Magical Mutations [CLEAVES]


Homebrew and House Rules


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Partial Polymorph or Mutation Table
For your post apocalypse game or wild magic chart. This applies to physical changes that affect
the character temporarily or permanently.
I'm also using these for the Cleaves furnace room.
Also, any high level spell, 9th or higher, creates magical fallout that mutates things in the area.
01:Grow fur, 5 damage resistance against cold and +X natural armor.
02:Grow Gills, must find water or suffer 1D4 per minute from drying.
03:Webbed Hands and Feet. +X swim, +10 swim speed.
04:Scales. +4 natural armor. +X escape artist.
05:Gain 1D6 Tentacles, can grab with suction cups, and add 2 per tentacle to grapple and climb.
06:Second Head, can perform mental actions at same time. Can cast and move at same time.
07:Eyes in back of head, un-flankable.
08:Wings, fly 50 but cannot wear armor.
09:Taller but not wider. Double height only. 10 foot reach and +half speed.
10:Fat. Double weight and width.
11:Claws. All hands and feet do 1D3 on hit. If claws already exist, use next larger dice.
12:Spines. Like armor spikes but attacks automatically against ordinary touch attacks or grapples.
13:Toothy Maw. Mouth becomes bigger and teeth sharper. Bite attack 1D4. See claws.
14:Hollow fangs. Can use vampiric touch non-magically.
15:Slimey. +X escape artist. Target becomes less appetizing.
16:Prehensil Tail. Can hold weapon, tool, or support weight such as a tree branch.
17:Balencing Tail. +6 balance and tumble.
18:Striker Tail. As club. Can also deliver touch spells or powers.
19:Bushy Tail. +4 effective charisma. Can conceal tracks.
20:Hair Color. Random Color chart. Yellow is blonde.
21:Skin Color. Random Color chart.
22:Eye color, Iris. Random Color chart.
23:Eye color, So called White. Random Color chart.
24:Batlike ears, can echolocate. Can see in the dark. Blocked by silence or sufficient noise. +6 listen.
25:Snout. Add scent ability. +6 tracking.
26:Tiny suction cups. Can climb walls if nothing worn on hands and feet.
27:Dissassembler: See below.
28:Two More Legs: +50% land speed. Double carrying capacity.
29:Two More Arms: Can carry shield (or other object) without interfering with attack or have two more
offhand attacks. Can wear magic ring on extra hands, but only get extra ring slots if permanent mutation.
30:Stoney skin: Soak 10 points from each non-adamantium attack.
31:Extra thumbs: Dexterity +6 only with hands.
41:Psionic Power:
42:Dense Flesh: Add 4 to Strength, Constitution, Natural Armor, and double weight. Outward appearance
does not change.
43:Barkskin: Add X to natural armor.
44:Cloraphil: Flesh turns green. Sunlight removes hunger, fatigue, and all subdual damage.
45:Biolumenesence: Normally like fairy fire but can be brought to torchlight strength with concentration.
46:Pseudo Monster: The subject looks like something the same size, but with none of the powers or
weaknesses. For example, pseudo-elf, pseudo -orc, pseudo -zombie, pseudo -demon,
47: Gigantism: Mutant is one size category larger. Food and water requirements are 3 times more.
48: Midget: Mutant is one size category smaller. If human they can pass for a Halfling. They need
less food than a normal sized creature, unlike a human.
49: Dwarfism: Less tall but wider. They can pass for a dwarf but don't have the special abilities.
They do have wider bones and mussels. They have the same strength and con. bonuses as dwarfs.
50: Accelerated metabolism: Extra full round actions a round. Basic land speed is doubled. Ages
at double rate. Eats and drinks twice as often. Tire twice as fast such as with rage.
51: Slow Metabolism: Can take only one normal action in a round. A move, an item activation,
or an attack. No double moves. Searches take twice as long. Overland movement is half. Ages
at half rate. Eats and drinks half as often.
52: Regeneration: 1 hit point a round.
53: Monkey feet: can use feet like hands, manipulating weapons and tools. Can wear magic ring
on toe, but only get extra ring slots if permanent mutation.
54: Extra finger on each hand.
55: One less finger on each hand.
56: Extra toe on each foot.
57: One less toe on each foot.
58: Albino: Direct sunlight hurts 1 point a round + 1D4 subdual and temporarily blinds them. Skin is pale, hair is white, and eye color is pink.
59: Extra dimensional guts: Since brains, heart, stomach, liver, ect. Is in a fleshy extra dimensional space, rogue extra damage and crits. do not work on them. Trying to force them into an extra dimensional space does 1D6 to them a round.
60: Belly Pouch: About the volume of a backpack. It can’t be sealed so hanging upside down makes everything fall out.
61: Hump: Like a camel. They can store food and water enough to go about a week. -4 charisma for skills but not spells.
62: Acid touch: (1D4perX) Damage continues X-1 rounds unless wiped or washed off. Immune to acid but must have clothing immune to acid. Can otherwise replace clothing daily.
63: Firestarter: (1D4perX) Damage continues X-1 rounds unless fire put out. Immune to fire but takes double damage from cold and must have fireproof clothing.
64: Freezing touch: (1D4perX). Immune to cold but takes double damage from fire.
65: Shocking touch: (1D4perX). Immune to lightning but is burned by water 1D4 per X.
66: Sonic scream: 60 feet cone does 1D4 per X and shatters some materials. Dex. save to avoid 6 turns deafness.

Random Color chart
01-Black
02-White
03-Red
04-Orange
05-Yellow
06-Green
07-Blue
08-Purple
09-Grey
10-Roll 2D8 and combine. Red and white make pink.

Disassembler: The being becomes completely segmented. They can remove an eye and an ear, put them on a shelf, and spy on someone. They can put their eyes on a hand, and send them to get the key to their cell. The detached parts continue to give and receive blood and neural impulses. Damage to any detached parts causes them to snap back to the main body. So does a successful dispell magic or mutation suppression field.

Please add mutations. Maybe it will be card deck worthy.


Is there a way that we could put the (CLEAVES) series into a stickied thread with their links?

The Exchange

Very interesting. Well done - Something New. I best go read up on the Furnace Room.

I'll mail Vic Wertz and se if we can get Cleaves Stickied or moved to its own subfolder.


yellowdingo wrote:

Very interesting. Well done - Something New. I best go read up on the Furnace Room.

I'll mail Vic Wertz and se if we can get Cleaves Stickied or moved to its own subfolder.

Thanks YD. Everything I've seen from Cleaves so far has been wonderful.


67: No hair, at all, anywhere on their body.
68: Positive energy. Heals X at a touch, once a round. Can touch self.
69: Naturally Invisible: Sweat makes clothes invisible after an hour wearing.


70: Ethereal: When anyone tries to touch them or they try to touch anything, there is a 50 percent chance that they pass right through each other. Staying 100 percent solid takes a DC15 concentration check. Once they pick up a weapon, it has ghost touch.
71: Skin dancer: Has the change self of a doppelganger but does not have the telepathy or mimicry.


