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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 05-10-2012, 04:04 PM   Top  -  End  -  #1
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Mutator: 3.5 base class, please PEACH

Mutator's are people born with innate shapeshifting abilities. Although the cause of this is unknown, it is generally suspected to be changeling ancestors far back in a persons family tree, combined with rare genetic mutations.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+0
Mutating
2nd
+2
+3
+3
+0
 
3rd
+3
+3
+3
+1
mutation manifestation I
4th
+4
+4
+4
+1
Large form
5th
+5
+4
+4
+1
ability improvement
6th
+6/1
+5
+5
+2
Mutation manifestation II
7th
+7/2
+5
+5
+2
transformation time down: standard action
8th
+8/3
+6
+6
+2
Mutation Manifestation stacking I
9th
+9/4
+6
+6
+3
Huge form
10th
+10/5
+7
+7
+3
ability improvement, second tier mutations.
11th
+11/6/1
+7
+7
+3
transformation time down:move action
12th
+12/7/2
+8
+8
+4
Mutation manifestation III
13th
+13/8/3
+8
+8
+8
 
14th
+14/9/4
+9
+9
+4
Gargantuan form
15th
+15/10/5
+9
+9
+5
ability improvement
16th
+16/11/6/1
+10
+10
+5
Mutation stacking II
17th
+17/12/7/2
+10
+10
+5
Transformation time down:immediate action
18th
+18/13/8/3
+11
+11
+6
 
19th
+19/14/9/4
+11
+11
+6
 
20th
+20/15/10/5
+12
+12
+6
ability improvement

Design notes
Spoiler

Clas skills: Balance(Dex), Bluff(Cha), Climb(Str), Disguise(Cha), Escape Artist(Dex), Handle animal(Cha), Hide(Dex), Jump(Str), Listen(Wis), Move silently(Dex), Ride (Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str)

Skillpoints at 1st level: 4+int modifier x4
Skillpoints on level up:
4+int modifier

Hit dice: d12

Weapon and armour proficiencies: Mutators are proficient with all simple weapons, (as well as unarmed strikes) light armour, and now shields.

Attributes and Role: A mutator's key attributes are Strength and Constitution, to bulk up their combat capabilities. Some mutators will choose Dex over Con and create a more agile class. A Mutators role is primarily that of frontline combatant, although they can become exceptionally talented scounts as well, and even handle party transport in instances when magical travel would prove difficult.


Background: As a result of their heritage, mutators can freely change there shape to match almost any form imagineable, and can do this as a standard action with no limit on an amount of uses.
However, where traditional shapeshifters tend to turn into creatures already present in nature, mutators tend to create there own forms. A Form is made up of arms, legs, head, torso, sensory and tail.

NPC reaction:: although a transformation is powerful, care must be taken. Since mutators of this kind are so rare and unknown, villagers and other npc’s usually treat it with great amounts of hostility, on par with being a vampire or werewolf. Hence full transformations in plain sight tend to be a poor idea unless the NPC in question has already been convinced the player is not cursed. This is understandable when it is considered that even 10th level transformations can be as strange as a flying, venomous snake or a burrowing, rhinoceros-horned monstrousity. The mutator can manifest singular abilities though, allowing efficient defense if he cannot escape to a more isolated place to transform. by default this appears as the npc's disposition shifting two ranks towards hostile, unless the npc has been convinced that the mutator is not evil. depending on the situation, this may be modified in any way (ie: a mutator who transforms into a beats in plain sight to fight off an attacking bandit tribe will likely not incur as great a penalty as one who does so for lesser reasons).

Religion: Mutators tend to rever Gods of nature or battle, if they worship at all.

Races: no races have any particulary affinity for or against mutators, but they are exceptionally rare in any race.

Alignment: mutators can be of any alignment, although they tend towards the chaotic.

Other classes: Mutators tend to get on well with most classes, although druids often view them as abominations against nature and shun them.

Class abilities
Mutating
Spoiler

A mutator gains two mutations every level.
Unless otherwise noted, all mutator mutations and abilities are extraordinary abilities.

Design notes
Spoiler


Mutation manifestation
Beginning at 3rd level a mutator may manifest a power without shapeshifting fully, retaining his human appearance (and thus not causing disposition penalties) while gaining the use of one or more mutations. head and tail mutations cannot be manifested this way unless your race naturally has a bit attack or tail.

Mutation stacking
while using the above "mutation manifestation" ability, the mutator gains the ability to use multiple mutations on the same limb, up to the level of the stacking +1. for example, mutation stacking I would allow two arm mutations to be used at once, mutation stacking II would allow 3, and so on. both of these mutations count against your limit for maximum mutations manifested.

