| Post/Author/DateTime | Post |
|---|---|
| LordHawkeye08-14-06, 08:16 AM | To the point: A future arc in my campaign will involve bad guys spreading this mist that causes random mutations in all caught in it. Mostly things like changes to body size/shape as well as partial transformation into other creatures and all that. Leaning towards cosmetic changes mostly. Just need a list of 100 I can % roll. Any input then? |
| stabs08-14-06, 08:53 AM | In no particular order: 01: Creature grows a third arm out of the top of its head. And it's always trying to slap them. 02: Creature grows a second head. It's very argumentative and will bite to prove a point. 03: Creature's hands uncontrollably grab its own crotch at inopportune moments. 04: Creature's legs become tentacles. -10ft move speed. 05: Arms grow twice as long and scrape along the ground. +5ft reach, -2 to attack rolls. 06: Creature constantly oozes slime. +10 to Escape Artist checks, -2 to Charisma 07: Organs jumbled. 25% Fortification. Your brain is now in your rump. 08: Hair falls out. Then it forms a toupee and tries to strangle you (as tiny animated object) 09: Hands become sock puppets. +2 to charisma checks with children. -2 to checks that use your hands. 10: Creature grows an udder. Can produce its own milk, which is frighteningly addictive (once tasted, creature must make Will Save DC 10 or go into a Rage until it gets more) For more ideas, there's a good table in the Book of Vile Darkness for a disease called "Warp Touch" |
| LordHawkeye08-15-06, 01:40 AM | 10: Creature grows an udder. Can produce its own milk, which is frighteningly addictive Oh THAT just brings lovely imagery to mind...thanks I do indeed have BoVD. Just wanted to shake it up a little so to speak. |
| BrotherMarcus08-15-06, 01:52 AM | 1. One limb gets really big 2. Eyes become narrow like a cats, gains night vision 3. voice changes 4. Head grows (+2 INT) 5. Gains thick scaly hide (+1 Natural Armor) 6. Character grows one foot taller 7. Change of skin color 8. Stats get mixed up 9. Muscles get really big (+2 STR), character experiences bouts of rage 10. Character ages 4d6 years |
| InterSilva08-15-06, 04:08 AM | 21. Leprosy 22. Boils 23. Ploydactyly (extra fingers) 24. A third, unbliking eye just above the nose in the forehead. 25. Bones mutate, growing "thorns." This is more than cosmetic, and inflicts 2d6 damage (fortitude half). There is a 5% change that one of these thorns pierces a vital organ and kills the victim outright. (I might use this one sometime...) 26. Fingers double in length. 27. Fingernails thicken into sturdy claws. |
| gLytch08-15-06, 07:48 AM | 28. Grows a third arm-it comes out of the the mouth. 29. Mouth, nose, eyes, and ears all disappear, the mutant can only be fed by sumerging their head in mashed food, and absorbing it throu there face. 30. Skin changes to large "plates." 31. Every surface on the body is covered with small, distorted faces. |
| Kraleck08-15-06, 08:22 AM | This thread seems like it could be fun. Let me try. 32. Mouth becomes an insect-like proboscis. -2 Cha, gain a special bite attack depending on type of mouthparts (Powerful like a mantis or Bloodsucking like a mosquito for example) 33. Gains a contact poison sweat (really messes with love life, but is very combat effective). 34. Becomes venomous (a limited times per day). 35. Loses all hair on head, gains a third eye in the back of the head (for the first 10 days the third eye messes with most skills and combat (double all ranged penalties) unless closed, but the victim eventually becomes accustomed to it, gains alertness and cannot be flanked from directly behind, see diagram). 12345 6789A BCDEF You are 8 facing 6 and 7. The Third Eye prevents flanking from 9 and A, but not the others. 36. Gain Photosynthetic Skin (Hasted and Fast Healing 2 in Direct Sunlight, Fast Healing 1 in Indirect Sunlight, and Slowed in No Sunlight) |
| Solian08-15-06, 08:47 AM | 37 - Grow a monkey-Like Tail and your feet turn monkry-Like (no hair) (climb-speed 20ft) 38 - Skin expands from wrist to waist (like wings, but cant fly. Glide-speed 10ft) 39 - Grow a second head 40 - Hair colour changes to luminescent (green, pink, red, you decide) (light 10ft at all times, in colour of hair) 41 - on palms of hands, little mouths appear (function like primary mouth but shap teeth, bite attack) 42 - your legs become back jointed (like a dogs) (gain +10ft in speed, +2 on Jump checks) 43 - grow scales, a lizardlike tail and sharp fangs (swim speed 20ft, +1 natural armour bonus, bite attack) 44 - grow second pair of arms underneath first (can hold more weapons, new hands counted as off hands) 45 - arms turn into tentacles (10 ft long, any qattack with a weapn gains a -5 penalty, cant hold shields) |
