Mutant PC Templates

A character with their GM’s permission may begin play with the Minor Mutant, Major Mutant, or True Mutant template. The template can be attained by a character after 1st level by undergoing Endogenous Metamorphosis, a gene therapy (see Bioware Augmentations). You cannot possess more than one mutant template. In addition, it’s within a GM’s power to grant a mutant template by any means they deem appropriate for their campaign.

To obtain a mutant template the creature must have DNA. The following creature types and subtypes cannot become mutants; constructs, oozes, outsiders with an elemental subtype, or any creature without a physical body.

Minor Mutant

“Minor Mutant” is an acquired template that can be added to any living, corporeal creature. A minor mutant retains the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Base creature’s CR + 0.

Resolve Point: Unlike other mutant templates Minor Mutants do not lose a Resolve Point.

Type: The creature’s subtype changes to (mutant). Do not recalculate its Hit Points, attack bonuses, or saves.

Attacks: A minor mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.

Special Abilities: A minor mutant retains any extraordinary and supernatural abilities of the base creature.

Abilities: A minor mutant gains a +2 bonus to one ability score of its choice and takes a –2 penalty to one ability score of its choice. A 1st level minor mutant is still limited to a maximum ability score of 18.

Skills: A minor mutant gains one of the following skills as a class skill; Intimidate, Perception, or Survival.

Deformities: A minor mutant gains at least one deformity. This selection can be up to a tier 4 deformity. A deformity can’t be taken if it wouldn’t create a disadvantage for the mutant.

Mutations: A minor mutant gains a number of beneficial mutations according to the size of their Gene Pool.

Major Mutant

“Major Mutant” is an acquired template that can be added to any living, corporeal creature. A mutant retains the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Base creature’s CR + 1.

Resolve Point: Major mutants are not known for their resolve and in some ways, are more fragile than non-mutants. When a character or NPC acquires the major mutant template they permanently lose 1 Resolve Point.

Type: The creature’s subtype changes to (mutant). Do not recalculate its Hit Points, attack bonuses, or saves.

Attacks: A major mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.

Special Abilities: A major mutant retains any extraordinary and supernatural abilities of the base creature.

Abilities: A major mutant gains a +2 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice. A 1st level major mutant is limited to a maximum ability score of 19.

Skills: A major mutant gains two of the following skills as class skills: Intimidate, Perception, or Survival.

Deformities: A major mutant must select at least two deformities. Each selection can be up to a tier 5 deformity. A deformity can’t be taken if it wouldn’t create a disadvantage for the mutant.

Mutations: The number of mutations gained by a major mutant is limited to the points available in their Gene Pool.

True Mutant

“True Mutant” is an acquired template that can be added to any living, corporeal creature. A mutant retains the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Base creature’s CR + 1.

Resolve Point: True mutants are not known for their resolve and in some ways, are more fragile than non-mutants. When a character or NPC acquires the true mutant template they permanently lose 1 Resolve Point.

Type: The creature’s subtype changes to (mutant). Do not recalculate its Hit Points, attack bonuses, or saves.

Attacks: A true mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.

Special Abilities: A true mutant retains any extraordinary and supernatural abilities of the base creature.

Abilities: A true mutant gains a +4 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice. A 1st level true mutant is limited to a maximum ability score of 20, but may only exceed 18 on an ability score pushed over the cap by a mutant bonus.

Skills: A true mutant gains Intimidate, Perception, and Survival as class skills.

Deformities: A true mutant must select at least three deformities. Each selection can be up to a tier 5 deformity. A deformity can’t be taken if it wouldn’t create a disadvantage for the mutant.

Mutations: The number of mutations gained by a true mutant is limited to the points available in their Gene Pool.


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