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 Post subject: Mutant templates (OLD)
PostPosted: Thu Jul 14, 2016 8:25 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Like it says in the title, these are old as hell. They were written back in the 3.5 glory days, and I have done absolutely nothing to update them to any more modern set of rules. Though I guess I might Paizo-fy them someday if I get bored enough.
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I designed these templates to represent "X-men style" mutants in the world of D&D, hopefully putting such powers within the reach of players. The idea came to me after I realized that the only options for those wanting to play superhuman characters were either highly customized, ground-up builds (like Kain, Bane, and others have done with their Marvel and DC conversions), which are both time-consuming and difficult to balance; the Paragon template, which gives new meaning to the word overkill; or Vow of Poverty, which imposes severe role-playing restrictions. I drew some inspiration from the mutant base classes posted by Steelborn86 on the WotC boards (yeah, I know), but didn't think they quite captured what I wanted. Hence, my creations here. These are the first templates I've ever made, so tell me what you think.

A couple of quick notes before I dive in; first, if you don't happen to share my burning, irrational hatred of D&D Psionics, feel free to make any supernatural Powers psionic in nature, instead. Second, for all abilities of these templates that refer to "hit dice," I mean the sum total of a creature's racial HD and class levels.
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Mutations occur every day, in every species. Most often, they have no effect; say, an unusual hair color, or an extra toe on each foot. Other mutations are harmful; traits such as sterility, sickliness, or insanity lead to dead ends in the race for survival. But, every now and then, a mutation pops up that actually benefits the creature born with it. Even in the "real world," we occasionally see creatures with unusual resistance to disease, above average intelligence, or some other genetic gift. It only stands to reason that in a world of magic, already populated with spell-slinging wizards, fire-breathing dragons, and meddling deities, that such helpful quirks of nature (to use the term loosely) would be both more common... and far more extreme.

Behemoth Creature
A Behemoth Creature possesses a benign mutation that gives it strength and endurance far beyond the norms for its species. This mutation may be caused by exposure to magic or other radiation while in the womb, the will of a deity or other entity, wizardly tinkering, or simply twists of Fate. Behemoths who take class levels gravitate towards Fighter and Barbarian, or more rarely, Paladin, Ranger, and Monk; in Oriental cultures, they often become renowned Samurai. A few, seeing their power as a gift from above (or below), become mighty Clerics of strength-based gods or cosmic entities. Druidic Behemoths are rare, but not unheard of, and they almost never become Wizards, Sorcerers, or Rogues. Among animals and savage humanoids, a Behemoth is almost guaranteed a position of dominance, and the chance to pass on its physical superiority. Regardless of intellect or alignment, they tend to be straightforward, and unsubtle.

Behemoth is an inherited template that may be applied to any living corporeal creature, except Elementals, Oozes, or Outsiders. Native Outsiders are an exception, having the same chance to be born with mutations as their non-Outsider parent race.

A behemoth creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become Magical Beasts, but otherwise type is unchanged. Size is unchanged, unless the base creature has Powerful Build.

Armor Class: A Behemoth creature receives a +2 Natural Armor bonus.

Base Attack/Grapple: A Behemoth's grapple modifier benefits from its Powerful Build (or size increase) and great strength, but otherwise unchanged.

Attack and Full Attack: A behemoth with no natural weapons gains a primary Slam attack. If the base creature can wield weapons, the Behemoth retains this ability. If the Behemoth is armed with a weapon and has a free hand, it usually uses the weapon as its primary attack and its slam as a natural secondary attack.

Damage: See Powerful Build. Also, a Behemoth's Slam attack deals damage based on its effective size, as follows: Diminutive- 1d2, Tiny- 1d3, Small- 1d4, Medium- 1d6, Large- 1d8, Huge- 2d6, Gargantuan- 3d6, Colossal- 4d6.

Space/Reach: Usually as the base creature (see below).

Special Attacks: Powers - perhaps the most dramatic result of the Behemoth mutation is their ability to channel personal energy or ambient magic into a variety of effects, known simply as "Powers." All of a Behemoth's Powers are somehow related to its immense physical might, allowing them to perform feats of strength and toughness far beyond what even such powerful creatures should be capable of. Powers are either Supernatural or Extraordinary. If a Power mimics the effect of a spell, its caster level is equal to the Behemoth's HD. If a Power requires a save, the DC is 10 + 1/2 HD + Str mod unless otherwise noted. Behemoths gain new Powers based on their HD, chosen from the lists below. When gaining a Power from list B or C, you may select from a lower list if desired. You may not select a Power more than once unless specified.

