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Goth Guru |
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27:Duplicator
Like a simulacrum, the duplicates have half the levels and or hit dice of the original. At first level, that’s usually 1 hit point. Unlike simulacrum, the mutant is in constant telepathic contact with the duplicates. The mutant must make a disguise check to fool someone into thinking the duplicate is the original. Like a summoned creature, the duplicate can disappear or reappear by seeming to step into or out of the original, as it’s 5 foot step. A dead duplicate melts away like a summoned creature at -5 hits. A duplicate takes 12 hours to grow back, one at a time. If a duplicate is transported to a different plane than the original, It becomes a free willed identical twin. Being stuffed into a portable hole has the same effect. Identical twins will pursue different classes, trades, crafts, behavior, and clothing styles. They start at half the levels of the original, and it will take the normal 12 hours to grow a duplicate assuming they have any levels or full hit dice. A zero level twin must learn a class.
Level: Class abilities
Zero Level: Silent illusion precedes them into a room or ventriloquism goes off accidently.
1st: 1 duplicate(has zero class abilities)
2nd: Duplicate is now 1st level
3rd: Second duplicate, send healing.
5th: 3rd Duplicate, send copy.
7th: 4th duplicate, program copy.
9th: 5th duplicate, object copy
11th: 6th duplicate, creature copy
13th: 7th duplicate, Freejack
15th: 8th duplicate, Copy of a copy
17th: 9th duplicate, lingering copy
19th: 10th duplicate, Power copy
21st: 11th duplicate
Skills: Bluff, disguise, craft(any), Perform(acting)
Feat: Deceitful
Spells: 1st Disguise self, 3rd Mirror image, 5th invisibility, 7th invisibility greater, 9th seeming, 11th programmed image, 13th Simulacrum, 15th Screen, 17th Weird
Send healing: The mutant can send the duplicate a hit point as a free action. The hit point can stabilize the duplicate if dying.
Send copy: They can send a copy up to 5 feet a level away. They can send it to the other side of a wall. If there is insufficient space for them to appear, the sending fails and the mutant is stunned for 1 round. If there is no floor, the duplicate falls.
Program Copy: Instead of having all duplicates mimic their actions or move like pupets, the mutant can send one a command as a move action. They can have a duplicate prepair different spells or use an item with a different command word.
Object Copy: This counts as one of their duplicates. It can look like a valuable, but is fake like fools gold.
Creature copy: This is one of their duplicates that looks and acts like the creature duplicated. A duplicate of a zombie will not be undead.
Freejack: By giving a duplicate free reign to do a task, it makes it's own disguise checks at +4.
Copy of a copy: By lending an extra copy or 2, a duplicate can have another duplicate step out from them. This gives a +4 to their disguise check, if the duplicate is of a known duplicator.
Lingering Copy: For 10 minutes per mutant level, the dead duplicate will persist. This can only be done for one duplicate at a time. It's a fake corpse, so speak with dead will not work. A broken object copy can not be mended.
Power copy: The creatur copied will have none of the mutant's powers and levels. Instead they will have some of the powers and abilities of the creature copied. They can only have the hit dice or levels of 1/2 the mutant's levels. A duplicate of a dragon can thus fly and breath fire, but possibly only as a younger dragon.
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Goth Guru |
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28.Shapeshifter
They can have a doppelganger ancestor, be a rare Raccoon dog or selkie, or just mutated by transformational fallout.
Level: Class abilities
Zero Level: You have a base form, like your parents. Thus you could seem to be a normal human, half elf, raccoon, fox, or whatever. On occasion you will change skin, eye, or fur color, suddenly. Note that shapeshifting raccoons are usually called raccoon dogs. Shape shifting foxes are called Kitsune, even though they might not fit the race description. You already have the shapeshifter subtype. Dead magic zones will make them revert to the base form. Abjuration spells, even mage’s disjunction, allows a saving throw, or they revert. Changing the base form requires a wish, miracle, or 19th level.
1st: Second form, Animal and humanoid languages. Night vision. Full round change.
3rd: Rebuild form on the fly. Chameleon. Move equivalent.
5th: 3rd form. Object form.
7th: 2X size change. ESP(as the spell but constant)
9th: 4th form.
11th: Swift action.
13th: 3X size change.
15th: 5th form.
17th: Telepathic imitation
19th: Change base form.
21st: 6th form.
