Chapter Four: Blessed Mutation
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+1d6 points of damage (usable only if mutation already inflicts damage) +2 competence bonus (usable only if mutation already grants a competence bonus) +1 inherent bonus (usable only if mutation already grants an inherent bonus) +1 natural armor bonus (usable only if mutation already grants a natural armor bonus) +2 bonus to “caster” level (usable only if mutation mimics a spell) Double range (usable only if mutation has a ranged effect) Extra use per day (usable only if mutation allows a limited number of uses per day) +25% chance to use a sixth sense ability (see page 70)
Special: You can take this feat multiple times, choosing a different applicable option each time.
Negate Drawback [General] You can overcome unwanted mutations simply through force of will. Benefit: You permanently negate the effects of one mutation drawback.
Mutations The next few sections list the possible types of mutation, organized into minor, moderate, and major mutations, as well as incidental mutations and mutation drawbacks. Even mutations that replicate spells are not magical— they are mutant powers. They function like spell-like abilities, except that antimagic does not suppress them and they cannot be dispelled. They can be disrupted, however. If you need to reference an ability score to determine any aspect of a mutant power, use Constitution. If a level (such as caster level) is needed, use total character level (or Hit Dice). If a mutation duplicates an ability the creature already has, whether as a natural ability, a class ability, or another mutant power, the DM may allow a reroll.
Minor Mutations The following abilities are minor mutations. Unless mentioned otherwise, they do not have physical manifestations. Thus, it is not immediately obvious that a creature with only minor mutations is a mutant, except for the aura of wrongness surrounding the creature (partially to blame for the mutant’s lowered Charisma score).
d% Mutation Description 01–03 Adhesion: Your hands have an adhesive quality, granting you a +4 competence bonus to offensive grapple checks, Climb checks, and rolls to resist being disarmed. 04–06 Catfall: Your reflexes allow you to land well. Reduce 10 feet from the distance of every fall when determining damage. 07–10 Darkvision: You have darkvision with a 60-foot range. 11–14 Enhanced Constitution, Minor: You gain a +2 innate bonus to Constitution. 15–19 Enhanced Dexterity, Minor: You gain a +2 innate bonus to Dexterity. 20–23 Enhanced Flesh, Slight: You gain a +1 natural Armor Class bonus. 24–26 Enhanced Hearing: You gain a +4 competence bonus to Listen. 27–30 Enhanced Strength, Minor: You gain a +2 innate bonus to Strength. 31–32 Enhanced Vision: You gain a +4 competence bonus to Spot and Search. 33–34 Flexible Bones: You have rubbery bones that allow you to squeeze into very tight places. You gain a +4 competence bonus to Escape Artist thanks to this mutation. 35–36 Gripping Feet: You have a long toe at the back of each of your feet, allowing you to grasp with them. You gain a +3 competence bonus to grapple and Climb checks. You can even grasp objects with your feet. 37–38 Low-Light Vision: You have low-light vision. 39–40 No Scent: You cannot be found or tracked by scent. 41–43 Perfect Voice: You gain a +4 competence bonus to Bluff, Diplomacy, and Gather Information. 44–46 Predict Weather: By being in tune with natural conditions around you, you always know what tomorrow’s weather will be like. 47–50 Resilience: You gain +10 hit points. 51–53 Resistance to Disease: You gain a +4 bonus on all saving throws against disease. 54–56 Resistance to Mutation: You gain a +4 bonus on all of your saving throws against chaotic contamination. 57–59 Resistance to Poison: You gain a +4 bonus on all your saving throws against poison. 60–63 Scent: You have the scent ability as described in the MM.
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