Physical Mutations
Table of Contents

Mutations and Armor

Physical mutations have a few limitations. If the mutation is a bioweapon or has a Disguise DC modifier of +5 or more, you can only use it while wearing armor that has been custom crafted for your unique physiology. The exception to this rule would be the any of the nano-armor present in the Gravity Age: Nanotech Emporium.

Mutations with armor restrictions will have one of the following descriptions:

  • “You are limited to wearing custom armor or nanoarmor with this mutation.”
  • “You are limited to wearing nano-armor with this mutation.”
  • “You are limited to wearing light armor, or any nano-armor with this mutation.”
  • “You are limited to wearing custom light armor or light nano-armor with this mutation.”

Breath Weapons and Bite Attacks

Breath weapons and bite attacks cannot be used in the vacuum of space without disengaging the environmental protection a suite of armor gifts to its wearer. Under these circumstances using a breath weapon would expose the character to the void and decompression would begin. For additional information on space and decompression, see the "Environment" section in Chapter 11 of the Starfinder Core Rulebook.

Physical Mutation Descriptions

Once you have selected your Deformities to build your Gene Pool you may select your beneficial mutations. Each time a beneficial mutation is selected its reduce its Gene Pool by the Gene Pool value in the mutation’s description.

Some beneficial mutations are common to a specific creature type or subtype and will be found in brackets, i.e. [Example]. Any creature type or subtype listed in brackets may reduce the cost of the mutation by 1 point.


Physical Mutation Tables

Tier 1

Mutation Gene Pool Disguise DC Common
Aberrant arms -1 +10 -
Aberrant legs -1 +10 -
Adhesive secretions -1 +2 -
Asymptomatic carrier -1 +0 Ysoki
Built for speed -1 +0 -
Bulbous eyes -1 +2 -
Direction sense -1 +0 -
Dwarfism -1 +10 -
Enhanced vision -1 +2 -
Exceptional lungs -1 +0 -
Glider -1 +5/+20 -
Hypersensitivity -1 +0 -
Movement -1 +4 -
Natural weapon -1 +4 -
Peerless bearer -1 +0 -
Prehensile tail -1 +5 -
Shock absorber -1 +0 -
Smokescreen -1 +0 -
System shock -1 +0 -
Tail -1 +5 -
Transparent -1 +2 -

Tier 2

Mutation Gene Pool Disguise DC Common
Acidic saliva -2 +0 -
Adrenaline jolt -2 +1 -
Amphibious skin -2 +5 Aquatic
Asymptomatic carrier -2 +0 Ysoki
Electro-enthropic -2 +0 -
Electro-genesis Power Source -2 +0 -
Electro-location A -2 +0 Android
Electro-location B -2 +0 Aquatic
Energy diffusion -2 +0 -
Extra arm -2 +5 -
Gigantism -2 +20 -
Gills -2 +4 -
Haste -2 +0 -
Healing touch -2 +0 -
Humanoid form -2 +10 -
Intimidating frills -2 +5 Vesk
Leaper -2 +0 -
Noxious vapors -2 +0 -
Obscuring cloud -2 +0 -
Pervasive hearing -2 +2 -
Photosynthesis -2 +4 -
Prehensile tongue -2 +0/+20 -
Prickly spines -2 +0/+20 -
Proprioception -2 +0 Lashuntas
Quadruped -2 +20 -
Radiation resistance -2 +0 -
Radiation Sight -2 +2 -
Second wind -2 +0 -
Tail spikes -2 +2 -
Thermal vision -2 +2 -
Ultra immune system -2 +0 -
Ultraviolet vision -2 +2 -
Vexing voice -2 +0 -
Wall crawler -2 +2 -
Webbed digits -2 +4 -
Zero-g adaptability -2 +0 -

Tier 3

Mutation Gene Pool Disguise DC Common
Acid cannon -3 +5 -
All-around sight -3 +5 -
Asymptomatic carrier -3 +0 Ysoki
Bioluminescent skin -3 +0/+10 -
Blindsense -3 +0 -
Blood drain -3 +2 -
Blood frenzy -3 +0 -
Breath weapon -3 +0 -
Chameleon epidermis -3 +0/+10 -
Entangling slime -3 +2 -
Extra arms -3 +10 -
Feral -3 +0 -
Filtered lungs -3 +0 -
Flaming body -3 +0/+20 -
Fragrance, calming -3 +0 Plant
Fragrance, development -3 +0 Plant
Healing kiss -3 +0 -
Heavy skeleton -3 +2 -
Leech maw -3 +4 Kasathas
Light pulse -3 +0 -
Mega claw -3 +10 Shirren
Natural armor -3 +5 -
Numbing cold -3 +0 -
Parasitic control -3 +0 -
Pheromone, attraction -3 +0 -
Pheromone, energetic -3 +0 -
Pheromone, fatigue -3 +0 -
Pheromone, rage -3 +0 -
Pheromone, soothing -3 +0 -
Piercing howl -3 +0 -
Scent -3 +2 -
Snake-like body -3 +20 -
Stench -3 +0 -
Sticky ichor -3 +0 -
Tentacle -3 +5 -
Wings -3 +10 Shirren

Tier 4

Mutation Gene Pool Disguise DC Common
Acid secretions -4 +2 -
Anesthetizing secretions -4 +2 -
Arm blades -4 +2/+20 -
Asymptomatic carrier -4 +0 Ysoki
Blinding gaze -4 +0/+20 -
Dazzling burst -4 +0 -
Cryogenesis -4 +0 -
Density alteration -4 +0/+15 -
Electric fortitude -4 +0 Android
Elasticity -4 +0 -
Electro-genesis jolt -4 +0 -
Electro-genesis touch -4 +0 -
Energy absorption -4 +0 -
Energy ray -4 +0 -
Fire starter -4 +0 -
Grenade-like fruit -4 +10 Plant
Hallucination cloud -4 +0 -
Horrific appearance -4 +20 -
Infrasonic moan -4 +0 -
Love darts -4 +5 -
Love rocks -4 +5 -
Metamorph -4 +4 -
Poisonous dermal slime -4 +2 -
Prehensile tendrils -4 +5 Plant
Quills -4 +2 -
Regenerative capability -4 +0 -
Sixth sense -4 +2 -
Spores -4 +0 Plant
Sticky tongue -4 +0 -
Sticky filament -4 +0 -
Stinger -4 +10 Shirren
Stinking cloud -4 +0 -
Thermogenesis -4 +0 -
Third-eye, any -4 +5 -
Ultrasonic shriek -4 +0 -
Unusual anatomy -4 +4 -
Venomous bite -4 +2 -
Venomous stream -4 +0 -
Web spinner -4 +0 -
X-ray vision -4 +2 -

Tier 5

Mutation Gene Pool Disguise DC Common
Adaptive anatomy -5 +0/+4 -
Adaptive physiology -5 +0/+4 -
Asymptomatic carrier -5 +0 Ysoki
Increased intellect -5 +4 Animal
Ingested adaptation -5 +0 -
Nociception -5 +0 Lashuntas
Plant-like traits -5 +5 -
Reflective epidermis -5 +2 -
Sub-dermal armor -5 +5 -
Suppress mutation -5 +10 -
Tentacles -5 +10 or +20 -
Troll-gene Fast Healing -5 +0 -
Two heads -5 +20 -

Physical Mutations

Aberrant Arms (Ex)

Gene Pool -1 | Disguise DC Modifier +10

Your arms are enlarged and engorged with muscles. You gain a slam attack.

The disguise modifier for this mutation drops to +0 if you have already taken the Simian Deformity. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your slam attacks count as being one size category larger than your actual size.

Evolution II: Your slam attacks count as being two size categories larger than your actual size.

Aberrant Legs (Ex)

Gene Pool -1 | Disguise DC Modifier +10

Your legs are enlarged and engorged with muscles. You gain a kick (slam) attack and additional +5 feet to your base movement.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your slam attacks count as being one size category larger than your actual size.

Evolution II: Your slam attacks count as being two size categories larger than your actual size.

Acid Cannon (Ex)

Gene Pool -3 | Disguise DC Modifier +5

You have an organic acid cannon protruding from your forearm that can fire blobs of organic acid at a range increment of 40 feet. These blobs of acid do 1d6 damage. This weapon can’t be disarmed and produces its own ammunition, so it never runs out as long as you have 1 Resolve point remaining.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your acid damage increases to 2d6.

Evolution II: Your acid damage increases to 5d6.

Acidic Saliva (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your saliva can burn other creatures like acid. Your bite attack deals an extra 1d6 points of acid damage with each successful hit. You must have a natural bite attack to take this mutation.

You cannot gain this mutation if you have the Venomous Bite mutation.

Evolution I: Your extra acid damage increases to 2d6.

Evolution II: Your extra acid damage increases to 5d6.

Acidic Secretions (Ex)

Gene Pool -4 | Disguise DC Modifier +2

You secrete an acid that dissolves organic material and metal quickly, but does not affect stone or plastics. These secretions are like slime or sap in consistency. Acidic secretions allow you to cause an extra 1d6 points of acid damage to successful each successful unarmed strike of natural attack. As a defense, your acid causes 1d6 points of damage to anyone striking you in melee with a natural or kinetic weapon. A kinetic melee weapon is entitled to a Reflex save (DC = 11 + ½ character level) by its wielder, or the weapon takes 1d6 acid damage. If you are grappling with a foe or remain in contact with a wooden or metal object for 1 full action, you inflict double your normal acid damage (no save) to the target or object.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your acid damage increases to 2d6.

Evolution II: Your acid damage increases to 4d6.

Acid Spitter (Ex)

Gene Pool -3 | Disguise DC Modifier +0

You have a gland which allows you to spit acid balls. You can spit acid as natural ranged weapon. The acid deals 2d6 points of acid damage, has a range increment of 10 feet. You produce enough acid to spit up to three times during a single combat session.

Once you’ve used your acid spit, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your acid spit damage increases to 3d6.

Evolution II: Your acid spit damage increases to 7d6.

Adaptive Anatomy (Su)

Gene Pool -5 | Disguise DC Modifier +0/+4

You can change various components of your body to gain resistance to certain damage types. You gain the damage reduction of your choice: DR 2/bludgeoning, DR 2/piercing, or DR 2/slashing. Each round at the beginning of your turn, as a swift action, you can choose a type of damage reduction from the list above. The change persists until the start of your next turn at which time you can use a swift action to maintain your current damage reduction or choose a new type of damage reduction. Maintaining any type of damage reduction requires the use of a swift action each round.

Evolution I: Your damage reduction increases to DR 4.

Evolution II: Your damage reduction increases to DR 6.

Adaptive Physiology (Su)

Gene Pool -5 | Disguise DC Modifier +0/+4

By spending a Resolve point your mutation allows your body to temporarily adapt to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you activate this mutation; you simply activate it as a full action, and your body will instantly adapt to any hostile environment as needed throughout the duration. These adaptations last for up to 1 hour, or until dismissed.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, electricity or the void of space. Any environmental feature that normally directly deals 1 or more dice of damage per round only deals half damage to you. This protection does not extend to weapon damage.

Evolution I: You can add your constitution bonus to the number of hours you can maintain your adaptive body.

Evolution II: You can add your constitution score to the number of hours you can maintain your adaptive body.

Adhesive Secretions (Ex)

Gene Pool -1 | Disguise DC Modifier +2

Your hands secrete viscous goo that improves your grip. You gain a +2 racial bonus to all Athletics (climb) skill checks. You gain a +2 racial bonus to your KAC to resist disarm attempts, and +2 bonus on your attack rolls to initiate or maintain a grapple.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your bonus to Athletics (climb) skill, KAC to resist disarm attempts, and attack rolls to initiate or maintain a grapple increases to +4.

Evolution II: Your bonus to Athletics (climb) skill, KAC to resist disarm attempts, and attack rolls to initiate or maintain a grapple increases to +8.

Adrenaline Jolt (Ex)

Gene Pool -2 | Disguise DC Modifier +1

You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity score by 1d4+1 points as a swift action. This adrenaline jolt last for 2d4 rounds.

Once you’ve used adrenaline boost, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your temporary boost applies to your strength and Dexterity.

Evolution II: Your adrenaline jolt has an increased duration of 3d4 rounds.

