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<blockquote data-quote="Cleon" data-source="post: 5190733" data-attributes="member: 57383"><p>OK, let's make a start. I'm going to add a Reflex save to the Acidic Blood to make it less nasty, in the hope that it won't affect LA/CR.</p><p></p><p>Assuming we use all the proposals so far, we're only short two mutations.</p><p></p><p><strong>1</strong> - <em><strong>Mass Plane Travel </strong></em>(see 3-5) plus two other mutations (roll 1d12+8 for each), The kobalt gains a +6 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. its LA increases by 2 and its CR increases by 1. </p><p><strong>2</strong> - <strong><em>Mass Plane Travel </em></strong>(see 3-5) plus one other mutations (roll 1d12+8). The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1 and its CR increases by 1. </p><p><strong>3-5</strong> - <em><strong>Mass Plane Travel </strong></em>- functions like a 1/week <em>plane shift</em>, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level <strong>X</strong>. The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1. </p><p><strong>6</strong> - <em><strong>Three mutations </strong></em>(roll 1d12+8 for each mutation, the kobalt's LA increases by 1 and its CR increases by 1.</p><p><strong>7-8</strong> - <em><strong>Two mutations </strong></em>- roll 1d12+8 for each mutation, The kobalt's LA increases by 1.</p><p><strong>9</strong> - <em><strong>Heightened Senses </strong></em>- roll 1d6 twice and consult the following sub-tables:<p style="margin-left: 20px"><span style="color: White">Number of Senses</span></p> <p style="margin-left: 20px"><span style="color: White">1 = +2 racial bonus to one sense</span></p> <p style="margin-left: 20px"><span style="color: White">2 = +2 racial bonus to two senses</span></p> <p style="margin-left: 20px"><span style="color: White">3 = +2 racial bonus to three senses</span></p> <p style="margin-left: 20px"><span style="color: White">4 = +4 racial bonus to one sense, -4 racial penalty to another sense</span></p> <p style="margin-left: 20px"><span style="color: White">5 = +4 racial bonus to one sense</span></p> <p style="margin-left: 20px"><span style="color: White">6 = +4 racial bonus to one sense, +2 racial bonus to another sense</span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">Affected Sense (reroll duplicates)</span> <span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">1-2 - Vision (bonus to Spot checks)</span></p> <p style="margin-left: 20px"><span style="color: White">3-4 - Hearing (bonus to Listen checks)</span></p> <p style="margin-left: 20px"><span style="color: White">5 - Touch (bonus to Search)</span></p> <p style="margin-left: 20px"><span style="color: White">6 - Intuition (bonus to Sense Motive)</span></p> <p style="margin-left: 20px"></p><p><strong>10</strong> - <em><strong>Carapace </strong></em>- Increase natural armour by 1d4 (1d4+1 if rolled twice, 1d4+2 if rolled three times)</p><p><strong>11</strong> - <em><strong>Vomit Acid </strong></em>- 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half, duplicate rolls allow 3/day if rolled twice, once every 1d4+1 rounds if rolled thrice.</p><p><strong>12</strong> - <em><strong>Extra Arm </strong></em>- Gives an additional off-hand attack each time this mutation is rolled.</p><p><strong>13</strong> - <em><strong>Claws</strong></em> - Each hand can do 1d3 claw damage. (reroll duplicates)</p><p><strong>14</strong> - <em><strong>Long Legs</strong></em> - Increase base land speed by 10 feet each time this mutation is rolled.</p><p><strong>15</strong> - <em><strong>Tail</strong></em> - Secondary attack for 1d6 damage with 1.5 times Strength bonus.</p><p><strong>16</strong> - <em><strong>Redundant Organs</strong></em> - Gives Ability Asymmetry (see below), granting a +2 bonus to Constitution and a -4 penalty to another ability score, determined randomly. If this mutation is rolled a second time it grants light fortification (25% chance to negate critical hit), if Redundant Organs is rolled a third time it grants moderate fortification (75% negation of critical hits).