Mutations
 

Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats.
Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes or monster classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).

Mutations and Appearance
Most mutations, innate mutations in particular, make a tangible and obvious change to the evolutionist’s body. In the broader aspect, the nature of the change is dictated by the mutation. Gaining a bite attack will give you prominent teeth, claws will enlarge his fingernails, tentacles will grow out of… somewhere. But as that ‘somewhere’ says, the specifics of the change are up to the evolutionist. Tentacles can grow on his back, on his waist, on his face. A bite attack can give him vampiric fangs or give him a crocodilian mouth. Natural armor can give him reptilian scales or the chitinous shell of an arthropod. The more mutations, the more prominent the changes become and the less like his original self the evolutionist will look.
Don’t even get me started on teratomorphisms or type changes from Mutant Ascendancy, when those things happen, you can pretty much go wild.

Granting Mutations
Certain prestige classes can grant mutations to other creatures, based on those the evolutionist himself has. The mutations granted are based directly on those that the evolutionist has, and limited by any choices he has already made, such as where mutation-granted skill points are allocated, what specific feats, spell-like abilities or energy resistances are granted by mutations, etc. Lastly, such effects do not allow the evolutionist to grant more instances of a given mutation than he personally possesses, including any mutations the target might already have.


Mutation Prerequisites
A number of mutations have prerequisites; some have a mutator level prerequisite while others have special abilities as prerequisites. When a mutation has a special attack or ability as a prerequisite, it can be supplied by mutations or by any other permanent means (racial abilities, class features, etc) available to the character.

Mutation Presentation
Name: The mutation’s name.
Prerequisite: The mutation’s prerequisites.
Ability Score: Which Ability score governs the mutation’s save, if any. If a mutation would require Constitution (not only for saves, but for any of its effects) and the evolutionist has a null score on it, use Charisma instead.
Benefit: What the mutation does.
Further Mutations: What the character gains from taking the mutation more times and how many times the mutation can be taken, if it has any unusual limits. If this entry is left empty, the mutation’s basic benefit is received once more (stacking with itself) whenever the mutation is taken. If a mutation can be taken “up to once per X mutator levels”, divide the character’s mutator level by ‘X’ and round the result up to determine how many instances of the mutation he can take.

Table 2: Mutation Limits

Mutator Level 1/2 ML 1/3 ML 1/4 ML 1/5 ML 1/6 ML 1/7 ML 1/8 ML 1/9 ML 1/10 ML
1 1 1 1 1 1 1 1 1 1
2 1 1 1 1 1 1 1 1 1
3 2 1 1 1 1 1 1 1 1
4 2 2 1 1 1 1 1 1 1
5 3 2 2 1 1 1 1 1 1
6 3 2 2 2 1 1 1 1 1
7 4 3 2 2 2 1 1 1 1
8 4 3 2 2 2 2 1 1 1
9 5 3 3 2 2 2 2 1 1
10 5 4 3 2 2 2 2 2 1
11 6 4 3 3 2 2 2 2 2
12 6 4 3 3 2 2 2 2 2
13 7 5 4 3 3 2 2 2 2
14 7 5 4 3 3 2 2 2 2
15 8 5 4 3 3 3 2 2 2
16 8 6 4 4 3 3 2 2 2
17 9 6 5 4 3 3 3 2 2
18 9 6 5 4 3 3 3 2 2
19 10 7 5 4 4 3 3 3 2
20 10 7 5 4 4 3 3 3 2

Basic Mutations
Basic Mutations are those that effect non-physical changes on the evolutionist. The evolutionist retains access to the benefits granted by these mutations even if he is not in his natural form (by alter self or similar spell effect).

Evolve Aptitude
Prerequisite: -
Ability Score: None
Benefit: The evolutionist chooses three skills and they become class skills for him. He also gains a +1 bonus to skill checks with all skills.
Further Mutations: Each time this mutation is taken it applies to a different set of skills. This mutation can be taken up to five times.

Evolve Combat Instinct
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base attack bonus increases by +1, to a maximum of +20 or his HD, whichever is lower.
Further Mutations: This mutation can be taken up to once per two mutator levels.

Evolve Fortitude
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base fortitude save increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.

Evolve Racial Potential
Prerequisite: Appropriate race
Ability Score: None
Benefit: The evolutionist gains a racial feat as a bonus feat. A racial feat is a feat that has the evolutionist’s (original) race as a prerequisite. The evolutionist must also attend any other prerequisites the feat might have. This mutation cannot be used to take Mutator feats.
Further Mutations: This mutation can be taken once per three mutator levels.

Evolve Reflexes
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base reflex save increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.

Evolve Resilience
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains additional hit points equal to 3 + his mutator level.
Further Mutations: This mutation can be taken once per three mutator levels, up to five times.

Evolve Skills
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains 6 skill points, plus 2 additional skill points per mutator level.
Further Mutations: This mutation can be taken up to three times.

Evolve Talent
Prerequisite: Mutator level 3.
Ability Score: None
Benefit: The evolutionist gains a bonus feat, he must qualify for the feat taken and it may not be a mutator feat.
Further Mutations: This mutation can be taken once per four mutator levels.

Evolve Will
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base will save bonus increases by +2.
Further Mutations: This mutation can be taken once per six mutator levels, up to three times.

 



Innate
Innate mutations create obvious physical changes. Unless otherwise stated they are not considered extraordinaire, supernatural or spell-like abilities. Because these mutations rely on features of the physical form of the evolutionist they are suppressed if he is not in his natural form.

 

Adherent Hands
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +2 bonus on climb checks, grapple checks and on checks to resist being disarmed.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains a climb speed of 15 feet per instance of the mutation taken. Each time this mutation is taken, the maximum bonus increases by +2. This mutation can be taken once per two mutator levels, up to four times.

Aquatic Adaptation
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +4 bonus on swim checks and a swim speed equal to his base land speed.
Further Mutations: If this mutation is taken a second time, the bonus on swim checks increases by another +4, the swim speed granted increases to twice the evolutionist’s base land speed and he may breath underwater. This mutation can be taken once per three mutator levels, up to twice..


Chameleonic
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops padding and the ability to change the coloration and pattern of his skin, giving him a +2 bonus on hide, move silently and disguise checks.
Further Mutations: Each time this mutation is taken, the bonus increases by +2. If this mutation is taken at least three times, the evolutionist gains the ability to hide even in terrain that does not provide cover or concealment. If it is taken four times, he gains the ability to Hide in Plain Sight. This mutation can be taken once per three mutator levels.


Darkvision
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Darkvision with a range of 30 feet or increases the range of existing Darkvision by 30 feet.
Further Mutations: -

Evolve Speed
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s base land speed improves by 10 feet.
Further Mutations: This mutation can be taken once per six mutator levels.

Extend Reach
Prerequisite: -
Ability Score: None
Benefit: The evolutionist may extend the reach of one of his natural weapons by 5 feet, up to a maximum of twice his normal reach with that natural weapon. If applied to a natural weapon capable of wielding manufactured weapons this extra reach also applies to those, the additional threatened area of a reach weapon is calculated based on the base range of the evolutionist’s size category, not on the total threatened area granted by this mutation.
Further Mutations: -

Extra Arms
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist grows a pair of fully functional extra arms. Or only one arm, if he wants.
Further Mutations: This mutation can be taken once per six mutator levels.