Skills: Bluff, Diplomacy, Disguise, Perception, Sense Motive, and Stealth
Feat: The Method
Spells: : 1st Vocal Alteration, 3rd Disguise Other, 5th invisibility, 7th invisibility greater, 9th seeming, 11th Stone to Flesh, 13th Polymorph Greater, 15th Polymorph any object, 17th Overwhelming Presence
All forms: They can mimic voice and appearance. Clothes, armor, and equipped items all transform with them, but only things with special properties will retain their other properties. Adamantine armor +1 will become normal raccoon fur. Traits like venom, spell like abilities, and gaze attacks are genetic and cannot be altered by this mutation. They are either in their base form or require additional mutation to acquire. While wings can be imitated, without certain muscles they can only glide using their fly skill. Selkies will swim like a seal even in human form. When they change size they take on or reduce empty spaces in their bodies, so strength and constitution aren’t affected, but AC and weapons useable are. Carefully studied forms will have the weapon and armor proficiencies of the class, level and race of their form. Careful study requires at least 1 hour of studying the original.
Night Vision: They can restructure their eyes and the surrounding tissues to see in near total darkness. Thus cat’s eyes, a raccoon’s mask, or both will appear if plunged into darkness.
Second form: It must be within one size category of the base. Thus a raccoon dog can take the form of a Halfling or human child. They could take on hybrid form, having both natural weaponry and humanoid stature. With a carefully studied form, Bluff is +4 and disguise is +20.
Animal and humanoid languages: A raccoon dog can speak both common and raccoon. They can learn more languages based on intelligence. They can generally only speak humanoid languages in humanoid form. They can only speak with raccoons in raccoon form as there are silent gestures involved, some of which are tail movements.
Rebuild form on the fly: As a move action they can reset their second or later form to look like some living thing they have seen or had described to them in detail. This is treated as a disguise attempt +4.
Chameleon: By copying the appearance and texture of their background, they can blend in. All equipped items, clothes, and armor are normally likewise concealed. +8 stealth.
Object form: The second and later forms could be an object. One famous Raccoon dog liked to take on the form of a tea kettle, but while he could hold water, he could not stand being put on a hot stove. If they take on the form of a chair or wardrobe they can spy indefinitely. Often the only way you can tell is food goes missing.
2X size change: Now they can go from raccoon to full sized human.
Swift action: They can change between forms as a swift action once a round.
Telepathic imitation: If they read someone’s mind they can acquire all their mannerisms. +4 to disguise.
Change base form: It takes a whole day of meditation as they switch forms. They lose the traits of their original form and gain the traits of the other. They can only have dragon breath or a poison bite if that trait is part of their base form.
The method: You believe you are the part.
Prerequisites: The ability to alter your appearance through disguise or magic of some sort.
Benefit: This feat gives you +4 to a performance while you are disguised and or acting. Mind reading will not reveal you.
Normal: Mind reading will reveal your true identity.
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Goth Guru |
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Magic Resistor.
The only kind of wizard they can become is an abjurationist and they have to give up the enchantment school. To get the benefit of helpful magic they have to have been baptized or taken communion from any religion.
Level: Class abilities
Zero Level: Will reflexively jam some zero level spell.
1st:Spell resistance equal to level + Con bonus.
2nd: Bonus feat
3rd: Saves vs magic +1
5th: Evasion vs magic and supernatural powers.
7th: Saves vs magic +2
9th: If they save vs an area effect, it fails.
10th: Gaze of Doubt.
11th: Saves vs magic +3.
13th: Contagious Spellblight
15th: Saves vs magic +4
17th: Save vs the unsaveable.
19th: Saves vs magic +5
21st: Create dead magic zone.
Skills:Perception, Knowledge Arcana, Spellcraft
Feat: Improved Iron Will
Spells:1st Protection from Chaos/Evil/Good/Law, 3rd Resist Energy, 5th Dispel Magic, 7th Remove Curse, 9th Break Enchantment, 11th Dispel Magic Greater, 13th Spell Turning, 15th Mind Blank, 17th Mages Disjunction, 19th Freedom
Gaze of doubt: Disables all magic or extraordinary powers of the creature or object. Lasts as long as the mutant is looking. Dragons and pegasuses can only glide. Dragons cannot use their breath weapon or cast spells. An outsider or intangible undead is forced into the etherial or astral plane. A witch can learn as a major hex.
Contagious Spellblight:.If they contact a Spellblight, they can share it by a touch attack.That's an unarmed attack that does not have to do damage, just hit.
Save versus the unsavable: Usually from a god or artifact, They can save at -4, usually need a 20 or better.
Create Dead Magic Zone: They must drip blood where they are standing. This creates a static, 50 foot diameter, Dead Magic Zone. It will persist till they create one somewhere else.
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Goth Guru |
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30:Teleporter.
Level: Class abilities
Zero Level: When they have a nightmare they sometimes fall through the bed, to under the bed.
1st: Can go partially ethereal causing a blur effect.
2nd:Can 5ft. step through thin solid objects like doors or some thin walls.