Code:
HD  Powers
1    First Power (list A)
5    Second Power (list A)
10   Third Power (list B)
15   Fourth Power (list B)
20   Fifth Power (list C)
+5   +1 Power (list C)


List A:
    Bonus Feat - you gain one bonus feat, for which you must meet the prerequisites, from the following list: Awesome Blow, Cleave, Diehard, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Grapple, Improved Sunder, Iron Will, Stunning Fist, Toughness (from the CW: Close-Quarters Fighting, Combat Brute, Faster Healing, Fists of Iron, Improved Toughness, Monkey Grip, Power Critical) (from the CV: Brutal Throw, Goad, Leap Attack, Power Throw). You may select this power more than once, choosing a different feat each time (unless the feat itself may be taken multiple times).
    Damage Reduction (Ex) - You gain DR 2/-, that stacks with any other impenetrable DR you have or gain in the future.
    Even Stronger (Ex) - You gain a +1 inherent bonus to Strength. This Power may be taken multiple times, and it stacks with itself and with other inherent bonuses. You may still never have an inherent bonus to any score of more than +5.
    Mettle of Fortitude (Ex) - as Evasion, but with Fort saves.
    Rage (Ex) - As the Barbarian ability, 1/day. If you have Barbarian levels, you may Rage one additional time per day.
    Quick Recovery (Ex) - You recover nonlethal damage at a rate of 1 point per hit die per minute.
    War Stomp (Su) - You slam the ground, usually with a foot, with incredible force. All creatures within 15 ft. of you must make Reflex saves or fall prone. This Power may be used three times per day.

List B:
    Adamant Blows (Ex) - Prerequisites: Improved Unarmed Strike, or Improved Natural Attack. Your natural weapons and unarmed strikes are considered Adamantine for purposes of bypassing DR and hardness.
    Dreadful Wrath (Ex) - Prerequisite: Intimidate 12 ranks. When you attack or charge, all enemies within 60 ft. of you, that can see you and have no more HD than you, must make a Will save or be shaken. Creatures with fewer than half your HD that fail their saves are panicked. Any creature that passes its save is immune to your Dreadful Wrath for 24 hours. In addition, you forever more use your Strength modifier in place of Charisma when making Intimidate checks, and you can attempt to demoralize an opponent in combat as a Free action rather than a Standard action (but only once per round).
    Fast Healing (Ex) – Prerequisites: Quick Recovery. You gain Fast Healing 1.
    Greater Mettle of Fortitude (Ex) - Prerequisite: Mettle of Fortitude. As Improved Evasion, but with Fort saves.
    Magical Blows (Su) - Prerequisites: Improved Unarmed Strike, or Improved Natural Attack. Your natural weapons and unarmed strikes are considered magical weapons of your alignment for purposes of bypassing DR. For purposes of qualifying for feats and prestige classes, this Power is interchangeable with the Monk's Ki strike (magic) and Ki strike (lawful) abilities.
    Shockwave (Su) - Three times per day, you can clap your hands together or unleash a ferocious bellow, duplicating the effects of the Shout spell.
    Spell Resistance (Su) - Your unnatural toughness extends even to magical assaults. You gain Spell Resistance 11 + your HD.
    Tireless (Ex) - Prerequisite: Quick Recovery. You are totally immune to fatigue and exhaustion. You ignore half of any nonlethal damage you take (this does not apply to lethal damage that is converted to nonlethal by Regeneration).

List C:
    Earthquake (Su) - Prerequisite: War Stomp. As the spell, except that the effect is always centered on you, and you are immune to any negative effects of the tremor. This Power may be used once per day; taking it a second time allows you to use it three times per day.
    Improved Shockwave (Su) - Prerequisite: Shockwave. You may use Great Shout three times per day. This is in addition to the B list Power.
    Muscles of Steel (Ex) - Prerequisites: Damage Reduction, Tireless. Your body has grown as hard as living steel. You gain a bonus to Natural Armor equal to your Constitution modifier.
    Iron Body (Su) - Prerequisite: Muscles of Steel. As the spell, except that the Behemoth's Dexterity and speed are not reduced. This ability may be used for a number of rounds each day equal to your HD; these rounds need not be consecutive, and you can dismiss the Power to conserve unused rounds as a standard action. It ends automatically if you are rendered unconscious.

List D (Epic, requires Evolved Mutation feat):
    Bonus Epic feat – you gain one bonus feat, for which you must meet the prerequisites, from the following list: Armor Skin, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Toughness, Epic Will, Extended Lifespan, Fast Healing, Great Constitution, Great Strength, Improved Ki Strike, Improved Stunning Fist, Improved Spell Resistance, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Wrestler, Mighty Rage, Penetrate Damage Reduction, Perfect Health, Ruinous Rage, Terrifying Rage, Thundering Rage.
    Diamond Skin (Ex) - Prerequisites: DR 10/-, Adamant Blows, Muscles of Steel. Any weapon that misses you but would have hit if not for your natural armor, or that hits you and fails to deal damage, must make a Fortitude save or shatter against your skin.
    Indomitable Might (Ex) - Prerequisites: Iron Body, Mettle of Fortitude, Muscles of Steel. You are immune to critical hits, sneak attacks, death from massive damage, and any effect which would reduce your Strength or Constitution scores.
    Regeneration (Ex) – Prerequisites: Fast Healing, Tireless, Greater Mettle of Fortitude, Con 21. Your Fast Healing, including any Fast Healing you gain after taking this feat, is replaced by Regeneration of the same amount. Upon selecting this Power, you must select two types of damage which are lethal to you; either special materials, energy types, or alignments (you must choose an alignment opposed to your own). For example, you could choose silver and electricity, cold iron and good, or the traditional fire and acid.
    Unbreakable Grasp (Su) – Prerequisite: Magical Blows, Legendary Wrestler. You may grapple creatures of two sizes larger than you (determined after Powerful Build), and creatures under the effect of freedom of movement do not automatically succeed on grapple checks to escape you, gaining only a +10 bonus on their opposed grapple or Escape Artist check. Creatures you grapple are under the effects of dimensional anchor until they escape the grapple normally.