All-around Vision (Ex)

Gene Pool -3 | Disguise DC Modifier +5

You have a number of extra rudimentary visual sensory organs growing from advantageous areas of your body. This mutation allows you to see in all directions at the same time, giving you a +4 racial bonus on visual Perception checks.

You are not eligible to take this beneficial mutation if you have a drawback which impairs your vision. You are limited to wearing custom armor or nano-armor with this mutation.

Amphibious Skin (Ex) [Aquatic]

Gene Pool -2 | Disguise DC Modifier +5

Your skin is entirely made up of a thick membrane. You gain the amphibious special quality, allowing you to breathe both air and water.

You must soak in water or a nutrient bath at least once per day for an hour to maintain this mutation. Each day you go without soaking you 5 Stamina points. All stamina points are regained after successfully soaking. You are limited to wearing custom armor or nano-armor with this mutation.

Anesthetizing Secretions (Ex)

Gene Pool -4 | Disguise DC Modifier +2

You secrete an anesthetizing slime or sap. A target hit your melee attack must succeed on a Fortitude save (DC 11 + ½ your character level) or become paralyzed for 1d4 rounds.

To take this mutation you must have a natural attack. You are limited to wearing custom armor or nano-armor with this mutation. This is a paralytic effect and is not considered mind-affecting for purposes of saving throws, resistance, or immunity. Once a creature has saved against your anesthetizing secretions they are immune to its effects for the next 24-hours.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your base DC increases to 13 and the duration increases to 1d4+1 rounds.

Evolution II: Your base DC increases to 15 and the duration increases to 1d4+3 rounds.

Arm Blades (Ex)

Gene Pool -4 | Disguise DC Modifier +2/+20

Your mutation consists of retractable bone or chitin blades which resemble those of a praying mantis while exposed. They can be brought to bear or retracted as a swift action. The blades hinge out from the wrist and provide a blade roughly as long as your forearm. While your blades are extended you cannot use your hands or hold a weapon, but neither can you be disarmed. Your arm blades are considered a natural attack and do 1d8 points of damage.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The damage from your arm blades increases to 2d8.

Evolution II: The damage from your arm blades increases to 5d8.

Asymptomatic Carrier (Ex) [Ysoki]

Gene Pool -1, -2, -3, -4, or -5 | Disguise DC Modifier +0

You are a genetic carrier, a person that has inherited a genetic trait or mutation allowing you to carry an infectious disease agent, but displays no symptoms. Your mutation has made you asymptomatic to a specific disease. You must select or randomly determine the disease working with your GM. The disease is transmitted by making a successful unarmed or natural attack. The target must make the appropriate save to avoid contracting the disease, if the initial save is made that target cannot be infected again by you for 24-hours. In addition, you are completely immune to the disease you carry.

Tier is determined by the DC of the disease carried:

  • Tier 1 = DC 10, 11, or 12
  • Tier 2 = DC 13 or 14
  • Tier 3 = DC 15 or 16
  • Tier 4 = DC 17 or 18
  • Tier 5 = DC 19+

This mutation is only effective against creatures you injure with a natural weapon or are unprotected from environmental dangers. For additional information on diseases, see the "Afflictions" section in Chapter 11 of the Starfinder Core Rulebook.

Evolution I: Your mutation has a way of strengthening the affliction you carry. Increase the affliction DC +2. Evolution does not affect the tier.

Evolution II: Your mutation has a way of strengthening the affliction you carry. Increase the affliction DC an additional +2 for a total of +4. Evolution does not affect the tier.

Bioluminescenct Skin (Ex)

Gene Pool -3 | Disguise DC Modifier +0/+10

Photophores in your skin are a source of bioluminescent light. The colorful patterns that decorate your body create dim light up to a 20- foot radius, centered on your body. You can also use your photophores create a twisting pattern of subtle, shifting colors weaves across your skin, fascinating creatures within it. Roll 2d4 and add your character level (maximum 10) to determine the total number of CR of creatures affected. Creatures with the lowest CR are affected first; and, among creatures with equal CR, those who are closest to you are affected first. CR that are not sufficient to affect a creature are wasted. Affected creatures are entitled to a Will saving throw (DC = 11 + ½ your character level), or they gain the fascinated condition while your bioluminescent patterns are active plus 1d2 rounds after you end the effect. Sightless creatures are not affected by this mutant ability. You suffer a -20 penalty to Stealth skill checks in dim light or darkness while this ability is in effect.

Once you’ve used your bioluminescent skin, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your base DC to resist the fascination effect increases to 13.

Evolution II: Your base DC to resist the fascination effect increases to 13.

Blindsense (Ex)

Gene Pool -3 | Disguise DC Modifier +0

You have the extraordinary ability to use a non-visual imprecise sense (or a combination senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. You gain blindsense with a range of 30 feet. You gain blind-fight as a bonus feat.

Evolution I: Your imprecise senses become more precise, you gain blindsight 15 ft. and your blind sense extends out to 60 ft.

Evolution II: You’re your senses are precise, you gain blindsight 60 ft.

Blinding Gaze (Ex)

Gene Pool -4 | Disguise DC Modifier +0/+20

Your eyes emit light equivalent to daylight in a 30-foot cone. While you can see normally in the light generated by your eyes, creatures with light blindness or light sensitivity suffer their normal penalties within your cone of light. As a standard action you can intensify your light into a blinding cone. Any creature caught within the area or effect must make a Fortitude save (DC 11 + ½ your character level), or be blinded for 1d6 rounds. You can use this mutation as long as you have at least one Resolve Point.

Evolution I: Your base DC increases to 13.

Evolution II: Your base DC increases to 15.

Blood Drain (Su)

Gene Pool -3 | Disguise DC Modifier +2

As a move action, you can suck blood from grappled, pinned, or helpless opponent. You can also attempt use blood drain against and attacker who has successfully grappled you with a successful attack roll against their KAC rather than attempting to counter grapple or escape. The target takes 1 points of Constitution damage. You heal 5 hit points of damage for each point of Constitution you drain.

Evolution I: Your Constitution drain increases to 1d2.

Evolution II: Your Constitution drain increases to 1d3.

Blood Frenzy (Ex)

Gene Pool -3 | Disguise DC Modifier +0

If you take damage in combat you can fly into a frenzy in the following round. You gain +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts until combat is concluded or 2d6 rounds, whichever is shorter. Unlike a rage ability you do not gain the fatigued condition when blood frenzy completes.

Once you’ve used your blood frenzy, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your frenzy duration increases to 3d6 rounds.

Evolution II: Your frenzy duration increases to 5d6 rounds.

Breath Weapon (Ex)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation consists of two sacks of noxious chemicals which can be combined as they are exhaled through the mouth to form a breath weapon. You gain a breath weapon. When this mutation is selected, you must choose a 60’ line or 30’ cone of energy. You must also choose an energy type; acid, cold, electricity, or fire. Your breath weapon does 3d6 points of damage from your selected energy type to all creatures, characters, and objects within the area of effect. Targets in the area can attempt a Reflex save (DC = 11 + ½ your character level) to escape with only half damage.

Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your breath weapon damage increases to 7d6.

Evolution II: Your breath weapon damage increases to 18d6.

Built for Speed (Ex)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation has reinforced your legs making them capable of propelling you at greater speeds, increasing both your tactical and overland speeds. You gain an additional 5 feet of movement per move action. This stacks with any other increases to your base speed provided by race, class, talents, feats, or equipment.

You may not take this mutation if you have a deformity that reduces speed.

Evolution I: Your speed increases by 10 ft. per move action.

Evolution II: Your speed increases by 15 ft. per move action.

Bulbous Eyes (Ex)

Gene Pool -1 | Disguise DC Modifier +2

Your mutation allows you to see in total darkness out to a range of 60 feet. Darkvision is black and white only but is otherwise like normal sight.

Evolution I: Your darkvision increases to 120 ft.

Evolution II: Your darkvision increases to 240ft.

Chameleon Epidermis (Ex)

Gene Pool -3 | Disguise DC Modifier +0/+10

Your outer cellular structure has been mutated, allowing the cells to actually alter their lucidness, appearance, and color. In effect, this allows you to subtly change colors on a cellular level. You gain the effects of total concealment (50% miss chance) while motionless (taking no actions) or concealment (20% miss chance) while taking normal actions. Your mutation requires no concentration and is constantly adjusting to your surroundings.

You can only take full advantage of this mutation while wearing no armor or nano-armor. You only gain half the normal benefit while wearing light armor.

Cryogenesis (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows your body to absorb heat from object and creatures you touch. When you make a successful natural attack or unarmed strike against an opponent, you may add +2d6 points of cold damage to your attack as a swift action.

Once you’ve used your cryogenesis attack, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. You can only take advantage of this mutation while wearing no armor, custom armor, or nano-armor.

Evolution I: Your cold damage increases to 7d6.

Evolution II: Your cold damage increases to 15d6.

Dazzling Burst (Ex)

Gene Pool -4 | Disguise DC Modifier +0

You can cause your body to flare with intense, colorful light as a swift action. Anyone within a 20-foot radius must make a Fortitude save (DC 11 + ½ your character level), or be dazzled for 2d8 rounds.

Once you’ve used your dazzling burst, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. This ability is a light effect, and creatures that cannot see are immune to it. You are limited to wearing light armor, or any nano-armor with this mutation.

Evolution I: The base DC of your dazzling burst is increased to 13.

Evolution II: The base DC of your dazzling burst is increased to 15.

Density Alteration (Su)

Gene Pool -4 | Disguise DC Modifier +0/+15

This extraordinary mutant ability grants you the ability to enlarge or reduce your size while maintaining the same mass. You must choose the ability to enlarge or reduce when this mutation is selected. Density alteration is considered a standard action.

  • Enlarge: Density alteration doubles your height. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. If your size increases to Large you have a space of 10 feet and a natural reach of 10 feet. Enlarging does not affect your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures or clothing in the process. If it fails, you are constrained without harm by the materials enclosing you. Your armor and equipment do not expand with you with the exception of augmentations. Since you gain no weight you gain a +4 on Athletic skill checks to swim due to lower body density.
  • Reduce: Density alteration causes instant diminution of your body, halving your height, length, and width. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to your reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. A reduction in size does not alter your speed. Any armor and equipment carried by you does not shrink with you unless its an augmentation.

Evolution I: Your mutation allows you to enlarge or reduce your size.

Evolution II: Your mutation allows you to alter your density as a swift action.

Direction Sense (Ex)

Gene Pool -1 | Disguise DC Modifier +0

You always know the direction of north from your current position. You are effective in any environment in which "north" exists, but it may not work on planets, planetoids, or asteroids without magnetic fields. By using a swift action, you can determine the direction of true north.

Dwarfism (Ex)

Gene Pool -1 | Disguise DC Modifier +10

Mutated genes have altered your physical size, and you are reduced by 1 size category. This change in size make you noticeably different from other of your species.

This mutation causes you to shrink, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and EAC and KAC due to your reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. You can no longer wear armor or use some types of equipment designed for Medium humanoid creatures. Natural attacks and unarmed strikes deal less damage (see Table 10-1: Tiny/Large Damage).

Electric Fortitude (Ex) [Android]

Gene Pool -4 | Disguise DC Modifier +0

You take no damage from electrical attacks Instead, your mutation has turned you into a capacitor. You are immune to electricity and any electrical attack used against you temporarily increases you’re your Stamina by 1 point per die of electrical damage. You can store a number of temporary Stamina points equal to your key ability bonus (minimum 1). You lose these temporary Stamina points any time you rest for 10 minutes and regain Stamina, meditate, or sleep.

Evolution I: You can store up to your key ability score in temporary Stamina points and gain 2 temporary Stamina points per electrical damage die.

Evolution II: You can store up to double your key ability score in temporary Stamina points and gain temporary Stamina points equal to one-half the electrical damage that would have been dealt.

Elasticity (Ex)

Gene Pool -4 | Disguise DC Modifier +0

You can bend and twist your body in unnatural ways and squeeze through very tight spaces. You gain a +4 racial bonus on Acrobatics (escape) skill checks. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. A creature using this mutation to move through a tight space moves at one-third normal speed. As an added benefit, you take half damage from blunt weapons.

You are limited to wearing nano-armor with this mutation.