72: Light: Like a torch. Can only be suspended (by magical darkness)up to an hour.
73: Charm: Anyone seeing must save or be charmed. DC is Charisma based.
74: Darkness: 20 ft radius. Normal effects of magical darkness.
06: Silence: 20 ft radius.
07: Noise: 20 ft radius. -10 listen and concentration. Noise and Silence counter each other.
75: Teleport: Can teleport in any direction. 1-100 feet. If something is in the way, add more distance till empty space.
76: Insanity: If they won't role play it, borrow their character.
77: Stat change: Roll ability stat randomly. 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelligence, 5-Wisdom, 6-Charisma. (Roll 2D6-6 then add to stat. Adding a negative number is like subtracting.)
78: Protection: Protected for one hour against... 1-Roll on summoning table, 2-Projectiles, 3-Metal, 4-Wood, 5-Stone, 6-Magic
(Thing protected against can't come within 20 feet of subject. That includes reach. Subject will be pushed back if they try to approach the thing)
79: Antimagic field: Extends 5 feet from skin. One Square.

Table four. Summoning.
01: Elemental. E1-Earth, E2-water, E3-Air, E4-Fire, E5-Ice, E6-Ooze, E7-Magma, E8-Smoke.
02: Goblinoid.
03: Animals. Includes Beasts and Magical Beasts
04: Slimes, oozes, and jellies
05: Human or Demi human. H1-Human, H2-Elf, H3-Dwarf, H4-Halfling, H5-Gnome or Dragonborn, H6-Other.
06: Aligned Magic and Outsiders. 1-Evil(Fiends), 2-Good(Celestials & Angels), 3-Lawful(Modrons & Inevitables), and 4-Caotic(Slaads)
07: Dragons, Nagas, and other lizardy monsters.
08: Aberrations.
09: Fey.
10: Undead.
11: Plants & funguses
12: Constructs

Table 7-4 Insanity Cure insanity or wish to remove. All other effects will not contradict insane behavior.
01: Psychotic: Believes they must kill daily or they will die.
02: Acts like the emperor because they believe they are.
03: Angry: Has a constant ready attack. Moves at half speed and attacks anything that suddenly appears.
04: Apathy: Doesn't want to do anything. Will defend themselves if attacked but will otherwise just follow along.
05: Depression: -2 at everything because they are crying.
06: Delusional: Roll up random encounter that only they react to.
07: Babbling: Treat like noise.
08: Unholy Visions: Will begin preaching about made up God and give false prophecies.
09: Satyriasis: Will profess their love for people, animals, monsters, and or objects. How far they go with this depends on the campaign.
10: Personification: Will talk to animals and inanimate objects. Will think they talk back.
11: Power complex: Will think they have a magic power and will try to use it. For example, invisibility or hurling fireballs.
12: Identity crisis: Will act as though monster of opposite sex trapped inside someone else’s body.
13: Terrified. Will run away from anything that startles them.
14: Paranoid. Thinks everything is out to get them. Will take every trap or monster personally. Won't want anyone behind them.
15: Unstable. Roll every round. 1-Attack nearest thing that moves, 2-Does nothing-see apathy, 3-Terrified, or 4-Babbling.
16: Multiple personalities. Add second personality of opposite alignment(Break into Lawful Good and Chaotic Evil if unaligned or neutral). 50% chance a round flip to other personality.
17: Manic: Will be constantly happy and will do things with too much enthusiasm. May flog a dead monster or check for traps constantly.
18-20: Complex: Roll twice and combine results. If this comes up again roll for 3 parts.


78: Ignore the one hour thing. I copy pasted it from my wild magic file.

80: Meta Immunity: Diseases, poisons, and parasites will be destroyed before they can affect the mutant. Large volume poisons such as cloudkill will cause them to sneeze and cough out the resulting mucus, thus seeming sickened. Anyone who understands transfusion will want to use them.


81.Item Binder
As a standard action you can make an item part of you, or detach it. Once bound it cannot be removed by anyone else. Damage to the item is transferred to you preventing it from being sundered. In the book, Magic of Incarnum, Page 109 it gives the benifits of binding an item to a Chakra. Only active items that take a body slot can be bound, so only 2 rings at a time. Ioun stones cannot be bound. A neclace of fireballs will transfer the fire damage to the mutant rather than detonate on the strand. Activating a bound item is an immediate action. Cocking a crossbow is a move equivalent. While a spiked chain can be animated, a sword can not be willed to bend.

The Exchange

------------------------bumped for the sake of it---------------------
Comming along I see. Very Nice.


82:Scary
Like a Fomorian, this mutant is -6 Diplomacy, Disguise, and Handle Animal but +6 Bluff and Intimidate. Perform depends on the part.


83. Unsymmetrical
Like most Fomorians, the creature has one leg and arm longer and stronger than the other. One eye is higher, the mouth is crooked, ect. The good arm is effectively +2 strength and the weak one is -2. Jump is +4. The gate is irregular and may confuse the enemy. Trying to disguise anyone as the mutant is -6.
84. Cyclops
They have one large eye. They have bad depth perception. -2 missle weapons. 50% chance of missing at the end of a charge.


85. Compound Eyes: Your eyes are highly segmented like the eyes of an insect. +2 Initiative and Reflex saves vs sight based threats.

86. Third Eye: You have an additional eye in the middle of your forehead. +2 on Sense Motive checks and Detect Thoughts 1/day as a SLA.

87. Hairy: You body is completely covered in long hair. 10 DR vs Cold, +3 Natural Amor

88. Tusks: You've grow long sharp tusks. -2 Diplomacy, Gore Attack (1d6).

89. Jelly Bones: You're bones are not rigid, allowing them to bend and flex. +2 Acrobatics and Escape Artist, -2 HP

90. Hermaphrodite: You are both male and female and are considered both for all purposes.

91. Genderless: You have no identifiable gender and are considered neither (other) for all purposes.

92. Gummy: You've lost all of your teeth or have never developed any.

93. Translucent: Your tissue, veins and organs are translucent. +2 Stealth, -2 Diplomacy.

94. Lanky: Your limbs are long giving you an increase reach and stride. 10 foot reach, +10 Movement

95. Giant Ears: Your ears are much larger than is normal. +2 Perception vs sound based checks.

95. Giant Nose: Your nose is much larger than is normal. +2 Perception vs scent based checks.

96. Giant Eyes: Your eyes are much larger than is normal. +2 Perception vs sight based checks.

97. Cone-Head: Your head is cone-like.

98. Poisonous Secretion: Your skin secretes a mild poison. Any foe that bites you or ingests you must make a DC 15 Fortitude save to avoid becoming poisoned. A failed save results in 1d4 +1/every other level beyond 2nd (4th, 6th, 8th, etc) points of damage for 1d6 number of rounds. Additionally, ingesting the PC causes the foe to be sickened until either the PC is regurgitated or after 1d4 days.

99. Extra Dimensional Brain: Where your brain should be is actually a portal to another dimension. You cannot be killed by head-shots.

100. Backward Bending Legs: Your legs bend the opposite direction.


87=01 Grow Fur.
97: Cone-head is +2 Intelligence, -2 Charisma.


New 87. Blink.
Like the spell. The blinker will actually blink out of the Cleaves and back. They can carry one person of equal size at a time. This is the exit mutation. 1 mile from the original entrance to the Cleaves, blink will function normally.

The Exchange

Bumped for the Sake of it.


Some double ups but here is a mutation list that I made previously. I also added a few ideas from this list that I didn't have - Thanks Guys!