Size change: at 4th, 9th, and 14th levels, the maximum size of your mutated form increases one step each, from medium, to large, then huge, then gargantuan.

transformation time down: at 7th, 11th, and 17th levels, the time taken to mutate is reduced by onestep each, to a standard action at 7th level, a move action at 11th level, and an immediate action at 17th level.

Mutations

Tier 1: aquirable at any level

Spoiler

Tier 2 Mutations: available at level 10+ and have prerequisite mutations

Spoiler

design notes
Spoiler

Last edited by zegram 33 : 05-13-2012 at 10:21 AM.
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Old 05-12-2012, 04:37 PM   Top  -  End  -  #2
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: Mutator: 3.5 base class, please PEACH

no love for the mutator?
as an aside: my classes do tend to get no love, if anyone remembers my others: is my writing tricky to follow/ badly designed, or is it just luck of the draw type thing.
thanks
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Old 05-12-2012, 08:34 PM   Top  -  End  -  #3
Necroticplague
Bugbear in the Playground
 
 
Join Date: Aug 2010
Default Re: Mutator: 3.5 base class, please PEACH

I see "Evolution" on the table, can't cant for the life of me find it in the text. Am I missing something, or has it not yet been implemented?
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Old 05-13-2012, 03:49 AM   Top  -  End  -  #4
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: Mutator: 3.5 base class, please PEACH

thats a very good point.
thats was my shorthand when writing for the "every 5th level" increase abilities, that they would evolve.

when i was actually writing it up on gamefaqs, i felt like it would be easier to stat explicitly when these abilities improved, and also felt that evolution as a levelling up mechanic sounded like i was cribbing off prototype 2 (which came out between me starting and finishing this class)
will replace with "ability improvement" in the table, thanks!
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Old 05-13-2012, 06:19 AM   Top  -  End  -  #5
Anecronwashere
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Zombie
 
Join Date: Dec 2011
Default Re: Mutator: 3.5 base class, please PEACH

Unless I'm missing something, I can't see when or how many of the actual Mutations one gets?
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Old 05-13-2012, 06:32 AM   Top  -  End  -  #6
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: Mutator: 3.5 base class, please PEACH

i...uhh...wow, thats a pretty impressive oversight there. Thanks for picking that up.
EDIT: upon rereading i do mention it...for about 6 words....in the middle of a blox of text in the spoiler box for mutations. so yeh, that was a stupid place to put such a crucial feature. thanks
2 mutations every level

Last edited by zegram 33 : 05-13-2012 at 06:38 AM.
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Old 05-13-2012, 06:45 AM   Top  -  End  -  #7
Anecronwashere
Ogre in the Playground
 
Zombie
 
Join Date: Dec 2011
Default Re: Mutator: 3.5 base class, please PEACH

A few things just going through

Venomous should be affected by Poison Immunity.
Spell-Likes (like Deathwatch) should be marked as such
Are all the abilities Ex by default? if so you should say so.
One-step down from Move is not Immediate, it's Swift.

There is more but I have to go offline right now
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Old 05-13-2012, 07:08 AM   Top  -  End  -  #8
Necroticplague
Bugbear in the Playground
 
 
Join Date: Aug 2010
Default Re: Mutator: 3.5 base class, please PEACH

Quote:
Originally Posted by zegram 33 View Post
i...uhh...wow, thats a pretty impressive oversight there. Thanks for picking that up.
EDIT: upon rereading i do mention it...for about 6 words....in the middle of a blox of text in the spoiler box for mutations. so yeh, that was a stupid place to put such a crucial feature. thanks
2 mutations every level
The way I'm reading it, it's two mutations per level +3, because you can shuffle the 3 free mutations you get (LLV, legless and armless)
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Old 05-13-2012, 07:44 AM   Top  -  End  -  #9
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: Mutator: 3.5 base class, please PEACH

yeh, you get those three free at 1st level, since low light vision would be pointless to choose, and armless and legless are based on modifying existing mutations. then, at every level afterwards, you can "unlock" 2 additional mutations.
so by the time your level 15, you'll have 33 mutations to choose from spread out over your limbs, so you should (in theory at least) be pretty adaptable.
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Old 05-13-2012, 09:39 AM   Top  -  End  -  #10
Necroticplague
Bugbear in the Playground
 
 
Join Date: Aug 2010
Default Re: Mutator: 3.5 base class, please PEACH

Minor error I found under "senses", it should be darkvision, not darksight.
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Old 05-13-2012, 10:22 AM   Top  -  End  -  #11
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: Mutator: 3.5 base class, please PEACH

corrected, thanks
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