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paths:mutator_path [2024/02/16 03:35] – [The Perfectionist] vondorpaths:mutator_path [2025/07/09 05:37] (current) – [The Splicer] vondor
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 When you follow the Path of the Mutator, you gain the following Key Skills: When you follow the Path of the Mutator, you gain the following Key Skills:
  
-  * [[priority:skills:knowledge (nature)|Knowledge (Nature)]]+  * [[priority:skills:knowledge|Knowledge (Nature)]]
   * [[priority:skills:craft|Craft]]   * [[priority:skills:craft|Craft]]
   * [[priority:skills:perception|Perception]]   * [[priority:skills:perception|Perception]]
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   * [[priority:skills:survival|Survival]]   * [[priority:skills:survival|Survival]]
  
 +----
 <WRAP round box> <WRAP round box>
-===== Mutagen (Ex) ===== +==== Brew Potion ==== 
-  * **Requirements:** Craft (Alchemy) 5 or Survival 5 or Heal 5, CL 4 or HD 4, 35 EXP+  * **Requirements:** Craft (Alchemy) 3, 10 EXP 
 + 
 + 
 +You gain access to the Potion Master Shortcut. 
 + 
 +  * [[paths:alchemy_path:potion_master|Potion Master]] 
 +</WRAP> 
 + 
 +<WRAP round box> 
 +===== Minor Mutagen (Ex) ===== 
 +  * **Requirements:** Craft (Alchemy) 5 or Survival 5 or Heal 5, [[chargen:common_terms#core_stats|CST]] 4, 10 EXP
  
 You learn how to make a potent brew to empower yourself, known as a Mutagen. It takes 1 hour to brew a dosage of mutagen, and once created it remains potent until used.  However, you may only maintain one dose of mutagen at a time - if you create a second dosage, any existing doses become inert. Your mutagen only works on you - if someone other than you drinks your mutagen, they must make a Fortitude Save (DC 10 + 1/2 your HD or CL, whichever is greater + your Primary Casting Attribute) to avoid becoming nauseated for the duration. Consuming a Mutagen is a Full Round action. You may only have one Mutagen active at a time. You learn how to make a potent brew to empower yourself, known as a Mutagen. It takes 1 hour to brew a dosage of mutagen, and once created it remains potent until used.  However, you may only maintain one dose of mutagen at a time - if you create a second dosage, any existing doses become inert. Your mutagen only works on you - if someone other than you drinks your mutagen, they must make a Fortitude Save (DC 10 + 1/2 your HD or CL, whichever is greater + your Primary Casting Attribute) to avoid becoming nauseated for the duration. Consuming a Mutagen is a Full Round action. You may only have one Mutagen active at a time.
  
-When brewing a Mutagen, it has three "slots" to put Mutations into. These can not be changed once the Mutagen is brewed and it must be remade if you wish to change the Mutations. If you select the same Mutation three times or more, you also must select an Instability as well. For every additional duplicate of the Mutation you select you must select another Instability. You may select the same Instability multiple times, the effects stack.+When brewing a Mutagen, it has one "slots" to put Mutations into. These can not be changed once the Mutagen is brewed and it must be remade if you wish to change the Mutations. If you select the same Mutation three times or more, you also must select an Instability as well. For every additional duplicate of the Mutation you select you must select another Instability. You may select the same Instability multiple times (up to two times), the effects stack. 
 + 
 +You may take one additional slot but also must immediatly select an additionl instability. (These stack with other Instabilities gained from taking the same Mutation)
      
 Mutagen gives the following base Mutations to choose from: Mutagen gives the following base Mutations to choose from:
-  * **Ability Enhancement**: You gain a +2 enhancement bonus to one ability score +  * **Ability Enhancement**: You gain a +2 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to one ability score 
-  * **Armored Flesh**: You gain a +2 enhancement bonus to your AC+  * **Armored Flesh**: You gain a +2 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to your AC
  
 Mutagen gives the following base Instabilities to choose from:  Mutagen gives the following base Instabilities to choose from: 
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   * **Fading Senses**: If you have taken this once, you are deafened, if taken twice you are Blinded and Deafened, taken a third time and you lose all senses including any blindsight or blind sense.   * **Fading Senses**: If you have taken this once, you are deafened, if taken twice you are Blinded and Deafened, taken a third time and you lose all senses including any blindsight or blind sense.
  
