Leveled Mutations


Homebrew and House Rules

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LEVELED MUTATIONS

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. The level of the mutations is governed by the character level or CR of the monster. I'm also using these for the Cleaves furnace room. The cards will only have “MUTATIONS”, the number, and the name of the mutation. Pictures are optional.
Also, any high level spell, 9th or higher, creates magical fallout that mutates things in the area.

01: Fur. 1st level-Immune to cold environmental damage. Double effect from heat.
5th level +1 natural armor, -2 freezing damage.
10th level +2 natural armor, -4 freezing damage.
15th level +3 natural armor, -6 freezing damage.
20th level +4 natural armor, -8 freezing damage.
Sorc. Knowledge (nature). Bonus spells summon natures ally animals only one(3rd), two(5th), three(7th) ect.

02: Aquatic. 1st level-Webbed hands and feet give swim speed +5. Heat and dehydration effects doubled.
5th level-gills allow to breath water.
10th level-Darkvision effective underwater. Useable in fog as it is made of water. Swim speed +10
15th level- Can fight with weapons as if out of water. -1 to hit on land. Swim speed +15.
20th level-60ft Darkvision effective underwater. Swim speed +20.
Sorc. Knowledge (nature base creature.aquatic). Bonus spells summon natures ally aquatic only. only one(3rd), two(5th), three(7th) ect.

03: Giantism. 1st level-1 size category larger than base creature.
5th level-Can shrink to base creature normal size. If distracted, must will save or snap back to full size.
10th level-2 size categories larger than base creature.
20th level-3 size categories larger than base creature.
Sorc. Intimidation. Bonus spells Enlarge Person (3rd), enlarge person mass(7th), animal growth(9th).

03: Midget 1st level-1 size category smaller than base creature.
5th level-Can expand to base creature normal size. If distracted, must will save or snap back to midget size.
10th level-2 size categories smaller than base creature.
20th level-3 size categories smaller than base creature.
Sorc. Stealth. Bonus spells Reduce Person (3rd), Reduce Person Mass(7th), Baleful Polymorph(9th).


04: Aberrant Gets Knowledge Dungeoneering, the Bloodline Powers.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
05: Abyssal Gets Knowledge the Planes and the bloodline powers.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
Each GM must decide if a class gets anything different from this.


The bloodlines are in the Core Rulebook starting with Pg 72.
06: Arcane Gets one Knowledge, and can apply the powers to any arcane spells, including Bard spells and spells provided by items. This is an aptitude and may be useless to a fighter or barbarian.
Sorc. Gets Bonus Spells, Bonus feats, and full benefit of the bloodline Arcana.


07: Celestial Gets heal and the bloodline powers based on their total levels. The Arcana affects any spell or item such as a bag of tricks. Every use of these powers sets off alarms in the outer planes. Every celestial they meet will know about them.
Sorc. Gets bonus spells, bonus feats, and of course the bloodline arcana.
08: Destined. Gets knowledge history and bloodline powers. If not a caster, the powers affect weapon and weaponless combat.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
09: Draconic. Gets class skill Perception and bloodline powers. The bloodline arcana affects magic weapons with that energy type.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
10: Elemental. Gets class skill knowledge the planes and bloodline powers.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
11: Fey. Gets knowledge nature and bloodline powers. Fey magic will affect magic items. Can use druid magic items no matter actual class.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.
12: Infernal. Class skill Diplomacy and the bloodline powers. Use of any powers alert the lower planes. Bloodline arcana affects magic items such as eyes of charming.
Sorc. Gets bonus spells, bonus feats, and of course the bloodline arcana.


13: Undead. Class Skill Knowledge Religion and bloodline powers. Death causes you to rise as corporal undead of similar level immediately. (This is a suggestion for mutations. The GM can skip it or apply it to bloodlines too if going for a horror movie feel.)
Sorc. Gets bonus spells, bonus feats, and of course the bloodline arcana.
14: Wings. Class Skill Fly. The Mutant grows wings and the muscles to use them. Armor costs 50% more, but GM may allow magic armor to adjust.
1st level: Can glide, downhill unless there is an updraft.
3rd level: Fly speed 10, maneuverability poor.
5th level: Fly speed 20, bonus flying feat(even one normally available to monsters).
7th level: Fly speed 30, maneuverability average.
9th level: Fly speed 40, bonus flying feat.
11th level: Fly speed 50, maneuverability good.
13th level: Fly speed 60, bonus flying feat.
15th level: Fly speed 70, maneuverability excellent.
17th level: Fly speed 80, bonus flying feat.
19th level: Fly speed 90, can hover.
Sorc. Bonus spells 0-Mage hand, 1st-Feather Fall, 2nd-Gust of Wind, 3rd-Wind Wall, Fly, 7th-Control Weather, 9th-Wail of the Banshee.


Bump. I am working on further entries.