| zvbxrpl08-15-06, 09:36 AM | 46.) Ears become elongated, like a hare. (+2 to listen checks, -2 to save vs [Sonic] spells and effects) 47.) Two extra eyes, on stalks growing out of the top of your head. (+4 to spot, cannot be flanked) 48.) Hands and arms secrete a sticky fluid. (-2 to disarm attempts made against you, +2 to your grapple checks.) 49.) Grow a large pair of horns. (Gain gore attack for 1d6 damage.) 50.) Gain musk glands. (Stench, as troglodyte.) |
| kliate08-15-06, 09:59 AM | 51. Eyeballs in the palm of your hands. Great for looking around corners, not so great for weilding weapons. 52. Camauflaged skin, gain +4 bonus to hide checks 53. Mouths in the palms of your hands. Not quite as useful as 51. 54. Fingers on one hand fuse into a large claw. Treat as a natural weapon dealing damage as a short sword of the creature's size. Hand can no longer be used to carry anything, perform fine manipulation, or perform somatic components of spells. 55. Nose falls off. Creature loses scent ability if applicable. 56. Creature loses all hair, fur, or scales (and any natural armor bonus they may have once provided) 57. Legs fuse into a serpantine tail. Creature gains a climb speed of 1/2 their normal movement as well as a tail attack dealing damage equivalent to a club of their size. 58. Creature shrinks 3 size categories (diminutive at smallest). +4 dex, -4 str 59. Creature grows poison glands that secrete through fingertips. Poison inflicts Str damage as a monstrous spider of the creature's size, with a DC of 15 + Con modifier. 60. Eyes shoot fire, allowing a 1/day scorching ray as a spell like ability, CL 7th (2 rays) |
| encoded08-15-06, 10:09 PM | Please, please, please, please, please, please, PLEASE be careful with this. I played in a campaign once where mutations were prevalent. Cast a magic spell? Roll on the mutation table. Activate a magic item? Roll on the mutation table. One week has gone by? You get the idea. Now obviously this wasn't this particular DM's best idea ever. I'm certain you're not going to go as overboard as he did with this, but I have two points I'd like to really stress: 1. Make the mutations removeable (believe it or not, the previous DM mentioned made them totally permanent, not even wish could fix them). 2. Don't let the PCs have so many mutations, that they no longer feel like they are the PCs they designed. If the character gains horns, a tail and turns green, they can't really be that dashing swashbuckler they had imagined, and that can kill the fun of a character very quickly. Be careful what you allow for mutations! I suppose those are probably pretty obvious things that you wouldn't even think about doing, but I just felt the need to warn you from making the same mistakes my previously mentioned DM did. Good luck, have fun with it, but please don't over do it! e. |
| LordHawkeye08-16-06, 07:50 AM | Please, please, please, please, please, please, PLEASE be careful with this. I played in a campaign once where mutations were prevalent. Cast a magic spell? Roll on the mutation table. Activate a magic item? Roll on the mutation table. One week has gone by? You get the idea. Now obviously this wasn't this particular DM's best idea ever. I'm certain you're not going to go as overboard as he did with this, but I have two points I'd like to really stress: 1. Make the mutations removeable (believe it or not, the previous DM mentioned made them totally permanent, not even wish could fix them). 2. Don't let the PCs have so many mutations, that they no longer feel like they are the PCs they designed. If the character gains horns, a tail and turns green, they can't really be that dashing swashbuckler they had imagined, and that can kill the fun of a character very quickly. Be careful what you allow for mutations! I suppose those are probably pretty obvious things that you wouldn't even think about doing, but I just felt the need to warn you from making the same mistakes my previously mentioned DM did. Good luck, have fun with it, but please don't over do it! e. Nah, it's just one story arc. When they destroy the machine producing the mist, it all goes away. |