Evolution I: Your racial bonus to Acrobatics (escape) increases to +8. In addition, you gain a reach of 10-foot, allowing you to strike at targets 2 squares away. If you are already using a reach weapon this mutant ability increases your reach by 5-foot.

Evolution II: Your racial bonus to Acrobatics (escape) increases to +12. In addition, you gain a reach of 15-foot, allowing you to strike at targets 3 squares away. If you are already using a reach weapon this mutant ability increases your reach by 10-foot.

Electro-entropic (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to draw stored energy out of batteries and energy generators. You can spend a full round action to drain energy from a battery or electrical generator. You drain 1d6 charges per round. You can store a number of charges equal to your key ability score and any energy in excess of your key ability score is released harmlessly as light. Each point of excess energy released as light cause you to glow in a 20-foot radius for 1 round per excess charge. You can voluntarily release stored energy not in excess of your key ability score as a swift action. You can use stored energy to recharge or power electro-genesis abilities. It takes 12 points of stored energy to recharge a one use of an electro-genesis ability.

Evolution I: You can drain 2d6 charges from a battery per round.

Evolution II: You can drain 3d6 charges from a battery per round.

Electro-genesis Jolt (Ex)

Gene Pool -4 | Disguise DC Modifier +0

The electrophysiology of your mutation allows you to generate a powerful jolt of lightning. You can generate and target a 5-foot-wide, 30-foot-long or 10-foot wide, 15-foot long bolt of lightning that deals 3d6 points of electricity damage to every creature in its path. Releasing a lightning bolt is a standard action. Any creature struck by your jolt of lightning is entitled to a Reflex save (DC = 11 + ½ your character level) for half damage.

Once you’ve used your electro-genesis jolt, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. Electro-genesis Jolt can also be recharged by the Electro-enthropic mutation.

Evolution I: Your electro-genesis bolt damage increases to 9d6.

Evolution II: Your electro-genesis bolt damage increases to 18d6.

Electro-genesis Power Source (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to generate power and transfer it to technological devices. As a full action, you can generate and transfer 1d6 charges to a battery by simply making physical contact with it.

Once you’ve used your electro-genesis power source ability, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. Electrogenesis Power Source can also be recharged by the Electroenthropic mutation.

Evolution I: You can generate 2d6 charges and transfer them to a battery.

Evolution II: You can generate 3d6 charges and transfer them to a battery.

Electro-genesis Touch (Ex)

Gene Pool -4 | Disguise DC Modifier +0

The electrophysiology of your mutation allows you to generate an electrical charge, transferring it to any character, creature, or object you touch. On a successful unarmed or natural attack, you can choose to deal 2d6 points of electricity damage to any character or creature as a swift action. In addition, you may discharge 2d6 points of electricity damage to any attacker successfully striking you with an unarmed attack, natural weapon, or combat maneuver as a reaction. On a critical hit your target must make a Fortitude save (DC = 11 + ½ your character level), or become stunned for 1 round.

Once you’ve used your electro-genesis touch, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. Electro-genesis Touch can also be recharged by the Electro-enthropic mutation.

Evolution I: Your electro-genesis touch damage increases to 6d6.

Evolution II: Your electro-genesis touch damage increases to 15d6.

Electro-location A (Ex) [Android]

Gene Pool -2 | Disguise DC Modifier +0

When you are in contact with a crystalline or metallic surface your mutation allows you to detect the presence of other creatures within 30 feet that are also in contact with the same surface, even through walls and other obstacles. Electro-location otherwise functions as blindsense.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your electro-location extends out to 60 feet.

Evolution II: Your electro-location extends out to 120 feet.

Electro-location B (Ex) [Aquatic]

Gene Pool -2 | Disguise DC Modifier +0

When you are submerged in water your mutation allows you to detect the presence of other creatures within 10 feet that are also submerged in water, even with concealment and cover. Electro-location otherwise functions as blindsight.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your electro-location extends out to 20 feet.

Evolution II: Your electro-location extends out to 30 feet.

Energy Absorption (Ex)

Gene Pool -4 | Disguise DC Modifier +0

You can absorb impressive amounts of harmful energy. You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion. This mutation does not stack with other resistance modifiers.

Evolution I: Gain an additional 5 energy resistance on two types of energy or 10 on one type of energy.

Evolution II: Gain an additional 5 energy resistance on two types of energy or 10 on one type of energy.

Energy Diffusion (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your body’s ability to withstand energy damage increases. You gain resistance 2 to two types of energy or resistance 5 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion. This mutation does not stack with other resistance modifiers.

Evolution I: Gain an additional 2 energy resistance on two types of energy or 6 on one type of energy.

Evolution II: Gain an additional 2 energy resistance on two types of energy or 6 on one type of energy.

Energy Ray (Su)

Gene Pool -4 | Disguise DC Modifier +0

You have the ability to emit a ray of energy (fire, cold, or sonic) from one of your hands (or other appendage) which inflicts 1d6 hit points of damage and has a range increment of 50 feet. The energy type must be chosen when this mutation is selected. You can use this energy ray a number of times equal to your key ability score bonus.

Once you’ve used up all your energy rays, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge the rays immediately.

Evolution I: Your energy ray damage increases to 3d6.

Evolution II: Your energy ray damage increases to 6d6.

Enhanced Vision (Ex)

Gene Pool -1 | Disguise DC Modifier +2

Your mutation has made your sight very acute, allowing the mutant to focus your vision on places extremely far away. You can see things as far as 3 miles away if there is a clear line of sight.

Evolution I: You gain low-light vision

Evolution II: You gain darkvision 240 ft.

Entangling Slime (Ex)

Gene Pool -3 | Disguise DC Modifier +2

Your mutation allows you to produce a sticky, slimy secretion. You can slime up to a 10-foot-square area as a full action. For 24-hours thereafter, any creature coming in direct contact with the slime must succeed at an Acrobatics check (DC = 11 + ½ your character level), or gain the entangled condition.

Once you’ve used entangling slime ability, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your entangling slime is increased to 13.

Evolution II: The base DC of your entangling slime is increased to 15.

Exceptional Lungs (Ex)

Gene Pool -1 | Disguise DC Modifier +0

You have a second set of lungs and your mutation allows you to hold your breath for an extended period. You can hold your breath for a number of rounds equal to 4 x your Constitution score rather than twice your Constitution score.

Evolution I: You can hold your breath 8 x your Constitution Score.

Evolution II: You can hold your breath 16 x your Constitution Score.

Extra Arms

Gene Pool -3 | Disguise DC Modifier +10

You grow an additional pair of arms. The extra arms look and behave exactly like your other arms. Extra arms allow you to wield and hold up to your total hands worth of weapons and equipment. While your multiple arms increase the number of items you can have at the ready, it doesn't increase the number of attacks you can make during combat.

You are limited to wearing custom armor or nano-armor with this mutation.

Extra Arm

Gene Pool -2 | Disguise DC Modifier +5

You grow an additional arm. The extra arm looks and behaves exactly like your other arms. Extra arms allow you to wield and hold up to your total number of hands worth of weapons and equipment. While your multiple arms increase the number of items you can have at the ready, it doesn't increase the number of attacks you can make during combat.

You are limited to wearing custom armor or nano-armor with this mutation.

Feral

Gene Pool -3 | Disguise DC Modifier +0

You gain any two natural weapon mutations. These natural weapons deal damage based on your size. If you already have these attacks, their damage improves by one size category (see Table 10-1: Tiny/Large Damage).

Evolution I or II will only affect a single natural weapon. Add the Disguise DC modifiers from both natural attacks together to determine your total modifier.

Filtered Lungs (Ex)

Gene Pool -3 | Disguise DC Modifier +0

You can breathe normally in even the most polluted environments. Your mutation protects you from harmful air bourn toxins and chemicals. You gain a +6 racial bonus to save against inhaled poisons, toxins, chemicals, diseases, or any other air bourn pathogen.

Evolution I: Your racial bonus increases to +10.

Evolution II: You become immune to inhaled poisons, toxins, chemicals, diseases, or any other airborne pathogen.

Fire Starter (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to produce flame from your hands and feet. Your body produces a volatile mix of gases which you can ignite into flame an inch above the surface of your skin. While your flame is on, add +1d6 points of fire damage to successful unarmed melee or natural attacks.

You can set fire to flammable objects as part of a move or standard action. Additionally, you may create flames from your hands as a swift action and maintain them without concentration. Your flames provide dim light in a 20-foot radius. You can take advantage of the fire starter mutation as long as you have at least one Resolve Point remaining. Although you do not take damage from the fire you wield this mutation does not provide resistance or immunity to fire. You are limited to wearing custom armor or nanoarmor with this mutation.

Evolution I: Your fire damage increases to 2d6.

Evolution II: Your fire damage increases to 4d6.

Flaming Body (Su)

Gene Pool -3 | Disguise DC Modifier +0/+20

You can cover your body in dancing flames. Anyone striking you with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples you or is grappled by you takes 2d6 points of fire damage each round the grapple persists. You can turn the flames on and off as a swift action. You can take advantage of the flaming body mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your fire damage increases to 2d6 and 4d6 while grappled or grappling.

Evolution II: Your fire damage increases to 4d6 and 8d6 while grappled or grappling.

Fragrance, Calming (Su) [Plant]

Gene Pool -3 | Disguise DC Modifier +0

You give off a supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds you to a radius of 60 feet. Any creature in this area of effect must make a Will save (DC = 11 + ½ your character level), or at the start of its turn fall under the effects of your fragrance for 1d4+1 rounds.

You have no control over the affected creatures, but calming fragrance can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the effects of the fragrance on all calmed creatures. This fragrance automatically suppresses (but does not dispel) any morale bonuses granted by spells, spell-like effects, or supernatural abilities. It also suppresses any fear effects and removes the confused condition from all targets. While the fragrance lasts, a suppressed spell, condition, or effect has no effect. When the calming fragrance effect ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Once you’ve used your calming fragrance, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your calming fragrance increases to 13 and the duration increases to 2d4+2 rounds.

Evolution II: The base DC of your calming fragrance increases to 15 and the duration increases to 3d4+3 rounds.

Fragrance Development (Su) [Plant]

Gene Pool -3 | Disguise DC Modifier +0

You can control the actions of any humanoid creature through a subtle yet hypnotic fragrance. The fragrance is generally derived from mutated pheromones/hormones.

Your mutation allows you to spend 1 Resolve Point and emit a scent that forces all creature within a 10 ft. radius to make a Will save (DC = 11 + ½ your character level), or become hypnotized by your fragrance. This mutation mimics the effects of a dominate person spell except as noted here. The domination lasts as long as you remain within 10 ft. of the subject(s) plus a number of rounds equal to your one half your character level rounding down. Any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” Changing your orders or giving a dominated creature a new command is a move action.

Once you have given a creature dominated by your fragrance a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Evolution I: The base DC of your fragrance development is increased to 13.

Evolution II: The base DC of your fragrance development is increased to 15.

Gigantism

Gene Pool -2 | Disguise DC Modifier +20

Your mutation has altered your physical size, and your size makes you noticeably different from others of your species. This mutation causes you to grow, doubling your height, multiplying your weight by 8, and increasing your size category. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and EAC and KAC. If gigantism increases your size to Large you occupy a 10-ft. space and gain a natural reach of 10 feet. This mutation does not change your speed. You can no longer wear armor or use some types of equipment designed for Medium humanoid creatures. Natural weapons and unarmed strikes deal more damage (see Table: Tiny/Large Damage).

Gills (Ex)

Gene Pool -2 | Disguise DC Modifier +4

You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs). You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.

Glider (Ex)

Gene Pool -1 | Disguise DC Modifier +5/+20

Your mutation allows you to glide like a flying squirrel. You may glide 20 feet for every 5 feet of decent. Gliding is considered flight with poor maneuverability, -4 to Acrobatics (fly) checks.

You are limited to wearing custom light armor or light nano-armor with this mutation.

Grenade-Like Fruit (Ex) [Plant]

Gene Pool -4 | Disguise DC Modifier +10

Plants and other mutants with this mutation have pods that are explosive and grenade-like. When you take this mutation, you choose one kind of grenade to represent your ripe fruit from the following; flash grenade I, frag grenade I, incendiary grenade I, shock grenade I, smoke grenade, or sticky bomb grenade I. Your fruit are treated as grenades and use the grenade rules presented in the Starfinder Core Rulebook. Each day the number of ripe fruit you have available is determined randomly by rolling 1d6+1. Once you harvest your fruit it deteriorates quickly and it loses its grenade like properties after an hour. You gain the Grenade Proficiency feat for free when you take this mutation

You can spend a Resolve point to force an additional 1d4 pods to ripen early if you exhaust your daily supply.