15: Fast. 1st level-All speeds are 10 faster. Initiative +1. Poisons, drugs, diseases, and aging act twice as fast. Haste only effects to cancel out slowed.
3rd Level: All movement speeds +20 feet total faster. +1 bonus to hit, to Dodge AC, and to reflex saves.
5th Level: Extra main attack when making a full attack. All movement speeds +30 total faster. Initiative +2 total.
7th Level: Extra move equivalent or standard action when not making a full attack. This can be used to cast an extra spell if neither spell takes longer than a standard action to cast. All movement speeds +40 total faster.
9th Level: When surprised, still takes an action at end of surprise round. All movement speeds +50 feet total faster. +2 bonus to hit, to Dodge AC, and to reflex saves.
11th Level: Can run on water, walls, or on webs. If they stop running, they will sink, fall, or stick. All Movement speeds +60 feet total faster.
13th Level: Extra secondary attack when making any attack, except touch attack spells, that give only one attack . All Movement speeds +70 feet total faster.
14th Level: If moving at all non-magic blur in effect. All Movement speeds +80 feet total faster.
15th Level: +3 bonus to hit, to Dodge AC, and to reflex saves. All Movement speeds +90 feet total faster.
17th Level: Can treat every round as 2 rounds. Treats surprise round as a full round. In combat, has 2 initiatives, the one rolled and one as if they had no bonuses. All movement speeds +100 feet total faster.
19th Level: Can slow time. Then they are fatigued for 5 rounds. Slowed time is like time stop except instantaneous spells seem to move slowly and don’t land till effect ends. Also, they can move anyone or thing they can lift. They experience 1 round of time for 5 actual levels or CR. Fire or acid seem frozen to them so they cannot move an enemy into a wall of fire. Pulling an ally out of a wall of fire works like forcing a door and leaves an ally shaped hole. Prying an item out of someone’s hand is an opposed strength check.


Sorc. Bonus spells. 1st level-Expeditious retreat and jump. 2nd level-blur 3rd level-Haste, 7th level-Phase Door, 9th level-Etherealness.


Here is the corrected Sorcerer Bonus spells for wings.
Sorc. Bonus spells 3rd-Mage hand, 5th-Feather Fall, 7th-Gust of Wind, 9th-Wind Wall, 11th-Fly, 17th-Control Weather, 19th-Wail of the Banshee.
Fast
Sorc. Bonus spells. 3rd level-Expeditious retreat 5th-jump. 7th level- blur 9th level-Haste, 11th level-Phase Door, 17th level-Etherealness.

RPG Superstar Season 9 Top 16

Numenera has pretty good charts for mutations of various types that can be applied to Pathfinder.


16th : Telekinetic.
The mutant is unaffected by dispel magic. Antimagic field gives them a splitting headache just stepping into the area. Activating the power is a standard action, but maintaining the effect costs no action.
0 level-They will seem to be haunted by a poltergeist. The psudo poltergeist cannot be hit, but objects it is moving will drop when hit. Also, unlike mage hand it will fight, like the mutant, usually using improvised weapons with a lot of minuses. The range is line of sight. Echolocation or tremor sense counts as line of sight.
1st level-Now they can control it, simulating an unseen servant or mage hand. If distracted, failing a will save, the power goes rogue like zero level.
3rd level-Can levitate. If they break concentration, willingly or by failing a will save, the levitated thing drops. Line of sight.
5th level-Full Telekinesis. Not a spell but a supernatural ability. While they get it earlier than a spellcaster, they can lift less at this level. Creatures make a reflex save to avoid losing an object, being flung, or lifted. The mutant can do things not allowed by the spell, such as wield a shield at a distance, or make any weapon dance. A weapon dancing will attack as if held by the mutant, but can only be stopped by striking the weapon or breaking the mutant’s concentration.
7th level-Can multitask, meaning they can run 2 telekinetic effects at once. Thus they can run an invisible warrior, using a shield to protect their dancing sword.
14th level-Can maintain 3 effects at once, possibly poking at the floor of the room ahead with 3 large statues, triggering the traps. Can start 2 effects as one standard action.
20th level- Can maintain 4 effects at once, and can start 3 effects as one standard action.
Bonus Skill-Perception
Sorc. Bonus spells 3rd-Open/Close, 5th-Hold Portal, 7th-Move Earth, 9th-Resilient Sphere, 11th-Forcecage, 13th-Telekinetic Sphere, 15th-Freedom, 17th-Imprisonment.
Bonus Feats: Combat Casting and Iron Will
Bloodline Arcana: Tug of war. Can fight over a controlled object with opposed will saves.


Some changes.

12: Aberrant 1st level Acidic Ray (sp): Starting at first level, they can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1D6 points of acid damage +1 for every 2 levels/hit dice/CR the creature possesses. It can use this 3 +Charisma modifier times per day.
3rd level Long Limbs(Ex): Reach increases by 5 feet whenever they are making a melee touch attack. (unarmed strike and possibly gauntlet is a melee touch attack). This ability does not increase your threatened area, but if you
Sorcerer and Mutant class gets Knowledge Dungeoneering, the Bloodline Powers.
Sorc. Gets Bonus Spells, Bonus feats, and the bloodline Arcana.


