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  1. - Top - End - #1
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Mutant [Base Class][PEACH WIP]

    Mutant



    I was like you once. Now I’m something more.

    Deformed and twisted against their will, mutants distinguish themselves from sorcerers in a number of ways, the most important of which is that mutants are not born or entitled to magic because of heritage, but because they were made artificially, usually as a result of some exposure to otherworldly forces of by twisted experiments done to them sometime in the past.

    It is this forcible modification that transforms an ordinary peasant into a monster and many lose their minds trying to come to terms with their warped bodies. Others come to terms with it, but would if given the opportunity would shun away the terrible things that afflict them down to their very DNA. Rarer still are those who embrace theirs power… with the intent to pay back their makers in full. Regardless, becoming a mutant is to gradually distance oneself from humanity.


    Role: Mutants possess a flexible role in the party, depending on their specific Strain. Options exist to grant a mutant increased ability to endure damage, ability to perform a wide variety of skill checks, and the simply be a primary damage dealer. All that matters is the build, but mutants by default are assumed to be tough and enduring.

    Alignment: Any. As anyone can become a mutant against their will.

    Hit Die: d10

    Starting Gold: As wizard

    Class Skills
    Acrobatics (Dex), Climb (Str), Disguise (Cha), Intimidate (Cha), Heal (Wis), Knowledge Local (Int), Sense Motive (Wis), Stealth (Dex)
    Skill Ranks per Level: (4 + Int modifier)

    Spoiler: Class Table
    Show

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1
    +0
    +0
    +0
    Taint of the Unnatural, Hideous Visage, Strain Ability, Evolving Resilience +2
    2nd +2
    +0
    +0
    +0
    Strain Ability, Evolving Resilience +3
    3rd +3
    +1
    +1
    +1
    Mutation
    4th +4
    +1
    +1
    +1
    Suppress Defomity
    5th +5
    +1
    +1
    +1
    Strain Ability
    6th +6/+1
    +2
    +2
    +2
    Mutation
    7th +7/+2
    +2
    +2
    +2
    Biochemical Defenses (Disease)
    8th +8/+3
    +2
    +2
    +2
    Strain Ability, Evolving Resilience +4
    9th +9/+4
    +3
    +3
    +3
    Mutation
    10th +10/+5
    +3
    +3
    +3
    Abominable Presence
    11th +11/+6/+1
    +3
    +3
    +3
    Strain Ability
    12th +12/+7/+2
    +4
    +4
    +4
    Mutation
    13th +13/+8/+3
    +4
    +4
    +4
    Biochemical Defenses (Poisons)
    14th +14/+9/+4
    +4
    +4
    +4
    Strain Ability, Evolving Resilience +5
    15th +15/+10/+5
    +5
    +5
    +5
    Mutation
    16th +16/+11/+6/+1
    +5
    +5
    +5
    17th +17/+12/+7/+2
    +5
    +5
    +5
    Strain Ability
    18th +18/+13/+8/+3
    +6
    +6
    +6
    Mutation
    19th +19/+14/+9/+4
    +6
    +6
    +6
    Improved Abominable Presence
    20th +20/+15/10/+5
    +6
    +6
    +6
    Strain Ability, Evolving Resilience +6


    Spoiler: Class Features
    Show

    Weapon and Armor Proficiencies: Mutants are proficient in simple weapons and light armor, as well as any weapons or armor that come as a result of mutations or come from their Strain.



    Taint of the Unnatural: Mutants are named such because they are creatures that have been irrecoverably beyond the capabilities of any mortal to cleanse, giving them greater strength but also causes them to be affected as though they were also other types of creatures.

    At 1st level, mutants gain a type or subtype that matches their Strain, as specified in the Strain’s entry This type or subtype allows them to be subjected to spells, effects, enchants, or the like that would affect creatures of that specific subtype. This does not grant them any immunities or attributes of that type or subtype (though said traits and attributes might be the benefits of being a high level mutant).

    For instance, a Verdant Strain mutant can be subjected Blight, as the spell, as though they were a plant creature and take damage as described in the spell. A Cybernetic Strain mutant is be subject to a Construct Bane weapon and would also take extra damage from the weapon enchantment. They both still count as their base types however, and as a result, assuming both were human (and didn’t have immunity against mind control for any reason), would both be subject to Charm Person and be forced to make a Will save or be under the spell’s influence.

    Hideous Visage:
    A mutant is almost always a misshapen being that other members of her race would not deem to call a person, but rather a thing. To them, it is hard to even envision such an existance and many would hungrily seek out blessings to avoid suffering a similar fate. It doesn't help that as a mutant's power grow ever stronger, his physiology gradually starts to move away from his earthly vestiges.

    All creatures that would be neutral, would treat the mutant as 1 step towards negative, up to unfriendly.

    Strain:

    While all mutants are defined by a severe warping of their bodies that permeates almost every cell of their being, causing them to rapidly deform and recompile their bodies in a dozen different ways, this bodily warping does generally diverge into coherent themes, typically defining the source or type of mutation endured. Whether or not it was the result of alien larvae fusing into muscles and twisting him into a hybrid of his original race and an adult warrior brood, the result of some biomechanical virus, or the intended result after months of genetherapy, the point is, the Strain, type of mutation endured essentially defines the mutant’s core being and works as the scaffolding by which it continues to become.

    Regardless of the origin, a mutant must select one Strain to work as his basis, gaining the benefits and drawbacks of it. Once selected, this choice cannot be changed.

    A mutant’s Strain gives him many benefits, albeit at the cost of social standing. The mutant gains the favored saves, bonus class skills, and other benefits associated with his chosen Strain. This also determines his primary attribute, which determines the saving throw of mutant class abilities that require it. This save is calculated 10 + ½ the mutant’s class level + this attribute’s modifier.

    At 1st level, 2nd level, and then every 3 levels after 2nd, the mutant gains the ability associated with his Strain at that level.

    Skills associated with your Strain receive a +2 bonus and are treated as class skills. For skills that you weren't trained in and receive as a class skill, this amounts to a what is essentially +5 bonus for having ranks in class skills.



    Evolving Resilience:
    At 1st level, while the mutant’s mutation is freely manifest, granting him augmented resistances to many effects. As long as he remains mutated, he gains a +2 Genetic bonus to the favored saves of his Strain, listed in the description. At 2nd level and every 6 levels thereafter at (8th, 14th, 20th), this bonus increases by +1 a maximum bonus of +6.





    Mutation:
    Starting at 3rd level, and every 3 levels thereafter, the mutant’s own personality, genetic makeup, and experiences begin to warp his deformity, allowing him some control over the ever changing state of his body and to better adapt to what comes ahead. At 3rd level and every 3 levels afterwards, the mutant may select a single mutation to apply to his body. A mutant may not select an individual mutation more than once unless it permits it in its description.


    Suppress Deformity:
    At 4th level, a mutant learns to hide away his twisted nature, not merely for security, but sometimes for convenience. Many mutants, upon gaining such control of their own bodies, decide to never again use their power, preferring to live in a comfortable lie that they are normal. As a Full round action, the Mutant suppresses all class features from being a mutant, including abilities and bonus feats provided from their Strain, Mutations they might possess, the Taint of the Unnatural class feature (thus no longer being subject to their other type), any other effects that result in a Genetic bonus, and pretty much every other class feature barring a few exceptions, for the duration of Suppress Deformity.

    They retain their Base attack bonuses and base save bonuses from leveling up (but not the effects of Evolving Resilience).

    This ability may be maintained indefinitely, so long as the mutant remains conscious and able to focus on keeping his mutation under control. Once he is unconscious, Suppress Deformity ends as the mutant no longer can maintain it.