Evolution I: Your fruit becomes more powerful and type I grenade is upgraded to a type II grenade.

Evolution II: Your fruit becomes more powerful and type II grenade is upgraded to a type IV grenade.

Hallucination Cloud [Plant]

Gene Pool -4 | Disguise DC Modifier +0

As a standard action, your mutation allows you to release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC Fortitude save (DC = 11 + ½ your character level), or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately.

Once you’ve used your hallucination cloud ability, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing custom armor or nano-armor with this mutation. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

Table: d6 Hallucination
D6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Evolution I: The base DC of your hallucination cloud is increased to 13.

Evolution II: The base DC of your hallucination cloud is increased to 15.

Haste (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation grants you temporary bursts of speed. As a swift action, the you gain the benefits of the haste spell for 1d4 rounds.

Once you’ve used your haste, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your haste lasts for 2d4 rounds.

Evolution II: Your haste lasts for 3d4 rounds.

Healing Kiss (Ex)

Gene Pool -3 | Disguise DC Modifier +0

Enzymes and fibroblasts in your saliva enhance the natural healing process of a wound. (In rarer cases a few mutants have identified other mucus and body fluids with the same affect.) By successfully licking, kissing, or spreading saliva on the wound of another character or creature as a standard action, you may heal the target for 1d12 points of damage. You must roll a successful combat maneuver against an unwilling creature. Each time you use healing kiss you must spend 1 Resolve point.

Evolution I: Your healing kiss heals 3d12 damage.

Evolution II: Your healing kiss heals 7d12 damage.

Healing Touch

Gene Pool -2 | Disguise DC Modifier +0

Your palms produce a sweat containing a chemical that increases the rate of natural healing. By successfully touching the wound of another character or creature as a standard action, you may heal the target for 1d8 points of damage. You must roll a successful combat maneuver against an unwilling creature.

Once you’ve used your healing touch, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your healing touch heals 2d8 damage.

Evolution II: Your healing touch heals 4d8 damage.

Heavy Skeleton (Ex)

Gene Pool -3 | Disguise DC Modifier +2

Your bones are thick and robust allowing you to withstand high gravity and increasing your massive damage survivability. Your massive damage threshold increases to 110% of your hit points rounded down. You gain light fortification (25% chance to avoid a critical threat). In addition, you can tolerate gravity twice as strong as normal members of your race without penalty.

You cannot take this mutation if you have the Brittle Bones deformity.

Horrific Appearance (Su)

Gene Pool -4 | Disguise DC Modifier +20

The sight of you is so revolting that anyone within 60 feet (other than another mutant) who sets eyes upon one must succeed on a Fortitude save (DC = 11 + ½ your character level), or instantly be weakened, taking 1d6 points of temporary Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by your horrific appearance for 24 hours. This mutation effect is considered a mind-affecting effect. This mutation is constantly active and cannot be turned off. However, companions who have grown used to your hideous appearance are immune to its affects.

Humanoid Form (Ex)

Gene Pool -2 | Disguise DC Modifier +10

Your mutation has given you a humanoid body. You walk upright and can take advantage of equipment designed for humanoids of your size.

In order to take this mutation, you must have a corporeal body with a backbone or similar support structure.

Hypersensitivity

Gene Pool -1 | Disguise DC Modifier +0

You are particularly (some might say unnaturally) sensitive to your surroundings. You gain a +1 racial bonus on Perception checks.

Evolution I: Your racial bonus to Perception checks increases to +2.

Evolution II: Your racial bonus to Perception checks increases to +3.

Increased Intellect (Ex) [Animal]

Gene Pool -5 | Disguise DC Modifier +4

Your mutation has made you sentient. Your brain is much larger than others of your kind. This mutation is restricted to creatures with a -4 or -5 Intelligence score modifier. When this mutation is gained the creature immediately rolls 3d6 and replaces their prior Intelligence score with the sum of the dice.

Infrasonic Moan (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to emit an infrasonic moan as a standard action. You gain one of the following four effects.

  • Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds.
  • Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds.
  • Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates).
  • Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. You are immune to these sonic, mind-affecting attacks. A creature that successfully saves against your fear, nausea, or unnerve moans cannot be affected by that same moan effect for 24 hours. All of the save DCs against your moan are DC 11 + ½ your character level.

Evolution I: You can choose to increase the DC of the saving throw by +2, or gain a second type of infrasonic moan.

Evolution II: You can choose to increase the DC of the saving throw by +2, or gain a second or third type of infrasonic moan. This increase is in addition to any increase or ability that was selected during Evolution I.

Ingested Adaptation (Su)

Gene Pool -5 | Disguise DC Modifier +0

Whenever you deal damage to a living creature with one of your natural attacks, you can siphon off a portion of the target’s genetic code and psychic resonance as a swift action. This temporarily reshapes your own physiology and psychology to match your target’s. This grants you one of the following abilities (provided the target has it) for 1 minute:

  • Blindsense (up to 60 feet)
  • Blindsight (up to 60 feet
  • Darkvision (up to 60 feet)
  • Damage reduction (up to 5/—
  • Resistance to one type of energy damage (up to 20 points)
  • Burrow (up to 40 feet)
  • Fly (up to 40 feet and average maneuverability)
  • Swim (up to 40 feet)
  • Water breathing
  • Limited telepathy
  • The ability to understand (but not speak) up to three languages that the target knows
  • Gain the target’s weapon proficiencies
  • Change the damage dealt by one of your super natural energy attacks to any one energy type dealt by one of the target’s supernatural attacks

Once you’ve used your ingested adaptation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. You can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one.

Evolution I: The duration of Ingested Adaptation increases to 10 minutes.

Evolution II: The duration of Ingested Adaptation increases to 1 hour.

Intimidating Frills (Su) [Vesk]

Gene Pool -2 | Disguise DC Modifier +5

Your mutation gives you frills like a giant frilled lizard and grants Intimidate as a class skill. You can extend your neck frills while charging. In addition to the normal effects of a charge, the creature charged must make a Will save (DC = 11 + ½ your character level), or be shaken for 1d6 rounds. This is a fear effect. You can also extend your frills to gain a +2 circumstance bonus on intimidation skill checks.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The base DC of your intimidating frills is increased to 13.

Evolution II: The base DC of your intimidating frills is increased to 15.

Leaper (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation grants Athletics as a class skill and a +8 bonus on Acrobatics (jump) checks to jump. You always count as having a running start when jumping.

Evolution I: Your bonus on Athletics (jump) skill checks increases to +12.

Evolution II: Your bonus on Athletics (jump) skill checks increases to +16.

Leech Maw (Ex) [Kasathas]

Gene Pool -3 | Disguise DC Modifier +4

Your mutation has left you with a mouth like that of a leech or lamprey. When you succeed with a bite attack, you can attempt to latch onto your target as a swift action. Your mutation grants a +4 racial bonus to obtain and maintain a grapple on a foe. You lose your Dexterity bonus to AC, but can hold on with great tenacity. You automatically inflict bite damage each round. Assuming you are a medium creature your bite causes 1d6 P damage.

Blood Drain (Ex) You drain blood at the end of each turn you are attached, inflicting 1 point of Strength and Constitution damage. This damage is doubled on a critical hit.

Evolution I: Your grapple bonus increases to +8.

Evolution II: Your grapple bonus increases to +12.

Light Pulse (Ex)

Gene Pool -3 | Disguise DC Modifier +0

Photophores in your skin allow you to make a bright pulse of light. As a standard action, you can release a pulse of bright light. All creatures within a 50- foot burst that can see you must make a Fortitude save (DC = 11 + ½ your character level), or be blinded for 1d4 rounds. You are immune to this mutation ability.

Once you’ve used your light pulse mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing light armor, or any nano-armor with this mutation.

Evolution I: The base DC of your light pulse is increased to 13.

Evolution II: The base DC of your light pulse is increased to 15.

Love Darts (Ex)

Gene Pool -4 | Disguise DC Modifier +5

Your mutation is a natural ranged weapon that allows you to fire love darts through a rifled tube located on an appendage. Love darts are constructed of chitin and each dart deals 1d6 points of piercing damage with a range increment of 30 feet. You can store up to your Constitution score in love darts. You can regenerate a number of love darts equal to your Constitution score bonus (minimum of 1) per day with a good night’s rest (8 hours). Spending a Resolve Point allows you to muster up another 1d4 love darts imediately.

Evolution I: The damage of your love darts increases to 2d6 and cause an additional 1 points of bleed damage on a critical.

Evolution II: The damage of your love darts increases to 4d6 and cause an additional 3 points of bleed damage on a critical.

Love Rocks (Ex)

Gene Pool -4 | Disguise DC Modifier +5

Your mutation allows you to fire a limited number of love rocks each day. This is a natural ranged weapon. Love rocks are small lumps of hardened chitin fired through a rifled tube located on an appendage. Chitin rocks deal 2d6 points of bludgeoning piercing damage and have a range increment of 15 feet. You can store up to ½ your Constitution score (rounding down) in chitin rocks at a time.

You regenerate a number of chitin rocks equal to your Constitution bonus (minimum of 1) per day with a good night’s rest (8 hours). Spending a Resolve Point allows you to muster up another 1d4 love rocks.

Evolution I: The damage of your love rocks increases to 3d6 and cause the staggered condition on a critical.

Evolution II: The damage of your love rocks increases to 7d6 and cause the staggered condition on a critical.

Mega Claw (Ex) [Shirren]

Gene Pool -3 | Disguise DC Modifier +10

A huge claw has replaced one of your arms including its hand. The mega claw is a natural weapon dealing 2d6 points of slashing and bludgeoning damage. You gain a +4 bonus to all combat maneuvers attacks to grapple or pin, and gain a +4 to your KAC to prevent an opponent from countering or breaking a grapple while using the mega claw. Once you have successfully grappled an opponent you do automatic claw damage each round and maintaining your grapple becomes a swift action. The claw can be used to hold things, but is incapable of fine manipulation (such as typing or pulling a trigger).

Evolution I: The damage from your massive claw increases to 4d6 and automatically gain a grapple against a foe on a critical hit.

Evolution II: The damage from your massive claw increases to 9d6 and automatically gain a grapple against a foe on a critical hit.

Metamorph (Su)

Gene Pool -4 | Disguise DC Modifier +4

You are a shape changer. When you gain this mutation, you choose another type of creature that you can transform into. You can choose any abomination, animal, plant, or vermin. You do not gain the spell-like or supernatural abilities of the creature, just the physical appearance and extraordinary natural abilities (such as claws or sharp teeth). This physical transformation (in either direction) takes 1 full action and cost 1 Resolve Point. You are considered helpless during the transformation, and this transformation does not include your equipment. Transforming back into our humanoid form does not require an additional Resolve Point.

Evolution I: You heal 2d8 damage while shape changing from one form to another. You gain the shaken condition while shape changing rather than the helpless condition.

Evolution II: You heal 5d8 damage while transforming from one form to another. You no longer gain any negative conditions while shape changing.

Movement (Ex)

Gene Pool -1 | Disguise DC Modifier +4

You are capable of maneuvering on your own at a standard movement rate of 30 ft. This may be through the use of leglike protrusions or by pulling yourself along the ground with vines or cilia. This mutation only benefits races that normally have no means of terrestrial movement.

Natural Armor (Ex) [Special]

Gene Pool -3 | Disguise DC Modifier +5

This mutation indicates that the creature has grown a natural defense mechanism over the entire body. It can be thick fur, scales, a shell, or even rubbery skin. You gain a +2 to armor bonus to your EAC and a +4 armor bonus to your KAC.