I have to fix the numbering. Add 1 to midget and each entry after.
18: Telepathic
0 level they mirror the emotions of whatever they face.
1st. Empathy. DC10 + Intelligence bonus + 1 every odd level vs target will save. They can tell the target's intent, friendly, neutral, or hostile. Charmed and in love reads the same. Sentient undead always read as sad.
3rd. Detect Thoughts, continuously. If they might be stunned by godlike intellect, they can will save. Success means they turn off their power temporarily or turn it away to another area. If they fail the save or their power is somehow disrupted, it will turn on next round.
5th. Can read deeper thoughts. By focusing on one mind, they can pick out one memory each round. Such memories are name, weaknesses, who they work for, ect. They can also implant thoughts. Basically, they have to use charisma based skills such as bluff or diplomacy. This is not language dependent as it bypasses the speech centers.
7th. Mind link. They can converse telepathically to an ally as long as they are not separated by thick metal. Range 10 feet per level. One ally per 3 levels(so 2 at seventh level).


Class Skills: Bluff, Diplomacy, and Intimidate
Sorc. Bonus spells 1st-Charm Person, 3rd-Daze Monster, 5th-Hold Person, 7th-Charm Monster, 9th-Hold Monster, 11th-Mass Suggestion, 13th-Insainity, 15th-Demand, 17th-Dominate Monster, 19th-Hold Monster Mass.
Bonus Feat: Persuasive
Bloodline Arcana: DC of all mind affecting spells is +2.

Dark Archive

Have to revisit this.


I'm having trouble making the one for rubbery flesh, such as how it makes it impossible to float, so any super fans of One Piece, could you post that in this format?


18: Telepathic
9th. Can retrieve, alter, or block memories. One save per event/memory.


19th Forceborn
0 level-Deflection +1(It doesn’t stack with deflection bonuses from other sources.)
1st level Force beam. Does 1d4+1 for every 2 levels. One force beam per attack. Range 25 feet +5 feet per (level + dex bonus). Ranged touch bypasses physical armor but not the deflection bonus on that armor. It also does not bypass natural armor such as barkskin or fur. The shield spell counts as +4 armor against it. This can damage objects such as locks, drilling through hardness, then actual hit points. Effective against incorporeal creatures.
4th level Deflection +2.
7th level Deflection +3.
10th level Deflection +4.
13th level Deflection +5.
16th level Deflection +7
19th level Deflection +8.
Class Skills: Perception and Stealth
Sorc. Bonus spells 1st-Shield, 3rd-Floating Disk, 5th-Protection from Arrows, 7th-Resilient Sphere, 9th-Wall of Force, 11th-Forceful Hand, 13th-Forcecage, 15th-Grasping Hand, 17th-Clenched Fist, 19th-Crushing Hand.
Bonus Feat: Point Blank Shot
Bloodline Arcana: Evocation spells are cast as 2 levels higher. For a mutant, their bonus spells last longer.


Tsunami Wave: Feat for blasters such as the forceborn.
Attack becomes a 45 degree cone that can be dex saved against for half. If they save, they get knocked back 5 feet. If they fail the save they get knocked down. Adds 2 spell levels for spells, but won't work for Magic Missile.


The Tsunami wave is a full round attack, released over the course of a second.


Bump


Well, I think a lot of these look thematically interesting and cool. I just have no idea what this is or in what context a character is supposed to gain these abilities at the noted levels. I'm sorry. I feel really lost about all this.


Have you seen One Piece, X-men, or Teenage Mutant Ninja Turtles?
The character or creature is exposed to a mutagen agent either in the womb or later, and changes. Their powers come from their mutated bodies, so Anti Magic Field is not going to make their wings go away.
The first mutation is sort of free. For any additional mutations they have to take the mutant class or a defect. I've tried to build in drawbacks that make sense, but the shunning by nats(natural humans) is strictly a role playing issue. Like I've said elsewhere, a giant Dwarf is not really a Dwarf.


20: Copycat
This enables the character or creature to copy any skill or feat they see. They can retain one behavior for every feat slot, but they don't automatically gain feats or skills, just fill able slots.

They can take the mutant class, and all their class abilities will be mimicked. They can cast spells they saw as bonus spells. Further mutations will be mimicked too. Monster traits can be mimicked as if mutations. If they survive a Medusa's petrifying gaze they can use it. Once they replace an ability, it's lost till they see it again.

If they take a normal class, such as sorcerer, they can't mimic class abilities, such as helping disarm traps or casting healing spells, except for the arcana(One thing).

Class skills, They can mimic 2 class skills they have seen.

Sorc. bonus spells. 1st- any seen first level spell. 3rd- any seen second level spell. 5th- any seen third level spell. 7th- any seen forth level spell. 9th- any seen fifth level spell. 12th- any seen sixth level spell. 15th- any seen seventh level spell. 17th- any seen eighth level spell. 19th- any seen ninth level spell. 21st- any epic or advanced spell.

Bonus feat. Any mimicked feat.

Bloodline Arcana. Any one class ability or monstrous trait can be mimicked.


Goth Guru wrote:

20: Copycat

This enables the character or creature to copy any skill or feat they see. They can retain one behavior for every feat slot, but they don't automatically gain feats or skills, just fill able slots.