    Biochemical Defenses:
    The mutants warped body rejects more worldly afflictions almost too easily.

    At 7th level, diseases, including supernatural afflictions can no longer be inflicted on the mutant.
    At 14th level, poisons can no longer affect the mutant.

    Biochemical Defenses works even when all other benefits of mutation are suppressed.

    Abominable Pressence:

    At 10th level, the mutant's deformities have reached a climax, becoming too unbearable for most other people to endure. Any creature with equal to or less hit dice as the mutant withing 30 feet of the mutant that isn't an outright ally of the mutant, such as another party member, or a creature related to the mutant, must make a Will save or become shaken. This is a mind affecting effect.

    At 19th level, the mutant's sheer ugliness "improves", rendering creatures that fail this Will save Frightened instead and may affect any creature regardless of hitdice.





    Favored Class Bonuses
    Human: 1/6 Mutation.
    Elf:
    Dwarf:
    Half-elf:
    Half-orc:
    Gnome:
    Halfling:
    Last edited by Almarck; 2017-03-25 at 12:34 AM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  2. - Top - End - #2
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Mutant [Base Class][PEACH WIP]

    Mutatations

    The following is a work in progress list of Mutations available to a Mutant when they receive the ability to take them.

    Spoiler: Mutations
    Show



    Elemental Resilience The mutant’s body becomes toughened against natural forces. Select either: acid, cold, fire, force, or sonic. The mutant gains resistance to that element equal to half her class level + 5. The mutant may not select an element if his Strain will grant her resistance to that element even if she is too low level to benefit from that portion of her Strain. This mutation may be taken multiple times, one for each element.

    Enduring Fortitude: The mutant’s body can shrug off physical effects entirely instead of taking a reduced affliction. If he were to make a successful Fortitude saving throw on any effect that would normally have a reduced effect, the mutant instead ignores the effect entirely. Requires Fortitude being a Favored Save.


    Evasion As the rogue class feature. Requires Reflex being a Favored Save.

    Fortress Mind: The mutant’s mind endures any psychic assaults and tests of will. If he were to make a successful Will saving throw on any effect that would normally have a reduced effect, the mutant instead ignores the effect entirely. Requires Will being a Favored Save.

    Hardened Skin: It comes as no surprise that many mutants have tougher than normal skin, whether be by having their skin replaced by metal plate, hard exoskeleton, tough bark, or warped space-time, mutants are kind of durable. This mutation provides a +2 Genetic bonus to natural armor. This does stack with genetic bonuses gained from Strains. The mutant can take this mutation multiple times. Each time, his natural armor increases by +1.


    Increased Body Mass: Your muscular tissue have mutated to give you increased body mass compared to normal creatures of your race. Your default size increases by 1 step, gaining appropriate size modifications along the way. If you are Medium, you grow to Large. if you are Small, you become Medium. You may select this trait multiple times, up until you are Large. You must by 6th level to select this mutation if you are already Medium.


    Secondary Head: The mutant gains an extra head. This head is smaller than his normal head and protrudes next to where the mutant’s head is, but doesn’t impede him in any way.

    This head grants the mutant the Alertness feat for free.

    Should the mutant lose his primary head such as via the vorpal effect, he doesn’t die, as his second head takes control of his body and keeps him alive. However, this smaller head isn’t as apt at controlling the body, manifesting as a -4 penalty to all d20 rolls while the mutant is forced to rely on this second head. The mutant can reattach his old head if under the effects of a regeneration effect or might grow a new one, either through an effect that allows regrowing lost limbs or by simply waiting a week for his secondary head to fully grow into a fully functioning head (which removes the penalties and a week later, another secondary head grow to replace the last one).

    While the mutant is forced to rely on a secondary head, he may not use Suppress Deformity.
    Should this head be removed, the mutant dies.

    The mutant must be at least 9th level to select this Mutation.



    Surge Regeneration The mutant’s body can enter a state where it rapidly mends flesh and injury, though this isn’t a permanent state of affairs. The mutant gains fast healing equal to half his class level for 1 minute and may reattach severed body parts while this effect is active. This can be done once per day. A mutant may select this mutation more than once, gaining an additional use for this ability every day.

    Additionally, healing effects including spells and daily rest heal an additional hit points above what they normally would allow, equal to the mutant’s class level.


    The mutant must be at least 9th level to select this Mutation.

    Unearthly Glow: Whether through radiation, bioluminescent genes, or simply the installation of organs that generate light as a byproduct, the mutant glows, brightly. Essentially, so long as the mutant isn't completely covered head to toe in anything that blocks light, he emits a a bright glow that bathes every area withing 60 feet in harsh light. The mutant may spend a full round action to suppress this ability.


    Last edited by Almarck; 2017-03-27 at 10:15 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  3. - Top - End - #3
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Mutant [Base Class][PEACH WIP]

    Strain

    Strains are the fundamental defining part of a mutant, defining what warped them and what special powers are given to them.


    Insectoid
    Spoiler
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    The genetic sequences of insectoids were forcibly inserted into your DNA, likely to reduce you into a mere slave of some greater mind once your mind deteriorated away. That didn’t happen to you, but now you skin has a rather chitinous feel to it just… connect to other people nearby.
    Secondary Type: Vermin
    Attribute: Wisdom
    Saves: Reflex, Will
    Skills: Fly (Dex), Knowledge Geography (Int), Survival (Wis)
    Physical Expression: Your body is warped drastically with several parts of your skin replaced by hardened chitin, most especially pronounced on the limbs. If one were to dissect your remains, they would note the pronounced lack of bones in your structure as your body features hardened exoskeletons. As you grow further, this only worsens, with limbs and pieces shifting to accommodate, even mandibles, multifaceted eyes, and sensory antennae.


    Insectoid Anatomy:
    At 1st level, your body is a gruesome amalgamation of man and insect, providing you with some key benefits. As your function was to serve as a warrior or a worker of some description in this alien hierarchy, you were outfitted with the tools you would need to accomplish these tasks.

    Your skin hardens and becomes resistant to damage through a covering of dense plated chitin. You gain a +2 Genetic bonus to your natural armor. This bonus increases for every mutant 6 level you possess for a maximum total bonus of +5 at level 18. This stacks with racial and enchantment bonuses.

    You also gain two massive scythelike additions to your fore arms. Treat as 2 primary natural weapons dealing 1d6 slashing damage each and may be used as a generic cutting tool for any skillcheck, such as skinning knife.

    You also gain medium and heavy armor proficiency.


    Burrowing Talons:
    At level 2nd, your hand mutations grow more pronounced, your claws sharpen and become better able to penetrate rock and stone. You gain a burrow speed of 10 feet. This improves by 5 feet every 5 mutant levels you possess. At 14th level, you also gain a constant spider climb effect, allowing you to cling to walls.


    Gastric Chemistry
    At 5th level, your internal and external anatomy changes to account your new physique. You obtain an insectoid "gaster". In other words, an elongated "butt" that is common in ants, spiders, and bees, though enlarged for your size. Within this new organ, your body creates all sorts of incredible chemicals. This provides you with with you a few new options as new chemicals are pumped and distributed through out your body.

    You may create acid, regurgitating it from your mouth for use as a tool where caustic chemicals would be a valid for use. You may also spit out a bomb of corrosive slime that explodes on contact. Treat as a thrown splash weapon thats deals 3d6 acid damage + another 1d6 for every 2 levels above 5 to all creatures within a 5 foot radius of where the slime lands. Reflex save negates.

    You may also create a web, using the same rules as the spell. This attack relies on spitting out your gaster's contents. Reflex negates.

