Evolutionary

Prerequisites: Human.

Instead of talents, an Evolutionary receives a number of Mutation Points equal to her character level, plus an additional three mutation points at 1st level and one additional mutation point at 5th level and every 5 levels thereafter. These points can be saved for later use, but once spent on a mutation cannot be retrained.

Mutations

In addition to the mutations normally available to humans at 1st level, the Evolutionary can spend his mutation points in order to gain any of the following mutations. Unlike normal mutants, evolutionaries have an effective caster level equal to their total HD.

  • General Mutations:

Blindsense (Ex)
Mutation Cost: 3 MP.
Prerequisite: 9th level.

The mutant gains Blindsense out to a range of 30 ft.

Blindsight (Ex)
Mutation Cost: 5 MP.
Prerequisite: 11th level, Blindsense mutation.

The mutant gains Blindsight out to a range of 15 ft.

Bonus Feat (Ex)
Mutation Cost: 2 MP.
Prerequisite: Varies by feat.

The mutant gains one of the following feats: bouncing spell-like ability, empower spell-like ability, extra psychic energy, fearsome spell-like ability, improved natural attack, intensified spell-like ability, lingering spell-like ability, quicken spell-like ability, and reach spell-like ability. In additon, the evolutionary may pick up any of these feats as part of her normal level-up, even those that are otherwise unavailable in this campaign.

  • Burner Mutations:

Burner II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Burner I.

Pick two of the following 1st level spells: burning hands, flare burst, produce flame, sun metal, touch of combustion. You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Burner III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Burner II.

Pick two of the following 2nd level spells: elemental touch (fire only), fiery shuriken, fire breath, flaming sphere, flame blade, heat metal, sorching ray, spontaneous immolation. You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

  • Chirurgeon Mutations:

Chirurgeon II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Chirurgeon I.

Pick two of the following 1st level spells: body capacitance, cure light wounds, inflict light wounds, touch of the sea, undine’s curse, vocal alteration. You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Chirurgeon III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Chirurgeon II.

Pick two of the following 2nd level spells: abolet’s lung, accelerate poison, alter self, cure moderate wounds, darkvision, delay disease, delay poison, lesser restoration, pernicious poison. You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

  • Photokinetic Mutations:

Photokinetic II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Photokinetic I.

Pick two of the following 1st level spells: color spray, faerie fire, vanish. You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Photokinetic III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Photokinetic II.

Pick two of the following 2nd level spells: blend, blinding ray, darkness, dust of twilight, invisibility. You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

  • Shocker Mutations:

Shocker II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Shocker I.

Pick two of the following 1st level spells: blur, body capacitance, shocking grasp, shock shield. You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Shocker III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Shocker II.

Pick two of the following 2nd level spells: agressive thundercloud, defensive shock, elemental touch (electric only), scorching ray (deals electric damage). You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

  • Telekinetic Mutations:

Telekinetic II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Telekinetic I.

Pick two of the following 1st level spells: animate rope, entangle, expeditious excavation, jump (self only), mighty fist of the earth, shield, stone fist, water walk (self only). You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Telekinetic III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Telekinetic II.

Pick two of the following 2nd level spells: air step, glide, gust of wind, gusting sphere, levitate, pilfering hand, returning weapon, stone discus. You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

  • Telepath Mutations:

Telepath II (Sp)
Mutation Cost: 2 MP.
Prerequisite: Telepath I.

Pick two of the following 1st level spells: command, remove fear, cause fear, charm person, charge object, disguise self, mind thrust I, psychic reading, sleep. You may cast these spells as psychic spells by spending 1 point of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Telepath III (Sp)
Mutation Cost: 2 MP.
Prerequisite: Telepath II.

Pick two of the following 2nd level spells: blur, calm emotions, delay pain, enthrall, animal trance, demand offering, detect thoughts, scare, share memory, id insinuation I, mind thrust II, thought shield. You may cast these spells as psychic spells by spending 2 points of psychic energy.

This mutation may be taken multiple times, each time it allows you to add one other spell from the list to your list of casting options.

Evolutionary

Fallout: Echoes IonutRO