Extra Senses
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +2 bonus on listen, search and spot checks.
Further Mutations: If this mutation is taken at least twice, the evolutionist gains uncanny dodge. If it is taken at least three times, he gains improved uncanny dodge. Each time this mutation is taken, the skill bonus increases by +2. This mutation can be taken once per three mutator levels.
Special: Acquiring this mutation at least once can be used to remove any existing natural blindness or deafness, but not magical blindness or deafness.

Flexible Joints
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s limbs and digits can stretch and bend more than usual, giving him a +2 bonus on escape artist, sleight of hand and tumble checks.
Further Mutations: Each time this mutation is taken, the bonus increases by +2. In addition, for every two instances of this mutation taken, the evolutionist may increase the distance he can move with a 5 feet. step by an additional 5 feet. This mutation can be taken once per two mutator levels, up to four times.

Natural Armor
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s natural armor increases by 2.
Further Mutations: This mutation can be taken once per three mutator levels.

Natural Weapons
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains one natural weapon from the list bellow.

Natural Weapon Damage dice (Medium) Type
Bite* 1d8 Bludgeoning, Slashing and Piercing
Claw x2 1d4 Piercing and Slashing
Gore** 1d6 Piercing
Tail* *** 1d6 Bludgeoning or Piercing
Tentacle x2*** 1d3 Bludgeoning and/or Slashing
Slam x2 1d6 Bludgeoning

* You can chose one bite or tail attack to be treated as a primary natural weapon in addition to any other primary natural weapons you might have. These natural weapons are also are treated as two-handed weapons by power attack and similar feats or abilities.
** A gore attack deals double damage when used on a charge.
*** A piercing tail is effectively a stinger. An evolutionist can use his tail for trip attacks.
**** Tentacles have twice the normal reach for the evolutionist’s size. When the mutation is taken, the evolutionist can chose the damage type of the tentacles from the choices given.
If the evolutionist has more than one natural weapon, he must decide which is the primary and which are the secondary ones upon taking the mutations, that choice can be changed whenever the evolutionist gains new mutations. If the evolutionist has multiple sets of natural weapons, only one group (one bite, one pair of claws, etc) can be the primary.
The evolutionist can have up to one bite and gore per head, one tail, four tentacles, and up to one claw or slam per arm (any combination of these, but no more than one of each per limb), if he chooses to, he may evolve only one claw, tentacle or slam instead of a pair, but each still costs a mutation.
Further Mutations: Each time this mutation is taken the evolutionist can chose to improve the damage of one group of existing natural weapon by one step or gain a new natural weapon from the table. This mutation can be taken up to once per two mutator levels.
Special: Only four natural weapons gained through this mutation can be used as part of a full attack at any given time, plus a single bite, tail or gore attack in excess of that limit. This limit does not apply to natural weapons that the evolutionist has from any other sources or additional attacks gained through other mutations or teratomorphisms.

Nimble Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all dexterity based checks and skill checks and his dexterity increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Nimble Form is not suppressed when the evolutionist is not in his natural shape.

Pheromones
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops the ability to emit pheromones that subtly affect those nearby, giving him a +2 bonus on bluff, diplomacy, disguise, handle animal, intimidate and sense motive checks. 
Additionally, all living creatures with total HD equal to or less than your mutator level or your charisma modifier (whichever is lower) have a starting attitude towards you one step better than they normally would, to maximum of helpful, this effect can only affect any one creature once, after which the actions of the evolutionist will be the determining factor in the creature’s attitude. A creature with a sense motive modifier higher than 1 + your mutator level is unaffected by this ability.
Further Mutations: Each time this mutation is taken, the bonus increases by +2 and the starting attitude of the rabble improves by one additional step. This mutation can be taken once per two mutator levels, up to four times.

Powerful Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all strength based checks and skill checks and his strength increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Powerful Form is not suppressed when the evolutionist is not in his natural shape.

Resilient Form
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all constitution based checks and skill checks and his constitution increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Hit points gained from the constitution granted by this mutation are not lost when the evolutionist changes shapes (as usual for such effects). Unlike other innate mutations, Resilient Form is not suppressed when the evolutionist is not in his natural shape.

Superior Cognizance
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all intelligence based checks and skill checks and his intelligence increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Cognizance is not suppressed when the evolutionist is not in his natural shape.

Superior Grace
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all charisma based checks and skill checks and his charisma increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Grace is not suppressed when the evolutionist is not in his natural shape.

Superior Instinct
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains a +1 bonus on all wisdom based checks and skill checks and his wisdom increases by 2.
Further Mutations: This mutation can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Superior Instinct is not suppressed when the evolutionist is not in his natural shape.

Vestigial Wings
Prerequisite: -
Ability Score: None
Benefit: The evolutionist develops organs or limbs that aid in aerial movement, these give him a +4 bonus on all jump checks and increase any fly speed he has by 20 feet. For every instance of this mutation taken, the evolutionist’s maneuverability improves by one step.
Further Mutations: This mutation can be taken once per four mutator levels

 

Extraordinaire
Extraordinaire mutations grant extraordinaire abilities based on the evolutionist’s physical body in its natural form. Their benefits become unavailable whenever the evolutionist is not in his natural shape.

Augmented Critical
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one of his natural weapons and increases its threat range or its critical multiplier by one. No single natural weapon can have a critical range higher than 18-20 or a multiplier higher than x4. The effects of this mutation do not stack with the Keen enchantment or the Improved Critical feat.
Further Mutations: -

Barbs
Prerequisite: Quills, Spines.
Ability Score: Dexterity
Benefit: On a failed reflex save, the evolutionist's spine attacks lodge onto the flesh of his opponents just like quills do, imposing the same penalties and following the same rules for removal.
Furthermore, the damage dice for the evolutionist's spines increases by one step.
Further Mutations: Every time this mutation is taken, the damage dice of the evolutionist's spines increases by one step. This mutation can be taken once per five mutator levels.

Bash
Prerequisite: Slam natural attack.
Ability Score: None
Benefit: As a full-round action, the evolutionist can deliver a massive blow to one target, dealing twice the damage of his slam attack.
Bashing counts as the slam attack on which it is based and also as a two-handed attack.
Further Mutations: Each time this mutation is taken, the damage multiplier of the bash attack increases by 2 (x4, x6…). This mutation can be taken once per six mutator levels.

Blindsense
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains Blindsense with a range of 10 feet.
Further Mutations: This mutation can be taken once per three mutator levels.

Constrict
Prerequisite: Improved Grab
Ability Score: None
Benefit: Chose one natural weapon the evolutionist has improved grab with. Whenever he wins a grapple check, he deals damage equal to that of the natural weapon being used in the grapple.
Further Mutations: Each time this mutation is taken, a new natural weapon can receive the constrict ability.
Special: If you use constrict with a tail natural weapon, it deals double damage.