-The Mutagen lasts for 1 minute per HD or CL, which ever is higher.+The Mutagen lasts for 1 minute per HD or CL, whichever is higher. 
 +</WRAP> 
 + 
 +<WRAP round box> 
 +==== Lesser Mutagen ==== 
 +  * **Requirements:** Minor Mutagen, Craft (Alchemy) 7 or Survival 7 or Heal 7, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP
  
 +Your Mutagen now has one additional Mutation Slot. Along with the option to take one additional slot but also must immediatly select an additionl instability. (These stack with other Instabilities gained from taking the same Mutation)
  
 +For a total of 2 free slots and 2 unstable slots that require a Instabiliy to be chosen along with the mutation.
  
 +</WRAP>
 +
 +<WRAP round box>
 +==== Mutagen ====
 +  * **Requirements:** Lesser Mutagen, Craft (Alchemy) 9 or Survival 9 or Heal 9, [[chargen:common_terms#core_stats|CST]] 8, 20 EXP
 +
 +Your Mutagen now has one additional Mutation Slot. Along with the option to take one additional slot but also must immediatly select an additionl instability. (These stack with other Instabilities gained from taking the same Mutation) You may now select the same Mutation up to 3 times. (You must still select additional Instabilities)
 +
 +For a total of 3 free slots and 3 unstable slots that require a Instabiliy to be chosen along with the mutation.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
 ==== Greater Mutagen ==== ==== Greater Mutagen ====
-  * **Requirements:** Mutagen, Craft (Alchemy) 10 or Survival 10 or Heal 10, CL 8 or HD 8 , 30 EXP+  * **Requirements:** Mutagen, Craft (Alchemy) 10 or Survival 10 or Heal 10, [[chargen:common_terms#core_stats|CST]] 16, 30 EXP
  
-Your Mutagen now has two additional Mutation Slot.+Your Mutagen now has two additional Mutation Slot. In addittion you may now select the same Mutation up to 4 times. (You must still select additional Instabilities)
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Grand Mutagen ==== ==== Grand Mutagen ====
-  * **Requirements:** Mutagen, Craft (Alchemy) 15 or Survival 15 or Heal 15, CL 12 or HD 12 , 40 EXP+  * **Requirements:** Mutagen, Craft (Alchemy) 15 or Survival 15 or Heal 15, [[chargen:common_terms#core_stats|CST]] 24, 40 EXP
  
-Your Mutagen now has two additional Mutation Slot.+Your Mutagen now has two additional Mutation Slot. In addittion you may now select the same Mutation up to 5 times. (You must still select additional Instabilities)
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
 ==== Infused Brew ==== ==== Infused Brew ====
-  * **Requirements:** Mutagen, Craft (Alchemy) 8, CL 8  , 25 EXP+  * **Requirements:** Mutagen, Craft (Alchemy) 8, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP
  
 When you create your Mutagen you may infuse one spell you know into the Mutagen; it must have a casting time of a Full round or less. When the mutagen is consumed the spell is activated on you or your square. You must spend the spells MP when the mutagen is consumed. If you lack the MP the spell fails to cast. When you create your Mutagen you may infuse one spell you know into the Mutagen; it must have a casting time of a Full round or less. When the mutagen is consumed the spell is activated on you or your square. You must spend the spells MP when the mutagen is consumed. If you lack the MP the spell fails to cast.
 </WRAP> </WRAP>
 +
 +----
  
