Mutant Animals
Playing a Mutant Animal requires the feat Mutant Animal at 1st level. This gives the user 5 Mp and the Sapience feat for free (see below), All mutant animals are basically human-sized versions of the original animal, and as such are unable to do many things that humans are able to do. In order to gain humanoid traits, they must spend MP. If they wish to have more humanoid traits than they can afford with their free 5 Mp, Defect Mutations must be taken to pay for them. Thus is the price of evolution.
2 Mp – Full humanoid hands
1 Mp – Partial humanoid hands. -2 to DEX-based skills
2 Mp – Fully Bipedal
1 Mp – Partially Bipedal. +5 to Movement, -2 to DEX-based
skills
2 Mp – Full Speech
1 Mp – Partial Speech. -2 to CHA-based skills
All Mutant Animals have the following Racial Traits:
·
+2 Strength: All mutant animals
are strong, and each subrace has an additional bonus and penalty as described
below.
·
Medium: All mutant animals are
Medium creatures and have no bonuses or penalties due to size.
·
Normal Speed: Most mutant animal
subraces have a base land speed of 30 feet. This goes up to 40 if they are non-bipedal.
·
Keen Senses: Mutant animals
have the Keen Senses (Ex) quality.
·
Languages: Mutant animals begin
play speaking Trade. Mutant animals with high intelligence scores can choose
any normally available languages they want.
·
Subracial Traits: All mutant animals
have one subrace that corresponds to the type of animal that they originated
from. This subrace grants them additional racial traits as described below.
Amphibian (Frog) Traits
·
+2 Wisdom, -2 Charisma: Amphibian
mutant animals are wise, but are known to be somewhat crude.
·
Acid Resistance: Amphibian mutant
animals gain resist acid 5.
·
Hold Breath: An amphibious animal
can hold its breath for a number of rounds equal to four times its Constitution
score before it risks drowning, and this duration is not reduced by taking
standard actions.
·
Bestial Fortitude: Amphibian
mutant animals receive a +2 racial bonus on all saving throws against disease
and poison.
·
Great Swimmers: Amphibian mutant
animals gain a +4 racial bonus to all Swim skill checks.
·
Tongue grants +2 on all Grapple
attacks.
Arachnid (Spider) Traits
·
+2 Intelligence, -2 Charisma:
Arachnid mutant animals are known to be quite clever, though give off a very
creepy vibe.
·
Darkvision: Arachnid mutant
animals can see in the dark up to 60 feet.
·
Bestial Reflexes: Arachnid mutant
animals receive a +2 racial bonus on all saving throws against area attacks
with the electricity, fire, or light descriptors.
·
Great Climbers: Arachnid mutant
animals gain a +4 racial bonus to all Climb skill checks.
·
Web Caster: Arachnid mutant
animals can create web once per day as a special ability. The radius for this
effect is a 10-foot radius spread. The level for this effect equals the
Arachnid animal’s class level. The DC for this effect is equal to 10 + the
animal’s Intelligence modifier. This ability is otherwise identical to the
spell “Web.”
·
Bite attack for 1d2 damage.
Avian (Bird) Traits
·
+2 Charisma, -2 Intelligence:
Avian mutant animals have very likable personalities, but tend to be a bit
bird-brained.
·
Bestial Reflexes: Avian mutant
animals receive a +2 racial bonus on all saving throws against area attacks
with the electricity, fire, or light descriptors.
·
Eagle Eyes: Avian mutant animals
receive a +1 racial bonus on ranged attack rolls.
·
Birds are automatically Fully Bipedal.
·
Must purchase the Wings mutation
in order to fly, but it only costs 2 Mp.
·
Bite or claw attack for 1d4
damage.
Bovine (Cow) Traits
· +2 Strength, -2 Intelligence: Bovine mutant animals are quite strong but also quite simple.
· Bestial Fortitude: Bovine mutant animals receive a +2 racial bonus on all saving throws against disease and poison.
· Rushing Charge: When making a charge attack, a bovine animal may make both a bull rush and a basic melee attack (in that order). Other rules for charging and bull rush apply normally. They can do this attack with or without horns (see next), but if they do have horns then the damage is doubled when the horns are used for the melee attack.
· For 1 Mp they gain horns which do a slam attack for 1d4 damage.
A bovine with a slam attack. |
Canine (Dog) Traits
·
+2 Charisma, -2 Wisdom: Canine
mutant animals are lovable souls, though they do tend to be a bit naïve.
·
Improved Trip: Canine mutant
animals receive Improved Trip as a bonus feat at 1st level, even if they do not
meet the prerequisites.
·
Scent: Canine mutant animals gain
the scent extraordinary ability.
·
Bite attack for 1d4 damage.
Equine (Horse) Traits
·
+2 Intelligence, -2 Wisdom: Equine
mutant animals are known to have keen intellects, although, much like canine
mutant animals, they are often too trusting.
·
Enhanced Speed: Equine mutant
animals have a base speed of 40 feet. This speed is never modified by armor or
encumbrance.
·
Bestial Fortitude: Equine mutant
animals receive a +2 racial bonus on all saving throws against disease and
poison.
·
Rushing Charge: When making a
charge attack, an equine animal may make both a bull rush and a basic melee
attack (in that order). Other rules for charging and bull rush apply normally.
·
Kick attack for 1d4 damage.
Feline (Cat) Traits
·
+2 Charisma, -2 Wisdom: Feline
mutant animals have adorable personalities, but are quick to act without
thinking.
