Evolutionist

By Draken

 

"To improve is to change, so to be perfect is to have changed often."
- Winston Churchill.


Through the strange reaches of the world, one will find many who seek the power that they never acquired by accident of birth. They are wizards using transmutation to become wyrms and giants, they are druids becoming beasts and elemental beings. Others are not so fortunate, and they are born or endowed with wretched powers grafted to their flesh and to their soul, with no option but to control or be controlled by these alien and vile energies that twist them into monsters.

Evolutionists are neither. These men and women have discerned a path towards a transcendence of what they were born as, no simple transmutation and no unnatural energy twisting their selves, but a true change on the very building blocks of the divine design of their lives. They have discovered how to become greater than they started as, not simply borrow the greatness of other beings.

Abilities: Any given evolutionist can find use for any ability score. Those who focus on combat will certainly appreciate strength, dexterity and constitution, those who favor more eldritch paths to power will prefer intelligence or charisma.

Role: Any individual evolutionist, depending on how exactly he chooses to mutate, can perform any type of role. Some are peerless frontliners, while others are skirmishers or healers or myriad other potential roles.

Background: Evolutionists have found an art, and a science they treat with the same reverence a wizard has for his magic. They have not stumbled on insane powers from beyond or devotion to forces and ideals greater than themselves, or any such source of power. But into an untapped knowledge of the basic workings of life itself.

Organization: Evolutionists sometimes congregate, specially those who favor a specific creature type.

Alignment: Evolutionists have no particular alignment.

Races: Evolutionists are more common among the humanoid races of the world, those poor masses that almost universally gained nothing but their limbs and their wits in the grand design of the gods. But rare and unthinkably powerful is the creature that blessed with might by birth, finds and follows this path. It should be noted that many creature types allow extra options for several of the major class features of the evolutionists. a complete list is found at the bottom of this page. 

Religion: Some evolutionists, specially those who try to emulate extant species, follow the gods of the creatures they aspire to. Still others eschew the gods entirely, focusing on their prowess and potential to dismiss their design for all life and become zealous in their anti-theism. More still simply follow the deities who align with their views of the world.

Other Classes: Evolutionists are an oddity to most, and their choices often paint the view of others to them. Druids feel uneasy around these individuals, and unfriendly or even hostile to those who follow aberrant paths, the same goes for rangers, but with greater latitude depending on their enemies of choice. Monks are specially likely to clash with evolutionists, as their paths to perfection can be at extreme odds.

Adaptation: Usually, the evolutionist will be a man or woman who is following a path to monstrous transcendence. But this class can just as easily be used to show the development of a young monster into an adult member of its great race.

Hit Die: d8

Starting Gold: 3d4x10 (75gp)

Level BAB Fort Ref Will Features
+0 +0 +0 +0 Mutations, Monster Sage, Improved Unarmed Strike
+1 +0 +0 +0 Mutations, Teratomorphism I
+1 +1 +1 +1 Mutations
+2 +1 +1 +1 Mutations
+2 +1 +1 +1 Mutations, Teratomorphism II
+3 +2 +2 +2 Mutations
+3 +2 +2 +2 Mutations
+4 +2 +2 +2 Mutations, Teratomorph III
+4 +3 +3 +3 Mutations
10° +5 +3 +3 +3 Mutations, Mutant Ascendancy
11° +5 +3 +3 +3 Mutations, Teratomorph IV
12° +6 +4 +4 +4 Mutations
13° +6 +4 +4 +4 Mutations
14° +7 +4 +4 +4 Mutations, Teratomorph V
15° +7 +5 +5 +5 Mutations
16° +8 +5 +5 +5 Mutations
17° +8 +5 +5 +5 Mutations, Teratomorph VI
18° +9 +6 +6 +6 Mutations
19° +9 +6 +6 +6 Mutations
20° +10 +6 +6 +6 Mutations, Mutant Perfection

Class Skills (2 + Int Modifier): The evolutionist can choose any ten skills to be class skills.

Proficiencies: Evolutionists are proficient with all simple weapons and light armor but not with shields. They are innately proficient with any natural weapons they may acquire.

