choose a kind of energy you have resistance 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 for every four Mutator levels. A creature that strikes the evolutionist with a natural attack or a melee weapon also takes damage from the elemental nimbus. In either case, a reflex save reduces the damage to half. The save DC is based on constitution.
    The evolutionist can take this mutation more than once, each time he does so, he may take a new energy nimbus. Only one Elemental Nimbus can be active at any given time, the elemental nimbus remains active as long as the evolutionist is conscious, or until deactivated (a free action).
    The evolutionist does not suffer damage from his elemental nimbus.

    Elemental Aura (Su)
    Prerequisite: Elemental Nimbus, Mutator level 4.
    The evolutionist chooses a kind of energy for which he has Elemental Nimbus. He can project an aura with a radius of 20 feet that deals 1 point of that elemental damage for every four Mutator levels. Activating or deactivating this aura is a swift action, a character cannot have more than one elemental aura active at any given time.
    This mutation can be taken more than once, but no more than once for every three mutator levels for each different elemental damage. Each time it is taken after the first increases the damage dealt by 1.

    Elemental Lance (Ex or Su)
    Prerequisite: Energy Resistance
    The evolutionist gains the ability to use a ranged attack that deals energy damage to a single target within 5 feet per class level as a ranged touch attack. The elemental lance deals 1d8 damage/ two class levels of any one form of energy the evolutionist is resistant to, chosen at the time this mutation is taken.
    This mutation can be taken more than once, selecting a new lance with a different kind of energy damage each time or increasing the range of an existing energy jet to 10 feet per class level (only one time) or allowing it to be used every round. Whenever this mutation is taken, the evolutionist chooses if it is extraordinaire or supernatural. Supernatural attacks cannot be used inside antimagic fields and similar effects, but they are considered magical and have a 50% chance of affecting incorporeal targets. Extraordinaire attacks can be used within antimagic fields and similar effects, but are considered mundane and cannot damage incorporeal creatures. It is possible to have a supernatural and an extraordinaire version of the same elemental lance.
    Elemental Lance can be used at will, but no more than once every two rounds. The downtime for multiple lances is not shared.

    Breath Weapon (Su)
    Prerequisite: Energy Resistance or Immunity.
    The evolutionist gains a breath weapon that deals 1d6 energy damage per four mutator levels (rounded down, minimum one), a reflex save can reduce the damage by half and the save’s DC is based on constitution. The breath weapon must deal damage of the same kind as one energy resistance or immunity the evolutionist has, chosen at the time this mutation is taken. The breath weapon can be either a line of 5 ft. per two mutator levels or a cone of 5 feet per three mutator levels (rounded down, minimum 5 feet).
    Each time this mutation is taken the evolutionist can chose to increase the damage it deals by ¼ of his mutator level (rounded down), to increase the range to 5 feet per mutator level (line) or 5 feet times 2/3 his mutator level (cone), or to take a new kind of breath weapon. The maximum number of dice of damage this mutation can deal is equal to the evolutionist’s mutator level.
    Breath Weapon can be used at will, but no more than once every five rounds. This cooldown is not shared between different breath weapons.


    Web (Ex)
    Prerequisite: -
    This mutation allows the evolutionist to throw webs a number of times per day equal to 3+ his 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 the web by succeeding on a Escape Artist check with the same DC as the normal save for mutations (This save is based on constitution) or burst the web with a Strength check against the same DC +4. The web has 6 hit points, hardness 5, and takes double damage from fire.

    The evolutionist can also create sheets of sticky webbing. They can position these to snare flying creatures or try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 5, and takes double damage from fire. Used this way, the web can cover a radius of 5 feet for every three class levels.

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

    After 24 hours, any existing web hardens and loses its stickiness, the hardened web becomes brittle, which reduces the difficulty of escaping the web with an escape artist check or bursting the web with a strength check to 10.

    This mutation can be taken more than once, giving 3 extra uses of the web each time and increasing its DC by 1.

    Frightful Presence (Ex)
    Prerequisite: Mutator level 4°.
    The evolutionist develops an unsettling presence. Whenever he performs a dramatic action, such as a charge or an attack, all opponents in a 30 feet radius must make a will save or be frightened for 1d6 rounds. This ability only affects creatures with a CR equal or lower than the evolutionist’s character level. Once a creature has successfully saved against this ability, it becomes immune to it for 24 hours.
    This mutation’s save DC is based on charisma.
    Taking this mutation further can be used to either increase the radius by 15 feet or to increase the duration by 1d6 rounds. This ability has a max radius of 60 feet.
    This mutation can only be taken a number of times equal to half the evolutionist’s mutator level.

    Spell-like Abilities (Sp)
    Prerequisite: -
    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 mutator level.
    The save DC for an evolutionist’s spell-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a spell-like ability.
    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, it is taken as the arcane version). He can use the selected spell-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn spell-like abilities of any given level.

    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th

    1st|3

    2nd|3

    3rd|3|1

    4th|3|1

    5th|4|1|1

    6th|4|1|1

    7th|4|2|1

    8th|4|2|1|1

    9th|5|2|2|1

    10th|5|2|2|1|1

    11th|5|3|2|1|1

    12th|5|3|2|2|1|1

    13th|6|3|3|2|1|1

    14th|6|3|3|2|2|1|1

    15th|6|4|3|3|2|2|1|1

    16th|6|4|3|3|2|2|1|1

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

    Each time this mutation is taken after the first, the evolutionist choses a new spell-like ability. Upon taking this evolution, he adds Knowledge (Arcana) and Spellcraft to his list of class skills.
    This mutation can only be taken once per level.
    Special: This same table can be used for the acquisition of Psi-like abilities out of the Psion’s power list (Ignoring the 0° level line). An evolutionist who takes Psi-like abilities gains the psionic subtype and adds Knowledge (Psionics) and Psicraft to his list of class skills. A psionic evolutionist can use his power points to augment his psi-like abilities, which, unlike normal psi-like abilities, are not automatically augmented. Each time a psi-like ability is taken the evolutionist adds 3 power points to his reserve. The save DC for psi-like abilities is based on charisma.
    An evolutionist with psi-like abilities gains no bonus power points.
    Last edited by Draken; 2011-02-07 at 12:23 AM.
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  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: Project Mutator 2.0 [3.5 Ed]

    Mutator Feats

    All Mutator feats have a mutator level prerequisite.