3rd:
5th:Can blink, Blink charge(even a set weapon has a normal miss chance)
7th: Can teleport self only. 5 miles per mutants total levels. Mental inventory means very familiar.
9th: Can teleport as the spell. All levels or DC count. Will be disoriented for the rest of the round.
11th: Can teleport any single person or object at short range, one a round. They can reflex save to avoid.
:13th: Greater teleport meaning anywhere in the current world without error.
15th:
17th:
19th: Interplanetary Teleportation possible.
21st: Intergalactic Teleportation is blocked to galaxies overrun by Mega Abominations.
Skills:Intimidate
Feat:In Your Face: By appearing right in front of someone they gain +4 to intimidate.
Spells:3rd: Blur 5th: Blink 7th: Dimension Door 9th: Teleport 11th: Baleful Teleport 15th: Greater Teleport 19th: Teleportation circle
Notes: If you try to go somewhere outside the current plane or demiplane, you wind up in your home plane.
Work in progress. You can ignore the empty levels or let the mutant use metamagic feats to augment the powers as if they were spells.
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Goth Guru |
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31:Natural invisibility.
Level: Class abilities
Zero Level: When embarrassed or scared will vanish from sight.
1st:Can start and stop blur effect as a free action
2nd:
3rd:They are invisible unless they turn it off or engage in combat. Everything worn or equipped is normally invisible.
5th:Greator invisibility. -4 to hit in combat. Also applies to crit checks.
7th:
9th: Can make one other person or thing for each 3 levels invisible. Range, 5 feet per level. Persists 10 minutes per level beyond range.
11th: Can suppress sound and smell of self and anything they are making invisible, only within range. They can still be tracked.
13th:
15th:
17th:
19th: Sensory void. 5feet per level centered on self or target. Reflex save applies.-8 to hit anything in area. Does not block sense of touch. Concentration duration. Blocks all rays, gaze attacks, and sonic attacks. GM call weather stinking cloud will have any effect.
21st:
Skills: Stealth Intimidate
Feat: Rogue like surprise attack(Like a rogue 2 levels lower, no bonus damage 1st or 2nd level)
Spells: One illusion spell per spell level.
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Goth Guru |
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Deep Breathing (feat)
Prerequisites: Breathing(Sorry most undead)
Deep Breathing will help mutants and mystics resist both magical and non-magical attempts to disrupt their power. It gives them +4 to their concentration to use or maintain their powers in the face of any attempted mental disruption. It effects their will save vs a symbol of despair. It adds to their concentration checks to use telekinesis or telepathy.
Deep breathing works for spells and anything else that requires concentration.
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The Other Strawman |
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31:Natural invisibility.
Level: Class abilities
Zero Level: When embarrassed or scared will vanish from sight.
1st:Can start and stop blur effect as a free action
2nd:
3rd:They are invisible unless they turn it off or engage in combat. Everything worn or equipped is normally invisible.
5th:Greator invisibility. -4 to hit in combat. Also applies to crit checks.
7th:
9th: Can make one other person or thing for each 3 levels invisible. Range, 5 feet per level. Persists 10 minutes per level beyond range.
11th: Can suppress sound and smell of self and anything they are making invisible, only within range. They can still be tracked.
13th:
15th:
17th:
19th: Sensory void. 5feet per level centered on self or target. Reflex save applies.-8 to hit anything in area. Does not block sense of touch. Concentration duration. Blocks all rays, gaze attacks, and sonic attacks. GM call whether stinking cloud will have any effect.
21st:
Skills: Stealth Intimidate
Feat: Rogue like surprise attack(Like a rogue 2 levels lower, no bonus damage 1st or 2nd level)
Spells: One illusion spell per spell level.
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Goth Guru |
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32:Daywalker.
A blood relative(parent, grandparent, or ancestor) was, or is a vampire.
Level: Class abilities
Zero Level: Has disturbing dreams, hears others heartbeats, allergic to garlic, and reflection sometimes fades.
1st: 30 feet darkvision, DR1/magic and silver, Resist cold and electricity 1, Blood drain
2nd: Can assume humanoid bat form in the dark only. Children of the night.
3rd: 40 feet darkvision, DR2/magic and silver, Resist cold and electricity 2, Create spawn
5th: Can assume humanoid wolf form in the dark only.
7th: 50 feet darkvision, DR3/magic and silver, Resist cold and electricity 3
9th: Can assume dire bat form. Energy Damage 1.
11th: 60 feet darkvision, DR4/magic and silver, Resist cold and electricity 4
13th: Can assume dire wolf form, Dominate.
15th: DR5/magic and silver, Resist cold and electricity 5
17th: Can assume tiny bat form. Energy damage 2
19th: DR6/magic and silver, Resist cold and electricity 6
21st: Gassious form.