Body Morphology
Skin
Head
Senses – Eyes, Ears, Nose, Mouth, Touch + other senses – balance and acceleration, temp, Proprioception / Kinesthetic sense, pain, direction, hunger, echolocation, smell + timing= direction of smell, a vomeronasal organ (pheromones), infrared and ultraviolet vision, Electroreception (or electroception) (electric fields), magnetoreception, pressure detection (buoyancy in fish and barometric pressure)
Arms
Wings
Legs

Weakness or general sickness (often a mutation)
Muti-mort – a mutation that cause death (often a mutation)
Hunched – malformed (often a mutation)
Insanity - (often a mutation or caused by mutation)

1. Animalistic features
2. Acidic spray – spit, blood, pee? Weeps from skin [see Skin 42]
3. Albino - direct sunlight hurts (temporarily blinds them?). Skin is pale, hair is white, and eye colour is pink.
4. Allergies – to sunlight, emotions etc
5. Arms – extra arms, extra long, no legs all arms, no arms, backwards bending for increased agility, extra / multiple arms, extra joints
6. Beaked – trunked, dog wet nose, extra nostrils [see Mouth 33]
7. Be-weaponed extremities
8. Belly Pouch – with or without closing sphincter
9. Body morphology – stick thin and tall, extremely thin (sickly thin and bony, weak), Taller but not wider, doubled height (increase arm reach and increased stride / speed), Enormously fat, doubled weight and width, Gigantism, giant, dwarf, gnome like [see Stunted 32], runt, exo-skeleton, massive hands or feet, perfectly spherical, coiled like a spring, atrophied limbs, atrophied torso(?), dense (extra strength and weight – armoured skin?), Unsymmetrical - the creature has one leg and arm longer and stronger than the other. One eye is higher; the mouth is crooked, etc. The gate is irregular
10. Blood – colour, acidic, extra haemogoblin – don’t need to breathe as often for swimming, noxious gases, haemophiliac, super coagulating blood [see Regeneration 34 ], blood glue
11. Brain – big, small, smart, dumb, animal, hive mind
12. Burning body, cooling body, gravity inducing (constantly orbiting small bits and pieces)
13. Claw(s) – werewolf claws, bird feet claws, snap shut claws, retractable, giant crab claw(s), massive hands, nail claws, scythe claws (Mutant chronicles), (Hands and feet? Symmetrical or not?)
14. Cloud of flies – rotting whilst alive, lungs rotting, coughs out maggots
15. Colour – blood colour, skin colour, patterned skin, eye colour (whites, iris, pupil), hair colour, shifting colour, camouflage colour, emotional colouring, particularly coloured skin flaps
16. Crystalline body – tough but shatters, no healing [see Translucent]
17. Dissassembler - The being becomes completely segmented. They can remove an eye and an ear, put them on a shelf, and spy on someone. They can put their eyes on a hand, and send them to get the key to their cell. The detached parts continue to give and receive blood and neural impulses. Damage to any detached parts causes them to snap back to the main body.
18. Ears - Batlike ears (can echolocate. Can ‘see’ in the dark. Blocked by silence or sufficient noise.), giant, shrunken
19. Elastic - limbs, body, flexi-joints, everything double jointed, compresses body like snake, boneless, rubber bones
20. Ethereal - Staying solid takes concentration
21. Extras!- Extra arm, legs, breasts, neck stalk(s), extra joints, extra organs within the body – completely useless but enough to be classified as a mutie, two hearts – heal faster, run faster, cuts spurt further ?, four stomachs – rumination, chew cud, eats indigestible plants, extra haemogoblin – don’t need to breathe as often, swimming, noxious gases, etc, extra head – MPD, twins, increased mental ability/powers
22. Eyes – extra, Cyclops, no eyes, third eyes, distorted pupils (cats, goats, snakes [no eyelids!]), insect set of eyes, compound eyes, Eye ports like a chameleon, Eyes further on the side of the head like pigeons, back of the head (unable to sneak up on), crab like eyestalks, mouths in eyesockets, extendable, detachable, giant, shrunken
23. Furry – hair covering body, patchy, constantly regrowing hair, Cousin It, animated, cilia hair. Functional: resistance against cold and +X natural armour.
24. Gills – on neck, ribcage Function: must find water or suffer from drying (it is possible to have dry gills?)
25. Hands and feet – webbed (for swimming), Cloven hooves, extra fingers / thumbs / digits, less than normal number for fingers / thumbs / digits, monkey feet (hands as feet)
26. Hair – random coloured, no hair at all, anywhere on their body, [see Furry 17]
27. Hideous – seldom invited to parties
28. Horns and spines– temple, ram, demon, bulls, forehead (painful?), Mohawk spine, crown of spines, single, spines over body (see Porky), spines as armour?
29. Hunched – malformed, stiffened (often a mutation), spine twisted severely crippled, coiled like a spring
30. Humped – food / energy / water storage, increased endurance (live in desert)
31. Immunity – against one type of thing, Meta Immunity; diseases, poisons, and parasites will be destroyed before they can affect the mutant. Large volume poisons such as mustard gas will cause them to sneeze and cough out the resulting mucus, thus seeming sickened. Anyone who understands transfusion will want to use them
32. Item Binder - you can make an item part of you, or detach it. Once bound it cannot be removed by anyone else. Damage to the item is transferred to you preventing it from being sundered.
33. Legs – extra long, no arms all legs, no legs all arms, no legs, backwards bending for increased speed, agility, extra joints, extra / multiple legs – centaur body, millipede, snake tail balancing, crab scuttle, Deinonychus, cilia, foot stump like slugs, hopping large ‘foot’, spider legs bursting from back
34. Mace tail [see Tail 36], scales, bony dome, shell
35. Metabolism - Accelerated metabolism; extra speed, ages at double rate. Eats and drinks twice as often, tires twice as fast, - Slow Metabolism; slow movement, ages at half rate. Eats and drinks half as often, - able to be accelerated for extra speed, take toil in form of increased energy consumption, start to consume own body
36. Mind – ESP, 1 body 2 minds and vise versa, powers, psionic, healing / hurting touch
37. Mouth – straw sucker ie butterfly, mosquito, lamprey mouth – blood sucker, filter feeder, fly suck up sponge [see Teeth 34], rows of shark teeth, Beak [see Beaked 6], giant, shrunken
38. Nose – Beaked [see Beaked 6], snout, trunked, dog wet nose, extra nostrils, gas mask can only breathe ammonia etc. Increased sense of smell?, giant, shrunken
39. Organs – extra, missing (see Muti-mort), rearranged, solid state body w/ no organs
40. Perfect - perfect timing, Perfect balance / pitch, range finding and accuracy, style and grace, always looks perfect
41. Plague bearer – Sister Death, body hive of insects, stench smells terrible, vomit inducing
42. Poisonous bite – death, anticoagulant, hallucination, glue, paralysis, calming doping feel good sense of trust – spit in drink, etc [see Mouth 24 or Teeth 34]
43. Powered – charm, emit darkness, emit silence, emit noise, teleport, nullifier effect
44. Regeneration – super healing, budding or dividing a star fish, cancerous, with scarring perfected
45. Resilient – thick skin or scaly [see Skin 30], super coagulating blood [see Blood 6], plugs up like a cork with scarring
46. Scary – hard to make friends
47. Sex – hermaphrodite, genderless, surprising sex organs, misplaced sex organs,
48. Skin – iron hard, stony hard, bark hard, chlorophyll skin, translucent (organs), semi-translucent (veins), total translucent (lunch digestion), transparent, invisible (sweat makes clothes invisible after an hour wearing), photosensitive, skin colour (random colour), patterned skin [see Colour 12], hairy [see Furry 17], thick, scaly (armoured?), thin skinned, glue sweat, no sweat – pant, flaps of skin like Clem, shedding skin constantly fakes or step out of the skin, amphibious skin (needs constant moisture), slimy, tiny suction cups (wall crawler), bioluminescence vs. blinding light, emit darkness, acid weeping skin, poison secreting, flame inducing with anything flammable that touches, on fire constantly, cold skin, clammy, freeze burn inducing, shocking, constant crackle of electricity, skin dancer (Morph/ doppelganger)
49. Skull – skull face fearsome, malformed bulging skull, cone head (increased intelligence)
50. Spines – quills, bone spikes, spine projection spines, tail spikes, hollow – cut off end to equalize pressure before removing
51. Stunted –dwarf, gnomes, tom thumb
52. Suckers – on hands, feet, all over, mini mouths – ravenous? [see Tentacles 35]
53. Teeth - Fangs – venomous, backward pointing, unhinge jaw (like snakes), hollow (Vamp?), Herbivore – all molars, grinding plates, tusks, hollow straw-like “tooth”, rows of shark teeth [see Mouth 24], gummy – no teeth
54. Tentacle – multiples, extra/additional to existing limbs, fingers, suckered (?), replace parts – tongue, popular with ladies ? [see Suckers 33]
55. Tail –short and stubby, for balance, prehensile (with grasping digits on end?), mace or spiked [see Mace Tail 22], hooked, Scorpion tail, dog wagging, bushy tail
56. Voice – sonic scream (damages eardrums), voice / sound mimic
57. Warts –growths, just generally ugly, live wart bugs – for hearing (ie bugging the place) or tracking system, popping like early warning system, popping when struck to release poison or stench, pus sacks
58. Wings – feathered, leathery, under arms, from back, as arms (like bats), non functional, gliding only, need extra muscles for flight, clothes special cut
59. ??? What Next ???