Mutations: At first level, the evolutionist gains six mutations. Each level afterwards, he gains four mutations.
Whenever the evolutionist gains a level, he may chose to lose any one mutation he has to gain a different one, he cannot chose to lose a mutation that would cause him to no longer qualify for another mutation, feat or prestige class. A full explination and list of of mutations can be found at the bottom of the page. Some mutations are availible based on the creature type of the Evolutionist. Those will be listed under that creature type at the bottom of the page instead of under the general mutations page.

Monster Sage (Ex): The evolutionist gains a +4 bonus on all knowledge checks made to discern information about a creature.

Improved Unarmed Strike: The evolutionist gains Improved Unarmed Strike as a bonus feat, he may treat unarmed strikes as grouped natural weapons (as many as he has fists or analogous limbs to use) or as manufactured weapons as he prefers.

Teratomorph: Mutations are relatively simple, small individual changes. Teratomorphism is a much more radical alteration of the evolutionist’s body, a full array of widespread changes meant to achieve a more complex final result than the relatively simple addition or improvement of biological components that is a mutation.
At their second , fifth , eighth , eleventh , fourteenth and seventeenth levels, the evolutionist can chose one Teratomorphism. At first he can take only a Teratomorph change from the Teratomorph I list, but each time this ability is gained he also gains access to a higher level of potential changes. The same ability cannot be taken more than once. The changes wrought by Teratomorph are considered extraordinaire effects. Some Teratomorph abilities are specific to certain creature types, those will be listed under the creature type at the bottom of the page rather than here.

Teratomorph I: 

  • Dire Body: The evolutionist’s appearance and demeanor become exponentially more ferocious. The damage die of all his natural weapons increase by one step and he gains a +1 bonus to attack rolls and natural armor plus another +1 bonus to attack rolls and natural armor for every two teratomorphisms he has. Lastly, he gains a bonus to intimidate checks equal to his mutator level.
  • Tauric Body: The evolutionist’s lower body becomes that of a bestial creature, he is considered a quadruped (and consequentially a long creature), increasing his land speed by 10 feet and allowing him to treat himself as mounted for the purposes of feats and abilities (and also providing stability and increased cargo capacity). If he is already a quadruped, this teratomorphism can be taken in order to make him into a bipedal creature (and consequentially a tall creature), improving reach for large sized beings, but removing the benefits of quadruped form, in this particular scenario it should probably have another name, but I am at a loss for one.
  • Anomalous Mutation: The evolutionist gains one unstable mutation. By concentrating for 5 minutes he may convert this unstable mutation into any single mutation he qualifies for, the unstable mutation remains in that form for 24 hours. Unlike other teratomorphisms, this ability can be taken more than once; any number of existing unstable mutations can be converted in a single period of concentration.
  • Extra Mutations: The evolutionist gains three mutations. Unlike other teratomorphisms, this ability can be taken more than once.


Teratomorph II: 

  • Size Increase I: The evolutionist grows one size category. His height, length and width doubles and his weight is multiplied by 8. He gains a +2 size bonus to strength, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size decrease, if any, instead of giving its normal benefits if the evolutionist has that teratomorphism. Furthermore, the evolutionist gains additional bonuses (or penalties) to his strength and natural armor according to his new size, as seen on the following table:
Former Size New Size Str Adjustment NA adjustment
Fine Diminutive +2 +1
Diminutive Tiny +2 +1
Tiny Small +2 +1
Small Medium +2 +1
Medium Large +2 +1
Large Huge +2 +1
Huge Gargantuan +4 +2
Gargantuan Colossal +8 +4

 

 

  • Size Decrease I: The evolutionist reduces one size category. His height, length and width are halved and his weight is divided by 8. He gains a +2 size bonus to dexterity, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size increase, if any, instead of giving its normal benefits if the evolutionist has that teratomorphism. Furthermore, the evolutionist gains additional bonuses or penalties to his strength according to his new size, as seen on the following table:
Former Size New Size Str Adjustment*
Colossal Gargantuan -8
Gargantuan Huge -4
Huge Large -2
Large Medium -2
Medium Small -2
Small Tiny -2
Tiny Diminutive -2
Diminutive Fine -2

* Strength can never go below 1.

  • Amorphous I: The evolutionist’s body loses consistency, becoming considerably more gelatinous or amoeboid, or maybe simply rubbery, or something else entirely. The evolutionist gains a +4 bonus on all escape artist and is treated as one size category larger than he actually is for the purposes of grappling and can treat himself as being up to one size category smaller than he actually is for the purposes of squeezing through tight spaces. Lastly, the evolutionist has a 25% chance of ignoring extra damage from precision damage (such as sneak attacks) and critical hits.


