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Evolved Adventures
Evolved Adventures
Evolved Adventures
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Evolved Adventures

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Fantastic adventures await for equally amazing characters in this unique game supplement. Combining the concept of evolutionary mutation with the classic adventure styles of the d20 system tabletop role-playing games, this book allows you to create customized characters with supernatural and extraordinary capabilities. Controlling the elements, manipulating raw energy, and performing feats of unimaginable heroism is all at your fingertips, should you be brave enough to venture forth. As your adventurer grows in experience, you can develop new abilities or fine-tune those you have to create a hero that is uniquely your own.
LanguageEnglish
PublisherXlibris US
Release dateMay 12, 2021
ISBN9781664170186
Evolved Adventures

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    Evolved Adventures - Raymond F. Drew

    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See /pathfinder for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.

    EVOLVED ADVENTURES

    RAYMOND F. DREW

    Copyright © 2021 by Raymond F. Drew. 767652

    All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the copyright owner.

    This is a work of fiction. Names, characters, places and incidents either are the product of the author’s imagination or are used fictitiously, and any resemblance to any actual persons, living or dead, events, or locales is entirely coincidental.

    Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See paizo.com/pathfinder/compatibility/first for more information on the compatibility license.

    Xlibris

    844-714-8691

    www.Xlibris.com

    Rev. date: 05/11/2021

    EVOLVED ADVENTURES ROLE-PLAYING SUPPLEMENT

    CREDITS

    Lead Designer – Raymond F. Drew

    Designer – Raymond F. Drew

    Author – Raymond F. Drew

    Cover Artist – Michael Martin

    Artistic Coordinator – Michael Martin

    Consulting – Cameron Sonnenberg, Default, Michael Martin

    Interior Artists – Michael Martin and Raymond F. Drew

    Play Testing - Alek J King/Sesshey, Andrew Henderson, Cameron Sonnenberg,

    Carmen Henderson, Default, Michael Martin, Puddles, Sunny Quintal,

    Based on the open-source roleplaying rules of the d20 system as a supplement to the core system.

    Foreword

    First of all, I would like to thank my good friend Michael Martin who put up with my notes, criticisms, and coaching to produce the beautiful artwork presented in this book. Without him our adventuring world would be dull and grey print only. I would also like to thank my mother, Patricia Drew who had constant even-handed support and guidance even when I was not mature enough to listen. Last, I would like to thank all the friends who helped me play-test the ideas in this book and were patient with me throughout the many years of writing, constant editing process and nerfing their favorite powers.

    This book is dedicated to all the dreamers on the verge of giving up. Stand strong,

    focus when you can, and never let go. You can be super too. You Are Enough.

    TABLE OF CONTENTS

    Chapter 1 Mutation: An Introduction

    Physical anomalies

    Power Categories

    Effective Power Level and Effective Power Stage

    Evolutionary Rushes & Enhancements

    Special Rulings for Mutants

    Damage reduction

    Unarmed Attacks

    Natural Attacks

    Extra Actions

    Mutant Restrictions

    Evolutionary Companions

    Mutant Capabilities

    Re-Training

    Magic & Mutation

    Chapter 2 Mutant Races

    Skreet

    Pica-Yune

    Kroeniga

    Chapter 3 Base Mutant Classes

    Focused Mutant

    Mutant Freak

    Erratic Mutant

    Chapter 4 Mutant Prestige Classes

    Evolutionary Adjunct

    Evolutionary Fluke

    Evolutionary Savant

    Chapter 5 Physical Anomaly Descriptions

    Chapter 6 Evolutionary Power categories

    Chapter 7 Feats

    Feats

    Evolutionary Heritage

    Ability Focus

    Advanced Companion

    Advanced Anomaly

    Body Conditioning

    Combine Effect

    Double EPL

    -Triple EPL

    Double EPS

    -Triple EPS

    Evolutionary Flexibility

    Evolutionary Grace

    Evolved Attack Damage

    Evolved Power category

    Expressive Mutation

    Extra Evolutionary rush

    Extra rush enhancement

    Extra Talent

    Extra Trick

    Fuse Evolutionary Rush

    Manifest Power Stage (1-5)

    Power Focus

    -Greater Power Focus

    Quicken Rush

    Shape Powers

    Simultaneous Activation

    Chapter 8 Spells

    Detect Mutation

    Subdue Anomaly, Lesser

    Subdue Anomaly, Greater

    Dispel Power

    Dispel Power, Greater

    Chapter 9 Mutant Creatures

    Chapter 10 Mutant Racial Points

    Chapter 11 Companions

    Companions Chart

    47525.png

    CHAPTER 1

    MUTATION: AN

    INTRODUCTION

    The potential for mutation lies dormant in the genes of all living things. At times this potential will remain dormant for an entire lifespan never manifesting itself either because the host never has need of it or does not know of the potential within. However, there are cases when a creature gleans their potential, either through chance or self-introspection. At these times one can tap into their potential driving them to the forefront of the evolutionary ladder. It is unclear what separates the various types of mutants. Perhaps it is unconscious choice or maybe instinct, but the difference is quite evident as the mutation continues to develop.

    There are three means for mutation to become active. These include the Evolutionary Heritage feat, one of the mutant base classes, or by selecting a mutant race.

    The Evolutionary Heritage feat most often occurs when a mutant bears a child or when a child is borne into a harsh or unstable environment. A creature with this feat cannot take any of the mutant base classes. They can however select one of the Evolutionary Prestige classes upon meeting the prerequisites.

    The mutant base classes advance your mutation as your class level increases. These allow you to select a combination of Physical anomalies, Power categories, and abilities based on class progression. Mutant classes may be selected anytime a character levels up like any other class and can be used without restriction to multi-class characters with other classes (however a GM may choose to restrict access based on plot events or other game mechanics.) A character may not have levels from more than one mutant base class. Additionally, when a character selects one of the Mutant prestige classes they may not take levels in a different Mutant prestige class.