I'm bumping it.
If noone can think of any more items, maybe we should reexpand some of the items.


I am currently breaking the mutants down into two categories: Cosmetic and Magical. It seems that some of the above mutations grant SLA which is great but should be on a separate table from simple cosmetic mutations.

We should also being retooling the mutations so each one is balanced with bonuses and penalties or no effects. I will repost the list in full when it is more complete.


The wings mutation should be functional.
Armor for someone who has wings doesn't even happen randomly.
It would have to be completely light too.


I'm trying to make a deck of cards for The Cleaves. It will have game important, cosmetic, mutations, and defects all on one list. If someone in this game grew some useless wings they would cut them off.


Magical Mutations
01:Grow fur, 5 damage resistance against cold and +X natural armor.
02:Grow Gills, must find water or suffer 1D4 per minute from drying.
03:Webbed Hands and Feet. +X swim, +10 swim speed.
04:Scales. +4 natural armor. +X escape artist.
05: Extra limbs. 1-2.Gain 1D4 Tentacles, 3-4. Two More Arms, 5-6. Two More Legs:
Tentacles, can grab with suction cups, and add 2 per tentacle to grapple and climb.
Arms, Can carry shield (or other object) without interfering with attack or have two more
offhand attacks. Can wear magic ring on extra hands, but only get extra ring slots if permanent mutation.
Legs: +50% land speed. Double carrying capacity.
06:Second Head, can perform mental actions at same time. Can cast and move at same time. Can use 2 weapons at full attack strength.
07:Eyes in back of head, un-flankable.
08:Wings, fly 50 but cannot wear armor(unless specially made of light materials).
09:Taller but not wider. Double height only. 10 foot reach and +half speed.
10:Fat. Double weight and width.
11:Claws. All hands and feet do 1D3 on hit. If claws already exist, use next larger dice. [5%Rtrctbl]
5%Rtrctbl=Retractable
12:Spines. Like armor spikes but attacks automatically against ordinary touch attacks or grapples. [5%Rtrctbl],[5%can fire like arrows, no reload]
13:Toothy Maw. Mouth becomes bigger and teeth sharper. Bite attack 1D4. See claws.
14:Fangs[5%Rtrctbl] 1. Hollow fangs. Can use vampiric touch non-magically, 2. Hollow fangs, inject venom(see poison table),3. Sabertooth(2 fangs do 2D4), or 4.Gnawing(2D4 to most materials per round bypassing hardness) 5. Tusks: You've grow long sharp tusks. -2 Diplomacy, Gore Attack (1d6). 6. Gummy: You've lost all of your teeth or have never developed any. Have to grind up your food before you eat it.
15:Slimey. +X escape artist. Target becomes less appetizing.
16: Tail. 1. Prehensile, 2. Balancing, 3. Striker, or 4. Bushy
Prehensile Tail. Can hold weapon, tool, or support weight such as a tree branch.
Balancing Tail. +6 balance and tumble.
Striker Tail. As club. Can also deliver touch spells or powers.
Bushy Tail. +4 effective charisma. Can conceal tracks.
17:
18:Batlike ears, can echolocate. Can see in the dark. Blocked by silence or sufficient noise. +6 listen.
19:Snout. Add scent ability. +6 tracking.
20: Skin 1.Tiny suction cups on skin. Can climb walls if nothing worn on hands and feet, 2. Stony skin: Soak 10 points from each non-adamantium attack, 3.Barkskin:+2 to AC, 4. Albino: Direct sunlight hurts 1 point a round + 1D4 subdual and temporarily blinds them. Skin is pale, hair is white, and eye color is pink. +5 to disguises using makeup. 5. Poisonous Secretion: Your skin secretes a mild poison. Any foe that bites you or ingests you must make a DC 15 Fortitude save to avoid becoming poisoned.
21:Dissassembler: See below.
22. Giant Eyes: Your eyes are much larger than is normal. +2 Perception vs sight based checks.
23. Cyclops(-2 to hit ranged,50% chance of missing at the end of a charge.)Usually balenced by giant eye.
24. Sexual mutations By InsideOwt. 1-2. Hermaphrodite: You are both male and female and are considered both for all purposes. 3-4. Genderless: You have no identifiable gender and are considered neither (other) for all purposes.
25: Translucent: Your tissue, veins and organs are translucent. +2 Stealth, -2 Diplomacy. [InsideOwt]
26:
27:
28:
29:
30:
31:Extra thumbs: Dexterity +6 only with hands.
41:Psionic Power: 1. Detect Thoughts, 2.Telekinesis, 3.Claivoyance, 4.Clairaudiance, 5.
42:Dense Flesh: Add 4 to Strength, Constitution, Natural Armor, and double weight. Outward appearance
does not change.
43:
44:Cloraphil: Flesh turns green. Sunlight removes hunger, fatigue, and all subdual damage.
45:Biolumenesence: Normally like fairy fire but can be brought to torchlight strength with concentration.
46:Pseudo Monster: The subject looks like something the same size, but with none of the powers or
weaknesses. For example, pseudo-elf, pseudo -orc, pseudo -zombie, pseudo -demon,
47: Gigantism: Mutant is one size category larger. Food and water requirements are 3 times more.
48: Midget: Mutant is one size category smaller. If human they can pass for a Halfling. They need
less food than a normal sized creature, unlike a human.
49: Dwarfism: Less tall but wider. They can pass for a dwarf but don't have the special abilities.
They do have wider bones and mussels. They have the same strength and con. bonuses as dwarfs.
50: Accelerated metabolism: Extra full round actions a round. Basic land speed is doubled. Ages
at double rate. Eats and drinks twice as often. Tire twice as fast such as with rage.
51: Slow Metabolism: Can take only one normal action in a round. A move, an item activation,
or an attack. No double moves. Searches take twice as long. Overland movement is half. Ages
at half rate. Eats and drinks half as often.
52: Regeneration: 1 hit point a round.
53: Monkey feet: can use feet like hands, manipulating weapons and tools. Can wear magic ring
on toe, but only get extra ring slots if permanent mutation.
54:
55:
56:
57:
58:
59: Extra dimensional guts: Since brains, heart, stomach, liver, ect. Is in a fleshy extra dimensional space, rogue extra damage and crits. do not work on them. Headshots do not kill them. Trying to force them into an extra dimensional space does 1D6 to them a round.
60: Belly Pouch: About the volume of a backpack. It can’t be sealed so hanging upside down makes everything fall out.
61: Hump: Like a camel. They can store food and water enough to go about a week. -4 charisma for skills but not spells.
62: Acid touch: (1D4perX) Damage continues X-1 rounds unless wiped or washed off. Immune to acid but must have clothing immune to acid. Can otherwise replace clothing daily.
63: Firestarter: (1D4perX) Damage continues X-1 rounds unless fire put out. Immune to fire but takes double damage from cold and must have fireproof clothing.
64: Freezing touch: (1D4perX). Immune to cold but takes double damage from fire.
65: Shocking touch: (1D4perX). Immune to lightning but is burned by water 1D4 per X.
66: Sonic scream: 60 feet cone does 1D4 per X and shatters some materials. Dex. save to avoid 6 turns deafness.
67: No hair, at all, anywhere on their body. Add 5 to swim speed.
68: Positive energy. Heals X at a touch, once a round. Can touch self.
69: Naturally Invisible: Sweat makes clothes invisible after an hour wearing.
70: Ethereal: When anyone tries to touch them or they try to touch anything, there is a 50 percent chance that they pass right through each other. Staying 100 percent solid takes a DC15 concentration check. Once they pick up a weapon, it has ghost touch.
71: Skin dancer: Has the change self of a doppelganger but does not have the telepathy or mimicry.
72: Light: Like a torch. Can only be suspended up to an hour.
73: Charm: Anyone seeing must save or be charmed. DC is Charisma based.
74: Darkness: 20 ft radius. Normal effects of magical darkness.
06: Silence: 20 ft radius.
07: Noise: 20 ft radius. -10 listen and concentration. Noise and Silence counter each other.
75: Teleport: Can teleport in any direction. 1-100 feet. If something is in the way, add more distance till empty space.
76: Insanity: If they won't role play it, borrow their character.
77: Stat change: Roll ability stat randomly. 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelligence, 5-Wisdom, 6-Charisma. (Roll 2D6-6 then add to stat. Adding a negative number is like subtracting.)
78: Protection: Protected from... 1-Roll on summoning table, 2-Projectiles, 3-Metal, 4-Wood, 5-Stone, 6-Magic
(Thing protected against can't come within 20 feet of subject. That includes reach. Subject will be pushed back if they try to approach the thing)
79: Antimagic field: Extends 5 feet from skin. One Square.
80: Meta Immunity: Diseases, poisons, and parasites will be destroyed before they can affect the mutant. Large volume poisons such as cloudkill will cause them to sneeze and cough out the resulting mucus, thus seeming sickened. Anyone who understands transfusion will want to use them.
81.Item Binder
As a standard action you can make an item part of you, or detach it. Once bound it cannot be removed by anyone else. Damage to the item is transferred to you preventing it from being sundered. In the book, Magic of Incarnum, Page 109 it gives the benifits of binding an item to a Chakra. Only active items that take a body slot can be bound, so only 2 rings at a time. Ioun stones cannot be bound. A neclace of fireballs will transfer the fire damage to the mutant rather than detonate on the strand. Activating a bound item is an immediate action. Cocking a crossbow is a move equivalent. While a spiked chain can be animated, a sword can not be willed to bend.
82:Scary
Like a Fomorian, this mutant is -6 Diplomacy, Disguise, and Handle Animal but +6 Bluff and Intimidate. Perform depends on the part.
83. Unsymmetrical
Like most Fomorians, the creature has one leg and arm longer and stronger than the other. One eye is higher, the mouth is crooked, ect. The good arm is effectively +2 strength and the weak one is -2. Jump is +4. The gate is irregular and may confuse the enemy. Trying to disguise anyone as the mutant is -6.
84. Cyclops
They have one large eye. They have bad depth perception. -2 missle weapons. 50% chance of missing at the end of a charge.
85. Compound Eyes: Your eyes are highly segmented like the eyes of an insect. +2 Initiative and Reflex saves vs sight based threats.
86. Third Eye: You have an additional eye in the middle of your forehead. +2 on Sense Motive checks and Detect Thoughts 1/day as a SLA.
87. Hairy: You body is completely covered in long hair. 10 DR vs Cold, +3 Natural Amor
88. Tusks: You've grow long sharp tusks. -2 Diplomacy, Gore Attack (1d6).
89. Jelly Bones: You're bones are not rigid, allowing them to bend and flex. +2 Acrobatics and Escape Artist, -2 HP
90. to 100 Still open.

