The evolutionary is unwilling to wait for the slow changes from one generation to the next. After all, while their offspring may benefit, those who currently live gain nothing from the process. The evolutionary forces changes upon their own body, seeking to improve themselves.
Many evolutionaries see themselves as inherently superior to others of their race, the next logical step in the evolution of their species. Others simply revel in the warping of their flesh and mind, always seeking to change just one more thing, gain one more ability, or improve just the tiniest bit more.
Adapt, overcome, conquer. What doesn’t kill us, makes us stronger.
Entry Requirements
Base Save Bonus: Fortitude +3.
Mutations: At least two mutations with a total MP cost of 6 or more.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
---|---|---|---|---|---|
1st | +0 | +1 | +0 | +0 | Aberration, mutation |
2nd | +1 | +1 | +0 | +0 | Evolution, mutation |
3rd | +2 | +2 | +1 | +1 | Evolution, mutation |
Class Skills (4 + Int modifier per level): Acrobatics, Athletics, Stealth, Perception, Intimidate, and Insight
Class Features
Weapon and Armor Proficiency
An Evolutionary gains no proficiency with any type of weapon, armor, or shield.
Aberration
You gain Aberrant Bloodline as a bonus feat, even if you don’t meet the prerequisites.
If you already possess this feat, you instead gain an Aberrant feat for which you meet the prerequisites as a bonus feat.
Mutation
At each class level, you gain 2 Mutation Points with which to buy new mutations. You may add these points to any existing MP you possess in order to gain a more powerful mutation or choose to save them for buying a more powerful mutation later.
Evolution
An evolutionary gains the ability to evolve his mutations in a unique way. At 2nd and 3rd level, you may choose one evolution from the following list. Once you choose a evolution, it cannot be changed.
Conceal Mutations
When you select this evolution, you may spend a full-round action to suppress your mutations. All visible mutations shift to become imperceptible, leaving your appearance unchanged from your base form. No mutations function while this ability is active.
Mutations remain suppressed for a number of minutes equal to your Constitution bonus (minimum 1), and this duration can be restarted as a standard action if taken before this ability ends. You may end this ability on your turn as a free action or at any time as an immediate action.
Echoing Mutation
Select one mutation you possess that has a limited number of uses per day. If the mutation can be used once per day, you gain one additional daily use of that mutation. If it can be used more than once per day, then you instead gain two additional daily uses of that mutation.
You may select this evolution more than once. Its benefits stack if the same mutation is selected more than once.
Enhanced Weaponry
Select one mutation you possess that grants a natural weapon. The natural weapon granted by that mutation deals damage as if you were one size category larger.
You may select this evolution more than once. Its benefits stack if the same mutation is selected more than once.
Mutation Focus
Select one mutation you possess. If that mutation offers an attack roll, you gain +2 to all attack rolls made with that mutation. If it has a save DC, that save DC is increased by +2. If a mutation has both an attack roll and a save DC, they are both increased by only +1.
You may select this evolution more than once. Each time, it applies to a different mutation.
Reinforce Mutation
Select one mutation you possess that grants a racial bonus or a mutation bonus to a roll. The bonus granted by that mutation increases by +2.
You may select this evolution more than once. Each time, it applies to a different mutation.
Mutagenic Modification
When you select this evolution, you may sacrifice up to three mutations you possess to immediately gain a number of Mutation Points equal to the normal cost to acquire them.
You must spend the gained MP on new mutations immediately and may purchase up to three new mutations and eliminate up to one drawback, paying the MP cost. You may add these points to any existing MPs you possess in order to gain a more powerful mutation, but any MP you gain from this evolution that you do not spend now are lost.