Mutant (3.5e Class)

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Mutant[edit]

Known to some as monsters for the forms they take, others become the visage of a legendary creature and take its name for their own. The possibilities of the Mutant are seemingly endless. Most Mutants, know what they are and the power within them that they are playing with as they evolve, and its to the point where its almost instinct, making it so that this class can be taken at a young age if desired.

Making a Mutant[edit]

Abilities: There is no primary ability score for a Mutant. Instead, spread them how you want to fill a role (such as a tank, utility, ranged, ect;)

Races: Humans Only

Alignment: Any

Starting Gold: 3d6x10 gp

Starting Age: As Rogue.

Table: The Mutant

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Evolution Pool
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat, Evolution Pool, Base Form, Evolutions 3
2nd +1 +3 +3 +3 Evasion 5
3rd +2 +3 +3 +3 6
4th +3 +4 +4 +4 Self Control 8
5th +3 +4 +4 +4 Ability Score Increase, Bonus Feat 9
6th +4 +5 +5 +5 11
7th +5 +5 +5 +5 12
8th +6/+1 +6 +6 +6 13
9th +6/+1 +6 +6 +6 Improved Evasion 15
10th +7/+2 +7 +7 +7 Ability Score Increase, Bonus Feat 16
11th +8/+3 +7 +7 +7 18
12th +9/+4 +8 +8 +8 19
13th +9/+4 +8 +8 +8 21
14th +10/+5 +9 +9 +9 22
15th +11/+6/+1 +9 +9 +9 Ability Score Increase, Bonus Feat 23
16th +12/+7/+2 +10 +10 +10 25
17th +12/+7/+2 +10 +10 +10 26
18th +13/+8/+3 +11 +11 +11 28
19th +14/+9/+4 +11 +11 +11 29
20th +15/+10/+5 +12 +12 +12 Ability Score Increase, Bonus Feat 30

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mutant.

Weapon and Armor Proficiency: A Mutant is proficient in all simple and martial weapons. She is proficient with light armor, but not medium or heavy. She is not proficient with shields.

Bonus Feats: At 1st level and every level marked thereafter on Table: The Mutant, the Mutant gains a bonus feat of their choice. You must still meet all prerequisites for the selected feat. In addition, you may uses these bonus feats to gain the Multiattack feat if you have 3 or more natural attacks, even if you do not meet the other prerequisites. You may also choose to take the appropriate monster feats as long as you meet the requirements.

Evolution Pool: The value given in this column is the total number of points in your evolution pool. Points from this pool can be spent in a variety of different ways to allow you to further evolve from your base form. The number you have in this pool is a fixed number, and when you make a choice of spending it on an evolution, that choice cannot be undone. You may however, save them for later levels if you so desire.

Base Form: At first level, the human's innate form comes to take shape, gaining various benefits depending on the form and free evolutions. Make adjustments as listed as necessary. Unless the form specifies, the form does not cost evolution points, but you cannot change your mind later. You also never lose any limbs from your base human form when you select one of these unless it specifies otherwise.

Aquatic
Size: Medium Speed: 30ft (Land), 40ft (Swim) AC: +4 Natural Armor Ability Score Bonuses: +2 Wisdom. Attacks: Bite (1d6) Free Evolutions: Bite, Improved Natural Armor, Gills, Swim (2). You may also select the mount evolution.
Avian
Size: Small, unless you spend 2 points from your evolution pool to become medium. Speed: 30ft (Land), 30ft (Fly, if Small), 40ft (Fly, if Medium). AC: +2 Natural Armor Ability Score Bonuses:+2 Dexterity Attacks: 2 Claws (1d3 for Small, 1d4 for Medium) Free Evolutions: Claws, Flight.
Biped - While this isn't any different from your base human form, it is still tougher and more versatile then normal human bodies.
Size: Medium Speed: 40ft (Land) AC: +2 Natural Armor Ability Score Bonuses: +2 to Any One of Your Choice
Quadruped - For this, your arms can still act as dexterous arms and hands, even though you may drop on all fours to move. You may not however move more then 5ft if you stand upright.
Size: Medium Speed: 40ft (Land) AC: +2 Natural Armor Ability Score Bonuses: +1 Strength, +1 Dexterity Attacks: Bite (1d6) Free Evolutions: Bite, Limbs (Legs) (2). You may also select the mount evolution.
Serpentine - You lose your arms and legs with this base form, but your head and body grow serpent-like to adjust.
Size: Medium Speed: 20ft (Land), 20ft (Climb) AC: +2 Natural Armor Ability Score Bonuses: +2 Dexterity Attacks: Bite (1d6), Tail Slap (1d6) Free Evolutions: Bite, Climb, Reach (Bite), Tail, Tail Slap.
Tauric - Tauric Mutants appear as conjoined creatures like centaurs and other similar creatures, their upper body being human, and their lower body being a quadrupedal animal.
Size: Small, unless you spend 2 points from your evolution pool to become medium. Speed: 40ft (Land) AC: +2 Natural Armor Ability Score Bonuses: +1 Strength, +1 Constitution Attacks: 2 Claws (1d3, 1d4 if Medium) Free Evolutions: Claws, Limbs (Legs) (2). You may also select the mount evolution.

