Racial Traits | Race Point Cost | |
---|---|---|
Type | Humanoid (mutant) | 0 |
Size | Medium | 0 |
Base Speed | Normal | 0 |
Ability Score Modifiers | Variable (+2 to 2 stats, -2 to 1 stat) | 1 |
Languages | Standard | 0 |
Defense | Variable Resistance | 1 |
Feat and Skill | Skill Focus (Perception) | 2 |
Magical | Lesser Spell-Like Ability | 1 |
Other | Variable Mutant Abilities | 2 |
Other | Variable Stats | 5 |
Senses | Low-Light Vision | 1 |
Senses | Darkvision | 2 |
Total | 15 |
Mutant Racial Traits
- Ability Score Racial Traits: Mutants are variable, and therefore, they get to choose 1 physical ability (STR, DEX, CON) and 1 mental ability score (INT, WIS, CHA) to increase by 2 on creation as well as either a physical or mental ability score of their choice to decrease by 2 on creation.
- Size: Mutants are Medium creatures and have no bonuses or penalties due to their size.
- Type: Mutants are Humanoid creatures with the mutant subtype.
- Base Speed: Mutants have a base speed of 30 feet on land.
- Languages: Mutants begin play speaking Common. Mutants with high Intelligence scores can choose from the following: Draconic, Dwarven, Elvaan, Galkan, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Variable Resistance: Mutants must roll a 1d6 on creation (1-Earth, 2-Fire, 3-Ice, 4-Lightning, 5-Water, 6-Wind) and gains that elemental resistance 5.
Feat and Skill Racial Traits
- Keen Senses: Mutants receive a +2 racial bonus on Perception checks.
Magical Racial Traits
- Spell-Like Ability (Su): Mutants can choose a 1st-level blue mage spell and cast it once per day as a spell-like ability (caster level equal to the mutant’s class level). In addition, if the mutant is also a blue mage, he gains a +2 bonus on Knowledge skill checks on learning spells.
Other Racial Traits
- Variable Mutant Abilities: Mutants gain a random mutant ability by rolling a 1d100 on the table below, once upon creation. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the mutant’s character level.
- Variable Stats: Mutants gain ability points as they level, gaining a random +1 ability score (rolling a 1d6, 1-STR, 2-DEX, 3-CON, 4-INT, 5-WIS, 6-CHA) each time they level up past 1st level (max of 6 per stat).
Senses Racial Traits
- Darkvision: Mutants can see perfectly in the dark up to 60 feet.
- Low-light Vision: A mutant can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Dual Minded: The mixed ancestry of some mutants makes them resistant to mental attacks. Mutants with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces variable resistance.
- Eye for Opportunity: Constantly facing the rough edges of society, some mutants develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces keen senses.
- Scavenger: Forced to survive on their own as outcasts, some mutants learn to make do with what little they have. Mutants with this trait gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces keen senses.
- Sociable: Mutants are skilled at charming others and recovering from faux pas. If mutants with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces keen senses.
- Variable Defenses: Some mutants differ from other mutants, instead of gaining ability scores, they gain a different bonus. Mutants roll a 1d6, and they gain the following: 1-+3 hit points, 2-+1 MP. 3-+1 Fortitude save, 4-+1 Reflex save, 5-+1 Will save, or 6-+1 stackable AC each time they level up past 1st level (max of 5 times per stat). This racial trait replaces variable stats.
- Wary: Many mutants have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. mutants with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces keen senses.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Astrologian: Add one spell known from the astrologian spell list. This spell must be at least one level below the highest spell level the astrologian can cast.
- Black Mage: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
- Blue Mage: Add +1/6 bonus to all Knowledge skill checks.
- Cleric: Add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level the cleric can cast.
- Illusionist: Add +1/6 to the DC for all illusion spells.
- Necromancer: Add +1 skill rank to the necromancer’s bone commander. If the necromancer ever replaces his bone commander, the new bone commander gains these bonus skill ranks.
- Red Mage: Add a +1/2 bonus on concentration checks made to cast defensively.
- Scholar: Increase total number of points in the scholar’s arcane reservoir by 1.
- Summoner: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
- Time Mage: Add +1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.
- White Mage: Add one spell known from the white mage spell list. This spell must be at least one level below the highest spell level the white mage can cast.