Skills: Bluff, Perception, Sense motive, and Stealth.
Feat: Escue Material components(only with blood replacement)
Spells: 0 Touch of Fatigue, 1st Chill Touch, 3rd Command Undead, 5th Vampiric touch, 7th Fear, , 9th Symbol of Pain, , 11th Symbol of Fear,13th Control undead, 15th Clone, 17th Astral Projection
Vampiric curse: If they die, they become a normal vampire.
Create Spawn: Only if their blood drain causes death, and only vampire spawn.
Dominate: As a vampire, but at current level.
Energy Damage: A temporary loss of levels that they recover from after a good nights rest. Use of this power can cause a shift towards evil. Also causes spawn.
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Pizza Lord |
33. Nuts
Your genetic makeup or DNA is crossed with a peanut, a walnut, and several other nut and legume plants. Some of which are allergens or have flammable oil.
Drawback You always have an oily sheen on your skin. The first time any creature comes into close contact with you, check if they're allergic to your nut oil. This is typically caused by touching you or your clothing, or passing items between each other, but possibly if standing very close in a crowded space
To check if a creature is allergic to you, they roll a D20. On a 1, they are allergic to something about you and must make a Fortitude save (DC 10 + 1/2 character level + your Con modifier) or be nauseated for 1d4 rounds, receiving 1d6 nonlethal damage each round. After that time, they can attempt another Fortitude save or it worsens and continues for 1d4 additional rounds and they are sickened for 1 minute and fatigued. After this additional time, another Fortitude save can be made to indicate a more severe reaction. The nausea and damage continue for 2d4 rounds and they are sickened for 10 minutes and exhausted.
A creature makes this check for allergies once only, unless their body or physiology changes significantly. Either they are allergic to you, and must check for reaction whenever around you, or they are not. Creatures that already have a nut allergy or reaction to nut oils are automatically subject whenever in contact with you as above. A creature with scent encountering your trail will also check for allergic reaction as though making contact if scenting you within 5 minutes of your passing.
Immunity to poison does not stop a creature from being allergic to you, though neutralize poison or remove disease can mitigate the symptoms. A Heal check can be used in place of an afflicted creature's Fortitude save if they are treated. None of these change the creature being allergic to you or mitigate future encounters or contact.
1st: +2 inherent bonus to Profession (cook) or other checks involving flavoring foods. Creatures with scent have a +5 bonus to track you.
2nd: You can make a functional torch with a DC 10 Int check (or a suitable Craft skill) and 2 minutes of work. This costs you nothing, but you must have a suitable stick or handle and you must use an article of clothing that you've been wearing for at least an hour. The amount of clothing must be suitable to make a torch; a headband probably isn't, nor is one sock, but a pair of socks or a torn strip of shirt would be.
You receive a –2 penalty to resist catching fire when subjected to flame and to attempt to extinguish them on yourself or your gear.
3rd: Your oily sheen can be very attractive for showing off bare skin and muscle. If you have significantly bare skin or muscles, you can add your Strength bonus (min +1) to Charisma checks for Intimidation or checks involving showing off your body.
4th: Your oily coating gives you a +2 inherent bonus to Escape Artist checks to slip out of grapples, pins, ropes, or through tight spaces. You also receive cold resistance 2. This resistance increases by 1 every two levels.
5th: Your oily sheen is actually good for keeping your armor supple. Leather, hide, or other natural fiber armor has its armor check penalty reduced by 1 (min 0) while you're wearing it. It takes one hour of wearing to trigger this effect but it remains in effect for 24 hours, though it doesn't apply for anyone else wearing it.
Your penalty to avoid catching on fire or being extinguished increases to –4.
6th: Cold resistance 3. Every 24 hours, you can spend 10 minutes and gather the equivalent of one flask of lamp or cooking oil if you have a suitable container. It is flammable. Doing this removes all benefits, including this one (but not penalties), for your oily coating for the rest of the day and for the next 24 hours. The cooking oil can be sold or used as an ingredient, adding a +2 equipment bonus to checks that would benefit. It doesn't stack with your own cooking bonus if you use it yourself.
7th: Your oily coating protects you from flame by absorbing heat and flames to boil itself safely away from you first. You gain fire resistance 5. This resistance does not apply to your clothing, gear, or held objects, such as if you catch fire. Your oily coating can absorb 2 x your character level worth of fire damage in a 24 hour period.
You are delicious. Creatures receive a +4 bonus to grapple, pin, or checks made to hold you in their mouth or swallow whole attempts (including keeping you in their belly). Creatures that are allergic to you likely will avoid doing this.