Evolutions: Each Mutant receives a number of evolution points that can be spent to give the Mutant new abilities, powers, and other upgrades. These abilities, called evolutions, can not be changed once chosen. Some evolutions require that the Mutant have a specific base form or be of a specific level before they can be chosen. A number of evolutions grant the Mutant additional natural attacks. Natural attacks listed as primary are made using the Mutant’s full base attack bonus and add the Mutant’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the Mutant’s base attack bonus – 5 and add 1/2 the Mutant’s Strength modifier on damage rolls (if positive). If the Mutant only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type. You may not have more then 7 attacks in a single attack (such as a full-attack action).

Evolutions are grouped by their cost in evolution points. Points can only be spent when you level up, not whenever you please. Unless otherwise noted, each evolution can only be selected once.

1 Point Evolutions
The following evolutions cost 1 point from the Mutant's evolution pool.
Basic Magic (Sp)
A Mutant's evolution allows it to posses certain characteristics through a combination of physiology and mental prowess, among a number of other factors, giving it spell-like abilities. Select one spell from the following list: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Ray of Frost, Stabilize, or Touch of Fatigue. This spell can only be cast once per day as a spell-like ability. If two more points are spent on this ability at 4th level, this spell can be cast three times per day. The caster level for this evolution is equal to your Mutant levels. The save DC for this spell is 10 + your charisma modifier. You must have a charisma score of at least 10 to take this evolution. This evolution can be selected more then once, each time selecting a new spell.
Bite (Ex)
A Mutant's mouth becomes either deceptively strong, or it becomes lined with razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the Mutant already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Bleed (Ex)
The Mutant gains the ability or technique through some use of their limbs to inflict bleeding wounds. Select one type of attack (like bite, claw, tail slap, ect;). Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time a Mutant selects this evolution, it applies to a different attack. The bleed effect doesn't stack.
Claws (Ex)
A Mutant has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Mutant must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the Mutant must possess an equal number of the limbs evolution.
Climb (Ex)
A Mutant becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the Mutant’s climb speed by 20 feet.
Darkvision (Ex)
A Mutant's eyes become highly attuned to the dark, giving them Darkvision out to 60 feet. If they already have Darkvision, it increases by this amount. Requires that you already have a source of darkvision or you have the low-light vision evolution.
Gills (Ex)
A Mutant has gills and can breath underwater indefinitely, but is unable to breath air. If selected a second time, they evolve to be amphibious, allowing them to breath both water and air.
Hooves (Ex)
A Mutant has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Mutant must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the Mutant can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the Mutant must possess an equal number of limbs evolutions.
Improved Damage (Ex)
One of the Mutant’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time a Mutant selects this evolution, it applies to a different natural attack.
Improved Natural Armor (Ex)
A Mutant’s hide grows thick fur, thicker skin, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the Mutant possesses.
Low-Light Vision (Ex)
A Mutant gains low-light vision, enabling it to see twice as far as a human in conditions of dim light.
Magic Attacks (Su)
A Mutant's genetics become infused with magic due to prolongued exposure to it in their world, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the Mutant is 10th level or higher, all of the Mutant’s weapons are treated as the alignment of the Mutant for the purpose of overcoming damage reduction.
Mount (Ex)
A Mutant is properly skilled and formed to serve as a combat-trained mount. The Mutant must be at least one size category larger than its rider. This evolution is only available to Mutants of the aquatic, quadruped and tauric base forms.
Pincers (Ex)
A Mutant grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Mutants with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The Mutant must have the limbs (arms) evolution (or already have limbs that can function as arms) to take this evolution. Alternatively, the Mutant can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the Mutant must possess an equal number of the limbs evolution.
Pounce (Ex)
A Mutant gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to Mutants of the quadruped base form.
Pull (Ex)
A Mutant gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the Mutant makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Mutant. This ability only works on creatures of a size equal to or smaller than the Mutant. Creatures pulled in this way do not provoke attacks of opportunity. The Mutant must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an Mutant selects this evolution, it applies to a different natural attack.
Push (Ex)
A Mutant gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Mutant makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pushed 5 feet directly away from the Mutant. This ability only works on creatures of a size equal to or smaller than the Mutant. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time a Mutant selects this evolution, it applies to a different natural attack.
Reach (Ex)
One of a Mutant’s attacks is capable of striking at foes at a distance. Pick one attack. The Mutant’s reach with that attack increases by 5 feet.
Resistance (Ex)
A Mutant’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The Mutant gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Mutant possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time a Mutant selects this evolution, it applies to a different energy type.
Scent (Ex)
A Mutant’s sense of smell becomes quite acute. The Mutant gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Mutant to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Mutant can pinpoint the creature’s location if it is within 5 feet. The Mutant can use scent to track creatures.