 ===== The Splicer  ===== ===== The Splicer  =====
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 <WRAP round box> <WRAP round box>
 ==== Minor Instability ==== ==== Minor Instability ====
-  * **Requirements:** Mutagen, Heal 8, HD 5 or CL 5, 20 EXP+  * **Requirements:** Mutagen, Heal 8, [[chargen:common_terms#core_stats|CST]] 10, 20 EXP
  
 Your Mutagen gains an additional mutation slot, however you must always select an Instability when its brewed.  Your Mutagen gains an additional mutation slot, however you must always select an Instability when its brewed. 
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 <WRAP round box> <WRAP round box>
 ==== Major Instability ==== ==== Major Instability ====
-  * **Requirements:** Minor Instability, Heal 15, HD 9 or CL 9, 30 EXP+  * **Requirements:** Minor Instability, Heal 15, [[chargen:common_terms#core_stats|CST]] 18, 30 EXP
  
 Your Mutagen gains an additional mutation slot (for two bonus mutations from Minor Instability) , however you must always select two Instabilities when its brewed.  Your Mutagen gains an additional mutation slot (for two bonus mutations from Minor Instability) , however you must always select two Instabilities when its brewed. 
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 <WRAP round box> <WRAP round box>
 ==== Improvised Mutation ==== ==== Improvised Mutation ====
-  * **Requirements:** Minor Instability, Heal 8, HD 6 or CL 6, 15 EXP+  * **Requirements:** Minor Instability, Heal 8, [[chargen:common_terms#core_stats|CST]] 12, 15 EXP
 Once per minute while in mutagen, you may spend 4TP/MP and as a swift action change up to half your Mutations to any other known Mutations as well as any Instabilities to any known instabilities. You then gain Fast healing equal to the number instabilities you have for a number of rounds equal to the number of Mutations slots you changed.  Once per minute while in mutagen, you may spend 4TP/MP and as a swift action change up to half your Mutations to any other known Mutations as well as any Instabilities to any known instabilities. You then gain Fast healing equal to the number instabilities you have for a number of rounds equal to the number of Mutations slots you changed. 
  
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 <WRAP round box> <WRAP round box>
 ==== Advanced Feral Mutations  ==== ==== Advanced Feral Mutations  ====
-  * **Requirements:** Feral Mutation, Knowledge (Nature) 10, HD 6 or CL 6, 25 EXP+  * **Requirements:** Feral Mutation, Knowledge (Nature) 10, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP
  
 You gain the following Mutations to choose from: You gain the following Mutations to choose from:
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 </WRAP> </WRAP>
  