Poison Table
DC 15, +2 if mutation reoccurs. All effects are temporary unless they die. Unless mentioned, secondary damage is the same as primary and continues till the victim saves.
1: Acidic poison. 1D4 damage till save or area flushed out.
2:Paralyzed for 1D6 rounds, secondary save 1D6 hours.
3:Sleep for 1D6 rounds . Secondary 8 hours.
4: 1D6 con damage.
5: 1D6 Dex damage.
6:1D6 intelligence damage
7:1D6 Wis. Damage
8:1D6 Chr. Damage
9:1D6 Str. Damage
10 allergic poison causes the sickened condition till they make a save.

Cosmetic
01. Hair Color. Random Color chart. Yellow is blonde.
02. Skin Color. Random Color chart.
03.Eye color, Iris. Random Color chart.
04.Eye color, So called White. Random Color chart.
Cosmetic Differences
05. Third Eye,
06. Giant Eyes: Your eyes are much larger than is normal.,
07. 1-4 extra fingers,
08. 1-4 less fingers,
09. 1-4 extra toes,
10. 1-4 less toes,
11. Extra nose,
12. No nose, just 2 slits,
13. No ears, just small holes in head,
14. No Chin,
15. Cone-Head: Your head is cone-like.
16. Backward Bending Legs: Your legs bend the opposite direction.
17: Hand, fingers, and arms bend backwards.


When a creature mutates, they get one cosmetic for every game affecting mutation. At most cosmetic mutations can cause circumstance bonuses or penalties.
18: Warts
19: Large birthmark, opposite color of skin.

The Exchange

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When a creature mutates, they get one cosmetic for every game affecting mutation. At most cosmetic mutations can cause circumstance bonuses or penalties.

Cosmetic
01. Hair Color. Random Color chart. Yellow is blonde.
02. Skin Color. Random Color chart.
03.Eye color, Iris. Random Color chart.
04.Eye color, So called White. Random Color chart.
05. Third Eye,
06. Giant Eyes: Your eyes are much larger than is normal.,
07. 1-4 extra fingers,
08. 1-4 less fingers,
09. 1-4 extra toes,
10. 1-4 less toes,
11. Extra nose,
12. No nose, just 2 slits,
13. No ears, just small holes in head,
14. No Chin,
15. Cone-Head: Your head is cone-like.
16. Backward Bending Legs: Your legs bend the opposite direction.
17: Hand, fingers, and arms bend backwards.
18: Warts
19: Large birthmark, opposite color of skin.
20: Pattern 1. Stripes(2 random colors), 2. Spots, 3.Plaid(2 colors on a background), 4.Pick a symbol(letter, number, rune, emoticon, holy symbol, ect.


