Hyperextended Joints (Discovery)

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Ability Type: Su

Prerequisites: Prehensile Organs, Explosive Halitosis

Benefit: When you take this discovery, you permanently replace several elements of the Mutagen's Mutation table. The table below reflects these changes, and should be used instead of the default table on the Alchemist page each time you make a roll on the mutation table (once per each round you are under the effects of a mutagen). You may still use your Endeavor Pool as normal to modify your rolled result, and you still choose any effect on the table that is equal to, or less than, your result, as long as the effect you choose has not already been used in this encounter.


Result Mutation Granted
1 Greater Swim: Your hands and feet elongate and become webbed. You gain a Greater Swim speed equal to your Walk speed + 10 feet, until the start of your next turn.
2 Greater Climb: You can temporarily control the stickiness of your flesh, making it easy to grip any surface. You gain a Greater Climb speed equal to your Walk speed + 10 feet, until the start of your next turn.
3 Flanking: You sprout eyes on the backs of your elbows and knees. You cannot be flanked this round; you also gain a +3 to hit if flanking (instead of +2) until the start of your next turn.
4 Energy Resist: Your skin exudes a coating of some viscous substance that is highly resistant to elemental damage. You gain ER x/-, where x is equal to your character level, until the start of your next turn. (was: ER vs. Common (Acid,  Cold,  Fire,  Lightning,  Sonic) energy types only.)
5 Vaulting: Your knee joints reverse, giving you a powerful leaping ability. You gain a Vaulting speed equal to your Walk speed until the start of your next turn.
6 Damage Resist: Your bones become hyper-dense, and protrude as spikes and plates from the surface of your flesh. You gain DR x/-, where x is equal to your character level, until the start of your next turn.
7 See Around Corners: Your arms grow three new joints (each!), and long hairs on them allow you to detect the slightest movement of nearby enemies. You suffer no to-hit penalty vs. enemies with Partial Cover, nor do you suffer any miss chance versus enemies with Partial Concealment.
8 Fleshy Double: You shed a lumpy blob of yourself as you step to the side, leaving your enemies confused as to which of you is 'you'. As long as you displace at least 15 feet from your starting square this turn, one attack that would normally hit you may be declared a miss, instead, as a triggered interrupt (immediate action). The attack must occur before the start of your next turn, or the ability is lost.
9 Tremorsense: The nerves in your feet become hyper-sensitive, granting you a preternatural ability to sense those touching the ground nearby. You gain Tremorsense with a range of 60 feet until the start of your next turn. (was: Tremorsense with a 30 foot range.)
10 Lesser Flight: You sprout a pair (or quartet) of vestigial, bony wings. Despite the fact that they shouldn't be able to hold you aloft, you gain a Lesser Flight speed equal to your Walk speed until the start of your next turn.
11 Skittering Stride: Your legs sprout two new legs (each!) from the knee down, making your gait unpredictable and abrupt. Until the start of your next turn, any Walk-based movement you make does not provoke attacks of opportunity.
12 Tentacle Push: A long, powerful tentacle, corded with muscle, sprouts from your side. You may perform a Reposition maneuver against an adjacent creature as a swift action at any point during your turn this round. If used on an adjacent, willing ally, this reposition automatically succeeds, and you may slide that ally up to 3 squares.
13 Knitted Flesh: Your skin begins bubbling, as though boiling. As a vaporous steam escapes from your pores, your wounds begin to rapidly close on their own. You instantly heal a number of hit points equal to two times your character level. Once the healing is applied, this mutation has no further effect.
14 Trebuchet Arms: Your arms lengthen and narrow, losing all muscle tone, while growing a third joint that is floppy and hard to control. However, it does seem to carry momentum surprisingly well. Until the start of your next turn, the maximum range for any Bomb you throw is doubled, and you suffer no range penalties for any target within that range. (was: range increment doubled, max range unaffected, and range penalties still applied.) Requires: Greater Mutagen (Discovery)
15 Longarms: Your arms bulge and ripple with suddenly-oversized muscles, the bones elongating until your knuckles brush the ground, though you stand upright. You gain Inclusive Reach out to 10 feet (instead of 5 feet), until the start of your next turn.
16 Too Poisonous for Poison: Your blood turns clear, carrying the strong scent of ammonia. Nothing could live in that! You are immune to any new status conditions inflicted this round. In addition, when this mutation first activates, any current status conditions you are suffering from are immediately reduced in severity by 1 step — strong conditions become moderate, moderate conditions become weak, and weak conditions are cured.
17 Ablative Armor: You grow a shiny exoskeleton, covering your skin like a bug's shell, and made up of several layers of hard chitin that break off as it is damaged. You gain a number of temporary hit points equal to two times your character level. Unlike other mutations, these temporary hit points persist until they are removed by damage, or until the encounter ends.
18 Adrenaline Spike: Your nervous system kicks into overdrive, making your movements almost too fast to follow. Any move actions you take this round are considered swift actions.
19 Caustic Pus: Your skin is instantly covered in boils and pustules, all on the verge of popping messily. All enemies that hit you with melee attacks before the start of your next turn take Acid (energy, common) damage equal to two times your character level. This occurs after each melee-based hit is resolved, and can affect the same creature more than once, if it hits you more than once. (was: damage equal to your character level.)
20 That Brain Thing: Despite the chaos around you, and the mad science flowing through your ever-changing body, your thoughts coalesce with perfect clarity for just an instant. You may activate an Extract as a move action this round (instead of a standard action). Requires: Grand Mutagen (Discovery)
21 Recomposition: Your body transforms into a swarm of fleshy, bulgy flies for an instant, which spread out, then reconvene nearby, combining back into your 'normal' body once again. You gain a Greater Teleport speed equal to your Walk speed + 10 feet, until the start of your next turn.
22 Reflexive Blitz: Without even taking the time for conscious thought, your hand grabs a bomb and throws it at a nearby enemy. Wait! Just how many hands do you have? You may throw a Bomb as a swift action this round (instead of a standard action). Requires: Greater Mutagen (Discovery)
23 Shell Game: Tendrils of your flesh reach out and wrap around a nearby creature, covering them completely. As the tendrils part, they reveal you where the creature once was, and the creature where you once were. Neither of you is completely comfortable with what you have just shared. You may swap places with a creature within 50 feet as a swift action at any point during this turn. This is forced movement, and does not provoke attacks of opportunity. If the target is a willing ally, this automatically succeeds. If the target is an enemy creature, you must first succeed on a ranged touch attack. If you fail to hit, you appear in a square adjacent to the target, but the target is not moved from its space. (was: only affected willing allies within 30 feet.)
24 Rubber Band Arms: Your arms appear perfectly normal (well, normal for you, anyway), except you can feel the bones changing into something much more stretchy and flexible. Until the start of your next turn, you gain Inclusive Reach out to 15 feet (instead of 5 feet).