Special Qualities:
Powerful Build -
a Behemoth creature is considered to be one size larger whenever it would be advantageous, including Grappling, Bull Rushing, unarmed strike and natural weapon damage, weapons sized appropriately for them, feat/PrC prerequisites, and whether they can be affected by Swallow Whole and similar attacks. The Behemoth is not considered one size larger when determining its Space, Reach, Attack bonus or AC. If the base creature has a similar ability (a Goliath, for example), it loses that ability, and simply grows one size category.
Recessive Gene (Ex) - any offspring a Behemoth produces that is not a direct copy of it (such as by a Clone spell) has a 50% chance of being a Behemoth itself.

Abilities: +8 Str, +6 Con, -2 Dex, -2 Int, -2 Wis. A Behemoth has a minimum Intelligence of 3, unless the base creature's was lower, in which case the minimum is 1. Behemoths possess awe-inspiring brawn, but their muscle-bound physiques are not very maneuverable. Even the brightest of them prefers to think with his fists, and they tend to be overconfident.

Skills: A Behemoth gains a +4 racial bonus on Climb, Intimidate and Survival checks.

Feats: A Behemoth gains Endurance and Power Attack as bonus feats. Also, see Powers (List A).

Challenge Rating: +4 (guesstimate)

Level Adjustment: +5 (guesstimate)
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Quickling Creature
A Quickling Creature possesses a benign mutation that gives it speed and agility far beyond the norms for its species. This mutation may be caused by exposure to magic or other radiation while in the womb, the will of a deity or other entity, wizardly tinkering, or simply twists of Fate. Quicklings who take class levels gravitate towards Swashbuckler, Rogue, and Scout, or more rarely, Bard, Fighter, Ranger, and Monk. A few, seeing their power as a gift from above (or below), become mighty Clerics of stealth- or agility- based gods or cosmic entities. Wizard, Sorcerer, and Druidic Quicklings are rare, but not unheard of, and they almost never become Barbarians or Paladins. Among animals and savage humanoids, Quicklings tend to be outcasts, cut off from the larger group by their faster-paced lives. Regardless of intellect or alignment, they tend to be extremely confident and witty, albeit with an off-beat sense of humor.

Quickling is an inherited template that may be applied to any living corporeal creature, except Elementals, Oozes, or Outsiders. Native Outsiders are an exception, having the same chance to be born with mutations as their non-Outsider parent race.

A Quickling creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become Magical Beasts, but otherwise type is unchanged.

Speed: A Quickling's base speed is doubled for all modes of movement. This is not a magical enhancement, and thus stacks with Haste, the Fast Movement class feature, and similar effects.

Armor Class: Quicklings receive a +1 dodge bonus to AC. This stacks with any other dodge bonus they gain.

Base Attack/Grapple: See Powers, list B.

Special Attacks: Powers- perhaps the most dramatic result of the Quickling mutation is their ability to channel personal energy or ambient magic into a variety of effects, known simply as "Powers." All of a Quickling's Powers are somehow related to its incredible speed, allowing them to perform feats of agility and fleetness of foot far beyond what even such hyper-accelerated creatures should be capable of. Powers are either Supernatural or Extraordinary. If a Power mimics the effect of a spell, its caster level is equal to the Quickling's HD. If a Power requires a save, the DC is 10 + 1/2 HD + Dex mod unless otherwise noted. Quicklings gain new Powers based on their HD, chosen from the lists below. When gaining a Power from list B or C, you may select from a lower list if desired. You may not select a Power more than once unless specified.
Code:
HD  Powers
1    First Power (list A)
5    Second Power (list A)
10   Third Power (list B)
15   Fourth Power (list B)
20   Fifth Power (list C)
+5   +1 Power (list C)