 +
 +<WRAP round box>
 +==== Gland Mutations ====
 +  * **Requirements:** Mutagen, Knowledge (Nobility) 5, 10 EXP
 +
 +You gain the following Mutations to choose from:
 +  * **Alluring Scents**: If a target can smell you then any starting relations improve by one category
 +  * **Stone Cold Nerves** (Requires Two Slots): You are immune to Fear effects
 +  * **Sleep Regulation** : If you go to sleep while this is active you only need to sleep half as long
 +  * **Uncanny Awareness**: You gain Blindsense 20ft
 +  * **Blank** : All sense motives against you suffer a -10 
 +
 +You gain the Following Instabilities to choose from:
 +  * **Overtuned Pheromones** : A selected gender starts off one step lower in relations when interacting with you   
 +  * **Poison Intolerance** : You automatically fail any saves against poison
 +  * **Allergy** : You gain a Severe allergy to a common substance 
 +   
 +</WRAP>
 +
 +<WRAP round box>
 +==== Real Freakshow ====
 +  * **Requirements:** Mutagen, Knowledge (Esoteric) 15, 25 EXP
 +
 +You gain the following Mutations to choose from:
 +  * **Multifaceted Eyes**: Gain All Around vision
 +  * **Echolocation** (Requires Two Slots): You gain blindsight out to 30ft if not deafened, doubled if underwater
 +  * **Prehensile Feet** : Your feet counts as hands for wielding weapons or using tools
 +  * **Translucent Skin** : You gain full concealment in darkness or Low light.
 +  * **Boiling Blood** : If you take Wound damage from a melee attack, the attacker takes 1d4 Fire damage per point of damage, per wound damage you received 
 +
 +You gain the Following Instabilities to choose from:
 +  * **Bloated Form** : You count as a size larger for the purpose of all penalties    
 +  * **JUST BLINK ALREADY** : You lack eyelids completely
 +  * **Hemoflux** : Whenever you take Piercing or Slashing damage you Bleed 1 
 +   
 +</WRAP>
 <WRAP round box> <WRAP round box>
 ==== Marred Body ==== ==== Marred Body ====
-  * **Requirements:** Mutagen, Heal 8, HD 6 or CL 6, 25 EXP+  * **Requirements:** Mutagen, Heal 8, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP
 You may select a single mutation that your currently brewed Mutagen provides. It is now always active. This takes effect when the mutagen is first brewed. This effect can not be suppressed or removed until the mutagen is rebrewed. it continues even after the mutagen is consumed. You may select a single mutation that your currently brewed Mutagen provides. It is now always active. This takes effect when the mutagen is first brewed. This effect can not be suppressed or removed until the mutagen is rebrewed. it continues even after the mutagen is consumed.
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 ==== Mangled Shape ==== ==== Mangled Shape ====
-  * **Requirements:** Minor Instability, Marred Body, Heal 12 , HD 8 or CL 8, 30 EXP+  * **Requirements:** Minor Instability, Marred Body, Heal 12, [[chargen:common_terms#core_stats|CST]] 16, 30 EXP
 You may select two mutation that your currently brewed Mutagen gives and it is now always active. In addition you must select an Instability as well. This takes effect when the mutagen is first brewed. This effect can not be suppressed or removed until the mutagen is rebrewed. it continues even after the mutagen is consumed You may select two mutation that your currently brewed Mutagen gives and it is now always active. In addition you must select an Instability as well. This takes effect when the mutagen is first brewed. This effect can not be suppressed or removed until the mutagen is rebrewed. it continues even after the mutagen is consumed
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 ==== Wretched Form ==== ==== Wretched Form ====
-  * **Requirements:** Major Instability, Marred Body, Heal 15 , HD 12 or CL 12, 40 EXP+  * **Requirements:** Major Instability, Marred Body, Heal 15, [[chargen:common_terms#core_stats|CST]] 24, 40 EXP
 You may select Four mutations that your currently brewed Mutagen gives and it is now always active. In addition you must select an Instability as well. If you select the same Mutation three times you gain an additional Instability. This takes effect when the mutagen is first brewed and can not be suppressed or removed until a knew mutagen is brewed. You may select Four mutations that your currently brewed Mutagen gives and it is now always active. In addition you must select an Instability as well. If you select the same Mutation three times you gain an additional Instability. This takes effect when the mutagen is first brewed and can not be suppressed or removed until a knew mutagen is brewed.
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 ==== The Thing ==== ==== The Thing ====
-  * **Requirements:** Wretched Form, Heal 20, HD 15 or CL 15 50 EXP+  * **Requirements:** Wretched Form, Heal 20, [[chargen:common_terms#core_stats|CST]] 30, 50 EXP
 When ever you consume your mutagen you may take up to your CL or HD in Instabilities immediately, you then gain that many new slots for your Mutagen that you may fill with any mutations you know. You gain Fast Healing equal to the number of Instabilities you have.  When ever you consume your mutagen you may take up to your CL or HD in Instabilities immediately, you then gain that many new slots for your Mutagen that you may fill with any mutations you know. You gain Fast Healing equal to the number of Instabilities you have. 
  
