Augmented Critical
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Further Mutations: -
Barbs
Prerequisite: Quills, Spines.
Ability Score: Dexterity
Benefit: On a failed reflex save, the evolutionist's spine attacks lodge onto the flesh of his opponents just like quills do, imposing the same penalties and following the same rules for removal.
Furthermore, the damage dice for the evolutionist's spines increases by one step.
Further Mutations: Every time this mutation is taken, the damage dice of the evolutionist's spines increases by one step. This mutation can be taken once per five mutator levels.
Bash
Prerequisite: Slam natural attack.
Ability Score: None
Benefit: As a full-round action, the evolutionist can deliver a massive blow to one target, dealing twice the damage of his slam attack.
Bashing counts as the slam attack on which it is based and also as a two-handed attack.
Further Mutations: Each time this mutation is taken, the damage multiplier of the bash attack increases by 2 (x4, x6…). This mutation can be taken once per six mutator levels.
Blindsense
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Blindsense with a range of 10 feet.
Further Mutations: This mutation can be taken once per three mutator levels.
Constrict
Prerequisite: Improved Grab
Ability Score: None
Benefit: Chose one natural weapon the evolutionist has improved grab with. Whenever he wins a grapple check, he deals damage equal to that of the natural weapon being used in the grapple.
Further Mutations: Each time this mutation is taken, a new natural weapon can receive the constrict ability.
Special: If you use constrict with a tail natural weapon, it deals double damage.
Crush
Prerequisite: Large size or larger.
Ability Score: Strength
Benefit: The evolutionist can jump (or drop if he is capable of flying) on top of opponents at least one size category smaller than him as a standard action, using his whole body to crush them.
A crush attack affects as many creatures as can fit under the evolutionist’s body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the evolutionist moves off them. If the evolutionist chooses to maintain the pin, it is treated as a normal grapple attack (but multiple opponents can be kept pinned in this way with no penalty). Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the same damage as the evolutionist’s Slam attack.
Further Mutations: This mutation can be taken once.
Damage Reduction
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains damage reduction 3/Magic. Or increases an existing damage reduction (that is defeated by magic) by 3.
Further Mutations: This mutation can be taken once per four mutator levels.
Special: If the evolutionist has access to the Construct mutation list, this mutation may be used to improve damage reduction that is defeated by special materials. If the evolutionist has access to the Plant mutation list, this mutation may be used to improve damage reduction that is defeated by specific types of damage. If the evolutionist has access to the Outsider mutation list, this mutation may be used to improve damage reduction that is defeated by aligned attacks. If the evolutionist has damage reduction that is defeated by two or more methods (concurrently or alternatively), he may improve that damage reduction as long as he has access to at least one of the improvement methods listed in this mutation.
Disease
Prerequisite: Any natural weapon, Mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist incubates a mundane disease within his body, gaining immunity to its effects and delivering it through his natural attacks. Diseases delivered through injury can be delivered through piercing or slashing attacks, and contact diseases can be delivered through any natural attacks. The save DC for any diseases you deliver is equal to the DC for mutations, not the normal DC for the disease.
Further Mutations: Each time this mutation is taken, the evolutionist can choose a new disease to incubate and become immune to. This mutation can be taken once per five mutator levels.
Energy Resistance
Prerequisite: -
Ability Score: None
Benefit: Chose one type of elemental damage (acid, cold, electricity, fire or sonic), the evolutionist gains resistance 5 to the chosen form of damage or increases an existing resistance by 5.
Further Mutations: Each time this mutation is taken, the evolutionist can either gain resistance to a new element or increase an existing resistance by 5. If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.
Fast Healing
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains fast healing 1 or increases an existing fast healing by 1.
Further Mutations: This mutation can be taken once for every four mutator levels. Every time it is taken, the fast healing increase is raised by 1 (+2 with the second mutation for a total of 3, +3 with the third mutation for a total of 6, etc.).
Ferocity
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can continue to act normally while at zero hit points or less. For every five hit points he is missing below zero, he gains a cumulative +1 bonus on attack rolls, damage rolls and will saves.