Crush
Prerequisite: Large size or larger.
Ability Score: Strength
Benefit: The evolutionist can jump (or drop if he is capable of flying) on top of opponents at least one size category smaller than him as a standard action, using his whole body to crush them. 
A crush attack affects as many creatures as can fit under the evolutionist’s body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the evolutionist moves off them. If the evolutionist chooses to maintain the pin, it is treated as a normal grapple attack (but multiple opponents can be kept pinned in this way with no penalty). Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the same damage as the evolutionist’s Slam attack.
Further Mutations: This mutation can be taken once.

Damage Reduction
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains damage reduction 3/Magic. Or increases an existing damage reduction (that is defeated by magic) by 3.
Further Mutations: This mutation can be taken once per four mutator levels.
Special: If the evolutionist has access to the Construct mutation list, this mutation may be used to improve damage reduction that is defeated by special materials. If the evolutionist has access to the Plant mutation list, this mutation may be used to improve damage reduction that is defeated by specific types of damage. If the evolutionist has access to the Outsider mutation list, this mutation may be used to improve damage reduction that is defeated by aligned attacks. If the evolutionist has damage reduction that is defeated by two or more methods (concurrently or alternatively), he may improve that damage reduction as long as he has access to at least one of the improvement methods listed in this mutation.

Disease
Prerequisite: Any natural weapon, Mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist incubates a mundane disease within his body, gaining immunity to its effects and delivering it through his natural attacks. Diseases delivered through injury can be delivered through piercing or slashing attacks, and contact diseases can be delivered through any natural attacks. The save DC for any diseases you deliver is equal to the DC for mutations, not the normal DC for the disease.
Further Mutations: Each time this mutation is taken, the evolutionist can choose a new disease to incubate and become immune to. This mutation can be taken once per five mutator levels.

Energy Resistance
Prerequisite: -
Ability Score: None
Benefit: Chose one type of elemental damage (acid, cold, electricity, fire or sonic), the evolutionist gains resistance 5 to the chosen form of damage or increases an existing resistance by 5.
Further Mutations: Each time this mutation is taken, the evolutionist can either gain resistance to a new element or increase an existing resistance by 5. If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.

Fast Healing
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains fast healing 1 or increases an existing fast healing by 1.
Further Mutations: This mutation can be taken once for every four mutator levels. Every time it is taken, the fast healing increase is raised by 1 (+2 with the second mutation for a total of 3, +3 with the third mutation for a total of 6, etc.).

Ferocity
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist can continue to act normally while at zero hit points or less. For every five hit points he is missing below zero, he gains a cumulative +1 bonus on attack rolls, damage rolls and will saves.
Further Mutations: Each time this mutation is take past the first increases the evolutionist’s negative hit point threshold by another 10 points. This mutation can be taken once per four mutator levels.

Frightful Presence
Prerequisite: Mutator level 4.
Ability Score: Charisma
Benefit: Whenever the evolutionist critically hits, performs a charge or uses a special ability, all enemies within 60 ft are forced to make a will save or become frightened for 1 round. Once a creature has successfully saved against this ability it gains immunity to it for 24 hours.
Further Mutations: Each time this mutation is taken, the duration of the frightened condition increases by 1 round. This mutation can be taken once per four mutator levels.

Impale
Prerequisite: Improved Grab, Quills, Mutator level 3.
Ability Score: None
Benefit: Whenever the evolutionist initiates a grapple with a target at least two size categories smaller than him, he may attempt to impale his opponent on his quills. Attempting to impale an opponent is a free action that can be taken immediately after winning a grapple check against the victim, forcing a second grapple check, if the evolutionist wins, the target is impaled on his quills. As long as the evolutionist’s grappled opponent is impaled, he is not considered to be in a grapple himself, he may have one impaled opponent at any given time
An impaled victim takes damage from the evolutionist’s quills at the end of every round it remains impaled.
Further Mutations: For each time this mutation is taken after the first, the evolutionist may impale one additional opponent on his quills. This mutation can be taken once per four mutator levels.

Improved Grab
Prerequisite: Any natural attack.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a creature at least one size category smaller than him with that weapon, he can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. 
The evolutionist has the option to conduct the grapple normally, or simply use the part of his body he used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks and may not used that natural weapon to attack, but is not considered grappled himself; the evolutionist does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.
Further Mutations: Each time this mutation is taken, it applies to a different natural weapon.

Ink
Prerequisite: -
Ability Score: None
Benefit: While underwater, the evolutionist can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The dimensions of this cloud increase by 10 for every size category above medium. The cloud provides total concealment. All vision within the cloud is obscured. The cloud lasts for one minute, half that in moving water, or one round in turbulent waters.
This mutation can be used while not underwater, as a swift action, as a ranged touch attack with a range increment equal to the dimensions of the cloud (10 feet for a medium evolutionist), the target is blinded until he takes a standard action to clean the ink from his eyes.
Further Mutations: Each time this mutation is taken, the dimensions of the cloud increase by 10 feet and the time the evolutionist must wait between uses is reduced by one round (to a minimum of one round). This mutation can be taken once per two mutator levels.

Jet
Prerequisite: -
Ability Score: None
Benefit: As a full-round action, the evolutionist can move up to five times his land speed in a straight line, this movement does not provoke attacks of opportunity.
Further Mutations: This mutation can be taken once per three mutator levels, increasing the movement speed multiplier by two each time it is taken.

Maul
Prerequisite: Bash.
Ability Score: Strength
Benefit: The target of the evolutionist’s bash must make a fortitude save or be stunned for 1 round. The save DC is increased by 1 for each time the bash mutation has been taken. 
Further Mutations: Each time this mutation is taken, the stun duration increases by 1 round. This mutation can be taken once per four mutator levels.

Mutilate
Prerequisite: Bite natural weapon, mutator level 7.
Ability Score: Strength
Benefit: The evolutionist’s bite causes grievous wounds and can even tear off limbs from his target. As a swift action, after successfully delivering a bite attack to his target or whenever he scores a critical hit with a bite attack (without need for a swift action), the evolutionist can trash and rend at his opponent’s flesh. The evolutionist’s target must succeed on a fortitude save or the evolutionist damages one of his arms or legs (of the evolutionist’s choice) to the point of inutility. An inutilized arm cannot be used to wield a weapon, shield or material components, nor can it be used for anything else, an inutilized leg halves the target’s movement speed, prevents him from running or charging and requires a DC 5 balance check each round (and whenever the victim suffers an attack) to keep standing, a creature with both legs inutilized cannot move except by crawling up to 5 feet as a standard action. Furthermore, even if the victim succeeds its save, the wound bleeds profusely, dealing 1 point of damage on each round, the bleed damage from multiple wounds stacks.
Inutilized arms and legs can be restored with a Regeneration spell and similar effects and abilities. The bleeding caused by this ability can be stopped by any healing spell.
Further Mutations: Each time this mutation is taken after the first, the bleed damage from the wound increases by 1 per round. This ability can be taken once per four mutator levels.