Skilled (Ex)
A Mutant becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time a Mutant selects this evolution, it applies to a different skill.
Slam (Ex)
A Mutant can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The Mutant must have the limbs (arms) evolution to take this evolution. Alternatively, the Mutant can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the Mutant must possess an equal number of the limbs evolution.
Slippery (Ex)
Due to its slimy hide or a slick exoskeleton, the Mutant is especially slippery. The Mutant gains a +4 bonus to checks made to escape a grapple and with Escape Artist.
Sticky (Ex)
The Mutant is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The Mutant gains a +4 bonus on checks to initiate or maintain a grapple.
Sting (Ex)
A Mutant possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Mutant must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Mutant must possess an equal number of the tail evolution.
Swim (Ex)
A Mutant gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the Mutant the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the Mutant’s swim speed by 20 feet.
Tail (Ex)
A Mutant grows a long, powerful tail. This grants it a +2 racial bonus on Balance checks. This evolution can be selected more than once.
Tail Slap (Ex)
A Mutant can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The Mutant must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Mutant must possess an equal number of the tail evolution.
Tentacle (Ex)
A Mutant possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.
Unnatural Aura (Su)
A Mutant is obviously of unnatural origin and design. Normal animals do not willingly approach the Mutant unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Wing Buffet (Ex)
A Mutant learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Mutant must possess the flight evolution, with wings, to select this evolution.
2 Point Evolutions
The following evolutions cost 2 points from the Mutant's evolution pool.
Ability Increase (Ex)
A Mutant grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Mutant’s ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the Mutant possesses.
Channel Resistance (Ex)
A Mutant becomes less easily affected by the channel energy ability of clerics or paladins. The Mutant gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). At 7th level, this bonus can be increased to +4 by spending 2 additional evolution points. The Mutant must possess the undead appearance evolution to take this evolution.
Constrict (Ex)
A Mutant gains powerful muscles that allow it to crush those it grapples. Whenever the Mutant successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to Mutant of the serpentine base form.
Energy Attacks (Su)
A Mutant’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the Mutant’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The Mutant must be at least 5th level before selecting this evolution.
Flight (Ex or Su)
A Mutant grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Mutant gains a fly speed equal to its base speed. The Mutant’s maneuverability depends on it size. Medium or smaller Mutants have good maneuverability. Large Mutants have average maneuverability, while Huge Mutants have poor maneuverability. For 2 additional evolution points, the Mutant flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic makes this a supernatural ability. The Mutant’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. In addition, add the Fly (Dex) skill to your list of class skills. The Mutant must be at least 5th level before selecting this evolution.
Gore (Ex)
A Mutant grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
Grab (Ex)
A Mutant becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Mutant makes a successful attack of the selected type, it can attempt a free grapple maneuver check. If successful, the Mutant grapples the target. This ability only works on creatures of a size one category smaller than the Mutant or smaller. Mutant with this evolution receive a +4 bonus on checks made to grapple.
Head (Ex)
A Mutant grows an additional head. The Mutant does not gain any additional natural attacks for the additional head, but the additional head does allow the Mutant to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.
Immunity (Su)
A Mutant’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The Mutant gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The Mutant must be at least 7th level before selecting this evolution.
Keen Scent (Ex)
A Mutant’s sense of smell becomes even more acute. The Mutant can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. TheMutant must possess the gills and scent evolutions to take this evolution.
Limbs (Ex)
A Mutant grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Mutant’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The Mutant does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the Mutant is proficient. This evolution can be selected more than once.
Minor Magic (Sp)
A Mutant learns to cast a minor spell as a spell-like ability, expanding upon the mastery and gifts from their previous evolutionary gain. Select one spell from the following list: Burning Hands, Comprehend Languages, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Magic Missle, Obscuring Mist, Silent Image, Vanish(self only), or Ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the Mutant’s level – 2. The save DC for this spell is 10 + 1/2 the Mutant’s level + the Mutant’s Charisma modifier. The Mutant must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution. The Mutant must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time a Mutant selects this evolution, it applies to a new spell from the above list.
Poison (Ex)
An Mutant secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Mutant poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the Mutant’s level + the Mutant’s Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The Mutant must be at least 7th level before selecting this evolution.
Rake (Ex)
A Mutant grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The Mutant receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to Mutant of the quadruped base form. This evolution counts as one natural attack toward the Mutant’s maximum. The Mutant must be at least 4th level before selecting this evolution.
Rend (Ex)
