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Path of the Mutator

The Mutator uses science and magic to warp his body and mind. What better test subject is there then yourself? Some may call the Mutator mad, but with madness comes power. An insanity brew is only one sip away from a Mutator!


Key Skills

When you follow the Path of the Mutator, you gain the following Key Skills:


Brew Potion

  • 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 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.

All potion formulae must be stored in a Formula Book. Creating the Formula itself has no TU cost, it is solely a time expenditure.

Mutagen (Ex)

  • Requirements: Craft (Alchemy) 5 or Survival 5 or Heal 5, CL 4 or HD 4, 35 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.

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.

Mutagen gives the following base Mutations to choose from:

  • Ability Enhancement: You gain a +2 enhancement bonus to one ability score
  • Armored Flesh: You gain a +2 enhancement bonus to your AC

Mutagen gives the following base Instabilities to choose from:

  • Ability Decay: You take a -2 penalty one one ability score
  • Rotting Flesh: You take a -2 penalty to AC
  • Madness: You take a -2 on Will Save
  • Weak Immune System: You take a -2 on Fortitude saves
  • Lethargic Reflexes: You take a -2 on Reflex saves
  • 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, whichever is higher.

Greater Mutagen

  • Requirements: Mutagen, Craft (Alchemy) 10 or Survival 10 or Heal 10, CL 8 or HD 8 , 30 EXP

Your Mutagen now has two additional Mutation Slot.

Grand Mutagen

  • Requirements: Mutagen, Craft (Alchemy) 15 or Survival 15 or Heal 15, CL 12 or HD 12 , 40 EXP

Your Mutagen now has two additional Mutation Slot.

Infused Brew

  • Requirements: Mutagen, Craft (Alchemy) 8, CL 8 , 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.


The Splicer

Minor Instability

  • Requirements: Mutagen, Heal 8, HD 5 or CL 5, 20 EXP

Your Mutagen gains an additional mutation slot, however you must always select an Instability when its brewed.

Major Instability

  • Requirements: Minor Instability, Heal 15, HD 9 or CL 9, 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.

Improvised Mutation

  • Requirements: Minor Instability, Heal 8, HD 6 or CL 6, 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.

Feral Mutations

  • Requirements: Mutagen, Knowledge (Nature) 5, 10 EXP

You gain the following Mutations to choose from:

  • Claws: You gain either a primary claw that deals 1d8 Slashing damage or two secondary claws that deal 1d6 slashing damage
  • Bite: You gain a primary bite that deals 1d8 Piercing damage or two secondary bites that deal 1d6 piercing damage
  • Tail: You gain a primary tail slam that deals 1d8 bludgeoning damage or two secondary tail slams that deal 1d6 bludgeoning damage
  • Scent: You gain the Scent anility.
  • Quadruped: You may drop down on all fours if your have nothing in your hands. Doing so is a swift action, as long as you are like this you gain a +20f to your base land speed. Other forms of movement are not enhanced by this.

You gain the Following Instabilities to choose from:

  • Endless Hunger : Upon your mutagen ending you must consume one days worth of food per minute you were in mutagen. If you are unable to you are exhausted and can not enter mutagen again until fed.
  • Feral Speech : You can not communicate in anyway unless someone uses Speak with Animal on you, may only be taken once
  • Primitive Mind : You are considered an animal for any derogatory spells, effects or skills, may only be taken once

Selecting multiple natural weapon mutations turn any additional gained natural attacks (beyond your first primary and first secondary) into Tertiary attacks.

Advanced Feral Mutations

  • Requirements: Feral Mutation, Knowledge (Nature) 10, HD 6 or CL 6, 25 EXP

You gain the following Mutations to choose from:

  • Burrowing Form: You gain a 20ft Burrow speed through non-worked stone and soil.
  • Fins: You gain a 50ft Swim speed
  • Gills: You may breath and speak underwater
  • Extreme Adaptation: You ignore extreme cold and and extreme heat as well as the effects of extreme pressure form the deep sea or a vacuum. You may now hold your breath Ten times as long as normal.
  • Advanced Natural Weapons: Your natural weapons granted through your Mutagen count as one size category higher.