    You may only use either acid spit as a weapon or use web twice per day, plus an additional time for every 3 levels above 5. You are not harmed by your own acid or web.


    Hive Mindedness:
    At 8th level, your mind takes on more of the insect-like traits, gaining the ability to essentially read your allies through an incredibly advanced sense of body language and hormone reading. This manifests in two ways: first, you automatically know the emotional state of any creature within 60 feet of you. Second, you are able to read your allies enough to essentially "feel" what they feel, granting you awareness of things they are aware of by proxy provided these allies are within 60 feet. For instance, you may read an allied character's body subtle body language and focus to be aware of a rogue that you didn't know about. Because your ally knew about the rogue, you also knew about him.

    Insectoid Wings
    At 11th level, you grow wings that enable you to fly under your own power. You gain a flight speed of 40 with a maneuverability of poor. At 14th level, this maneuverability improves to good.


    Restorative Chrysalis
    At 14th level, you gain ever more of your insectoid kin’s abilities, learning of a way to cleanse your body through the power of metamorphosis. After gorging yourself, you can wrap yourself inside a cocoon for 24 hours. When you emerge after this time has elapsed, you may rid yourself of all forms of damage and infirmary, including ability damage, ability drain, permanent and temporary negative levels, disease, poison, limb loss, and other maladies at DM discretion. This doesn’t cost much more than a week’s worth of food and the time it takes to perform this ritual. You may abort the process any time, but doing so do not rid you of negative effects and thus wastes the attempt.




    Insectoid Thought
    At 17th level, your thoughts have warped to be both alien and more complex at the same time, such that only another like you could ever hope to merely grasp. You are immune to any effect that relies on knowing your thoughts or alignment, such as read thoughts or discern alignment, unless the caster possessed some very strong connection to vermin, such as the Vermin Heart feat, was a Vermin druid, or possessed the vermin type.


    Heart of the Swarm
    At 20th level, the fullness of your insectoid modifications reach their zenith. Instead of become a mere thrall, it is your will that reigns supreme. You found a colony of your own, either through birthing it yourself, creating a new race via magical process, or repeating the process that made you what you are, granting you a completely loyal group of insectoid minions, as though you possessed the Leadership feat.

    Your flight speed improves to 60 perfect and have the power to issue commands to insectoid creatures as though you could cast Geas at a number of times per day equal to your Wisdom modifier.




    Mechanoid
    Spoiler
    Show

    Your body has been compromised by a strange contagion that gradually converts flesh and sinew into metal and carbon fiber mesh. By what purpose was this done to you, you aren’t sure of, but you now straddle the line between man and machine, if only for a time.
    Secondary Type: Construct
    Attribute: Intelligence
    Saves: Fortitude, Reflex
    Skills: Knowledge Engineering (Int), Disable Device (Dex), Use Magic Device (Cha)
    Physical Expression: You are a horror of advanced technology grafted on a human frame. Had the machinery implanted into your body been installed more cleanly, you might have looked somewhat presentable, but as it is, your mechanical form’s irregularity and haphazard nature unsettles people. Data cables convulse and write like living serpents as they plug in and out of your chest cavity, while artificially seeming flesh makes up the lion’s share of your bulk, coupled by irregular metallic plates here and there.

    Bioconversion:
    As you grow in power, the more your body becomes twisted by an expanse of circuitry, synth flesh, and chrome.

    At 1st level, this manifests base Armor bonus of +3. This improves by +1 for every 3 mutant levels you possess. This armor doesn’t stack with other sources of armor bonus, such as worn Armor. In such cases, the highest bonus overrides the other.

    At 4th level, your reinforced frame gain the benefits of Light Fortification. This improves at 10th level to Medium Fortification, and at 16th level to Heavy Fortification. Also, at 4th, negative and positive energy effects are only half as effective on you. This applies even if you're wearing armor.

    You may place enchantments onto your mechanical body as though it were a suit of armor, should you choose. Treat as a masterwork armor should you choose to do this. You may not install Light, Medium, or Heavy Fortification and said abilities do not affect the price of your enchanting. If you're wearing enchanted armor and your body is enchanted, only the more "powerful" armor applies.

    You are not machine enough to be completely shutdown by an antitech field if you fail your saving throw, merely staggered.

    Mechanical Armory:
    At 2nd level, your mechanical limbs gain brutal crushing power. You gain a slam attack for your size for each arm you posses. These arms are used as natural weapon slam attacks.

    At 6th level, as a swift action, you may transform one or both your arms into ranged arm cannons. These ranged weapons that deal 1d6 force damage and resolve against full AC as though they were physical projectile weapons. Treat them both as a one handed ranged weapon with a range interval of 40 and a critical modifier of 19-20/x3. In order to fire one of your arm cannons, you must spend 1 Charge from your Fusion Generator for each attack you wish to make. Returning an arm cannon to normal is a swift action.



    Treat each arm as a separate manufactured weapon for the purposes of enchanting or applying magic effects. Enhancements to the slam attack of one arm apply to both the slam and arm cannon functions of that same arm. For instance, magic weapon the spell provides an enchantment bonus of +1 to both your slam and your arm cannon to one arm. Applying flaming to the slam also does the same to the arm cannon.

    Fusion Generator:
    At 5th level, your mechanical affliction manifests a new organ that produces an internal power supply of its own, with surplus power gathered while you rest and recover being stored for use during the day. You generate your Intelligence score plus 2 for every mutant level you possess in Charge. These charges may be spent on some Mechanoid Strain abilities, but also on technological devices in your direct contact with you, providing them with a renewable source of power.

    You also gain the ability to rapidly vent this power outwards from your body as a backup weapon. You may, as a full-round action that doesn’t provoke attacks of opportunity, spend 10 Charge to create a burst of deadly energy that deal 1d6 electrical damage for every level you possess to all creatures within 10 feet of you, Reflex halves.



    Fabrication Array
    At 8th level, you gain a multitude of additional arms can unfurl from your body and transform to create almost any physical tool imaginable. These arms are too weak spindly for use in combat, but possess incredible crafting powers. Your skill level hardly matters, as well; all you need to know is inside a small codex of blueprints you found in your head.

    You do not need to roll any craft skill when making an common or technological item. If you are required to roll, treat it as though you had the lowest possible roll to succeed without negative effect.

    You also gain the benefits of the Craft Technological Arms and Armor feat and are considered as always having a Crafting Laboratory that functions as a Military Lab, Production Lab, Graviton Lab, and Cybernetics Lab, essentially allowing the creation of almost any technological item, barring medical items and nanotechnology.

    You may also use the array to "enchant" your arms, in a way similar to magic items, though the "enchantment" is purely technological and not effected by an antimagic field, but an anti-tech field will disable them. This allows you to put enchantment bonuses and any valid weapon special qualities for manufactured weapons and armor on yourself.




    Ocular Uplink
    At 11th level, the water in your eyes has long since dried out and made away for more capable replacements that increase your lethality via use of connected combat calculations. You gain Darkvision out to 90 feet and may add your intelligence modifier as a bonus to damage using technological firearms, your arm and arm cannons.


    Nanomachines

    At 14th level, your body's increasing machine qualities replaces all of your blood with a strange silvery fluid that fulfills its functions entirely, including repairing tissue damage and supplying your cells with oxygen. Granted, at this point cells and tissue are only used because no other name for them exists to explain away such bizarre hybrids.

    Your Fabrication Array now includes a Nanotechnology Lab.

    You gain fast healing 5 and are immune to any negative or positive energy effects.