  • Bark: You have developed a thicker, harder, barklike shell that provides armor against physical attacks. This mutation only is considered Tier [2] for members of the plant type or plant-like subtype.
  • Exoskeleton: A thick exoskeleton forms over the creature’s skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of its body and gains energy resistance 1 sonic.
  • Fur coat: Creature grows a thick, protective layer of fur over its body and gains energy resistance 1 cold
  • Rhino hide: The creature’s skin is thick and formed from layers of collagen positioned in a lattice structure and gains energy resistance 1 electricity.
  • Rubbery skin: The creatures skin has become super pliable yet strong like rubber. The creature gains energy resistance 1 acid.
  • Scaly armor: Thick, overlapping scales cover the creature’s body. The scales are hard but dry to the touch. The creature gains energy resistance 1 fire.

Evolution I: Your EAC bonus increases to +5 and your KAC bonus increases to +8, but your speed is reduced by 5ft.

Evolution II: Your EAC bonus increases to +8 and your KAC bonus increases to +16, but your speed is reduced by 10 ft.

Note: Armor bonuses do not stack with other armor bonuses, but they do stack to all other bonuses to Armor Class.

Natural Weapon (Ex)

Gene Pool -1 | Disguise DC Modifier +4

You are equipped with a natural weapon, such as horns, fangs, or sharp claws (select during character creation). These natural weapons will inflict 1d6 damage lethal damage, and do not provoke attacks of opportunity. A natural weapon may be equipped with a toxic weapon, such as poison.

  • Claws: Your hands mutate into sharp claws. You gain claw attacks that deal slashing damage. Having claws does not adversely affect your manual dexterity.
  • Fangs: Your teeth mutate into vicious fangs. You gain a vicious bite attack that deals piercing damage. This mutation can be used in conjunction with the Acidic Saliva or Poisonous mutation.
  • Great Horns: You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose. You gain a gore natural attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn).
  • Slam: You gain a slam attack for each arm or forelimb. If you already have a slam attack, your slam damage improves by one size category.

Evolution I: The damage from your natural attack increases to 3d6.

Evolution II: The damage from your natural attack increases to 6d6.

Nociception (Ex) [lashuntas]

Gene Pool -5 | Disguise DC Modifier +0

This mutation blocks a creature’s pain receptors. Nociception allows the creature to withstand unnatural levels of pain. This mutation grants the creature DR 2/-. The damage reduction ends when the creatures Hit Points are reduced to 0. Unlike normal damage reduction, nociception stacks with other sources of damage reduction.

Evolution I: The creature’s damage reduction is increased to DR 4/-.

Evolution II: The creature’s damage reduction is increased to DR 6/-.

Noxious Vapors (Ex)

Gene Pool -2 | Disguise DC Modifier +0

The noxious vapors and foul fluids that constantly weep and seethe from our body are particularly heinous to those you choose to grapple. Each round a creature is grappled by you, the grappled foe must make a Fortitude save (DC = 11 + ½ your character level), to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until it succeeds on a Fortitude save on its turn, or until a minute has passed during which it is not grappled by you, whichever condition comes first. Noxious vapors do not effect persons protected by environmental suites.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The base DC of your noxious vapors is increased to 13.

Evolution II: The base DC of your noxious vapors is increased to 15.

Numbing Cold (Su)

Gene Pool -3 | Disguise DC Modifier +0

You must have a natural attack to take this mutation. A hit from your natural attack induces numbing cold as a swift action. The opponent must succeed on a Fortitude save (DC = 11 + your character level), or be affected as though by a slow spell for 1d6 rounds.

Once you’ve used your numbing cold, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your noxious vapors is increased to 13.

Evolution II: The base DC of your noxious vapors is increased to 15.

Obscuring Cloud (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to surround yourself in a thick fog by converting water stored in your cells to vapor through special skin ducts. Creating this fog is a swift action. The fog spreads out from your position at a radius of 20 feet and moves with you. You can maintain the obscuring mist by using a swift action for a number of rounds equal to your Constitution score. Once you’ve used your obscuring cloud, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away gains concealment (attacks have a 20% miss chance). Creatures farther than 5 ft. away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. This mutation doesn’t work in a void and requires an atmosphere. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: You gain the ability to make your obscuring mist toxic. Living creatures in the cloud must make a Fortitude save (DC = 11 + your character level), or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated creature.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Evolution II: Your obscuring mist vapors are highly acidic. Each round on your turn, starting when surround yourself in fog, it deals 2d6 points of acid damage to each creature and object within it in addition to the effects gained with Evolution I.

Parasitic Control (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to control the actions of other through body contact. In order to establish contact, you must make a successful combat maneuver to grapple your target. If the attack is successful your target must make a Will save (DC = 10 + ½ your character level + your CHA bonus), or they fall under your control and willingly maintain contact with you. Maintaining contact does not require additional grapple checks, but contact might be broken by others interceding on the subject’s behalf. This effect is identical to the dominate person spell with the following exceptions. This is a supernatural effect and only last as long as contact is maintained. Once you’ve used parasitic control by forcing your target to make a Will save, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your dominate person effect persists on the target for a number of rounds equal to your character level after contact is lost.

Evolution II: Your dominate person effect persists on the target for a number of hours equal to your character level after contact is lost. As per the dominate person spell the target may qualify for additional Will saves.

Peerless Bearer (Ex)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation lends itself to heavy labor. You can carry 4 additional bulk beyond the normal limits for your Strength before becoming encumbered or overburdened.

Evolution I: You can carry 8 additional bulk beyond the normal limits for your Strength.

Evolution II: You can carry 12 additional bulk beyond the normal limits for your Strength.

Pervasive Hearing (Ex)

Gene Pool -2 | Disguise DC Modifier +2

Your ears are large, like those of a cat or antelope, and have the ability to swivel. Your hearing is super sensitive, allowing you to pick up sounds from great distances and through barriers such as doors, walls, and floors. You gain a +2 racial bonus to all hearing based Perception checks, and suffer no penalties for checks to hear sounds and speech through walls or floors of any material.

Evolution I: Your hearing-based Perception bonus increases to +3.

Evolution II: Your hearing-based Perception bonus increases to +5.

Phased (Su)

Gene Pool -5 | Disguise DC Modifier +10

Your mutation causes you to exist slightly out of phase with the Material Plane. You can pass through walls or material objects (but not corporeal creatures) as long as you begin and end your turn outside of any wall or obstacle. In addition, you always benefit from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against you.

You are limited to wearing custom armor or nano-armor with this mutation. Anything held or worn by you is also slightly out of phase. However, anything dropped, thrown, or fired from a weapon instantly comes back into phase when it is released or ceases to touch you. In melee combat you suffer from your own miss chance.

Evolution I: Your miss chance is increased to 25%.

Evolution II: Your miss chance is increased to 30%.

Pheromone Attraction (Su)

Gene Pool -3 | Disguise DC Modifier +0

You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures. You gain a +2 racial bonus on all Charisma based skill checks made against creatures within 30 feet of you. This effect last a number of rounds equal to your current Resolve score + 2d4.

Once you’ve used pheromone attraction, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

It should be noted you cannot take this mutation if you have the Pheromone Repulsion deformity. This bonus does not work against targets that don’t breathe, or are immune to airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The strength of your pheromones increases your skill check bonus to +4.

Evolution II: The strength of your pheromones increases your skill check bonus to +6.

Pheromone, Energetic (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to emit a pheromone that improves the moral of those around you. Pheromones from your mutation grant a +1 morale bonus to attacks, saves, and skill checks to every living creature within a 30-foot radius. This effect lasts a number of rounds equal to your current Resolve score + 2d4.

Once you’ve used energetic pheromone, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. It should be noted you cannot take this mutation if you have the Pheromone Repulsion deformity. This pheromone does not work against targets that don’t breathe, or are immune to airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The strength of your pheromones increases the moral bonus to +2

Evolution II: The strength of your pheromones increases the moral bonus to +3.

Pheromone, Fatigue (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to emit a pheromone that causes fatigue to any creature that comes within 30 feet of you unless it succeeds at a Fortitude save (DC = 11 + ½ your character level). A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same pheromone for 24 hours.

Once you’ve used energetic pheromone, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. This pheromone does not work against targets that don’t breathe, or are immune to airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The base DC of your fatigue pheromone is increased to 13.

Evolution II: The base DC of your fatigue pheromone is increased to 15.

Pheromone, Rage (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to emit a pheromone that puts others in a state of rage. Pheromones from your mutation grant a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to EAC and KAC to every living creature within a 30-foot radius. Any creature or character trying to resist your rage pheromone must make a Will save (DC = 10 + ½ your character level + your current Resolve).

Anyone attempting to influence a creature affected by rage pheromones takes a -2 penalty on Charisma based skill checks. While in rage, affected creatures cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Pilot) or any ability that requires patience or concentration. This effect last a number of rounds equal to your current Resolve score + 2d4. When the effects of the rage pheromones end, the creatures gain the fatigued condition. A creature cannot enter rage while under the fatigued or exhausted condition. You are immune to your own rage pheromone.

Once you’ve used rage pheromone, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. It should be noted you cannot take this mutation if you have the Pheromone Repulsion drawback. This pheromone does not work against targets that don’t breathe, or are protected from airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The strength of your rage pheromones increases doubling all moral bonuses.

Evolution II: The strength of your rage pheromones increases tripling all moral bonuses.

Pheromone, Soothing (Su)

Gene Pool -3 | Disguise DC Modifier +0

You can regulate the production of pheromones in your body and can release them as a move action, putting those near you at ease. Pheromones from your mutation automatically shift the attitude of all characters and creatures within 30 feet of you one step toward Helpful. If this results in a character’s attitude toward you becoming Friendly or Helpful, you gain a +2 racial bonus on Charisma based skill checks against that character.

Once you’ve used soothing pheromone, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. It should be noted you cannot take this mutation if you have the Pheromone Repulsion drawback. This pheromone does not work against targets that don’t breathe, or are protected from airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your soothing pheromones strengthen and your racial bonus to Charisma based skill checks increases to +4.

Evolution II: Your soothing pheromones strengthen and your racial bonus to Charisma based skill checks increases to +6.

Photosynthesis (Ex)

Gene Pool -2 | Disguise DC Modifier +4

Your mutation allows you to produce chlorophyll, and you have the ability to absorb energy from sunlight, water, and minerals processing it through your body as though it were food. As long as you have a daily source of water, sunshine, and basic mineral nutrients (even sand and barren dirt have enough nutrients for the purposes of this ability), you do not need to eat and can survive indefinitely. However, if for some reason, you cannot take in one of the above required elements, you begin to suffer the effects of hunger as normal.

If you are heavy armor you must spend at least two hours a day sunbathing while you rest.

Piercing Howl (Su)

Gene Pool -3 | Disguise DC Modifier +0

You can alter your voice to emit a high-pitched, piercing scream that can deafen nearby enemies and allies. You can emit a piercing howl, which can be heard at a range of up to 10 miles. All characters and creatures within 60 feet and the ability to hear must make a Fortitude save (DC 11 + your level), or be deafened for 2d6 rounds. Furthermore, any crystal or glass objects must also save or shatter as a result of the intense sonic vibrations caused by the piercing howl. Any creature with augmented hearing suffers a -2 penalty on its save.

Evolution I: The base DC of your piercing howl is increased to 13.

Evolution II: The base DC of your piercing howl is increased to 15.

Plantlike Traits (Ex)

Gene Pool -5 | Disguise DC Modifier +5

Your mutation incorporates plantlike traits and you gain the plantlike subtype. Though you are not a plant your skin takes on a green hue. You gain a +2 racial bonus on saving throws against all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and paralysis, poison, polymorph, sleep effects, and stunning. You also gain low-light vision. You are treated as a member of the plant type when selecting [Plant] mutations.

Evolution I: Your racial bonus on saving throws against all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and paralysis, poison, polymorph, sleep effects, and stunning increases to +3.

Evolution II: Your racial bonus on saving throws against all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and paralysis, poison, polymorph, sleep effects, and stunning increases to +6.

Poisonous Dermal Slime (Ex)

Gene Pool -4 | Disguise DC Modifier +2

Your body produces toxins that are poisonous to other creatures and your skin is covered in a thick gooey slime or sap (like a frog or tree). Any creature that touches you with a natural or unarmed attack must make a successful Fortitude save to negate the effects. You must choose a poison track when this mutation is selected; Str, Con, Dex, Int, Wis, or Cha.

Type poison (contact); Save Fort DC 10 + ½ your level + your poison track ability modifier; Frequency 1/round for 6 rounds; Track varies; Cure 1 save

You cannot take Poisonous Dermal Slime as a mutation if you have already taken the Acidic Secretions mutation. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: You can choose a second poison track. Although you can only secrete one type of poison at a time you can change your poison type as a move action.