8th: Cold resistance 4. You can coat a weapon in a flammable, oily sheen. If lit, the weapon inflicts an additional amount of fire damage equal to half your mutation level. The oil burns for an equal number of rounds. The weapon or object takes an equal amount of fire damage each round (hardness applies).
9th: Your bonus to Escape Artist checks increases to +4. You can spend 1 minute pacing or rolling around to coat a 5-foot space in oil, as though a grease spell (DC 10 + Con mod + 1/2 mutation level). It lasts 24 hours or until burned or washed away. You can also do this to an item you are handling. This ability can be used 1 + Con mod. times per day (minimum 1).
You receive a –2 penalty to Climb and checks for balance or to keep your footing (ie. trip), as your oily feet, hands, shoes or gloves make it difficult to keep traction.
10th: Cold resistance 5. +4 to Swim checks as you glide more easily through water (does not apply to other mediums, such as lava). Once per day, you can spend 10 minutes to grow nut pods from you body, giving you 1d4 edible nuts. Each one functions as a goodberry when eaten, though the imbibers must check for allergic reaction if they haven't come in contact with you prior. They remain potent for 24 hours if not consumed (but will still be normal, edible nuts afterwards).
11th: Every 24 hours, you can spend 10 minutes and harvest enough of your oily secretions to make one flask of alchemist's fire if you have a suitable container. Doing this removes all benefits, including this one (but not penalties), for your oily coating for the rest of the day and for the next 24 hours.
12th: Cold resistance 6. Mutant grows a legume leshy familiar (use stats for a sunflower leshy, except it has Intelligence 2, cannot speak, understands all its master's languages, and has only a seed spray ability that deals 1d4 bludgeoning damage and checks for its own allergic reaction separate from its mutants master's the first time it hits or comes in contact with a creature.) The familiar functions as a wizard's familiar of half the mutant's class level and gains Plantspeech (legumes) at 7th. Masters that have familiar abilities can replace theirs with the nut leshy and can stack their familiar levels from those classes for determining the leshy's abilities. A slain familiar can be replaced after one week and dismissed familiars die; withering away almost immediately and sadly and painfully.
14th: Cold resistance 7. Your Swim and Escape Artist bonuses increase to +6. You can opt to have any of the goodberry nuts you grow instead function as bull's strength, cat's grace, bear's endurance, fox's cunning, owl's wisdom, or eagle's splendor (1 hour duration) on their imbibers instead of as goodberries. You can make this choice at the time you grow them, after seeing the amount, but it cannot be changed later.
Your penalty to avoid catching on fire or to extinguish yourself or your gear becomes –6.
16th: When you succeed at a grapple or pin check to control a grapple or pin an opponent, you can exude enough oil on your opponent as a swift or immediate action to make them lose their balance or drop a held object. Treat as a trip (no size limitation) or a disarm attempt against the creature. Objects like necklaces, rings, gauntlets, or buckled or strapped shields cannot be disarmed this way.
Your penalty to Climb checks and checks to balance increases to –4.
18th: Your oily coating is so potent that water or liquid creatures (not just aquatic) trying to come into contact with you, such as with natural attacks or engulfs, must make a Fortitude save (DC 10 + Con modifier + half class level) or be unable to contact or interact with you successfully as the main part of their liquid glides off your oily coating. If the attack would be a wave, engulf, or other area effect, you might be displaced a distance depending on the effect but will be relatively unharmed or merely displaced to a safe space of your choosing adjacent to the creature or effect. This does not affect most slimes, jellies or liquid creatures made of oil or lava instead of water or other similar fluids.
You have a –4 penalty to attempt to strike or contact such liquid creatures and fiery creatures and attacks using fire are at a +4 to hit you and deal 2 additional damage per dice. The damage you (and your equipment) suffer from being on fire is increased by 1d6.
20th: Your type changes to Plant with the augmented subtype. You gain no other abilities of the Plant subtype. You still eat, sleep, or breath as normal for your race, this only affects spells or effects that depend on race. You can choose to accept an effect that would apply to your augmented race if you consciously choose to allow it.
Class skills Escape Artist, Swim.
Sorcerer spells: 0–spark, 1st–grease, 2nd–barkskin, 3rd–resinous skin, 4th–poison, 5th–vinetrap, 6th–tar pool (except it's boiling nut oil, functions the same but those who fail their Reflex save treat it as grease and creatures covered in it take a –4 penalty to save against fire effects). 7th–caustic eruption, 8th–control plants, 9th–wooden phalanx.
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Goth Guru |
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34:Were Mutant.
Sometimes Lycanthropy gets so diluted and mutated that it doesn’t even resemble any animal.