Teratomorph III: 

  • Burrow: The evolutionist gains a burrow speed equal to his base land speed. The evolutionist's burrowed movement leaves behind a tunnel that other creatures can use.
  • Flight: The evolutionist gains a fly speed equal to twice his base land speed with poor maneuverability. If he is already capable of flying, his flight speed increases by 20 ft. and his maneuverability improves one step.
  • Regeneration I: The evolutionist gains the ability to reattach or grow back lost body parts (even his head if he has a spare one to keep going). Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes. In addition, the evolutionist gains fast healing 2, stacking with any existing fast healing and heals an additional 5 points of nonlethal damage per round. Lastly, as a move action, once per turn, the evolutionist may recover hit points equal to his total fast healing.
  • Extra Head I: The evolutionist grows one additional head. This extra head gives the evolutionist a +2 bonus on spot, listen and search checks, it may share any bite or gore attacks owned by the original head and may be used alongside mutation-granted natural weapons in a full attack, increasing the limit to fit itself. Additionally, whenever you could perform an attack with the bite or gore of one of your heads, you may attack with all of your heads, but you may only attack once per head in this way, even if you have more than one attack per head.



Teratomorph IV: 

  • Size Increase II (Requires Size Increase I): This teratomorphism works exactly like size increase I and stacks with it.
  • Size Decrease II (Requires Size Decrease I): This teratomorphism works exactly like size decrease I and stacks with it.
  • Amorphous II (requires Amorphous I): This teratomorphism works exactly like amorphous I and stacks with it.



Teratomorph V: 

  • Regeneration II (Requires Regeneration I): The evolutionist needs only one minute to regenerate a lost body part. In addition, all physical damage (slashing, piercing or bludgeoning) dealt to him is turned into non-lethal damage, and his fast healing increases by 2, as well as increasing his nonlethal damage recovery by 5. Lastly, he may use the healing option of Regeneration I as a swift action.
  • Extra Head II (Requires Extra Head I): This teratomorphism works exactly like Extra Head I, giving the evolutionist a third head. In addition, the evolutionist gains one extra move or standard action each round.
  • Blindsight: The evolutionist gains Blindsight with a range of 30 ft, or half the range of any existing Blindsense, whichever is higher.



Teratomorph VI: 

  • Size Increase III (Requires Size Increase II): This teratomorphism works exactly like size increase II and stacks with it.
  • Size Decrease III (requires Size Decrease II): This teratomorphism works exactly like size decrease II and stacks with it.
  • Amorphous III (Requires Amorphous II): This teratomorphism works exactly like amorphous II and stacks with it, with the following alteration, the evolutionist gains an additional 50% chance to avoid precision damage and critical hits (for a total of 100% chance). Additionally, the evolutionist can no longer be flanked.

Mutant Ascendancy (Ex): At 10th level, the evolutionist becomes something… Different from whatever he used to be. The evolutionist may
pick an ascendancy from the list bellow, changing his creature type to the matching ascendancy's and receiving a special bonus according to the choice. The humanoid ascendancy is only open to creatures that already belong to that type, for most other creatures agree that humanoids are a step down in the evolutionary ladder. The evolutionist gains the augmented subtype pertaining to his old type.
If they don’t already have it, characters gaining the aberration, dragon, magical beast and monstrous humanoid types gain Darkvision out to a range of 60 feet (stacking with any other Darkvision not granted by creature type) while those changing into giant or fey gain low-light vision. Lastly, the evolutionist gains two extra mutations. Some creature types gain acess to special mutant acendencies, those will be listed at the bottom of the page under the creature type rather than here.
 

  • Aberration: The save DCs for the evolutionist’s supernatural and psi-like abilities increases by +3.
  • Dragon: The damage die of all the evolutionist’s breath weapons increases by one step and the save DC for them increases by +3. The save DC's for all the evolutionist's extraordinaire special attacks also increases by +2.
  • Fey: The save DCs for the evolutionist’s spell-like abilities derived from the druid spell list and all illusion and enchantment spell-like abilities increases by +3.
  • Giant: The evolutionist gains Powerful Build and his strength increases by +4.
  • Humanoid: The evolutionist gains a +2 bonus to three ability scores of his choice.
  • Magical Beast: The evolutionist gains an enhancement bonus on attack and damage rolls with all natural weapons equal to one fourth of his mutator level.
  • Monstrous Humanoid: The evolutionist gains two additional mutations and one mutator feat of his choice.