A Mutant learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Mutant makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Mutant’s Strength modifier. The Mutant must possess the claws evolution to select this evolution. The Mutant must be at least 6th level before selecting this evolution.
Shadow Blend (Su)
In any condition of illumination other than bright light, the Mutant disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The Mutant can suspend or resume this ability as a free action.
Shadow Form (Su)
The Mutant's body becomes shadowy and more indistinct. This shadow form grants the Mutant constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The Mutant's melee attacks deal only half damage to corporeal creatures.
Sickening (Ex)
The Mutant's smell or appearance is so offensive it sickens nearby creatures. Any living creature except itself that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + 1/2 the Mutant's levels + its Con modifier). Creatures that successfully save cannot be affected by the same Mutant's sickening effect for 24 hours.
Trample (Ex)
A Mutant gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Mutant can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Mutant does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the Mutant’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the Mutant’s levels + the Mutant’s Strength modifier. A trampling Mutant can only deal trampling damage to a creature once per round. This evolution is only available to Mutant of the biped or quadruped base forms.
Tremorsense (Ex)
A Mutant becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the Mutant and the creature to be pinpointed are in contact with the ground. The Mutant must be at least 7th level before selecting this evolution.
Trip (Ex)
A Mutant becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the Mutant makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Mutant is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Mutant. The Mutant must possess the bite evolution to select this evolution.
Undead Appearance (Ex)
A Mutant appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the Mutant, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, Halt Undead, and Searing Light) affect the Mutant as if it were undead. The Mutant gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the Mutant must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Although you appear undead, you are still considered humanoid (human).
3 Point Evolutions
The following evolutions cost 3 points from the Mutant's evolution pool.
Blindsense (Ex)
A Mutant’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the Mutant to pinpoint the location of creatures that it cannot see without having to make a Spot check, but such creatures still have total concealment from the Mutant. Visibility still affects the Mutant’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The Mutant must be at least 9th level before selecting this evolution.
Burrow (Ex)
A Mutant grows thick and gnarled claws, allowing it to move through the earth. The Mutant gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The Mutant must be at least 9th level before selecting this evolution.
Celestial Appearance (Ex)
The Mutant appears as a celestial creature and manifests some of the abilities of a celestial.
Prerequisite: Must be of good alignment
Benefit: Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the Mutant as if it were a celestial. The Mutant gains a +2 bonus on saves against disease, petrification, poison, and electricity spells and effects. It also gains spell resistance equal to 5 + its level against spells with the evil descriptor. At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from evil creatures. At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its Mutant levels (the Mutant must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Damage Reduction (Su)
A Mutant’s body becomes resistant to harm, granting it damage reduction. Choose one alignment (chaotic, evil, good, or lawful), the Mutant gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the Mutant. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The Mutant must be at least 9th level before selecting this evolution.
Fiendish Appearance (Ex)
The Mutant appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the Mutant as if it had that subtype. The Mutant gains a +2 bonus on saving throws against acid, disease, fire, and poison spells and effects. It also gains an amount of spell resistance equal to 5 + its Mutant levels against spells with the good descriptor. The Mutant must be evil-aligned to select this evolution. At 7th level, by spending 2 additional evolution points, the Mutant increases the bonus on saving throws to +4 and extends the spell resistance to affect any spells and spell-like abilities cast by good creatures. At 12th level, by spending 2 additional evolution points, the Mutant gains immunity to acid, disease, fire, and poison. Its spell resistance increases to an amount of equal to 11 + its Mutant levels. (The Mutant must pay for the 7th-level upgrade before paying for this 12th-level upgrade.)
Frightful Presence (Ex)
A Mutant becomes unsettling to its foes, gaining the frightful presence ability. The Mutant can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Mutant must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Mutant’s levels + the Mutant’s Charisma modifier. If the Mutant has at least 4 more levels than an opponent, that opponent becomes frightened instead. Foes with more levels than the Mutant are immune to this effect. The Mutant must be at least 11th level before selecting this evolution.
Major Magic (Sp)
A Mutant learns to cast a major spell as a spell-like ability, further expanding upon their magical evolutions. Select one spell from the following list: Acid Arrow, Cure Moderate Wounds, Darkness, Daze Monster, Glide, Invisibility (self only), Lesser Restoration, Levitate, Minor Image, Scorching Ray, See Invisibility, or Spider Climb. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the Mutant’s level – 2. The save DC for this spell is 10 + 1/2 the Mutant's level + the Mutant’s Charisma modifier. The Mutant must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. The Mutant must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time a Mutant selects this evolution, it applies to a new spell from the above list.
Sacrifice (Su)
A Mutant can sacrifice its own health to heal another creature. As a standard action, the Mutant can sacrifice up to 2 hit points per level and then touch the target creature, thereby healing the creature for half the amount sacrificed.
