Mutant Feats

Mutant characters can augment many of their beneficial mutations with feats. Some of these feats can also be applied to certain bioware introduced in Gravity Age: Bioware Emporium.

Benevolent Mutation

You are one of the lucky few whose mutations are more of a boon than a bane.

Benefit: You gain 3 Gene Pool points. These free GP may be spent in conjunction with any others gained from deformities or other means, but must be spent at the time this feat is taken.

Blade Storm

You are more accurate with your natural weapons than most creatures.

Prerequisites: You must have three or more arms and the arm blades mutation.

Benefit: When making a full attack entirely with arm blades, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Darting Charge

Your flying technique resembles that of a dragonfly.

Prerequisites: Flyby Attack, natural weapon

Benefit: You gain a second move action during a Flyby Attack. During any point of either move action you can use your standard action to attack.

Double Tap Mutation

You gain an extra use of a mutant ability.

Prerequisite: One single use mutant ability which requires you to meet the requirements to regain Stamina to gain additional uses.

Benefit: You can use any single use mutant ability twice before exhausting it. Then you must meet the requirements to regain Stamina normally.

Special: You can take this feat more than once but must apply it to a different mutation each time.

Evolution I

Your mutant abilities have evolved.

Prerequisites: 7th level, and a mutation which has Evolution I listed as part of its description.

Benefit: You may select one of your mutant abilities and use the Evolution I statistics.

Evolution II

Your mutant abilities have evolved further.

Prerequisites: 15th level, and an Evolution I mutation.

Benefit: You can apply this to one of your Evolution I mutant abilities and use the Evolution II statistics.

Special: This feat can also be applied to a symbiont with evolutions.

Flyby Attack

You can make an attack before and after or during your move while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

Improved Blade Storm

You gain more attacks with your natural weapons than most creatures.

Prerequisites: Character level 7th, Blade Storm feat, and the arm blades mutation.

Benefit: You can make up to three melee attacks instead of two attacks when making a full attack. If you do so, you take a –5 penalty to these attacks.

Improved Flyby Attack

You are harder to hit and no longer expose yourself to your target as you fly by.

Prerequisite: Fly speed, Flyby Attack, Mobility.

Benefit: When you use an attack as a standard action while using the Flyby Attack, you provoke no attacks of opportunity from moving out of squares threatened by your target.

Normal: Without this feat, when you make an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by your target.

Improved Powerful Psychic

Your psychic mutations are harder to resist than a typical mutant’s abilities.

Prerequisites: Powerful Psychic

Benefit: When you take this feet, you select one psychic mutation that has already had the powerful psychic feat applied to it and add an additional +1 to the mutation’s DC.

Malleable Genetics

Your genetic structure is malleable and allows ample opportunity for mutation.

Prerequisite: Any mutant template.

Benefit: Whenever you select a mutation, the Gene Pool cost for that mutation is reduced by 1, to a minimum of 1. This feat has no effect on cosmetic mutations or deformities.

Mutation Focus

You have adapted to your mutation and can make use of it to a more effective degree.

Prerequisite: At least one beneficial mutation.

Benefit: Select one of your mutations that deals damage. The number of damage dice dealt by that mutation increases by one die.

Example, if you have a mutation that normally deals 1d4 points of damage, that mutation now deals 2d4 points of damage.

Mutation Damage Boost

You can make one of your damage-causing mutations more devastating.

Prerequisites: key ability score 15+, must possess a mutation that deals hit point damage.

Benefit: When you take this feat, you choose one of your mutations that deals hit point damage. You can deal more damage with that mutation. You must state that you’re using this ability before the attack roll is made. If the attack hits, you deal an extra 2d6 points of damage; if the attack misses, the ability is spent and wasted. You can use this feat a number of times per day equal to your key ability score bonus.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different mutation.

Mutation Immunity

Your body shrugs off the effects of mutations and some bioware.

Prerequisite: Great Fortitude.

Benefit: You are immune to mutations. You never gain any benefit or penalty from mutations, deformities, retroviruses, or adenoviruses.

Special: You cannot choose this feat if you already possess a mutation or have already used a retrovirus.

Powerful Psychic

Your psychic mutations are harder to resist than a typical mutant’s abilities.

Benefit: When you take this feet, you select one psychic mutation that requires a saving throw and gain a +1 bonus on its DC.

Screamer

You can combine two types of sonic attack into a single attack.

Prerequisites: Infrasonic Moan or Ultrasonic Shriek, Evolution I on one of the two mutations.

Benefit: If you have the Infrasonic Moan or Ultrasonic Shriek mutation and used Evolution to select a second sonic attack type you can combine the effects of two attack types into a single moan or shriek.

Sense Mutation

You can sense if another creature possesses some form of subtle mutation.

Benefit: If you spend a full-round action observing a creature within 30 feet of you, you can determine whether or not it is a mutant. Make a Perception check opposed by the target’s Disguise check. (If the target is not the same species as you, it gets a +5 bonus on its check.) If you win the opposed check, you know whether or not the creature has any mutations, but not the number or types of mutations. If you beat the target’s Disguise check by 5 or more, you can correctly identify all the creature’s cosmetic mutations and deformities (but not its beneficial mutations). If you beat the check by 10 or more, you correctly identify all the creature’s mutations, including physical and psychic mutations.

Special: If you fail the opposed check by 5 or more, you cannot attempt another check against the same creature for 24 hours.

Super Fruit

Your grenade-like fruit is most unusual.

Benefit: When you are selecting the type of grenade your fruit mimics you gain access to screamer grenade and cryo grenade.

Special: These grenades start out as type I, Evolution I will improve the grenade to type II, and Evolution II will improve the grenade to type IV.

Three-dimensional Tactics

You are trained to fight in three dimensions.

Benefit: Whenever you are fighting underwater, in zero-g, while flying, or in other situations where you aren’t restricted to a single plane of movement, you gain a +1 bonus to attack rolls in any round in which you have moved, even if it’s just a guarded step.

Trigger Latent Mutation

You can disguise your mutations until the moment when they are needed.

Benefit: Select one mutation you possess. This mutation is considered dormant when not in use, and is completely undetectable visually (though it may still be detected by medical equipment and some types of other mutants). As long as the mutation is dormant, you do not gain any benefits associated with the mutation. Whenever you wish to make use of this mutation, you must spend a full action triggering it, at which point the mutation functions as normal and becomes visible if it is normally so. Suppressing the mutation once more requires another full action.

Special: You may take this feat multiple times. Each time you take this feat, you must select another mutation you possess. This feat may not be used to suppress mutation deformities.

Ultra Immune System

You are less susceptible to the ravages of poison, disease, and radiation poisoning.

Prerequisite: Constitution 13.

Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.


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