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evolutionary_prestige_class

Evolutionary (Prestige Class)

That which does not kill us, makes us stronger.

Because of the spanthi retroviruses and mutagenic bacteria, mutation is common among all species in Plague World. In most cases, mutation takes place between generations, with each set of offspring more varied than the previous. However, it is not unknown for the advanced alien materials and viruses to mutate living creatures directly, especially when the creature is also subjected to high levels of stress or moderate levels of radiation. Most human bodies resist such changes. The Evolutionary welcomes them, body and soul—changing, growing, and adapting to overcome any challenge.

Many Evolutionaries see themselves as the new humanity—a race of superior ability that will inevitably become the ruling class. These elitists often form a kind of nobility in mutant-heavy communities, becoming the rulers and warrior champions for their towns. A strange form of mutated feudalism arises, with the most extremely mutated creatures becoming lords and knights, receiving tribute from (and in theory offering protection to) weaker, less mutated citizens. In the best of these societies, the Evolutionaries protect the weak. However, just as often, they are tyrants who treat mundane humans as serfs—or slaves.

Other Evolutionaries avoid communities entirely, seeing them as a crutch for the weak. These wanderers seek to constantly test themselves against the environment, giving their bodies the opportunity to adapt to whatever hazards they face. The most brutal of these loners consider everything in terms of strength—anything that cannot threaten them is beneath them.

A surprising number of wandering Evolutionaries take a broader view, seeking experiences of all kinds. As some of the most powerful humans left, they have the luxury of treating even weaker creatures with dignity, and seek to learn and grow from every situation they encounter.

The Evolutionary

Class Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +1 +1 +0 Development +0 +0 2nd +1 +2 +2 +0 Additional mutation +1 +0 3rd +2 +2 +2 +1 Bonus feat +1 +1 4th +3 +2 +2 +1 Development +1 +1 5th +3 +3 +3 +1 Additional mutation +2 +1 6th +4 +3 +3 +2 Bonus feat +2 +2 7th +5 +4 +4 +2 Development +2 +2 8th +6 +4 +4 +2 Additional mutation +3 +2 9th +6 +4 +4 +3 Bonus feat +3 +3 10th +7 +5 +5 +3 Development, additional feat +3 +3

Evolved Mutants represent an ever-changing breed, whose genetic structure continues to morph over their entire lifespan. Often ostracized or hunted for the unpredictable threat they represent to others, they find it difficult to maintain any sense of stability or permanence in their lives. These mutants never appear in DNA registries and face serious difficulty maintaining their identities in computerized systems. As a result, Evolved Mutants quickly learn to hide themselves and their abilities in order to survive. Many capitalize on their anonymity by turning to crime or espionage. Others seek to understand and develop their powers, adapting to each cycle of change as the next phase in their evolution.

Select this advanced class if you want your character to gain access to a variety of mutant abilities and have the flexibility to change them over his career.

The fastest path into this advanced class is the Tough hero basic class, though other paths also exist.

REQUIREMENTS

To qualify to become an Evolved Mutant, a character must meet the following criteria.

Skills: Concentration 6 ranks, Hide 3 ranks, Disguise 3 ranks, Survival 6 ranks.

Feats: Low Profile, Malleable Genetics*.

Special: Must have at least 6 mutation points (MPs) of beneficial mutations and 6 MPs worth of drawbacks.

The EVOLVED MUTANT

Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +2 +1 +0 Rapid Mutation, Untraceable +1 +0 DNA 2nd +1 +3 +2 +0 Mask Mutation +1 +0 3rd +2 +3 +2 +2 Bonus Feat +2 +1 4th +3 +4 +2 +1 Rapid Mutation +2 +1 5th +3 +4 +3 +1 Mask Mutation, Mutat. Focus +3 +1 6th +4 +5 +3 +2 Bonus Feat +3 +2 7th +5 +5 +4 +2 Rapid Mutation +4 +2 8th +6 +6 +4 +2 Mask Mutation +4 +2 9th +6 +6 +4 +3 Bonus Feat +5 +3 10th +7 +7 +5 +3 Rapid Mutation, Mutat. Focus +5 +3

HIT DIE

The Evolved Mutant gains 1d10 hit points per level. The character's Constitution modifier applies.