    Cortex Communications Computer

    At 17th level, your mind is made almost wholly digital, becoming a hybrid mix of a communications array and a computer. Though more subtle than most externally, this does have profound effects on your internal chemistry.

    Your digitized brain gives you a number of advantages.

    You can "download" information into your brain and reference it for later use. Pick either 2 skills, either a Knowledge skill or appraise. You are considered as now having ranks equal to your mutant level when using this skill. At every morning, you may choose to either replace these choices with different skills or use the same skills.

    You may now telepathically communicate to any construct within 100 feet of you and may talk as though you shared a language. Note that this doesn't garuntee you'll receive any thoughts back, as mindless constructs have minds that can be best described as "binary".

    By spending 3 Charge, you may attempt to enslave a construct by overridings processor unit or magical AI, changing friend and foe definitions or twisting orders. This is treated as though it were Dominate Monster, but overrides the normal immunity to mind affecting constructs have.

    The downside to all of this is that you are now far less human than you were before, and now subject to Antitech fields as though you were a full construct, thus being rendered helpless failing your save.



    Machine Apotheosis.
    At 20th level, you have truly become a truly mechanical paragon, though possess a small semblance of your old heritage, likely kept out of nostalgia that you haven't chosen to discard. Still, your body and mind are freed from the vulnerabilities of flesh. You are immune to critical hits and sneak attacks, as well as mind-affecting effects.





    Undying
    Spoiler
    Show

    Your blood and flesh are tainted, touched by foul and degenerate energies that would snuff out life if given the chance. Whether it be intense radiation bombardment, negative energy, or some other foul force that eradicates conventional life, you have survived it… and became something in between
    Secondary Type: Undead
    Attribute: Cha
    Saves: Fort, Will
    Skills: Intimidate (Cha), Knowledge Religion (Int), Use Magic Device (Cha)
    Physical Expression: Your body is caught in an endless cycle of life and death, constantly decaying and recovering as patches and pieces of skin, bone, and flesh constantly switch between healthy and dying at random intervals… and not cleanly either. This constant rot between life and death is what brands you a monster.

    Undeserving of Life:
    At 1st level, an Undying mutant’s questionable existence between life and death makes it very hard to recover wounds, albeit comes at the benefit of incredible resilience to terrible forces.

    You warped condition renders you immune to both positive and negative energy, thus taking both no damage and no healing from any effect derived from these, but instead must make a Fortitude save or become sickened. And you are also unable to be treated by the Heal skill.

    This adds a layer of complication as the only way you can recover hitpoints is by waiting for your body to heal naturally, unless you can find a way to work around it, somehow.


    Long story short, unless it is a Mutant class feature, from yourself or explicitly heals both undead or living creatures, you cannot benefit from healing.

    Your lack of other defenses does force you to invest in more protection, giving you proficiency with medium armor.

    Cannibalize:
    At 2nd level, you finally found a way around your one weakness, by devouring stronger creatures than you can forcibly repair some of the damage you received by grafting their flesh into your failing frame.

    You may devour the corpse of a dead living creature. You may roll a number of dice based on the creature’s hit dice total and dice value, the result of this roll is given to you as healing.

    For instance, devouring a 3rd level wizard would give you 3d6, whilst a 5th level fighter and 2rd level barbarian would heal you 2d12 + 5d10 hitpoints.

    Any healing that takes you over your maximum health becomes temporary hit points that last for 1 hour. Eating multiple corpses allows for their temporary hitpoints to stack, upto a maximum of 5 times your mutant level. You receive only half of the usual benefits if the creature you cannibalize doesn't share a primary type with you.

    Devouring a corpse takes around 10 minutes. This time is doubled for every size category above Medium the corpse had, and halved for every category below Medium. I.E. a Huge creature will take 40 minutes to devour.
    This grizzly act destroys the corpse and leaves it useless for raising the dead or creating undead out of.

    You also gain a primary bite natural attack that deals 1d8 damage as your jaws mutate to allow you to allow you to do these dark deeds.

    Putrid Stench:
    At 5th level, your rotting flesh covers you a disgusting cloud of terrible gasses. Creatures within 10 feet of you must make a Fortitude save or become sickened for 1 minute. Passing this Fortitude save gives the creature resistance your awful stench for 1 hour.

    Horrific Feast:

    At 8th level, your sheer depravity with cannibalizing corpses improves. By learning the secret of grafting compatible flesh to your own, you can replace damage. If you devour the corpse of a creature that shares at least a type with you, you may remove unto your Charisma modifier in any permanent or temporary conditions, restore missing limbs, or restore ability drain or ability damage to a single ability score.

    Font of Life and Death (su)
    At 11th level, your flesh might be torn into a constant state of life and death, but those besides you might not be, firmly being creatures of light or dark. You may expose them to the energies that make you what you are.

    Three times per day, you may emit a trickle of either positive or negative energy to creatures nearby, either damaging undead and healing living creatures equal to twice your mutant level, or the otherway around. Fortitude negates.

    Command of the Undying
    At 14th level, your deathless state leaves you an unusual place in the hierarchy of the damned. You may communicate with any undead as though you shared a common language and any undead you encounter considers you friendly unless otherwise ordered to or provoked.

    Three times per day, you may attempt to permanently enthrall an undead creature, functioning like Dominate Monster the spell, except that you only may maintain control of a number of undead with hit dice totaling twice your Mutant level.


    Steal Life (su)
    At 17th level, your hungering and twisting flesh no longer is merely limited to flesh; you will snuff out the life and unlife of anything that could be feasted upon.

    For a number of times per day equal to your Charisma score, you may attempt to steal the lifeforce or what undead have that passes for one of a creature within your reach. As a standard action, Make a melee touch attack. At the start of its turn, it must make a Fortitude save. Every time it makes a failed save, all of the creature's physical ability scores take 2 Ability drain.

    If it succeeds, the effects of Steal Life end, but the ability drain remains.

    If the creature failed 3 Fortitude saves in a row, it dies immediately.


    If a creature dies under the effects of Steal Life are restore an amount of hitpoints equal to half its remaining hitpoints.



    Damning Others
    At 20th level, you do not merely take the lives of others, you take their very minds and sanity away from them, twisting them into abominations like yourself.

    You gain the benefits of the Leadership feat, with all NPCs generated from the feat being Undying Mutants who are completely loyal to you.

    You may also command up to a number of undead equal to 6 times your Hit Dice and may raise any corpse as a Zombie or Skeleton under your command.






    Verdant
    Spoiler
    Show

    You don’t really understand why you were made part plant. Maybe you maker wanted to harvest you for your aberrant fruiting. Or maybe it was because of a druid or a wizard who felt too eco conscious and punished you for some crime against the natural world when all you wanted to do was light a fire to keep warm. Or maybe it was because you wanted to date Dryad. You may never know.
    Secondary Type: Plant
    Attribute: Charisma
    Saves: Fortitude
    Skills: Knowledge Nature (Int), Knowledge Geography (Int), Heal (Wis),
    Physical Expression: Your skin has turned into soft bark from which assorted vegetation and fruitlings seem to spring from where pores and sweat glands used to be. Other strange features include mold and mosses devouring your hair and and vine like tentrils covering your back.

    Personal Ecosystem:
    At 1st level, your skin has twisted and taken on a bark like texture from which strange growths including varieties of mold and mushrooms, a number of bizarre fruits, and even your own skin. This grants you a +1 genetic bonus to your natural armor which stacks with enchantment and racial bonuses to natural armor. This bonus increases by +1 for every 6 mutant levels possess.

    Additionally, at the start of every day, you may spend 1 hour pruning yourself, ridding your body of unwanted detritus that has grown over your body since you had last gone to sleep. If you do not do this, you take -2 to all d20 actions presenting the strain and distraction these additional growths give you.