    It is important to note that if a character gains the same ability from different sources the effects do not stack. For example; the base bonus of Energy Converter does not stack with the Absorb/release kinetics ability from Kinetic energy manipulation. In this case, Absorb/release kinetics is meant to allow a secondary route to a similar ability, not to double up on one power.

    Finally, at the GM’s discretion, a character can be a mutant by generating or selecting a race with evolutionary racial traits. When creating an evolved race it is important to keep in mind the rules on players using advanced races since mutant racial traits may significantly increase the power of the character. More details on this can be found in Chapter 2: New Races.

    Mutant Levels

    Many abilities gained from Physical anomalies and Power categories progress when your mutant level increases.

    If you gained mutation as a racial ability or with the Evolutionary Heritage feat then your mutant level is equivalent to your total hit dice. If you gained mutation through one of the mutant classes, your mutant level is equivalent to your levels in that mutant class and mutant prestige class (if you have one) combined.

    Physical anomalies

    As mutation manifests the creature or character goes through extreme physical changes. Some of these changes are obvious like Uncommon skin texture and others are less obvious like Advanced neurons. These changes are referred to as Physical anomalies, giving the mutant bonuses and abilities to assist in adventuring. Each mutant class develops Physical anomalies at its own rate and has its own rules on determining which anomalies are received. Alternately, Physical anomalies can be gained via the Expressive mutation feat, provided your character is already a mutant. Details on progression and determining new anomalies are found in the class and feat descriptions in Chapter 7: Evolutionary Feats. Regardless of their nature, Physical anomalies and the abilities gained through them are considered extraordinary traits for the purpose of standard gameplay. For example; if a character casts Create undead to turn a human with the Steel bones Physical anomaly into a skeleton, it would retain Steel bones and the Anomaly upgrades related to it.

    Physical anomalies often provide a small base bonus to a skill, ability score, or providing unique abilities which increase as the Physical anomaly advances, by gaining upgrades to the Physical anomaly. Unless otherwise stated a newly gained physical anomaly always starts with one upgrade of your choice. Additional Anomaly upgrades can be acquired through class progression or by taking the Advanced anomaly feat. Gaining Anomaly upgrades in your Physical anomalies increases their base bonus which is described under each Physical anomaly and increases to its maximum bonus at 6 Anomaly upgrades. Players can still be choose Anomaly upgrades even after the base bonus has been maxed out, however they do not increase the base bonus further.

    Anomaly upgrades also give the player an opportunity to customize their mutant character by choosing relevant abilities and passive bonuses related to the nature of each Physical anomaly. Each Physical anomaly has a selection of 18 upgrades, meaning there should always be a choice available that is beneficial to your character. Unless otherwise noted a single Anomaly upgrade cannot be selected more than once in a Physical anomaly from different anomalies stack with each other whether they are skill, saving throw, and ability bonuses unless otherwise stated.

    Disguising Physical Anomalies

    Although some Anomalies appear on the surface while others are internal all Physical anomalies set a character apart from the normal for their race. For example; Advanced Neurons could be evident in an enlarging of the skull, pulsating veins on the scalp, or even in the way a character talks and acts. Due to this, if a character has succeeded on a Knowledge roll to identify the mutants’ species, they may make an immediate Heal roll of the same DC +5 to identify the character as a mutant. If you succeed at this roll by 5 or more you can identify which Physical anomalies the target has and their base bonus. Your GM may adjust the DC of this check based on the rarity of mutation in the campaign. The DC for this roll is reduced by -1 for every Unusual Physical Anomaly the mutant has. If a character wishes to hide their mutant heritage, a Disguise roll of a DC equal to the afore mentioned Heal DC +1. A successful roll increases the needed Heal DC to the result of your Disguise roll. For example; the Knowledge: Local DC to identify a goblin is 10. The Perception DC to identify a goblin with 2 unusual Physical anomalies as a mutant is 12. As such, said goblin must make a Disguise roll of DC 13 or higher to hide its mutation. If successful any character attempting to identify the goblin as a mutant must succeed at a Perception roll equal to the goblins Disguise roll.

    At the GM’s option some anomalies may also make it easier to create certain disguises over. Some anomalies even provide a +1 bonus depending on the nature of the disguise. For example; a human mutant with Gigantism, Uncommon Skin Pigmentation (green), and Claws who is trying to disguise themself as a Troll would gain a +3 bonus to their Disguise roll for these anomalies. However, if the same character were trying to disguise themself as a Half-Orc, they would gain a +1 bonus from Uncommon Skin Pigmentation(green) since green skin is common among Half-Orcs.

    Power Categories

    Besides the raw physical changes that evolution instills, it often also gives mutants strange and inexplicable abilities that defy conventional means of manipulating the universe. Without magic, divine blessing, or psionic control mutants can bend space, time, and matter at their will. But these abilities do not manifest overnight instead growing and developing as the mutant goes through level progression. These evolutionary powers are divided into 50 Power categories, each representing a means of manipulating the universe whether that is altering one’s own body, controlling raw energy, or manipulating the laws of physics themselves.

    Each Power category has a base bonus evolutionary rushes, enhancements, mutant talents, and mutant tricks which profile different skills and abilities related to the Power category. Each mutant class gains access to these abilities at its own rate as described in the class descriptions. A character may also select evolutionary feats that give them additional access to these abilities.

    Effective Power Level and Effective Power Stage

    Like many spells and other class abilities, many of the abilities a mutant character gains from their Power categories advance as the character gains experience. These abilities generally start out with lower effectiveness and range than most spells, advancing by two measurements, Effective Power Level (EPL) and Effective Power Stage (EPS) and modified by specific feats. Your EPL and EPS is calculated separately for each Power category you have.