Evolution II: Your poison is more persistent than normal a cure requires 2 saves.

Prehensile Tail (Ex)

Gene Pool -1 | Disguise DC Modifier +5

You have developed a special tail. The tail is not necessarily a balancing tool, but more of an “additional limb”. The tail can grapple objects like a hand (much like a new world monkey’s tail), allowing you to hang from tree limbs, for instance, leaving the arms and legs free to perform other actions of a more complex and agile nature. Some typical bonuses granted by the mutation; +2 bonus to Acrobatics (balance) and Athletics (climb) skill checks (+4 if climbing trees). The tail can also be used in more mundane ways, such as holding a light source, so you can employ both hands to fight. The tail cannot use weapons or hold a shield, however, as it is not quite that dexterous.

You are limited to wearing custom armor or nano-armor with this mutation.

Prehensile Tendrils (Ex) [Plant]

Gene Pool -4 | Disguise DC Modifier +5

These plant and mutant growths are capable of movement and a rudimentary sense of touch. Prehensile tendrils come in two forms, Simple and Constrictive. Select one type of tendril when you select this mutation.

  • Simple Tendrils: These tendrils are capable of wielding weapons, but are not strong enough to do damage on their own. Your tendrils are highly dexterous and give you a +2 Dexterity bonus to activities performed by them. Aspects of the tendrils that make it more dexterous are sticky fibers and clingy cilia.
  • Constrictive Tendrils: These tendrils can do 2d6 damage through constriction and are capable of rapid movement. A successful attack roll against an opponent’s KAC achieves constriction, and the victim will suffer damage on each consecutive round. Treat constriction like a grapple that can be maintained with a swift action and does automatic damage each round. Hands are not required to maintain this grapple.

Your prehensile tendrils have a 10-ft. reach. This mutation gives you a number of tendrils equal to your key ability modifier.

Your tendrils can be attacked they have a 12 EAC and 15 KAC. Each tendril has 15 Hit Points and damage taken directly to the tendrils doesn’t count against your actual Stamina or Hit Points. When a tendril is destroyed, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. Resting restores any tendrils which were destroyed. You can spend 1 Resolve Point at any time to regrow 1d4 tendrils immediately. You cannot regrow more tendrils than your key ability modifier allows.

Evolution I: The reach of your tendrils increases to 15-ft. and their Hit Points are increased to 20.

Evolution II: The reach of your tendrils increases to 20- ft. and their Hit Points are increased to 30.

Prehensile Tongue (Ex)

Gene Pool -2 | Disguise DC Modifier +0/+20

You have developed a tongue similar to that of a lizard or frog. This unusual mutation allow you to grapple objects like a hand with a 10 ft. reach. Your tongue amazing strength, allowing you to hang from ceilings fixtures, for instance, leaving your arms and legs free to perform other actions of a more complex and agile nature. This mutation grants a +2 bonus to Athletics (climb) skill checks. It has unlimited endurance when used to hang from a location. The tongue cannot use weapons or hold a shield, however, it can deliver a certain types of combat maneuvers such as a dirty trick, disarm, or trip.

Evolution I: You gain a +2 bonus to combat maneuvers performed with your tongue and its reach increases to 15 ft.

Evolution II: Your bonus to combat maneuvers performed with your tongue increases to +4 and its reach increases to 20 ft.

Prickly Spines (Ex)

Gene Pool -2 | Disguise DC Modifier +0/+20

Bony spurs, briars, thorns, or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple. You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability. The spines can also be removed and used as survival knives.

You are limited to wearing nano-armor with this mutation.

Evolution I: Your spine damage increases to 1d8.

Evolution II: Your spine damage increases to 2d8.

Proprioception (Ex) [Lashuntas]

Gene Pool -2 | Disguise DC Modifier +0

Any creature with the proprioception mutation obtains a heightened sense of awareness; the effort being employed in their movement, and the relative positions of their own body part’s. Receptors in your nervous system even gain information about the body’s position before the position is obtained. Proprioception mutation grants you a +1 insight bonus to all Dexterity based skill checks.

Evolution I: Your insight bonus to Dexterity skill checks is increased to +2.

Evolution II: Your insight bonus to Dexterity skill checks is increased to +4.

Quadruped (Ex)

Gene Pool -2 | Disguise DC Modifier +20

Your mutation allows you to move more swiftly on all fours. As long as you are moving on all fours and not carrying anything in your hands, you gain a racial bonus to your speed of 10 feet.

Evolution I: Your speed bonus increases to 15 feet.

Evolution II: Your speed bonus increases to 20 feet.

Quills (Ex)

Gene Pool -4 | Disguise DC Modifier +2

With a snap of your tail or tentacle, your mutation allows you to release a volley of four quills as a full action (make an attack roll for each spike at a -6 penalty). This attack has a range of increment of 30 feet. All targets must be within 30 feet of each other. All quills regrow in a single round. Quills from a medium sized creature do 1d6 damage. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your quill damage increases to 2d6 each and your attack penalty decreases to -5.

Evolution II: Your quill damage increases to 5d6 each and your attack penalty decreases to -4.

Radiation Resistance (Ex)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to ignore the effects of some levels of radiation. You gain radiation resistance. You treat exposure to an irradiated area or radiation source as two steps 1 level weaker for the purpose of determining radiation exposure (i.e. severe becomes high, high becomes medium, medium becomes low, and you are unaffected by low degrees of exposure).

Evolution I: Your resistance to radiation improves and you treat all radiation as though it were 2 levels lower.

Evolution II: You become immune to radiation exposure.

Radiation Sight (Ex)

Gene Pool -2 | Disguise DC Modifier +2

This mutation allows you to sense sources of radiation. Radiation sight grants you 10 ft. blindsense in a normal environment, but you can also sense Low radiation sources up to 60 ft. away, Medium radiation sources up to 240 ft. away, High radiation sources up to 960 feet away, and Severe radiation up to 2 miles away. This mutation grants the creature blindsight against any source of radiation within 5 ft.

For the purposes of this mutation anything with a battery that consumes charges or provides permanent energy registers as low radiation. This includes batteries for energy weapons, and power sources for drones and robots. If you have ordinary vision and radiation sight, you can only use one form of vision at a time, and it takes 1 a full action to transition between each form.

Radioactive (Ex)

Gene Pool -5 | Disguise DC Modifier +0

You are immune to some radiation and can emit bursts of harmful radiation from your body. You are immune to Low radiation exposure. In addition, your body acts as a radiation battery, storing the energy for later use. As a swift action, you may release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a Low level of radiation. For additional information on radiation and radiation sickness see the Environmental section in chapter 11 of the Starfinder Core Rulebook.

Once you’ve used you burst of radiation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You are now immune to Medium radiation and your burst is now considered Medium radiation.

Evolution II: You are now immune to High radiation and your burst is now considered High radiation.

Reflective Epidermis (Ex)

Gene Pool -5 | Disguise DC Modifier +2

Your mutation adds a silvery or metallic sheen to your skin allowing it to deflect energy weapons. You gain a +2 racial bonus to your EAC.

Evolution I: Your EAC bonus increases to +4.

Evolution II: Your EAC bonus increases to +6.

Regenerative Capability (Ex)

Gene Pool -4 | Disguise DC Modifier +0

When provided with proper rest and food, this mutation allows you to recuperate from injury at a staggering rate. Given time, you may re-grow severed limbs. You gain double the normal number of hit points per day with rest. If you should be so unfortunate as to lose a limb or extremity (and survive), the lost body part will regenerate over a period of 1d4+2 weeks. A head may never be regrown, and you cannot regenerate from death.

Scent (Ex)

Gene Pool -3 | Disguise DC Modifier +2

You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights. You gain the blindsense ability with a 10-ft. range and gain a +2 on survival skill checks to track a subject.

You are more susceptible to pheromones, fragrances, and stench than creatures without scent. You receive a -2 penalty against any pheromone, fragrance, or stench based attack, but gain an additional +2 when using scent to track individuals with these mutations or special abilities.

Evolution I: Your scent becomes more sensitive. Your blinsense increases to a 20-ft. range and gain a +4 on survival skill checks to track a subject.

Evolution II: Your scent becomes more sensitive. Your blinsense increases to a 30-ft. range and gain a +6 on survival skill checks to track a subject.

Second Wind (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation has gifted you with amazing Stamina. Once per day, you can release healing endorphins as a swift action. You can heal your Stamina a number of hit points equal to your Constitution modifier (minimum 1) without using a Resolve Point.

Evolution I: Once per day, you can heal your Stamina a number of hit points equal to your Constitution score (minimum 3) without using a Resolve Point.

Evolution II: Once per day, you can heal your entire Stamina without using a Resolve Point.

Shock Absorber (Ex)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation has altered the tendon assemblies in your limbs allow you to lessen the impact of falling from great heights. You ignore falling damage from falls of less than 20 feet and only take half-damage from falls less than 50 feet with a successful DC 10 Acrobatics skill check.

Evolution I: You can ignore falls of less than 50ft. and only take half damage from falls of less than 100ft.

Evolution II: You can ignore falls of less than 100ft. and only take half damage from falls of greater than 100ft.

Sixth Sense (Su)

Gene Pool -4 | Disguise DC Modifier +2

You have over developed fight or flight system in your brain granting increased awareness beyond that which is considered normal perception. When you are surprised, you may make a Wisdom check (DC 15) to act during the surprise round.

Evolution I: You gain a +2 insight bonus to Perception skill checks against surprise.

Evolution II: You gain a +4 insight bonus to Perception skill checks against surprise.

Smokescreen (Ex)

Gene Pool -1 | Disguise DC Modifier +0

You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area. Once per day, as a swift action, you can produce a 10 foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. You gain concealment, a creature 5 feet away has 20% miss chance. You gain total concealment against creatures farther than 5 ft. away, the miss chance increases to 50%, and creatures in the smoke cannot use sight to locate you. Concealment works both ways often affecting you and the attacker.

This ability functions underwater as an ink cloud. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.

Once you’ve used your smokescreen, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The radius of your smokescreen increases to 20 feet.

Evolution II: The radius of your smokescreen increases to 30 feet.

Snake-like Body (Ex)

Gene Pool -3 | Disguise DC Modifier +20

Your mutation has given you a snake-like torso and tail. You can crush an opponent, dealing bludgeoning damage, if you make a successful grapple combat maneuver (in addition to any other effects caused by a successful grapple, including additional damage). The amount of damage caused by constriction varies according to you size category. The damage dealt by medium creatures is 1d6 + your Strength bonus. You can only use a constriction attack against creatures equal to or smaller than your size category.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your constriction damage Increases to 3d6 base damage and you gain a +2 to hit on all grapple attempts.

Evolution II: Your constriction damage Increases to 8d6 base damage and you gain a +4 to hit on all grapple attempts.

Spores (Ex) [Plant]

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to produce spores like many plants, algae, fungi, and protozoa. Although spores are typically a method of reproduction your spores release amebulas (small single celled organisms resembling an amoeba in form) which adhere to a target causing a parasitic infection.

When you choose this mutation, you must choose one of the following delivery methods;

  • Natural Attack: You must make a successful melee attack with a natural weapon against your targets KAC. Then the target must make a Fortitude Save (DC = 11 + ½ your character level), or become infected. Neither armor nor an environmental suite protects against this type of attack. You must have a natural attack to take advantage of this mutation. This mutation can be combined with Love Darts or Love Rocks.
  • Ranged Attack: You release a jet of spores from a designated body part (mouth, hand, elbow, forearm gland, etc.). You must make a successful ranged attack against your target’s EAC. Upon impacting the surface of an object or creature it releases a cloud of spores enveloping the target. the target must make a Fortitude Save (DC = 11 + ½ your character level), or become infected. An environmental suite or armor with like function protect a target from this spore attack.
  • Cloud: You can release a cloud of spores in a 10-ft. radius as a standard action. The target must make a Fortitude Save (DC = 11 + ½ your character level), or become infected by your spores. An environmental suite or armor with like function protect a target from this spore attack.