They can take the mutant class, and all their class abilities will be mimicked. They can cast spells they saw as bonus spells. Further mutations will be mimicked too. Monster traits can be mimicked as if mutations. If they survive a Medusa's petrifying gaze they can use it. Once they replace an ability, it's lost till they see it again.

If they take a normal class, such as sorcerer, they can't mimic class abilities, such as helping disarm traps or casting healing spells, except for the arcana(One thing).

Class skills, They can mimic 2 class skills they have seen.

Sorc. bonus spells. 1st- any seen first level spell. 3rd- any seen second level spell. 5th- any seen third level spell. 7th- any seen forth level spell. 9th- any seen fifth level spell. 12th- any seen sixth level spell. 15th- any seen seventh level spell. 17th- any seen eighth level spell. 19th- any seen ninth level spell. 21st- any epic or advanced spell.

Bonus feat. Any mimicked feat.

Bloodline Arcana. Any one class ability or monstrous trait can be mimicked, till they sleep that night or 24 hours elapses.

Special: Touch based mimicry will give the copycat a random skill, feat, spell, or whatever when they touch the being to be mimicked.


21: Weaponizer
A mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level. Maybe 3rd level +1 to self or ammo. 5th, can make self or ammo alchemical silver. 7th +2. 9th cold iron. 11th +3. 13th Adamantium. 15th +4. 17th Increased crit range. 19 +5.

The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)

Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.

They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.


Goth Guru wrote:

21: Weaponizer

A mutation that lets a character turn into a weapon. They would start with one form, retrainable, and get additional forms as they rise in level.

1st level, self is masterwork. Max ammo is 4 plus con bonus.
3rd level +1 to self or ammo. Also gets one tool form.
5th, can make self or ammo alchemical silver. One additional weapon form.
7th +2. Add 4 to max ammo.
9th cold iron. One additional tool form.
11th +3. 13th Adamantium. 3rd weapon form.
15th +4. 3rd tool form.
17th Increased crit range. Add 4 to max ammo.
19 +5.

The arcana can be aligned(Law, Chaos, Good, or Evil. Smite on crit.) or Elemental damage(Fire, Cold, Acid, Lightning, or Sonic. Burst on crit.)

Aligned would have to be the same as the character(Excaliber is a lawful weapon). Bonus to hit and damage is doubled against opposed alignment.
Elemental damage is 1D6 normally and the mutant has resistance equal to the bonus.

They can take special abilities as feats. These include bleed, envenoming(possibly with holy water), exploding ammo, ghost touch, ect.

Ammo vanishes when it comes to rest neither in a target, or proping something open. Thus Joe composite could stake a vampire indefinitely. Ammo regenerates 1 +Con bonus a night while sleeping, meditation, or during power down cycle. Consumable tools such as a bullseye lantern regenerate full capacity overnight.


While a wand of Magic Missiles is a magic weapon, at first level they would be just a masterwork stick. Starting at 3rd level they would cast the spell as if made by that level of spell caster, so they would get 2 missiles. At 10th level they would get the maximum number of missiles and be stuck with that. They could apply metamagic feats to get greater range, bonus damage, ect.


Class Skill: Knowledge arcana as to identifying an opponents spells or items.
Bonus feat: one item special ability.
Sorc. Bonus spells 1st-Magic Weapon, 3rd-See Invisibility, 5th-Keen Edge, 7th-Haste, 9th-Dismissal, 11th-Undeath to Death, 13th-Mage's Sword, 15th-Etherial Jaunt, 17th-Mind Blank, 19th-Mage's Disjunction.
The Arcana I already identified.


14:Wings
It's based on sorcerer bloodlines but you could allow flyers to control the weather by herding clouds and such.
Iron or other heavy metallic armor would make flight impossible, unless magiced to be almost weightless.


17: Healing Touch
They heal 1 point per level to anyone they touch with their bare skin. Any item that extends touch attacks also works with this. They also heal themselves automaticly.
5th level: Channel energy as a -4 level Cleric.
Class Skill: Heal
Bonus feat: Turn Undead (When channel energy is available)
Sorc. Bonus spells: Sorc. Bonus spells 3rd-aid, 5th-Remove disease, 7th-Restoration, 9th-Raise Dead, 11th-Heal, 13th-Resurrection, 15th-Regenerate, 17th-Heal Mass, 19th-True Resurrection
Special:Harming touch is a defect.


I had to make a change to forceborn.

1st level Force beam. Does 1d4+1 for every 2 levels. One force beam per attack. Range 25 feet +5 feet per (level + dex bonus). Ranged touch bypasses physical armor but not mage armor or deflection bonuses. It also does not bypass natural armor such as barkskin or fur. The shield spell counts as +4 armor against it. This can damage objects such as locks, drilling through hardness, then actual hit points. Effective against incorporeal creatures.


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.