    Your Effective Power Level is equivalent to your mutant level, modified by the ‘Double EPL’ and ‘Triple EPL’ feats. Your Effective Power Stage is equivalent to the number of stages you have attained through class progression or the Manifest Power Stage (1-5) feat modified by the ‘Double EPS’ and ‘Triple EPS’ feats.

    Evolutionary Rushes & Enhancements

    Evolutionary rushes are supernatural effects that draw upon an inner energy reserve that requires some control to tap into. As such activating an evolutionary rush requires a Control Evolutionary Rush (hereafter referred to as CER) roll. A CER roll is a mutant level check (1d20+mutant level) that becomes more difficult with consecutive activations. You may not have more than one Evolutionary rush active at any time.

    Activating an evolutionary rush is a Move-Equivalent action. You may instead choose to activate as a Standard action giving you a +2 bonus to your CER roll which represents your character putting more effort into drawing upon the ability. Alternately you may choose to use a Full Round Action to gain a total +5 bonus to your CER roll, which activates at the end of your turn. This does not modify your cumulative DC and does not provoke attacks of opportunity.

    The base CER DC to activate your first Evolutionary rush of the day is always 2. This number is increased by +2 for any Enhancements you have selected for the chosen Evolutionary rush and by a set modifier for any Mutant feats you are using. For example; if you have the Acid energy manipulation ability Acid hand with the Chain hand enhancement your first activation is a CER DC 4. If you choose to apply the Quicken rush feat the difficulty increases by +5 making the CER DC 9.

    Additional activations throughout the day are calculated in the same way and add their DC to the previous DC. A failed CER roll does not increase the cumulative DC.

    All evolutionary rushes have a duration of 1 minute, however some may be ended prematurely (such as by a successful saving throw,) or they can be ended as a free action on your turn. The round you activated a rush does not count against the duration of the ability. At any point in the duration of your evolutionary rush, you may attempt to maintain the ability as a move equivalent action. Doing so is treated as though you just activated the ability again, re-setting the duration to 1 minute. If the evolutionary rush you are maintaining involves one or more targets currently under its effect, you do not need to re-target the ability. You may ‘take 10’ on this maintenance roll outside of combat as though it were a skill.

    Enhancements can provide a bonus to an evolutionary rush by modifying the base CER DC of that specific rush. When you gain a new rush enhancement you select which evolutionary rush it applies to. When you activate that Evolutionary rush you may choose to add the effect of the Enhancement by increasing the CER DC by +2. Enhancements listed under an evolutionary rushes description may only be tied to that rush whereas enhancements listed separately under the ‘Enhancements’ section of your Power category may be tied to any one of the evolutionary rushes from that Power category. Multiple enhancements can be tied to a single evolutionary rush, increasing the base CER DC for each enhancement you select while activating the rush. Therefor a rush with one enhancement has a CER DC of 4, a rush with two enhancements has a CER DC of 6, and so on.

    Mutant Talents

    Mutant talents are specific ability sets, each one representing a progressively improving ability within that Power category. These talents progress in 3 steps gaining additional options or increasing the range or effectiveness of the initial ability with each step. These are often specific tactics, fighting styles or companions to aid you in your adventure.

    At the GM’s option, a character may be able to choose a mutant talent from a different power, provided it makes sense. For example; a Plant Control mutant may want to forego the normal talents to gain a construct companion as described under one of the Energy Abilities Power categories, gaining a small construct crafted from living plant material. This could be done by using the base statistics of the companion, while removing the associated energy damage and immunities/weaknesses of the companion and increasing the physical damage by one size category. This character could not however choose an Elemental talent, since its companion is merely living plant material shaped and animated by his conscious mind.

    Mutant Tricks

    Mutant tricks give the character small bonuses or additional options for the other abilities gained from that Power category. These are usually skill bonuses, feats, or ability buffs. Each Power category is presented with 7 tricks to choose from and each mutant talent unlocks 5 additional optional tricks which usually pertain to the talent itself.

    Special Rulings for Mutants

    Mutants follow all the usual rules for characters, however there are special instances when the base rulings are not relevant, or unclear regarding some evolutionary abilities. This section will clarify these rulings for mutant characters. Covered in this section are special rulings regarding senses, Damage reduction, natural attacks and unarmed attacks.

    Senses

    Some anomalies and powers grant characters with senses that are not common to the base races but do exist in more advanced races. If a character gains a mutant ability that grants a sense they already have, the new ability extends the range of that sense.

    These racial and mutant bonuses do not stack with magical sources unless the Spell in question specifically states that is stacks with racial bonuses. For example; if a character has Darkvision 20’ from a Physical anomaly and casts the Darkvision spell your natural mutant Darkvision does not improve the range of the spell.

    Damage reduction

    When you gain Damage reduction as a passive (constant) ability through mutation the bonuses accumulate and are considered a single source.

    The first time you gain Damage reduction in this way sets your base Damage reduction ability, which may include making a choice of the type of damage that bypasses your reduction. When you gain Damage reduction again through a new mutant ability you instead add the new numerical bonus or the listed reduction modifier to your current Damage reduction.

    Damage Absorbing/Negation

    Damage absorbing and damage negation are modifications to the standard means of avoiding damage such as Damage reduction and energy resistances.

    Damage negation acts as DR/- and Energy resistance(all) of the determined value. If you have resistances to specific damage types, Damage Negation is taken off first then your other Damage reduction and Energy resistance is removed.

    Damage absorbing reduces damage of the selected type and converts that into an energy pool. The damaged reduced does not stack with Damage reduction or Energy Resistance.

    Unarmed Attacks

    Due to their proficiency restrictions, some mutants turn to unarmed attacks to compensate for the loss. There are several mutant abilities that allow you to gain an unarmed attack. The ability is as follows:

    Improved Unarmed Attack: You gain Improved Unarmed Attack as the Monk class feature except that your effective Monk level is equal to ¼ your Mutant level. This stacks with any Monk levels and other abilities of the same name but may not exceed your hit dice.