Level: Class abilities
Zero Level: Hybrid form during full moon and combat(Nat armor +2, DR1/silver, bite 1, Scent like an animal, Curse of lycanthropy, Low light vision).
1st: Will save to remain in control. Hybrid form during full moon and combat(Min. Rage, bite 1-2)
2nd: Regenerate 1-3 when change.
3rd: Hybrid form can now voluntary change with will save(DR2/silver, Bite 1-3, Claw/claw 1-2)
5th: Regenerate 1-4 when change. Barbarian Rage power.
7th: Change is now a swift action. Hybrid form (DR4/silver Rend, or Bite 1-4, Claw/claw 1-3, Normal Rage)
9th: Regenerate 1-6 when change. Barbarian Rage power.
11th: Hybrid form (DR6/silver Bite 1-6, Claw/claw 1-4)
13th: Regenerate 1-8 when change. Barbarian Rage power.
15th: Hybrid form (DR8/silver Bite 1-8, Claw/claw 1-4/1-4)
17th: Regenerate 2D6 when change. Barbarian Rage power.
19th: Hybrid form (DR10/silver Bite 1-8, Claw/claw 1-6/1-6)
21st: Regenerate 1-8 when change. Barbarian Rage power.
Hybrid Form: A ware mutant’s hybrid form is the same size category as the normal form. They have fur all over including their face and don’t really resemble any one animal. The change is move equivalent.
Curse of Lycanthropy: DC15 fort save negates. Changes only during full moon. Can’t will save for control. Functions at half current level. Only gains the full mutation if exposed to mutagen or radiation.
Min. Rage: Str. +2, Con +2, Int. -2, Wis. -2, Fatigued an equal amount of time. DC16 Will save to come out of and regain control. Cannot cast spells in rage. Can use spell like supernatural powers(see mutant class).
Normal Rage: +4/-4, DC18 Will save
Greater Rage: +6/-6, DC20 Will save
Extreme Rage: +8/-8, DC22 Will save
Maximum Rage: +10/-10, DC24 Will save
If intelligence drops below 3 the subject is considered to be functionally thinking like an animal. If Int. or Wis. Reach 0, power fails.
Rend: Must hit with both claws and can then do triple damage rend)
Spells: 1st Magic Fang, 3rd Rage, 5th Magic Fang Greater, 7th Freedom of Movement, 9th
Commune with Nature, 11th Summon Nature’s Ally VI(6), 13th Summon Nature’s Ally VII(7), 15th Animal Shapes, 17th Storm of vengeance.
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Pizza Lord |
35. Supra-Human
You have human DNA in your genes. Like, really human DNA. Like, more human than human DNA.
Drawback You count as a humanoid (human) for effects and spells when determining if they would affect you negatively. Hold person or charm person can work on you even if you're a creature type that would normally be immune, an elf mutant would be subject to a ghoul's paralysis, etc. This even applies to intent, such as an ally casting reduce or enlarge person on you, as opposed to an enemy (though it only matters if your normal type is not humanoid).
Humans, specifically (only humans, not half-elves, half-orcs, or other races that count as human for some aspects, including humans with racial templates like plane-touched or half-fiend) with this mutation gain a contagious bite. If they bite a non-human humanoid (including half-elves and half-orcs) and deal damage, they can infect their target with a were-human-like curse. Since humans don't typically have bite attacks, this is generally an unarmed attack (typically non-lethal damage and provokes, even for monks, since a bite isn't part of a monk's unarmed strike ability) and will be at a –4 penalty to attack unless in a grapple or similar situation. The target must make a Fortitude save DC 1 (one) + mutation level + mutant's Con modifier or be afflicted. On a success, they are immune to your bite for 24 hours. At level 15, the mutant's bite can affect Monstrous Humanoids within one size category of their normal size (typically Medium).
This only applies when the mutant is in human form. Magic that changes the mutant's head, mouth, or similar aspects (such as wild shape or polymorph effects) will not allow transfer of the curse. Effects that merely grant a bite attack or change the damage to lethal without giving the mutant a non-human jaw or muzzle (like just growing fangs) will not interfere with the curse.
1st: You lose one non-human racial trait, chosen by GM or randomly from traits other than Racial ability modifiers, Race and type, Base speed, Languages or body parts such as wings, tail, extra limbs, etc. If that ability is one that another racial ability builds, increases, or relies on, such as an alternate racial ability that improves the skill bonus granted from another racial ability or increases its uses per day, then you lose the enhancing trait first instead.
Gain +1 skill rank and +1 hit points this level.
2nd: You gain message as a spell-like ability 1/day (human targets only, including half-elves and half-orcs. CL equals mutant level).
Gain +1 skill rank and +1 hit points this level.
