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'''{{Anchor|Use Magic Device}}:''' Use Magic Device performs all the functions of the [[SRD:Use Magic Device Skill | Use Magic Device]] and [[SRD:Use Psionic Device Skill | Use Psionic Device]] skills.
==Flaws==
==Archetypes==
==Mutations==
The presence of wild magic has spawned many random mutations among creatures. Any character may choose a single Mutation upon character creation.
'''{{Anchor|Brute}}:''' Your strength is legendary. You gain a +2 bonus to Strength, and you gain Powerful build, which means you're able to count as one size larger when it would be beneficial, such as for Grapple checks, determining what size of weapons you can use, and carrying capacity. However, either your muscle mass interferes with your agility (Causing you to take a -2 penalty to Dexterity), OR your body has bulked up physically at the expense of mental prowess (Causing you to take a -2 penalty to Intelligence). You cannot take both this Mutation and the Slight mutation. This mutation can only be taken once.
'''{{Anchor|Extra Limbs}}:''' You possess an extra set of arms or legs, chosen when you gain this mutation. Regardless of which you choose, from now on, you use the non-humanoid costs for armor, as armor must be custom-made for you. If you choose to gain an additional pair of arms, you can wield more weapons than usual, as well as gaining two additional Ring, Gauntlet and Bracelet slots (Which means an additional Hands and Arms chakra). If you choose to gain an additional pair of legs, you gain two additional Boot slots (Granting you an additional Feet chakra), your base speed increases by 10ft, and your carrying capacity increases as appropriate for a quadruped. A quadruped riding a horse or something similar is absurd; A creature must be 2 sizes larger than you for you to ride it, rather than just 1 size larger. However, creatures a size smaller than you can ride you as a mount. This mutation can be taken multiple times, each time granting you an additional pair of arms or legs, up to two additional pairs of legs and two additional pairs of arms.
'''{{Anchor|Awakened Mind}}:''' Your mind is stronger than most, having awakened beyond normal capacities. You gain a +2 bonus to either Intelligence or Wisdom, and the Psionic subtype. You gain Telepathy out to 60ft, but communication requires a shared language. You can telekinetically move unattended objects within 60 feet of you weighing no more than 5 pounds per character level, with an additional 5 pounds per point of Intelligence or Wisdom bonus (Whichever ability score you choose this mutation to give you a bonus to). However, either your open mind makes you more susceptible to mental attacks (Causing you to suffer a -3 penalty against all mind-affecting effects), OR your mental advancement has caused your body to suffer (Causing you to suffer a -2 penalty to Strength). This mutation can only be taken once.
'''{{Anchor|Bonded Twins}}:''' Your character is in fact not one being, but a pair of identical twins who share a special link. Your character possesses two bodies, with the same statistics, including class, feats, skills and so on - Effectively, one character with two bodies and two sets of actions. However, each twin possesses one-half the hit point you rolled for the character (Rounded up), but each twin adds their Constitution bonus separately. When one twin is affected by a mind-affecting ability, both are affected; Likewise, if such an ability targets both of them, they make a single saving throw, not two, as they share a mind. Because of this, they can communicate telepathically at an unlimited range and across planar boundaries, though one twin does not perceive what the other perceives. As a full-round action, a bonded twin can determine his twin's current hit points and mental state. If one twin is on the same plane as the other, the twin learns the relative direction and distance to his partner.
If one bonded twin dies, the other slowly sickens and perishes. Each day that passes after a bonded twin dies, the surviving twin takes 1d4 points of Constitution and Wisdom damage and takes a cumulative -1 penalty on attack rolls, skill checks, and saving throws. The ability damage and penalties remain (and cannot be healed or removed) until the living twin dies or his soulmate returns to life (at which time they immediately disappear). Most bonded twins prefer to commit ritual suicide if one twin dies without hope of return, as the pain of losing the close bond drives a bonded twin to the brink of madness.
In most cases, an effect that applies to one twin fails to spill over to the other. If a medusa turns one twin to stone, the other remains healthy. Negative levels are an exception to this rule. If one bonded twin suffers a negative level, both of them incur its effects. The pair of twins makes one save to remove the negative level. Level loss caused by returning to life via a raise dead or similar spell affects both twins.
Bonded twins gain double the bonuses when both twins are flanking a target; The same applies to the Aid Another action. Finally, any harmless spell the bonded twins use upon themselves also affects the other twin - If one twin heals themselves, the other also receives the healing; If a twin casts ''Haste'', both twins gain the benefit for the duration. However, in order to share spells, the twins must be on the same plane (Unless the spell has the Extradimensional metamagic applied) AND this never applies to spells cast by others, only spells cast by one of the twins.
Magic items that boost one twin's physical abilities do not apply their effects to the other twin, but mental magic items do, as well as items that produce non-physical effects, like items that grant spell resistance. The Bonded Twins mutation can only be taken once.
'''{{Anchor|Dual Soul}}:''' You possess two souls, two minds, two personalities, within a single body. Each soul generally possesses a different alignment and may possess different mental ability scores. Willingly changing which personality is on the surface is a move action that can be done once per round. Having two souls splits your personality. When targeted by an effect that triggers a Will saving throw, or a Death effect, you roll the saving throw twice - Once for each personality. If both personalities fail, the character is affected normally; But if one personality succeeds and the other fails, the character continues to function, though they are usually ''confused'' for the duration. If the death effect slays one of the personalities, the other personality suffers from madness, being ''confused'' until they die or the other personality to restored, as well as suffering a -2 penalty on all Will saves and saves against Death effects per lost personality. However, having two minds allows you to concentrate on up to two spells at a time with the same standard action, including casting a spell without losing concentration on another, and you likewise roll Concentration checks twice, once for each personality. This mutation can be taken up to two times, adding up to two personalities to the character.
'''{{Anchor|Durable}}:''' Your durability is legendary. You gain a +2 bonus to Constitution. You also possess Regeneration, the value of which is equal to one-third of your character level, +1 (Thus at 3rd level, you would have Regeneration 2). Upon taking this mutation, you choose one energy type (Fire, Acid, Cold, Electricity or Sonic), one special material (Adamantine, Byeshk, Silver, or Cold Iron) and one alignment component that doesn't match your alignment. Damage caused by these damage types/weapons aligned with these types overcome your Regeneration, dealing normal damage to you. You also possess natural armor equal to 1 plus one-fifth of your character level. However, your durability either makes you bulky (Causing you to suffer a -2 penalty to Dexterity) or affects your appearance in a detrimental way (Causing you to suffer a -2 penalty to Charisma). This mutation can only be chosen once.
'''{{Anchor|Bestial}}:''' Your form is savage, having animal traits. You gain three natural weapons - One primary (Such as a bite or gore) and up to two secondary attacks (Such as claws or slams). You also have natural armor equal to one-quarter of your character level, and your base speed is increased by +5ft for every 4 character levels you possess. You also choose one special movement type - Such as climb, swim, fly or burrow. You gain a movement speed of this type, with a speed equal to one-half your base speed (Rounded up). If you gain a Fly speed, your maneuverability is Average. However, either your savage appearance makes social situations difficult (Causing you to suffer a -2 penalty to Charisma), OR your wild ways kept you away from society and you were never educated properly (Causing you to take a -2 penalty to Intelligence). This mutation can only be chosen once.