    This ability progresses in the same way that a monk’s unarmed attack does but at a slower pace and its effects stack. If you gain this ability from two sources your effective Monk level is ½ your mutant level. If you gain it from three sources it is ¾ your mutant level and taking this ability four times from different sources makes your effective Monk level equal to your mutant level. Taking this ability more than four times has no additional effect.

    Natural Attacks

    Another means for a mutant to overcome proficiency restrictions is to gain a natural attack.

    The maximum number of natural attacks you may make in a round is determined by your mutant level. Each attack counts against this limit. For example; a mutant with four arms and claws on each counts as 4 attacks. Use the following chart to determine how many attacks you may have at each level.

    There are a number of Physical anomalies and Power categories that grant a mutant character natural attacks. Natural attacks may come from many mutant abilities and in these cases always use the most beneficial damage, critical range, and critical multiplier chosen from all available sources. Beyond this there are ways to increase your damage even more such as by increasing the actual size of your character and the Improved Natural Attack feat. Feats like Improved Natural Attack may only be applied to a single natural attack once but may be chosen multiple times for different natural attacks. If you have a natural attack due to your race and improve it through gaining the same natural attack through anomalies or powers, it works in this same way, with the same restrictions.

    If a character has only one primary natural attack it gains 1.5 x Strength modifier to damage. When a character has multiple natural attacks these attacks instead only gain the base Strength modifier to damage.

    Extra Actions

    Several anomalies and powers may grant a character additional actions in a turn due to additional body parts, incredible speed, or control over time. Regardless of how many sources grant you additional actions you may only gain one additional action in a turn, choosing one among those available to you. A character may only gain an Immediate action, Move-Equivalent action or Standard action each round.

    Mutant Restrictions

    At the GM’s option come creatures may not qualify for mutation. Limitations may include lack of living biological material, lack of an ability score, or restrictions in game mechanics.

    Evolutionary Companions

    Unlike most classes, mutants may gain companions from multiple sources. Familiars, eidolons, animal companions and cohorts follow the standard rules. Evolutionary Companions are similar to animal companions and include abberations, animals, plants, vermin, elementals, and constructs. It is possible to have more than one Evolutionary companion.

    The advancement of companions is based on your Mutant level. To avoid having an overpowered ‘brood’, when determining the advancement of such companions characters must divide their Mutant Level by the number of companions owned before determining the progression of each companion.

    Alternately, a mutant character with more than one companion could select the Advanced companion feat described in Chapter 7: Feats section of this book to combine the abilities of two companions, resulting in a single companion with abilities from both creatures.

    Mutant Capabilities

    It is important to note that evolutionary mutation as described in this book can, in the right hands, produce questionably powerful characters. It has been found that players who generally build characters for roleplaying will generate characters that excel against some foes and become nearly useless against others. An example of this is a character with the Advanced charisma Power category. With a focus in mand-affecting abilities they can overpower the average enemy but are ineffective against creatures like oozes and constructs that are immune to such effects. Characters within a party should also pay careful attention the balance of abilities within the group to compensate for such challenges.

    Re-Training

    If a GM allows re-training during down-time, it is possible to re-train mutant abilities and class levels just as you would for re-training other class levels and abilities. A mutant character can seek training from any mutant whose mutant level is at least one level higher than theirs regardless of their class, Physical anomalies, or Power categories.

    When re-training abilities that were gained through class progression you must determine the new abilities as though they were being gained for a new level. If you are re-training a randomly generated ability, it is still randomly generated. For example; if you are an Erratic mutant and you are re-training the Physical anomaly gained at second level you must spend the time and money re-training then roll the new set of 4 options to choose from. If you are unhappy with your results you may again spend the time and money to retrain the anomaly until you get a desirable one.

    When re-training hit points your maximum is calculated using your current Hit Die size. If you have the Body Conditioning feat, you may re-train to gain the additional hit points.

    Magic & Mutation

    Regardless of their nature, all abilities gained through Power categories are treated as supernatural abilities similar to spells. Therefore, they are affected by other spells and abilities as though they are spells. For example; the Darkness spell can be used to dispel or counter a Light Manipulation ability. For such opposed checks, the mutant character uses their Mutant Level in place of Caster Level.

    Some Physical anomalies grant a character the ability to cast spells. The individual descriptions will state which ability score is used in casting those spells and these are spell-like abilities unless otherwise noted.

    The mutant trick Esoteric Knowledge is available from two Power categories that allows a character to gain a class ability that they have seen. If a character selects ‘spells’ as the class ability they gain Spells per Day and Spells Known as a caster of the selected class and are treated as having the Spellcasting ability. If the chosen class gains additional Spells per Day from a high ability score so does a character with this mutant trick if applicable. These are spells and follow all rules for spells and spellcasting. No additional class features are gained in this way, such as granted Domains or Bloodline powers.

    Some evolutionary rushes, talents, and Anomaly upgrades duplicate the effects of spells but are not spells. These abilities refer to a spell for simplicity sake and will state ‘except as previously stated this acts as the Spell spell name.’ Some mutant abilities have a ‘descriptor’ like spells do and even though they are not spells are subject to any rulings a spell with that descriptor would be subject to. For example; several powers give the ability to change shape as though the Druids Wild Shape ability and are considered ‘polymorph’ effects and are therefor subject to all benefits and restrictions referring to ‘polymorph’ effects. Mutant abilities can provide bonuses to ability scores, attack rolls and other statistics. Each of these has a bonus ‘type’ such as ‘circumstance bonus,’ ‘morale bonus’, and ‘competence bonus’ that are subject to the same restrictions regarding which bonuses stack. A ‘mutant bonus’ to ability scores stacks with other ‘mutant bonuses’ up to +10 and stack with all other bonuses.