    Ghastly Form [Mutator]
    You can evolve in ways that mimic the undead.
    Prerequisite: Mutator level 1.
    Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

    Botanist [Mutator]
    Your evolutions cause you to become more like plants and plant creatures.
    Prerequisite: Mutator level 1.
    Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

    Ley Attunement [Mutator]
    Your innate magic is bolstered by a natural link to ambient magical energies.
    Prerequisite: Mutator level 1.
    Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

    Mind’s Eye [Mutator]
    Your psionic potential is particularly acute.
    Prerequisite: Mutator level 1.
    Benefit: You can take Mutations from the following list. In addition, upon taking this feat you gain one extra mutation.

    Devolutionist [Mutator]
    By weakening yourself in some aspects, you muster the energy to further improve other areas.
    Prerequisite: Mutator level 1.
    Benefit: You can take one Devolution each level, if you do so, you gain one extra mutation on that level. In addition, upon taking this feat you gain one extra mutation.

    Heavenly Form [Mutator]
    You can shift into the form of a heavenly being.
    Prerequisites: Good Alignment, ability to assume aligned templates with the Teratomorph ability.
    Benefit: You can use your Teratomorph ability to assume the Half-celestial template.
    Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-celestial template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

    Infernal Form [Mutator]
    You can shift into the form of an infernal being.
    Prerequisites: Evil Alignment, ability to assume aligned templates with the Teratomorph ability.
    Benefit: You can use your Teratomorph ability to assume the Half-fiend template.
    Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-fiend template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

    Form of Madness [Mutator]
    You can shift into the form of a being of insanity.
    Prerequisites: Ability to assume the Pseudonatural template with the Teratomorph ability.
    Benefit: You can use your Teratomorph ability to assume the Half-Farspawn template.
    Special: The spell-like abilities gained form this template have the same caster level as the spell-like abilities you would have gained through mutations. Regardless of how many times you assume the half-farspawn template on any given day, you may only use the granted spell-like abilities the number of times granted by it if you actually had the template.

    Subsume Monstrous Likeness
    You assume one of the templates you can turn into with Teratomorph as part of your true being.
    Prerequisites: Teratomorph ability.
    Benefit: Choose one template you have avaiable from Teratomorph. You may keep that template active without spending any time from your daily duration of the teratomorph ability.
    Special: You can take this feat multiple times, its effects do not stack. Each time it is taken a different template avaiable from the Teratomorph ability must be chosen.
    Last edited by Draken; 2011-02-06 at 11:27 PM.
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  4. - Top - End - #4
    Ettin in the Playground
    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: Project Mutator 2.0 [3.5 Ed]

    Devolution List

    These mutations are only avaiable to evolutionists who took the Devolutionist feat.

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    Battle Ineptitude
    Prerequisite: Base Attack Bonus +1
    Your base attack bonus is reduced by 1.

    Feeble Resilience
    Prerequisite: -
    Your body grows frail, reducing your hit points by 2.

    Hindered Learning
    Prerequisite: -
    Your skill point gain in this level is reduced by 2. This deduction can bring your gain to zero, but can’t cause you to receive negative skill points.

    Hindered Reflexes
    Prerequisites: Base Reflex Save +1
    Your base reflex save is reduced by 1.

    Weak Will
    Prerequisites: Base Will save +1
    Your base will save is reduced by 1.

    Weak Fortitude
    Prerequisites: Base Fortitude Save +1
    Your base fortitude save is reduced by 1.

    Spell Vulnerability
    Prerequisites: Spell Resistance
    Your spell resistance decreases by 3.

    Weak Magic
    Prerequisites: Caster level 1, any spellcasting or spell-like abilities.
    Your caster level for all spells and spell-like abilities, current and future, decreases by 1.

    Weak Mind
    Prerequisite: Manifester level 1, any manifesting or psi-like ability.
    Your manifester level for all manifesting classes and psi-like abilities, current and future, is reduced by 1.

    Solar Dependency (Ex)
    Prerequisite: Leaves (See botanist list)
    You require constant sunlight to function properly. As long as you are not under heavy sunlight you can only perform a move action or a standard action each round, not both. If you are suddenly cut short from your supply of light, you must make a fortitude save (DC 25) or be dazed for 1d4 rounds.
    If you take this devolution a second time, you require even more sunlight to function properly. You can only properly function while under the effect of both natural sunlight and the Daylight spell or better, if either is missing, you function as above, if both are missing, you are considered slowed, as the spell, and fatigued. The DC for the fortitude save due to abrupt loss of light increases to 30, and this save must be made any moment you lose access to either source. If you miss both sources, you automatically fail the save.


    Botanist Evolution List

    These special mutations are only avaiable to evolutionists of the Plant type or who took the Botanist feat.

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    Bark
    Prerequisite: -
    The evolutionist’s skin hardens into a form of wooden material. His natural armor increases by +1. A character with no natural armor bonus is considered to have +0 natural armor. In addition, he gains 5% fortification. This fortification stacks with itself, but not with other sources of fortification.