Poison
Prerequisite: Any natural attack.
Ability Score: Constitution
Benefit: The evolutionist chooses one type of natural weapon he has that deals piercing or slashing damage. Attacks with that natural weapon inflict their victim with poison, dealing 1d3 points of damage to one ability score chosen at the time the mutation is taken, this is both the primary and secondary damage of the evolutionist’s poison. A fortitude save prevents the evolutionist's poison from dealing any damage. The evolutionist’s body can produce a number of doses of poison every day equal to the number of times the mutation has been taken, plus his constitution modifier, he may chose not to spend a dose of poison when he attacks, this choise can be made after he knows wether the attack hits or not.
Further Mutations: The evolutionist has three choices when taking additional instances of this mutation:

  • Choose a new natural weapon to add poison to.
  • Increase the damage of all existing poison that affect one ability score by one step.
  • Add an additional type of ability damage to the poison of one of his natural weapons.

This mutation can be taken up to once per three mutator levels.

Pounce
Prerequisite: Two natural weapons, mutator level 5.
Ability Score: None
Benefit: The evolutionist can make a full attack at the end of a charge.
Further Mutations: This mutation can be taken once.

Quills
Prerequisite: Any natural attack.
Ability Score: Strength
Benefit: The evolutionist grows long quills over his body. When a creature attacks the evolutionist with a natural or handheld weapon, or makes a touch attack (even with a beneficial spell), 1d4 quills automatically strike it, dealing 1 point of piercing damage each. Also, any creature that suffers this damage must make a reflex save, or the quill breaks and lodges in her flesh. A lodged quill imposes a -1 penalty on attacks, saves and skill checks, these penalties stack. Removing the quill requires a DC 14 Heal check and doing so deals another 1d4 points of damage.
Once per round, as a free action, the evolutionist can chose to expose or retract her quills (creatures touching or attacking the evolutionist while the quills are retracted don’t have to worry about them). Quills are considered natural weapons.
Further Mutations: Each time this mutation is taken after the first, the number of quills that strike an attacker increases by one step (to 1d6 for the second mutation) and the DC on the heal check to remove a quill increases by +2. This mutation can be taken once per two mutator levels.

Rake
Prerequisite: Claws natural attack.
Ability Score: None
Benefit: The evolutionist gains two rake attacks as secondary natural weapons dealing the same damage as his claws. Rakes can be used at no penalty during grapples, but can only be used when grappling or pouncing.
Rakes benefit from any other mutations applied to the evolutionist’s claws and are considered secondary natural weapons.
Further Mutations: This mutation can be taken up to once per seven mutator levels.

Rend
Prerequisite: Any pair of slashing or piercing natural attacks (claws, pincers, tentacles, etc).
Ability Score: None
Benefit: When the evolutionist hits an opponent with both natural attacks of a pair, he automatically deals extra damage equal to the twice the damage of the natural weapons used. This mutation only applies to one pair of natural weapons each time it is taken, even if the evolutionist has more than two of the chosen attack.
Further Mutations: Each time this mutation is taken, it applies to another pair of natural weapons.

Rock Catching
Prerequisite: Rock Throwing
Ability Score: None
Benefit: Once per round, the evolutionist can try to catch a projectile attack aimed at him. To do so, he must make an attack roll as a free action, if the result of this attack roll is greater than that of the attacker, the evolutionist may catch the projectile in his hand. This ability can be used to catch siege weapon projectiles but it cannot be used to catch energy attacks.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to catch one additional attack per round. This mutation can be taken up to once per four mutator levels.

Rock Throwing
Prerequisite: Slam natural attack
Ability Score: None.
Benefit: The evolutionist can hurl substantially large and heavy objects (such as rocks), weighting up to one quarter of his light load with a range increment of 30 ft. these attacks deal damage equal to that of the evolutionist’s slam attack and benefit from any effects that would modify it, as well as any effecta that would benefit attacks with thrown weapons. Each size category the evolutionist has above medium increases the range increment of his rock throwing by 10 ft.
Further Mutations: Each time this mutation is taken after the first, the evolutionist raises the range increment of objects thrown with this ability by 10 feet and gains a +2 bonus on attack and damage rolls with it. This mutation can be taken up to once per three mutator levels.
Special: This ability can be used to make iterative attacks. Objects meant to be thrown with this ability may be enchanted as magic weapons.


Scent
Prerequisite: -
Ability Score: None
Benefit: The evolutionist gains the scent ability, with a base range of 20 feet, this range is doubled if the target is against the wind from the evolutionist.
Further Mutations: Each time this mutation is taken after the first increases the base range of the evolutionist's scent increases by 20 feet. This mutation can be taken once per three mutator levels.
Special: Taking this mutation once removes mundane anosmia, but not magical anosmia.

Slime
Prerequisite: Elemental Resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist’s body produces a destructive substance that deals damage to anything that touches it. Any creature that successfully hits the evolutionist with a natural attack suffers 2d6 points of energy damage (chosen at the time this mutation is taken, from among the energy types the evolutionist has resistance to), any manufactured weapon that strikes the evolutionist takes this same damage, any creature that grapples or is grappled by the evolutionist also takes this damage once per round on his turn. A reflex save halves this damage. The evolutionist can stop producing the slime as a free action and resume producing it as a free action as well.
The slime does not discriminate between objects and creatures, and it will harm the evolutionist’s gear if it is not properly protected. The evolutionist himself can protect his equipment against his own slime in a process that takes one minute per item and lasts for 24 hours. 
Further Mutations: Each time this mutation is taken, the damage done by the slime increases by 2d6. This mutation can be taken once per three mutator levels.

Spell Resistance
Prerequisite: Mutator level 5
Ability Score: None
Benefit: The evolutionist gains Spell Resistance 5+mutator level.
Further Mutations: You Each time this mutation is taken after the first, the spell resistance improves by 3. This mutation can be taken once per four mutator levels.

Spines
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can use the spines on his body as ranged weapons. Spines have the following statistics:

Damage (medium) Critical Range Increment Damage Type
1d6 X2 80 ft. Piercing

Firing a volley of spines is a standard action, and each volley can have a number of spines equal to the number of times this mutation was taken, each spine requires its own attack roll. The spines granted by this mutation are considered natural weapons and thrown weapons, but only gain bonus damage equal to half the evolutionist’s strength modifier.
Further Mutations: This mutation can be taken once per three mutator levels.

Sprint
Prerequisite: -
Ability Score: None.
Benefit: Once per hour, the evolutionist can move ten times its normal speed when he makes a charge.
Further Mutations: Each time this mutation is taken, the wait time between uses is reduced by 10 minutes, to a minimum of once per minute.


Stench
Prerequisite: -
Ability Score: Constitution
Benefit: As a swift action, the evolutionist can release a foul-smelling substance that fills an area of 30 feet around him with a disgusting smell. Every creature with a sense of smell within that radius (or twice that radius for creatures with scent) must make a fortitude save or be sickened for 10 rounds. Any one creature can only be affected by the evolutionist’s stench once per day. After it is activated, this ability remains active until deactivated. Deactivating this ability requires a swift action.
Further Mutations: Each mutation after the first increases the radius of the stench by 10 feet. If this mutation is taken at least six times, creatures within half the maximum radius that fail their saves are nauseated instead. This mutation can only be taken once per two mutator levels.