Second, when you choose the spore mutation you must also choose one of the following effects;

  • Mental Affliction Spores: Your spores take an immediate effect on your targets neurology causing a non-contagious debilitating mental affliction.
    • Type: disease—injury; Save Fort DC varies; Track: mental (special); Frequency: 1/day; Effect: progression track is Weakened—Impaired—Befuddled— Disassociated Cure 1 save.
  • Nauseating Spores: Your spores take an immediate effect on your targets digestive system causing a nausea for 1d4 rounds. This attack is considered an affliction.
  • Physical Affliction Spores: Your spores take an immediate effect on your targets physiology causing a non-contagious debilitating mental affliction.
    • Type: disease—injury; Save Fort DC varies; Track: physical (special); Frequency: 1/day; Effect: progression track is Weakened—Impaired— Debilitated— Bedridden; Cure 1 save.
  • Poisonous Spores: The amebulas released by your spores produce a toxin rather than parasitic infection. You must choose a poison track when this mutation is selected; Str, Con, Dex, Int, Wis, or Cha).
    • Type poison (injury); Save Fort DC 10 + ½ your level + your poison track ability modifier; Frequency 1/round for 6 rounds; Track varies; Cure 1 save
  • Soporific Spores: You can release sleep-inducing spores. Any creature succumbing to your spores will fall asleep for 1d3 minutes. A creature put to sleep by these spores can be awakened by vigorously shaking the sleeper (a standard action) or by damaging it. This is a mind-affecting sleep effect. A creature that succeeds on the Fortitude save cannot be affected by your spore attack for 24 hours.

Once you’ve used your spores, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing custom armor or nano-armor with this mutation.

Stench (Ex)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation grants you the stench special ability and your skin secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except mutants with the stench mutation) within 30 feet must succeed on a Fortitude save (DC 11 + ½ your character level), or be sickened. The sickened condition lasts until the victims of your attack leave your 30 ft. radius of effect plus 1d4 rounds. If the potential victim saves against your stench its considered immune to it for the next 24 hours. This attack is considered an airborne poison. Creatures with immunity to poison are unaffected, creatures resistant to poison receive their normal bonus on their saving throws, and creatures wearing protective environmental gear are also immune.

Evolution I: The base DC of your stench is increased to 13.

Evolution II: The base DC of your stench is increased to 15.

Sticky Ichor (Ex)

Gene Pool -3 | Disguise DC Modifier +0

Mutant glands allow you to hock loogies of thick, sticky liquid, similar to other adhesive chemicals, at a target. Hocking your ichor is a ranged attack, targeting your targets EAC, with a range increment of 10 feet. If the attack is successful, goo bursts out, entangling the target and then becomes hard and resilient upon exposure to air.

A creature hit by your sticky ichor gains the entangled condition until it escapes with an Acrobatics check or Strength check (DC = 11 + ½ your character level), or by dealing 15 points of damage to the ichor with a slashing weapon or energy weapon. A creature trying to scrape the goo off, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, just roll damage roll to see how much of the goo was scraped off.

When your target is ensnared the entangled condition impedes their movement but does not entirely prevent them from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. Your target can move at half speed, cannot run or charge, and they take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks. Huge or larger creatures are unaffected by a sticky ichor. A flying target must make an Acrobatics check (DC = 11 + ½ your character level), or fall to the ground. An entangled creature cannot manifest a power or cast a spell. The ichor becomes brittle and fragile after 2d6 rounds, cracking apart and losing its effectiveness. It can also be removed with a universal solvent.

Once you’ve used your sticky ichor, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You can use your sticky ichor 2 times before recharging it by resting and the difficulty to escape your sticky ichor or continue flying is increased by +2.

Evolution II: You can use your sticky ichor 5 times before recharging it by resting and the difficulty to escape your sticky ichor or continue flying is increased to +4.

Sticky Tongue (Ex)

Gene Pool -4 | Disguise DC Modifier +0

Your tongue is exceptionally tough and long. It is coated in a sticky substance and has a 10-ft. reach. You can make a combat maneuver to grapple a target with your tongue with a +4 bonus, allowing you to keep your hands free. If your attack succeeds your target gains the grappled condition, and they can’t move from their current space until they either use a standard action to attempt a grapple combat maneuver (to break free from your tongue), use the Acrobatics (escape) skill to break free, or by dealing slashing damage to your tongue (KAC = 11 + ½ your character level, your tongue’s Stamina points are equal to your character level, the damage does not deplete your actual Stamina or Hit Points).

If your tongue is severed by taking damage you cannot use your sticky tongue again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to repair it immediately. You cannot move away from your target, but you can release your tongue as a swift action.

Evolution I: Your tongue gains a reach of 15 feet, and in a single combat maneuver can grapple and drag an opponent of equal or lesser size 5 feet towards you. Your tongue’s Stamina Points are doubled.

Evolution II: Your tongue gains a reach of 20 feet, and in a single combat maneuver can grapple and drag an opponent of equal or lesser size 10 feet towards you. Your tongue’s Stamina Points are tripled.

Sticky Filament (Ex)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to fire a thin filament of sticky silk as a combat maneuver to grapple a creature with a +2 bonus. This attack has a range of 60 feet, and no range increment. A creature struck by your filament gains the grappled condition. This grapple can be maintained on the following rounds as a swift action and can be maintained while you close the distance with the grappled target or attempt reposition combat maneuver to real the target in. While your target grappled with your filament you gain a +2 bonus on the reposition combat maneuver. Both the grapple and reposition combat maneuvers are considered natural attacks and do not provoke attacks of opportunity.

Standard rules apply for removing the grappled condition with the following exceptions. If the target creature succeeds on a grapple combat maneuver against you they simply escape and do not force the grappled condition on you. A filament is EAC 12/KAC 14, has 2 hit points/character level or CR, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases any creature caught by the filament. You have an unlimited number of filaments, but may have only one filament active at a time.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your bonus to grapple and reposition combat maneuvers increases to +4.

Evolution II: Your bonus to grapple and reposition combat maneuvers increases to +8.

Stinger [Shirren]

Gene Pool -4 | Disguise DC Modifier +10

Your mutation caused a stinger to erupt from some part of your body—usually a needlelike barb protruding from an arm, leg joint, tail, tentacle, tongue, or similar appendage. Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can sting multiple times.

The stinger is treated as a natural weapon and does not provoke attacks of opportunity. You must choose a poison track when this mutation is selected; Str, Con, Dex, Int, Wis, or Cha.

Type poison (injury); Save Fort DC 10 + ½ your level + your poison track ability modifier; Frequency 1/round for 6 rounds; Track varies; Cure 1 save

When used in conjunction with other mutations like a tail, tongue, or tentacle you must choose between the stinger or the mutations other attack form if it has one but not both. You are limited to wearing custom armor or nanoarmor with this mutation.

Stinking Cloud (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation gives you the ability to emit a nauseating vapor fog around you. Those around you without breathing filters or gas masks begin to choke and become ill. Once per day, as a standard action, you can produce a 20-foot-radius cloud of fog centered on yourself. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance).

Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Additionally, any living creatures in the cloud must make a Fortitude save (DC = 11 + ½ your character level), become nauseated. This condition lasts as long as the creature is within the cloud and persists for 1d4+1 rounds after it leaves the cloud’s area. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn to avoid becoming nauseated. This is a poison effect and creatures with equipment providing environmental protection are immune to the effects of this mutation.

This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round. This ability can be used with custom armor built to accommodate this mutation. You are immune to your own nauseating effect, but not the obscured sight.

Once you’ve used your stinking cloud, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: The base DC of your stinking cloud is increased to 13.

Evolution II: The base DC of your stinking cloud is increased to 15.

Sub-Dermal Armor (Ex)

Gene Pool -5 | Disguise DC Modifier +5

You developed armor plates under your skin due to your mutation which help protect you from taking damage. You gain DR 1/- from your sub-dermal armor plates. This mutation may be combined with the exoskeleton mutation and other mutations that grant natural armor. In addition, this DR stacks with any other form of DR, including those provided by armor, items, or feats, but does not stack with cybernetic dermal plating.

Evolution I: The protection provided by your mutation increases to DR 3/-.

Evolution II: The protection provided by your mutation increases to DR 5/-.

Suppress Mutation (Su)

Gene Pool -5 | Disguise DC Modifier +10

Your body produces an enzyme allowing you to temporarily restore another mutant character or creature to its natural state, suppressing visible mutations and returning them to a state of normalcy. By spending a Resolve point to begin the process, you can suppress one mutation possessed by the target per round of continuous contact. You must maintain contact and use a full action each round to suppress a mutation. However, you only spend a Resolve point in the first round.

Willing targets of this ability make no saving throw, but unwilling targets get a Will save (DC 11 + ½ your character level) each round to stop your suppress mutation ability. Once a subject saves against this mutation it cannot be affected again for 24 hours but it does not regain any mutations lost prior to making its first saving throw. If a mutant power is successfully suppressed, it remains dormant and its effects vanish completely for 1d4 hours.

You may not use this mutation to suppress your own mutations, and you may only suppress mutations that you are aware of.

Evolution I: The base DC needed to resist your suppress mutation ability is increased to 13. You also gain the ability to suppress psychic mutations.

Evolution II: The base DC needed to resist your suppress mutation ability is increased to 15. You also gain the ability to suppress deformities.

System Shock (Ex)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation assists you in surviving massive damage. You gain a +4 racial bonus to all Massive Damage saves.

Evolution I: Your racial bonus to saves against Massive Damage increases to +6.

Evolution II: Your racial bonus to saves against Massive Damage increases to +8.

Tail (Ex)

Gene Pool -1 | Disguise DC Modifier +5

You grow a thick tail. The tail may be fur-covered, slender and whip-like resembling a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects. The tail provides a +2 racial bonus on all Acrobatics checks.

In addition, you gain a tail slam attack that deals bludgeoning damage dependent on your size; 1d6 for a medium sized creature. If you get multiple attacks in a round, you can strike multiple times with your tail. Your tail is treated as a natural weapon and does not provoke attacks of opportunity.

A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Quills, Stinger, or Tail Spikes mutation.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your slam damage increases to 2d6.

Evolution II: Your slam damage increases to 5d6.

Tail Spikes (Ex)

Gene Pool -2 | Disguise DC Modifier +2

You have a set of large spikes (or thorns) growing from your tail. This mutation allows you to do piercing with your tail attack and grants a +1 damage bonus per die. Evolution must be purchased separately for tail and the tail spikes. This mutation cannot be taken in conjunction with Prehensile Tail, Quills, Stinger, or Tail.

Evolution I: Your piercing damage bonus per die is increased to +2.

Evolution II: Your piercing damage bonus per die is increased to +3.

Tentacle (Ex)

Gene Pool -3 | Disguise DC Modifier +5

A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod. The tentacle grants a +4 racial bonus on grapple combat maneuvers. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacle to grasp and manipulate a Medium-size or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a communicator).

You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals 1d6 bludgeoning damage. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your tentacle does double its normal slam damage on a successful hit.

Evolution II: Your tentacle does four times its normal slam damage on a successful hit.

Tentacles (Ex)

Gene Pool -5 | Disguise DC Modifier +10 or +20 (as legs)

You have 2-8 tentacles growing from your sides or back. You choose the number of tentacles when this mutation is selected. See the Tentacle mutation listed above for the individual attributes of each tentacle.

You can also use this mutation to replace your legs with tentacles your speed is reduced to 20 feet, however, you gain a climb speed and swim speed of 20 feet.

You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: A pair of your tentacles improve, double each tentacles’ normal slam damage on a successful hit.

Evolution II: A pair of your tentacles improve further, triple each tentacles’ normal slam damage on a successful hit.

Thermal Vision (Ex)

Gene Pool -2 | Disguise DC Modifier +2 (at night)

You can see the heat generated by living beings, heat-emitting weapons, or other natural heat sources. This vision functions to a distance of 60’ if you have ordinary vision as well, or to 90’ if thermal vision is the only form of sight you possess (your eyes emit infrared radiation to boost he distance). If you have ordinary vision and thermal vision, the thermal vision is only usable in darkness, and it takes a full action to transition between them. Immense flashes of heat (explosions, bonfires, etc.) can be overwhelming, treat proximity to such heat sources as having light sensitivity.