ACTION POINTS

With each new level in this advanced class, an Evolved Mutant gains a number of action points equal to 6 + one-half his character level, rounded down.

CLASS SKILLS

An Evolved Mutant's class skills include: Balance (Dex), Climb (Str) , Concentration (Con), Disguise (Cha) , Handle Animal (Cha) , Hide (Dex) , Intimidate (Cha) , Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis) , Survival (Wis) , Swim(Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier

CLASS FEATURES

The following class features pertain to the Evolved Mutant advanced class.

Requirements

To qualify to become an Evolutionary, a character must fulfill the following criteria.

Base Attack Bonus: +2.

Skills: Concentration 6 ranks.

Mutations: At least two mutations, with a total MP cost of 8 or more.

Class Information

The following information pertains to the Evolutionary advanced class.

Hit Die

The Evolutionary gains 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points

The Evolutionary gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills

The Evolutionary’s class skills are as follows.

Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level: 5 + Int modifier.

Class Features

The following class features pertain to the Evolutionary advanced class.

Development

At 1st level, and every three levels thereafter, an Evolutionary develops an existing mutation. Some developments apply to all the Evolutionary’s mutations, while others (defined in the descriptions) must be applied to a single mutation the Evolutionary already possesses. Once an Evolutionary chooses a development, it cannot be changed. The possible developments are given below.

Conceal Mutations (Ex): An Evolutionary with this development is able to take a move action to conceal all his obvious mutations for a number of minutes equal to his Constitution score. Mutations concealed in this way do not function and cannot be perceived using the Sense Mutation feat . The Evolutionary may end a mutation’s concealment as a free action.

Damaging Mutation (Ex): An Evolutionary with this development selects one mutation that deals damage. Whenever this mutation is used to deal damage, it deals an additional 1d6 points of damage.

Focus Mutation (Ex): An Evolutionary with this development can focus the power of a single mutation. If the mutation requires an attack roll, the Evolutionary gains a +1 bonus on the attack roll. If it has a save DC, that DC is increased by 1. An Evolutionary can take this mutation multiple times. It effects do not stack. Each time it is taken, it must be applied to a different mutation.

Re-Evolution (Ex): By taking this development, an Evolutionary can eliminate up to three mutations, and buy up to three new mutations with the same MP cost or lower. The Evolutionary may eliminate one drawback in this manner, though the drawback‘s MP value counts against the MP cost of the Evolutionary’s new mutations. For example, an Evolutionary with adrenaline jolt (3 MP), energy absorption (4 MP), major psionic talent (6 MP), very thick hide (6 MP), and weak immune system (–1 MP) eliminates adrenaline jolt, energy absorption, and weak immune system. The total MP value of these mutations is (3 + 4 – 1) = 6 MP. He takes wings, spending the whole 6 MP to gain this new mutation. This development may not be taken if the Evolutionary selected it as his previous development.

Addtional Mutation

At 2nd, 5th, 8th and 10th level, an Evolutionary gains an additional 4 MP with which he may buy new mutations. (These are in addition to any MP the Evolutionary may gain from exposure to mutagenics or as a reward from the GM.) The Evolutionary may not buy more than one mutation per level, but need not spend MP at the level they are gained. Each time the Evolutionary gains a new character level, he may spend any remaining MP on a new mutation. (This allows the Evolutionary the option of saving MP for more expensive mutations.)

Bonus Feat

At 3rd, 6th, and 9th level, an Evolutionary gets a bonus feat. The bonus feat must be selected from the following list, and the Evolutionary must meet all the prerequisites of the feat to select it.