X = 1 per 4 hit dice
Magical Mutations
01:Grow fur, 5 damage resistance against cold and +X natural armor.
02:Grow Gills, must find water or suffer 1D4 per minute from drying.
03:Webbed Hands and Feet. +X swim, +10 swim speed.
04:Scales. +4 natural armor. +X escape artist.
05: Extra limbs. 1-2.Gain 1D4 Tentacles, 3-4. Two More Arms, 5-6. Two More Legs:
Tentacles, can grab with suction cups, and add 2 per tentacle to grapple and climb.
Arms, Can carry shield (or other object) without interfering with attack or have two more
offhand attacks. Can wear magic ring on extra hands, but only get extra ring slots if permanent mutation.
Legs: +50% land speed. Double carrying capacity.
06:Second Head, can perform mental actions at same time. Can cast and move at same time. Can use 2 weapons at full attack strength.
07:Eyes in back of head, un-flankable.
08:Wings, fly 50 but cannot wear armor(unless specially made of light materials).
09:Taller but not wider. Double height only. 10 foot reach and +half speed.
10:Fat. Double weight and width.
11:Claws. All hands and feet do 1D3 on hit. If claws already exist, use next larger dice. [5%Rtrctbl]
5%Rtrctbl=Retractable
12:Spines. Like armor spikes but attacks automatically against ordinary touch attacks or grapples. [5%Rtrctbl],[5%can fire like arrows, no reload]
13:Toothy Maw. Mouth becomes bigger and teeth sharper. Bite attack 1D4. See claws. [5%Swallow Whole as a monster]
14:Fangs[5%Rtrctbl] 1. Hollow fangs. Can use vampiric touch non-magically, 2. Hollow fangs, inject venom(see poison table),3. Sabertooth(2 fangs do 2D4), or 4.Gnawing(2D4 to most materials per round bypassing hardness) 5. Tusks: You've grown long sharp tusks. -2 Diplomacy, Gore Attack (1d6). 6. Gummy: You've lost all of your teeth or have never developed any. Have to grind up your food before you eat it.
15: Skunky. Can produce a magical stinking cloud, 1-2centered on self from skin, 3-4 breath weapon, 5-6 Sprayed from rear like skunk. Is immune to stinking cloud, troglodyte, and Ghast stench.
18:Batlike ears, can echolocate. Can see in the dark. Blocked by silence or sufficient noise. +6 listen.
16: Tail. 1. Prehensile, 2. Balancing, 3. Striker, or 4. Bushy
Prehensile Tail. Can hold weapon, tool, or support weight such as a tree branch.
Balancing Tail. +6 balance and tumble.
Striker Tail. As club. Can also deliver touch spells or powers.
Bushy Tail. +4 effective charisma. Can conceal tracks.
17: Ears on top of head, facing forward. Like a cat or bunny, they can target by sound.
18:Batlike ears, can echolocate. Can see in the dark. Blocked by silence or sufficient noise. +6 listen.
19:Snout. Add scent ability. +6 tracking.
20: Skin 1.Tiny suction cups on skin. Can climb walls if nothing worn on hands and feet, 2. Stony skin: Soak 10 points from each non-adamantine attack, 3.Barkskin:+2 to AC, 4. Albino: Direct sunlight hurts 1 point a round + 1D4 subdual and blinds them till light source blocked. Skin is pale, hair is white, and eye color is pink. +5 to disguises using makeup. 5. Poisonous Secretion: Your skin secretes a mild poison. Any foe that bites you or ingests you must make a DC 15 Fortitude save to avoid becoming poisoned. 6. Slimy. +X escape artist. Target becomes less appetizing.
21:Dissassembler: See below.
22. Giant Eyes: Your eyes are much larger than is normal. +2 Perception vs sight based checks.
23. Cyclops(-2 to hit ranged,50% chance of missing at the end of a charge.)Usually balanced by giant eye.
24. Compound Eyes: Your eyes are highly segmented like the eyes of an insect. +2 Initiative and Reflex saves vs sight based threats.
25: Third Eye: You have an additional eye in the middle of your forehead. +2 on Sense Motive checks and Detect Thoughts 1/day as a SLA.
26: Unsymmetrical: Like most Fomorians, the creature has one leg and arm longer and stronger than the other. One eye is higher, the mouth is crooked, ect. The good arm is effectively +2 strength and the weak one is -2. Jump is +4. The gate is irregular and may confuse the enemy. Trying to disguise anyone as the mutant is -6.
27: Scary: Like a Fomorian, this mutant is -6 Diplomacy, Disguise, and Handle Animal but +6 Bluff and Intimidate. Perform depends on the part.
28: Jelly Bones: You're bones are not rigid, allowing them to bend and flex. +2 Acrobatics and Escape Artist, -2 HP
29: Sexual mutations By InsideOwt. 1-2. Hermaphrodite: You are both male and female and are considered both for all purposes. 3-4. Genderless: You have no identifiable gender and are considered neither (other) for all purposes.
30: Translucent: Your tissue, veins and organs are translucent. +2 Stealth, -2 Diplomacy. [InsideOwt]
31:Extra thumbs: Dexterity +6 only with hands.
41:Psionic Power: 1. Detect Thoughts, 2.Telekinesis, 3.Claivoyance, 4.Clairaudiance, 5. Teleport, 6. Astral Projection. Teleport: Can teleport in any direction. 1-100 feet. If something is in the way, add more distance till empty space.
42:Dense Flesh: Add 4 to Strength, Constitution, Natural Armor, and double weight. Outward appearance does not change.
43: .Item Binder: As a standard action you can make an item part of you, or detach it. Once bound it cannot be removed by anyone else. Damage to the item is transferred to you preventing it from being sundered. In the book, Magic of Incarnum, Page 109 it gives the benefits of binding an item to a Chakra. Only active items that take a body slot can be bound, so only 2 rings at a time. Ioun stones cannot be bound. A necklace of fireballs will transfer the fire damage to the mutant rather than detonate on the strand. Activating a bound item is an immediate action. Cocking a crossbow is a move equivalent. While a spiked chain can be animated, a sword can not be willed to bend.
44:Cloraphil: Flesh turns green. Sunlight removes hunger, fatigue, and all subdual damage.
45:Biolumenesence: Normally like fairy fire but can be brought to torchlight strength with concentration.
46:Pseudo Monster: The subject looks like something the same size, but with none of the powers or
weaknesses. For example, pseudo-elf, pseudo -orc, pseudo -zombie, pseudo -demon,
47: Gigantism: Mutant is one size category larger. Food and water requirements are 3 times more.
48: Midget: Mutant is one size category smaller. If human they can pass for a Halfling. They need
less food than a normal sized creature, unlike a Halfling.
49: Dwarfism: Less tall but wider. They can pass for a dwarf but don't have the special abilities.
They do have wider bones and mussels. They have the same strength and con. bonuses as dwarfs.
50: Accelerated metabolism: Extra full round actions a round. Basic land speed is doubled. Ages
at double rate. Eats and drinks twice as often. Tire twice as fast such as with rage.
51: Slow Metabolism: Can take only one normal action in a round. A move, an item activation,
or an attack. No double moves. Searches take twice as long. Overland movement is half. Ages
at half rate. Eats and drinks half as often. Can hold breath twice as long.
52: Regeneration: 1 hit point a round.
53: Monkey feet: can use feet like hands, manipulating weapons and tools. Can wear magic ring
on toe, but only get extra ring slots if permanent mutation.
54: Extra dimensional guts: Since brains, heart, stomach, liver, ect. Is in a fleshy extra dimensional space, rogue extra damage and crits. do not work on them. Headshots do not kill them. Trying to force them into an extra dimensional space does 1D6 to them a round.
55: Belly Pouch: About the volume of a backpack. It can’t be sealed airtight, but muscles prevent things from falling out.
56: Hump: Like a camel. They can store food and water enough to go about a week. -4 charisma for skills but not spells.
57: No hair, at all, anywhere on their body. Add 5 to swim speed.
58: Naturally Invisible: Sweat makes clothes invisible after an hour wearing.
59: Ethereal: When anyone tries to touch them or they try to touch anything, there is a 50 percent chance that they pass right through each other. Staying 100 percent solid takes a DC15 concentration check. Once they pick up a weapon, it has ghost touch.
60: Skin dancer: Has the change self of a doppelganger but does not have the telepathy or mimicry.
61: Charm: Anyone seeing must save or be charmed. DC is Charisma based.
62: Acid touch: (1D4perX) Damage continues X-1 rounds unless wiped or washed off. Immune to acid but must have clothing immune to acid. Can otherwise replace clothing daily.
63: Firestarter: (1D4perX) Damage continues X-1 rounds unless fire put out. Immune to fire but takes double damage from cold and must have fireproof clothing.
64: Freezing touch: (1D4perX). Immune to cold but takes double damage from fire.
65: Shocking touch: (1D4perX). Immune to lightning but is burned by water 1D4 per X.
66: Sonic scream: 60 feet cone does 1D4 per X and shatters some materials. Dex. save to avoid 6 turns deafness.
67: Positive energy. Heals X at a touch, once a round. Can touch self. Damages undead
68: Darkness: 20 ft. radius. Normal effects of magical darkness.
69: Silence: 20 ft. radius.
70: Noise: 20 ft. radius. -10 listen and concentration. Noise and Silence counter each other.
71: Insanity: If they won't role play it, borrow their character.
72: Stat change: Roll ability stat randomly. 1-Strength, 2-Dexterity, 3-Constitution, 4-Intelligence, 5-Wisdom, 6-Charisma. (Roll 2D6-6 then add to stat. Adding a negative number is like subtracting.)
73: Protection: Protected from... 1-Roll on summoning table, 2-Projectiles, 3-Metal, 4-Wood, 5-Stone, 6-Toxic Gasses (Thing protected against can't come within 10 feet of subject. That includes reach. Subject will be pushed back if they try to approach the thing)
74: Antimagic field: Extends 5 feet from skin. One Square.
75. to 100 Still open.

