Mutations - Minor
ACIDIC SALIVA
Your saliva can burn other creatures like acid.
MP Cost: 1.
Benefit: 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.
ADRENALINE JOLT
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Cost: 3.
Benefit: 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.
CLAWS
Your hands mutate into sharp claws.
MP Cost: 2.
Benefit: You gain a claw attack that deals slashing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your claws are treated as natural weapons and do not provoke attacks of opportunity. You can make two claw attacks per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple claw attacks. Your full Strength modifier applies to damage dealt with claw attacks made as your primary attack. There is no such thing as an off-hand for you when you fight using both claws (both claws are treated as primary weapons). When using a full-attack action, you can make a claw attack as a secondary attack. A secondary claw attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt. Having claws does not adversely affect your manual dexterity.
Special: If you have the extra arms mutation, you must buy the claws mutation twice to have claws on all four hands. If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.
DARKVISION
You gain darkvision.
MP Cost: 1, 2, or 4.
Benefit: You can see in total darkness out to a range of 30, 60, or 120 feet. Darkvision is black and white only but is otherwise like normal sight.
ENERGY DIFFUSION
Your body’s ability to withstand energy damage increases.
MP Cost: 2.
Benefit: 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, radiation, or sonic/concussion.
FANGS
Your teeth mutate into vicious fangs.
MP Cost: 1.
Benefit: You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. You can make one bite attack per round at your full base attack bonus. If you get multiple
attacks with a full-attack action, you can make multiple bite attacks. You apply 1—1/2 your Strength modifier applies to damage dealt with bite attacks made as your primary attack. When using a full-attack action, you can make a bite attack as a secondary attack. A secondary bite attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to
damage dealt.
Special: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation. If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.
FORCE BARRIER
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides a +3 deflection bonus to Armor Class. 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.
Special: Portable electronic devices such as cell phones, sensor comps, and headsets temporarily cease to function if held or worn by you while the electromagnetic force barrier is in effect.
GILLS
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).
MP Cost: 2.
Benefit: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.
GREAT HORNS
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 a moose.
MP Cost: 1.
Benefit: 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 1d6, Large 1d8. Your horns are treated as natural weapons and do not provoke attacks of opportunity. You can make one gore attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple gore attacks. You apply 1—1/2 your Strength modifier to damage dealt with gore attacks made as your primary attack. When using a full-attack action, you can make a gore attack as a secondary attack. A secondary
gore attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a gore), you meet the prerequisites for the Multiattack feat.
HYPERSENSITIVITY
You are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Perception checks. You also gain Blind-Fight as a bonus feat.
LEAPER
You gain the ability to leap incredible distances.
MP Cost: 1.
Benefit: You gain a +10 mutation bonus on all Acrobatics checks made to jump
SCALY ARMOR
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.
SCENT
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.
MP Cost: 2.
Benefit: You gain the scent special ability. (See Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability.)
SECOND WIND
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution score (minimum 1).
SMOKESCREEN
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Cost: 1.
Benefit: 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 partial 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
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Acrobatics checks made to balance. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your tail is treated as a natural weapon and does not provoke attacks of
opportunity. You can make one tail slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tail slam attacks. You apply 1—1/2 your Strength modifier to damage dealt with tail slam attacks made as your primary attack. When using a full-attack action, you can make a tail slam attack as a secondary attack. A
secondary tail slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
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. If you have three or more natural attacks (for example, two claws and a tail), you meet the prerequisites for the Multiattack feat.
THICK FUR COAT
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +1 natural armor bonus to your Armor Class, and a +4 mutation bonus on Fortitude
saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.
ULTRA IMMUNE SYSTEM
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.
ULTRA IMMUNE SYSTEM: You are less susceptible to the ravages of poison, disease,
and radiation poisoning.
Prerequisite: Constitution 13
Benefit: You gain a +2 bonus on Fortitude saving throws to resist poisons,
diseases, and radiation sickness. Furthermore, any permanent ability drain
inflicted upon you is treated as temporary ability damage instead.
WALL CRAWLER
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.
MP Cost: 2.
Benefits: 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 Acrobatics checks made to balance when moving across a
slippery surface. Wearing any kind of footwear negates this bonus.
WEBBED DIGITS
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.
This message was last edited by the GM at 01:16, Sat 31 Dec 2022.