Thermogenesis (Ex)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows your body to generate a tremendous amount of heat. You deal 1 extra point of fire damage with a successful unarmed attack or natural weapon. As long as you have at least one Resolve point, you can focus an exceptional amount of heat into an attack and increase the fire damage to 2d6 points as a swift action. You gain a +2 racial bonus on Fortitude saves against extreme heat. This mutation does not provide any resistance or immunity against fire damage.

Once you’ve used your thermogenesis, you can’t use your ability to focus the heat again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. However, your extra fire damage continues as long as you have 1 Resolve point left in your pool. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: Your thermogenesis damage increases to +2 and your focus damage increases to 6d6.

Evolution II: Your thermogenesis damage increases to +3, and your focus damage increases to 12d6.

Third Eye, Hellfire Beam (Su)

Gene Pool -4 | Disguise DC Modifier +5

With this mutation, you grow a third eye in the center of your forehead. This improves your vision and gives you a special gaze attack. The extra eye grants you a +1 racial bonus on Perception checks. As a standard action, you can shoot a line of hellfire from your third-eye in a 5-ft. wide 120-ft. long beam. Anyone in the area of effect must make a Reflex save (DC = 11 + ½ your character level), or take 2d12 fire damage.

Once you’ve used your third eye, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your hellfire beam is increased to 13 and the damage increases to 6d12 fire damage.

Evolution II: The base DC of your hellfire beam is increased to 15 and the damage increases to 12d12 fire damage.

Third Eye, Paralyzing Gaze (Su)

Gene Pool -4 | Disguise DC Modifier +5

With this mutation you grow a third eye in the center of your forehead. This improves your vision and gives you a special gaze attack. The extra eye grants you a +1 racial bonus on Perception checks. As a standard action, you can use your third eye to make a special gaze attack against one creature within 60 feet. Looking into your strange multifaceted third-eye causes the muscles of most living creatures to freeze up. A living creature that can see your paralyzing gaze must succeed at a Fortitude save (DC = 11 + ½ your character level) or be paralyzed for 1 round. A creature who succeeds at its save is immune to your paralyzing gaze for 24 hours. Creatures without a visual sense of sight are immune to this effect.

Once you’ve used your third eye, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your paralyzing gaze is increased to 13 and the paralyzed condition persists for 1d2 rounds.

Evolution II: The base DC of your paralyzing gaze is increased to 15 and the paralyzed condition persists for 1d4 rounds.

Third Eye, Stunning Glance (Su)

Gene Pool -4 | Disguise DC Modifier +5

With this mutation, you grow a third eye in the center of your forehead. This improves your vision and gives you a special gaze attack. The extra eye grants you a +1 racial bonus on Perception checks. As a standard action, you can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save (DC = 11 + ½ your character level), or be stunned for 1d4 rounds. A creature who succeeds at its save is immune to your stunning glance for 24 hours. Creatures without a visual sense of sight are immune to this effect.

Once you’ve used your third eye, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your stunning glance is increased to 13 and the stunned condition persists for 2d4 rounds.

Evolution II: The base DC of your stunning glance is increased to 15 and the paralyzed condition persists for 3d4 rounds.

Third Eye, Unsettling Gaze (Su)

Gene Pool -4 | Disguise DC Modifier +5

With this mutation, you grow a third eye in the center of your forehead. This improves your vision and gives you a special gaze attack. The extra eye grants you a +1 racial bonus on Perception checks. As a standard action, you can focus your gaze on a creature and force it to succeed on a Will save (DC 11 + ½ your character level), or gain the shaken condition for 2d6 rounds. This gaze attack is a mind-affecting compulsion. A creature who succeeds at its save is immune to your stunning glance for 24 hours. Creatures without a visual sense of sight are immune to this effect.

Once you’ve used your third eye, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The base DC of your unsettling gaze is increased to 13.

Evolution II: The base DC of your unsettling gaze is increased to 15.

Transparent (Ex)

Gene Pool -1 | Disguise DC Modifier +2

Your mutation makes you almost see through. Due to your lack of coloration, you are difficult to discern. If naked or wearing clear armor or clothing you gain a +8 on stealth checks. This bonus is reduced to +4 if you are wearing light armor or regular street clothes.

Troll-gene Fast Healing (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation allows you to heal at an incredible rate. You gain fast healing 1. You can take advantage of the fast healing mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your fast healing increases to 3.

Evolution II: Your fast healing increases to 5.

Two Heads (Ex)

Gene Pool -5 | Disguise DC Modifier +20

You have two heads complete with two brains. Any creature with a second head will have a dominant head and a less dominant head known as a secondary head. Despite your unusual anatomy you are still limited to one character class at each level and one set of ability scores. This is because the personalities of both heads are developed from the same set of experiences. Both heads will still have distinct personalities and a second head does give you some perks.

When you make Perception skill checks or a Will save, roll twice, and take the higher roll. Your penalty for attacking twice as a full action is reduced by 2, as long as it’s with a different weapon in each hand (each head controls an arm).

You can make up to two swift actions per round. Your second head can assist your dominant head as a swift action to recall knowledge. You gain a second throat and brain slot for augmentations.

A second head does not allow a you to make extra standard actions during a round. You also suffer a -2 penalty to hit with any two-handed weapon, due to the coordination required and the vantage point of each head. It’s not necessary to have both heads in the traditional location between your shoulders. One head may be located in an unexpected part of the body, or as part of a small, sickly or undeveloped conjoined twin.

You are limited to wearing custom armor or nano-armor with this mutation.

Ultra Immune System (Ex)

Gene Pool -2 | Disguise DC Modifier +0

This mutation causes you to develop a powerful immune system capable of repelling many afflictions including; poisons, diseases, and radiation sickness. You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a racial bonus.

Ultrasonic Shriek (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your vocal cords are substantially altered, allowing you to produce sounds both above the normal human auditory range. This mutation allows you to emit an ultrasonic shriek as a standard action. You gain one of the following three effects.

  • Deafen: You can let out a horrible shriek that affects everyone within a 10’ radius of him. Targets in the area of effect must make a Fortitude save, or take 1d4 points of sonic damage and be deafened for 1d6+4 rounds. Those who successfully save avoid the deafened condition. Creatures with echolocation or sonar suffer a -2 penalty to save.
  • Shatter: You have the ability to direct a high-frequency sonic assault on a single, solid object, destroying it with your ultrasonic shriek. Your attack deals 2d6 points of damage to any object within 30 feet, provided the object weighs no more than 1 bulk. A held or attended object gets a Fortitude saving throw to negate this damage (use the possessor’s Fortitude save).
  • Stun: You can emit a shrill screech. All creatures within a 30-foot radius spread must succeed on a Fortitude save, or be stunned for 1d4 rounds.

All of the save DCs against your moan are DC 11 + ½ your character level.

Evolution I: You can choose to increase the DC of the saving throw by +2, or gain a second type of ultrasonic shriek.

Evolution II: You can choose to increase the DC of the saving throw by +2, or gain a second or third type of ultrasonic shriek. This increase is in addition to any increase or ability that was selected during Evolution I.

Ultraviolet Vision (Ex)

Gene Pool -2 | Disguise DC Modifier +2

A creature with this mutation can see the UV spectrum and will be able to see objects that are constantly bombarded by this type of energy. This spectrum includes gamma radiation, x-rays, and other high intensity radiation. As a result, a character with this vision can see if areas have a high level of background radiation. At night, this vision allows a character to see to a distance of 300’. Since this vision relies on heavy background radiation, it is not useful underground or inside shielded structures unless there is a source of radiation for illumination. If a creature has ordinary vision and ultraviolet vision, the ultraviolet vision is only usable in darkness, and it takes a full action to transition between each form.

Unusual Anatomy (Ex)

Gene Pool -4 | Disguise DC Modifier +4

Your internal anatomy varies from common members of your race, and any critical hit or precision damage has a 20% of being treated like a normal hit.

Evolution I: You have a 35% chance of only taking damage as though it were a normal hit.

Evolution II: You have a 50% chance of only taking damage as though it were a normal hit.

Venomous Bite (Ex)

Gene Pool -4 | Disguise DC Modifier +2

Your natural bite attack injects poison into your victim’s bloodstream. Any creature you successfully hit with your bite attack must make a successful Fortitude save to negate the effects. You must choose a poison track when this mutation is selected; Str, Con, Dex, Int, Wis, or Cha).

Type poison (injury); Save Fort DC 10 + ½ your level + your poison track ability modifier; Frequency 1/round for 6 rounds; Track varies; Cure 1 save

You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.

Evolution I: Your poison is harder to resist. You gain a +1 to the Fortitude DC.

Evolution II: Your poison is harder to resist. You gain an additional +1 to the Fortitude DC for a total of +2. Your poison is also more persistent than normal a cure requires 2 saves.

Venomous Stream (Ex)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to spit a stream of poison like a spitting cobra. As a standard action usable every 1d4 rounds, you can spray poison from your mouth in a 15-foot line. Any creature caught in this area must succeed at a Reflex save (DC = 10 + ½ your character level + your Dexterity bonus), or come in contact with your poison.

Type poison (contact); Save Fort DC 10 + ½ your level + your poison track ability modifier; Frequency 1/round for 6 rounds; Track varies; Cure 1 save

You cannot take this mutation if you have the Acid Spitter mutation.

Evolution I: Your poison is harder to resist. You gain a +1 to the Fortitude DC.

Evolution II: Your poison is harder to resist. You gain an additional +1 to the Fortitude DC for a total of +2. Your poison is also more persistent than normal a cure requires 2 saves.

Vexing Voice (Su)

Gene Pool -2 | Disguise DC Modifier +0

You can vex another creature using the peculiar resonance of your voice. Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + ½ your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion and using this ability is a swift action.

Once you’ve used your vexing voice, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You can use vexing voice twice before resting to regain Stamina.

Evolution II: You can use vexing voice three times before resting to regain Stamina.

Wall Crawler (Ex)

Gene Pool -2 | Disguise DC Modifier +2

You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces. As long as your hands and feet are uncovered, you gain a climb speed equal to your normal movement speed. If your hands or feet are covered your climb speed is reduced to 10 feet. You also gain a +4 racial bonus on Acrobatics checks when moving across a slippery surface. Wearing any kind of footwear negates this bonus.

Webbed Digits (Ex)

Gene Pool -2 | Disguise DC Modifier +4

You grow webbing between your fingers or toes and can move more easily through liquids. You gain a swim speed equal to your movement speed. Having webbed digits does not interfere with your ability to grasp or manipulate objects.

Web Spinner (Ex)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to spin webs. Mutants with the web ability can use webs to support themselves and up to one additional creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. As a standard action, an entangled creature can escape with a successful Acrobatics (escape) skill check or burst the web with a Strength check (DC = 11 + ½ your character level).

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the level of the character who created it, 15 EAC, 13 KAC, and DR 5/—. A mutant can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Once you’ve used web spinning, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You can spin two webs before resting to restore Stamina and the web becomes DR 10/-.

Evolution II: You can spin up to three webs before resting to restore Stamina and the web becomes DR 15/-.

Wings (Ex) [Shirren]

Gene Pool -3 | Disguise DC Modifier +10

You have developed a complete set of wings, either in the form of fleshy membranes, feathery wings, bat-like extremities, or even scaly or insect-like versions. With these wings, you can fly with a movement of 40 ft. (average).

Evolution I: Your flight speed increases to 60 ft. (good)

Evolution II: Your flight speed increases to 120 ft. (perfect).

X-ray Vision (Ex)

Gene Pool -4 | Disguise DC Modifier +2

This mutation gives you the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Star metals or a thin sheet of lead blocks the vision. X-ray takes a move action to activate and a move action to maintain each round.

Evolution I: Maintaining your X-ray vision is reduced to a swift action.

Evolution II: Maintaining your X-ray vision no longer requires an action.

Zero-G Adaptability

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to embrace the freedom of zero-g environments. Mutations to your inner ear grant you an astounding sense of equilibrium over your balance and motor controls. You make all Acrobatics and Athletics skill checks in zero-g without penalty.

Evolution I: In addition to taking no penalties, you gain a +1 racial bonus to all Acrobatics and Athletics skill checks in zero-g.

Evolution II: In addition to taking no penalties, you gain a +3 racial bonus to all Acrobatics and Athletics skill checks in zero-g.


Table 10-1: Tiny and Large Damage

Medium Damage Tiny Damage Large Damage
1d2 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8

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