    Sap (Ex)
    Prerequisite: -
    The evolutionist’s blood becomes sap, flowing more slowly through his body. He takes only half the damage from wounding effects and other forms of ongoing damage. In addition, he gains a +2 bonus on saves against poison, and when subject to poison that deals constitution damage, he only takes half such damage.
    If the evolutionist takes this mutation a second time, he gains immunity to wounding effects and other forms of ongoing damage, and also gains immunity to constitution damage from poisons.
    This mutation can only be taken twice.

    Leaves (Ex)
    Prerequisite: -
    The evolutionist spouts leaves. Gaining a +2 bonus on hide checks in areas with vegetation.
    In addition, the leaves allow the evolutionist to perform photosynthesis, halving the amount of food that he must eat daily, as long as he receives at least two hours of natural sunlight. If this mutation is taken a second time, the evolutionist no longer needs to eat, as long as he receives two hours of natural sunlight on that day.
    This mutation can only be taken twice.

    Solar Power (Ex)
    Prerequisite: Leaves, mutator level 4°.
    As long as the evolutionist is under heavy sunlight (such as natural sunlight or that caused by the daylight spell), he can take a move action to gain a +1 Alchemical bonus to Strength and Dexterity for a number of rounds equal to his constitution modifier (minimum 1 round), or as long as the sunlight remains in effect, whichever comes first.
    Each time this mutation is taken after the first, the alchemical bonus increases by 1, and the duration increases by 1 round for every two instances of this mutation the evolutionist has. This mutation can only be taken a number of times equal to half the character’s mutator level.

    Sunbeam (Su)
    Prerequisite: Mutator level 2°.
    The evolutionist can fire a beam of concentrated, dazzling light as a full round action. This attack deals 1d6 damage per two mutator levels to a single target within 60 feet, with no range increment. This requires a ranged touch attack to hit. In addition, a creature targeted by this effect must make a fortitude save or be blinded for 1 round.
    If a creature particularly susceptible to sunlight (such as a vampire or bodak) is targeted by this effect, it suffers 1d6 damage per mutator level instead, and is blinded for 1d4+1 rounds in a failed save.
    Furthermore, ff this ability is used while under the effect of Solar Power, it takes only a standard action to activate.
    Each time this mutation is taken after the first, its maximum range increases by 10 feet. The save DC against the blindness increases by 1 for every two instances of this mutation the evolutionist has. Lastly, if the evolutionist takes this mutation at least five times, the blindness caused becomes permanent, and creatures susceptible to sunlight are instantly destroyed on a failed fortitude save.


    Ley Attuned Mutation List

    These mutations are avaiable to evolutionists who took the Ley Attunement feat.

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    Mana Crystallization (Su)
    Prerequisite: Spell Resistance, Mutator level 3
    Crystalline ridges grow over your skin, draining magic from the ambient to empower yourself. Whenever a spell fails to overcome your spell resistance, you gain temporary hit points equal to the level of the spell.
    Each time you take this mutation after the first, the number of temporary hit points gained from each negated spell is multiplied by two, following the usual rules for multiple multiplications. You can only take this mutation once for every three mutator levels.
    Temporary hit points gained through this mutation last for one hour or until lost and do not stack, only the highest value applies, you can absorb energy from your own spell-like abilities in this fashion.

    Innate Spellpower
    Prerequisite: Spell-like abilities.
    The caster level for the evolutionist’s spell-like abilities increases by 2, up to his mutator level.

    Eldritch Gaze (Sl)
    Prerequisite: Mutator level 2
    The eyes of the evolutionist are infused with mana, allowing him to see the thin auras of magic that surround things. He gains a +2 bonus on Knowledge (Arcane) and Spellcraft checks.
    If the evolutionist takes this mutation twice, he gains Detect Magic as a spell-like ability usable at will, with caster level equal to his mutator level. If he takes this mutation three times, he can concentrate on the spell-like ability as a move action, instead of as a standard action. This mutation can be taken up to four times.

    Bolstered Mana Capacity
    Prerequisite: Any spell-like ability of the ability to cast spells.
    The evolutionist gains one additional spell slot of a level of his choice, but lower than his maximum avaiable spell level. Alternatively he may gain an additional daily use of one chosen spell-like ability. If the spell-like ability in question would then be useable seven times per day or more, it becomes useable at-will. Unlike other mutations, this mutation can be taken no more than once per level.
    This mutation can be taken for spell-like abilities that have been gained through means other than mutations, but it cannot be applied to spell-like abilities whose limit of use is measured in a manner different than days (rounds, hours, weeks, months, years, etc).

    Greater Spell-like Abilities (Sp)
    Prerequisite: -
    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 mutator level.
    The save DC for an evolutionist’s spell-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a spell-like ability.
    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, it is taken as the arcane version). He can use the selected spell-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn spell-like abilities of any given level.


    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
    1°|3|-|-|-|-|-|-|-|-
    2°|3|1|-|-|-|-|-|-|-
    3°|3|1|-|-|-|-|-|-|-
    4°|3|1|1|-|-|-|-|-|-
    5°|4|1|1|-|-|-|-|-|-
    6°|4|2|1|1|-|-|-|-|-
    7°|4|2|1|1|-|-|-|-|-
    8°|4|2|2|1|1|-|-|-|-
    9°|5|2|2|1|1|-|-|-|-
    10°|5|3|2|2|1|1|-|-|-
    11°|5|3|2|2|1|1|-|-|-
    12°|5|3|3|2|2|1|1|-|-
    13°|6|3|3|2|2|1|1|-|-
    14°|6|4|3|3|2|2|1|1|-
    15°|6|4|3|3|2|2|1|1|-
    16°|6|4|4|3|3|2|2|1|1
    17°|At will|4|4|3|3|2|2|1|1
    18°|At will|5|4|4|3|3|2|2|1
    19°|At will|5|4|4|3|3|2|2|1
    20°|At will|5|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 Knowledge (Arcana) and Spellcraft to his list of class skills.
    This mutation can only be taken once per character level.