    47535.png

    CHAPTER 2

    MUTANT RACES

    The following races were developed using the racial point system to provide examples of mutant races for your campaigns. Presented here are 3 races of varying strength so Game Masters can select a race that balances with the rest of their adventuring group. The Skreet are generally on par with the Core Races, having several weaknesses to balance their racial mutant abilities. The Pica-Yune are more powerful with fewer weaknesses and more development of their racial mutant traits. Kroeniga are the most powerful race presented here with few racial weaknesses and further development in their racial mutant capabilities.

    Skreet

    Standard (10 RP)

    The Skreet are a small, brutish species evolved in the ever-shifting badlands on the edges of the Plane of Chaos. The harsh conditions and difficult living have made the Skreet appreciate brute power and physical endurance above all else. As a result of the chaotic energies and environment they have evolved a mutation that is just as unpredictable as their homelands. Skreet often focus their training into developing their Physical anomalies further and most adventurers take at least a few levels of a mutant base class. Those who are lucky enough to develop Physical anomalies that support their ethos of strength and endurance rise quickly in the ranks of their savage tribes. Even Skreet that never developed intelligence over that of an animal are accepted and often revered in their society if they prove to be formidable combatants. Academic interests are frowned upon in Skreet society and those that pursue them are often exiled.

    Skreet Physiology: Skreet are small stocky humanoids akin to short Dwarves, however they have little to no body hair and distinctive ridges on their foreheads with small pointed ears. Skreet have thick, strong arms and legs with two fingers and a thumb on each hand and three toes on each foot. Skreet stand a sturdy 3.5’ tall with barreled chests though it is uncommon to see them stand still for more than a second. Common skin and hair tones for Skreet characters range among dark greens, greys and browns, while eye color tends to be in the grey-brown spectrum. Despite these common traits there tends to be a myriad physical variation in the species due to the random nature of their mutation. Female Skreet coloration tends to be lighter in pigment than the males but other than this there is little sexual dimorphism among the species.

    Skreet Society: Skreet are a brutish species valuing strength and above all else. They live in small nomadic groups called pods living off what little the land allows. The leader of a Skreet pod is called the Grand Fist and regardless of gender is moment to moment the toughest combatant among the pod’s elders. The Grand Fist has the honor of being the first into combat but holds no control over day to day activities of the pod. Young Skreet that make it to adulthood are subjected to gruelling rites of honor that test their strength and dedication to the tenets of the pod. Those that fail generally do not survive the rites and those that do are cast out into the wild alone for their weakness.

    Skreet Technology: Being a primitive race the Skreet tend to focus more on personal development than on tools or technology. As such only the most basic tools, gear and clothing are used within a Skreet pod. Weapons and armor when used at all tend to be made from unrefined materials or scavenged during raids. Clothing when necessary is made from unfinished furs and hides. Skreet jewelry made of bones, teeth, and claws are quite common and seen as trophies of conquest among Skreet peers.

    Skreet Adventurers: Skreet rarely leave their pod unless forced to and consider most other humanoid races to be weak. On occasion a Skreet will strike out on its own to prove itself in combat with more dangerous foes. Skreet adventurers tend to be short-sighted and brutish preferring melee combat over stealth or magic. Common classes for Skreet are Barbarian and Fighter. Although rare, spell-casters lean toward Sorcerer or Druid. At higher levels Skreet adventurers will often take Mutant Prestige classes to further develop their racial abilities or gain new abilities.

    Skreet Age: Skreet age quickly, reaching physical maturity at 14 years old and even when they survive to see a natural death their lifespans are short. Use the Half-Orc entry in the Random Starting Ages and Ageing Effects tables in the Core Rule Book for Skreet characters.

    Skreet & Other Races: Skreet barely get along with each other let alone other races but have been known to associate with non-Skreet when it is seen to be beneficial and the goal honorable. Due to their violent nature they get along best with Orcs, Goblins, Dwarves, and other races that have proven themselves to be naturally proficient combatants.

    Skreet Racial Traits

    +2 Constitution, +2 Wisdom, -2 Charisma, -4 Intelligence

    Small: Skreet are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus to Stealth.

    Slow Speed: Skreet have a base speed of 20 feet.

    Hardy: Skreet receive a +2 bonus on all saving throws versus poisons, spells, and spell-like effects.

    Evolutionary Heritage: Skreet characters begin play at Level 1 with the Evolutionary Heritage feat providing all Skreet with the ‘Offshoot’ Anomaly. As normal with the Evolutionary Heritage feat, this Anomaly starts with no initial upgrade and gains a bonus upgrade every time character selects an Evolutionary feat from character progression.

    Advanced Offshoot: Skreet evolution has focused strongly on their racial Anomaly. A Skreet character gains a bonus Upgrade to their ‘Offshoot’ Anomaly at Level 1.

    Languages: Skreet begin play with only the Skreet racial language. Skreet with high Intelligence scores can choose one of the following languages for each point of Intelligence modifier: Goblin, Orc, Dwarf, or Gnoll.

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    Pica-Yune

    Advanced (15 RP)

    Bearing a mild resemblance to Skreet, Pica-Yune are often mistaken for their more primitive counterparts by other civilized races. Despite these similarities it is unknown if the two races are even related. Some scholars theorise that the Pica-Yune are a species that evolved from the outcasts of the Skreet society having gathered millennia ago and evolved separately both physically and societally. This is a difficult theory to prove since the Skreet have no historical records and any Pica-Yune would deny sharing their oral traditions with outsiders. Pica-Yune society is much more structured than the pods of the Skreet taking on a republic structure. Although they are no brighter on average than a Skreet, Pica-Yune view themselves as more enlightened. They view acquired knowledge as a hard earned but worthy tool and encourage academic interests. Due to their ancestors surviving the wastelands before developing a society of their own, the Pica-Yune evolution has become more pronounced and focused.

