Mutant Template (3.5e Template)
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The mutant is a template that can be applied to any base creature. This is designed to emulate Marvel Comic Mutants for D&D 3.5 and D20 modern. It's a great way to augment creatures or player characters. Concept: The Mutant is an advancement in the evolution of the creatures of the universe. As they evolve their new found prowess manifests in new and startling ways.
Creating a Mutant
This is an acquired template, it can be given to any creature at anytime.
Size and Type, Hit Dice, Speed, Armor Class, Attack, Special Attacks & Qualities
Mutant Template (Randomized): Type: change to Monstrous Humanoid, LA +4, HD 4d12, gain Low Light vision, proficiency with natural weapons (if applicable).
+4 to two ability scores. Roll three times, if you roll the same thing more than once re-roll.
0-10% Immune to Poisons and Disease
11-21% Immune to Mind Affecting spells, SLA, supernatural abilities, or Extraordinary abilities (including illusions and shadow descriptor spells)
22-32% DR ( 1+Con Modifier; 1-2 Roll on the table below to determine what type)
33-43% SR (15+Level) or Elemental Resistance (choose one element gain Resistance 15+Level)
44-54% Supernatural or Extraordinary ability (2-2 roll on the table below)
55-65% Natural Armor (1+Con Modifier)
66-76% Fast Healing (1+Con Modifier)
77-87% Regeneration (1+Con Modifier)
88-98% Psionics (1+Int Modifier psionic abilities, as per Psion of appropriate level equaling your LA, gain Power Point Pool as per a Psion. This ability grants access to psionic templates. This stacks with other psionic classes for determining total psionic power level known, power points, and abilities.)
99-100% Gain an extra ability from the list above.
11-21% Cold Iron
77-87% Element of your choice(storm)
88-98% DR universal (as per Adamantine DR)
0-7% Gain three maneuvers as per Swordsage/Warblade/Cruesader (your choice) of LA level equivalent.
8-15% Natural weapons (claws, tail, bite attack) does damage as per appropriate for a creature of your size.
16-24% Elemental Control (as per the psionic or spell; choose one: Control Water, Control Fire, Control Earth, Control Wind)
25-35% Heightened Senses (gain permanent Blindsight or Tremorsense, gain +4 to spot and listen checks)
36-46% Fly (Roll again 0-49% is Winged, 50-100% is not winged, speed is twice your ground speed average maneuverability).
47-57% Super Strength (gain a +15 to your strength ability score)
58-65% Super Speed (gain supernatural speed as per the Quickling)
66-71% Elasticity (Gain reach as a extraordinary ability, +5 to your current reach, +5/ every 5 levels there after).
72-78% Mental Purity (automatically make all Will Saves)
79-85% Premonition (Gain Divination as a SU ability, +4 to initiative)
86-90% Magnetist (Gain control over magnetic items ~ treat as greater telekinesis but for only metal objects; gain the ability to Slow any metal projectile fired at you.)
91-95% Supernatural Acrobatics (Gain +10 to Jump, Climb, Balance, and Tumble, gain Spiderclimb)
96-100% Re-roll twice, gain both abilities. -->
The creature retains all special qualities and abilities and gains the above as described.
Racial skills are gained based on specific mutant traits (such as Knowledge Psionics if you gain the psionics abilities, Use Psi-Device, etc Skill points are 4+int modifier X4 at first level, 4+int modifier * 3 for the remaining levels of the level adjustment. All physical skills are considered class skills, this includes Spot, Listen, Move Silently and Hide.
If applied at 1st level, the creature gains one feat for the total Level Adjustment plus any bonus feats otherwise granted from the base creature. Humans will have two.
Base CR +4
By Character Class or HD
Template as a Class. If you do not want to take a standard class you can continue to gain mutant abilities, so long as they do not overlap (unless rolled: for example if you get Super Strength you can get it again so long as you get the 99-100% mark getting a +30 to strength. However somethings don't stack. Gaining the DR again will not double your DR range, same goes for SR. Gaining the Psionics abilities will not grant more psionics, but can level you as per a Psion. You can gain SU or EA ability multiple times so long as the SU or EA selected doesn't overlap. In some cases you can gain more than one type of the same SU or EX ability, such as Control Water and Control Fire...)