List A:
    Afterimage (Su) - You may use Mirror Image, as the spell, except that you create a number of images equal to your Dexterity modifier, and the duration is 1 round. This Power can be used once per day.
    Bonus Feat - you gain one bonus feat, for which you meet the prerequisites, from the following list: Acrobatic, Agile, Athletic, Combat Expertise, Combat Reflexes, Deft Hands, Deflect Arrows, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Mobility, Nimble Fingers, Quick Draw, Rapid Reload, Rapidshot, Run, Snatch Arrows, Spring Attack, Stealthy, (from the CW: Arterial Strike, Clever Wrestling, Dash, Defensive Strike, Elusive Target, Eyes in the Back of Your Head, Fleet of Foot, Flick of the Wrist, Hamstring, Improved Combat Expertise, Improved Rapid Shot, Raptor School, Prone Attack) (from the CV: Dive For Cover, Expert Tactician, Goad, Improved Diversion, Quick Reconnoiter, Staggering Strike, Tactile Trapsmith). You may select this Power multiple times, gaining a different feat each time.
    Evasion (Ex) - as the Rogue/Monk/Ranger ability.
    Even Faster (Ex) - you gain a +1 inherent bonus to Dexterity. This Power may be taken multiple times, and stacks with all other inherent bonuses, but you may never have an inherent bonus of more than +5 to any one ability score.
    Flurry of Blows (Ex) - When taking a full attack action, using any melee weapon with which you are proficient, you receive an extra attack at your highest attack bonus. However, all attacks made that round (including attacks of opportunity) suffer a -2 penalty. This is Power is not magical, and thus stacks with Haste and similar effects.
List B:
    Athletic Agility (Ex) - Prerequisite: any two of Jump, Climb, or Swim 10 ranks. You may use your Dexterity modifier in place of strength on Climb, Swim, and Jump checks, and on Grapple checks. Additionally, you may now apply Weapon Finesse to any one-handed weapon.
    Effortless Precision (Ex) – Prerequisite: Athletic Agility. You may use your Dexterity modifier in place of Strength on damage rolls with any weapon compatible with Weapon Finesse (including the one-handed weapons added by Athletic Agility).
    Improved Evasion (Ex) - Prerequisite: Evasion. As the Rogue/Monk ability.
    Improved Flurry (Ex) – Prerequisite: Flurry of Blows. You can make a second extra attack when using your Flurry of Blows. This Power does not remove the -2 penalty to all attacks that round.
    Slipstream (Su) - Three times per day, you can move so quickly that you shift out of phase with the physical world. You can move up to three times your speed in a straight line, ignoring all obstacles between you and your destination. If you use this Power as part of a charge, your target is considered flat-footed.
List C:
    Defensive Vibrations (Su) – Prerequisites: Destructive Resonance, Slipstream. Three times per day, as an immediate action, you may act as if ethereal for one round. You do not actually enter the ethereal plane, but merely slip out of phase with physical objects for a brief moment.
    Lightspeed (Su) - Prerequisite: Slipstream. For a brief moment, you can move so quickly that (almost) no other creature can possibly react. This Power functions as Time Stop, and may be used once per day. Other Quicklings with this power may choose to expend their own daily use of it to interact with you during the effective duration, as if they possessed the Spell Stowaway (Time Stop) feat (even though the feat itself does not function with this Power). You may take this Power a second time; doing so allows you to use it three times per day.
    Destructive Resonance (Su) - Prerequisites: Slipstream. Once per day, you can move through any creature or object; the target of this ability must make a Fortitude save or die. Success on the saving throw results in 10d6 damage. This damage is of no particular type. A creature or object that fails is saving throw (or is destroyed by the damage on a success) is vibrated into fist-sized chunks.
    Unnatural Acceleration (Su) - You act as if constantly under the effects of Haste.

List D (Epic, requires Evolved Mutation feat):
    Bonus Epic feat – you gain one bonus feat, for which you must meet the prerequisites, from the following list: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will Epic Dodge, Epic Reflexes, Epic Speed, Great Dexterity, Great Charisma, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Infinite Deflection, Instant Reload, Self Concealment, Superior Initiative, Trap Sense.
    Double-time (Su) – Prerequisite: Unnatural Acceleration. This Power may be activated as a Swift action, and allows you to take an additional Standard or Move action either before or after your turn for that round. You may safely use this Power a number of times per day equal to your Constitution modifier; each additional use causes you to take nonlethal damage equal to half your maximum hit points at the end of the round.
    Unfettered Step (Ex) - Prerequisites: Athletic Agility, Instantaneous Movement, Unnatural Acceleration. You act as if constantly under the effects of freedom of movement, automatically succeed on all Balance checks, ignore the penalties imposed by difficult terrain, and are immune to any effect that would reduce your speed or Dexterity score.

Special Qualities:
Slight Build:
The physical stature of Quicklings lets them function in many ways as if they were one size category smaller. Whenever a Quickling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Quickling is treated as one size smaller if doing so is advantageous to the character. A Quickling is also considered to be one size smaller when "squeezing" through a restrictive space. A Quickling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Quickling remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. If the base creature already has a similar ability, it simply shrinks one size category instead; if the base creature has Powerful Build, both abilities are lost.
Recessive Gene (Ex) - any offspring a Quickling produces that is not a direct copy of it (such as by a Clone spell) has a 50% chance of being a Quickling itself.

Abilities: +8 Dex, +2 Int, +2 Cha, -2 Con, -2 Wis. If the base creature's Intelligence is less than 3, a Quickling does not receive the Intelligence increase. Quicklings are agile of mind and body, with great confidence in their abilities. However, they can be rather impetuous, and their speed-adapted bodies are somewhat more vulnerable to injury and disease than their non-mutant kin.

Skills: Quicklings receive a +4 racial bonus on Balance, Bluff, Sleight of Hand, and Tumble checks.

Feats: Quicklings receive Dodge and Weapon Finesse as bonus feats.

Challenge Rating: +4 (guesstimate)

Alignment: Often chaotic.

Level Adjustment: +4 (guesstimate)
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Savant Creature
A Savant Creature possesses a benign mutation that gives it intelligence and wisdom far beyond the norms for its species. This mutation may be caused by exposure to magic or other radiation while in the womb, the will of a deity or other entity, wizardly tinkering, or simply twists of Fate. Savants who take class levels gravitate towards Wizard, Cleric, and Sorcerer, or more rarely, Rogue, Druid, and Bard. Monk Savants are rare, but not unheard of, and they almost never become Fighters, Rangers, or Paladins. Barbarian is not even worth mentioning. Among animals and savage humanoids, a Savant is almost guaranteed a position of dominance, and the chance to pass on its mental superiority; despite this, the expanded minds of such creatures often drive them to seek civilized company. Regardless of alignment, they tend to be manipulative, and disdainful of physical combat.