Summoning.
01: Elemental. E1-Earth, E2-water, E3-Air, E4-Fire, E5-Ice, E6-Ooze, E7-Magma, E8-Smoke.
02: Goblinoid.
03: Animals. Includes Beasts and Magical Beasts
04: Slimes, oozes, and jellies
05: Human or Demi human. H1-Human, H2-Elf, H3-Dwarf, H4-Halfling, H5-Gnome or Dragonborn, H6-Other.
06: Aligned Magic and Outsiders. 1-Evil(Fiends), 2-Good(Celestials & Angels), 3-Lawful(Modrons & Inevitables), and 4-Caotic(Slaads)
07: Dragons, Nagas, and other lizardy monsters.
08: Aberrations.
09: Fey.
10: Undead.
11: Plants & funguses
12: Constructs


Bumped


75: Power Leach: Can take a power, ability, or spell by touch. The target rolls a will save vs. the mutants will save. The victim loses the power, ability, or spell for about an hour. The mutant can use the power or ability for the hour. They can cast the spell once per 5 levels, or write it into a spell book. The target can intentionally fail the save. The power, ability, or spell is random if the victim has more than one. This mutation cannot be turned off and does not require the mutant to know the victim has any of these things.


77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.


78. Serpent Tongue: The characters tongue transforms into a serpent like creature. The serpent must be feed human flesh once a day or it begins to thrash in hunger and coil up in the characters throat suffocating him from the inside. The tongue often extends out of the characters mouth and peers around, occasionally locking eyes with the character and almost seeming to smile.


79. Swollow Whole: The character is able to dislocate his bottom jaw as well as stretch his neck and throat. Furthermore his rib cage and abdomen can stretch as well. This allows the character to swollow any creature or object upto its own size. Swollowing a creature more than two size catagories smaller is a full round action. A creature two sizes smaller takes 2d4 rounds, one size smaller takes 2d4 minutes and a creature of the same size takes 2d4 x 10 minutes. During this time the character is considered helpless as he struggles to swallow the subject. The character developes an compulsion to feed in this manner and tends to prefer live prey.


Kalyth wrote:

77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.

Not very useful. How about the character goes into a kind of heat. Anything it touches, it goes through that process and misclones. The infant is carnivorous, grows at 10 times the normal rate if it is fed lots of meat. The creature as an adult is a strong, dull witted, humanoid like in science fiction movies.


Goth Guru wrote:
Kalyth wrote:

77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.

Not very useful. How about the character goes into a kind of heat. Anything it touches, it goes through that process and misclones. The infant is carnivorous, grows at 10 times the normal rate if it is fed lots of meat. The creature as an adult is a strong, dull witted, humanoid like in science fiction movies.

Am I missing something? Do magical mutations have to be useful? If there are going to be useful mutations there needs to be really useless and horrible ones too. Otherwise we are just creating a list of SUPER CHARISMA DUMP OPTIONS. It's your thread, your rules feel free to edit as you wish, I dont mind. I just think that magical accidents should generate some really horrific and terrible results.

Perhaps the infant clone lives for 24 hours and in that time will obey your commands before dying. Limit to functioning as an Unseen servant. But it should wail and moan in pain the whole time and often look at his "parent" and plead in a feeble voice. "Kihhhhlllll meeeee..."


Kalyth wrote:
Goth Guru wrote:
Kalyth wrote:

77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.

Not very useful. How about the character goes into a kind of heat. Anything it touches, it goes through that process and misclones. The infant is carnivorous, grows at 10 times the normal rate if it is fed lots of meat. The creature as an adult is a strong, dull witted, humanoid like in science fiction movies.

Am I missing something? Do magical mutations have to be useful? If there are going to be useful mutations there needs to be really useless and horrible ones too. Otherwise we are just creating a list of SUPER CHARISMA DUMP OPTIONS. It's your thread, your rules feel free to edit as you wish, I dont mind. I just think that magical accidents should generate some really horrific and terrible results.

Perhaps the infant clone lives for 24 hours and in that time will obey your commands before dying. Limit to functioning as an Unseen servant. But it should wail and moan in pain the whole time and often look at his "parent" and plead in a feeble voice. "Kihhhhlllll meeeee..."

I mean useful in the game, to the GM. There was a movie where ugly babies were being born that would go out and murder people. Was it, It's Alive! You could just have the babies explode at a very random time, probably taking the parent with them.


76. Tumors. The mutant is in constant pain. 1 point of hits per level is tied up in actual internal damage from these things. The mutant needs to use concentration to do even simple tasks like search. All knowledges and perception are affected. Magical healing will last 10 minutes before the pain comes back. Surgical proceedures will be effective for a month. Polymorph and Wish can actually remove the mutation.


77. Scars. They have lots of strange scars where they grew useless limbs and had to have them cut off and cauterized. A regenerate spell will bring them back. They don't need a foot growing out of the side of their head. They don't need a nose right over their foot.