    Psionic Evolution List

    These mutations are avaiable to evolutionists who took the Mind’s Eye feat.

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    Third Eye (Pl)
    Prerequisite: Mutator level 2
    A third eye capable of detecting ambient psychic energy opens on the evolutionist’s forehead. This third eye gives him a +2 bonus on Knowledge (Psionics) and Psicraft checks.
    If this mutation is taken twice, the evolutionist gain Detect Psionics as a psi-like ability usable at will, with manifester level equal to his mutator level. If he takes this mutation three times, he can concentrate on the psi-like ability as a move action, instead of as a standard action. This mutation can be taken up to four times.

    Enhanced Psionic Capacity
    Prerequisite: Any psi-like ability or the baility to manifest powers.
    The evolutionist gains power points equal to his mutator level. These power points are recalculated whenever his mutator level changes.
    Alternatively, the evolutionist may gain one additional use of a single psi-like ability he owns. If the psi-like ability in question would then be useable seven times per day or more, it becomes useable at-will. Unlike other mutations, this mutation can be taken no more than once per level.
    This mutation can be applied to psi-like abilities that have been gained through means other than mutations, but it cannot be applied to psi-like abilities whose limit of use is measured in a manner different than days (rounds, hours, weeks, months, years, etc).


    Enhanced Psionic Power
    Prerequisite: Any Psi-like ability.
    The manifester level for the evolutionist’s psi-like abilities increases by 2, up to his mutator level.

    Greater Psi-like Abilities (Sp)
    Prerequisite: -
    The evolutionist gains the ability to manifest a power as an innate ability. This mutation follows all the normal rules for psi-like abilities, with the exception that the powers are not automatically augmented, but can be augmented normally with power points. The evolutionist’s manifester level for his psi-like abilities is equal to half his mutator level.
    The save DC for an evolutionist’s psi-like abilities are based off charisma, and he needs a charisma score of 10+ spell level to take a psi-like ability.
    Each time the evolutionist takes this mutation, he can choose any power of the psion/wilder and from the disciplines of psychometabolism, psychoportation and telepathy. He can use the selected psi-like abilities a number of times per day given on the table bellow, which also determines at which mutator level he may learn psi-like abilities of any given level.


    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th
    1°|3|-|-|-|-|-|-|-
    2°|3|-|-|-|-|-|-|-
    3°|3|2|-|-|-|-|-|-
    4°|3|2|-|-|-|-|-|-
    5°|4|2|2|-|-|-|-|-
    6°|4|2|2|-|-|-|-|-
    7°|4|3|2|-|-|-|-|-
    8°|4|3|2|2|-|-|-|-
    9°|5|3|3|2|-|-|-|-
    10°|5|3|3|2|2|-|-|-
    11°|5|4|3|2|2|-|-|-
    12°|5|4|3|3|2|2|-|-
    13°|6|4|4|3|2|2|-|-
    14°|6|4|4|3|3|2|2|-
    15°|6|5|4|3|3|2|2|-
    16°|6|5|4|4|3|3|2|2
    17°|At will|5|5|4|3|3|2|2
    18°|At will|5|5|4|4|3|3|2
    19°|At will|6|5|4|4|3|3|2
    20°|At will|6|5|5|4|4|3|3[/table]

    The evolutionist can take this mutation more than once, selecting a different spell-like ability each time. Upon taking this evolution, he adds Knowledge (Arcana) and Spellcraft to his list of class skills.
    This mutation can only be taken once per character level.

    Telepathy (Su)
    Prerequisite: -
    The evolutionist gains telepathy out to a range of 20 feet. Each time this mutation is taken after the first its radius is increased by 10 feet.


    Ghastly Evolution List

    These mutations are avaiable to evolutionists of the undead type or who took the Ghastly Form feat.

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    Zombie Might (Ex)
    Prerequisite: -
    The evolutionist can, as a free action, increase his strength by 2, while reducing his dexterity by 2. This effect lasts for one round.
    Each time this mutation is taken after the first, the strength gained through it increases by 2, while the dexterity lost increases by 1 (to a maximum of +6 strength and -4 dexterity).
    This mutation can be taken up to three times.

    Unholy Grace (Su)
    Prerequisite: Mutator level 2°.
    The evolutionist may add his charisma modifier to one of his saves, chosen when this mutation is taken.
    This mutation can be taken up to three times, its effects don’t stack. Each time it is taken it applies to a different save.

    Unholy Toughness (Ex)
    Prerequisite: -
    The evolutionist can use his charisma instead of constitution to calculate his hit points.
    Each time this mutation is taken beyond the first, the evolutionist gains 3 extra hit points.

    Create Spawn (Su)
    Prerequisite: Any natural attack.
    Whenever the evolutionist kills a living creature with the chosen natural attack, it automatically becomes a zombie under his control. The character can control a number of HD of spawn at any one moment equal to his mutator level. If he creates any further spawn, he may chose which ones to release from control.
    Each time this mutation is taken after the first, the evolutionist can select a new tatural weapon to add the ability to create spawn, and the number of spawn that can be controlled is doubled.

    Positive Energy Resistance (Ex)
    Prerequisite: -
    The evolutionist gains resistance 5 + half his evolutionist level against positive energy, this resistance applies either if the positive energy effect would heal or damage the evolutionist. Each time this mutation is taken the resistance increases by 3 points.