Table: Variant Mutant Abilities | |
d% | Ability |
1 | You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability. |
2 | You possess some type of extrasensory organ, granting you all-around vision. |
3 | You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round. |
4 | You can use grab 3 times per day as a spell-like ability. |
5 | Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice. |
6 | You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability. |
7 | You can eat and gain nourishment from ash, cinders, dust, and sand. |
8 | You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders. |
9 | You gain an additional +2 racial bonus to your Charisma score. |
10 | You possess a bite that is treated as a natural weapon and deals 1d4 points of damage. |
11 | Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action. |
12 | You do not need to sleep. You are not immune to sleep effects. |
13 | You gain a +2 bonus on saving throws made against disease. |
14 | Your base land speed increases by +5 feet. |
15 | You possess a cunning tongue, granting you a +2 racial bonus on all Diplomacy checks. |
16 | You have over-sized limbs, allowing you to use Large weapons without penalty. |
17 | You possess claws that are treated as natural weapons and deal 1d4 points of damage. |
18 | You gain DR 2/bludgeoning. |
19 | You gain a Swim speed of 30 feet. |
20 | You gain a +2 bonus on Combat Maneuver checks. |
21 | You possess mutant luck. Once per day, you can reroll one die roll. You must take the result of this second die roll. |
22 | You can use detect evil, as the spell, three times per day. |
23 | You never need to drink to survive. |
24 | Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger. |
25 | You gain earth resistance 5. |
26 | Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round. |
27 | You can speak two additional languages spoken by extraplanar beings. |
28 | Any evil creature you call via summon monster remains for 3 rounds longer than usual. |
29 | You gain a +1 bonus on all Reflex saving throws. |
30 | You can alter your shadow to make it appear as that of any creature or object of your size or smaller. |
31 | You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round. |
32 | You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits. |
33 | You gain DR 2/silver. |
34 | You do not lose consciousness until you are reduced to –5 hit points. |
35 | You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks. |
36 | You can communicate telepathically with any sentient creature with which you are in contact. |
37 | Once per day, you can use death knell as a spell-like ability. |
38 | At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round. |
39 | Once per day, you can move at double your normal speed for 1 round. |
40 | As a full-round action, you can bleed and collect 1 vial worth of precious blood per day. |
41 | You possess spell resistance equal to 10 + 1/2 your Hit Dice. |
42 | The spell animate dead can return you to life as per the spell raise 1d4 times. |
43 | Your mutant ancestry treats your Charisma as if it were 2 points higher for spells and spell-like abilities. |
44 | You are unusually short, granting you all the standard traits of a Small creature. |
45 | Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks. |
46 | You gain an additional +2 racial bonus to your Intelligence score. |
47 | You can use summon food and water three times per day as a spell-like ability. |
48 | You are invisible to all unintelligent undead. This is a supernatural ability. |
49 | You are healed by both holy and shadow channeled energy. |
50 | Your skin is unnaturally tough, granting you a +1 natural bonus to your AC. |
51 | You can speak to all birds. |
52 | You gain a +2 bonus on saving throws against poison. |
53 | You possess the scent special ability. |
54 | You gain DR 2/piercing. |
55 | You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks. |
56 | Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet. |
57 | Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of ice damage per round. |
58 | You heal yourself of double the normal amount of damage by resting. |
59 | You gain a +1 bonus on all Will saving throws. |
60 | You gain a +2 bonus on initiative checks at night. |
61 | You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor. |
62 | You can use deathwatch three times per day as a spell-like ability. |
63 | You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks. |
64 | Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability. |
65 | Your strange physiology grants you a +2 racial bonus on all Acrobatics checks. |
66 | You can drink and gain nourishment from ash, cinders, dust, and sand. |
67 | Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil. |
68 | You gain damage reduction 2/cold iron. |
69 | Once per day, you can use fog cloud as a spell-like ability. |
70 | You are aware of and can choose the result of any attempt to detect your alignment. |
71 | Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points. |
72 | You can communicate telepathically with any evil creature within 50 feet. |
73 | You can use minor image three times per day as a spell-like ability. |
74 | Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object. |
75 | You gain wind resistance 5. |
76 | You can hold your breath for 3 rounds longer than normal. |
77 | You can speak to insects. |
78 | Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage. |
79 | You receive a +1 bonus on all Fortitude saving throws. |
80 | You gain a +2 bonus to your CMD. |
81 | Once per day, you can use rage on yourself as a spell-like ability. |
82 | You gain a +2 bonus on saving throws against mind-affecting effects. |
83 | Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage. |
84 | You are immune to magic sleep and paralysis effects. |
85 | Supernatural awareness grants you an additional +2 racial bonus on all Perception checks. |
86 | Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you. |
87 | You can survive on one-quarter the amount of food and water a hume requires. |
88 | Any damage you deal with a melee weapon is treated as any alignment for the purposes of overcoming damage reduction. |
89 | Once per day, you can use cure as a spell-like ability. |
90 | You gain an additional +2 racial bonus to your Wisdom score. |
91 | You gain damage reduction 2/slashing. |
92 | You can see creatures on the Ethereal Plane. |
93 | Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability. |
94 | You gain a +2 bonus on saving throws against nausea. |
95 | You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks. |
96 | You can use ventriloquism at will as a spell-like ability. |
97 | Once per day, as a standard action, you may suppress your unusual mutant physical features for a number of minutes equal to your Con modifier, thus appearing hume. |
98 | You receive +1 bonus hit point per level. |
99 | Once per week you may mentally contact a mutant ancestor to gain information, as per the spell commune. This is a spell-like ability. |
100 | Roll on this table twice, ignoring any further rolls of 100. |