In this case, when it is time for you to level, you can do one of two things: Roll for a new ability, or expand on an ability you already have. The later of course is for expansion on things like Psionics, where you progress further along in the Psion class (without class features) to gain more psionics, power points, and high level psionic abilities. Either way you increase your LA by 1, gaining an HD and 4+int for skill points.
Human Mutant Kineticist level 10
Rolled abilities: 27% grants DR and 13% makes it Cold iron, total DR is 5/ Cold iron 54% grants an SU or EO Ability: 46% grants Fly, a Roll of 31% grants wings. Fly speed is 60 feet. 90% grants Psionics as per Psion equal to forth level, six psionic abilities are gained with a power pool of 17, max power level known is 2nd.
This setup can grant many more powers and random mutant types.
Male Human Mutant 4 Kineticist 6 Chaotic Neutral
Strength 15 (+2) Dexterity 22 (+6) Constitution 19 (+4) Intelligence 20 (+5) Wisdom 13 (+1) Charisma 14 (+2) Size: Medium Height: 5' 9" Weight: 210 lb Skin: Black Eyes: Blue Hair: Red Straight; Beardless
Total Hit Points: 93 [includes psionic body bonus: 5 psionic feats]
Speed: 30 feet, Fly 60 (average) (Winged)
Armor Class: 16 = 10 +6 [dexterity]
DR 5/cold iron Touch AC: 16 Flat-footed: 10 Initiative modifier: +6 = +6 [dexterity] Fortitude save: +8 = 4 [base] +4 [constitution] Reflex save: +12 = 6 [base] +6 [dexterity] Will save: +9 = 8 [base] +1 [wisdom] Attack (handheld): +7 = 5 [base] +2 [strength] Attack (unarmed): +7 = 5 [base] +2 [strength] Attack (missile): +11 = 5 [base] +6 [dexterity] Grapple check: +7 = 5 [base] +2 [strength]
Light load: 66 lb. or less Medium load: 67-133 lb. Heavy load: 134-200 lb. Lift over head: 200 lb. Lift off ground: 400 lb. Push or drag: 1000 lb.
Languages: Celestial Common Elven Undercommon
Quick Draw Overchannel [psionic] Talented [psionic] Body Fuel [psionic] Psicrystal Affinity [psionic] Psionic Body [psionic] Ability focus (psionic)
Appraise Int 5 = +5 Balance Dex* 6 = +6 Bluff Cha 7 = +2 5 Climb Str* 7 = +2 5 Concentration Con 9 = +4 +5 Craft_1 Int 5 = +5 Craft_2 Int 5 = +5 Craft_3 Int 5 = +5 Diplomacy Cha 12 = +2 10 Disable Device Int 10 = +5 +5 Disguise Cha 7 = +2 5 Escape Artist Dex* 6 = +6 Forgery Int 5 = +5 Gather Information Cha 2 = +2 Heal Wis 1 = +1 Hide Dex* 11 = +6 5 Intimidate Cha 2 = +2 Jump Str* 12 = +2 10 Knowledge (planes) Int 15 = +5 +10 Listen Wis 1 = +1 Move Silently Dex* 6 = +6 Open Lock Dex 10 = +6 +5 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Profession Wis 6 = +1 +5 Ride Dex 6 = +6 Search Int 10 = +5 +5 Sense Motive Wis 6 = +1 5 Sleight of Hand Dex* 11 = +6 +5 Spot Wis 6 = +1 5 Survival Wis 1 = +1 Swim Str** 2 = +2 Use Rope Dex 4 = +4 Autohypnosis Wis 8 = +1 +5 +2 [concentration] Knowledge (psionics) Int 112 = +5 +5 +2 [autohypnosis] Psicraft Int 15 = +5 +10 Use psi device Cha 7 = +2 +5
- = check penalty for wearing armor
Human: Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Kineticist:
Write your psi abilities on your own.
Class HP rolled Mutant 1 Psion (generalized) Mutant 2 Psion (generalized) Mutant 3 Psion (generalized) Mutant 4 Psion (generalized) +1 Constitution Level 1: Kineticist 4 Level 2: Kineticist 4 Level 3: Kineticist 2 Level 4: Kineticist 4 +1 to constitution Level 5: Kineticist 2 Level 6: Kineticist 3 Level 7: Kineticist 4
73 Power Points/Day: