Major Mutations
Major Mutations:
- Adaptive Body: MP Cost 6. You gain one of the following types of damage reduction (your choice): DR 2/ballistic, DR 2/bludgeoning, DR 2/piercing, or DR 2/slashing. At the start of your turn, as a free action, you can alter the type of damage reduction, choosing a different type from the list above. The change persists until the start of your next turn
- Blindsight: MP Cost 5. You have blindsight with a range of 15 feet.
- Danger Sense: MP Cost 6. You have a mild form of precognition that warns you of impending attack. When you are surprised at the beginning of combat, you may make a Wisdom check (DC 10). If you succeed, you may act in the surprise round as if you aren’t surprised.
- Dual Brains: MP Cost 5. You have two brains, one in your head and one located in another location. Whenever you are called to make a Will save, roll twice and take the higher roll. Additionally, your penalty for fighting with two weapons is lessened by 1.
- Echolocator: MP Cost 5. You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation. You gain the blindsight ability up to a range of 60 feet.
- Elasticity: MP Cost 4. You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +10 mutation bonus on Escape Artist checks. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. For example, a 6-foot-tall character (72 inches) can squeeze through a 7-inch-wide, 7-inch-tall opening or passage. A creature using this mutation to move through a tight space moves at one-quarter normal speed.
- Energy Absorption: MP Cost 4. You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.
- Enlarged Form: MP Cost 6. You become as large as your size category allows (8 feet tall for Medium-size characters, 4 feet tall for Small characters).
- Exoskeleton: MP Cost 5. You gain a +3 natural armor bonus to Defense, or your existing natural armor bonus improves by 3. Special: A creature with fur, scales, or the Scaly Armor mutation cannot gain this mutation.
- Extra Arms: MP Cost 6. As a creature with more than two arms, you gain a +4 mutation bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand). Special: If you have three or more natural claw attacks, you meet the prerequisites for the Multiattack feat. This mutation does not give you Multiattack as a bonus feat, however.
- Gazing Eye: MP Cost 4. You grow an extra eye in the middle of your forehead. In addition to improving your visual acuity, the “weird eye” gives you a special gaze attack that makes other creatures tremble. As a free action, you can use the extra eye to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mindaffecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with gazing eyes.
- Pheromone Attraction: MP Cost 6. You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 30 feet of you. Special: You cannot take this mutation if you have the Pheromonal Repulsion drawback.
- Plant Traits: MP Cost 5. You are not a plant, but your skin turns a ripe shade of green and your eyes are dull yellow. You gain a +2 mutation bonus on saving throws against sleep, paralysis, stunning, and mind-influencing effects. You also gain low-light vision.
- Prehensile Tail: MP Cost 4. A prehensile tail grants a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. For example, a Medium-size creature can use its prehensile tail to grasp and manipulate an object of up to Small size. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone). A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however. Special: A creature that already has a tail cannot gain this mutation.
- Prickly Pear: MP Cost 4. Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple. You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability.
- Psionic Talent, Moderate: MP Cost 4. Choose one 1st-level psionic power. You can manifest this power three times per day at no power point cost. Your manifester level is one-half your character level. Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 1st-level power you may use three times per day.
- Psionic Talent, Major: MP Cost 6. Choose one 2nd-level psionic power. You can manifest this power once per day at no power point cost. Your manifester level is one-half your character level. Special: This mutation may be taken more than once. It can be used to increase the number of times you may use the same power, or give you a new 2nd-level power you may use once per day.
- Quadruped: MP Cost 4. You move swiftly on all fours. Your base land speed increases by 10 feet when you move on all fours. If you have anything in your hands, you cannot run on all fours.
- Radioactive: MP Cost 5. You are immune to mild, low, and moderate degrees of radiation exposure (see Radiation Sickness in Chapter 4: Environments for more information). In addition, your body acts as a radiation battery, storing the energy for later use. Once per day as a free action, you may release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a moderate degree of radiation (Fortitude DC 18, incubation period 3d6 hours, initial and secondary damage 1d6–1 Con).
- Shocker: MP Cost 4. Once per day, as a standard action, you can shoot a 5-foot-wide, 30-foot-long line of
lightning that deals 5d6 points of electricity damage to every creature in its path. You can choose to
widen and shorten the lightning bolt, making it 10 feet wide and 15 feet long. The bolt begins at your
fingertips.
A successful Reflex save (DC 10 + your character level + your Charisma modifier) halves the damage. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the bolt may continue beyond the barrier out to its maximum
range; otherwise, it stops at the barrier.
This mutation does not grant immunity or resistance to electricity. - Skeletal Reinforcement: MP Cost 5. Your massive damage threshold increases by +3. In addition, the damage you take from a fall is reduced by one die. Special: This mutation stacks with the Improved Damage Threshold feat. You cannot take this mutation if you have the Brittle Bones drawback.
- Stinger: MP Cost 4. A poisonous stinger erupts from some part of your body—usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage. Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, with effects similar to puffer poison. Special: This mutation can be used in conjunction with the Tailmutation, but the tail cannot be used as a bludgeoning weaponduring the same round the stinger is used.
- Telekinetic Mind: MP Cost 5. As a move action, you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting, however. You must concentrate on the object to move it telekinetically. If your concentration is broken while you are levitating the object, the object falls. This ability can be used at will.
- Telepathy: MP Cost 5. As a free action, you can forge a telepathic link with another living creature within 100 feet of you. The creature with which you form the link must have an Intelligence score of 6 or higher, and it must be a willing participant in the link. You can communicate telepathically through the link even if you do not share a common language, but no special control or influence is established as a result of the link. If you and the linked creature move more than 100 feet apart, the telepathic link severs instantly. You can telepathically link with only one creature at a time during any given round, but the ability can be used at will.
- Tentacle: MP Cost 6. A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
- Venomous Bite: MP Cost 4. Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (initial and secondary damage 1d4 Con). Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.
- Very Thick Hide: MP Cost 6. You have an unusually tough hide. Increase your natural armor bonus to Defense by 4. Special: A creature with thin skin, thick hide, an extremely thick hide, or scaly armor cannot gain this mutation.
- Vexing Voice: MP Cost 4. You can vex another creature using the peculiar resonance of your voice. Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.
- Wings: MP Cost 6. Your wings grant a natural fly speed of 60 feet (average maneuverability).
- X-Ray Vision: MP Cost 6. You can see into and through solid matter. X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light, even if there is no illumination.
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