See in Darkness (Su)
A Mutant can see perfectly in darkness of any kind, including that created by deeper darkness. The Mutant must be at least 9th level before selecting this evolution and must possess the darkvision evolution.
Swallow Whole (Ex)
A Mutant gains the swallow whole ability, giving it the ability to consume its foes. If the Mutant begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt another grapple check to swallow the creature. The creature can be up to two size categories smaller than the Mutant. Swallowed creatures take damage equal to the Mutant’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Mutant's total hit points. The Mutant’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the Mutant loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Mutant’s mouth, where it can attempt to escape or be swallowed again. The Mutant must possess the grab evolution, tied to a bite attack, to take this evolution. The Mutant must be at least 9th level before selecting this evolution.
Web (Ex)
A Mutant gains a pair of spinnerets, giving it the ability to spin webs. The Mutant can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the Mutant. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the Mutant’s levels + the Mutant’s Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Mutant’s levels. The Mutant can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The Mutant must possess the climb evolution to take this evolution. The Mutant must be at least 7th level before selecting this evolution.
4 Point Evolutions
The following Evolutions cost 4 points from the Mutant's evolution pool.
Blindsight (Ex)
A Mutant’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The Mutant can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Mutant must possess the blindsense evolution to take this evolution. The Mutant must be at least 11th level before selecting this evolution.
Breath Weapon (Su)
A Mutant learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The Mutant can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Mutant level it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Mutant’s level + the Mutant’s Constitution modifier. The Mutant can use this ability once per day. The Mutant can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The Mutant must be at least 9th level before selecting this evolution.
Control Element (Su)
A Mutant can exemplify their elemental evolutionary abilities, drawing out all of their force and control available to them. They select one element or terrain type or material (like metal, wood, fire, water, wind, ect;) and they may duplicate the effects of Control Water, Stone Shape or Control Weather (and other such abilities) where appropriate at your DM's discretion. May only be selected once, and requires the Ultimate Magic evolution.
Dimension Door (Sp)
A Mutant learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the Mutant’s level. The save DC for this spell is 10 + 1/2 the Mutant’s level + the Mutant’s Charisma modifier. The Mutant must have a Charisma score of at least 14 to take this evolution. The Mutant must be at least 13th level before selecting this evolution.
Fast Healing (Su)
A Mutant’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The Mutant heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the Mutant to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Mutant is alive. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). If 3 points are spent, the Mutant no longer ages. If 5 are spent, the Mutant can regrow limbs that have been lost over 1d3 days. The Mutant must be at least 11th level before selecting this evolution.
Incorporeal Form (Sp)
Once per day, a Mutant can become incorporeal for 1 round per Mutant level. While in this form, the Mutant gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The Mutant must be at least 15th level before selecting this evolution.
Large (Ex)
A Mutant grows in size, becoming Large. The Mutant gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its combat maneuvers (such as grapple, trip, ect;), a –2 penalty on Fly skill checks, and a –4 penalty on Hide and Move Silently skill checks. If the Mutant has the biped base form, it also gains 10-foot reach. Any reach evolutions the Mutant possesses are added to this total. The Mutant must be Medium to take this evolution. The Mutant must be at least 8th level before selecting this evolution.
If 6 additional evolution points are spent, the Mutant instead becomes Huge. The Mutant gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its combat maneuvers (like grapple, trip, ect;), 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Hide and Move Silently skill checks. If the Mutant has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the Mutant possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The Mutant must be at least 13th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge Mutant.
Lifesense (Su)
A Mutant can pinpoint living creatures with ease. The Mutant notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The Mutant must possess the undead appearance evolution to take this evolution. The Mutant must be at least 11th level before selecting this evolution.
No Breath (Ex)
A Mutant no longer needs to breathe. The Mutant does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The Mutant must be at least 11th level before selecting this evolution.
Spell Resistance (Ex)
A Mutant is protected against magic, gaining spell resistance. The Mutant’s spell resistance is equal to 11 + the Mutant’s level. This spell resistance does not apply to spells cast by the Mutant. The Mutant must be at least 9th level before selecting this evolution.
Ultimate Magic (Sp)
A Mutant learns to cast a powerful spell as a spell-like ability, mastering the magic is gained from evolutions. Select one spell from the following list: Arcane Sight, Create Food and Water, Cure Serious Wounds, Daylight, Fireball, Fly, Gaseous Form, Lightning Bolt, Major Image, Stinking Cloud, Tongues, or Water Breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the Mutant’s levele – 2. The save DC for this spell is 10 + 1/2 the Mutant’s level + the Mutant’s Charisma modifier. The Mutant must have a Charisma score of at least 15 and must possess the major magic evolution to take this evolution. The Mutant must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time a Mutant selects this evolution, it applies to a new spell from the above list.