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 <WRAP round box> <WRAP round box>
 ==== Insanity Brew ==== ==== Insanity Brew ====
-  * **Requirements:** Minor Instability, Craft (Alchemy 10), HD 8 or CL 8, 15 EXP+  * **Requirements:** Minor Instability, Craft (Alchemy 10), [[chargen:common_terms#core_stats|CST]] 16, 15 EXP
 When you consume your Mutagen you gain 5 Barrier per Instability you have When you consume your Mutagen you gain 5 Barrier per Instability you have
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 ==== Ferrivore ==== ==== Ferrivore ====
-  * **Requirements:** Feral Mutation, Survival 5, HD 5 or CL 5, 10 EXP+  * **Requirements:** Feral Mutation, Survival 5, [[chargen:common_terms#core_stats|CST]] 10, 10 EXP
 You have mutated your body to such an extent that you can now consume non organic matter in order to fortify your natural weapons. By consuming Crafting Goods at a rate of 10TU an hour, you may Masterwork your natural weapons. The base cost is calculated as 7TU per natural attack. In addition you may apply special materials to your natural weapons, such as Silver, Cold Iron or Adamantine. You also treat Crafting goods as food for the purpose of staying well fed. You have mutated your body to such an extent that you can now consume non organic matter in order to fortify your natural weapons. By consuming Crafting Goods at a rate of 10TU an hour, you may Masterwork your natural weapons. The base cost is calculated as 7TU per natural attack. In addition you may apply special materials to your natural weapons, such as Silver, Cold Iron or Adamantine. You also treat Crafting goods as food for the purpose of staying well fed.
 </WRAP> </WRAP>
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 ==== Manavore ==== ==== Manavore ====
  
-  * **Requirements:** Ferrivore, Survival 8, HD 6 or CL 6, 10 EXP+  * **Requirements:** Ferrivore, Survival 8, [[chargen:common_terms#core_stats|CST]] 12, 10 EXP
 In addition to being able to eat nonorganic matter, you may also consume magical items and magical components. By consuming Magical Goods or Magic items at a rate of 10TU an hour, you may enchant your natural weapons. You also treat Magical goods as food for the purpose of staying well fed. Consuming cursed items has no ill effect on you. Some magical items can not be consumed. In addition to being able to eat nonorganic matter, you may also consume magical items and magical components. By consuming Magical Goods or Magic items at a rate of 10TU an hour, you may enchant your natural weapons. You also treat Magical goods as food for the purpose of staying well fed. Consuming cursed items has no ill effect on you. Some magical items can not be consumed.
 </WRAP> </WRAP>
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 </WRAP> </WRAP>
  
 +
 +----
  
 ===== The Perfectionist  ===== ===== The Perfectionist  =====
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 <WRAP round box> <WRAP round box>
 ==== Always Prepared ==== ==== Always Prepared ====
-  * **Requirements:** Mutagen, Craft (Alchemy) 8 , HD 5 or CL 5, 20 EXP+  * **Requirements:** Mutagen, Craft (Alchemy) 8, [[chargen:common_terms#core_stats|CST]] 10, 20 EXP
 Your Mutagen now requires 5TP/MP to activate. However, when you brew your mutagen you create two doses. These doses may be designed differently if so desired.  Your Mutagen now requires 5TP/MP to activate. However, when you brew your mutagen you create two doses. These doses may be designed differently if so desired. 
  
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 <WRAP round box> <WRAP round box>
 ==== Never Without ==== ==== Never Without ====
-  * **Requirements:** Always Prepared, Craft (Alchemy) 12 , HD 10 or CL 10, 25 EXP+  * **Requirements:** Always Prepared, Craft (Alchemy) 12, [[chargen:common_terms#core_stats|CST]] 20, 25 EXP
 Your Mutagen now requires 5TP/MP to activate. However, when you brew your mutagen you create three doses. These doses may be designed differently if so desired. It now only takes a move action to consume your Mutagen. Your Mutagen now requires 5TP/MP to activate. However, when you brew your mutagen you create three doses. These doses may be designed differently if so desired. It now only takes a move action to consume your Mutagen.
  