As a final benefit, upon gaining this ability, the evolutionist may redefine how his age categories advance. He must still follow the standard advancement rules for his type (meaning a non-true dragon can't change to that paradigm, he must stick to Mature, Old and Venerable and its usual bonuses and penalties), but can simply decide that he will never reach one of the later age categories or do away with his maximum age entirely.

Mutant Perfection (Ex): A 20th level evolutionist is a thing of its own, he might be the most perfect exemplar of his kind or he might be the origin of an entirely new species. He gains two additional mutations and an ability depending on the mutant ascendancy he picked. Some creature types gain acess to a special mutant perfection, those will be listed at the bottom of the page under the creature type rather than here.

  • Aberration: Horrible, unnatural, alien. These are the words associated with aberrations. Their powers are varied and unpredictable as their shapes. The evolutionist gains two additional teratomorphisms of any level.
  • Dragon: Dragons will have you know that they are the most glorious and terrible beings that ever graced the world, they are probably right. The evolutionist’s base land speed increases by 30 feet (which can have an effect on other movement modes gained from mutations and teratomorphism), the damage die of all his natural weapons and any breath weapon they have increases by one step, any existing energy resistances he has increase by 5, he gains damage reduction 5/magic or increases an existing damage reduction by 5 and any existing spell resistance increases by 5.
  • Fey: Graceful and wicked in the manner of mad courtiers, fey are a conundrum to many. The evolutionist gains a +5 bonus on all dexterity, wisdom and charisma based skill checks. He also gains two mutations that can only be spent on spell-like abilities, but he can take any two wizard/sorcerer or druid spells of up to 9th level with these abilities, they are useable twice per day each (or more if they are of 6th level or lower, see Spell-like ability mutation).
  • Giant: Whoever does not believe that might makes right has never faced a giant. Whoever thinks that the mighty of body are dull of mind has never faced a giant. The evolutionist gains a +4 bonus to all ability scores. He also grows one size category (up to colossal, gaining the same bonuses and penalties due to size change listed in the Size Increase teratomorphism) and gains an additional +2 to constitution.
  • Humanoid: As a paragon of his kind, the evolutionist is a beacon of glory to others of those meager - mostly hairless - often apes (but sometimes other things) known as humanoids. All humanoids within 60 feet of the evolutionist gain a +5 morale bonus on all attack rolls, damage rolls and skill checks. They are not simply food for the greater monstrosities of the world, they have the right to be and they have the power to be more. He also gains a +2 bonus to all ability scores.
  • Magical beast: The magical beast is great and magnificent, something about these creatures just inspires those who look at them, their pride is not vain, and their might is not without finesse. The evolutionist’s natural armor increases by +5, he gains a +3 bonus on all saving throws and the save DCs for all his special attacks increases by +3. Furthermore, the evolutionist may rebuke and control magical beasts like an evil cleric can rebuke and control undead. His effective cleric level for the purposes of this ability is his mutator level, this ability can be used once every five rounds.
  • Monstrous Humanoid: All brutality, all ferociousness, all canniness and ruthlessness is embodied in the monstrous humanoid. The evolutionist gains a +5 bonus on all skill checks, ability checks and attack and damage rolls. He also gains a +2 bonus to all ability scores.

 

Mutations

Evolutionist Feats

Construct Evolutionists

Elemental Evolutionists

Plant Evolutionists

Outsider Evolutionists

Undead Evolutionists

Ancient Evolutionists

Epic Evolutionist

 

Evolutionist prestige classes: (Links lead off site)

Malshaper

Evolutionist anomaly

Spell weaver

Resign mastercrafter

Disciple of thessala

High evolutionary

Evolutionist prestige classes by other homebrewers:

Hellfire scion by grimsage matt

Worldshaker by Selinia

Venomancer by Selinia

The Progenitor by Selinia

The progenitor V2 By Selinia

Weaponthane Ascendant by Mithril leaf

Soul evolutionist by Rizban