18: Natural Weaponry
Natural weaponry will come with -2 to dex, with arm and hands. Having a snout full of sharp teeth will result in -2 charisma only with social interaction. -2 DC for command and suggestion because they can be hard to understand.
1st level: Each claw on a hand or foot do 1-4 damage if they hit. Their fangs do 1-2. One claw is their main attack, while all others are off hand. They can use a weapon in their main hand, and use the off claw for secondary attacks. A tail with spines or a natural club can attack something behind them.
5th level: Can use their claws for climbing and traction against slippery surfaces. + half level for climbing and add to reflex saves. Claws do 1D6 each and bite does 1D4.
10th level: Full attack. Can use both feet as secondary attacks as long as they are not moving. Not even a 5 foot step. If they have a spiked or clubbing tail they can add that attack. Claws do 1D8 each and bite does 1D6

15th level: Pounce. Can charge and make all natural attacks. Opponent can remain standing only if it’s larger or already on all fours. Can make an attack of opportunity or opposed grapple only against opponent on opponents initiative. On their next initiative can either make all natural attacks or try to pin. Only weapons usable in a pounce are weapons that augment natural attacks. Claws do 1D10 each and bite does 1D8.
20th level:Run by slash. Can slash the target with their main attack in the middle of their charge. The target would have to move to counterattack, giving allies attack of opportunities. Claws do 2D6 each and bite does 1D10.


Class Skill: Survival
Bonus feat: Improved unarmed strike.
Sorc. Bonus spells: 1st-Magic Fang 3rd-Bulls Strength, 5th-Magic Fang Greater, 7th-Freedom of Movement, 9th-Commune With Nature, 11th-Beast Shape III, 13th-Heroism Greater, 15th-Giant Form I, 17th-Moment of Prescience, 19th-Foresight

RPG Superstar 2012 Top 16

Goth Guru wrote:
I'm having trouble making the one for rubbery flesh, such as how it makes it impossible to float, so any super fans of One Piece, could you post that in this format?

Not being able to float is a property of devil fruit users, not rubbery flesh. Otherwise you could just take a deep breath, swell up a little, and float far more easily then a normal person.

Rubbery flesh would be about reach and DR vs Impact/bludgeon dmg, probably some Nat AC.

I'd first elevate reach to 10, then at high levels to 15', then 20' with a 'deep inhale' size change. Give elevating DR x/pierce or slash, and make immune to falling damage, with +1-3 points of Nat AC to reflect tougher skin and body.

==Aelryinth


I will repost altered mutation entries as necessary.

Forceborn
0 level-Deflection +1(It doesn’t stack with deflection bonuses from other sources. It does stack with magical armor bonuses for fighters.)
1st level Force beam. Does 1d4+1 for every 2 levels. One force beam per attack. Range 25 feet +5 feet per (level + dex bonus). Ranged touch bypasses physical armor but not mage armor, deflection bonuses, or the magical bonus to armor and shields. It also does not bypass natural armor such as barkskin or fur. The shield spell counts as +4 armor against it. This can damage objects such as locks, drilling through hardness, then actual hit points. It is effective against incorporeal creatures.
4th level Deflection +2.
7th level Deflection +3.
10th level Deflection +4.
13th level Deflection +5.
16th level Deflection +7
19th level Deflection +8.
Class Skills: Perception and Stealth
Sorc. Bonus spells 1st-Shield, 3rd-Floating Disk, 5th-Protection from Arrows, 7th-Resilient Sphere, 9th-Wall of Force, 11th-Forceful Hand, 13th-Forcecage, 15th-Grasping Hand, 17th-Clenched Fist, 19th-Crushing Hand.
Bonus Feat: Point Blank Shot
Bloodline Arcana: Evocation spells are cast as 2 levels higher. For a mutant, their bonus spells last longer.
Tsunami Wave: Feat for blasters such as the Forceborn.
Attack becomes a 45 degree cone that can be dex saved against for half. If they save, they get knocked back 5 feet. If they fail the save they get knocked down. Adds 2 spell levels for spells, but won't work for Magic Missile.
The Tsunami wave is a full round attack, released over the course of a second.


Natural weaponry was misnumbered.

22: Natural Weaponry
Natural weaponry will come with -2 to dex, with arm and hands. Having a snout full of sharp teeth will result in -2 charisma only with social interaction. -2 DC for command and suggestion because they can be hard to understand.
1st level: Each claw on a hand or foot do 1-4 damage if they hit. Their fangs do 1-2. One claw is their main attack, while all others are off hand. They can use a weapon in their main hand, and use the off claw for secondary attacks. A tail with spines or a natural club can attack something behind them.
5th level: Can use their claws for climbing and traction against slippery surfaces. + half level for climbing and add to reflex saves. Claws do 1D6 each and bite does 1D4.
10th level: Full attack. Can use both feet as secondary attacks as long as they are not moving. Not even a 5 foot step. If they have a spiked or clubbing tail they can add that attack. Claws do 1D8 each and bite does 1D6

15th level: Pounce. Can charge and make all natural attacks. Opponent can remain standing only if it’s larger or already on all fours. Can make an attack of opportunity or opposed grapple only against opponent on opponents initiative. On their next initiative can either make all natural attacks or try to pin. Only weapons usable in a pounce are weapons that augment natural attacks. Claws do 1D10 each and bite does 1D8.
20th level:Run by slash. Can slash the target with their main attack in the middle of their charge. The target would have to move to counterattack, giving allies attack of opportunities. Claws do 2D6 each and bite does 1D10.
Class Skill: Survival
Bonus feat: Improved unarmed strike.
Sorc. Bonus spells: 1st-Magic Fang 3rd-Bulls Strength, 5th-Magic Fang Greater, 7th-Freedom of Movement, 9th-Commune With Nature, 11th-Beast Shape III, 13th-Heroism Greater, 15th-Giant Form I, 17th-Moment of Prescience, 19th-Foresight


23: Rubbery Flesh
Their skin, bones, and all parts of their body are rubbery.

