In the time after the cataclysm many new creatures appeared resembling the fauna of ancient world. Some were the product of experiments involving genetic tampering. Others developped “naturally” as a result of the ambient radiation from fallouts. Most mutants strongly resemble an existing animal from the natural world which is why they are sometimes called Zooamorphs.
- -2 Intelligence, -2 Charisma
- Medium: As Medium creatures, mutants have no special bonuses or penalties due to their size.
- Mutants base land speed is 30 feet.
- Low-Light Vision: A mutant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Listen, Spot, and Survival checks.
- Animal Traits: Mutants choose two traits from the animal trait list to represent their genotype and natural abilities.
- Mutation: Mutants start with humanoid qualities such as the ability to speak verbally and complex manual dexterity on two limbs. They may also select a single mutation from the mutations list, but they must also start with the appropriate quantity of drawbacks. With the GM's permission a mutant can choose not to start with humanoid qualities as a 4 point drawback.
Animal Traits
- Claws: +2 Strength, You gain a single claw attack that deals slashing damage dependent on your size: Small 1d3, Medium-size 1d4, Large 1d6. If you get multiple attacks in a round, you can strike with multiple claws. Your claws are treated as natural weapons and do not provoke attacks of opportunity. If you take this and gain the claws mutation, you are considered one size larger for the amount of damage your claws deal. Having claws does not adversely affect your manual dexterity.
- Fangs: +2 Strength, You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can bite multiple times. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. If you take this and gain the fangs mutation, you are considered one size larger for the amount of damage your bite deals.
- Horns: +2 Strength, You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn) at the end of a charge attack. The amount of damage depends on your size: Small 1d8, Medium-size 2d6, Large 2d8. Your horns are treated as natural weapons and do not provoke attacks of opportunity.
- Armored Hide: +2 Constitution, Your natural armor increases by +2.
- Fleet Footed: +2 Dexterity, Your base movement land speed increases by 10 feet.
- Scent: +2 Constitution, You gain the scent special quality. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
- Carapice: +2 Constitution, Your natural armor increases by +6, but you are considered wearing heavy armor. Your maximum dexterity bonus to defense is 2, your Armor Check Penalty to skills is -4. Your base movement land speed decreases by 10 feet. You are considere proficient with your natural armor.
- Instincts: Select three skills not based on intelligence. These three skills are always considered class skills for you, reguardless of which classes you take. You also recieve +1 skill point every level.
- Aquatic: +2 Constitution, You gain a swim speed of 20 feet, a +8 racial bonus on swim checks, and the ability to hold your breath for a number of minutes equal to 3 plus your constitution modifier.
- Wings: +2 Dexterity, Your arms are also wings. You gain a flight speed of 40 feet with average manueverability. You need to make a full-round run action in order to take flight. Since your arms are occupied with flying, you cannot attack with them or carry any objects in them. You cannot fly with anything heavier than light armor and a light load.
- Natural Climber: +2 Dexterity, You gain a climb speed of 20 feet, and a +8 racial bonus on climb checks. You also gain the special quality slow fall 10 feet.
- Large: +2 Strength, +2 Constitution, -2 Dexterity, You are considered a large creature in every way, instead of medium. You take a -1 to defense (AC) and to attack rolls because of your size. Any natural weapons you possess are increased according to your size.
- Small: +2 Dexterity, -2 Strength, -2 Constitution, You are considered a small creature in every way instead of medium. You gain a +1 to defense (AC) and to attack rolls because of your size. You also gain a +4 to hide checks. Any natural weapons you possess are decreased according to your size.
- Camoflagued: +2 Dexterity, You gain a +8 racial bonus to Hide checks and may attempt to hide even when being observed.
- Resistant: +2 Constitution, You gain a +2 racial bonus on fortitude saves against environmental effects such as exhaustion, extreme temperature, disease, and even radiation.
- Wild Talent: +2 Intelligence, You gain 2 bonus power points at first level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.