Swallow Whole
Prerequisite: Mutator level 5, Improved Grab related to a bite natural attack, Large size of larger.
Ability Score: None
Benefit: The evolutionist can swallow a grabbed opponent at least two size categories smaller than him by making a successful grapple check.
A swallowed creature takes 1d8+4 points of bludgeoning damage plus 4 points of acid damage each round from the evolutionist’s gizzard, for each size category the evolutionist has above large, this damage increases by 1d8+4 bludgeoning and 4 acid. A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 20 (+5 damage per size category above large) points of damage to the gizzard (AC 10 + half the evolutionist’s natural armor). Once the opponent exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The gizzard of a large evolutionist can hold up to 1 small, 4 tiny, 16 diminutive or 64 fine or smaller opponents. Each size category above large quadruples these values (the evolutionist can hold one creature two size categories smaller than himself.
Should he desire to, the evolutionist can vomit the contents of his stomach as a full round action.
Further Mutations: Each time after the first that this mutation is taken the damage dealt by the evolutionist’s gizzard increases by 1d8+4 and the acid damage by 4. In addition, the gizzard can hold one additional creature two size categories smaller than him (or an appropriate number of smaller creatures), should the evolutionist be able to swallow four creatures two size categories smaller than him, he gains the ability to swallow one creature one size category smaller than his. This mutation can be taken once per five mutator levels.
Special: If the evolutionist has energy damage tied to his bite attack or a breath weapon dealing energy damage, he can chose for creatures in his stomach to be dealt that kind of damage instead of acid upon taking this mutation.
Also, if the evolutionist has at least one instance of the Amorphous Body teratomorphism, he may use this mutation in conjunction with any natural weapon (not only a bite) in order to engulf his target.

Tail Sweep
Prerequisite: Tail natural weapon, mutator level 3.
Ability Score: None
Benefit: As a standard action, the evolutionist can make a tail attack using a single attack roll and a single damage roll against all enemies in a cone with a length equal to his reach with his tail. As a full round action, he can make one tail attack against every opponent within reach using the same attack roll and damage roll. Tail sweep can be used to perform special attacks such as trip and bull rush.
Further Mutations: This mutation can be taken once per four mutator levels. Each time it is taken after the first allows the evolutionist to make one additional attack against all targets in range with each tail sweep.

Trail
Prerequisite: Slime
Ability Score: None.
Benefit: The evolutionist leaves a trail of slime wherever he goes. Any square he moves through becomes filled with the substance, subjecting anyone who moves into it or begins its turn on it to the slime. The trail of slime loses its potency after two rounds.
Multiple passages by the evolutionist through the same square do not increase the effects of the slime in that area. The evolutionist does not produce a trail if he is not releasing his slime.
Further Mutations: Each time this mutation is taken, the duration of the evolutionist’s trail increases by two rounds. This mutation can be taken once per three mutator levels.

Trample
Prerequisite: Large size or larger
Ability Score: Strength
Benefit: The evolutionist can trample any opponent at least one size category smaller than him through whose space he moves. Any creature whose space is completely covered by the evolutionist’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the evolutionist moves over all the squares it occupies, if he moves over only some of a target’s space, the target can make an attack of opportunity against the evolutionist at a -4 penalty. If the evolutionist accidentally ends his movement in an illegal space he returns to the last legal position he occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage equal to the evolutionist’s Unarmed Strike or Slam damage and also allows him to attempt to overrun the trampled opponent as a free action.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The evolutionist can only deal trampling damage to each target once per round; no matter how many times his movement takes him over a target creature.
Further Mutations: This mutation can be taken once.

Trip
Prerequisite: Any natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one type of natural weapon he has. Whenever the evolutionist hits a with that weapon, he can attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the evolutionist.
Further Mutations: This mutation can be taken once.

Web
Prerequisite: -
Ability Score: Constitution
Benefit: The evolutionist can spin webs a number of times per day equal to his mutator level + his constitution modifier. The web works as an attack with a net, but with a maximum range of 50 feet (+20 feet per size category above medium) and no range increment, and is effective against targets up to one size category larger than the evolutionist. The web entangles and anchors the target in place, allowing no movement.
An entangled creature can escape the web by succeeding on a Escape Artist check with the same DC as the normal save for mutations or burst the web with a Strength check against the same DC +4. The web may also be attacked and destroyed; it has hit points equal to 5 + mutator level, hardness 5, and takes double damage from fire.
The evolutionist can also create sheets of sticky webbing. They can position these to snare flying creatures or try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 5 + mutator level hit points, hardness 5, and takes double damage from fire. Used this way, the web can cover a radius of 5 feet for every three mutator levels for each use of web, preparing these traps takes one minute. The evolutionist can move across his own sheet of web as if it had a climb speed of 20 feet and can determine the exact location of any creature touching the web as long as he is contact with it.
After 24 hours, any existing web hardens and loses its stickiness. The hardened web becomes brittle, which reduces the difficulty of escaping the web with an escape artist check or bursting the web with a strength check to 10. After 48 hours the web turns to dust.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains 2 additional daily uses of web. For every two instances of this mutation taken, all DCs to escape the web increase by 1. This mutation can be taken once per two mutator levels.




Supernatural
Supernatural mutations give supernatural abilities that are usually reliant on the evolutionist’s natural form (but not always his external organs) and become unusable when he is in a different form.
 

Breath Weapon
Prerequisite: Elemental resistance.
Ability Score: Constitution
Benefit: The evolutionist can breathe out an area elemental attack as a standard action. This attack deals 1d6 points of damage per mutator level (max: 10d6) to all creatures in a cone or in a line (the area is chosen upon taking the mutation) in front of the evolutionist, a reflex save halves the damage dealt. A cone breath has a length of the 10 ft., plus 5 ft. per two mutator levels, a line has a length of 20 ft, plus 5 ft. per mutator level. Once the evolutionist uses his breath weapon, he must wait five rounds before using it again. For each size category the evolutionist has above medium, the length of a cone increases by 20 feet and the length of a line increases by 30 feet.
The breath weapon’s damage type must be one the evolutionist has resistance or immunity to, and is chosen at the moment the mutation is taken.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can chose to gain a new, separate breath weapon (with its own cooldown), the evolutionist cannot have more than one breath weapon of any one damage type. The evolutionist may also choose to increase the maximum damage of one existing breath weapon by 10d6 or reduce the cooldown of one existing breath weapon by one round, to a minimum of two rounds.

Captivating Song
Prerequisite: Mutator level 7.
Ability Score: Charisma
Benefit: When the evolutionist sings, all creatures within a 100-foot spread must succeed on a Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same evolutionist’s song for 24 hours. Like a bard’s music, starting to sing is a standard action, and continuing the songs afterwards requires concentration.
A captivated victim walks toward the evolutionist, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the evolutionist stands there and offers no resistance to his attacks. The effect continues for as long as the evolutionist sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Further Mutations: Each mutation after the first increases the radius of the effect by 100 feet. This mutation can be taken once per four mutator levels.

