- Armored (Ex)
- Bulbous Eyes (Ex)
- Celerity (Ex)
- Extra Arm (Ex)
- Fast Healing (Ex)
- Feral (Ex)
- Gills (Ex)
- Increased Speed (Ex)
- Leaping (Ex)
- Mental Armor (Su)
- Radiation Affinity (Ex)
- Rage (Ex)
- Resistance (Ex)
- Rugged (Ex)
- Sealed Mind (Ex)
- Slam (Ex)
- Sonar (Ex)
- Spell-Like Ability (Sp)
- Stench (Ex)
- Telepathy (Su, Sp)
- Wings (Ex)
- Blind (Ex)
- Deaf (Ex)
- Fragile (Ex)
- Fractured Mind (Ex)
- Lame (Ex)
- Light Blindness (Ex)
- Mindless (Ex)
- Misshapen (Ex)
- Poor Ability (Ex)
- Spasms (Ex)
- Useless Arm (Ex)
- Vulnerability (Ex)
“Mutant” is an acquired template that can be added to any living, corporeal creature. A mutant retains the base creature’s statistics and special abilities except as noted here.
CR: As base creature +1.
Defensive Abilities: Mutants are immune to radiation.
Attacks: A mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.
Special Abilities: A mutant retains any extraordinary and supernatural qualities of the base creature.
Mutations: A mutant gains one of the mutations below when it acquires this template, plus an additional mutation for every 4 HD it possesses. By taking an extra deformity, a mutant can add an additional beneficial mutation. Only the first extra deformity provides this benefit. A mutant that gains additional HD after acquiring this template does not gain additional special abilities.
The mutant’s natural armor bonus to AC increases by 2. This ability can be taken multiple times.
The mutant has an extra arm and gains Multiweapon Fighting as a bonus feat if this mutation brings its total number of arms above two. This ability can be taken multiple times, adding an arm each time.
The mutant has fast healing 5.
The mutant gains a bite attack and one claw attack for each arm or forelimb. These natural weapons deal damage based on the mutant’s size. If it already has these attacks, their damage improves by one size category.
One of the mutant’s speeds increases by 10 feet. If this mutation is taken multiple times, apply it to a different speed each time.
The mutant gains the advanced simple template when in areas of medium or stronger radiation.
The mutant has resistance 10 to a single energy type. This special ability can be selected multiple times, for the same or different types. Selecting it twice for one energy type grants resistance 20; taking it three times for the same energy type provides immunity.
The mutant has DR 5/—.
The mutant is immune to mind-affecting effects.
The mutant gains a slam attack for each arm or forelimb. These attacks deal damage based on the mutant’s size. If the mutant already has a slam attack, its slam damage improves by one size category.
The mutant has one of the following spell-like abilities, usable at will unless noted otherwise: charm monster, charm person, chill metal, deep slumber, dimension door (3/day), dominate person (dominating a new character frees any previous dominated creature), heat metal, mirror image, modify memory, rage, shocking grasp, shout, sleep, suggestion, telekinesis. The mutant’s caster level is equal to its HD. The mutant can choose only spells with a level no higher than half its hit dice. This ability can be taken multiple times, choosing a different spell each time.
The mutant has the stench ability, with a duration of 1 minute.
The mutant gains wings, granting it a fly speed of 40 feet with average maneuverability.
Deformities: Each mutant has one of the following deformities. It can take a second to gain an extra special ability as detailed above. If a deformity would not disadvantage the mutant, it cannot be taken.
The mutant can’t hear, and gains the deafened condition. This deafness cannot be magically removed.
The mutant’s stunted legs reduce its base speed by 10 feet. This deformity cannot be taken if the mutant’s base speed is already slower than 20 feet.
The mutant gains the mindless trait. A mindless mutant has no Intelligence score, loses all feats and skills, and is immune to mind-affecting effects. A mutant with class levels retains its hit points, base attack bonus, and base saves from its class levels, but loses all weapon and armor proficiencies and other class abilities. This deformity may prevent the mutant from being eligible to take certain special abilities or using some of the base creature’s abilities, at the GM’s discretion.
The mutant takes a –4 penalty to one ability score in addition to the normal ability score penalties applied by the template.
When the mutant fails a Reflex save, it loses its Dexterity bonus to AC, on ranged attack rolls and attack rolls with finesse weapons, and on ability checks and skill checks, and it cannot take attacks of opportunity or immediate actions for 1 round.
One of the mutant’s arms is malformed and useless.
Abilities: A mutant gains a +4 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice.
Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.