1st level: Reach is 10 feet. By stretching their legs they can step over obstacles or move 5 faster. By rolling up into a ball they can bounce, doubling their jump range. Will form a ball if they fall 5 feet and bounce instead of taking damage.

3rd level: Can turn a lethal attack into subdual, such as a bullet or cannonball. Sending it back costs an attack at -2. Non missile attacks are normal. Can flatten bones and organs, fitting under doors and through gaps, only 2 inch wide. Can fit in a 2 cubic foot volume container for hiding, and then jump out for surprise. (Initiative or intimidate +2, can perform sneak attack if rogue).

5th level: Snap punch. Can punch for 1D4 by stretching their fist behind them, then snapping it forward. Can do this for as many attacks as their class, feats, and level allows. This can be subdual or lethal depending on if they aim for bones and organs. Can constrict wounds healing 1D8 in lethal damage each round. DR 1/pierce or slash 1 natural armor.

7th level: Reach is 15 feet. Ranged weapons can be bounced back doing no damage. The bounced bullets or whatever are -4 to hit and at max range fall to the ground.

9th level: Can inflate as if growth spell. Treat as enlarged rage, but when the rage ends, they shrink to one size category less than normal. When they are rested they return to normal size. Weight is the only thing that stays the same. DR 2/pierce or slash

11th level: Reach is 20 feet. Can constrict wounds healing 2D8 in lethal damage each round. Can flatten bones and organs, fitting under doors and through gaps, only one inch wide. Can fit in a one foot wide cube for hiding, and then jump out for surprise. (Initiative or intimidate +4, can perform sneak attack if rogue)

13th level: DR 3/pierce or slash. 3 natural armor.

15th level: Reach is 25 feet. Can constrict wounds healing 3D8 in lethal damage each round.

17th level: DR 4/pierce or slash. 4 natural armor.

19th level: Can constrict blood vessels to pump blood faster, giving doubled rage. Costs 2 uses of rage, downtime after combat lasts twice as long, and person is sleepy.

Class Skill: Escape Artist
Bonus feat: Improved unarmed strike.
Sorc. Bonus spells: 1st-Enlarge 3rd-Bulls Strength, 5th-Magic Fang Greater, 7th-Freedom of Movement, 9th-Commune With Nature, 11th-Beast Shape III, 13th-Heroism Greater, 15th-Giant Form I, 17th-Moment of Prescience, 19th-Foresight


24: Extra Limbs
They have more arms(or whatever) than most normal creatures.

0 level:They have a vestigial extra limb. As vestigial, it can only use passive items such as a buckler strapped to it. It cannot use shield bash or any other weapon. It gives some small advantage in grappling(+1).

1st level:They have a fully functional 3rd arm(or whatever) and a vestigial 4th arm(or whatever). They can put a third magic ring on it, A magic bracelet, they can use a shield or wield an offhand weapon in it. They can use a wand, rod, staff or any tool in it. The functional arm gives an extra attack in flurry of blows or brawling. It gives +2 in grappling only if all 3 arms are being used in grappling. The vestigial arm is of course, nearly useless.

5th level:The 4th arm(or whatever) becomes fully functional. There is also a vestigial 5th arm(or whatever). With 4 arms, dual wielding bows are possible with the second bow becoming the offhand weapon. If the “arms” also function as forelegs, speed increases by 50% when so used.

10th level: The 5th arm(or whatever) becomes fully functional. There is also a vestigial 6th arm(or whatever).

15th level: The 6th arm(or whatever) becomes fully functional. There is also a vestigial 7th arm(or whatever). With 6 arms, triple wielding bows are possible with the third bow becoming another offhand weapon. If the “arms” also function as forelegs, speed increases by 100% when so used.

20th level: They can use 2 hands as the on hand. The 7th arm(or whatever) becomes fully functional. There is also a vestigial 8th arm(or whatever).

25th level: The 8th arm(or whatever) becomes fully functional. With 8 arms, quadruple wielding bows are possible with the fourth bow becoming another offhand weapon. If the “arms” also function as forelegs, speed increases by 150% when so used.

Class Skill: Climb
Bonus feat: Power Attack
Sorc. Bonus spells: 1st-Unseen Servant 3rd-Bulls Strength, 5th-Spider Climb, 7th-Haste, 9th-Black Tentacles, 11th-Interposing Hand, 13th-Forceful Hand, 15th-Grasping Hand, 17th-Clenched Fist, 19th-Crushing Hand


I am very sorry and conscious of necroing this thread, but, what would be (if any) the CR modifier of these things ? I'm a bit confused, maybe it's not at all something you add in the same way one may add a template and rather it functions like a class ? Do you imagine to apply any of these mutations on top of something else to enhance it, for example can a Celestial or Half-Celestial (template) have a wings or celestial mutation ?