Change Shape
Prerequisite: -
Ability Score: None
Benefit: The evolutionist can change shape as a standard action, suppressing his innate, extraordinaire and supernatural mutations and teratomorphisms and returning to his original form, this ability cannot be used to assume the form of a different creature. The evolutionist also gains the shapechanger subtype. True seeing effects reveal that the evolutionist’s form with his mutations and teratomorphisms is his true form, and he reverts to his true form upon death. The evolutionist retains the benefits of his basic, spell-like and psi-like mutations, as well as the use of this mutation.
This mutation has no effect on any gear you may be wearing when you change shape, evolutionists are advised to keep clothes appropriate for their different size categories if modesty is of any concern to them.
Further Mutations: If this mutation is taken a second time, the evolutionist may use it to take the appearance of other members of his original creature type (usually humanoids). When using this ability to disguise himself as a specific individual, the evolutionist gains a +10 bonus on the check. This mutation can be taken up to once per four mutator levels, but no more than twice.

Charm
Prerequisite: -
Ability Score: Charisma
Benefit: The evolutionist can attempt to charm a creature of any type within 100 ft. as a standard action. This effect works exactly like the Charm Person spell, except for its range, save DC and possible targets. The charm lasts for 24 hours per mutator level.
Further Mutations: Each time this mutation is taken, the evolutionist may attempt to charm one additional creature with each usage of this ability. No two creatures targeted by a single use of this ability can be more than 30 feet apart.

Dimension Door
Prerequisite: Mutator level 6.
Ability Score: None
Benefit: As a standard action the evolutionist can teleport a distance of 50 feet + 5 feet per 2 mutator levels. This ability can be used once every 5 rounds.
Further Mutations: This mutation can be taken once per three mutator levels. For each instance of this mutation taken after the first the evolutionist reduces the wait time between uses by 1 round (to a minimum of one use per round). If he takes this mutation three times, it can be used as a move action, if it is taken 5 times, it can be used as a swift action.

Domination
Prerequisite: Charm (any ability that mimics the Charm Person spell), mutator level 11.
Ability Score: Charisma
Benefit: The evolutionist can attempt to dominate a creature within 100 feet as per the Dominate Person spell, with the following differences, the creature may be of any type and the effect lasts for 24 hours. If a creature successfully saves against this effect, it cannot be targeted by it again for 24 hours. The evolutionist may only have one dominated creature at any one time.
Further Mutations: Each time this mutation is taken after the first, the evolutionist can have an additional dominated target at any one time and the duration of the domination increases by 24 hours. This mutation can be taken once per six mutator levels.

Elemental Attack
Prerequisite: Any natural weapon, Elemental resistance.
Ability Score: None
Benefit: The evolutionist may choose one type of natural weapon he has, all attacks made with that natural weapon deal an extra 1d6 points of damage of an energy type of the evolutionist’s choice. The evolutionist must have resistance or immunity to the energy type chosen.
This ability can be deactivated or activated as a free action at any time.
Further Mutations: Each time this mutation is taken, the evolutionist can add another 1d6 damage of an energy type to which he has resistance to any one of his natural weapons (including the same energy type to the same natural weapon, stacking its effects). This mutation can be taken once per two mutator levels.

Elemental Lance
Prerequisite: Elemental Attack.
Ability Score: None
Benefit: The evolutionist can fire a bolt of elemental energy against a target within 60 feet as a ranged touch attack, dealing 1d6 damage for every two mutator levels (for a minimum of 1d6 damage). The elemental lance can deal damage of any type which the evolutionist has an elemental attack mutation, and it deals extra damage equal to the highest elemental attack that matches it (if the evolutionist has applied elemental attack to multiple separate natural weapons, only the highest total damage applies.
Using Elemental Lance is a ranged attack action which provokes attacks of opportunity.
Further Mutations: As part of a full attack, the evolutionist can fire one elemental lance for every instance of this mutation that he has taken. All iterative attacks with elemental lances use the evolutionist's highest attack bonus. As a final benefit, the range of elemental lance increases by 20 feet for each instance of this mutation beyond the first. This mutation can be taken once per five mutator levels.

Elemental Nimbus
Prerequisite: Elemental resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist can engulf himself in violent energies that deal damage to any creatures within 5 ft. of him. The energy type of the nimbus must be one to which the evolutionist has resistance or immunity and once selected it cannot be changed. Activating the elemental nimbus is a standard action, and sustaining it afterwards is a swift action that must be taken once per turn, the nimbus deals 1d6 points of damage per two mutator levels. The evolutionist does not take damage from his own elemental nimbus.
A reflex save halves this damage.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to create a nimbus dealing a different kind of energy damage. Only one elemental nimbus can be active at any one time.

Ethereal Step
Prerequisite: Mutator level 8.
Ability Score: None
Benefit: The evolutionist can become ethereal for up to one round as a swift action, he may return to the material plane (or whichever plane he was in) as a free action. After activating this ability the evolutionist must wait five turns before he can use it again, no matter how long he spends on the ethereal plane.
Further Mutations: Every time this mutation is taken the evolutionist can stay in the ethereal plane for one additional round. This mutation can be taken once per five mutator levels.

Gaze
Prerequisite: Glare, Mutator level 9.
Ability Score: Charisma
Benefit: The evolutionist can turn one of his glare attacks into a passive effect that targets all creatures within 60 feet, it otherwise works as a standard gaze attack. This ability can be activated or deactivated as a free action once per turn. If a creature successfully saves against the evolutionist's gaze, it becomes immune to it for five rounds.
The glare attack affected by this mutation can still be used as a standard action as normal, even if the effect of this mutation is deactivated..
Further Mutations: This mutation can be taken once per ten mutator levels. Each time it is taken it must apply to a separate glare. Only one gaze attack an be active at any given time.

Glare
Prerequisite: Eyes (as in, functional eyes, not a specific mutation or anything of the like).
Ability Score: Charisma
Benefit: As a standard action, the evolutionist may focus his gaze on a target within 60 feet, inflicting a special condition of his choice, taken when this mutation is chosen. The effect of the glare lasts for 1d4 rounds and it can be used once every five rounds. A will save negates the effect.
Potential status effects that can be inflicted through this ability are: 

  • Blindness
  • Confused
  • Dazed
  • Fascinated
  • Fatigued (the mutation can be taken twice to expand this to exhausted)
  • Petrified
  • Frightened (this does not stack with other fear effects, but the mutation can be taken twice to expand this to panicked)
  • Stunned

Further Mutations: Each time this mutation is taken, the evolutionist can chose a different special effect or he can reduce the cooldown on an existing glare by one round, to a minimum of one round. This mutation can be taken once per three mutator levels.
Special: If the evolutionist has multiple heads he may, as a full-round action, use a glare with each of his heads. Any one creature can only be targeted by a specific glare effect from a single evolutionist once per round, but it may be targeted by different glare effects normally. Each different glare used triggers its cooldown at the end of the turn, regardless of how many heads used that specific glare.

Howl
Prerequisite: Mutator level 5, Voice (the ability to produce sound through a mouth, not necessarily intelligible speech).
Ability Score: Charisma
Benefit: This mutation gives the evolutionist a sonic howl attack that inflicts all creatures within a radius of 30 feet that hear it with a special condition of the evolutionist’s choice, taken when the ability is chosen. Activating a howl attack is a standard action and it can be used once every five rounds, the effect of the howl lasts 1d4 rounds and can be negated with a fortitude save.
Potential status effects that can be inflicted through this ability are: 

  • Confused
  • Dazed
  • Deafness
  • Fascinated
  • Fatigued (the mutation can be taken twice to expand this to exhausted)
  • Frightened (this does not stack with other fear effects, but the mutation can be taken twice to expand this to panicked)
  • Stunned

Further Mutations: Each time this mutation is taken, the evolutionist can chose a different howl or he can reduce the cooldown on an existing howl by one round, to a minimum of one round. This mutation can be take once per three mutator levels.