Kalyth wrote:
Goth Guru wrote:
Kalyth wrote:

77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.

Not very useful. How about the character goes into a kind of heat. Anything it touches, it goes through that process and misclones. The infant is carnivorous, grows at 10 times the normal rate if it is fed lots of meat. The creature as an adult is a strong, dull witted, humanoid like in science fiction movies.

Am I missing something? Do magical mutations have to be useful? If there are going to be useful mutations there needs to be really useless and horrible ones too. Otherwise we are just creating a list of SUPER CHARISMA DUMP OPTIONS. It's your thread, your rules feel free to edit as you wish, I dont mind. I just think that magical accidents should generate some really horrific and terrible results.

Perhaps the infant clone lives for 24 hours and in that time will obey your commands before dying. Limit to functioning as an Unseen servant. But it should wail and moan in pain the whole time and often look at his "parent" and plead in a feeble voice. "Kihhhhlllll meeeee..."

http://www.loxosceles.org/misc/anomalies.shtml

Follow that link and you can read horror stories about calcified fetuses, women who vomit up dead babies, men who have their twin growing inside them, and other horrors possiby even worse than your idea. A stillborn factory probably wouldn't be able to adventure because it would be perpetually, pointlessly, pregnant. That's why that, and people without arms and legs are better left as NPCs.


Goth Guru wrote:
Kalyth wrote:
Goth Guru wrote:
Kalyth wrote:

77. Mother of Corrupted Flesh: Once every 3d4 Months the characters abdomen begins to swell and character experiences horrible abdominal pains for 3d4 hours. After this time the character "gives birth" to a malformed infant clone of him or herself. The clone wails and moans for 1d4 hours then dies. The birthing process inflicts 3d6 damage on the parent character.

Not very useful. How about the character goes into a kind of heat. Anything it touches, it goes through that process and misclones. The infant is carnivorous, grows at 10 times the normal rate if it is fed lots of meat. The creature as an adult is a strong, dull witted, humanoid like in science fiction movies.

Am I missing something? Do magical mutations have to be useful? If there are going to be useful mutations there needs to be really useless and horrible ones too. Otherwise we are just creating a list of SUPER CHARISMA DUMP OPTIONS. It's your thread, your rules feel free to edit as you wish, I dont mind. I just think that magical accidents should generate some really horrific and terrible results.

Perhaps the infant clone lives for 24 hours and in that time will obey your commands before dying. Limit to functioning as an Unseen servant. But it should wail and moan in pain the whole time and often look at his "parent" and plead in a feeble voice. "Kihhhhlllll meeeee..."

http://www.loxosceles.org/misc/anomalies.shtml

Follow that link and you can read horror stories about calcified fetuses, women who vomit up dead babies, men who have their twin growing inside them, and other horrors possiby even worse than your idea. A stillborn factory probably wouldn't be able to adventure because it would be perpetually, pointlessly, pregnant. That's why that, and people without arms and legs are better left as NPCs.
I'm already sorry I wrote that. If your GM will let you play a character with mechanical arms and legs, more power to you. A snake bite on your leg, will have almost no effect.


Kalyth wrote:
78. Serpent Tongue: The characters tongue transforms into a serpent like creature. The serpent must be feed human flesh once a day or it begins to thrash in hunger and coil up in the characters throat suffocating him from the inside. The tongue often extends out of the characters mouth and peers around, occasionally locking eyes with the character and almost seeming to smile.

Have you tried to roleplay this? Most characters would die the first day they had this. No point resing them either. This mutation would just kill them every time. It's too bad because if it could eat any kind of meat and would make the mutant hunt at night, sleepwalking, it would be really cool.

(Maybe the tongue would eat them and they would disappear. As Peanut would say,"That would be funny as H@ll!")

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78. Contagious mutation
Creature touched must save Fort DC18, or gain a normal mutation(From this chart), a minor power, and a cosmetic mutation. If used in Ravenloft, a lower plane, or other evil area, the target also gets a Useless thing you would get removed.
(This topic, is more or less Pazio's. It's just that any mutation that's truly evil or automatically fatal is not useful as a PC mutation. Any mutation that's truly monstrous should go into Useless things you would get removed[If you can]).

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Warning, my spelling is very bad and I like puns.


80. Inborn Rage
Like barbarian rage but they can rage one time per day per point constitution bonus.
81. Were Mutant.
They look normal. When under stress such as angry, im combat, scared, or otherwise out of control, all their mutations activate. After 1-4 weeks training they can control it. Monks already can.


81: Living hair. They wear their hair long, because it hurts to cut it. Their hair is tough as rope and can be moved as if tenticles. They can strangle as a choker or pull an ally from the edge of an abyss. The hair from their head can act as 4 animated ropes or 2 arms. Beard hair can act as 2 ropes or 1 arm.


Bump


I'm reworking this.
While the room in the Cleaves will short cut to mutations, exposure to "normal" radiation will need a fort save vs 10+Radiation level. A failed save will result in radiation sickness for a few days followed by a roll on a table that includes mutation(mutants are a template), The big C(Cancer), all diseases and parasites dying(Radiation therapy), the appearance of cancer(benine tumors), and GM choice which can include horror or s@xual mutations. More in the new topic.


1 through 50
DC 20 fort save or 1d6 permanent Constitution damage
51
DC 20 fort save or 1d4 Strength damage
52
DC 20 fort save or 1d4 Dexterity damage
53
DC 20 fort save or 1d4 Constitution damage
54
DC 20 fort save or 1d4 Intelligence damage
55
DC 20 fort save or 1d4 Wisdom damage
56
DC 20 fort save or 1d4 Charisma damage
57
DC 20 fort save or 1d6 damage to all ability scores
58
DC 20 fort save or 1d6 permanent damage to all ability scores
59
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
60
random 1st level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
61
random 1st level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
62
random 2nd level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
63
random 2nd level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
64
random 2nd level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
65
random 3rd level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
66
random 3rd level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
67
random 3rd level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
68
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves CON based
69
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves INT based
70
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves CHA based
71
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves WIS based
72
darkvision 80 ft
73
darkvision 120 ft
74
darkvision 60 ft
75
permanent size increase by one size category
76
permanent size decrease by one size category
77
Blindsight
78
Blindsense
79
Channel resistance 2
80
fire immunity
81
fire vulnerability
82
frost immunity
83
frost vulnerability
84
electricity immunity
85
electricity vulnerability
86
acid immunity
87
acid vulnerability
88
permanent protection from evil
89
vulnerability to good aligned weapons
90
wings, fly speed 30 ft average
91
wings, fly speed 60 ft average
92
wings, fly speed 90 ft average
93
wings, fly speed 120 ft average
94
wings, fly speed 20 ft clumsy
95
wings, fly speed 40 ft clumsy
96
wings, fly speed 60 ft clumsy
97
9th level spell of player's choice as an at-will spell-like ability, CL=Hit dice, saves based on ability score of player's choice.
98
permanent +1d6 to random ability score
99
permanent +1d10 to random ability score
100
Gain 10,000 experience points


I made the above thing for a magical mutations thing in my home campaign that is designed to be quite deadly. You can be shielded from the effects by things like abjuration magic, golden hazmat suits, or a good fort save.


Bump for a return in interest.


how would hermaphrodite work for lashuntas?


This is what killed this topic.
Sexual mutations are useless in combat and exploring dungeons. It's pretty much fluff.

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