    As you have rid yourself of these troublesome fruiting bodies, you may also salvage what remains of them into more usable forms, taking the time to distill herbs, crushing fruits, and boil mushrooms. Granted, you don’t exactly have control over the results as your body’s wild and uncontrolled growing doesn’t leave much control. It does give you a few recurring patterns of what to expect once you’ve distilled them into something useful.

    After pruning your body, roll a number of d4’s equal to your Intelligence bonus + your mutant level. Each time you roll a certain result, you gain a use of whatever distilled plants you land on.

    Any distilled plants that you had not used by the next time you prune your body denature and turn into useless biomass.

    At 1st level, these distilled plants, once rendered down into a simple powder, cream, or oil, can be applied to another creature as a melee touch attack or by applying it to a weapon as a standard action and then hitting the opponent. Missing with a melee touch attack or weapon attack doesn’t waste the plant. You do not need to make an attack roll against willing creatures. You must be the one to apply your plant essence for it you work. You don’t know why, but most creatures don’t seem to instinctively understand it. Regardless of how it is applied, the plant is used up when it hits.





    1 Leaching Toxin: A complex plant poison which is treated as the following:

    Poison—type varies; save Fortitude; frequency 1/round for every 2 mutant levels (minimum 6;) effect 1 Con + more for every 10 mutant levels and nauseated; cure 2 consecutive saves
    2 Volatile Bile: The extracts of strange fruits that when distilled make for a strange corroding substance. Applying this to a creature deals 1d6 acid damage for every 2 mutant levels you possess. You are immune to your own bile.
    3 Hardening Sap: This woody substance grants other creatures toughened skin via the strange mutagenic alterations. Applying this to a creature provides it with a +2 genetic bonus to the creature’s existing natural armor bonus. This genetic bonus increases by 1 for every three mutant levels above 3rd, to a maximum of +5 at 12th level. This lasts for 10 minutes per mutant level.
    4 Healing Salve: This soft, milky substance provides strange mutative healing. It gives fast healing 5 for 1 minute. increases by +1 for every 2 mutant levels you possess. Applying multiple salves does not work. Only living creatures are affected. This healing relies on the sudden and quick tensions of combat to work at its best. The fast healing is reduced by 5 (to a minimum of 1) outside of combat.





    Chemical Understanding:
    At 2nd level, your senses of plantlife and chemical signals has grown to a terrifying degree such that you can interpret and read their hormonal communications, even more amazing is that you can reply back. You able to talk to plants and plant creatures as though you shared a language, as though you had a constant Speak With Plants effect.

    This also grants you the ability to identify biohazards at will, as a constant Detect Poison and Detect Disease effect. This applies even to nonplant based disease and poisons.



    Alternative Dispersal Methods
    At 5th level, you have figured out a few ways to help administer your toxins and creams to other creatures.

    The first is that your own body’s vines may be used to apply your deadly substances, essentially granting you the ability to make “melee” touch attacks from up to 15 feet away (this doubles if you become large). They are now strong and supple enough for that task, but aren’t suited for use as weapons.

    You may also “eat” your own plants as a standard action. If you devour 2 of your distilled plants at the same time, you may make create a cone blast template, as a breath weapon with a range of 60. Creatures caught in the blast are treated as though they are affected by your plant extract.

    If you want to benefit from the effects of your plant while using this breath weapon, such as also receiving healing when using healing salves, you may freely decide if you are subjected to it the area effect of your breath weapon. Effectively, you are treated as a creature "hit" by your own weapon. Creatures who wish to avoid it must make a Reflex save. In the case of Volatile Bile, it is Reflex halves.


    Potent Medicines
    At 8th level, your understanding of your own self created medicinal applications increases. Possibly has to do with the strange fungal network that was once your hair finally breaching your brain. Plants you know grant an additional effects when applying them.


    Healing Salves: Upon being affected by a healing salve, the recipient may immediately restore 1 of the following conditions: blinded, confused, dazed,dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned, or restore 1 point of ability damage. This choice is made by you.

    At 13th level, this can also restore 1 point of ability drain, or 1 temporary or permanent negative level in addition to the choices offered before.

    Leaching Toxins: Deal additional damage to Strength and Dexterity equal to the Constitution damage


    Hardening Saps: The sap fortifies the body, providing increased vigor. The recipient of the sap gains a +2 genetic bonus to any attribute. This increases to +4 at 11th level, and +6 at 14th level.


    Dangerous Admixtures
    At 11th level, your understanding of your own horrendous growths grows ever stronger as your own appearance has warped to grossly inhuman proportions. This time, your bile secretions gain potent chemical warfare weaponry.

    Area of effect attacks using Volatile Bile leave behind dangerous obscuring clouds made of acid covering the area you blocked.Creatures within the acid take your mutant level in acid damage each round. Creatures inside the fog cloud have concealment and have trouble targeting anyone that isn’t themselves, effectively 20% concealment all around. This lasts for 6 rounds.

    Single doses of bile are incredibly potent and unstable, too. Melee touch and weapon attack using bile deals additional fire damage equal to the acid damage.

    You may also attempt to create bombs, devouring 3 plants of the same type and launching a congealed gel, all as a standard action, treat as a thrown splash weapon with a range incriment of 20 feet, with a maximum range of 100 feet, targeting a square as a ranged touch attack. This affects all creatures within 20 feet of where the bomb goes off. Reflex save negates for most, but Reflex halves for bombs filled with bile. If you target a creature with a ranged touch attack, it does not receive a save.



    Potent Mixing
    At 14th level, some mutant plants just work really well together.

    In either of your area of effect attacks such as you bomb making or breath weapon, you may choose to mix some plants.

    You may mix Healing Salves and Hardening Sap together or Volatile Bile and Leeching Toxins together in either of these applications in any combination that includes atleast 1 copy of both valid reagents. The resulting attack will then have the properties of both.

    For instance, mixing a 2 Healing Salves and Hardening Sap into a Bomb will subject anyone caught in the blast will be treated as being under the effects of a Healing Salve and a Healing Sap.



    Beyond Even Death
    At 17th level, your mastery of life allows you apply your plants towards things that were previously immune, using a process of mass mutation and rampant evolution that creates deadly super plants that are only contained by the extreme hyperspecialization to a specific host. This leads to some strange results.

    If you apply a healing salve or toxin to an undead or construct creature or other such entity that is traditionally not alive and not subject to toxins or healing, it rapidly mutates and evolves the natural detritus upon the creature, though it still takes a while. 2 rounds after the initial application, it sprouts mosses and lichens that then afflict it. If you used a healing salve, it receives damage every turn equal to the fast healing a living creature would have taken. If it was a leaching toxin, it takes damage from the poison as though it was a living creature.

    Also, you may use healing salves to revive a creature that hasn’t been dead for more than 24 hours. Track how many hitpoints it was at when it died. Simply supply healing salves until you reach the creature’s total hitpoints. It is revived with no negative levels.



    Mastery Over the Wild Grove
    At 20th level, finally fed up with you wild mutations, you have managed to will some of your new stocks into something you can control. You gain a number of bonus extracts equal to your Charisma Bonus every day. You can just select what type of effect they will have once harvested.

    Also, once per day, you may create a special distillation. This distillation explodes, covering an area in a radius of 100 feet and applies the effects of all your plant distillations at the same time. Creatures who do not want to be subjected to your extracts must make a reflex save to the status effects, but damage is halved. You can selectively grant or exclude creatures from the effects of any of the component effects.