    Negaton Shield (Ex)
    Prerequisite: -
    The evolutionist gains resistance 5 + half his evolutionist level against negative energy, if the negative energy effect would heal the evolutionist, instead of damaging him, this mutation instead increases the healing received by a value equal to the resistance. Each time this mutation is taken the resistance increases by 3 points.

    Negaton Touch (Su)
    Prerequisite: Negaton Shield.
    The evolutionist’s touch infuses the target with negative energy, which deals 1d6 + half of his mutator level negative energy damage. This negative energy heals undead creatures. This touch attack can be used one per round.
    If the evolutionist owns any natural attacks, he may chose to deal the damage of negaton touch whenever he successfully strikes a creature with one.
    Each time this mutation is taken after the first, the damage dice it deals increases by one step.

    Energy Drain (Su)
    Prerequisite: Mutator level 6°, any natural weapon, Negaton Touch.
    The evolutionist chooses one natural weapon he owns. Once a round, when he successfully damages a creature with that natural weapon, he can give it a negative level. For each negative level successfully delivered, the evolutionist gains 5 temporary hit points. The evolutionist can deliver a number of negative levels each day equal to half his mutator level.
    Each time this mutation is taken, the evolutionist can chose to either be able to apply negative levels with another natural weapon he owns, or to be able to apply another negative level each round with a natural weapon he has. In addition, each time this mutation is taken after the first, the evolutionist may apply one additional negative level each day.

    Conspurcation (Su)
    Prerequisite: Negaton Shield, Mutator level 3°.
    The evolutionist is constantly surrounded by the effect of a Desecrate spell, but with a radius of only ten feet, as cast by a cleric with caster level equal to his mutator level. This effect can be activated or deactivated as a free action once per round.
    If this mutation is taken a second time, the evolutionist is considered a shrine to his own power, doubling the effect of the Desecrate.

    Turn Resistance (Ex)
    Prerequisite: -
    The evolutionist gains +2 turn resistance.
    Last edited by Draken; 2011-02-06 at 11:58 PM.
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  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: Project Mutator 2.0 [3.5 Ed]

    Master Evolutionist

    - Ours is the power to master the limits of the flesh and of the soul.

    [Descriptive text pending]

    Prerequisites:
    Skills: 5 ranks in any three skills, Survival 13 Ranks.
    Feats: Any two mutator feats.
    Special: Must have at least six special attacks or special qualities.

    HD: d8
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1°|+0|+0|+0|+0|Mutations, Master’s Evolution
    2°|+1|+0|+0|+0|Mutations, Master’s Evolution
    3°|+1|+1 |+1|+1|Mutations, Master’s Evolution
    4°|+2|+1 |+1|+1|Mutations, Master’s Evolution
    5°|+2|+1|+1|+1|Mutations, Master’s Evolution[/table]
    Class Skills (0 + int mod): Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (Dungeoneering) (Int), (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str), plus any gained from evolutions.

    Class Features
    As a master evolutionist, you abdicate the power of Teratomorphism in order to perfect your own form, without taking that of something else.

    Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor or shields.

    Mutations: At each Master Evolutionist level you gain four mutations.

    Master Mutation: At each level, the Master Evolutionist can select a single Master Mutation of the following list. Unless otherwise stated, a Master’s evolution can only be taken once.

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    Wings: You gain fly speed equal to your land speed with average maneuverability.

    Elemental Might: Choose one kind of energy (fire, cold, acid, electricity or sonic). Whenever you deal damage of that kind of energy, you deal an extra 1 point of damage per Master Evolutionist level per damage die. In addition, the save DC of any attacks you have that use that energy kind increases by two.
    You can take this Master Mutation more than once; its effects do not stack. Each time you take it you have to choose a new energy kind.

    Inner Magic: The caster level for your spell-like abilities increases by one. This Master Mutation can be taken more than once, its effects stack.

    Powerful Mind: The manifester level for your psi-like abilities increases by one. This Master Mutation can be taken more than once, its effects stack.

    Spell-like Ability Dominion: Chose a number of spell-like abilities you have equal to your intelligence modifier that are up to four levels lower than the max level of spell-like abilities you can take. These spell-like abilities can be used at will from now on. This Master Mutation can be taken more than once, its effects do not stack, each time you take it you apply it to a different set of spell-like abilities.

    Psi-like Ability Dominion: Chose a number of psi-like abilities you have equal to your intelligence modifier that are up to four levels lower than the max level of psi-like abilities you can take. These psi-like abilities can be used at will from now on. This Master Mutation can be taken more than once, its effects do not stack, each time you take it you apply it to a different set of spell-like abilities.

    Virulence: The damage of all your current and future poisons increases by one step and the save DC of your poisons increases by your Master Evolutionist level.

    Form of Violence: The damage of all your current and future natural weapons increases by one step. In addition, your strength and constitution scores increase by half of your Master Evolutionist level (rounded down).

    Massive Growth: The Master Evolutionist’s size increases by one step. When you increase your size, you may chose to either become a tall or a long creature of the new size. A tall creature gains improved reach, while a long creature gains stability and improved cargo capacity (see the size increase and size category tables in the monster manual).
    Special: You can only select between becoming a tall or long creature once, upon changing your natural size for the first time.

    Diminution: The master evolutionist’s size decreases by one step.

    Regeneration: The master evolutionist gains the ability to regenerate lost body parts. Any lost member is fully regrown 10 minutes after being lost, or can be reattached instantly by pressing the lost part against the wound. The master evolutionist cannot regrow a lost head, and a headless body cannot act, but a bodiless head can perform any purely mental or vocal action. If the head is pressed against the wound again it will be reattached normally. After one minute has passed a lost part withers and dies, and cannot be reattached again.

