New Feat: Mutation (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Shwepie

02-08-07, 07:33 PM
So there I was, lounging about and the subject of elves came up. This lead to a discussion of how, for any set of ability adjustments you can image, there is likely an elf out there. Yet, humans are hailed as the most adaptable of the races, so....

MUTATION [General]
Prerequisites: Human only, 1st level only
Benefit: Gain one of the following effects:

+2 Str; -2 Con OR -2 Dex OR -2 Int -2 Cha
+2 Dex; -2 Con OR -2 Str OR -2 Int -2 Wis
+2 Con; -2 Cha OR -2 Int OR -2 Str -2 Dex
+2 Int; -2 Con -2 Dex OR -2 Wis -2 Cha
+2 Wis; -2 Con -2 Str OR -2 Int -2 Cha
+2 Cha; -2 Con -2 Dex OR -2 Int -2 Wis
Darkvision 60 feet; Light Blindness (as a Drow)
Low-Light Vision; Light Sensitivity (as an Orc)

Special: You may take this feat more than once, if you increase the same ability score you must choose the same penalty you chose before. If you choose Darkvision or Low-Light Vision again, double the vision distance but increase the penalty from Darkvision from Light Blindness to Vulnerability to Sunlight (as a Derro) and increase the penalty from Low-Light Vision from Light Sensitivity to Light Blindness.

Considering adding two more options: 1 - +4 Natural Armor, -2 Con; 2 - DR 5/-, -2 Dex. Those might be a bit high, so suggestions? Also, suggestions for other mutations would be really nice.

Here's the original if anyone was interested:

MUTATION [General]
Prerequisites: Human only, 1st level only
Benefit: When you take this feat, select any one ability score and increase it by two, then select any other ability score and decrease it by two.
Special: You may take this feat more than once, but you cannot adjust ability scores that have already been adjusted.
HappyGhoul

02-08-07, 07:55 PM
Way too strong. Increasing an ability score by 1 is an epic feat. This requires you to sacrifice a different ability score, but it lets you choose which one, meaning unless you need everything, you can just lower something you didn't care about to begin with.

In other words, it's pretty much two epic feats.
CowMasterTrojan

02-08-07, 09:06 PM
Personally, I don't think it's overpowered. You're giving up your bonus feat in return for gaining racial modifiers. Not to mention that the epic feat that raises one ability score by one kinda sucks.

If you think it's overpowered, I would make a note about how it must follow the Ability Score equivalencies on page 173 of the DMG.
Light_Colonel

02-08-07, 09:54 PM
I agree with CowMasterTrojan, it's not all that overpowered. As a human, sacrificing your bonus feat, for racial mods isn't that big a deal, though the problem I see with it is Strength.

The usual penalties associated with Str are either a penalty to Dex or Con or penalties to two mental stats.

I think you should call it mutation instead. Adaptability sounds too much like too many other feats.

Maybe you could rework the feat like this:

MUTATION [General]
Prerequisites: Human only, 1st level only
Benefit: Gain one of the following effects:

+2 Str; -2 Con OR -2 Dex OR -2 Int -2 Cha
+2 Dex; -2 Con OR -2 Str OR -2 Int -2 Wis
+2 Con; -2 Cha OR -2 Int OR -2 Str -2 Dex
+2 Int; -2 Con -2 Dex OR -2 Wis -2 Cha
+2 Wis; -2 Con -2 Str OR -2 Int -2 Cha
+2 Cha; -2 Con -2 Dex OR -2 Int -2 Wis
Darkvision 60 feet; Light Blindness (as a Drow)
Low-Light Vision; Light Sensitivity (as an Orc)

Special: You may take this feat more than once, if you increase the same ability score you must choose the same penalty you chose before. If you choose Darkvision or Low-Light Vision again, double the vision distance but increase the penalty from Darkvision from Light Blindness to Vulnerability to Sunlight (as a Derro) and increase the penalty from Low-Light Vision from Light Sensitivity to Light Blindness.

Steve is making a Mage and wants to have a really high Int. He chooses the Mutation feat twice, increasing his Int by 4! However he must also either take -4 to his Con and -4 to his Dex or -4 Wis and -4 Cha.

I kind of screw over the casters with the choices they get for penalties, but there would be too much abuse otherwise. (IMO anyway) Anyway, it sounds like a pretty cool idea.

I added the last two for fun because I think it kind of fits in with the notion of a mutated human. You could add other stuff like natural armor but I couldn't think of a proper requisite penalty to give it.
Shwepie

02-09-07, 12:37 AM
Light and Cow are right and I am sorry Light, but I am just gonna have to snag that. Added two suggestions for more mutations, curious what you guys think.

Nat Armor is -2 Con on the grounds that you won't be getting hurt as much growing up and don't build up that resilliance most people do. The DR is -2 Dex on the ground that your skin is physically harder (not like magic) and thus harder to move.

...

Where's Tarkin? A new feat thread just isn't a new feat thread without Tarkin.
Light_Colonel

02-09-07, 02:01 AM
Light and Cow are right and I am sorry Light, but I am just gonna have to snag that. Added two suggestions for more mutations, curious what you guys think.

Nat Armor is -2 Con on the grounds that you won't be getting hurt as much growing up and don't build up that resilliance most people do. The DR is -2 Dex on the ground that your skin is physically harder (not like magic) and thus harder to move.

...

Where's Tarkin? A new feat thread just isn't a new feat thread without Tarkin.

That's quite alright. Snag away. It makes me feel special that I had an idea worth snagging. :D

I had considered Con for Natural Armor, but that just didn't "feel" right. I was thinking either Dex penalties or Charisma penalties or maybe both.
Red_Rabbit

03-12-07, 11:17 AM
+2 Str; -2 Con OR -2 Dex OR -2 Int -2 Cha
+2 Dex; -2 Con OR -2 Str OR -2 Int -2 Wis
+2 Con; -2 Cha OR -2 Int OR -2 Str -2 Dex
+2 Int; -2 Con -2 Dex OR -2 Wis -2 Cha
+2 Wis; -2 Con -2 Str OR -2 Int -2 Cha
+2 Cha; -2 Con -2 Dex OR -2 Int -2 Wis


Why are you making bonus to mental scores cost penalties on 2 stats DMG even says trading a -2 to str doesn't balance out with taking a -2 int, wis or chr. My point is this is a wasted feat for any spellcaster, because this is only balanced one way this is what I'd do.


+2 Str; -2 Dex OR -2 Con OR -2 to any 2 mental scores (Int, Wis, Chr)
+2 Dex; -2 Str OR -2 Con OR -2 Int OR -2 Wis OR -2 Chr
+2 Con; -2 Str OR -2 Dex OR -2 Int OR -2 Wis OR -2 Chr
+2 Int; -2 Str OR-2 Dex OR -2 Con OR -2 Wis OR -2 Cha
+2 Wis; -2 Str OR -2 Dex OR -2 Con OR -2 Int OR -2 Cha
+2 Cha; -2 Str OR -2 Dex OR -2 Con OR -2 Int OR -2 Wis


Str is accually listed as the strongest score even by the DMG, because it's the most useful ingame and out of combat. One -2 per stat except Str which gives the choice of two -2's to the mental score.

The Rabbit
UnrelentingHoror

03-12-07, 08:54 PM
Not sure I'm too crazy about the stat modifiers as it seems to have only tenuous justification and seems abit off in that its more geared towards rolled stats it seems to me. I do however love the concept of the lowlight vision/ light sensitivity feat for "mole men" and creepy shut-inns :P