Further Mutations: Each time this mutation is take past the first increases the evolutionist’s negative hit point threshold by another 10 points. This mutation can be taken once per four mutator levels.
Frightful Presence
Prerequisite: Mutator level 4.
Ability Score: Charisma
Benefit: Whenever the evolutionist critically hits, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a will save or become frightened for 1 round. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.
Further Mutations: Each time this mutation is taken, the duration of the frightened condition increases by 1 round. This mutation can be taken once per four mutator levels.
Impale
Prerequisite: Improved Grab, Quills, Mutator level 3.
Ability Score: None
Benefit: Whenever the evolutionist initiates a grapple with a target at least two size categories smaller than him, he may attempt to impale his opponent on his quills. Attempting to impale an opponent is a free action that can be taken immediately after winning a grapple check against the victim, forcing a second grapple check, if the evolutionist wins, the target is impaled on his quills. As long as the evolutionist’s grappled opponent is impaled, he is not considered to be in a grapple himself, he may have one impaled opponent at any given time
An impaled victim takes damage from the evolutionist’s quills at the end of every round it remains impaled.
Further Mutations: For each time this mutation is taken after the first, the evolutionist may impale one additional opponent on his quills. This mutation can be taken once per four mutator levels.
Improved Grab
Prerequisite: Any natural attack.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a creature at least one size category smaller than him with that weapon, he can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
The evolutionist has the option to conduct the grapple normally, or simply use the part of his body he used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks and may not used that natural weapon to attack, but is not considered grappled himself; the evolutionist does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.
Further Mutations: Each time this mutation is taken, it applies to a different natural weapon.
Ink
Prerequisite: -
Ability Score: None
Benefit: While underwater, the evolutionist can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The dimensions of this cloud increase by 10 for every size category above medium. The cloud provides total concealment. All vision within the cloud is obscured. The cloud lasts for one minute, half that in moving water, or one round in turbulent waters.
This mutation can be used while not underwater, as a swift action, as a ranged touch attack with a range increment equal to the dimensions of the cloud (10 feet for a medium evolutionist), the target is blinded until he takes a standard action to clean the ink from his eyes.
Further Mutations: Each time this mutation is taken, the dimensions of the cloud increase by 10 feet and the time the evolutionist must wait between uses is reduced by one round (to a minimum of one round). This mutation can be taken once per two mutator levels.
Jet
Prerequisite: -
Ability Score: None
Benefit: As a full-round action, the evolutionist can move up to five times his land speed in a straight line, this movement does not provoke attacks of opportunity.
Further Mutations: This mutation can be taken once per three mutator levels, increasing the movement speed multiplier by two each time it is taken.
Maul
Prerequisite: Bash.
Ability Score: Strength
Benefit: The target of the evolutionist’s bash must make a fortitude save or be stunned for 1 round. The save DC is increased by 1 for each time the bash mutation has been taken.
Further Mutations: Each time this mutation is taken, the stun duration increases by 1 round. This mutation can be taken once per four mutator levels.
Mutilate
Prerequisite: Bite natural weapon, mutator level 7.
Ability Score: Strength
Benefit: The evolutionist’s bite causes grievous wounds and can even tear off limbs from his target. As a swift action, after successfully delivering a bite attack to his target or whenever he scores a critical hit with a bite attack (without need for a swift action), the evolutionist can trash and rend at his opponent’s flesh. The evolutionist’s target must succeed on a fortitude save or the evolutionist damages one of his arms or legs (of the evolutionist’s choice) to the point of inutility. An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.
Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing spell.
Further Mutations: Each time this mutation is taken after the first, the bleed damage from the wound increases by 1 per round. This ability can be taken once per four mutator levels.
Poison
Prerequisite: Any natural attack.
