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paths:mutator_path [2026/03/09 21:43] – Hyperlinking Heal skill entries elfinlockspaths:mutator_path [2026/03/09 22:08] (current) – Hyperlinking Survival entries elfinlocks
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 ===== Minor Mutagen (Ex) ===== ===== Minor Mutagen (Ex) =====
-  * **Requirements:**[[priority:skills:craft|Craft]] (Alchemy) 5 or Survival 5 or[[priority:skills:heal|Heal]]5, [[chargen:common_terms#core_stats|CST]] 4, 10 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] (Alchemy) 5 or [[priority:skills:survival|Survival]] 5 or[[priority:skills:heal|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.
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 ==== Lesser Mutagen ==== ==== Lesser Mutagen ====
-  * **Requirements:** Minor Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 7 or Survival 7 or[[priority:skills:heal|Heal]]7, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP+  * **Requirements:** Minor Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 7 or [[priority:skills:survival|Survival]] 7 or[[priority:skills:heal|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) 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)
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 ==== Mutagen ==== ==== Mutagen ====
-  * **Requirements:** Lesser Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 9 or Survival 9 or[[priority:skills:heal|Heal]]9, [[chargen:common_terms#core_stats|CST]] 8, 20 EXP+  * **Requirements:** Lesser Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 9 or [[priority:skills:survival|Survival]] 9 or[[priority:skills:heal|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) 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)
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 ==== Greater Mutagen ==== ==== Greater Mutagen ====
-  * **Requirements:** Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 10 or Survival 10 or[[priority:skills:heal|Heal]]10, [[chargen:common_terms#core_stats|CST]] 16, 30 EXP+  * **Requirements:** Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 10 or [[priority:skills:survival|Survival]] 10 or[[priority:skills:heal|Heal]]10, [[chargen:common_terms#core_stats|CST]] 16, 30 EXP
  
 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) 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)
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 ==== Grand Mutagen ==== ==== Grand Mutagen ====
-  * **Requirements:** Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 15 or Survival 15 or[[priority:skills:heal|Heal]]15, [[chargen:common_terms#core_stats|CST]] 24, 40 EXP+  * **Requirements:** Mutagen,[[priority:skills:craft|Craft]] (Alchemy) 15 or [[priority:skills:survival|Survival]] 15 or[[priority:skills:heal|Heal]]15, [[chargen:common_terms#core_stats|CST]] 24, 40 EXP
  
 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) 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)
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 ==== Feral Mutations ==== ==== Feral Mutations ====
-  * **Requirements:** Mutagen, Knowledge (Nature) 5, 10 EXP+  * **Requirements:** Mutagen, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 10 EXP
  
 You gain the following Mutations to choose from: You gain the following Mutations to choose from:
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 ==== Advanced Feral Mutations  ==== ==== Advanced Feral Mutations  ====
-  * **Requirements:** Feral Mutation, Knowledge (Nature) 10, [[chargen:common_terms#core_stats|CST]] 12, 25 EXP+  * **Requirements:** Feral Mutation, [[priority:skills:knowledge|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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 ==== Hideous Mutations ==== ==== Hideous Mutations ====
-  * **Requirements:** Mutagen, Knowledge (Dungeoneering) 5, 10 EXP+  * **Requirements:** Mutagen, [[priority:skills:knowledge|Knowledge]] (Dungeoneering) 5, 10 EXP
  
 You gain the following Mutations to choose from: You gain the following Mutations to choose from:
   * **Tendril**: You grow a long , fleshy tendril that is capable of holding items, interacting with things and functions like a hand would. Each Tendril gives you a +2 on grapple, disarm and trip checks.   * **Tendril**: You grow a long , fleshy tendril that is capable of holding items, interacting with things and functions like a hand would. Each Tendril gives you a +2 on grapple, disarm and trip checks.
-  * **Unnatural Visage**: Your face warps into a terrifying shape. As a swift action you may make an Intimidate check against one creature that is capable of seeing you.+  * **Unnatural Visage**: Your face warps into a terrifying shape. As a swift action you may make an[[priority:skills:intimidate|Intimidate]] check against one creature that is capable of seeing you.
   * **Hideous Physiology** (Requires Two Slots): You have a 25% chance to ignore any critical hit or sneak attack agaisnt you   * **Hideous Physiology** (Requires Two Slots): You have a 25% chance to ignore any critical hit or sneak attack agaisnt you
   * **Grotesque Limbs**: You count as one size category large for the purpose of wounds.    * **Grotesque Limbs**: You count as one size category large for the purpose of wounds. 
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 ==== Gland Mutations ==== ==== Gland Mutations ====
-  * **Requirements:** Mutagen, Knowledge (Nobility) 5, 10 EXP+  * **Requirements:** Mutagen, [[priority:skills:knowledge|Knowledge]] (Nobility) 5, 10 EXP
  
 You gain the following Mutations to choose from: You gain the following Mutations to choose from:
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 ==== Real Freakshow ==== ==== Real Freakshow ====
-  * **Requirements:** Mutagen, Knowledge (Esoteric) 15, 25 EXP+  * **Requirements:** Mutagen, [[priority:skills:knowledge|Knowledge]] (Esoteric) 15, 25 EXP
  
 You gain the following Mutations to choose from: You gain the following Mutations to choose from:
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 ==== Ferrivore ==== ==== Ferrivore ====
-  * **Requirements:** Feral Mutation, Survival 5, [[chargen:common_terms#core_stats|CST]] 10, 10 EXP+  * **Requirements:** Feral Mutation, [[priority:skills:survival|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.
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 ==== Manavore ==== ==== Manavore ====
  
-  * **Requirements:** Ferrivore, Survival 8, [[chargen:common_terms#core_stats|CST]] 12, 10 EXP+  * **Requirements:** Ferrivore, [[priority:skills:survival|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.
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   * **Celerity**: You gain a +2 Dexterity Bonus to AC that stacks with current Dexterity bonus   * **Celerity**: You gain a +2 Dexterity Bonus to AC that stacks with current Dexterity bonus
   * **Endless Tenacity**: You gain a +4 on any check to resist Fatigue, exhaustion, stunning, staggering, sickening, nausea and death effects.    * **Endless Tenacity**: You gain a +4 on any check to resist Fatigue, exhaustion, stunning, staggering, sickening, nausea and death effects. 
-  * **Boundless Mind**: You gain a +1 bonus on all Knowledge and[[priority:skills:craft|Craft]] checks +  * **Boundless Mind**: You gain a +1 bonus on all [[priority:skills:knowledge|Knowledge]] and[[priority:skills:craft|Craft]] checks 
   * **Limitless Soul**: You ignore your Wisdom modifier in negative levels or ability damage   * **Limitless Soul**: You ignore your Wisdom modifier in negative levels or ability damage
   * **Perfect Charm**: You gain a +1 bonus on all Charisma based skill checks   * **Perfect Charm**: You gain a +1 bonus on all Charisma based skill checks