Mana Wastes Mutant - Player Race


Homebrew and House Rules


Mutant (17 RP)
Type
Aberration (3 RP)
Size
Medium (0 RP)
Ability Score Modifiers
Weakness (-1 RP) (+2 Con, +2 Int, -4 Cha)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Healthy (4 RP)
Feat & Skill Racial Traits
Shards of the Past (4 RP)
Offense Racial Traits
Toxic (1 RP)
Senses Racial Traits
Darkvision (- RP)

Mutation Racial Talents (Pick Only One)
Acidic Pustules (3 RP) (homebrew)
Acid Resistance (3 RP) (Energy Resistance 1 RP + Improved Resistance 2 RP)
Breath Weapon (3 RP) (Breath Weapon 1 RP + Extra Breath 1 RP + Increased Area 1 RP)
Spell Resistance, Greater (3 RP)

Mutation Deformities (Pick Only One)
Limb Growth (3 RP) (Homebrew - Multi-Armed)
Deformed Legs (3 RP) (Fleet-Footed 3 RP)
Shattered Mind (3 RP) (Hombrew - Naturally Psionic + Psionic Aptitude)
Warped Hide (3 RP) (Natrual Armor 2 RP + Improved Natrual Armor 1 RP)

GM Altenate Racial Build
If you do not allow psionics in your campaign, then simply swap Shattered Mind for Limited Telepathy.

Limited Telepathy (3 RP): A mutant is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.

Mutant Racial Traits
+2 Constitution, +2 Intelligence, -4 Charisma: Mana Wastes Mutants are hardy and keen but their infusion to dangerous radiations impedes any dealings with most of society.
Medium: Mutants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutants have a base speed of 30 feet.
Darkvision: Mutants can see in the dark up to 60 feet.
Unnatural Health: Mutants gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Mutation Talent: Mutants have extraordinary and supernatural special qualities. Pick one talent from the list of Mutation Talents below.
Mutation Deformities: Mutants gain a deformity due to its transformation. Pick one deformity from the list of Mutation Deformities below.
Shards of the Past: All mutants once had past lives that grant them two particular Knowledge skills. Pick two and gain a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class it takes.
Toxic: Mutants can envenom a weapon that it wields with its radiated saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying the toxin in this way is a swift action. You can perform this extraordinary ability a number of times per day equal to your Constitution modifier (minimum 1/day). Mana Toxin: injury; save Fort DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier; onset 1/round for 6 rounds; effect 1 Con; cure 1 save.
Languages: Mutants of the Mana Wastes begin play speaking common and the primary language of their host society. Mutants with a high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Mutation Talents
Acid Resistance (Su): A Mana Wastes mutant gains resistance to acid 10.
Acidic Pustules (Ex): Mana Wastes mutants are often covered in necrotic pustules that burst at the slightest touch. Whenever a creature deals piercing or slashing damage to a Mana Wastes mutant, all creatures adjacent to the Mana Wastes mutant must succeed at a Reflex save
(DC = 10 + 1/2 the Mana Wastes mutant's Hit Dice + the Mana Wastes mutant's Constitution modifier) or take acid damage as its boils and blisters pop and spray about. A Mana Wastes mutant deals 1d4 acid damage.
Breath Weapon (Ex): A Mana Wastes mutant can spray a 30 foot cone of acidic bile from its mouth as a standard action twice per day. The acid deals 1d6 damage. A successful Reflex save (DC = 10 + 1/2 the Mana Waste mutant's Hit Dice + the Mana Waste mutant's Constitution modifier) take no damage from this attack.
Spell Resistance, Greater: The mutant gains spell resistance equal to 11 + their character level.

Mutation Deformities
Limb Growth: Possessing three arms, the mutant can wield multiple weapons, but only one hand is the primary hand, the others are off hands but one of those off hands suffers a -2 penalty. The mutant can use those hands for other purposes that require free hands.
Deformed Legs: The mutants hind legs allow him to receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Shattered Mind: The mutant has manifested on a psionic level. The mutant gains the Wild Talent feat as a bonus feat at 1st level. If levels in a psionic class are taken, the mutant instead gains the Psionic Talent feat. When the mutant takes a level in a psionic class, it can choose to gain an additional power point instead of a hit point or skill point.
Warped Hide: The mutants body is covered in strange mottled graphs and bulbous tissues gaining an additional + 2 bonus to its natural armor.

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