Ability Score: Constitution
Benefit: The evolutionist chooses one type of natural weapon he has that deals piercing or slashing damage. Attacks with that natural weapon inflict their victim with poison, dealing 1d3 points of damage to one ability score chosen at the time the mutation is taken, this is both the primary and secondary damage of the evolutionist’s poison. A fortitude save prevents the evolutionist's poison from dealing any damage. The evolutionist’s body can produce a number of doses of poison every day equal to the number of times the mutation has been taken, plus his constitution modifier, he may chose not to spend a dose of poison when he attacks, this choise can be made after he knows wether the attack hits or not.
Further Mutations: The evolutionist has three choices when taking additional instances of this mutation:
- Choose a new natural weapon to add poison to.
- Increase the damage of all existing poison that affect one ability score by one step.
- Add an additional type of ability damage to the poison of one of his natural weapons.
This mutation can be taken up to once per three mutator levels.
Pounce
Prerequisite: Two natural weapons, mutator level 5.
Ability Score: None
Benefit: The evolutionist can make a full attack at the end of a charge.
Further Mutations: This mutation can be taken once.
Quills
Prerequisite: Any natural attack.
Ability Score: Strength
Benefit: The evolutionist grows long quills over his body. When a creature attacks the evolutionist with a natural or handheld weapon, or makes a touch attack (even with a beneficial spell), 1d4 quills automatically strike it, dealing 1 point of piercing damage each. Also, any creature that suffers this damage must make a reflex save, or the quill breaks and lodges in her flesh. A lodged quill imposes a -1 penalty on attacks, saves and skill checks, these penalties stack. Removing the quill requires a DC 14 Heal check and doing so deals another 1d4 points of damage.
Once per round, as a free action, the evolutionist can chose to expose or retract her quills (creatures touching or attacking the evolutionist while the quills are retracted don’t have to worry about them). Quills are considered natural weapons.
Further Mutations: Each time this mutation is taken after the first, the number of quills that strike an attacker increases by one step (to 1d6 for the second mutation) and the DC on the heal check to remove a quill increases by +2. This mutation can be taken once per two mutator levels.
Rake
Prerequisite: Claws natural attack.
Ability Score: None
Benefit: The evolutionist gains two rake attacks as secondary natural weapons dealing the same damage as his claws. Rakes can be used at no penalty during grapples, but can only be used when grappling or pouncing.
Rakes benefit from any other mutations applied to the evolutionist’s claws and are considered secondary natural weapons.
Further Mutations: This mutation can be taken up to once per seven mutator levels.
Rend
Prerequisite: Any pair of slashing or piercing natural attacks (claws, pincers, tentacles, etc).
Ability Score: None
Benefit: When the evolutionist hits an opponent with both natural attacks of a pair, he automatically deals extra damage equal to the twice the damage of the natural weapons used. This mutation only applies to one pair of natural weapons each time it is taken, even if the evolutionist has more than two of the chosen attack.
Further Mutations: Each time this mutation is taken, it applies to another pair of natural weapons.
Rock Catching
Prerequisite: Rock Throwing
Ability Score: None
Benefit: Once per round, the evolutionist can try to catch a projectile attack aimed at him. To do so, he must make an attack roll as a free action, if the result of this attack roll is greater than that of the attacker, the evolutionist may catch the projectile in his hand. This ability can be used to catch siege weapon projectiles but it cannot be used to catch energy attacks.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to catch one additional attack per round. This mutation can be taken up to once per four mutator levels.
Rock Throwing
Prerequisite: Slam natural attack
Ability Score: None.
Benefit: The evolutionist can hurl substantially large and heavy objects (such as rocks), weighting up to one quarter of his light load with a range increment of 30 ft. these attacks deal damage equal to that of the evolutionist’s slam attack and benefit from any effects that would modify it, as well as any effecta that would benefit attacks with thrown weapons. Each size category the evolutionist has above medium increases the range increment of his rock throwing by 10 ft.
Further Mutations: Each time this mutation is taken after the first, the evolutionist raises the range increment of objects thrown with this ability by 10 feet and gains a +2 bonus on attack and damage rolls with it. This mutation can be taken up to once per three mutator levels.
Special: This ability can be used to make iterative attacks. Objects meant to be thrown with this ability may be enchanted as magic weapons.