3rd: Any racial hit dice are adjusted one step towards d6. This does not affect hit dice gained from class levels.
Gain Skill Focus as a bonus feat, but the skills are chosen from the Commoner skill list; Climb, Craft, Handle Animal, Perception, Profession, Ride, and Swim.
4th: One random, non-human Racial ability modifier (bonus or penalty) is adjusted by 2 towards 0.*
Apply a +2 human racial bonus to one ability of the mutant's choice. This ability cannot be one that their race receives a bonus to, though ones with penalties are allowed. Some races like half-elves have no such abilities and can place the bonus back in the lost ability score.
Non-humans adjust their size and weight by 25% (minimum 3 inches or 15 pounds) towards the normal human size and weight amounts. This can change size category. If already in those parameters, their height or weight doesn't change. They also take on a more human appearance, though this is mostly cosmetic.
Humans, specifically (including those who had no abilities or other aspects listed below and had their type changed to Humanoid (human), gain a +1 human racial bonus to one ability score of their choice.
5th: As 1st-level, lose one non-human racial trait, chosen by GM or randomly from traits other than Racial ability modifiers, Race and type, Base speed, and Languages.
Gain +1 skill rank and +1 hit points this level.
Chose a class from the Commoner skill list to become a class skill for you. If it's already a class skill, gain Skill Focus with that skill as a bonus feat.
6th: As 3rd-level, any racial hit dice are adjusted one step towards d6.
You gain a +2 bonus to checks for initial attitude of humans you meet. This does not apply to later checks to influence their attitude, such as through Diplomacy, Bluff, or Intimidate.
7th: As 4th-level, but non-humans adjust their height and weight by 50% closer to the human height and weight ranges (minimum 6 inches or 30 pounds). They also take on a more human appearance. Races with more limbs than a human, such as legs, arms or wings, lose one set or pair of those extra limbs (chosen at random if more than one) to match the human standard of two arms, two legs, one head, no wings or tail, etc. Claws, fangs, or other natural features and natural attacks that a human wouldn't have are reduced in damage by one size category (if they are the randomly chosen feature). If they are reduced by two size categories in damage, they are considered removed.
Gain +1 skill rank and +1 hit points this level.
Your message spell-like ability increases to 2/day.
8th: As 4th-level, one non-human Racial ability modifier is randomly adjusted by 2 towards 0.*
Humans, specifically, gain a +1 human racial bonus to one ability score of their choice that wasn't chosen previously with this ability.
9th: As 1st-level, you lose one non-human racial trait, chosen by GM or randomly from traits other than Racial ability modifiers, Race and type, Base speed, and Languages. If no such trait exists, adjust one non-human racial ability modifier by 2 towards 0, adjust Base speed by 5 ft. towards 30 ft., or change the mutant's type to Humanoid (human) (augmented) in that order if they are already at those levels.
Humans, specifically, gain a +1 racial to attack non-human Humanoids at this level.
10th: As 4th-level, but your height and weight are moved to human racial standards. Races with more limbs than a human, such as extra legs, arms, claws, fangs, tails or wings, lose one set or pair of those extra limbs (chosen at random if more than one) to match the human standard of two arms, two legs, one head, no wings or tail, etc.
Other than remaining features, your appearance is almost indistinguishable from human, with some possible minor cosmetic indications of your previous race; faintly pointed ears, slightly-pointy lower teeth, tiny scales in a few spots, etc.
Gain a human bonus feat.
11th: As 1st-level, lose one non-human racial trait, chosen by GM or randomly from traits other than Racial ability modifiers, Race and type, Base speed, and Languages.
You receive a –2 penalty to checks to adjust the attitude of creatures of your starting race, except humans specifically. This does not apply to Intimidate checks.
Gain +1 skill rank and +1 hit points this level.
Chose a class from the Commoner skill list to become a class skill for you. If it's already a class skill, gain Skill Focus with that skill as a bonus feat.
12th: As 4th-level, one non-human Racial ability modifier is randomly adjusted by 2 towards 0.*
Humans, specifically, gain a +1 human racial bonus to one ability score of their choice that wasn't chosen previously with this ability.
Your message spell-like ability increases to 3/day.
Humans, specifically, gain a +1 racial bonus to all saving throws.
13th: All racial hit dice become d6's.
Humans, specifically, gain Toughness or Eclectic as a bonus feat. Others, or humans already possessing both feats, instead gain +1 skill rank and +1 hit points this level.
14th: You lose all remaining non-human racial traits and abilities other than Racial ability modifiers, Racial types, Base speed and Languages.
This includes racial natural attacks, such as claws, bite, tails, wings, or extra limbs.
15th: You gain a +2 bonus to saving throws against spells and affects that only affect Humanoids, such as hold person, charm person or a nymph's blinding beauty ability.
