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Racial Traits Race Point Cost
TypeHumanoid (mutant)0
SizeMedium0
Base SpeedNormal0
Ability Score ModifiersVariable (+2 to 2 stats, -2 to 1 stat)1
LanguagesStandard0
DefenseVariable Resistance1
Feat and SkillSkill Focus (Perception)2
MagicalLesser Spell-Like Ability1
OtherVariable Mutant Abilities2
OtherVariable Stats5
SensesLow-Light Vision1
SensesDarkvision2
Total15
The mutant race offers a fascinating and often tragic character option, born from the confluence of wild magic, forgotten ancient technologies, or even unforeseen environmental cataclysms that have fundamentally altered their lineage. Unlike traditional races, the mutants are defined by their inherent, often unpredictable, genetic or magical deviations, granting them astonishing powers or unique physical traits that set them apart. These mutations can manifest as anything from minor, yet potent, innate magical aptitudes, psionic capabilities, or heightened senses, to dramatic physical transformations like elemental skin, extra limbs, or strange energy manipulation. While these abilities make them incredibly versatile and unpredictable adventurers, they often come with a heavy social cost; the mutants frequently face prejudice, fear, or misunderstanding from conventional societies, forcing many to live on the fringes, in hidden enclaves, or to tirelessly seek acceptance while embracing the extraordinary nature of their very being.

Mutant Racial Traits

  • Ability Score Racial Traits: Mutants are variable, and therefore, they get to choose 1 physical ability (STR, DEX, CON) and 1 mental ability score (INT, WIS, CHA) to increase by 2 on creation as well as either a physical or mental ability score of their choice to decrease by 2 on creation.
  • Size: Mutants are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Mutants are Humanoid creatures with the mutant subtype.
  • Base Speed: Mutants have a base speed of 30 feet on land.
  • Languages: Mutants begin play speaking Common. Mutants with high Intelligence scores can choose from the following: Draconic, Dwarven, Elvaan, Galkan, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Variable Resistance: Mutants must roll a 1d6 on creation (1-Earth, 2-Fire, 3-Ice, 4-Lightning, 5-Water, 6-Wind) and gains that elemental resistance 5.

Feat and Skill Racial Traits

  • Keen Senses: Mutants receive a +2 racial bonus on Perception checks.

Magical Racial Traits

  • Spell-Like Ability (Sp): Mutants can choose a 1st-level blue mage spell and cast it once per day as a spell-like ability (caster level equal to the mutant’s class level). In addition, if the mutant is also a blue mage, he gains a +2 bonus on Knowledge skill checks on learning spells.

Other Racial Traits

  • Variable Mutant Abilities: Mutants gain a random mutant ability by rolling a 1d100 on the table below, once upon creation. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the mutant’s character level. Mutants may roll on the alternative physical features by rolling a 1d100 as well.
  • Variable Stats: Mutants experience unpredictable physical and mental growth as they advance. At each character level beyond 1st, a mutant gains a +1 bonus to a randomly determined ability score. Roll 1d6 to determine the affected ability score (1 = Strength, 2 = Dexterity, 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma). A mutant may gain a maximum of +6 total bonuses to any single ability score from this trait. If a roll would grant a bonus to an ability score that has already reached this maximum, reroll until a valid result is obtained. This racial trait replaces the standard ability score increases gained at every 4th character level.