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 <WRAP round box> <WRAP round box>
 ==== Perfection Extended ==== ==== Perfection Extended ====
-  * **Requirements:** Mutagen, Craft (Alchemy) 10 , HD 8 or CL 8, 20 EXP+  * **Requirements:** Mutagen, Craft (Alchemy) 10, [[chargen:common_terms#core_stats|CST]] 16, 20 EXP
 When you consume your Mutagen you may spend 5TP/MP to change the duration of the Mutagen from 1/minute per HD or CL, to 10 minutes per HD or CL. However, for every instability your mutagen has you treat your HD or CL as one lower.  When you consume your Mutagen you may spend 5TP/MP to change the duration of the Mutagen from 1/minute per HD or CL, to 10 minutes per HD or CL. However, for every instability your mutagen has you treat your HD or CL as one lower. 
  
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 <WRAP round box> <WRAP round box>
 ==== Without Flaws ==== ==== Without Flaws ====
-  * **Requirements:** Perfection Extended, Craft (Alchemy) 12, HD 10 or CL 10, 25 EXP+  * **Requirements:** Perfection Extended, Craft (Alchemy) 12, [[chargen:common_terms#core_stats|CST]] 20, 25 EXP
 While your mutagen is active and you have no Instabilities, you restore 1 HP per round. You may also spend 4TP/MP as a swift action to heal an amount equal to your HD or CL, which ever you choose.  While your mutagen is active and you have no Instabilities, you restore 1 HP per round. You may also spend 4TP/MP as a swift action to heal an amount equal to your HD or CL, which ever you choose. 
  
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 <WRAP round box> <WRAP round box>
 ==== Genetic Safeguards ==== ==== Genetic Safeguards ====
-  * **Requirements:** Mutagen, Heal 8, HD 5 or CL 5 10 EXP+  * **Requirements:** Mutagen, Heal 8, [[chargen:common_terms#core_stats|CST]] 10, 10 EXP
 You gain a +4 bonus on saves vs Disease. You no longer may select the Madness, Weak Immune System or Lethargic Reflexes instabilities. You gain a +4 bonus on saves vs Disease. You no longer may select the Madness, Weak Immune System or Lethargic Reflexes instabilities.
  
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 <WRAP round box> <WRAP round box>
 ==== Paragon of Ability ==== ==== Paragon of Ability ====
-  * **Requirements:** Genetic Safeguards, Heal 12, HD 8 or CL 8, 25 EXP+  * **Requirements:** Genetic Safeguards, Heal 12, [[chargen:common_terms#core_stats|CST]] 16, 25 EXP
 You gain +4 on any saves versus ability damage or drain. You no longer may select the Ability Decay Instability. You gain +4 on any saves versus ability damage or drain. You no longer may select the Ability Decay Instability.
 You gain the following Mutations to choose from, stacking these does not cause instability: You gain the following Mutations to choose from, stacking these does not cause instability:
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 <WRAP round box> <WRAP round box>
 ==== Genetic Ascension ==== ==== Genetic Ascension ====
-  * **Requirements:** Paragon of Ability, Heal 15, HD 12 or CL 12 EXP 40+  * **Requirements:** Paragon of Ability, Heal 15, [[chargen:common_terms#core_stats|CST]] 24, EXP 40
 You gain an additional mutation slot for your mutagen.  You gain an additional mutation slot for your mutagen. 
  
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 <WRAP round box> <WRAP round box>
 ==== Ultimate Lifeform ==== ==== Ultimate Lifeform ====
-  * **Requirements:** Genetic Ascension, Always Prepared, Heal 20, HD 15 or CL 15, 50 EXP+  * **Requirements:** Genetic Ascension, Always Prepared, Heal 20, [[chargen:common_terms#core_stats|CST]] 30, 50 EXP
 You may have two mutagens active at once. Using a mutagen is now a swift action. You may have two mutagens active at once. Using a mutagen is now a swift action.
  
 </WRAP> </WRAP>