Minor Mutations
Minor Mutations:
Adrenaline Jolt: MP Cost 3. Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.
Chameleon Skin: MP Cost 1. You gain a +4 mutation bonus on Hide checks. This bonus is reduced to +2 if you wear clothing or armor.
Darkvision: MP Cost 3. You can see in total darkness out to a range of 60 feet. Darkvision is black and white only but is otherwise like normal sight.
Direction Sense: MP Cost: 1. As long as you are awake, you always know what direction is true north.
Energy Diffusion: MP 2. You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.
Fangs: MP Cost 1. You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can bite multiple times. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. Special: This mutation can be used in conjunction with the
Acidic Saliva or Venomous Bite mutation.
Force Barrier: MP Cost 3. You can generate an electromagnetic force field around yourself to
deflect or absorb incoming attacks. As a free action, you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 3/– against incoming weapon attacks and force effects. The barrier
lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.
Gills: MP Cost 2. You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs). You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.
Great Horns: MP Cost 1. You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a
rhinoceros, or a large rack of antlers, like that of an moose. You gain a single gore attack that deals bludgeoning
damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can gore multiple times. Your horns are treated as natural weapons and do not provoke attacks
of opportunity.
Hypersensitivity: MP Cost 3. Your are particularly (some might say unnaturally) sensitive to your surroundings. You gain a +2 mutation bonus on Listen, Search, and Spot checks. You also gain Blind-Fight as a bonus feat.
Leaper: MP Cost 1. You gain a +10 mutation bonus on all Jump checks.
Living Furnace: MP Cost 3. Your body generates a tremendous amount of heat, and your touch can cause things to burn
and melt. You deal an extra 1 point of fire damage with a successful unarmed attack or attack with a natural weapon. Three times per day, as a free action, you can channel more of your body’s heat and increase the fire damage to 2d6 points (instead of 1 point). You gain a +4 mutation bonus on Fortitude saves against extreme heat temperatures.
This mutation does not grant immunity or resistance to fire.
Psionic Talent (Minor): MP Cost 2. Choose one 0-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 0-level power you may use three times per day.
Radiation Resistance: MP Cost 3. You gain radiation resistance. You treat an irradiated area or radiation source as
two degrees weaker for the purpose of determining radiation exposure (severe becomes moderate, high becomes low, moderate becomes mild, and you are unaffected by low and mild degrees of exposure).
Scaly Armor: MP Cost 3. You gain a +2 natural armor bonus to Defense, or your
existing natural armor bonus improves by 2. Special: A creature with fur, chitin, or the Exoskeleton mutation
cannot gain this mutation.
Scent: MP Cost 2. You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights. You gain the scent special ability.
Second Wind: MP Cost 2. Once per day, as a free action, you can heal yourself of
a number of points of damage equal to your Constitution modifier (minimum 1).
Smokescreen: MP Cost 1. You expel chemicals through your pores to create an inky-black
cloud of smoke, engulfing yourself and the surrounding area. Once per day, as a free action, you can produce a
20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has onehalf concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use
sight to locate the target). This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.
Tail: MP Cost 1. You grow a thick tail that cannot grip objects, but it can be used as a weapon, and improves your balance. It may be fur-covered, rat-like, or scaly. The tail provides a +2 mutation bonus on all Balance
checks. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike multiple times with your tail.
Your tail is treated as a natural weapon and does not provoke attacks of opportunity.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation
- Thick Fur Coat: MP Cost 1. You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures. Special: A creature with fur, scales, or chitin cannot gain this mutation.
- Thick Hide: MP Cost 3. You have an unusually tough hide. Increase your natural armor bonus to Defense by 2. Special: A creature with thin skin, very thick hide, an extremely thick hide, or scaly armor cannot gain this mutation.
- Ultra Immune System: MP Cost 2. You gain Ultra Immune System as a bonus feat, even if you don’t meet the feat’s prerequisite. The bonus you gainon Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.
- Wall Crawler: MP Cost 2. You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces. As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.You also gain a +4 mutation bonus on Balance checks when moving across a slippery surface. Wearing any kind of footwear negates this bonus
- Webbed Digits: MP Cost 1. You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.
- Acidic Saliva: MP Cost 1. Your bite attack deals an extra 1d4 points of acid damage with each successful hit. Special: You must have a natural bite attack to take this mutation. You cannot gain this mutation if you have the Venomous Bite mutation.
- Claws: MP Cost 1. You gain a single claw attack that deals slashing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity. Having claws does not adversely affect your manual dexterity.
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