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paths:mutator_path [2024/10/29 18:05] elfinlockspaths:mutator_path [2025/07/09 05:37] (current) – [The Splicer] vondor
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   * **Requirements:** Craft (Alchemy) 3, 10 EXP   * **Requirements:** Craft (Alchemy) 3, 10 EXP
  
-You may create a Potion of any spell which you know and that targets one or more creatures or objects. See the [[equipment:magic_items|Magic Items]] page for more information about Potions. 
  
-If you do not know the spell, you may still create a potion of it if you are sufficiently skilled. Select the higher of your BaB or CL, and use it as your CL to determine what Spells you may access. To create a potion without knowing the spell, you must first research the Formula. This takes 10 hours per Spell Tier of the desired spell. Once done, you may make potions of that spell without further research impediments+You gain access to the Potion Master Shortcut.
  
-All potion formulae must be stored in a [[equipment:tools_and_kits#formula_book|Formula Book]]. Creating the Formula itself has no TU cost, it is solely a time expenditure.+  * [[paths:alchemy_path:potion_master|Potion Master]]
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-===== Mutagen (Ex) ===== +===== Minor Mutagen (Ex) ===== 
-  * **Requirements:** Craft (Alchemy) 5 or Survival 5 or Heal 5, [[chargen:common_terms#core_stats|CST]] 835 EXP+  * **Requirements:** Craft (Alchemy) 5 or Survival 5 or Heal 5, [[chargen:common_terms#core_stats|CST]] 410 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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 The Mutagen lasts for 1 minute per HD or CL, whichever 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>
  
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   * **Requirements:** Mutagen, Craft (Alchemy) 10 or Survival 10 or Heal 10, [[chargen:common_terms#core_stats|CST]] 16, 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>
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   * **Requirements:** Mutagen, Craft (Alchemy) 15 or Survival 15 or Heal 15, [[chargen:common_terms#core_stats|CST]] 24, 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>
  
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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 ====