    Terrifying Presence: This Master Mutation can only be taken by a master evolutionist who has Frightful Presence (either by mutations or other means). The range of the frightful presence is doubled and the save DC is increased by the master evolutionist’s class level. In addition, creatures that succeed on their save are no longer immune to the Terrifying Presence for 24 hours.

    Blindsight: This Master Mutation can only be taken by a master evolutionist who has Blindsense (either by mutations or other means). The master evolutionist gains Blindsight with a radius equal to half the radius of his blinsense.

    Impenetrable Form: The master evolutionist’s natural armor increases by one for each class level. In addition, he adds his class level to the value of any damage reduction he owns, or gains damage reduction equal to his master evolutionist level if he has none (no attack can defeat this damage reduction).
    Last edited by Draken; 2011-02-06 at 11:40 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Sidebars, of a sort.

    Mutator Levels and Multiclassing

    As previously stated, a character's mutator level is equal to his total level in classes that grant mutations, plus his racial hit dice and levels of racial paragon classes. However, as an alternative rule, a DM can allow other classes to add to a characters mutator level. Here are a few suggestions:

    Shapeshifting Classes: Classes that focus on altering the character's base form to gain benefits in battle fit the theme very well. Examples: Druid, Wildshape Ranger, Warshaper, Master of Many Forms, Bear Warrior, Master Transmogrifist, Fleshwarper, Abolisher.
    Disclaimer: Since most Evolutions are Extraordinaire and Supernatural abilities that relyon the character's natural shape, changing said shape drastically will supress the mutations.

    Dragon Shaman, Dragonfire Adept, Totemist: These classes are shaped around Dragons and Magical Beasts, respectivelly. Possibly the two main sources of mutation guidelines for evolutionists (along with aberrations).

    Warlock, Bio-Mage: The Warlock is based around fey magic and outsider magic. Neither of which are strong themes for the evolutionist (yet, lets see if I can cook some feats up). However, since these innate spellcasters gain their power from their blood, it fits the theme to a level. The Bio-Mage gains magic from his blood as well (rather, his life force, but Bio-Mages are almost a race unto themselves, instead of a class).
    Last edited by Draken; 2009-05-22 at 09:23 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    ...WANT.

    That is all.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Ahhh, I like what I'm seeing so far. Keep up the good work.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Two posts already woo.

    Anyway.

    What changed isnce the last thread?

    1 - Mutator level. A far, far better mechanic than relying on class levels. Specially on a base class.

    2 - Organized mutations a bit better.

    3 - New mutations. Always new mutations.

    4 - Feats.

    5 - Feat acessed mutation lists, with improved versions of some of the basic ones, in a few cases (Bark > Natural Armor, Negaton Touch > Elemental Attack, etc)

    6 - Prestige class: The Master Evolutionist. For your hugest and finest needs.

    7 - Added tiny lil' sidebar, also linked to Zeta-Kai's Bio-Mage, cool class, too suicidal for my tastes, but cool class.

    Well, that is it for now. I will work on some more prestige classes. And start accepting mutation ideas. I ran out of them.
    Last edited by Draken; 2009-05-22 at 09:24 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    this is good but like i said in the last thread i only have 1 problem

    Fast Healing (Ex)
    Prerequisite: Mutator level 4°
    You gain Fast Healing 1 or increase an existing fast healing by 1.
    You can only take this mutation once for every four evolutionist levels.

    5 points at level 20 that seems underpowered to me

    Edit: oh and weapon and armor proficiencies
    Last edited by Trodon; 2009-05-23 at 12:39 AM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    This is great.

    No specific comments yet because there's a lot to read through, but I really like it. Flexible, functional...and just really cool all around.

    EDIT: You seem to have Vestigial Wings entered twice under Basic Mutations.
    Last edited by HeavySleeper; 2009-05-23 at 12:56 AM.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Thanks for the catches. Already edited those small issues.

    Quote Originally Posted by Trodon13 View Post
    this is good but like i said in the last thread i only have 1 problem

    Fast Healing (Ex)
    Prerequisite: Mutator level 4°
    You gain Fast Healing 1 or increase an existing fast healing by 1.
    You can only take this mutation once for every four evolutionist levels.

    5 points at level 20 that seems underpowered to me
    Now, do consider that the only other way of a character gaining continuous Fast healing in the game is persisting the Vigor line of spells. And that caps at Fast healing 4 (and is DMM Persist cheese). All other sources of fast healing in the game have a far more limited duration (Incandescent champion is the only other source of fast healing I recall at the moment, but it is a good example).

    Plus. If you have this mutation maxed out and activate the Feral Template it becomes Fast healing 10. I had that in mind when I set that limit.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    As soon as I saw this, one of the thoughts that came to mind was "Bioshock D20"

    And shouldn't there be a cap for extended reach? Or else you're going to have someone who's got 300ft arms and can take attacks of opportunity on everyone.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    This is my favorite class ever. I will play one next time I make a character. I loved the first one and this is even better. Also I dont think any other source grants continuous fast healing 5.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Quote Originally Posted by Krazddndfreek View Post
    And shouldn't there be a cap for extended reach? Or else you're going to have someone who's got 300ft arms and can take attacks of opportunity on everyone.
    Yeah, they'll also have an abysmally low attack roll and damage so it won't really matter.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    ok, but consider it a little bit more realistically. someone could concievably have a character with reach as good as a collossal creature and have decent fighting capabilities. Not to mention if they get combat reflexes, or they're a duskblade multiclass. Actually, with it, they could get a longer range sneak attack with a melee weapon than ranged, and obviously many more of them because of flanks. I think that you should only be able to really get one increased reach, because of the sheer amount of battlefield control (not to mention unexplainable in terms of RP) this gives to a single player. The cleric and wizard could just use all their spells to buff him up, and the guy with long arms could kill anything before it even got close to the party.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Woo. It lives. For the record, I am still working on stuff for this. Have a few more mutations made, a couple of feats and four prestige classes in the works.