Paralysis
Prerequisite: Any natural weapon, Mutator level 5.
Ability Score: Constitution
Benefit: The evolutionist may choose one of his natural weapons. The chosen weapon inflicts paralysis on its target whenever it successfully confirms a critical threat. This paralysis lasts for 1 round and can be negated by a successful fortitude save. Multiple paralyses do not stack, only the longer effect takes hold.
Further Mutations: Whenever this mutation is taken, a new natural weapon can be given the ability or the duration of the paralysis of an existing natural weapon can be increased by one round. This mutation can be taken once per five mutator levels.

Warped Visage
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist gains protection against attacks directed against him in the form of a 10% miss chance. This mutation stacks with itself but not with other sources of miss chance, only the highest applies. A True Seeing effect allows the user to pierce the evolutionist's protection, but See Invisibility has no effect.
Further Mutations: This mutation can be taken once per three mutator levels. Miss chances can never exceed 50%. If this mutation is taken a sixth time, the evolutionist's miss chance is no longer pierced by True Seeing, but it is halved against such effects.

 

Spell-Like
Spell-like mutations grant spell-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a spell-like mutation has a spell as a prerequisite, any variation of that spell (spell-like ability or spell known) suffices to qualify. The caster level for abilities gained through these mutations is equal to half the character’s mutator level, rounded up.
 

capacity
Prerequisite: Any spell-like ability
Ability Score: None
Benefit: The evolutionist may increase the daily uses of a spell-like ability of his choice by a number of times equal to the number of bonus spells of the spell level of the spell-like ability chosen that a spellcaster would gain based on his charisma score. If this increase would allow him to use a spell-like ability seven times per day or more, it may be used at will instead.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken it must apply to a different spell-like ability.
Special: If this mutation is applied to level 0 spell-like abilities, they receive a number of extra uses equal to half of the evolutionist's charisma modifier.

Arcane Enhancement
Prerequisite: Any spell-like ability
Ability Score: None
Benefit: The caster level for your spell-like abilities increases by 2, up to a maximum of your mutator level.
Further Mutations: - 

Detect Magic
Prerequisite: Any spell-like ability or the ability to cast spells.
Ability Score: None
Benefit: The evolutionist can use Detect Magic as a spell-like ability at-will.
Further Mutations: Each time this mutation is taken after the first, the evolutionist requires one less round of concentration on a specific area to gain information (with two mutations he gains two rounds worth of information on the first round). This mutation can be taken once per two mutator levels.

Detonate Magic
Prerequisite: Dispel Magic as a spell-like ability, Mutator level 7.
Ability Score: Charisma.
Benefit: Whenever the evolutionist successfully dispels a spell effect with a spell-like ability, he can chose to cause the targeted energies to explode violently. Each spell effect dispelled creates an explosion with a radius of 5 feet, centered on the creature or object on which the spell was active, dealing 1d4 points of damage per spell level to everything in the area. A reflex save halves this damage, however the creature (or object) from which the explosion originates does not receive a save against this effect.
Further Mutations: Each time this mutation is taken after the first, the radius of the detonation increases by 5 feet and the damage die per spell level increases by one step. This mutation can be taken once per five mutator levels.

Disrupt Magic
Prerequisite: Detect Magic as a spell-like ability, Mutator level 5.
Ability Score: None
Benefit: The evolutionist can use dispel magic as a spell-like ability at-will, with a caster level equal to that of his spell-like abilities. Unlike the normal dispel magic spell, the maximum bonus to dispel checks is up to his mutator level.
Further Mutations: There is no point in taking this mutation more than once.

Natural Invisibility
Prerequisite: Mutator level 5
Ability Score: None
Benefit: The evolutionist can become invisible as the spell as a standard action, this effect lasts until any effects that would terminate invisibility occur or until it is dismissed, whichever comes first. This ability has a caster level equal to his mutator level.
Further Mutations: This mutation can be taken once per six mutator levels. The second time it is taken, its effect improves so that creatures capable of seeing the invisible only see the evolutionist’s blurred, indistinct form, granting him concealment against them (True Seeing still reveals him as normal). The third time it is taken, the evolutionist’s invisibility does not end when he attacks. The fourth time this mutation is taken, this ability becomes extraordinaire in nature, however it is still subject to dispelling and effects that specifically end invisibility.

Spell Absorption
Prerequisite: Spell Resistance
Ability Score: None
Benefit: Whenever the evolutionist’s spell resistance blocks a spell, he may absorb the magic and heal 2 hit points per spell level absorbed as an immediate action.
Further Mutations: The evolutionist heals 2 additional hit points per spell level absorbed for each instance of this mutation after the first.

Spell-like Abilities
Prerequisite: Must have an charisma score of at least 10.
Ability Score: Charisma
Benefit: The evolutionist gains a single spell as spell-like ability chosen from the sorcerer/wizard or druid lists, to chose a spell as a spell-like ability, the evolutionist must have a charisma score of at least 10 + (the spell's level). The maximum spell level and number of times it can be used per day are as shown on the following table. These daily uses scale with the evolutionist's mutator level after the spell-like ability is taken.

Level 1 2 3 4 5 6
1 3 - - - - -
2 3 - - - - -
3 3 - - - - -
4 3 3 - - - -
5 4 3 - - - -
6 4 3 - - - -
7 4 3 3 - - -
8 4 4 3 - - -
9 5 4 3 - - -
10 5 4 3 3 - -
11 5 4 4 3 - -
12 5 5 4 3 - -
13 6 5 4 3 3 -
14 6 5 4 4 3 -
15 6 5 5 4 3 -
16 6 6 5 4 3 3
17 At will 6 5 4 4 3
18 At will 6 5 5 4 3
19 At will 6 6 5 4 3
20 At will At will 6 5 4 4


Unlike normal spell-like abilities, the ones acquired through this mutation retain any experience cost they might have. If the spell-like ability has an expensive material cost, that must be supplied, or a cost of 1 exp for every 5 gold pieces of the material component must be spent. Spell-like abilities never require foci.
Further Mutations: -

Spell Reversal
Prerequisite: Spell Resistance
Ability Score: None
Benefit: Whenever the evolutionist’s spell resistance blocks a spell, he may use an immediate action to turn the spell back against the caster. This effect only works against spells of 1st level or lower.
Further Mutations: Each time this mutation is taken the maximum level of spells that can be turned increases by 1. This mutation can be taken once per two mutator levels.



Psi-Like
Psi-like mutations grant psi-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a psionic mutation has a power as a prerequisite, any variation of that power (psi-like ability or known power) suffices to qualify. Whenever a character takes a psi-like mutation he gains 1 power point. The manifester level for effects gained through psi-like mutations is half of the character’s mutator level, rounded up.
 