Action Boost, Acrobatic, Alertness, Animal Affinity, Athletic, Attentive, Blind-Fight, Builder, Cautious, Confident, Creative, Deceptive, Dodge, Endurance, Focused, Frightful Presence, Gearhead, Great Fortitude, Guide, Heroic Surge, Improved Damage Threshold, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Medical Expert, Meticulous, Mutation Damage Boost*, Nimble, Renown, Run, Sense Mutation*, Stealthy, Toughness, Trustworthy, Weapon Finesse. *Indicates a feat described in Chapter 3 of this book.

Rapid Mutation

Beginning at 1st level, an Evolved Mutant gains 3 new mutation points (MPs) free of drawbacks. These MPs may be used to acquire new mutant abilities, alleviate a mutation drawback condition, or combined with the MP value of a previous mutation to re-place it with a new ability instead. Acquiring a new mutant power exercises the same expenditure of mutation points. Alleviating a drawback condition works on the same general principle, with the 3 free mutation points paying off the draw-back on a point-for-point basis. Lastly, an Evolved Mutant may also use the opportunity presented by his Rapid Mutation to exchange a previous power for its MP value in order to combine those MPs with the 3 free mutation points to gain access to different or multiple abilities. The old mutation is lost in the evolutionary process, with the new abilities manifesting in its place.

The Evolved Mutant receives another Rapid Mutation and 3 additional mutation points at 4th, 7th, and 10th level.

Untraceable DNA

Because of the ever-changing nature of an Evolved Mutant's genetic structure, his DNA proves difficult to isolate. This trait inflicts a -8 penalty on any attempt to use forensics or modern medicine to identify the mutant with a DNA sample older than 8 hours. In addition, the Evolved Mutant's metabolism inflicts a similar -8 penalty on any skill checks related to genetic experimentation on him. This includes research and experimentation involving engineered mutations, gene therapy, bioware, and other forms of genetic manipulation.

Mask Mutation

Starting at 2nd level, an Evolved Mutant learns how to mask one of his mutation powers or abilities, suppressing it until needed and leaving no outward sign of its existence. He may also purposefully hide any cosmetic mutations, but they always manifest when activating any other mutant power or ability. Masking or activating a mutation is a move-equivalent action. An Evolved Mutant learns to mask an-other mutation power or ability at 5th and 8th level.

Bonus Feats

At 3rd, 6th, and 9th level, the Evolved Mutant gets a bonus feat. The bonus feat must be se-lected from the following list, and the Evolved Mutant must meet all the prerequisites of the feat to select it.

Ability Focus, Acrobatic, Advanced Brawl, Agile Riposte, Alertness, Animal Affinity, Brachiation, Brawl, Cleave, Combat Reflex-es, Compensate for Size, Defensive Martial Arts, Diehard, Dodge, Elusive Target, Endurance, Energy Aligned, Evolved Organ, Fleet of Foot, Flyby Attack, Focused, Frightful Presence, Great Cleave, Great Fortitude, Guide,Heroic Surge, Improved Brawl, Improved Bull Rush, Improved Damage Threshold, Improved Dodge, Improved Grab, Improved Initiative, Improved Natural Healing, Improved Overrun, Improved Swimming, Increased Speed, Lightning Reflexes, Malleable Genetics, Mental Warding, Mind Over Body, Mobility, Moveby Attack, Multiattack, Mulitdexterity, Mutation Focus, Natural Talent, Nimble, Perfect Genome, Planetary Adaptation, Power Attack, Power Charge, Rapid Metabolism, Run, Spring Attack, Stealthy, Stomp, Sunder, Thick Hide, Toughness, Track, Ultra-Immune System, Unbalance Opponent, Wing Over.

Mutation Focus

At 5th level, an Evolved Mutant learns how to focus the damaging potential of his new-found abilities. He may select one of his mutant powers that deals damage and increase the number of damage dice dealt by that mutation by one. So a mutation that normally deals 1 d6 points of damage will now deal 2d6 points of damage instead. At 10th level, an Evolved Mutant may further enhance his Mutation Focus to add another die to the damage dealt, or he may improve a second damaging mutation instead.

evolutionary_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)