Scent
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains the scent ability, with a base range of 20 feet, this range is doubled if the target is against the wind from the evolutionist.
Further Mutations: Each time this mutation is taken after the first increases the base range of the evolutionist's scent increases by 20 feet. This mutation can be taken once per three mutator levels.
Special: Taking this mutation once removes mundane anosmia, but not magical anosmia.
Slime
Prerequisite: Elemental Resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist’s body produces a destructive substance that deals damage to anything that touches it. Any creature that successfully hits the evolutionist with a natural attack suffers 2d6 points of energy damage (chosen at the time this mutation is taken, from among the energy types the evolutionist has resistance to), any manufactured weapon that strikes the evolutionist takes this same damage, any creature that grapples or is grappled by the evolutionist also takes this damage once per round on his turn. A reflex save halves this damage. The evolutionist can stop producing the slime as a free action and resume producing it as a free action as well.
The slime does not discriminate between objects and creatures, and it will harm the evolutionist’s gear if it is not properly protected. The evolutionist himself can protect his equipment against his own slime in a process that takes one minute per item and lasts for 24 hours.
Further Mutations: Each time this mutation is taken, the damage done by the slime increases by 2d6. This mutation can be taken once per three mutator levels.
Spell Resistance
Prerequisite: Mutator level 5
Ability Score: None
Benefit: The evolutionist gains Spell Resistance 5+mutator level.
Further Mutations: You Each time this mutation is taken after the first, the spell resistance improves by 3. This mutation can be taken once per four mutator levels.
Spines
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can use the spines on his body as ranged weapons. Spines have the following statistics:
Damage (medium) |
Critical |
Range Increment |
Damage Type |
1d6 |
X2 |
80 ft. |
Piercing |
Firing a volley of spines is a standard action, and each volley can have a number of spines equal to the number of times this mutation was taken, each spine requires its own attack roll. The spines granted by this mutation are considered natural weapons and thrown weapons, but only gain bonus damage equal to half the evolutionist’s strength modifier.
Further Mutations: This mutation can be taken once per three mutator levels.
Sprint
Prerequisite: -
Ability Score: None.
Benefit: Once per hour, the evolutionist can move ten times its normal speed when he makes a charge.
Further Mutations: Each time this mutation is taken, the wait time between uses is reduced by 10 minutes, to a minimum of once per minute.
Stench
Prerequisite: -
Ability Score: Constitution
Benefit: As a swift action, the evolutionist can release a foul-smelling substance that fills an area of 30 feet around him with a disgusting smell. Every creature with a sense of smell within that radius (or twice that radius for creatures with scent) must make a fortitude save or be sickened for 10 rounds. Any one creature can only be affected by the evolutionist’s stench once per day. After it is activated, this ability remains active until deactivated. Deactivating this ability requires a swift action.
Further Mutations: Each mutation after the first increases the radius of the stench by 10 feet. If this mutation is taken at least six times, creatures within half the maximum radius that fail their saves are nauseated instead. This mutation can only be taken once per two mutator levels.
Swallow Whole
Prerequisite: Mutator level 5, Improved Grab related to a bite natural attack, Large size of larger.
Ability Score: None
Benefit: The evolutionist can swallow a grabbed opponent at least two size categories smaller than him by making a successful grapple check.
A swallowed creature takes 1d8+4 points of bludgeoning damage plus 4 points of acid damage each round from the evolutionist’s gizzard, for each size category the evolutionist has above large, this damage increases by 1d8+4 bludgeoning and 4 acid. A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 20 (+5 damage per size category above large) points of damage to the gizzard (AC 10 + half the evolutionist’s natural armor). Once the opponent exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The gizzard of a large evolutionist can hold up to 1 small, 4 tiny, 16 diminutive or 64 fine or smaller opponents. Each size category above large quadruples these values (the evolutionist can hold one creature two size categories smaller than himself.
Should he desire to, the evolutionist can vomit the contents of his stomach as a full round action.