    I.E. You may make it so that only creatures you consider allies benefit from Healing Salves and Hardening Saps and cause all enemies to only receive the negative effects from Leeching Toxins and Volatile Bile. This also means that your allies are immune to the leftover acid clouds and do not take concealment penalties, whilst your enemies are still subject to it.

    Last edited by Almarck; 2017-04-07 at 02:37 PM.
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    Bugbear in the Playground
     
    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Thread is now ready for PEACHing having finished setting up the appropriate reserved posts for each section.


    It's been a long time since I did any Pathfinder classes, but I figure I might as well try something.

    This thing here is kinda a weird (mostly) nonmagical version of the sorcerer and bloodrager, changing the theme to something else entirely.

    I set all of the saves to poor to make it very clear that the class is more or less defined by its Strain option since the save bonus you get from your Strain raises up your saves by alot. Though I wonder if maybe I should buff insectoid up with steroids and maybe raise the BAB to Full. Without your Strain bonuses though, you're pretty much somewhere between an expert of a commoner.

    I definitely need loads of Strain and Mutation options however. I do have a list of the kinds of things I want to put in, currently at 8 Strains.
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    RedWizardGuy

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    Default Re: Mutant [Base Class][PEACH WIP]

    This is obviously unfinished, but looks awesome from what I can see so far. I had an idea for a similar class but had no idea how to go about it, but your concept of Strains seems like a pretty solid way to go, and definitely seems like it'll make the class highly variable.

    I'll keep a look out for future updates.
    My Homebrew
    Healer: Pathfinder remake of the 3.5 class of the same name. Light, restoration, and more positive energy effects than you can shake a cleric at.

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    Dwarf in the Playground
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    Default Re: Mutant [Base Class][PEACH WIP]

    I too really like the concept here and would love to see more info on the other strains.

    You might consider including suggestions with each strain on how it is physically manifested to give more flavor to them separate from the mechanics.

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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Kaskus View Post
    I too really like the concept here and would love to see more info on the other strains.

    You might consider including suggestions with each strain on how it is physically manifested to give more flavor to them separate from the mechanics.
    Thanks. I'm currently thinking of a way to redesign Insectoid though. Not enough juice and I want to make it less... Bloodline like.

    Dropping Bonus feats and the core arcana might be a possibility here as well as jacking up all of the other abilities to compensate.

    Then it's am atter of cleaning out empty levels
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    OrcBarbarianGuy

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    Default Re: Mutant [Base Class][PEACH WIP]

    For Insectoid:
    The Carapace ability might make more sense on the base class- I can think of justifications for virtually any type of Mutant having it or some similar defensive bonus (a Dodge bonus would make more sense for a fly- maybe let them choose the type? Undead, constructs, dragons, giants, and plants could all have natural armor- put it in the base class).

    Insect traits you could nab could include all-around vision, some kind of fly-like reflexes (Improved Initiative?), associated natural attacks (including poison?), and hivemind abilities (No member of the hivemind is surprised unless all are, ditto for flanking).

    Also: Loved your work on the Marine and the Risen.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by aimlessPolymath View Post
    For Insectoid:
    The Carapace ability might make more sense on the base class- I can think of justifications for virtually any type of Mutant having it or some similar defensive bonus (a Dodge bonus would make more sense for a fly- maybe let them choose the type? Undead, constructs, dragons, giants, and plants could all have natural armor- put it in the base class).

    Insect traits you could nab could include all-around vision, some kind of fly-like reflexes (Improved Initiative?), associated natural attacks (including poison?), and hivemind abilities (No member of the hivemind is surprised unless all are, ditto for flanking).

    Also: Loved your work on the Marine and the Risen.
    Man those take me back. So long ago.


    Well, I just did a massive overhaul of the Mutant base chassis, making Suppress Deformity 4th level, adding in an ability that basically weaponizes your ugliness by unsettling opponents involving shaken and fright just for being close to you.

    I tossed out bonus feats and decided instead that each Strain would have a larger and more potent combo of abilities. Also removing the "arcana"like Core Sequence thing.

    Gonna go do the Insectoid revamp soon.
    Decided on keeping Carapace. Gonna nerf it some in the process though.

    Like your ideas though. Adding them to the insect package when I have the time.

    I will have a generic "hardened body" mutation anyone can take. Not as effective there.
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    Dwarf in the Playground
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    Default Re: Mutant [Base Class][PEACH WIP]

    Dont forget About stingers for insectoids!

    Also:
    - Spider climb
    - Web
    - Proboscis / Bloodsucking? Eww.
    - Super-Jump?
    - Acid Spittle
    - Bioluminescence

    That's all I have for now :)

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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Alright. Added spider climb and burrowing ability. Spider climb is an upgrade that activates later on in the same ability as burrowing.

    Acid bomb and web attacks at 5th level.


    And I came up with a weird "hive awareness" ability where an insectiod could just "feel" what his allies are aware off.


    Bioluminescence is a mutation any mutant can get. It's just one of those generic abilities.
    Last edited by Almarck; 2017-03-23 at 11:14 PM.
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    Troll in the Playground
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    Default Re: Mutant [Base Class][PEACH WIP]

    Any idea for non insectoid mutants
    Quote Originally Posted by Dark Shadow View Post
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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by khadgar567 View Post
    Any idea for non insectoid mutants
    Plenty. It's just rather time consuming to make each one. I have half of Mechanoid up yet, for those you who want to play cyborgs.

    Features include, slam attacks and arm cannons that can be enchanted, and an electrical discharge attack.


    I've got ideas for undead style, extradimensional horror, walking beast chimera, and "hyperevolved" humanoid...
    Last edited by Almarck; 2017-03-24 at 12:27 PM.
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    Troll in the Playground
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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Almarck View Post
    Plenty. It's just rather time consuming to make each one. I have half of Mechanoid up yet, for those you who want to play cyborgs.

    Features include, slam attacks and arm cannons that can be enchanted, and an electrical discharge attack.


    I've got ideas for undead style, extra dimensional horror, walking beast chimera, and "hyper evolved" humanoid...
    any ideas for demonic or heck angelic mutant ideas
    .
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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by khadgar567 View Post
    any ideas for demonic or heck angelic mutant ideas
    .

    Not sure either of those would fit thematically. I mean, I can do a generic otherworldly contaminated mutant... but not sure if I can involve demons and angels.
    Last edited by Almarck; 2017-03-24 at 12:45 PM.
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    OrcBarbarianGuy

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    Default Re: Mutant [Base Class][PEACH WIP]

    Questions so far:
    Can the armor from Mechanoid be enchanted? I hope so.
    Also, it's odd that the armor bonus doesn't stack with other bonuses, but the insectoid one does.

    Arm cannons should read "as a swift action, you may transform one or both of your arms into ranged arm cannons".

    Fusion generator deals 3 points of damage per level- traditionally, this would be 1d6 points per level. Any reason for the change?

    I'd expect to see the class getting some form of type interactions- insectoids can command vermin and swarms, mechanoids get magic-hacking against constructs, etc.

    Power ideas for Mechanoid:
    -Magic item interactions- use Charge instead of or augmenting magic item charges as a power supply. Possibly load in wands/staves into your arm cannons, letting you fire ray/targeted ranged spells instead of force damage?
    -Construct or magic item hacking- add metamagic feats to magic item activations, take control of constructs, animating objects?
    -You can "overcharge" by spending Charge, taking electricity damage, getting hasted? Possibly also add electricity damage to melee attacks.
    -LASERS. MORE LASERS. ALL THE LASERS
    -Transform your robotic limbs into tools, giving you masterwork tools for every situation!
    -Is there anything from your Sparks that you could borrow?
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by aimlessPolymath View Post
    Questions so far:
    Can the armor from Mechanoid be enchanted? I hope so.
    Also, it's odd that the armor bonus doesn't stack with other bonuses, but the insectoid one does.
    Knew I was missing something. Added enchantability.

