Mutant Curse (Apath)

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Unofficial rules compendium

Mutant

Table: Warpwave Effects
d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded or deafened for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is entangled by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target gains 4d6 temporary hit points.
17 Target is affected by a heal spell.
18 Target is turned to stone.
19 Target is affected by baleful polymorph.
20 Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.

Your body is twisted by strange mutations, making you deformed.

You must be a humanoid to take this curse.

Any non-magic armor you wear must be custom-made to fit your shape, at twice the usual cost. You suffer a -10 penalty on Disguise checks and any attempt to use Diplomacy to gather information about you gains a +10 bonus. When you roll a "1" on the die for an attack roll, skill check, or saving throw, you suffer a warpwave effect: see the protean subtype. The caster level of this effect is your curse level and targets are allowed a Will save (DC is 10 + 1/2 the curse level). Success halves any damage and negates non-damaging effects.

You have one evolution point and can choose one evolution available to eidolons. You cannot choose the ability increase or skilled evolutions and need to fulfill any requirements the selected evolution has as if you were a protean eidolon. If you are a humanoid, you are considered to possess the limbs (arms) and limbs (legs) evolutions only for the purpose of prerequisites. You can change your evolutions when you advance in level.

At 5th level, you gain an additional evolution point.

At 10th level, you gain an additional two evolution points. You cannot take an evolution costing more than two evolution points.

At 15h level, you gain an additional three evolution points. You cannot take an evolution costing more than three evolution points.

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