Mutation

Grants a permanent mutation to the character. How this happened is up to the GM and Player, but the rest of the world views the character with some unease depending on the visibility of the mutation. Choose one from those listed below.   Wings- You grow a pair of wings granting fly speed 15 ft (+5 per CL).   Natural Weapon- You gain a natural weapon. Increases unarmed damage by one size. May be taken up to 3 times, each for a single limb or tail.   Tail- Choose whether you gain a tail that may be treated as an Additional Limb mutation, or a +3 bonus to Acrobatics and +1 per 5 CL in Defense.   Additional Limb- Grants another arm (or leg). This limb may be used as normal, but suffers a penalty to attacks similar to normal off-hand attacks. If you wish to remove this penalty you must take the Ambidextrous feat.   Freakish Ability- Choose between Haste/Slow, Elemental Flare, Diamondskin, Conjure Disease, or Animal Affinity. You may "cast" this spell as a Supernatural Ability using an Action for a PP, but the buff spells may apply to self only. You may ask the GM to POTENTIALLY use another spell.

Comments

Please Login in order to comment!