Physical - Cost 3
Chameleon Flesh (Mutation)
Cost: 3
Mutation Score: yes
Type: Mutation, Plant
Activation: Activated
Range: Self
Duration: Constant
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Hides
Description: The character is able to change his skin color (not his clothes or equipment) to match his background. Receives a +1 + Constitution modifier enhancement bonus to Stealth checks when dressed normally. This bonus becomes +2 + Constitution modifier if scantly clad, and +4 + Constitution modifier if completely naked.
Carapace (Mutation)
Cost: 3 or 5
Mutation Score: yes
Type: Mutation, Plant
Activation: Special
Range: Self
Duration: Special
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Body Armor
Description: The character has a (50/50) chance of having a partial or total carapace. A partial carapace gives a 2/- DR bonus against all damage. A total carapace gives a 4/- DR bonus against all damage. The character may concentrate to increase the hardness of his carapace as a move action.
Concentration check:
Mutation Check Roll DR Bonus
10-14 +1
15-19 +2
20-25 +3
26-35 +4
36+ +5
Dark Vision (Mutant)
Cost: 3
Mutation Score: yes
Type: Mutant
Activation: Permanent
Range: Con Mod + Mutation Score x 5 feet
Duration: Constant
Modifier: Constitution
Use: Constant
Area of Effect: Self
Effect: Dark vision
Description: The character gets dark vision out to the indicated range. While it is dark your eyes will glow slightly when looked at.
Think Cat, Dog etc when you look at them in the eyes in certain dark conditions they have a slight weird green/yellow/red look.
Infravision (Passive)
Cost: 3
Mutation Score: Yes
Type: Passive, Plant
Activation: Permanent
Range: Con Mod + Mutation Score x 5 feet
Duration: Constant
Modifier: Con
Use: Constant
Area of Effect: Self
Effect: See Heat
Description: The mutant can see heat patterns, even at night. However, the mutant can only see outlines, not details. Range is calculated above.
Natural Claws (Mutation)
Cost: 3
Mutation Score: no
Type: Mutation
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Claws
Description: Roll d100, on a 01-75 the character has claws that do 1d6 damage in combat, on a 76-00 the character has retractable claws that do 1d4 in combat.
(based on Medium sized Creature)
Improved Natural Attack (must have Horns/Antlers or Claws) (Passive)
Cost: 3
Mutation Score: no
Type: Passive
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Physical Attack
Description: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This can be taken multiple times. Each time it is taken, it applies to a different natural attack.
Horns or Antlers (Mutation)
Cost: 3
Mutation Score: no
Type: Mutation
Activation: Permanent
Range: Self
Duration: Constant
Modifier: n/a
Use: Constant
Area of Effect: Self
Effect: Natural attack
Description: The character has horns or antlers about 20% of his height long. He can attack for 1d6 damage. If he charges, he gets +2 attack bonus and deals 2d6 + 2 damage.