Mental Cost 3

Blood Rage (Mutant)

Cost: 3

Mutation Score: no

Type: Mutant

Activation: Activated

Range: Self

Duration: 3 + Constitution mod

Modifier: Constitution

Use: Once per encounter

Area of Effect: One person

Effect: Mental boost

Description: The character can fly into a screaming blood frenzy once per day. In a rage, the mutant gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the character's wound points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal.

While raging, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.

He can use any feat he has except Combat Expertise, item creation feats, and meta-chakra feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the mutant loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

If the mutant belongs to a class that already allows access to a rage-like ability, the character's mutant rage ability allows him to rage one additional time per day. Regardless, the character may rage only once per encounter.

Feral Appearance (Passive?)

Cost: 3

Mutation Score: yes

Type: Passive

Activation: Automatic

Range: Area centered on self

Duration: Permanent

Modifier: Charisma

Use: Constant

Area of Effect: 30 ft. radius centered on self

Effect: Frightful Presence

Description: The character's very presence is unsettling to foes. It takes effect automatically when the character performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become panicked or shaken. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the character. A potentially affected creature that succeeds on a Will save (DC 10 + mutation score + Charisma modifier) remains immune to the character's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Hardened Mind (Passive)

Cost: 3

Mutation Score: no

Type: Mental

Activation: Automatic

Range: Self

Duration: Permanent

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Extra roll on Will saves

Description: when making Will saves and sense motive checks, make two checks, take the highest of the two.

Mental Multiplier (Emitter)

Cost: 3

Mutation Score: yes

Type: Emitter

Activation: Activated

Range: 10 ft. + 5ft./mutation score point.

Duration: Concentration

Modifier: Wisdom

Use: Once per encounter

Area of Effect: One person

Effect: Mental boost

Description: The mutant is able to boost another mutant’s mental mutation score by 1 + mutation score modifier at the listed range. Alternately he can double the range of another mutant’s mental mutation.

Psionics (Passive)

Cost: 3

Mutation Score: no

Type: Passive

Activation: Permanent

Range: Self

Duration: Constant

Modifier: n/a

Use: Constant

Area of Effect: Self

Effect: Gain Feat.

Description: Gain Force-sensitive/Psionic-Entity Feat