| Cryptidkinger |
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Mutant
Alignment: Any Non-Lawful
Hit Die: d8
Class Skills
The mutant's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (Engineering) (Int), Knowledge (Planes) (Int), Knowledge (Nature), Survival (Wis), Use Magic Device (Cha), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Table: The Mutant
Level 1: Microwave 1d8, Radiation
Level 2: Shape waste (minor), Rot
Level 3: DR 1/Lawful, Microwave 2d8
Level 4: Chemical Flight
Level 5: Microwave 3d8
Level 6: Improved Chemical Flight
Level 7: DR 2/Lawful, Microwave 4d8
Level 8: Shape waste (major), Stem Cells 1
Level 9: Microwave 5d8, Improved Radiation
Level 10: Energy Resistance 5
Level 11: DR 3/Lawful, Microwave 6d8
Level 12: Shape waste (self)
Level 13: Stem Cells 2
Level 14: Microwave 7d8
Level 15: DR 4/Lawful
Level 16:
Level 17: Microwave 8d8
Level 18: Stem Cells 5
Level 19: DR 5/Lawful
Level 20: Microwave 9d8, Energy Resistance 10, Final Mutation
Weapon and Armour Proficiencies: All simple weapons, and light armour. You use your spell-like abilities while wearing light armour without any chance of arcane spell failure.
Microwave (Su): An microwave beam is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A microwave beam deals 1d8 points of damage at 1st level and increases in power as the mutant rises in level. A microwave beam is the equivalent of a spell whose level is equal to one-half the mutant’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a mutant reaches 18th level or higher.
Radiation (Su): (1 +Mutant's Wis times) per day, The mutant can irradiate a foe, giving him radiation poisoning. The target must be visible to the Mutant and within 60 feet. The target of a Mutant's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Fortitude save (DC 10 + 1/2 Mutant class level + Mutant's Wis modifier) negates the effect. Multiple mutant's radiation don't stack, and any foe that successfully resists the effect cannot be affected again by the same mutant's radiation for 24 hours. Any effect that removes or dispels disease removes radiation poisoning. Radiation can be delivered through Beam Shape mutations.
Radiation, Improved (Su): Same as Radiation but instead functions like Bestow Curse.
Rot (Su): Functions like the Witch hex, Blight.
Chemical flight (Su): You gain a flight speed of 20 feet with a maneuverability of good.
Chemical flight, Improved (Su): Your flight speed increases to 30 feet and your maneuverability increases to perfect.
Energy resistance (Su): Choose two energy types, you gain energy resistance 5 to both. This increases to 10 at level 20.
Stem Cells (Su): Once per day, for two minutes, you gain fast healing 1. This increases to fast healing 2 at level 13 and 5 at level 18.
Final Mutation (Su): You reach your final level of mutation and achieve inhuman results. Your type changes to aberration and you gain immunity to critical hits and sneak attacks.
Shape waste, minor (Su): You can turn an amount of material equal to 100 pounds +(Wis x 3) per-day into nuclear waste that can be shaped in any of the following ways:
Object: Functions like Prestidigitation
Acid: Can be smeared on substances to do 1d4 acid damage per-round and ignores hardness. Fortitude save ends.
Building: Simple objects like walls and stairs
Weapon: Replicates any simple weapon but adds the fragile properties
Ooze: Functions as Grease but with a ranged touch attack
Each re-shaping is a free action.
Shape waste, major (Su): You can turn an amount of material equal to 500 pounds +(Wis x 5) per-day into nuclear waste that can be shaped in any of the following ways:
Object: Functions like fabricate
Weapon: Replicates any weapon and adds the fragile and disarming properties
Creature: Functions like summon monster of the appropriate level but can also be used as summon nature's ally.
Greater Ooze: Functions as entangled and does 1d6 of acid damage each turn, unaffected by Spell Resistance
Each re-shaping is a free action.
Shape waste, self (Su): You can treat yourself as nuclear waste and reshape yourself in the following ways.
Shapeshift: Functions like polymorph but excludes elemental shapes unless they have the earth or acid descriptor.
Weapon: You can change any part of your body into a simple or martial weapon. You are immune to disarm and sunder attempts against this weapon.
Each re-shaping is a free action.
Beam Power Mutations
Weird:
Spastic beam: Knocks target prone.
Weakening beam: As Ray of Enfeeblement
Warped:
Insanity beam: The target takes a –2 penalty on Will saving throws, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks.
Mind-wracking beam: Deals sonic damage and dazes target
Conductive beam: Deals electricity damage and target must make a reflex save or catch fire.
Twisted:
Paralyzing beam: Paralyzes target
Ion beam: In addition to regular damage, target is affected by Radiation.
Nausea beam: Target is nauseated
Leeching beam: Damage done is given to the mutant as healing.
Vile:
Fission beam: As the sorcerer/wizard spell Fireball
Comatose beam: Dominates target.
Beam Shape Mutations
Weird:
Claws: You deliver your beam or radiation through claws that also deal 1d4 damage on a successful melee attack.
Warped:
Missile: You impart your radiation or beam into a missile that functions as magic missile.
Weapon: You deliver your radiation or beam through a weapon.
Warped:
Vomit: You deliver your radiation or beam in a cone of projectile vomit.
Bomb: You deliver your beam or radiation in an explosion that affects all creatures in a 10 foot blast radius.
Vile:
Unstoppable line: You can attack every creature in a straight line with your beam but must roll separately for each target.
Spreading: Your beam or curse affects up to 4 targets adjacent to each other.
I made this as a revival of the original warlock from D&D 3.5 but with a bit of a nuclear theme. I am planning to publish this once the kinks are worked out so don't be a jerk and try steal this. What do you think needs to be changed? Is it under or overpowered?