Senses Racial Traits

  • Darkvision: Mutants can see perfectly in the dark up to 60 feet.
  • Low-light Vision: A mutant can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Dual Minded: The mixed ancestry of some mutants makes them resistant to mental attacks. Mutants with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces variable resistance.
  • Eye for Opportunity: Constantly facing the rough edges of society, some mutants develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces keen senses.
  • Scavenger: Forced to survive on their own as outcasts, some mutants learn to make do with what little they have. Mutants with this trait gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces keen senses.
  • Sociable: Mutants are skilled at charming others and recovering from faux pas. If mutants with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces keen senses.
  • Variable Defenses: Some mutants develop abnormal resilience rather than enhanced physical or mental aptitude. At each character level beyond 1st, a mutant gains a randomly determined defensive bonus. Roll 1d6 to determine the benefit gained (1 = +3 hit points, 2 = +1 MP, 3 = +1 Fortitude save, 4 = +1 Reflex save, 5 = +1 Will save, 6 = +1 stackable bonus to AC). A mutant may gain each specific benefit a maximum of 5 times from this trait. If a roll would grant a benefit that has already reached its maximum, reroll until a valid result is obtained. This racial trait replaces variable stats and replaces the standard ability score increases gained at every 4th character level.
  • Wary: Many mutants have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. mutants with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces keen senses.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Astrologian: Add one spell known from the astrologian spell list. This spell must be at least one level below the highest spell level the astrologian can cast.
  • Black Mage: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
  • Blue Mage: Add +1/6 bonus to all Knowledge skill checks.
  • Cleric: Add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level the cleric can cast.
  • Illusionist: Add +1/6 to the DC for all illusion spells.
  • Necromancer: Add +1 skill rank to the necromancer’s bone commander. If the necromancer ever replaces his bone commander, the new bone commander gains these bonus skill ranks.
  • Red Mage: Add a +1/2 bonus on concentration checks made to cast defensively.
  • Scholar: Increase total number of points in the scholar’s arcane reservoir by 1.
  • Summoner: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
  • Time Mage: Add +1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.
  • White Mage: Add one spell known from the white mage spell list. This spell must be at least one level below the highest spell level the white mage can cast.

Table: Variant Mutant Abilities

d%Ability
1You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2You possess some type of extrasensory organ, granting you all-around vision.
3You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4You can use grab 3 times per day as a spell-like ability.
5Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7You can eat and gain nourishment from ash, cinders, dust, and sand.
8You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9You gain an additional +2 racial bonus to your Charisma score.
10You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
11Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
12You do not need to sleep. You are not immune to sleep effects.
13You gain a +2 bonus on saving throws made against disease.
14Your base land speed increases by +5 feet.
15You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16You have over-sized limbs, allowing you to use Large weapons without penalty.
17You possess claws that are treated as natural weapons and deal 1d4 points of damage.
18You gain DR 2/bludgeoning.
19You gain a Swim speed of 30 feet.
20You gain a +2 bonus on Combat Maneuver checks.
21You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll.
22You can use detect evil, as the spell, three times per day.
23You never need to drink to survive.
24Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
25You gain earth resistance 5.
26Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27You can speak two additional languages spoken by extraplanar beings.
28Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29You gain a +1 bonus on all Reflex saving throws.
30You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
31You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
32You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33You gain DR 2/silver.
34You do not lose consciousness until you are reduced to –5 hit points.
35You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36You can communicate telepathically with any sentient creature with which you are in contact.
37Once per day, you can use death knell as a spell-like ability.
38At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39Once per day, you can move at double your normal speed for 1 round.
40As a full-round action, you can bleed and collect 1 vial worth of precious blood per day.
41You possess spell resistance equal to 10 + 1/2 your Hit Dice.
42The spell animate dead can return you to life as per the spell raise 1d4 times.
43Your mutant ancestry treats your Charisma as if it were 2 points higher for spells and spell-like abilities.
44You are unusually short, granting you all the standard traits of a Small creature.
45Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46You gain an additional +2 racial bonus to your Intelligence score.
47You can use summon food and water three times per day as a spell-like ability.
48You are invisible to all unintelligent undead. This is a supernatural ability.
49You are healed by both holy and shadow channeled energy.
50Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51You can speak to all birds.
52You gain a +2 bonus on saving throws against poison.
53You possess the scent special ability.
54You gain DR 2/piercing.
55You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56Once per day, you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of ice damage per round.
58You heal yourself of double the normal amount of damage by resting.
59You gain a +1 bonus on all Will saving throws.
60You gain a +2 bonus on initiative checks at night.
61You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62You can use deathwatch three times per day as a spell-like ability.
63You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
64Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66You can drink and gain nourishment from ash, cinders, dust, and sand.
67Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68You gain damage reduction 2/cold iron.
69Once per day, you can use fog cloud as a spell-like ability.
70You are aware of and can choose the result of any attempt to detect your alignment.
71Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.
72You can communicate telepathically with any evil creature within 50 feet.
73You can use minor image three times per day as a spell-like ability.
74Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75You gain wind resistance 5.
76You can hold your breath for 3 rounds longer than normal.
77You can speak to insects.
78Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79You receive a +1 bonus on all Fortitude saving throws.
80You gain a +2 bonus to your CMD.
81Once per day, you can use rage on yourself as a spell-like ability.
82You gain a +2 bonus on saving throws against mind-affecting effects.
83Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage.
84You are immune to magic sleep and paralysis effects.
85Supernatural awareness grants you an additional +2 racial bonus on all Perception checks.
86Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
87You can survive on one-quarter the amount of food and water a hume requires.
88Any damage you deal with a melee weapon is treated as any alignment for the purposes of overcoming damage reduction.
89Once per day, you can use cure as a spell-like ability.
90You gain an additional +2 racial bonus to your Wisdom score.
91You gain damage reduction 2/slashing.
92You can see creatures on the Ethereal Plane.
93Once per day, you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94You gain a +2 bonus on saving throws against nausea.
95You are flexible and slightly slimy, and thus gain a +2 racial bonus on all Escape Artist checks.
96You can use ventriloquism at will as a spell-like ability.
97Once per day, as a standard action, you may suppress your unusual mutant physical features for a number of minutes equal to your Con modifier, thus appearing hume.
98You receive +1 bonus hit point per level.
99Once per week you may mentally contact a mutant ancestor to gain information, as per the spell commune. This is a spell-like ability.
100Roll on this table twice, ignoring any further rolls of 100.