Combat Reading
Prerequisite: Detect Thoughts as a psi-like ability.
Ability Score: None
Benefit: The evolutionist knows what his opponents will do just as they themselves deign of their own actions. The evolutionist gains an insight bonus equal to his intelligence modifier on all rolls of a specific type (chosen from the list below) when these rolls are made against a creature that has failed its save against his detect thoughts ability. When this mutation is taken, the evolutionist may chose one of the following rolls to receive the bonus:

  • Attack rolls;
  • Damage rolls;
  • Saves;
  • Armor Class (ok, so it is not a roll);
  • Wisdom checks and wisdom-based skill checks;
  • Charisma checks and charisma-based skill checks;
  • Save DCs for special abilities (yeah, not a roll either);


These bonuses stop working if the evolutionist must break his concentration on the detect thoughts effect, however he may use a swift action to maintain the effects of detect thoughts (and the bonuses from this mutation) against a single creature within range of the detect thoughts effect for one round if the concentration is broken, this can be repeated continually to maintain the effect without reestablishing concentration.
Further Mutations: Each time this mutation is taken, the evolutionist may chose one additional roll to receive the insight bonus, or he may chose to increase the number of creatures against which he may sustain the effect despite concentration on the detect thoughts power by one. This mutation can be taken once per four mutator levels.

Detect Psionics
Prerequisite: Any psi-like ability or the ability to manifest psionic powers.
Ability Score: None
Benefit: You can use Detect Psionics as a psi-like ability at-will.
Further Mutations: Each time this mutation is taken after the first, the evolutionist requires one less round of concentration on a specific area to gain information (with two mutations he gains two rounds worth of information on the first round). This mutation can be taken once per two mutator levels.

Disrupt Minds
Prerequisite: Dispel Psionics as a psi-like ability, Mutator level 7.
Ability Score: Intelligence
Benefit: Whenever the evolutionist successfully dispels a power with a psi-like ability, the energies unleashed send a shock through the minds of all creatures in the area of the dispel effect or within 10 feet of the target (if a targeted dispel is used). All creatures in this area must succeed on a will save or become confused for one round.
Disrupt minds is deleterious even to creatures without higher cognizance, such as vermin or constructs. It is not considered a mind-affecting effect.
Further Mutations: Each time this mutation is taken, the duration of the effect increases by 1 round. This mutation can be taken once per four mutator levels.

Disrupt Psionics
Prerequisite: Detect Psionics as a psi-like ability, Mutator level 5.
Ability Score: None
Benefit: The evolutionist can use dispel psionics as a psi-like ability at-will, with a manifester level equal to that of his psi-like abilities. Unlike the normal dispel psionics power, the maximum bonus to dispel check can be up to the evolutionist’s mutator level.
Further Mutations: This is a one-point wonder.

Detect Thoughts
Prerequisite: Detect Psionics as a psi-like ability, mutator level 3rd.
Ability Score: Int.
Benefit: The evolutionist may use Read Thoughts as a psi-like ability at will.
Further Mutations: Each time this mutation is taken after the first gives one of the following benefits (chosen upon taking the mutation, the evolutionist may not take the same benefit twice):

  • Widened Area: The area of the ability increases to a 120 ft. cone.
  • Free Reading: You no longer need to concentrate to use the power.
  • Mental Resistance: You are not stunned when you try to read the thoughts of a creature that is too intelligent (see Read Thoughts power), but you cannot read the thoughts of such creatures.
  • Pierce Barriers: The ability can penetrate barriers twice as thick as the power usually allows.


This mutation cannot be taken more than five times.

Mind Blast
Prerequisite: Detect Psionics, mutator level 6th.
Ability Score: Int.
Benefit: The evolutionist may release a mind blast as a standard action. The Mind Blast is a 30 feet cone that stuns any creature caught inside its area for 1d4 rounds. A successful will save negates this effect. Mind blast can be used once per five turns.
Further Mutations: Each time this mutation is taken after the first, the evolutionist gains one of the following benefits, chosen upon taking the mutation:

  • The duration of the stun effect increases by 1d4 rounds.
  • The range of the cone increases by 10 feet.
  • The mind blast gains the ability to daze creatures that are immune to stunning (this effect can only be taken once).


This mutation can be taken once per three mutator levels.

Psi-like Abilities
Prerequisite: Must have an intelligence score of at least 11.
Ability Score: Int.
Benefit: The evolutionist gains a single power as psi-like ability chosen from the psion/wilder list, to chose a power as a psi-like ability, the evolutionist must have an intelligence score of at least 10 + (the power's level). The maximum level power and number of times it can be used per day are as shown on the following table. These daily uses scale with the evolutionist's mutator level after the spell-like ability is taken.

Level 1 2 3 4 5 6
1 3 - - - - -
2 3 - - - - -
3 3 - - - - -
4 3 3 - - - -
5 4 3 - - - -
6 4 3 - - - -
7 4 3 3 - - -
8 4 4 3 - - -
9 5 4 3 - - -
10 5 4 3 3 - -
11 5 4 4 3 - -
12 5 5 4 3 - -
13 6 5 4 3 3 -
14 6 5 4 4 3 -
15 6 5 5 4 3 -
16 6 6 5 4 3 3
17 At will 6 5 4 4 3
18 At will 6 5 5 4 3
19 At will 6 6 5 4 3
20 At will At will 6 5 4 4

Unlike normal psi-like abilities, the ones acquired through this mutation retain any experience cost they might have. If the psi-like ability has an expensive material cost, that must be supplied, or a cost of 1 exp for every 5 gold pieces of the material component must be spent. Psi-like abilities never require foci.
If a power would be gained at a level with a manifester level lower than the normal minimum required by the power, it is treated as if the minimum ammount of power points had been spent on it (all variables dependant on manifester level use the evolutionist's manifester level.
Further Mutations: -

Psychic Capacity
Prerequisite: Any psi-like ability.
Ability Score: None.
Benefit: The evolutionist may increase the daily uses of a psi-like ability of his choice by a number of times equal to the number of bonus spells of the power level of the psi-like ability chosen that a spellcaster would gain based on his intelligence score. If this increase would allow him to use a psi-like ability seven times per day or more, it may be used at will instead.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken it must apply to a different psi-like ability.

Psychic Enhancement
Prerequisite: Any psi-like ability.
Ability Score: None.
Benefit: The manifester level for the evolutionist’s psi-like abilities increases by 2, up to a maximum of your mutator level.
Further Mutations: -

Telepathic Guidance
Prerequisite: Combat Reading, Telepathy.
Ability Score: None
Benefit: The evolutionist may grant one of the bonuses gained from his Combat Reading mutation to all allies within range of his telepathy. He may change which bonus is granted as a swift action.
Further Mutations: Each time this mutation is taken, the evolutionist may add one extra bonus that he receives to allies in range, a single swift action allows the evolutionist to exchange all bonuses being granted from among those available. This mutation can be taken once per eight mutator levels.

Telepathy
Prerequisite: Any psi-like ability, spell-like ability or the ability to manifest psionic powers.
Ability Score: None
Benefit: The evolutionist gains telepathy with a range of 30 feet or increases the range of existing telepathy by 20 feet. He may communicate with any creature that has a language.
Further Mutations: Each time this mutation is taken after the first increases the range of the evolutionist’s telepathy by 20 feet. This mutation can be taken once per three mutator levels.