Ancient Mutator [Mutator]
There is something very wrong with some of these mutations.
Prerequisites: Mutator level 1.
Benefit: You gain access to the Ancient Mutation list. You gain one additional mutation.
Azure Claws [Incarnum, Mutator]
Essentia flows into your muscles, empowering your strikes.
Prerequisites: Mutator level 1, Constitution 13, any natural weapon.
Benefit: Once per day, you can invest essentia into this feat. You gain a +1 enhancement bonus on attack and damage rolls with natural weapons per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.
Azure Form [Incarnum, Mutator]
Essentia flows into your flesh and bones, altering them with the hazy imagery of evolved potential.
Prerequisites: Mutator level 1, Constitution 13.
Benefit: Once per day, you can invest essentia into this feat. You gain one mutation per point of invested essentia, chosen at the moment the investment is made. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, at the end of which the mutations gained vanish.
You gain 1 point of essentia.
Change Posture [Mutator]
You can change your overall stance to draw benefit from it.
Prerequisite: Mutator level 3, Must have the Tauric Body teratomorphism.
Benefit: You can, as part of any move action, change your posture to be treated as either a quadruped (increased move speed, cargo capacity, stability and mounted benefits) or a biped (improved range, etc).
Construct Mutator [Mutator]
Sometimes known as Constructionists.
Prerequisites: Mutator level 1, must not be a construct type creature
Benefit: You gain access to the Construct Mutation list. You gain one additional mutation.
Control Size [Mutator]
You can control your innate physical changes to return only to your original size, as opposed to returning wholly to your original form.
Prerequisites: Either one of Size Increase I or Size Decrease I teratomorphisms, Change Shape mutation.
Benefit: You may, as a standard action, suppress any number of teratomorphisms you possess that alter your size category. Reactivating the suppressed teratomorphisms is also a standard action.
Enemies must face you on grounds of your choice.
Prerequisite: Improved Unarmed Strike and either the Improved Grapple feat or the Improved Grab special ability.
Benefit: When you successfully grapple an enemy, you can chose to move them into your area instead of moving into theirs.
Special: A fighter can select Drag as one of his fighter bonus feats.
Elemental Mutator [Mutator]
To the chagrin of some, Elementalist was already taken by a group of spellcasters.
Prerequisites: Mutator level 1, must not be an elemental type creature
Benefit: You gain access to the Elemental Mutation list. You gain one additional mutation.
Empower Sign [Mutator, Epic]
You just might end the world on simple grounds that you exist.
Prerequisites: Mutator level 24, acess to ancient mutations, Sign teratomorphism.
Benefit: The default power of your Sign increases to Moderate, concentrating on it as a standard action increases its effects to Strong, concentrating on it as a full round action increases its effects to Overwhelming.
Special: You are a horrible person.
Expanded Creation [Mutator]
You have more freedom in what you can create through your seeds.
Prerequisite: Acess to plant mutations, Budding Creation mutation, Mutator level 9.
Benefit: Whenever you use the Budding Creation mutation, you may create animal matter (flesh, bone, hairs, etc) as if it were vegetable matter.
Special: If you have access to the Construct mutator list, you also gain the ability to create metals through budding creation. If you have access to the Elemental mutator list, you also gain the ability to create objects made of raw elements with Budding creation, these objects lose consistency and break down into the elements themselves, unless the character creating them has the matching elemental subtype, in which case the object functions normally, despite being made of pure air, water or fire.
Extra Chimerism [Mutator]
You have more chimerisms than usual.
Prerequisites: Chimerism, Mutator level 6, Evolutionist anomaly level 1.
Benefit: You gain one additional chimerism, with the same number of mutations available to all your other chimerisms.
Extra Teratomorphism [Epic, Mutator]
Prerequisite: Access to rank VI teratomorphisms.
Benefit: You gain one extra teratomorphism of any rank.
Special: You can only take teratomorphisms from special lists if you would normally have access to those lists.
Special: You can take this feat more than once.
Force and Verve
You are very loud.
Prerequisites: Any supernatural ability that is a sonic effect, Perform (Oratory or Sing) 5 ranks.
Benefit: Whenever you use a supernatural ability that is a sonic effect, you may do so as a full-round action, if you do so, you may apply one of the following effects to the supernatural ability, not all effects might apply to any given ability.
- You may make a perform check against a DC of 11 + Caster level of the effect to pierce any Silence effect that might nullify the ability.
- You may cause your ability to affect deaf creatures.
- You may double the area of your ability.
- You may double the range of your ability.
- You may double the duration of your ability.
- You may treat your supernatural ability as an extraordinaire ability.
- You may increase the save DC of the sonic effect by +2.
- You may maximize all numerical variables of the ability, as per the Maximize Supernatural Ability feat.
- You may increase all numerical variables of the ability as per the Empower Supernatural Ability feat.
Special: You may take this feat more than once. For each instance of this feat that you have taken, you may add one additional effect to your sonic supernatural abilities when using Force and Verve. No effect can be added to a single ability more than once.
Great Chimera [Mutator]
You are quite the strange little mongrel.
Prerequisites: Chimerism, Mutator level 8, Evolutionist anomaly level 1.
Benefit: Each of your chimerisms gains an additional mutation.
Outsider Mutator [Mutator]
Nobody really balked at the ditching of “Outsiderist”, some considered Transcendent.
Prerequisites: Mutator level 1, must not be an outsider type creature
Benefit: You gain access to the Outsider Mutation list. You gain one additional mutation.
Plant Mutator [Mutator]
The Botanist Association appreciates its own name.
Prerequisites: Mutator level 1, must not be a plant type creature
Benefit: You gain access to the Plant Mutation list. You gain one additional mutation.
Resin Artisan [Mutator]
You are an excellent craftsman of the organic secretions of your body.
Prerequisite: The Resin mutation or Craft (Resin) 4 ranks.
Benefit: You gains a +4 bonus on all Craft checks when you use resin as the base material, and may reduce the time needed to craft the object to 1/7 of the normal time instead of one half (you can do a week’s worth of work in one day).
Undead Mutator [Mutator]
When ‘Undeadist’ was suggested, laugh ensued. But nobody managed to think of any other name. The least conservative suggested Defiler.
Prerequisites: Mutator level 1, must not be an undead type creature
Benefit: You gain access to the Undead Mutation list. You gain one additional mutation.
Worldskin Domain [Mutator][Aberrant]
Your grove is filled with the strange, fibrous carpet of the worldskin.
Prerequisites: Feature (Worldskin), Grove mutation, Malshaper level 1.
Benefit: The area encompassed by your grove is covered by the worldskin feature, which grows over every sessile solid surface within the grove's radius, this costs you no form points. As a standard action, you may cause any amount of the worldskin inside the grove to recede until you wish it to grow once again.
Special: If you have the living fortress special ability for the grove, all features you put on the worldskin inside your grove benefit from the fast healing provided by that ability.