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<blockquote data-quote="freyar" data-source="post: 5193862" data-attributes="member: 40227"><p>Looking back at the original text, I think we've got quite an abundance of mutations already (it seems there should be 20% with planar travel and only 1% for everything else), so I think we don't need mutations that stack at all (ie, there shouldn't be multiple mutations and certainly not 3 of them at a time). So I'll propose (with rejiggering probabilities and adjusting numbers to match caveling/troll mutate better):</p><p></p><p></p><p>1-5 - Mass Plane Travel - functions like a 1/week plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level X. 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>6 - Carapace - Increase natural armour by +2</p><p>7 - Vomit Acid - 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half.</p><p>8 - Extra Arm - Gives an additional off-hand attack.</p><p>9 - Claws - Each hand can do 1d3 claw damage. </p><p>10 - Long Legs - Increase base land speed by 5 feet.</p><p>11 - Whiplike Tail - Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus.</p><p>12 - Redundant Organs - The kobalt's extra organs grantslight fortification (25% chance to negate critical hit).</p><p>13 - Acid Blood - 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.</p><p>14 - Strong - +2 racial bonus to Str.</p><p>15 - Agile - +2 racial bonus to Dex.</p><p>16 - Tough - +2 racial bonus to Con.</p><p>17 - Smart - +2 racial bonus to Int.</p><p>18 - Zen - +2 racial bonus to Wis.</p><p>19 - Strong Willed - +2 racial bonus to Cha.</p><p>20 - ??</p><p>21-100 - No mutation</p><p></p><p>I'm not sure planar travel requires the +4 to Cha, though the bonus on Diplomacy is good. What if we just made it a +4 circumstance bonus to all Cha-based checks against other kobalts?</p><p></p><p>I'm also not sure I like the plain ability score bonuses. They're boring. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="freyar, post: 5193862, member: 40227"] Looking back at the original text, I think we've got quite an abundance of mutations already (it seems there should be 20% with planar travel and only 1% for everything else), so I think we don't need mutations that stack at all (ie, there shouldn't be multiple mutations and certainly not 3 of them at a time). So I'll propose (with rejiggering probabilities and adjusting numbers to match caveling/troll mutate better): 1-5 - Mass Plane Travel - functions like a 1/week plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level X. 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. 6 - Carapace - Increase natural armour by +2 7 - Vomit Acid - 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half. 8 - Extra Arm - Gives an additional off-hand attack. 9 - Claws - Each hand can do 1d3 claw damage. 10 - Long Legs - Increase base land speed by 5 feet. 11 - Whiplike Tail - Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus. 12 - Redundant Organs - The kobalt's extra organs grantslight fortification (25% chance to negate critical hit). 13 - Acid Blood - 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. 14 - Strong - +2 racial bonus to Str. 15 - Agile - +2 racial bonus to Dex. 16 - Tough - +2 racial bonus to Con. 17 - Smart - +2 racial bonus to Int. 18 - Zen - +2 racial bonus to Wis. 19 - Strong Willed - +2 racial bonus to Cha. 20 - ?? 21-100 - No mutation I'm not sure planar travel requires the +4 to Cha, though the bonus on Diplomacy is good. What if we just made it a +4 circumstance bonus to all Cha-based checks against other kobalts? I'm also not sure I like the plain ability score bonuses. They're boring. ;) [/QUOTE]
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