InVinoVeritas
Adventurer
Ok that sounds like awesome fun
One mutated armadillo coming up.
2d4+5=7, 2d4+6=14, 2d4+5=13
Physical Strength: 7
Dexterity: 14
Constitution: 13
3d6=9, 3d6=8, 3d6=14
Mental Strength: 9
Intelligence: 8
Charisma: 14
4d6.takeHighest(3)=12
Senses: 12
An armadillo gets an automatic claw/claw/bite attacks of 1d3/1d3/1d2.
Also gets the following mutations for free:
Night Vision: Can see in low-light as well as daylight.
4d6.takeHighest(3)=14
Total Carapace (14): Base AC is 16, before Dexterity and armor.
1d6=4
4 physical, 1 mental mutation.
1d100=26, 1d100=56, 1d100=72, 1d100=97, 1d100=16
4d6.takeHighest(3)=8 1d6=2
Energy Reflection (8): The first 10 points of damage from any electric attack bounce off you and goes off in a random direction.
1d6=2
New Body Parts: You gain a trunk like an elephant. It can be used as an extra arm.
4d6.takeHighest(3)=11
Regeneration (11): You heal lost hit points at a rate of 5/day, and can regrow lost body parts.
97: Roll Two Physical Mutations
1d100=5, 1d100=19
Attraction Odor: You have a strong musk that makes you easy to track, and are twice as likely to gain the interest of predators.
(19 is Doubled Pain; a PC can only start with one physical and one mental defect; reroll)
1d100=67 (Poor Dual Brain; reroll)
1d100=86
4d6.takeHighest(3)=16
Transfusion (16): You can heal other characters of 12 hp in one round, but take 1d4 hp damage in the process.
Duality: Gets two actions per round. They can be completely different actions.