    As for why it doesn't stack, it's mostly a thematic reason. It also scales much faster and is just flatout better to the point that it can completely replace wearing light armor.

    You also get all of fortification abilities for free. It's overall just flatout better than most armor types unless you go real heavy.



    Arm cannons should read "as a swift action, you may transform one or both of your arms into ranged arm cannons".
    Fixed.

    Fusion generator deals 3 points of damage per level- traditionally, this would be 1d6 points per level. Any reason for the change?
    Thought it would be interesting. That's all.

    I'd expect to see the class getting some form of type interactions- insectoids can command vermin and swarms, mechanoids get magic-hacking against constructs, etc.
    I could do some sort of affinity with type interactions. Like modified Wild Empathy.


    Power ideas for Mechanoid:
    -Magic item interactions- use Charge instead of or augmenting magic item charges as a power supply. Possibly load in wands/staves into your arm cannons, letting you fire ray/targeted ranged spells instead of force damage?
    The charge thing is a Technology Guide system thing. In there, you basically had Ex items that relied on interchangable batteries to work. The Mechanoids of this homebrew bear more or less affinity with this. This is why what they do doesn't care for antimagic fields and specifically has Charge interactions with technological items.

    -Construct or magic item hacking- add metamagic feats to magic item activations, take control of constructs, animating objects?
    Construct overrider maybe. Not magic item hacking.

    -You can "overcharge" by spending Charge, taking electricity damage, getting hasted? Possibly also add electricity damage to melee attacks.
    -LASERS. MORE LASERS. ALL THE LASERS
    -Transform your robotic limbs into tools, giving you masterwork tools for every situation!
    So how about a crafting feat ability that lets you make technological "upgrades"? Could swap out Ocular enhancements for this.

    Maybe use this as the mechanic for making more tech and enchanting your own weapons and armor.

    Then you can make your own laser and plasma guns by burning Charge.

    -Is there anything from your Sparks that you could borrow?
    Not that I am aware of. That system is broken.
    Last edited by Almarck; 2017-03-24 at 01:45 PM.
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    Bugbear in the Playground
     
    Kobold

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    Default Re: Mutant [Base Class][PEACH WIP]

    Finished mechanoid.
    They get a bunch of crafting stuff and a fast healing effect at the cost of no longer receiving healing (or negative energy damage). They might need rebalancing. Am considering dropping the BAB to 3/4ths if other Strains would be similarly potent.

    Going to solicit on what should be next on the chopping block.
    Currently on my list I have:

    Verdant: Plantmonster. Solar powered, though unsure of how they'd function. Maybe as uber tanks?

    Chimerics: Best of Beastial traits, mishmash of wild animals. Natural attack spam. Maybe so degenerate they are forced to be quadrupeds past a certain point.

    Undying. Zombies, deathless, and whatever.

    Dimensional Horror. Traditional Far Planes abberant with tentacles and space warping.

    Evolved. "Monstrous humanoid" Not so much spliced with something else, but well, just massively improving the humanoid form.

    Planar. Catch all term for someone who has been warped by the alignment forces of good, evil, law, and chaos.

    What do people want to see next?
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    Default Re: Mutant [Base Class][PEACH WIP]

    I had a quick idea on mechanoid: some sort of ability to temporarily swap out knowledge skills (like swapping memory cards).

    ----

    I am happy to see Verdant on your list. I have a thing for plants. I think of all the strains you mention, this one is the best suited of them to fill some sort of "healer" function. It could be a walking apothecary with medicinal herbs, poisons and drugs growing from it.

    ----

    I am also a fan of undead in general so that would be a good one to check out next. Would it be undead itself or just have undead features? I am never sure about "pseudo-undead" but would like to see your take on it.

    ----

    Third would be Evolved. I am intrigued at what kind of features you envision for this that rent just numerical enhancements

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    Default Re: Mutant [Base Class][PEACH WIP]

    Plant Monsters? Plant Monsters


    Featuring a ghetto/limited version of Interjection Games's herbal chaos magic system from Ultimate Herbalism, (big fan of, despite lacking mutant plant horrors you can play as but you can get as a pet) the Verdant harvests plants from its body just to maintain functionality. And after an hour of willing his own extracts and life forces to mold the things growing on him, he can get something useful out of them.


    These plants and their effects are randomly determined at the start every day. Ranging from a toxin, a healing solution, acid, and a buff. Each is potentially useful and you have lots of dice rolls to get plants.


    These are improved latter on as well and can be applied a number of different ways including using vines, throwing it, stabbing someone, or making a breath weapon or bomb.
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    Default Re: Mutant [Base Class][PEACH WIP]

    Ooh, I am not familiar with that book! I think I may have to get a copy - Thanks for pointing it out :)

    Another idea i had for a verdant mutant was an ability to temporarily increase its size. If it is a vine-based plant, it could expand the space between vines a little to increase its overall volume. Or it could swell like a cactus.

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Kaskus View Post
    Ooh, I am not familiar with that book! I think I may have to get a copy - Thanks for pointing it out :)

    Another idea i had for a verdant mutant was an ability to temporarily increase its size. If it is a vine-based plant, it could expand the space between vines a little to increase its overall volume. Or it could swell like a cactus.

    Thinking that size expansion thing will be a generic mutation thing. Lots of evolution involves growing smaller or larger.



    And, yeah, Ultimate Herbalism is pretty boss, but pretty random. The system can be best described as it's core mechanic, which I borrowed from but didn't copy from exactly.

    Essentially, in Herbalism, you got 1 Herbalism dice per day for every 2 levels you had, minimum 1. You then roll a d20 and consult a chart of biomes of which there are 9, correlating to where you were. Each result on the d20 resulted in you getting a random assortment of plants, of which had a total "point value" of 10. Each result contains like 3 different plants, usually 5 and they all did something different.

    1 point plants were simple, common plants which had very simple to understand effects, such as give healing, do damage and so on. You mostly had loads of these, but not always the same type
    2 point plants were uncommon, slightly more potent plants
    4 point plants were rare plants with unique effects you generally only got 1 of in each dice roll, but sometimes not even that. You also couldn't artificially force grow these using some of the magic your class has to spawn extra plants per day...

    Plants rotted overnight unless you preserved it. You had preservation pots that gave you 4 points worth of storage each and a cultivation pot to consistently grow specific plants that you want each day, and you can even have plants in cultivation pots that aren't in your biome.

    The system was setup so that the more potent what you got was, the less times you could use it. And there were loads of plants. Some of them had duplicate effects, like, there were a few that did acid or fire or cold damage, but they were distinguished by not being in the same biome or having slight variations.



    You can see why I opted not to copy it exactly, but had a very simplified version of it. If I used it, I'd have to basically have to make a new class and point to this book which was already really well developed with its subsystem. I even have the overnight spoiling mechanic to manufacture a spells per day equivalent.
    In mine, there's only 4 different plants and you roll for each one and are essentially common plants but are upgraded by later Strain features.
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    Default Re: Mutant [Base Class][PEACH WIP]

    I just noticed there seems to be no place that DCs are defined for any of the saves. For simplicity, you could just add something to the base class that defines the generic DC of saves versus effects of their abilities.

    ---

    Leaching Toxin: I think the consecutive saves are a bit much. Assuming the DC is level appropriate, I would make them non-consecutive.