A human mutant's contagious bite can affect Monstrous Humanoids within one size category of the mutant's normal size (typically Medium).
16th: As 4th-level, except any non-human Racial ability modifiers become 0.*
Gain a +1 human racial bonus to one ability score of your choice, even one chosen previously as a mutant ability.
17th: Your Size, height, and weight are put into average human range if not already (you may grow hair or other features within reasonable GM discretion). Your type changes to Humanoid (human) (augmented) if it wasn't already. Any remaining traits that would be considered out of place for a normal human, like Base speed, movement types, or natural attacks are removed other than the slightest of cosmetic remnants hinting at your previous race.
Your racial bonus to all saving throws increases by an additional +1.
Non-humans receive a –2 penalty to Diplomacy, Intimidate, or Bluff (except to feint) against you or when trying to sway others against you.
18th: Members of your former race (excluding humans) that aren't at least acquainted with you have an initial starting attitude of Unfriendly, though this can be modified by well-known reputation or deeds at GM's discretion. This is an instinctual, primal feeling that has nothing to do with your appearance or other describable qualities.
You cannot be a priest or other holy person to a non-human deity without divine intervention (ie. GM fiat and a spectacular reason or specific, unique god that has a campaign-centric reason or domain). You can become a follower of a new god with access to a church, priest of 5th-level or higher, or a shrine or other suitable location to commune with them in a prayer. There is no inherent animosity or bad relations between you and your former deity unless your actions cause it or they specifically hate or dislike humans.
2/day you may charm person or hold person against humans (including half-elves or half-orcs) as a spell-like ability (CL equals class level). The DC is 12 + half mutant level + Charisma modifier and includes a +2 racial bonus.
19th: All members of your former race (excluding humans) are treated as though they had Favored Enemy (human) in regards to you. Creatures that already possess that ability treat it as one rank higher against you.
Chose a class from the Commoner skill list to become a class skill for you. If it's already a class skill, gain Skill Focus with that skill as a bonus feat.
20th: You may influence any creatures you have afflicted with your contagious bite as though with mass suggestion after they have had their first transformation. They receive a –2 penalty to save if they are human at the time. Creatures that save are immune to this ability for 24 hours, though previous suggestions in effect still apply.
Humans, specifically, have an initial starting attitude of Friendly towards you, though this can be adjusted by well-known reputation or deeds beforehand.
*If no non-human ability modifiers are available, adjust the mutant's Base speed by 5 feet towards 30 ft. (this does not apply to bonus movement from class abilities like barbarian or monk). If Base speed is already 30 ft. change the mutant's type to Monstrous Humanoid if it's anything other than Humanoid or Monstrous Humanoid, otherwise change it to Humanoid (human) (augmented) and they lose all other subtypes granted by race. They gain no other aspects of being human nor do they retroactively gain abilities from previous mutant levels that they would have gotten if they were humans at the time. They do gain the drawback contagious bite once they become human.
Class skills Diplomacy, Profession (any).
Sorcerer spells 0–guidance, 1st–speak local language, 2nd–human potential, 3rd–abeyance, 4th–lesser age resistance, 5th–burst of glory, 6th–mass human potential, 7th–mass suggestion , 8th–frightful aspect, 9th–greater restoration.
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This affliction causes those affected to transform into a human. It has a incubation period of one week with no outward symptoms (DC 25 Heal check after a 10 minute examination or during long-term care to detect). After that time, if exposed to sunlight for longer than 1 minute, they transform immediately into a human. They keep any class levels but any non-human racial hit dice become commoner levels (max 20) and hit dice (d6). This can change hit point totals. The change lasts until 1 hour after sunset that day. During this time, the character views themselves as human, they feel fine as a human, they will act in a typical human fashion if a situation calls for such a choice, but will otherwise be in control of their reactions, memories, and interactions other than previously noted. They lose all racial abilities, but do not gain human ones (such as a bonus feat or additional skill points) unless the transformation becomes permanent (see below).
The transformation happens whenever exposed to sunlight or in a human-centric situation or location (GM's call), such as a crowd of humans, interacting passionately (not just physically touching or talking) with a human, or in a farmer's market. The affliction is non-magical, but can be removed by remove curse or remove disease (DC 10 + half mutant level + Con modifier). One month after the initial transformation, the next time they change, they become human permanently and completely (even to true seeing or other effects) and it requires a limited wish or greater effect to transform them back (and remove the affliction) which also requires a caster level check as removing it earlier. Creatures currently in human form will always actively resist attempts to change them back, and even close friends or associates that pester them or continually try to cajole or persuade them will be viewed poorly and even left if they can't accept them as they are.
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