Table: Alternative Physical Features

d%Feature
1Arms: elbow spurs
2Arms: over-sized limb
3Arms: stony forearms
4Arms: tentacle-like
5Arms: undersized limb
6Build: emaciated
7Build: hunchback
8Build: obese
9Build: unnaturally heavy
10Build: unnaturally light
11Digits: abnormally long
12Digits: extra digits
13Digits: extra joints
14Digits: no nails
15Digits: odd number
16Ears: bat-like
17Ears: missing
18Ears: pig-like
19Ears: pointed
20Ears: other
21Eyes: cyclopic
22Eyes: goatlike
23Eyes: glowing
24Eyes: smoking
25Eyes: other
26Face: canine muzzle
27Face: insectile mandibles
28Face: missing nose
29Face: underdeveloped features
30Face: other
31Hands: backward-bending fingers
32Hands: extra thumbs
33Hands: pincers
34Hands: suckered
35Hands: other
36Head: animalistic
37Head: animate hair
38Head: bald
39Head: malformed
40Head: other
41Horns: draconic
42Horns: metallic
43Horns: ram-like
44Horns: vestigial
45Horns: other
46Legs: backward-bending
47Legs: birdlike
48Legs: cloven feet
49Legs: froglike
50Legs: other
51Skin: feathered
52Skin: loose
53Skin: patterned
54Skin: rotting
55Skin: scaled
56Skin: slimy
57Skin: strangely colored
58Skin: translucent
59Skin: variable color
60Skin: other
61Tail: aquatic
62Tail: fiendish
63Tail: mammalian
64Tail: reptilian
65Tail: other
66Teeth: blunt
67Teeth: fanged
68Teeth: metallic
69Teeth: needle-like
70Teeth: other
71Other: androgynous
72Other: antennae
73Other: avian snood
74Other: bleeding pores
75Other: bony ridges
76Other: emits strange noises
77Other: exoskeleton
78Other: external organ
79Other: extraneous nipple
80Other: eyestalks
81Other: forked tongue
82Other: fungal/leafy growths
83Other: hermaphroditic
84Other: incongruous footprints
85Other: infernal glow
86Other: infested
87Other: inhuman voice
88Other: missing joint
89Other: no reflection
90Other: no shadow
91Other: profane birthmark
92Other: smoking breath
93Other: spinneret
94Other: strange smell
95Other: uncontrollable twitch
96Other: unnatural temperature
97Other: vestigial limb
98Other: whistling umbilicus
99Roll twice, ignoring any result of 99 or higher.
100Roll three times, ignoring any result of 99 or higher.