</p><p><strong>17</strong> - <em><strong>Acid Blood</strong></em> - Deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC equals 10 plus the kobalt's Con bonus. (reroll duplicates)</p><p><strong>18</strong> - <em><strong>Ability Asymmetry</strong></em> - A randomly determined ability receives a +2 bonus and another ability score receives a -4 penalty. (1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha)</p><p><strong>19</strong> - </p><p><strong>20</strong> -</p></blockquote><p></p>
[QUOTE="Cleon, post: 5190733, member: 57383"] OK, let's make a start. I'm going to add a Reflex save to the Acidic Blood to make it less nasty, in the hope that it won't affect LA/CR. Assuming we use all the proposals so far, we're only short two mutations. [B]1[/B] - [I][B]Mass Plane Travel [/B][/I](see 3-5) plus two other mutations (roll 1d12+8 for each), The kobalt gains a +6 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. its LA increases by 2 and its CR increases by 1. [B]2[/B] - [B][I]Mass Plane Travel [/I][/B](see 3-5) plus one other mutations (roll 1d12+8). The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1 and its CR increases by 1. [B]3-5[/B] - [I][B]Mass Plane Travel [/B][/I]- functions like a 1/week [I]plane shift[/I], except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level [B]X[/B]. The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1. [B]6[/B] - [I][B]Three mutations [/B][/I](roll 1d12+8 for each mutation, the kobalt's LA increases by 1 and its CR increases by 1. [B]7-8[/B] - [I][B]Two mutations [/B][/I]- roll 1d12+8 for each mutation, The kobalt's LA increases by 1. [B]9[/B] - [I][B]Heightened Senses [/B][/I]- roll 1d6 twice and consult the following sub-tables:[INDENT][COLOR=White]Number of Senses 1 = +2 racial bonus to one sense 2 = +2 racial bonus to two senses 3 = +2 racial bonus to three senses 4 = +4 racial bonus to one sense, -4 racial penalty to another sense 5 = +4 racial bonus to one sense 6 = +4 racial bonus to one sense, +2 racial bonus to another sense Affected Sense (reroll duplicates)[/COLOR] [COLOR=White] 1-2 - Vision (bonus to Spot checks) 3-4 - Hearing (bonus to Listen checks) 5 - Touch (bonus to Search) 6 - Intuition (bonus to Sense Motive)[/COLOR] [/INDENT][B]10[/B] - [I][B]Carapace [/B][/I]- Increase natural armour by 1d4 (1d4+1 if rolled twice, 1d4+2 if rolled three times) [B]11[/B] - [I][B]Vomit Acid [/B][/I]- 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half, duplicate rolls allow 3/day if rolled twice, once every 1d4+1 rounds if rolled thrice. [B]12[/B] - [I][B]Extra Arm [/B][/I]- Gives an additional off-hand attack each time this mutation is rolled. [B]13[/B] - [I][B]Claws[/B][/I] - Each hand can do 1d3 claw damage. (reroll duplicates) [B]14[/B] - [I][B]Long Legs[/B][/I] - Increase base land speed by 10 feet each time this mutation is rolled. [B]15[/B] - [I][B]Tail[/B][/I] - Secondary attack for 1d6 damage with 1.5 times Strength bonus. [B]16[/B] - [I][B]Redundant Organs[/B][/I] - Gives Ability Asymmetry (see below), granting a +2 bonus to Constitution and a -4 penalty to another ability score, determined randomly. If this mutation is rolled a second time it grants light fortification (25% chance to negate critical hit), if Redundant Organs is rolled a third time it grants moderate fortification (75% negation of critical hits). [B]17[/B] - [I][B]Acid Blood[/B][/I] - Deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC equals 10 plus the kobalt's Con bonus. (reroll duplicates) [B]18[/B] - [I][B]Ability Asymmetry[/B][/I] - A randomly determined ability receives a +2 bonus and another ability score receives a -4 penalty. (1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha) [B]19[/B] - [B]20[/B] - [/QUOTE]
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