The Celestial bloodline just sprouts wings for short periods of time. The mutation I'm suggesting has just the wings, constantly, even when having them is a problem. They also do not have the other celestial traits.

As they get these powers a little at a time, it should not imbalance the game greatly.

I realize now I did not include the core bloodlines. That might be because those bloodlines never even appear unless the character takes levels as a sorcerer. Why a fighter with a red dragon for a grandfather should not be able to breath fire hurts my immersion in the game.


So... just to check I'm not totally dumb.

At the character's creation or at a later date when he is exposed to a mutagen, he may obtain one of those mutation. Each of these mutations has a +0 Level/CR Adjustment, but for any mutation beyond the first the mutant class or a defect shall be acquired.

So, what's the mutant class? What are the defects? I found on the D20PFSRD website a mutant template, and it has deformities, is this what that is about?

Goth Guru wrote:
The Celestial bloodline just sprouts wings for short periods of time. The mutation I'm suggesting has just the wings, constantly, even when having them is a problem. They also do not have the other celestial traits.

I was asking, if a character already has or later obtains permanent wings: does he grow several pairs of wings, one for every reason he might grow wings ? What maneuverability/speed should be taken? the best among different reason he might have wings?

To take the same example :
- a Half-Celestial, any class (it doesn't matter). As such, he already has wings, with good maneuverability and a fly speed equal to twice his land speed (for a human, that's 60 ft.)
- some wizard experiments a bit, thinking it's a good experiment subject or whatever, an accident occurs and the Half-Celestial acquires a wings mutation.
=> he already has wings, so does another pair grow? Does he take the best maneuverability and speed at any time or does the mutation overwrite the half-celestial template?

Also, do only sorcerers gain the bonus spells, and are they rather spells or spell-like abilities?

By the way, a warrior with dragon ancestry may very well apply the half-dragon template which gives a breath weapon :P But I acknowledge these mutations are fun too. I just need to figure out how they work.


Sorcerers only get the spells on their spell lists. Sorcerers can use the granted spells for their normal or bonus spell slots. As a homebrew, if your GM agrees, any spellcaster can access the mutant spells, within reason. A paladin with mutations will still be restricted by their alignment and other codes of behavior.

I'm sorry that I did not define the mutant class.
Alignment: any
Hit Dice: d8
Class Skills: Craft, perform, profession, and all listed on their mutations.
Spells: They get the listed spells once a day, and any bonus spells from Int. Wis, or charisma. Note that they can only cast spells listed in their mutation so they may be missing some levels. Also, they can know and cast one cantrip or orison per level up to a maximum of 5.
Proficient with simple weapons and light armor.
Feats: Most mutations/bloodlines come with bonus feats.
Defects: Like oracles, they gain mitigating factors like feats and spells known.


Er... thanks, it is clearer in my head (still wondering if mutations benefits stack and if the same mutation may be acquired more than once).

So, I guess the defects are the same as the oracle curses, am I right? Do the mutant class get several mutations, and at what levels?


I'm thinking,
1st: Original mutation they were born with. Bonus feat. Chr. based bonus spells. Other spells, 1 zero, 1 first level.
2nd: May take another mutation with a defect. Spells, 2 zero, 2 first level.
3rd: 2nd Bonus feat. Spells, 3 zero, 2 1st, 1 2nd.
4th: Spells, 3 zero, 3 first, 2 2nd.
5th: 3rd bonus feat. Spells, 3 zero, 3 first, 2 2nd, 1 3rd. 2nd regular mutation.
6th: Spells, 3 zero, 3 first, 3 2nd, 2 3rd.
7th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 2 3rd 1 4th.
8th: Spells, 3 zero, 3 first, 3 2nd, 3 3rd, 2 4th.
9th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 3rd, 2 4th 1 5th.
10th: Spells, 3 zero, 3 first, 3 2nd, 3 3rd, 3 4th, 2 5th. 3rd regular mutation.
11th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 3rd, 3 4th, 2 5th, 1 6th. Can take another mutation and defect.
12th: Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 2 5th, 2 6th.
13th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 2 6th, 1 7th.
14th: Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 2 6th, 2 7th.
15th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 2 7th, 1 8th. 4th regular mutation.
16th: Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 2 7th, 2 8th.
17th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 2 7th, 2 8th, 1 9th.
18th: Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 3 7th, 3 8th, 2 9th.
19th: Bonus feat. Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 3 7th, 3 8th, 3 9th.
20th: Spells, 3 zero, 3 first, 3 2nd, 3 2nd, 3 3rd, 3 4th, 3 5th, 3 6th, 3 7th, 3 8th, 3 9th 1 epic. 5th regular mutation.

Mutations: can not conflict. They do not stack so they cannot use angelic wings and actual wings at the same time. A defect can prevent the functioning of part of a mutation, but not totally.

Defects: I have a topic for that. If your favorite is missing, please add to the topic. Mutants get the otherwise Oracle only benefits, such as bonus spells and feats such as blind fighting for the blind.