| Angel Black08-16-06, 11:16 AM | Then... 61 - Head turns really small. ........ !____________ Pitchy voice,low charisma, but his head is hard to target. 62 - A new face on his chest ........ !____________ face can talk and has personality, maybe even have some strange power. 63 - Big Head ........ !____________ Head grows up , easy to target but gives him some psichyc power. 64 - Hollow Head ........ !____________ Head grows up, but extra space is empty, work either as a nice head-drum ........ .......... ..... ....or a nice head-pocket :D 65 - Hammer Head ........ !____________ Head becomes harder so you can break nuts with it. 66 - Coin Head ........ !____________ Head becomes Coin-shaped, really flat but you still have a neck 67 - Headbanger ........ !____________ When you do a headbutt to somebody you get some ........ .......... ..... ....kind of knowledge from the victim. 68 - Spiky Head ........ !____________ Nails grow from your head 69 - Sticky Head ........ !____________ You can stick almost anything to your head 70- Inverse Head ........ !____________ You get Two mouths instead of your eyes and one eye instead of your mouth. ........ .......... ..... ....50% chance that it would happen to your nose and ears too. |
| Lindan08-16-06, 12:31 PM | 71. Turn into a garden gnome. I mean the creature look like one, small, big nose etc. but the creature is still flesh and blood. |
| Comus08-16-06, 12:54 PM | Please, please, please, please, please, please, PLEASE be careful with this. I played in a campaign once where mutations were prevalent. Cast a magic spell? Roll on the mutation table. Activate a magic item? Roll on the mutation table. One week has gone by? You get the idea. Now obviously this wasn't this particular DM's best idea ever. I'm certain you're not going to go as overboard as he did with this, but I have two points I'd like to really stress: 1. Make the mutations removeable (believe it or not, the previous DM mentioned made them totally permanent, not even wish could fix them). 2. Don't let the PCs have so many mutations, that they no longer feel like they are the PCs they designed. If the character gains horns, a tail and turns green, they can't really be that dashing swashbuckler they had imagined, and that can kill the fun of a character very quickly. Be careful what you allow for mutations! I suppose those are probably pretty obvious things that you wouldn't even think about doing, but I just felt the need to warn you from making the same mistakes my previously mentioned DM did. Good luck, have fun with it, but please don't over do it! e. Heh. You know, I had a source of mutations that couldn't be removed (even by Wish) in one of my games. Of course, it wasn't anything that the players would ever just stumble into - it was a well known, but highly illegal substance that they had to actually go to the black market to get. For anyone curious, here's the list, a complete percentile chart - mind you, it isn't as creative as some of the ideas people have posted up... but eh. 001 - No noticable change. 002 - Eyes change to a random color. 003 - Hair changes to a random color. 004 - Skin changes to a random color. 005 - Lose all hair. 006 - Skin wrinkles and withers. 007 - Muscles weaken. -2 to STR. 008 - Nerves become damaged. -2 to DEX. 009 - Major nerve damage. -2 to INT. 010 - Loses large chunks of memory. -2 to WIS. 011 - Facial features warp. -2 to CHA. 012 - Organs weaken. -2 to CON. 013 - Eyes fall out. Permanent blindness. 014 - Head is replaced with that of random animal. 015 - Blood becomes thinner. Cannot stabilize naturally. 016 - Blood becomes thicker. Automatically succeed on stabilization checks. 017 - Bones become softer. -2 CON, +10 to escape artist checks. 018 - Gain the Scent extraordinary ability. 019 - Gain vestigial Arm. 020 - Gain vestigial Leg. 021 - Gain vestigial Wings. 022 - Third eye grows on forehead, +4 to spot rolls. 023 - Skin turns scaly. +1 to natural armor. 024 - Creature's alignment changes randomly. 025 - Creature no longer needs to breathe to survive. 026 - Muscles grow unnaturally large. +2 to STR. 027 - Joints become unusually loose. +2 to DEX. 028 - Head swells, Brain becomes larger. +2 to INT. 029 - New memories overlap your own faded ones. +2 to WIS. 030 - Becomes supernaturally beautiful. +2 to CHA. 031 - Organs begin working more efficently. +2 to CON. 032 - Gain Feral Creature template. (SS) 033 - Gains extra, working organs. (Light Fortification due to redundancy.) 034 - Gender changes randomly. 035 - Gains working wings. (Fly speed = land speed) 036 - Gains an extra, working arm. 037 - Gains Darkvision with a range of 60ft. 038 - Gains Low-Light vision. 039 - Become jumpy. Gain Improved Initiatve feat. 040 - Gain Insectile Creature template. (SS) 041 - Gain Winged Creature template. (SS) 042 - Gain Celestial Creature template. 043 - Gain Fiendish Creature template. 044 - Grow vestigial tail. 045 - Legs fuse into a snakelike tail. +4 bonus to avoid trip attempts. 046 - Grow claws that deal 1d6 damage per strike. 