Insectux (3.5e Campaign Setting)/Evolutions

Unless otherwise noted can only take an evolution once. Evolution trees can only be taken once per level.

Healing
Health is low in this game, and there are few armor options outside of species. This is in addition to the daily battles for survival from other creatures plants, and more commonly weather – that leaves one marred at best. A half dead creature is not fun to play, thus the below healing evolutions can mean the difference between the continuance or end of a campaign.

Healing Reaction: As a full-round action, may heal self 2d3 points. This only works on self, and may be done three times per day.

Healing Saliva: By spending a minute of concentration the insect may salivate a healing substance. The substance may be used to heal 1d4 damage to an ally. The salvia must be ingested for effect, and is only enough for one creature. However, this weakens the insects who salivated, reducing all their saves by 2 for the next 10min. The saliva does not work on self. May be done five times per day.

Each level may heal another 1d4 (that may be split, or used all on one).

Numbing Poison: In some cases it is the will to survive, not probability that keeps one going. If an insect has the ability to inject things (naturally through a stinger, fang, claw or barb, or from an evolution), they may inject a numbing potion, which gives a +2 to autohypnosis and healing checks, and Will saves (to subject), but reduces sense checks, and Reflex and Fortitude saves by 2 for 10min. The injection itself deals the normal damage. This may be used on friend or foe. May be done three times per day.

Healing Fumes: May only take this evolution at 3rd or 4th level. This emits a healing fume, which heals 2d4 damage to all creatures in a 2 Hex radius (including enemies and self) for 3 rounds. May be done two times per day.

Appendages
Legs: Gain 2 additional arms – can be taken even by those without natural legs. Each leg deals 1 damage. This evolution may be taken as many times as you want.
 * Pinchers: Must have a leg. Turns up to two legs into a pinchers (you can use this only for one). If all an insects legs are pinchers, speed is reduced by 2 (to a minimum of 1). Pinchers deal 1d2 damage.
 * Improved Pinchers: Must have the pincher evolution to take improved pincher. This improvement increases damage of up to two pinchers to 1d4.
 * Poisoned Pinchers: Must have the pincher evolution, but cannot have improved pincher. This makes up to two pinchers poisonous, which can inject on attack (see below for poisons). This evolution does not produce poisons.

Tail: Gain one tail – cannot be taken if you already have a tail. This evolution can only be taken once. Tail can only hit habituated hexagon, and adjacent hexagons. Tail deals 1 damage.
 * Tail-Pincher: Must have a tail. This improvement adds a pincher to tail, that crushes targets dealing 1d4 damage.
 * Stinger: Must have a tail, cannot have the tail-pincher evolution. This improvement turns the end of an insect’s tail into a stinger which can poison targets on attack (see below for poisons). This evolution does not produce poisons.

Palp (mouth arms): Gain/enlarge four palp (2 maxillary and 2 labium) on your mouth. The palp add a +1 attack and damage bonus to bite attacks. The palp give a +4 bonus to craft checks.

Wings: Can only take (if you do not have wings) at 3rd or 4th level. Gain two wings, granting a 2 fly speed and the Fly skill with a +2 bonus to it.
 * Improved Mobility: Must have wings (naturally or from previous evolution). Gain another two wings. This increases fly speed by 3, and grants a +2 bonus to the fly skill (stacks) and a +2 bonus to acrobatics.

Horns: Gain Horns.

Maw: Gain crushing bite.
 * Scissored Maw:
 * Teethed Maw:
 * Fangs: Gain Fangs (can inject poison).

Hulk
Health Improvement: Your health class improves one. Thus insects that are low become medium, etc. This is not retroactive, begin the advancement of the level you took this feat. You may only take this evolution once.

Exoskeleton Improvement: Can only be taken by insects with “exoskeleton” mentioned in species entry. All insects have exoskeletons, but only the ones with it mentioned have a hulk thick enough for mechanical effect. Exoskeleton add 3 to AC, and 1d4 to health.

Spikes: Hard spines cover most of the insects body, inflicting 1d2 damage to those who touch.
 * Improved Spikes: Must have the spikes evolution to take improved spikes. This improvement increases damage of spikes to 2d2 and adds 1 to AC.
 * Barbs: Must have the spikes evolution, but cannot have improved spikes. Barbs will inject a poison into those who touch (see below for poisons), and deal 1d4 damage (from spike). This evolution does not produce poisons.

Camouflage:

Skills
Skill evolutions grant skills, skill bonuses and penalties. Skill bonuses act retroactively if you gain the synergy skill at a later level (i.e., if you take autohypnosis at 1st level, then heal at 2nd; you will gain both bonuses at 2nd).

Autohypnosis: Gain the autohypnosis skill, and a +2 bonus to the heal skill (only if you have it); but take a permanent -2 penalty to the sense skill.

Craft: Gain the craft skill, and a +2 bonus to a knowledge skill (only if you have it); but take a permanent -2 penalty to Reflex saves.

Heal: Gain the heal skill, and a +2 bonus to autohypnosis skill (only if you have it); but take a permanent -2 penalty to intimidate checks.

Jump: Gain the jump skill, and a +2 bonus to the acrobatics and fly skill (only if you have them); but take a permanent -2 penalty to ride checks.

Knowledge: Gain a knowledge skill, and a +2 bonus to craft skill (only if you have it); but take a permanent -2 penalty to sense checks. This can be selected twice for two different knowledge skills, the second time you do not receive another craft bonus or sense penalty.

Swim: Gain the swim skill, and a +2 bonus to survival skill; but take a permanent -2 penalty to acrobatics checks.

Other
Antenna Improvement: An insect’s antenna capabilities improve, giving a +2 sense boost.

Sight Improvement: If an insect has eyes, their sight improves, giving a +2 sense boost.

Poison:  If an insect has a method to disperse poison then they may take this evolution. An insect may not produce more than three poisons total. The poison deals 1d3 damage to a selected save, or direct damage – this type must be chosen when picking the evolution. This damage is in addition to the appendages normal damage. The poison from this evolution can be used four times per day. This evolution can be selected twice, with a different poison chosen each time.

An appendage can only inject one poison, ever (i.e., you need multiple appendages for multiple poisons).

Repelling Musk/Color:  Either adds a bright color to body, or excretes a horrific musk. The repelling device give the deception that you are dangerous. Both give a hide penalty of 4 (which is generally to your advantage, you want to be seen); and a intimidate bonus of 4.
 * Improved Musk: The musk you secrete improves your intimidate check by 4, hide is reduced by 6, and creatures automatically smell you as far as 10 Hex away (creatures must roll if further).
 * Expanding Body: gain the ability to expand physical appearance, or add feathers, or other features to make you look more fearsome or loathsome. Add +5 to intimidate score and -4 to hide skill; but still requires creatures to succeed on their sense check (must be looking).