Hideous Mutations

  • Requirements: Mutagen, Knowledge (Dungeoneering) 5, 10 EXP

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. It can not wield weapons. 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.
  • 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.

You gain the Following Instabilities to choose from:

  • Horrifying Aura : All NPC starting attitudes are one less, may only be acquired once
  • Sealed Mouth : Your mouth seals over and you can not speak or eat. You do not lose bite attacks from mutagen, may only be acquired once
  • Draining Form : Each round your mutagen is active you lose 1TP/MP. If you have none left, you lose 1 HP a round.

Marred Body

  • Requirements: Mutagen, Heal 8, HD 6 or CL 6, 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.

Mangled Shape

  • Requirements: Minor Instability, Marred Body, Heal 12 , HD 8 or CL 8, 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

Wretched Form

  • Requirements: Major Instability, Marred Body, Heal 15 , HD 12 or CL 12, 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.

The Thing

  • Requirements: Wretched Form, Heal 20, HD 15 or CL 15 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.

Insanity Brew

  • Requirements: Minor Instability, Craft (Alchemy 10), HD 8 or CL 8, 15 EXP

When you consume your Mutagen you gain 5 Barrier per Instability you have

Ferrivore

  • Requirements: Feral Mutation, Survival 5, HD 5 or CL 5, 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.

Manavore

  • Requirements: Ferrivore, Survival 8, HD 6 or CL 6, 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.

Fast Eater

  • Requirements: Ferrivore, 5 EXP

You may consume 20TU an hour for both Ferrivore and Manavore.


The Perfectionist

Always Prepared

  • Requirements: Mutagen, Craft (Alchemy) 8 , HD 5 or CL 5, 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.

Never Without

  • Requirements: Always Prepared, Craft (Alchemy) 12 , HD 10 or CL 10, 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.

Perfection Extended

  • Requirements: Mutagen, Craft (Alchemy) 10 , HD 8 or CL 8, 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.

Without Flaws

  • Requirements: Perfection Extended, Craft (Alchemy) 12, HD 10 or CL 10, 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.

Genetic Safeguards

  • Requirements: Mutagen, Heal 8, HD 5 or CL 5 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 the following Mutations to choose from:

  • Fortified System: Once per minute, you may roll two dice for a Fortitude save and take the higher
  • Heightened Reaction: Once per minute, you may roll two dice for a Reflex save and take the higher
  • Strengthened Mind: Once per minute, you may roll two dice for a Will save and take the higher
  • Precognitive Senses: You may roll two dice for initiative checks and take the higher

Paragon of Ability

  • Requirements: Genetic Safeguards, Heal 12, HD 8 or CL 8, 25 EXP

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:

  • Beyond Might: You get +2 on Strength checks and treat your size as one higher for carrying weight.
  • 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.
  • Boundless Mind: You gain a +1 bonus on all Knowledge and Craft checks
  • 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

Genetic Ascension

  • Requirements: Paragon of Ability, Heal 15, HD 12 or CL 12 EXP 40

You gain an additional mutation slot for your mutagen.

You gain the following Mutations to choose from if you have no instabilities on your mutagen:

  • Endure: If you would die or lose a limb, you may end your mutagen and fully restore the effected limb. If you would be dead, you instead are at -1 body and stable.
  • Thrive: You gain a hero point while under the effects of your Mutagen.
  • Flourish: You may end your mutagen to remove any curse effect, poison, disease or ongoing status.

Ultimate Lifeform

  • Requirements: Genetic Ascension, Always Prepared, Heal 20, HD 15 or CL 15, 50 EXP

You may have two mutagens active at once. Using a mutagen is now a swift action.