Savant is an inherited template that may be applied to any living corporeal creature, except Elementals, Oozes, Outsiders, or Vermin. Native Outsiders are an exception, having the same chance to be born with mutations as their non-Outsider parent race.

A Savant Creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals with this template become Magical Beasts. Otherwise, type is unchanged.

Armor Class: Savants receive a +1 insight bonus to AC.

Special Attacks: Powers - perhaps the most dramatic result of the Savant mutation is their ability to channel personal energy or ambient magic into a variety of effects, known simply as "Powers." All of a Savant's Powers are somehow related to its immense mental capacity, allowing them to perform feats of memory and manipulation far beyond what even such creatures should be capable of. Powers are either Supernatural or Extraordinary. If a Power mimics the effect of a spell, its caster level is equal to the Savant's HD. If a Power requires a save, the DC is 10 + 1/2 HD + Int mod unless otherwise noted. Savants gain new Powers based on their HD, chosen from the lists below. When gaining a Power from list B or C, you may select from a lower list if desired. You may not select a Power more than once unless specified.

Code:
HD  Powers
1    First Power (list A)
5    Second Power (list A)
10   Third Power (list B)
15   Fourth Power (list B)
20   Fifth Power (list C)
+5   +1 Power (list C)


List A:
    Arcane Insight/Divine Epiphany (Ex) - Prerequisite: ability to cast 1st level spells. These Powers increase your arcane or divine caster level, respectively, by three. You do not gain access to more spells per day or spells known, your spells are simply more powerful.
    Bonus Feat - You gain a bonus feat from the following list, for which you meet the prerequisites: Alertness, Augment Summoning, Blind Fight, Combat Casting, Combat Expertise, Deceitful, Eschew Materials, Greater Spell Focus, Improved Counterspell, Improved Familiar, Investigator, Iron Will, Negotiator, Persuasive, Skill Focus (any Int or Wis based skill), Spell Focus, Spell Mastery, any metamagic, any item creation (from the CA: any except Mage Slayer and related feats) (from the CV: Appraise Magical Value, Combat Intuition, Danger Sense, Deft Strike, Extraordinary Concentration, Extraordinary Spell Aim, Insightful Reflexes, Jack of All Trades, Mobile Spellcasting, Obscure Lore, Open Minded). This Power can be selected multiple times, granting a different feat each time.
    Even Smarter (Ex) - You gain a +1 inherent bonus to Intelligence. This Power may be taken multiple times, and stacks with itself, as well as other inherent bonuses. You may never have an inherent bonus greater than +5 to any one ability score.
    Mindreader (Su) - You may use Detect Thoughts, as the spell, 3/day.
    Minor Telekinesis (Su) - You may use Mage Hand, as the spell, at will.
    Photographic Memory (Ex) - you can make a special check to see if you have ever seen or heard a particular piece of information. This Power functions exactly like Bardic Knowledge, using your total HD in place of your Bard level, except that it can be used recall any sort of knowledge. If you fail a memory check, you cannot retry it until you have gained at least one rank in a relevant Knowledge skill; you either remember something helpful, or you don't. For purposes of qualifying for feats, prestige classes, etc., this is interchangeable with Bardic Knowledge and Lore.

List B:
    Astute Strike (Ex) - You may substitute your intelligence modifier in place of strength modifier for melee attack rolls
    Greater Telekinesis (Su) - Prerequisite: Minor Telekinesis. You may use Telekinesis, as the spell, 3/day.
    Lesser Precognition (Su) - Once per day, you may gain an insight bonus on any one roll equal to your Intelligence modifier (maximum +10). This Power requires a move action to activate, and applies to any roll you make within one round.
    Mind Blast (Su) - Three times per day, you can unleash a 30-ft. cone of mental energy. All creatures within this cone must make a Will save, or be stunned for 1d4 rounds.
    Mold the Weak Mind (Su) - Prerequisite: Mindreader. You may use Modify Memory as the spell, 3/day.
    Overload (Su) - Lesser minds cannot withstand exposure to your own. At will, you may use Feeblemind as a touch attack. Any creature with Intelligence equal to or higher than your own is immune to this attack.
    Telepathy (Su) - Prerequisite: Mindreader. You may communicate telepathically with any creature that has a language within 100 ft. of you.

List C:
    Astute Impact (Ex) - Prerequisite: Astute Strike. You may substitute your intelligence modifier in place of strength modifier for melee damage rolls.
    Crush the Weak Mind (Su) – Prerequisite: Mold the Weak Mind. You may use Dominate Monster as the spell, once per day. This Power can be taken twice; doing so allows you to use Dominate Monster three times per day. Regardless of daily uses, you may never have more creatures dominated than 1/2 your Intelligence modifier.
    Greater Precognition (Su) - You may use Foresight as the spell, once per day. This Power may be taken twice; doing so allows you to use Foresight three times per day. (I'm assuming the use of a revised Foresight, that’s actually worthy of being 9th level. If you use the pathetic SRD version, make this a constant effect.)
    Inviolate Mind (Su) - you are constantly under the effects of Mind Blank. You may still be affected by a mind-affecting effect if you so desire.
    Mental Fortress (Su) - Prerequisites: Inviolate Mind, Overload. Any creature that attempts to touch your mind, or use any Mind-Effecting effect on you without your permission suffers the effect of Feeblemind.
    Mind Over Matter (Su) - You divert ever more of your body's energy to strengthening your mind, but not without cost. You may use any of the limited use A or B list Savant Powers at will, but your Strength, Constitution, and Dexterity decrease by 1.