Further Mutations: Each time after the first that this mutation is taken the damage dealt by the evolutionist’s gizzard increases by 1d8+4 and the acid damage by 4. In addition, the gizzard can hold one additional creature two size categories smaller than him (or an appropriate number of smaller creatures), should the evolutionist be able to swallow four creatures two size categories smaller than him, he gains the ability to swallow one creature one size category smaller than his. This mutation can be taken once per five mutator levels.
Special: If the evolutionist has energy damage tied to his bite attack or a breath weapon dealing energy damage, he can chose for creatures in his stomach to be dealt that kind of damage instead of acid upon taking this mutation.
Also, if the evolutionist has at least one instance of the Amorphous Body teratomorphism, he may use this mutation in conjunction with any natural weapon (not only a bite) in order to engulf his target.
Tail Sweep
Prerequisite: Tail natural weapon, mutator level 3.
Ability Score: None
Benefit: As a standard action, the evolutionist can make a tail attack using a single attack roll and a single damage roll against all enemies in a cone with a length equal to his reach with his tail. As a full round action, he can make one tail attack against every opponent within reach using the same attack roll and damage roll. Tail sweep can be used to perform special attacks such as trip and bull rush.
Further Mutations: This mutation can be taken once per four mutator levels. Each time it is taken after the first allows the evolutionist to make one additional attack against all targets in range with each tail sweep.
Trail
Prerequisite: Slime
Ability Score: None.
Benefit: The evolutionist leaves a trail of slime wherever he goes. Any square he moves through becomes filled with the substance, subjecting anyone who moves into it or begins its turn on it to the slime. The trail of slime loses its potency after two rounds.
Multiple passages by the evolutionist through the same square do not increase the effects of the slime in that area. The evolutionist does not produce a trail if he is not releasing his slime.
Further Mutations: Each time this mutation is taken, the duration of the evolutionist’s trail increases by two rounds. This mutation can be taken once per three mutator levels.
Trample
Prerequisite: Large size or larger
Ability Score: Strength
Benefit: The evolutionist can trample any opponent at least one size category smaller than him through whose space he moves. Any creature whose space is completely covered by the evolutionist’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the evolutionist moves over all the squares it occupies, if he moves over only some of a target’s space, the target can make an attack of opportunity against the evolutionist at a -4 penalty. If the evolutionist accidentally ends his movement in an illegal space he returns to the last legal position he occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage equal to the evolutionist’s Unarmed Strike or Slam damage and also allows him to attempt to overrun the trampled opponent as a free action.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The evolutionist can only deal trampling damage to each target once per round; no matter how many times his movement takes him over a target creature.
Further Mutations: This mutation can be taken once.
Trip
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a with that weapon, he can attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the evolutionist.
Further Mutations: This mutation can be taken once.
Web
Prerequisite: -
Ability Score: Constitution
Benefit: The evolutionist can spin webs a number of times per day equal to his mutator level + his constitution modifier. The web works as an attack with a net, but with a maximum range of 50 feet (+20 feet per size category above medium) and no range increment, and is effective against targets up to one size category larger than the evolutionist. The web entangles and anchors the target in place, allowing no movement.
An entangled creature can escape the web by succeeding on a Escape Artist check with the same DC as the normal save for mutations or burst the web with a Strength check against the same DC +4. The web may also be attacked and destroyed; it has hit points equal to 5 + mutator level, hardness 5, and takes double damage from fire.
The evolutionist can also create sheets of sticky webbing. They can position these to snare flying creatures or try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 5 + mutator level hit points, hardness 5, and takes double damage from fire. Used this way, the web can cover a radius of 5 feet for every three mutator levels for each use of web, preparing these traps takes one minute. The evolutionist can move across his own sheet of web as if it had a climb speed of 20 feet and can determine the exact location of any creature touching the web as long as he is contact with it.
After 24 hours, any existing web hardens and loses its stickiness. The hardened web becomes brittle, which reduces the difficulty of escaping the web with an escape artist check or bursting the web with a strength check to 10. After 48 hours the web turns to dust.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains 2 additional daily uses of web. For every two instances of this mutation taken, all DCs to escape the web increase by 1. This mutation can be taken once per two mutator levels.