what trait to represent quick evolution?


Homebrew and House Rules


So I've got a homebrew alien race that very quickly (taking effect on a single specimen rather than comming up through generations and thousands of years) evolves to adapt itself to local conditions as part of its backstory. Now I've got a chance to run it through Way of the Wicked and me and the GM got a little lost as to one thing - we've come up with a backstory to my character that's totally unfit to any of the normal campaign traits.

The GM proposed to come up with something representing that racial quik evolution as a trait, but we're totally unsure as to what that trait should do mechanically.

Perhaps the lovely community here could come up with some ideas?


Trait bonus against environmental effects?


Once per week, after spending a week in a particular environment, you gain one of the following as appropriate for said environment, at DM's discretion, losing any previous adaptations in the process.

-Darkvision 60, blindsight 30, lose ability to see normally.
-Affect similar to Endure Elements on self
-Grow gills and gain the Amphibious type, including dependence on water.
-Develop "gecko pads" on hands and feet which allow you to spider climb (as per spell).
-Skin darkens and begins to conduct photosynthesis, food requirements drop to nothing but water requirements double. Also needs to consume minerals (dirt or rocks) from time to time.
-Water requirements are reduced by 90%,
-Resist 20 for a particular energy type, any other energy resistances (such as from a ring or a spell) do not function.
-Ability to glide.

List probably needs work, I wanted to make the really good powers have a downside, but not every power necessarily needs to be balanced with a "suck".

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