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Gamma Mutants
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<blockquote data-quote="the Jester" data-source="post: 3867336" data-attributes="member: 1210"><p>So I ran a game where the party went back in time to the standard "magical apocalypse in the distant past" kind of thing. During that adventure, I decided to use the Hulk in my game. So I made this template. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>GAMMA MUTANTS</strong></p><p> </p><p>Although our heroes will not be exposed to gamma radiation at any point in the adventure, they will encounter gamma mutants. The gamma mutant template follows. A gamma mutant becomes enraged when injured, and enters a “hulk state.” This state lasts until the gamma mutant’s full hit points are regained and it is not under stress for ten minutes. In its normal state, it has no unusual characteristics, but when it hulks out, it undergoes the following changes:</p><p> </p><p><strong>Size and Type:</strong> In its hulk state, a gamma mutant’s size increases one category. Do not apply the normal changes for size increase to it, except for those involving grapple and Hide checks; this template’s changes replace the normal modifiers for size increase. In its hulk state, a gamma mutant takes on the aberration type and the augmented subtype.</p><p> </p><p>Any clothing or armor on the creature is partially burst, but is still partially functional. Armor bonuses are reduced by 2.</p><p> </p><p><strong>Armor Class:</strong> Increase the gamma mutant’s natural armor bonus by +6.</p><p> </p><p><strong>Attacks: </strong>A gamma mutant gains a slam attack if it did not already have one. It uses its slam as a primary attack, even if it previously had other natural attacks.</p><p> </p><p><strong>Damage:</strong> A medium sized gamma mutant’s slam attack deals 1d10 points of damage. This scales up or down with its size normally (so a large gamma mutant’s slam attack deals 2d8 points of damage). </p><p> </p><p><strong>Special Qualities:</strong> A gamma mutant gains all of the following special qualities: -Immunity to exhaustion, fatigue, pain, paralyzation, poison and radiation. </p><p>-Resistance 10 to cold, electricity and fire.</p><p>-Fast healing 10.</p><p>-Vulnerability: A <em>calm emotions</em> spell (or similar effect) will cause the gamma mutant to change back to its base form. It cannot ‘hulk out’ again for as long as the spell lasts.</p><p></p><p><strong>Abilities:</strong> While in its hulk state, a gamma mutant’s abilities change as follows: Str +30, Con +30, Int -10 (to a minimum of 1, unless it is already mindless).</p><p> </p><p><strong>Feats:</strong> While in its hulk state, the gamma mutant gains Improved Sunder as a bonus feat.</p><p> </p><p><strong>Challenge Rating:</strong> Up to 4 HD: as base creature +4; 5-8 HD: as base creature +3; 9 or more HD: as base creature +2.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3867336, member: 1210"] So I ran a game where the party went back in time to the standard "magical apocalypse in the distant past" kind of thing. During that adventure, I decided to use the Hulk in my game. So I made this template. :) [B]GAMMA MUTANTS[/B] Although our heroes will not be exposed to gamma radiation at any point in the adventure, they will encounter gamma mutants. The gamma mutant template follows. A gamma mutant becomes enraged when injured, and enters a “hulk state.” This state lasts until the gamma mutant’s full hit points are regained and it is not under stress for ten minutes. In its normal state, it has no unusual characteristics, but when it hulks out, it undergoes the following changes: [B]Size and Type:[/B] In its hulk state, a gamma mutant’s size increases one category. Do not apply the normal changes for size increase to it, except for those involving grapple and Hide checks; this template’s changes replace the normal modifiers for size increase. In its hulk state, a gamma mutant takes on the aberration type and the augmented subtype. Any clothing or armor on the creature is partially burst, but is still partially functional. Armor bonuses are reduced by 2. [B]Armor Class:[/B] Increase the gamma mutant’s natural armor bonus by +6. [B]Attacks: [/B]A gamma mutant gains a slam attack if it did not already have one. It uses its slam as a primary attack, even if it previously had other natural attacks. [B]Damage:[/B] A medium sized gamma mutant’s slam attack deals 1d10 points of damage. This scales up or down with its size normally (so a large gamma mutant’s slam attack deals 2d8 points of damage). [B]Special Qualities:[/B] A gamma mutant gains all of the following special qualities: -Immunity to exhaustion, fatigue, pain, paralyzation, poison and radiation. -Resistance 10 to cold, electricity and fire. -Fast healing 10. -Vulnerability: A [I]calm emotions[/I] spell (or similar effect) will cause the gamma mutant to change back to its base form. It cannot ‘hulk out’ again for as long as the spell lasts. [B]Abilities:[/B] While in its hulk state, a gamma mutant’s abilities change as follows: Str +30, Con +30, Int -10 (to a minimum of 1, unless it is already mindless). [B]Feats:[/B] While in its hulk state, the gamma mutant gains Improved Sunder as a bonus feat. [B]Challenge Rating:[/B] Up to 4 HD: as base creature +4; 5-8 HD: as base creature +3; 9 or more HD: as base creature +2. [/QUOTE]
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