·
Low-Light Vision: Feline mutant
animals can see twice as far as humans in conditions of dim light.
·
Cat-like Grace: A feline animal
may reroll a failed Reflex save. This trait is used as an immediate action
after the first save is attempted, but before the results are revealed by the
GM. The animal must take the second result, even if it is worse.
·
Sure-footed: Feline mutant animals
receive a +2 racial bonus on Acrobatics and Climb skill checks.
·
Claw attack for 1d4 damage.
Ophidian (Snake) Traits
·
+2 Wisdom, -2 Charisma: Ophidian
mutant animals are very observant but tend to be untrustworthy.
·
Darkvision: Ophidian mutant
animals can see in the dark up to 60 feet.
·
Bestial Fortitude: Ophidian mutant
animals receive a +2 racial bonus on all saving throws against disease and
poison.
·
Bestial Reflexes: Ophidian mutant
animals receive a +2 racial bonus on all saving throws against area attacks
with the electricity, fire, or light descriptors.
·
Contortionist: Ophidian mutant
animals receive a +2 racial bonus on Escape Artist skill checks. In addition,
they can move through a tight space without having to make an Escape Artist
skill check.
·
Bite attack for 1d4 damage.
Porcine (Pig) Traits
·
+2 Intelligence, -2 Charisma: The
knowledgeable porcine mutant animals are known for their great memories.
However, they are not known to have great manners.
·
Bestial Fortitude: Porcine mutant
animals receive a +2 racial bonus on all saving throws against disease and
poison.
·
Boarish Ferocity: Once per day,
when a porcine animal is brought below 0 hit points but is not killed, he can
fight for one more round as if disabled. At the end of his next turn, he
immediately falls unconscious and begins dying unless brought to above 0 hit
points.
·
Scent: Porcine mutant animals gain
the scent extraordinary ability.
·
For 1 Mp they gain tusks which do
a slam attack for 1d4 damage.
Reptile (Lizard) Traits
·
+2 Wisdom, -2 Intelligence:
Reptile mutant animals are highly in tune with their surroundings.
Unfortunately, they tend to shy away from intellectual endeavors.
·
Bestial Fortitude: Reptile mutant
animals receive a +2 racial bonus on all saving throws against disease and
poison.
·
Ferocious Hunger: Reptile mutant
animals receive a +1 bonus on attack rolls against Tiny or smaller sized
creatures.
·
Reptilian Mind: If a reptile
animal fails a Will saving throw, he may roll again and take the second result.
·
Bite attack for 1d4 damage.
Rodent (Rat) Traits
·
+2 Intelligence, -2 Charisma:
Rodent mutant animals can foster ingenious plans. However, their jitteriness
often unnerves those they work with.
·
Bestial Reflexes: Rodent mutant
animals receive a +2 racial bonus on all saving throws against area attacks
with the electricity, fire, or light descriptors.
·
Jittery: Rodent mutant animals
receive a +2 racial bonus on Initiative checks.
·
Rodent Resilience: A rodent animal
may reroll a failed Fortitude save. This trait is used as an immediate action
after the first save is attempted, but before the results are revealed by the
GM. The animal must take the second result, even if it is worse.
·
Bite attack for 1d2 damage.
Ursine (Bear) Traits
·
+2 Strength, -2 Intelligence:
Ursine mutant animals are strong creatures who enjoy the simpler side of life.
·
Bear’s Might: Ursine mutant
animals receive a +1 racial bonus on one unarmed melee attack roll per round.
If this attack hits, it deals an additional point of damage.
·
Bestial Fortitude: Ursine mutant
animals receive a +2 racial bonus on all saving throws against disease and
poison.
·
Improved Grapple: Ursine mutant
animals receive Improved Grapple as a bonus feat at 1st level, even if they do
not meet the prerequisites.
·
Bears are automatically Partial
Bipeds, and can become Fully Bipedal for only 1 Mp.
·
Claw attack for 1d4 damage.
Vulpes (Fox) Traits
· +2 Charisma, -2 Strength: Vulpine mutant animals are incredibly sly, but are physically weak compared to other animals.
· Agile as a Fox: A vulpine animal gains a +2 bonus to their Reflex saves.
· Low-Light Vision: Vulpine mutant animals can see twice as far as humans in conditions of dim light.
· Scent: Vulpine mutant animals gain the scent extraordinary ability.
· Bite attack for 1d2 damage.
Other Mutant animal types
Other animal species are certainly possible and even plausible. One simple way of adding new types is to find the type that is closest and either use that or swap out a few traits to make a better match. For example, to create a wolverine animal, the Gamemaster may decide that the bear animal is the closest equivalent. Bear’s might could be easily exchanged for boarish ferocity, to make a completely new species; the wolverine animal. Of course, the Gamemaster may decide to design entirely new racial traits, as well. When doing so, it is important to note that most physical traits are somewhat supernaturally manifested—the animal is still basically human from the neck down.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d4 in. 120 lbs. +(2d4×3 lbs.)
Female 4 ft. 5 in. +2d4 in. 85 lbs. +(2d4×3 lbs.)
Mutant animals age like Pure Strain Humans.
FEAT: Sapience
You have gained the ability to think and reason equal to human standards. Grants +1 to Intelligence. Note: Mutant Plants and Mutant Animals only.
(Information for the Mutant Animals originally comes from this web site and has been modified for the campaign. No copyright infringement is intended or implied)
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