    Pica-Yune Physiology: Pica-Yune are small humanoids with an average height of 2.5 feet, short legs and disproportionately large torsos. Like the Skreet they have no body hair, three fingers on each hand, three toes on each foot, and cranial ridges that often get them mistaken for their more savage cousins. They tend to be leaner and shorter than the Skreet and their ears generally slightly larger. Among Pica-Yune there is very little sexual dimorphism, with all members of each of these genders being extremely close in size and color. Reproduction requires the participation of all four sexes, named Meno, Rona, Sera, and Kell. Pica-Yune physiology is very adaptive and it is not uncommon for an individual to change sex when a population becomes unbalanced. Pica-Yune eye and skin tone is strongly influenced by their sex. Meno tend toward shades of grey and brown, Rona are shades of red, Sera shades of blue, and Kell range in the green spectrum. As is common with mutant races there tends to be much variation in the species due to the nature of their mutation.

    Pica-Yune Society: Pica-Yune are a slightly more civilized society living in small villages called Stretches with a democratically determined leader. They value co-operation and regularly come together to work for the well-being of individuals. Variety and individuality are celebrated in this species with all members encouraged to follow their own path in life. Despite this focus on individual development Pica-Yune have strong community. Multiple Stretches will often come together to deal with a common threat. Having multiple genders and fluid development among the species, Pica-Yune have a very open and liberal society. Familial units will typically include 2 to 4 parental figures and it is also common for a single Pica-Yune to be a parent in multiple families. As a result most Pica-Yune within a Stretch are closely related and the whole group seen is as a family. Pica-Yune are open and welcoming to all visitors who offer knowledge or stories. Individuals who develop a close relationship with a Stretch may be adopted in as part of the family, often banding together to defeat a common threat. Deeply social, Pica-Yune live in large stone lodges with most or all members of a Stretch under one roof.

    Pica-Yune Technology: Pica-Yune have worked hard to develop useful technologies like smithing, weaving and leatherworking. As such they use basic manufactured clothing and tools. They have also developed simple irrigation and animal husbandry which allows them to rely less on hunting and gathering for supplies. They will also take any opportunity to trade new technologies that may benefit their Stretch with any visitor who happens by.

    Pica-Yune Adventurers: Adventurers can come from any walk of life and it is common for them to immerse themselves in other cultures in search of ways to expand their minds and bodies. Since they have such closely tied families and Stretches it is not common for them to go out into the world exploring. An adventurer is often a lone member that is striking out to find a new Stretch or collect useful skills for their own Stretch. Pica-Yune usually focus on the powers and skills gained through their racial abilities. Due to their natural penchant for mutation will most often take levels in a Base Mutant Class, occasionally multi-classing with other Core Classes. Higher level Pica-Yune regularly take levels in a Mutant Prestige Class to further develop their natural capabilities. Adventurers will usually choose a Core Class option that accentuates their innate mutant capabilities.

    Pica-Yune Age: Pica-Yune mature slightly slower than the Skreet, reaching physical maturity at 20 years of age. Starting age for a Pica-Yune adventurer is determined like a Halfling ranging from 22 to 44 years of age. Use the Halfling entry in the Random Starting Ages and Ageing Effects tables in Chapter 7: Additional Rules in the Core Rule Book for Pica-Yune characters.

    Pica-Yune & Other Races: As a highly social society Pica-Yune happily engage with other races to share technology and practical knowledge that will benefit their Stretch. They shy away from rougher individuals preferring more light-hearted and enlightened company regardless of race.

    Pica-Yune Racial Traits

    +2 Constitution, +2 Wisdom, -4 Intelligence

    Small: Pica-Yune are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus to Stealth.

    Slow Speed: Pica-Yune have a base speed of 20 feet.

    Evolutionary Start: Pica-Yune characters begin play at Level 1 with the ‘Mystic’ Anomaly. This Anomaly starts play with one Upgrade of the players choice.

    Advanced Mystic: Pica-Yune evolution has focused strongly on their racial Anomaly. A Pica-Yune character gains a bonus Upgrade to their ‘Mystic’ Anomaly at Level 1.

    Advanced Evolution: A Pica-Yune gains a randomly generated Power category at Level 1 with the Base Bonus of that power.

    Bonus Evolutionary Feat: At Level 1 a Pica-Yune gains a bonus Evolutionary Feat of their choice.

    Advanced Development: At level 1 a Pica-Yune gains an Evolutionary rush or one Step in a Mutant Talent selected from their racial Power category.

    Evolved Flexibility: Unlike most Mutant creatures, Pica-Yune are naturally evolved to develop their mutant capabilities. Skreet characters may take Mutant class base levels.

    Languages: Pica-Yune adventurers begin play knowing the Pica-Yune racial language and Common. Pica-Yune characters with high Intelligence scores may select one of the following languages for each point of Intelligence modifier: Elven, Halfling, Goblin, Orc, Dwarf, Giant, or Sylvan.

    Monstrous (21 RP)

    Kroeniga

    With intent demeanors and a graceful step, the Kroeniga stand out among all the races as a paragon of evolution. They are a tall, lean race that display a wide array of mutations. Their society is more civilized than the other mutant races and focuses more on personal and societal growth, preferring to use their natural evolutionary capabilities to enhance their quality of life. Kroeniga adventurers are common since their natural need to expand and develop often takes them away from their homes.

    Kroeniga Physiology: Kroeniga are lean humanoids averaging 6’ tall with little variation. They have no hair on their heads and fine body hair across their chest and shoulders. Their heads are elongated with very long pointed ears and distinctive cranial ridges. They have five digits on each hand and five toes on each foot. Kroeniga hair, skin and eye tone can be of any shade in pastel hues. Kroeniga are parthenogenic with any 2 or more capable of producing an offspring. During these reproductive rites one of the participants becomes pregnant, their child carrying the genetic code of all participants.