List D (Epic, requires Evolved Mutation feat):
    Bonus Feat – gain a bonus feat from the following list, for which you meet the prerequisites: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Efficient Item Creation, Epic Skill Focus, Epic Spell Focus, Familiar Spell, Great Intelligence, Great Wisdom, Ignore Material Components, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Master Staff, Master Wand, Permanent Emanation, Planar Turning, Polyglot, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell.
    Cast off the Flesh (Su) – Prerequisites: Int 23, Wis 25, Cha 23, Mind Over Matter, Crush the Weak Mind. This power may be used once per day, and functions as Astral Projection, except that your Astral form also gains the ability to act on the Material plane, and to possess other creatures, in a fashion similar to the Manifestation and Malevolence abilities of a ghost (as described in the SRD, except that the DC is determined as normal for Savant Powers).
    Unassailable Thoughts (Ex) – Prerequisites: Inviolate Mind, Mental Fortress. You are immune to any effect which would damage your mental ability scores, you henceforth modify your Concentration checks with your highest mental score rather than Constitution, and any Charisma-based check meant to alter your attitude takes a -20 penalty.

Special Qualities:
Recessive Gene (Ex) -
any offspring a Savant produces that is not a direct copy of it (such as by a Clone spell) has a 50% chance of being a Savant itself.

Abilities: +8 Int, +4 Wis, +4 Cha, -4 Str, -2 Con. The minds of Savants are highly developed, at the expense of their bodies.

Skills: Savants always consider all Knowledge skills, and Speak Language to be class skills. They receive a +4 racial bonus on Decipher Script checks.

Feats: Savants receive either Combat Expertise, OR any metamagic as a bonus feat.

Challenge Rating: No clue

Level Adjustment: +5 (guesstimate)
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Energized Creature
Energized creatures have perhaps the strangest mutation of all; they are born with a unique organ, similar to the draconis fundamentum of the True Dragons, that directly links their physiologies to a specific Inner Plane (Fire, Water, Earth, Air, Positive, or Negative), charging their bodies with the energy that corresponds to that plane. This energy affinity grants them spectacular abilities, all tied to the plane whose essence infuses their souls. Energized who take character classes often find ways to draw more deeply upon their planar link, becoming Sorcerers, Warlocks, or Shugenja. Almost as common among them are Favored Souls and Clerics, gaining additional power from elemental gods, or devoting themselves to the plane itself. They have no particular aversion to the martial classes, but these just do not hold the same attraction. The only classes that Energized almost never pursue are Druid and Wizard; they are too closely tied to one element to embrace the whole of nature, and they just don't see the point in studying magic when they... well, ARE magic. Nonsentient Energized, like Behemoths, tend to have a pronounced edge over any rivals they encounter.

Energized is an inherited template that may be applied to any living corporeal creature, except Elementals, Oozes, or Outsiders. Native Outsiders are an exception, having the same chance to be born with mutations as their non-Outsider parent race. Genasi, in fact, make up more than a third of all Energized.

An Energized Creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or vermin with this template become Magical Beasts. Otherwise, type is unchanged.

Armor Class: Fire and Air Energized gain a +1 Dodge bonus to AC. Earth and Water gain +1 Natural Armor. Positive and Negative gain a +1 Deflection bonus to AC.

Damage: See Energized Touch.

Special Attacks:
Powers - perhaps the most dramatic result of the Energized mutation is their ability to channel personal energy or ambient magic into a variety of effects, known simply as "Powers." All of an Energized creature's Powers draw upon its planar link, allowing them to perform feats of energy manipulation far beyond a mere affinity. Powers are either Supernatural or Extraordinary. If a Power mimics the effect of a spell, its caster level is equal to the Energized creature's HD. If a Power requires a save, the DC is 10 + 1/2 HD + Cha mod unless otherwise noted. Energized gain new Powers based on their HD, chosen from the lists below. When gaining a Power from list B or C, you may select from a lower list if desired. You may not select a Power more than once unless specified.