Bonus Feats are from the mutations or homebrewed from this topic.
For example, Alternate spell source.
Requirement: more than 10 in either Int., Wis., or charisma.
Effect. Bonus spells and saves are determined by a different source than normal for that class. It takes up a bonus feat for mutants, but other classes can take it as a normal feat.

Spells: They are charisma based for bonus spells and DC of spells. Universal, transmutation, and one appropriate school. If they do not have enough charisma (or whatever) to cast that level of spells, they do not have those spells. If the spell requires a deity, they can select a false god(such as mutant monsters including the Lamia Hydra or Cthulhu).

Epic: These spells either mimic godlike powers or are normal spells whose level is inflated by feats.


Skills: Bonus skills from the mutations, of course. Bluff(Cha), Craft (Int), Disguise (Cha), Knowledge (local) (Int), Profession (Wis), Stealth (Dex), and Survival (Wis)

If you have access to Ultimate Intrigue,
1st Level Dual Identity(Mundane identity may be a tradesman,
craftsman, laborer, or peasant) Takes one minute to remove one costume that hides their mutation, and don the other that hides their identity. (Fabricate disguise can be used with this, but only till you run out of first level spell slots)
3rd Seamless Guise
7th Quick Change. Now the change takes a full round action.


25:Bombers Touch
Zero level: Fine items explode for 1 point next round or when thrown.
1st level: Fine or smaller objects can be tossed as missile weapons. They do 1D4 per level up to 5D4 on impact. Blunt concussive damage. A silver piece or jewelry will bypass lycanthrope DR. Object is destroyed even if it misses.
3rd level: Tiny objects like darts can be thrown. They do 1D6 per level on impact or 1 point of splash damage like a grenade if they miss to the adjacent squares to the square of impact.
More to come.


25:Bombers Touch
Zero level: Fine items explode for 1 point next round or when thrown.
1st level: Fine or smaller objects can be tossed as missile weapons. They do 1D4 per level up to 5D4 on impact. Blunt concussive damage. A silver piece or jewelry will bypass lycanthrope DR. Object is destroyed even if it misses. Throw anything as a free bonus feat.
3rd level: Tiny objects like darts can be thrown. They do 1D6 per level on impact or 1 point of splash damage like a grenade if they miss to the adjacent squares to the square of impact.
5th level: Construct touch. Can damage constructs by hitting with hand. 1D6+level ignoring DR. Can use on walls, locks, or similar inorganic things.
7th level: Tiny objects up to short sword size can be thrown. They do 1D8 per 2 levels up to 10D8.
9th level: Construct touch can now be used on attended objects. Dex save applies. Person holding the item takes 1 point per level only if the object is destroyed(0 hits).
11th level: Small items bigger than a short sword but not as big as a 2 handed weapon can be thrown for 1D10 per 3 levels, max 15D10. Splash damage 20 feet, 1 point per level.
13th level: Larger, 2 handed thrown items do 1D12 per 5 levels. Splash damage 30 foot radius.
15th level: Delayed blast. Object can be set to explode up to 10 min. per level later.
17th level: Hand off. Item prepped to explode can be handed off to another to toss. Object save is ignored if bomber touches held object because it's friendly.
Sorcerer spells: 1st magic stone, 3rd magic weapon, 5th explosive runes, 15th delayed blast fireball, 19th Meteor Storm
Bonus Feat: Point blank shot. If already possessed, rapid shot.

Feat: My class is a mutation!
Prerequisite: Sorcerer, Oracle, Kineticist, any other Occult class, or any other class that doesn’t rely on training.
As a card carrying mutant, exposure to radiation or mutagens make them sickened for a day, but their new mutation and defect appear quickly.
Usual: Radiation and some substances can cause cancer. A cure disease spell can cure it, or you can become a cyst mage.


26.Immortal
Zero level: Seem unusually healthy and grow up slowly. May be confused with a half elf or changeling.
1st level: Age 5% slower per level. +1 fort saves. Magic resistance 5 verses level, ability drain, Feeblemind, death spells, Ghostly Corrupting touch, and any other thing that weakens mind or body.
3rd level: +2 fort saves. Magic resistance 6.
5th level: Healing factor 1. (One point per minute. Limbs can be reattached. Point will stabilize.)
7th level: +3 fort saves. Magic resistance 7.
9th level: Healing factor 2. (Two points per minute. Limbs can be reattached. Fingers and toes grow back after 10 minutes.)
11th level: +4 fort saves. Magic resistance 10.
13th level: Healing factor 3. (Three points per minute. Limbs grow back after an hour.)
15th level: +5 fort saves. Magic resistance 12.
17th level: Healing factor 4. (one point per round. Limbs grow back after 30 minutes.)
19th level: +6 fort saves. Magic resistance 15.
20th level: Doesn’t age at all. Magic that causes aging won’t function on them.
21th level: Healing factor 5. (Two point per round. Limbs grow back after 10 minutes.)
Class Skill:Heal
Sorcerer spells: 1st Death Watch, 3rd Lesser Restoration, 7th Death Ward, 9th Restoration, 11th Greater Restoration
Bonus Feat: Blood magic: Using blood as a substitute for a material component. The blood donor suffers 1 actual damage, spell level subdual, and 1 temporary point of con. damage.

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