    Kroeniga Society: Kroeniga live in loose groups called Glens. Each member of a Glen has their own small domicile used primarily for introspection and personal development. Individual families are unheard of with all members of a Glen helping to run the communal nurseries where the young are raised as children of the Glen. As such the bond within a Glen is very strong. Despite this bond, personal accountability and responsibility are of utmost importance and a Kroeniga is more likely to teach an individual how to solve their problems alone, as opposed to doing it for them. Kroeniga are warm and welcoming to outsiders, however when their home is in danger the entire Glen will join forces to stop any threats.

    Kroeniga Technology: With brilliant minds and civilized nature the Kroeniga have managed to remain at the forefront of technology. They have a strong respect for nature and thus despite their advanced technology they are careful to live in balance with the environment. Kroeniga prefer to solve problems with ingenuity and the creative application of science instead of brute force. They often mentor local cultures to promote the growth of the local area.

    Kroeniga Adventurers: Since Kroeniga focus more on personal development than on glory or wealth they tend to stay close to home. It is not uncommon, however for a Kroeniga to strike out from its Glen to pursue further knowledge or insight in distant locales. Kroeniga accept their natural gifts choosing feats to develop those talents. They are more likely to choose a single Core Class than a mutant class. Higher level adventurers have been known to cross into a Mutant Prestige class to develop their racial abilities further.

    Kroeniga Age: For Kroeniga, physical development is just as measured and focused as their mental development. They age slower than most races, reaching physical maturity at 110 years of age. Starting age for a Kroeniga adventurer is determined like an Elf, ranging from 114 to 170 years old. Use the Elf entry in the Random Starting Ages and Ageing Effects tables in Chapter 7: Additional Rules in the Core Rule Book for Kroeniga characters.

    Kroeniga & Other Races: Due to their social nature the Kroeniga have no qualms co-operating with almost any species particularly for civil exchanges of knowledge. Given their choice the Kroeniga are more likely to ally with those that live in balance with nature than those that would industrialize it.

    Kroeniga Racial Traits

    +2 Dex, +4 Int, -2 Cha

    Medium: Kroeniga are Medium creatures and have no bonuses or penalties due to size.

    Normal Speed: Kroeniga have a base speed of 30 feet.

    Evolutionary Start (Choice): At Level 1 a Kroeniga selects an Anomaly from the Anomalies Chart with one Upgrade to that Anomaly.

    Advanced Evolution: At Level 1 a Kroeniga may select one racial Power category and gains Stage 1 of that power with the Base Bonus. For all effects their Mutant Level is equivalent to their total Hit Dice.

    Advanced Development: At Level 1 a Kroeniga may select one Evolutionary rush or one Mutant Talent from their racial Power category.

    Focused Evolution: At level 1 a Kroeniga gains the Double EPL and Double EPS feat in their racial Power category as bonus feats.

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    CHAPTER 3

    BASE MUTANT CLASSES

    There are three base mutant classes to select from when making a mutant character. Each of these classes focuses in different elements of mutation. The Focused mutant selects a single Power category, Physical anomaly, and one type of equipment. They then focus their training in the development of those three options. The Erratic mutant has more variety developing multiple Power categories and Physical anomalies over the course of levelling up. The third option is Mutant Freak and is completely focused in the acquisition of Physical anomalies. They gain no Power categories through their progression instead gaining further development in the Physical anomalies of their choice.

    Focused Mutant

    This class is highly focused and is the only base mutant class that allows a character to attain all five stages in a chosen Power category. A Focused Mutant selects a single Power category and Physical anomaly at first level and does not gain any additional Power categories or Physical anomalies through their class progression. They also select a single type of equipment when creating their character receiving proficiency in that type of equipment, and improved training at they gain levels.

    For the character who wishes to have maximum development in a single Power category and Physical anomaly, Focused mutant is a must. Their unrestricted access to these abilities give the utmost potential to maximize their chosen powers.

    Table 2-1: Focused Mutant Progression

    Hit Die: d8.

    Starting Wealth: 5d6 x10gp

    Class Skills

    The following skills are class skills for a Focused Mutant:

    Focused mutants gain 8 class skills of your choice and one additional class skill of your choice per point of Intelligence modifier. If your Intelligence modifier increases after your first level of this class you do not gain additional class skills.

    Skill Ranks per Level: 8 + Intelligence modifier

    Class Features

    Proficiencies: A Focused Mutant gets only one proficiency. This can be a single type of weapon, armor, or shield chosen at first level. For example; ‘Longswords’ not ‘swords’, or ‘Plate Mail’ not ‘heavy armor’. They are also proficient with all attacks gained through mutant abilities. If you select a weapon with more than one type of attack, for example the Sling staff, you are proficient with both attacks. With GM approval you may select a firearm as your proficiency, also gaining the Gunslinger’s Gunsmith ability, including the Gunsmithing feat.

    Power Category, Stage 1-5: At level one a Focused Mutant chooses a single Power category and gains (Stage 1) of that Power category including the Base Bonus. Any time you gain an Evolutionary rush, Mutant trick, Mutant talent, or Power enhancement it must be chosen from the abilities listed in the description of this Power category. At level 5 and every four levels thereafter, you advance to the next Stage of your chosen Power category (Stage 2) at level 5, (Stage 3) at level 9, (Stage 4) at level 13, and (Stage 5) at level 17). All /EPS functions for abilities selected from this Power category are based on your current Stage as it increases. A Focused Mutant only gains a single Power category throughout their class progression.

    Evolutionary rushes: At level 1 and every four levels after (5, 9, 13, 17) the Focused mutant gains an Evolutionary rush chosen from the options listed in their Power category.

    Physical anomaly: Also at first level the Focused mutant selects a single Physical anomaly of their choice and one selects one Anomaly upgrade for that Physical anomaly.

    Special: Due to their controlled nature, a Focused mutant may not select the Offshoot Physical anomaly.

    Mutant trick: The character learns how to use their powers in creative and useful ways. At level 2 and every four levels thereafter (6, 10, 14, 18) the Focused mutant gains a new Mutant trick of their choice from those listed in their Power category.