Code:
HD  Powers
1    First Power (list A)
5    Second Power (list A)
10   Third Power (list B)
15   Fourth Power (list B)
20   Fifth Power (list C)
+5   +1 Power (list C)


List A:
    Bonus feat - you may select any feat related to your energy type or element, for which you meet the prerequisites. This Power can be selected multiple times, granting a different feat each time.
    Elemental Animation (Su) - Prerequisites: Fire, Water, or Earth Energized only. Three times per day, you can imbue a 5-ft. cube of your attuned element with the semblance of life. The resulting "creature" is under your control, and uses the statistics for a Small Animated Object, with the following exceptions. Animated Earth has hardness 5, and deals damage as one size larger. Animated Water has hardness 0, double the normal hit points for an animated object of its size, and a swim speed of 40. Animated Fire has hardness 0, the Fire subtype, and the Burn special attack of a fire elemental (DC 12).
    Energy Resistance (Ex) - You gain resistance 10 to the energy type associated with your planar link (Air = Electricity, Earth = Acid, Water = Cold). This resistance can be lowered and restored with an effort of will (a standard action). Most positive and negative energized that gain this Power always keep their resistance lowered, so as to benefit from healing, but it can be useful in areas with otherwise fatally-high concentrations of positive or negative energy.
    Improved Energized Touch (Su) - The bonus damage from your Energized Touch special quality increases to 1d6.
    Improved Magical Manipulation (Ex) – Prerequisite: ability to cast at least one spell (or invocation) with your attuned energy or elemental descriptor (Positive energized use the Healing subschool, Negative use any Necromancy) of first level or higher. Your caster level for all spells of the appropriate descriptor, school, or subschool increases by 3, and your save DCs for such spells increase by 1.
    Strengthened Connection (Ex) - you gain +1 inherent bonus to Charisma, which stacks as normal with other inherent bonuses. You still cannot have more than a +5 inherent bonus to any one ability score.
    Turning/Rebuking (Su) - You gain the ability to rebuke or command creatures attuned to the same element as you, and turn or destroy creatures opposed to it. Fire, Water, Earth, and Air Energized gain the granted power of the appropriate domains. Positive Energized may turn Undead and rebuke Deathless (or living creatures, if you prefer); Negative, vice versa. This Power may be used 3+Cha mod times per day and if the Energized already has turning ability of the same type, such as from Cleric levels or a domain power, the number of attempts per day stack.

List B:
    Attuned Magic Mastery (Ex) – Prerequisite: Improved Magical Manipulation. Your caster level and save DCs for spells of your energy type increase by one; this increase stacks with that from Improved Magical Manipulation. Also, you may learn and use all such spells, as if they were on your class list. However, you may never again learn or cast any spells of the opposing energy or element (a Negative Energized cleric would lose all of his Cure spells, a Fire Sorcerer would lose the ability to cast Cone of Cold and Control Water, etc.), even from items such as wands and scrolls.
    Charged Throw (Su) - Prerequisite: Improved Energized Touch. As a standard action, at will, you can imbue a small object (such as a playing card, or a stone) with your attuned energy type, and throw it at a single enemy. This is a ranged touch attack that deals 1d6 damage per two HD; this damage is half energy, and half impact (from the object exploding). If the charged object is itself a weapon, you may make a normal ranged attack to deal the weapon's base damage plus your strength modifier as normal, in addition to the energy damage. You may not charge an object that is already magical in any way, and the object is invariably destroyed, regardless of whether the attack hits.
    Elemental Mobility (Su) - Prerequisite: Earth, Water, or Air energized only. You gain the ability to move through your element unhindered. Earth Energized gain a Burrow speed, Water gain a Swim speed, and Air gain a Fly speed (Average maneuverability). In all cases, the new movement mode's speed is equal to the base creature's unmodified speed.
    Energetic Smite (Su) – Prerequisite: Improved Energized Touch. Three times per day, you may use your attuned energy to smite an enemy. You add your Charisma modifier to a single attack roll, and deal extra damage equal to your HD; the extra damage is of your attuned energy type. If you accidentally smite a creature immune to that energy, the attempt is wasted. When taking this Power, you choose whether to smite with melee or ranged attacks; you may take it a second time to smite with both.
    Energy Blast (Su) - Prerequisite: Improved Energized Touch, Cha 21. You may unleash a blast of your attuned energy type once per day. Other than the type of damage dealt, the Supernatural nature of the blast, and the damage being capped at 20d6, treat this Power as Fireball.
    Fast Healing (Ex) - Prerequisite: Positive or Negative Energized only. You gain Fast Healing 1.
    Grace of Life/Grace of Death (Su) - Prerequisite: Positive or Negative Energized, respectively. You may add your Charisma modifier as a sacred/profane bonus to all saving throws. If you already have a similar ability, such as a Paladin or Hexblade's, you simply gain a +2 bonus to all saves.
    Greater Energy Resistance (Ex) - Prerequisite: Energy Resistance (or resistance 5 from some other source). Your resistance to your attuned energy increases to 20. It can now be raised or lowered as a free action (but cannot be raised then lowered in the same round, or vice versa).