Evasion (Ex): At 2nd level and higher, a Mutant can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Mutant is wearing light armor or no armor. A helpless Mutant does not gain the benefit of evasion.

Self Control (Ex): At 4th level, to represent their frequent training to improve themselves and gain control over their powers and abilities, Mutants gain the Iron Will feat. In addition, they gain a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase: At 5th level and each indicated level thereafter on Table: The Mutant, the Mutant adds +1 to one of its ability scores.

Improved Evasion (Ex): At 9th level, a Mutant’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Mutant does not gain the benefit of improved evasion.

Campaign Information[edit]

Playing a Mutant[edit]

Religion: Typically, a Mutant doesn't believe in a faith, but rather some can go so far as to see their evolution and powers they gain as them ascending to a god-like status.

Combat: No specified combat role. Mutants can serve in several different categories.

Advancement: Advancement options that are most desirable are based on the build of mutant you make.

Mutants in the World[edit]

I believe that true focus and mastery lies between rage and serenity. A fine line of letting our evolutions rule us, versus us ruling them.
—Charles, Human Mutant

Daily Life: Their daily life varies from Mutant to Mutant, but most set aside time at some point to hone their gifts and evolutionary prowess.

Notables: Charles- A renown teacher and guide for many Mutants.

Organizations: There have been rumors of a school or monastery run by Charles that teaches other humans how to evolve and train as mutants.

NPC Reactions: "What are you, a monster?" Generally, if it isn't hidden, most will treat a mutant with prejudice and feat or hate on looks alone.

Mutant Lore[edit]

Characters with ranks in Knowledge (Nature) can research Mutants to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DC Result
15 Mutants are always humans who for one reason or another feel they aren't strong enough and seek to evolve further then the rest of their brothers.
20 Mutants are as varied as the feathers of birds, it being difficult to find two alike.
25 Some Mutants can even control the very earth itself and other elements with almost magical or god like powers.
30 Information on Charles and information available by choice.

Mutants in the Game[edit]

Adaptation: I shamelessly admit that this is an attempt to make a class in homage to X-Men.


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