    Bonus feats: At level 2 and every four levels after (6, 10, 14, 18) a Focused mutant chooses a bonus Evolutionary feat.

    Mutant talent: At level 3 a character may select the first Step (Step 1) of any Mutant talent listed in their chosen Power category. At level 7 and every four levels after (11, 15, 19) they gain another Step. This could be the first Step of another Mutant talent from under their chosen Power category or the next Step of a Mutant talent you have already selected.

    Anomaly upgrade: At level 5 and every four levels after (9, 13, 17) they may select an additional Anomaly upgrade to the Physical anomaly they selected at first level.

    Power enhancement: As a Focused mutant advances they become more proficient with Evolutionary rushes. At level 4 and every four levels after (8, 12, 16, 20) they select a Power enhancement from those listed under in their chosen Power category and tie it to one of the Evolutionary rushes selected from the same Power category.

    Equipment training: At Level 4 and every four levels after the Focused mutants combat experience makes them more proficient with their chosen equipment. The bonuses depend on the type of equipment they have selected as their proficiency at level 1. Each time they gain this ability they gain the Fighter’s Weapon Training class feature if they selected a weapon as their Focused equipment or Armor Training if they selected a type of armor or shield as their Focused equipment. They do not gain training in other types of weapons with the Weapon training ability, just the bonus to their proficient weapon. These bonuses are only relevant when they are using this specific type of equipment. If they select ‘longswords’ any longsword will do, but not other types of swords like scimitars. Alternately, they may select a feat that is directly relevant to their Focused equipment instead of advancing to the next step of Weapon training or Armor training. A Focused mutant is treated as a fighter of equivalent level for the purpose of prerequisites for these feats.

    Mutant Freak

    With unrestricted access and swift progression of Physical anomalies the Mutant freak stand out from other mutant classes. This is the only class that has direct control over the Physical anomalies received and gets upgrades to these Anomalies at an accelerated rate. It is also the only mutant class that does not gain access to any Power categories through their class progression. Due to their high hit points and martial prowess Mutant freaks make effective combatants and versatile adventurers.

    The Mutant freak is a great option for players that want full control over how their Physical anomalies progress.

    Table 2-2: Mutant Freak Progression

    Hit Die: d10

    Starting Wealth: 5d6 x10gp

    Class Skills

    The following skills are class skills for all Mutant freaks:

    Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), and Swim (Str). Mutant Freaks also gain 4 skills of your choice, and one additional skill of your choice per point of Intelligence modifier. If your Intelligence modifier increases after you first level of this class you do not gain additional class skills.

    Skill points: 4 + Intelligence modifier

    Saving Throws: Mutant freaks begin play with Fortitude as their High Saving Throw due to the very physical nature of their mutation.

    Class Features

    Proficiencies: A Mutant Freak is proficient with all simple and martial weapons, as well as light, medium and heavy armor and shields, including Tower shields.

    A Mutant Freak is considered a fighter for the purpose of qualifying for feats.

    Physical anomalies: At Level 1 the Mutant freak gains a Physical anomaly of their choice with one Anomaly upgrade to that Physical anomaly. At level 2 and every three levels after (5, 8, 11, 14, 17, 20) they may select a new Physical anomaly with one Anomaly upgrade of their choice.

    Special: Mutant freaks choose all their gained Physical anomalies including those gained through the Expressive mutation feat. The only exception to this rule is the Base bonus granted by the ‘Offshoot’ Physical anomaly.

    Anomaly Upgrade: At second level and every level thereafter, a Mutant Freak selects a bonus Anomaly upgrade to one of their current Physicals anomalies.

    Erratic Mutant

    The Erratic mutant class allows incredible variety and flexibility through progression of the class. This class is the only mutant class that develops both Power categories and Anomalies at an accelerated rate. The Evolutionary prerogative class feature gives players further control over developing their character into a specific role. Unlike Focused mutants, Erratic mutants only advance to the first Stage in each Power category, but receive the greatest total number of Power categories through class progression.

    For the player who wants to have options for customization and access to the greatest range of Power categories and Physical anomalies, Erratic mutant is the natural choice. With a fast progression of mutant abilities combined with the Evolutionary prerogative class feature, the Erratic mutant allows a player to design their character to fill any role.

    Table 2-3: Erratic mutant Progression

    Hit Die: d6

    Starting Wealth: 3d6 x10gp

    Class Skills

    Erratic mutants have the following class skills:

    Craft(Int), Disguise(Cha), Profession(Wis), and one Knowledge skill of your choice.

    Erratic mutants also gain additional class skills from their Evolutionary prerogative and can select a number of class skills equal to their Intelligence modifier. If your Intelligence modifier increases after you first level of this class you do not gain additional class skills.

    Skill Points: 6 + Intelligence modifier

    Class Features

    Proficiencies: An Erratic mutant is proficient with all simple weapons as well as light armor and bucklers. They are also proficient with any attacks gained from mutant Power categories and Physical anomalies.

    Power Category, Stage 1: At level 1 an Erratic mutant chooses their first Power category. At fourth level and every three levels thereafter, (7, 10, 13, 16, 19) Erratic mutants develop Stage 1 of a new Power category. From first level when the Erratic mutant gains a new Elective or Mutant trick they may choose from any Power category gained so far. This class never advances beyond the first Stage of any Power category through class progression.

    Elective: At first level and every three levels after, Erratic mutants select either an Evolutionary rush or a Mutant talent from any Power category they have.

    Evolutionary Prerogative: At level 1 an Erratic mutant chooses an Evolutionary prerogative which evolves the character toward a ‘role.’ This Evolutionary prerogative helps determine the role a character will play in an adventuring party and grants them access to specific class abilities and additional class skills. The progression of the five Evolutionary prerogatives are listed below and develops in four phases which advance every seven levels after the first:

    Adept

    The Adept focuses their training in development of their Powers and Anomalies, developing more capabilities and bonuses from class abilities.

    Class Skills:

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