    Volatile Bile: I think this is fine

    Hardening Sap: Looks fine

    Healing Salve: Too much healing. Thats 50 hp at first level. For comparison, the spell Fast Healing is a level 5 spell for a cleric and grants fast healing 2 for 1 round per level. At 11th level (the first level a cleric can get this), it will grant 22 total hp. This does more than double that and is available at level 1. Might I suggest Level/2 Fast healing (minimum 1) for level + Cha Mod rounds. At first level, that would be Fast Healing 1 for 3-5 rounds (3 - 5 hp). At level 11 (compare to Fast Healing spell), it would be Fast Healing 5 for 15-17 rounds (75-85 hp). At level 15 (compare to Heal), it would be Fast Healing 7 for 20-22 rounds (140-154 hp). At level 20, it would be Fast Healing 10 for 25-28 rounds (250-280 hp). You might also consider a way to affect multiple targets with a lesser effect to mimic the mass cure line of spells.

    EDIT: Just realized a healing bomb can affect multiple targets.

    Chemical Understanding: The flavor would indicate the Detect abilities to work on plant-based poisons and diseases. Is that the intention?

    The third part of Alternate Dispersal allows you to include yourself in effects. I assume this is meant to be in addition to a separate target?

    Potent Medicines: No complaints

    Dangerous Admixtures: I would use standard concealment for the clouds rather than a custom value. Base concealment in PF gives 20% miss chance.

    The bombs ability needs to specify its range increment. How far can I spit one of these things? Most thrown weapons have range increments of 10 ft.

    Beyond Even Death & Control over the Wild Grove. These are both okay. I feel like the capstone is a little underwhelming. You should get something really cool at level 20!

    -----

    Have you considered making strain specific mutations that add new abilities to their respective strains? Verdant could benefit from this most I think as its abilities grow in power with level but no new abilities are added.

  24. - Top - End - #24
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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Kaskus View Post
    I just noticed there seems to be no place that DCs are defined for any of the saves. For simplicity, you could just add something to the base class that defines the generic DC of saves versus effects of their abilities.
    I did.
    A mutant’s Strain gives him many benefits, albeit at the cost of social standing. The mutant gains the favored saves, bonus class skills, and other benefits associated with his chosen Strain. This also determines his primary attribute, which determines the saving throw of mutant class abilities that require it. This save is calculated 10 + ½ the mutant’s class level + this attribute’s modifier.
    ---

    Healing Salve: Too much healing. Thats 50 hp at first level. For comparison, the spell Fast Healing is a level 5 spell for a cleric and grants fast healing 2 for 1 round per level. At 11th level (the first level a cleric can get this), it will grant 22 total hp. This does more than double that and is available at level 1. Might I suggest Level/2 Fast healing (minimum 1) for level + Cha Mod rounds. At first level, that would be Fast Healing 1 for 3-5 rounds (3 - 5 hp). At level 11 (compare to Fast Healing spell), it would be Fast Healing 5 for 15-17 rounds (75-85 hp). At level 15 (compare to Heal), it would be Fast Healing 7 for 20-22 rounds (140-154 hp). At level 20, it would be Fast Healing 10 for 25-28 rounds (250-280 hp). You might also consider a way to affect multiple targets with a lesser effect to mimic the mass cure line of spells.

    EDIT: Just realized a healing bomb can affect multiple targets.
    IRC, it was meant to be a HoT based healing ability that was used in combat in a way similar to the WoW druid. I made it too strong out of combat... I'm thinking of nerfing it to 1/4 class levels when out of combat. to compensate.

    Chemical Understanding: The flavor would indicate the Detect abilities to work on plant-based poisons and diseases. Is that the intention?
    No, I just wanted a general ability that more or less indicated that you were able to read chemical substances at will when situations where speaking with plants weren't possible. So. I figured that it was a very interesting side effect that speaking with plants through chemical singatures (which to be fair is miraculous), would have been a nice way to also have this work to disease and toxins, even synthetic or animal ones. After all, once fabricated by any source, it is just a chemical substance or a living colony or microrganisms.

    The third part of Alternate Dispersal allows you to include yourself in effects. I assume this is meant to be in addition to a separate target?
    Yeah, cleaned it up.

    Dangerous Admixtures: I would use standard concealment for the clouds rather than a custom value. Base concealment in PF gives 20% miss chance.
    Done.

    The bombs ability needs to specify its range increment. How far can I spit one of these things? Most thrown weapons have range increments of 10 ft.
    It's an 11th level ability so 20 feet... you're likely to hurt yourself if you go too high.


    Beyond Even Death & Control over the Wild Grove. These are both okay. I feel like the capstone is a little underwhelming. You should get something really cool at level 20!
    Alright, so how about a explosion that covers everyone within 100 feet with the effects of all of your plant power?. And the best part is, you can selectively grant or deny what people are subjected to. Allies and enemy zombies get healing salve effects, andthe negative effects hurt everyone you don't like. Oh and the acid cloud (it is an area of effect plant effect that involves corrosive bile) left over doesn't hinder or damage your allies at all unless you feel really angry at one of them.


    Maybe over the top?
    -----

    Have you considered making strain specific mutations that add new abilities to their respective strains? Verdant could benefit from this most I think as its abilities grow in power with level but no new abilities are added.
    I have, but I decided to do that once I got atleast 6 or Strains up. Then go back and give everyone 3 Mutation options, one basic that has no level requirement, and two others that need some work to get to.
    Last edited by Almarck; 2017-03-25 at 06:04 PM.
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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Almarck View Post
    Alright, so how about a explosion that covers everyone within 100 feet with the effects of all of your plant power?. And the best part is, you can selectively grant or deny what people are subjected to. Allies and enemy zombies get healing salve effects, andthe negative effects hurt everyone you don't like. Oh and the acid cloud (it is an area of effect plant effect that involves corrosive bile) left over doesn't hinder or damage your allies at all unless you feel really angry at one of them.


    Maybe over the top?
    I don't think it is over the top. I like it much better!

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    Quote Originally Posted by Kaskus View Post
    I don't think it is over the top. I like it much better!

    Well, I did some nerfing.... For a Full BAB class, I worry if the Verdant is too much. I did nerf things as far as far as how many plants it gains every day to Int Mod + level as opposed to double that.
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    Default Re: Mutant [Base Class][PEACH WIP]

    I actually totally ignored the BAB! I think Int+level is a good number. Overall, I like the changes you made.

    Any progress on the other strains?

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    Quote Originally Posted by Kaskus View Post
    I actually totally ignored the BAB! I think Int+level is a good number. Overall, I like the changes you made.

    Any progress on the other strains?

    I just added Undying, giving it preliminary work.

    This one is crazy despite being arguably one of the most simple.

    At level 1, you have immunity to positive and negative energy (and radiation) and any form of healing, including heal checks, that doesn't work on undead or living creatures.

    The only way to heal, is that at 2nd level, you gain the ability to cannibalize the bodies of the living, gaining hitpoints based on their dice values.
    Last edited by Almarck; 2017-03-27 at 10:52 PM.
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    Default Re: Mutant [Base Class][PEACH WIP]

    Re: Undying

    To up the horror element, you might specify that the devoured creature must share a type with the undying mutant. Also perhaps another drawback that they cannot gain sustenance from normal food and must consume fresh meat.

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    Default Re: Mutant [Base Class][PEACH WIP]

    Quote Originally Posted by Kaskus View Post
    Re: Undying

    To up the horror element, you might specify that the devoured creature must share a type with the undying mutant. Also perhaps another drawback that they cannot gain sustenance from normal food and must consume fresh meat.

    Alright, so I added that.

    Not sure what to do for later abilities atm. Most of my thinking is taken up lately.
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