    On to business:

    There is one other class that grants continuous fast healing Desmond, the Binder, with Buer bound (same maximum value too).

    Krazd. There is a limit to the number of times a character can take any single mutation, that limit is the character's mutator level, so pre-epic this limit will be 20 times, or 100 extra feet of reach, if you devote nearly everything to said reach, on a single natural weapon (which can be four tentacles for a total reach of 110 feet, granted).

    And, as far as I recall, nowhere does it say that increasing size doubles reach. But if that is indeed true, I will have to add a line saying that Extra Reach applies after base reach is determined, because 200 feet of reach is a bit too much.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Oh. well i don't have the book with binders in it( can't remember what its called). But it is still a great class for fast healing.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Just make sure we know what you change... I've actually copied all of this down into a file on my computer so I can take it with me.

    Like I said in the LoC OOC thread, I only suggest a Con req for Extra arms and a Level/Str req for Powerful Musculature.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Massively massively OMGWTF exploitable for dipping. Srsly.


    Monk sees this class. He tops up his BAB, grabs two extra arms, +2 Strength, and goes up a size category - then goes up another one since this boost stacks with other Size boosts. Alright fine, he's a monk, he deserves it.


    TWF Halfling Rogue sees this class, takes two levels. He gains two arms (yay extra attacks), +2 Str, goes down a size category, and oh, let's say, boosts his BAB by +2 and grabs +1 dex.


    Fighter sees this class, takes four levels. He gains +4 NA, SR 15, strength, extra attacks, a size category boost, +4 Str, +2 Dex, Fast Healing, and whatever other goodies he still has room for.
    Last edited by sonofzeal; 2009-10-08 at 08:49 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Was this based on the Exalted Wyld Mutations?

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    where are the racial feats mentioned in the normal mutations list?
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    In more detail....

    1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.

    2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.

    3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.

    4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.


    ...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Quote Originally Posted by sonofzeal View Post
    In more detail....

    1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.

    2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.

    3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.

    4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.


    ...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.
    yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.
    Last edited by Lord Mika; 2009-10-08 at 09:15 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Quote Originally Posted by Lord Mika View Post
    yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.
    I wouldn't be so sure. Sure, you're spending 20 points to get that, but you get 84 mutations from the base class alone, plus more from Feats. And I wouldn't dismiss the natural attacks. Those can get nasty fast.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Massively massively OMGWTF exploitable for dipping. Srsly.
    Well, not really. Melee optimization already dips left and right, while a caster wouldn't tuch this with a ten foot pole. So I doubt it is truly 'exploitable' just good.

    Monk sees this class. He tops up his BAB, grabs two extra arms, +2 Strength, and goes up a size category - then goes up another one since this boost stacks with other Size boosts. Alright fine, he's a monk, he deserves it.
    By the time you took size increase you aren't a monk dipping evolutionist. You are an evolutionist dipping monk.

    TWF Halfling Rogue sees this class, takes two levels. He gains two arms (yay extra attacks), +2 Str, goes down a size category, and oh, let's say, boosts his BAB by +2 and grabs +1 dex.
    Pff. 1 Dex. I would have gone with a pair of tentacles myself. Being tiny does a number to your normal reach.

    Fighter sees this class, takes four levels. He gains +4 NA, SR 15, strength, extra attacks, a size category boost, +4 Str, +2 Dex, Fast Healing, and whatever other goodies he still has room for.
    Size category boost requires six levels, or four levels and two racial hit dice. Fast Healing 1 is hardly the be-all end all of class features. The fact that four levels in this class are vastly superior to four levels of fighter says very little.

    Was this based on the Exalted Wyld Mutations?
    Not really, I don't really know anything about Exalted other than what you can fetch from reading Keychain of Creation.

    where are the racial feats mentioned in the normal mutations list?
    There is one mutation that allows you to take racial feats. These can be found in a few supplements such as the Races of ___ line, Complete Psionic and... That is pretty much it really.

    1) Extra attacks are huge. Any melee character is going to benefit tremendously from two extra arms, and anyone with precision damage is going to get huge mileage out of the extra natural attacks too. This is far out of proportion with what most other classes offer.
    Totemist does natural attacks better I believe, they mostly start off better, have other benefits and have an easy and quick way of being enchanted. An evolutionist has to deal with an Amulet of Mighty Fists, which granted, with enough Natural attackes becomes considerably more cost-effective.

    A character with precision damage has other ways to get extra arms that don't involve dips. UMD Wand of Girallon Arms is pretty efficient.

    Granted, six arms beats four. But then there are Thri-kreen.

    Hmm... Eight arms. Now you just need a casting of fuse arms.

    2) The ability to "retroactively" buy up your BAB is also pretty big. Two levels of Evolutionist can boost your BAB by +3, assuming you were behind before. The bonus on attack rolls isn't so big, but helping qualify for stuff and getting iterative attacks is.
    Yup, pretty much.

    3) Actual size changes are similarly massive. Going up, you get increased damage, reach, and Trip/Grapple modifiers than now stack with any other way you had of boosting your size. Going down, the AC, attack roll, and Hide boosts are invaluable for anyone else.
    Why, agreed. Size changes are considerably powerful. Luckly you can only take them once each, and then you must contend with getting yourself new gear, because unlike with a spell, it wont resize.

