Goals: Batman-style character - the ability to do a pretty good amount of damage while being enough of a generalist to be useful in any situation.... combined with being unreasonably hard to kill. There's nothing wrong with being an Eldritch Abomination as long as you're Good-aligned, right?
Resources: D20SRD and this thread
Base: Human, 28pb
I was originally thinking halfling would be cool (more motivation to adapt/grow better) but the weak base means that the evolutionist should start with every advantage he can get
STR 14
DEX 15
CON 12
INT 12
WIS 14
CHA 8
Skills invested in: Can max out 4 skills... distributing points into 4 general categories. %s give approximate % of the points distributed to each category.
Mobility: 1/5
Balance (50%)
Escape artist (50%)
Knowledge: 1/5
Knowledge (Dungeoneering) 33%
Knowledge (Arcana) 33%
Knowledge (Nature) 33%
Stealth: 1/5
Hide+MS (50%)
Perception: 1/5
Listen (maxed)
Levels 1-5:
Spoiler
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I'm assuming you can choose mutations & feats in whichever order you want, to both qualify for & select a feat at the same level.
L1
Feat: Blind Fight
Feat: Improved Toughness
Improved Unarmed Strike
Monster Sage
Mutations (5):
Evolve Resilience
Adherent Hands (1st)
Natural Armor +2
Tentacle x2, bludge
Powerful Form
L2
Mutations (3):
Adherent hands (2nd)
Evolve Combat Instinct (1st)
Web
Teratomorph I: Dire Body
L3
Feat: Multiattack
Mutations (3):
Tentacle x2, slash
Evolve Combat Instinct
L4 The really good stuff starts
Stat: STR+1
Mutations:
Fast Healing (1st)
Damage Reduction
Extra Arms
L5
Mutations:
Pounce
Evolve Combat Instinct (3rd)
Natural Armor (2nd)
Teratomorph 2:
Amorphous 1
Cumuluative Mutation effects:
+1 HP/level
Climb speed 10'
+1 to-hit
+3 BAB
+5 Natural Armor
+1 STR, +1 on STR checks
Tentacle x2, bludge, 1d4
Tentacle x2, slash, 1d4
Intimidate check bonus equal to Mutator level
Web x3/day
Fast Healing 1
DR 3/Magic
2 extra arms
+4 to escape artist checks, +1 size category grappling, -1 size category for fitting in small spaces
25% chance to ignore precision damage
Pounce
Stats:
STR 16
DEX 15
CON 12
INT 12
WIS 14
CHA 8
Naked stats except for handaxes:
BAB 5
Fort 2
Will 3
Reflex 2
AC 17
4 arms, AB 0/-4/-4/-4, handaxes, 1d6+3, 1d6+1 x 3
2 tentacles, slash, AB 8 1d4+3 slash
2 tentacles, slash, AB 6 1d4+1 bludge
The ability to climb straight up walls, move 35' per round, charge 70+' per round, and full attack (6 attacks) at the end of a charge
Levels 5-10
Spoiler
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L6
Feat: Multiweapon Fighting [reduces penalty to -4/-4, or -2/-2 if light weapons are used]
Mutations:
Elemental Resistance (acid)
Elemental attack (acid 1d6, slash tentacles)
Evolve Fortitude [save +2]
L7
Mutations:
Evolve Combat Instinct (4th)
Change Shape
Energy Resistance: Fire [to avoid the "kill it with fire" types]
L8
Stat: Strength
Mutations:
Elemental attack (fire 1d6, bludge tentacles)
Dimension Door
Fast Healing (2nd)
Teratomorph 3:
Regeneration 1
L9
Feat: Stunning Blow
Mutations:
Evolve Combat Instinct (5th)
Slime
Natural Invisibility
L10
Mutations:
Warped Visage
Paralysis (tentacle set 1)
Paralysis (tentacle set 2)
Mutant Ascendancy: Magical Beast [all natural weapons are now enhanced at 1/4 mutator level]
Cumulative:
STR 17
DEX 15
CON 12
INT 12
WIS 14
CHA 8
BAB 10, and a +1 to hit from mutations
120hp
Fort 6
Will 5
Reflex 5
AC 17, 5% miss chance, dr 3/magic, resist 5 damage, acid & fire
4 arms, AB 9/4/9/9/9, handaxes, 1d6+3 x2, 1d6+1 x 3
2 tentacles, slash, AB 13 1d4+5 slash, 1d6 acid, paralysis
2 tentacles, slash, AB 11 1d4+3 bludge, 1d6 fire, paralysis
Fast healing 4, regeneration
Invisibility & Dimension door once every 5 rounds
10' climb speed
35' base speed
Pounce
Slime (1d6 damage guard)
Web 3x/day
+4 to escape artist checks, +1 size category grappling, -1 size category for fitting in small spaces
25% chance to ignore precision damage