List C:
    Apotheosis (Ex) - Your creature type changes to Elemental (if you are charged with Fire, Water, Earth, or Air), Deathless (if you are charged with Positive energy; see BoED or EbCS), or Undead (if you are charged with Negative energy). Do not recalculate your BAB, saving throws, or skills. If you are now an Elemental, you become totally immune to your corresponding energy, and gain the special attack or quality of an Elemental of your size (Burn, Vortex, Whirlwind, or Earth Glide, as described in the MM). If you are now Deathless, you may use Lay on Hands as a Paladin of your HD. If you are Undead, you may use Deadly Touch as a Paladin of Tyranny/Slaughter of your HD. The extra abilities granted by this Power are Supernatural in nature. A change in ones' body of this magnitude is invariably accompanied by an altered appearance.
    Energetic Healing (Su) - Prerequisite: Greater Energy Resistance, or Apotheosis. Anytime you would normally take damage from your attuned energy type, you are instead healed for one-half the amount of damage you would otherwise take. Any excess healing over your normal maximum hit points is gained as temporary hit points. Temporary hit points gained in this manner do not stack with temporary HP from any other source, and may never exceed your Constitution score.
    Energy Storm (Su) - Prerequisite: Energy Blast. Once per day, you may surround yourself with a raging storm composed of your attuned energy. The storm lasts for a number of rounds equal to your Charisma modifier, and deals damage equal to your HD to all creatures within 30 ft. of you each round. You are exhausted when the storm ends. If you possess immunity to exhaustion, you are fatigued instead (even if you are normally immune to fatigue).
    Home of the Soul (Su) – Prerequisites: Apotheosis. You can travel between the Prime Material plane and the Inner Plane to which your soul is linked. This ability functions as plane shift, except that it can only be used to travel between those two planes, and you always arrive precisely where you desire. You and equipment you carry are immune to the negative effects of your attuned plane (regardless of how you arrive there), and you are considered a native of both the Prime and your linked plane. The plane shift aspect of this power may be used twice per day.
    Summon the Kindred (Su) - Prerequisite: Energy Blast. Once per day, you may use a powerful call to bring forth creatures related to your plane. For Positive Energized, this functions as True Resurrection; for Negative Energized, it functions as Create Greater Undead; and for all others, Elemental Swarm.

List D (Epic, requires Evolved Mutation feat)
    Bonus Feat – You gain a bonus feat from the following list, for which you meet the prerequisites: Armor Skin, Bonus Domain (related to your energy only), Damage Reduction, Energy Resistance, Epic Endurance (earth and water only), Epic Fortitude (earth and water only), Epic Reflexes (air and fire only), Epic Will (positive and negative only), Epic Spell Focus, Extended Life Span, Great Charisma, Great Constitution (earth, water, positive, and negative only), Great Dexterity (air and fire only), Perfect Health, and any other feat related to your attuned energy type.
    Extract Energy (Su) – Prerequisite: Summon the Kindred. Once per day, you may draw out the energies latent within a creature or object, simultaneously damaging a foe and giving yourself a powerful ally. The target of this ability takes 1d6 damage per HD you possess, with a Fortitude save for half. Furthermore, if the creature fails its save, the energy congeals into an elemental under your control. Regardless of your attuned energy, treat the elemental created as a Fire Elemental with hit dice equal to one-half the target’s HD, except that its Burn ability deals damage of your attuned energy, it is immune to your attuned energy rather than fire, and vulnerable to your opposing energy rather than cold. Undead, objects, and constructs are immune to the Positive energy version of this Power.
    Improved Energy Storm (Su) – Prerequisite: Energy Storm. The radius of your Energy Storm increases to 60 ft., you are no longer exhausted or fatigued after its use, and you may add your Charisma modifier to the damage dealt each round.
    Unbreakable Connection (Ex) – Prerequisites: Apotheosis, Energetic Healing, Turning/Rebuking. You are immune to any effect that would damage your Charisma or Constitution scores. You can make an opposed caster level check, using your total HD as your caster level, against any effect that would prevent you from using your supernatural Energized Powers or Energized Touch (such as antimagic field, or a dimension lock keeping you from summoning elementals).

Special Qualities:
Energized Touch (Su) -
An Energized deals one additional point of damage with any melee attack, of the energy type appropriate to their planar link (Earth = Acid, Air = Electricity, Water = Cold). Note that for Positive Energized fighting living or deathless creatures, or Negative Energized fighting undead, this effectively imposes a -1 penalty on melee damage rolls. This damage can only be delivered with a normal attack that deals at least 1 point of slashing, bludgeoning, or piercing damage.
Recessive Gene (Ex) - any offspring an Energized produces that is not a direct copy of it (such as by a Clone spell) has a 50% chance of being Energized itself.

Abilities: +6 Cha. Each type of Energized receives additional modifiers as well. Air and Fire: +4 Dex, -2 Wis. Earth: +4 Con, -2 Dex. Negative: +4 Str, -2 Con. Positive: +2 Str. Water: +2 Con.

Skills: Energized receive a +2 racial bonus on all Charisma based skill checks relating to natives of the plane they are linked to.

Feats: Energized gain bonus feats, depending on which plane they are linked to. Fire and Air - Dodge, Mobility. Earth and Water - Endurance, Toughness. Positive - Faster Healing (CW). Negative - Tomb-tainted Soul (LM).

Alignment: Usually True Neutral. Those Energized with Fire and Air have a slight tendency towards Chaos, while Earth and Water gravitate towards Law. Positive Energized are often Good, while Negative find it difficult to avoid being drawn to Evil.

Challenge Rating: +4?

Level Adjustment: Not sure... 5-ish?
______________________________________________________________________________________

NEW FEATS
Extra Power
Prerequisites:
Must possess a Mutation template, and the ability to choose Powers from list B.
Benefit: You may select an additional Power of any level you qualify for.
Normal: You are limited to one Power, plus one per five hit dice.

Evolved Mutation [Epic]
Prerequisites:
Must possess a Mutation template, and at least one C list Power.
Benefit: You may henceforth select Powers from the D list.


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