    4) SR is massive. It takes a few levels to really get going, but by my calculations it caps out at SR 63, which is completely ridiculous.
    You will regret stacking that much spell resistance the moment you are hit with a spell that doesn't allow it.

    ...in short, you give too many mutations, and they do too much. Combined with good feat choice, a Mutator character is well beyond anything most non-magical characters could expect to do, and a few levels of Mutator will make the rest far more effective. Anyone short of a full-caster (and even some of those, especially Clerics) would benefit tremendously from a few of the mutations I just listed, and there's simply too many available too easily that do too much.
    You give off a small bias against non-magical characters there. Most mutations give small benefits, and the ones that scale do so only because they need to scale to avoid being worthless.

    ------------

    Edit for more:

    Also, if you want to focus on melee, there aren't actualy 84 mutations avaiable. There are 74, for maxing out BAB.

    Then you must ditch out on another 6 at least for good fortitude saves. So that is 58 left.

    And if you don't want your skill points to utterly blow you will abandon quite a few more mutations. Anything between 2 to 41 can go towards fueling skill points, depending on the individual, lets consider minimal skill point gain for... 2 a level. That is 20 mutations gone for a total of 48 left.

    So. After almost half your mutations gone you are... A warrior. An npc class. With the ability to take on a couple sweet templates, of course. 48 mutations left to toy with. Lets fetch +10 Natural Armor, basic resistance to all five elemental forms of damage, Max Fast healing. 20 mutations. 28 left.

    Just a bit over two mutations per level if you want to have skill points and look like a melee character. Doesn't look that bad.
    Last edited by Draken; 2009-10-08 at 10:20 PM.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Quote Originally Posted by Lord Mika View Post
    yes it possible to get 63 SR but you have to want massive SR to do so an you are giving up a lot of mutation points to do so. so yes you are a badarse who is effectively immune to spells but I bet a good fighter/or worse a swashbuckler would kick your rear from here to Chattanooga.
    Well, you only need 13 levels of Mutator to get your SR high enough that it really doesn't matter much any more and even CL 20 mages can't beat it on a nat20. Now of course there's still ways around that, a variety of SR-reducers and SR-no spells, but that requires significantly more effort on the mage's part and gives you a massive degree of security in most games.

    So, a level 13 Mutator will have 41 free mutation points. Just for the heck of it, let's dump those into size, extra arms, full BAB, two pairs of claws, two pairs of tentacles, and a bite. Put poison on all five of those natural attacks. Spend a point on Venomfire twice a day for +6d6 damage on each of those attacks. We still have 20 mutation points left, and the only feat we need is Multiattack.

    At this point I'd branch out into either PsiWar (Practiced Manifester can get us an Expansion up to Gargantuan that lasts hours) or Warblade (Tiger Claw has some nasty boosts), but it honestly doesn't matter much. Just about any class will give some nice ways to boost that natural attack damage.
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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Dude, if you don't like the class, don't use it. You're just asking for an argument, which is Trolling. You're just doing this because you don't like it and you want to argue. I'll ask a mod to intervene if you don't stop.

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    I don't really see it as trolling.

    But our friend must notice that he is using a fair bit of optimization on the side of the evolutionist (Venonfire, seriously. I don't even have the book with that thing).

    While hi spellcasters appear to need to work on getting no-SR spells, and his other melee appear to be monks and fighters, which frankly are not basis for balance (neither is wizard or druid, of course).
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    sonofzeal's Avatar

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    Default Re: Project Mutator 2.0 [3.5 Ed]

    Quote Originally Posted by Draken View Post
    Edit for more:

    Also, if you want to focus on melee, there aren't actualy 84 mutations avaiable. There are 74, for maxing out BAB.

    Then you must ditch out on another 6 at least for good fortitude saves. So that is 58 left.

    And if you don't want your skill points to utterly blow you will abandon quite a few more mutations. Anything between 2 to 41 can go towards fueling skill points, depending on the individual, lets consider minimal skill point gain for... 2 a level. That is 20 mutations gone for a total of 48 left.

    So. After almost half your mutations gone you are... A warrior. An npc class. With the ability to take on a couple sweet templates, of course. 48 mutations left to toy with. Lets fetch +10 Natural Armor, basic resistance to all five elemental forms of damage, Max Fast healing. 20 mutations. 28 left.

    Just a bit over two mutations per level if you want to have skill points and look like a melee character. Doesn't look that bad.
    If you do it that way, sure. But I don't think anyone would. There's no massive need to pump Fort saves, assuming you're going high-Con. A few points in Fort and a few in Will would be nice, but that's purely gravy.



    Anyway, Rogues or anyone else with precision damage are going to absolutely love the extra attacks; being vastly superior to Fighter is less of a problem than being vastly superior to most classes; SR can be beaten but is still a massively significant power and totally covers for poor saves (since 90% of stuff that targets saves allows for SR).

    Let's take another angle. A fifteenth level Mutator can have Tensor's Transformation and Nightstalker's Transformation, at the same time since they're SLAs and don't block eachother anymore, with something like 16 attacks to back them up, and that's without even trying very hard.

    Or, at the cost of 22 MP, a lvl 20 mutator can deal 100 points of energy damage to everything in 210 feet of him, without needing to take any actions beyond a swift to activate it.

    I haven't even covered Extend Reach and Improved Grab, which are both more than worth it for any melee character to dip for depending on their specialty.



    Look, when you're making Tome of Battle look bad, maybe it's time to reconsider your approach. I like the concept, I really do. I even like the base implementation. But you've seriously got to tone things down half a dozen notches, remove or highly limit a lot of the most exotic mutations. I'd make the good ones cost multiple MP, raise the minimum required level on a number of them, tone down the SLA section, and reduce the speed that things scale at.
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