047 - Jaw grows and deforms. Gain a 1d8 bite attack. 048 - Lose the ability to speak. 049 - Legs grow more muscular. +10 to ground speed. 050 - Gain Half-Dragon template. 051 - Gain a tail. 052 - Gain a prehenstile tail. 053 - Hands and feet become webbed. +10 to swim checks. 054 - Hair changes into feathers of a random color. 055 - Creature glows a random color, as farie fire. 056 - Gain Voidmind Creature template. (MMIII) 057 - Gain Saint template (BOED) 058 - Gain breath weapon that does HDd4 damage of random damage type. 059 - Gain Spellwarped Creature template (MMIII) 060 - Become 1 size category smaller. 061 - Become 1 size category larger. 062 - Grow two tentacles. They can be used as natural weapons that deal 1d4+strmod bludgeoning damage. 063 - Gain an Elemental resistance 5, with the type randomly determined. 064 - Gain Fast Healing 2. 065 - Gain a swim speed = land speed. 066 - Gain a climb speed = land speed. 067 - Gain a burrowing speed = land speed. 068 - Gain DR 2/- 069 - Grow an eyestalk with a random beholder ray usable every 1d4 rounds, hd/d. 070 - Gain Fast Healing 5. 071 - Gain an Elemental resistance 10, with the type randomly determined. 072 - Gain Half-Fiend template. 073 - Gain Half-Celestial template. 074 - Gain Regeneration 2. 075 - Gain DR 5/- 076 - Muscles become Huge. +5 to STR. 077 - Speed becomes Incredible. +5 to DEX. 078 - Organs become Unstoppable. +5 to CON. 079 - Gain Regeneration 5. 080 - Mind becomes Unthinkable. +5 to INT. 081 - Memory becomes Perfect. +5 to WIS. 082 - Beauty becomes Stunning. +5 to CHA. 083 - Grow 2 extra usable arms. 084 - Gain DR 10/- 085 - Gain an Elemental resistance 15, with the type randomly determined. 086 - Gain Sanctified Creature template. (BOED) 087 - Gain Medium Fortification. 088 - Gain the Half-Golem template. 089 - Gain Heavy Fortification. 090 - Become unnaturally thin (as the deformity in BOVD) 091 - Gain Multiheaded Creature template. (SS - 1d4 extra heads) 092 - Gain Corrupted Creature template. (BOVD) 093 - Become infected with Lycanthropy, type determined randomly. 094 - Becomes unnaturally fat (as BOVD deformity) 095 - No longer needs to eat or drink. 096 - Gains Pseudonatural Creature template. (From Complete Arcane, not ELH) 097 - DM's choice. 098 - Roll Twice on this table, ignoring >97 099 - Roll Three times on this table, ignoring >97 100 - Character changes too rapidly, dies. |
| encoded08-17-06, 04:52 PM | Nah, it's just one story arc. When they destroy the machine producing the mist, it all goes away. In that case, I'm all for it. :D This kind of stuff is fun, for one story arc. Here's a few of my ideas: The character has a visible (at least in the daytime) black aura surrounding them at all times. The character gains a birthmark that looks suspiciously like god X's holy symbol. The character becomes very pale, can't stand to be in the daylight, and finds the taste of garlic so overwhelmingly strong that they can't bear to eat it. The character gains a tail that is prehensile and which they cannot control. All of the character's hair and nails fall out. This includes body hair and even eye lashes. Character becomes albino, or even translucent. |
| Generic Fighter08-18-06, 03:32 AM | 72: One of the subjects eyes becomes larger and moves independent of the other. 73: As 72 but Larger Eye has some minor magical ability like See Invisibility or Detect Magic/Detect Evil. 74: Subject glows bright green and give off illumination as a torch. 75: Subject grows a single small non-functional wing. 76: Subject is covered in Red and White stripes. 77: One of the subjects Ears falls off, grows legs and walks around following the subject. 78: Subject grows a third Leg and gains Stability as the Dwarf ability. 79: Subject appears normal but now has an extra of an internal organ. 80: Subject now has two rows of otherwise normal Teeth in their mouth. 81: Subject Appears normal but can now Hear yellow and Taste music. In other words the subject gains an extra sense that should not exist. Generic Fighter:fight!: |
| WhiteRaven81008-18-06, 03:51 AM | Try Fiend, Undead, or Dragon grafts, only without the nasty harvesting and actual grafting. I believe Lords of Madness also has some feats that turn give you Aberation traits, such as one that improves your vision by giving you segemented eyes. |
| Ralvuimego08-18-06, 12:17 PM | Ooh, I'm working on a class called the Chemical Warrior, who does temporary self-mutations to make him stronger, so I've got a lot of good stuff. 82) Tissue directly under the lower jaw blackens and becomes highly swollen. Victim becomes unable to speak but gains the ability to spit acid. (1d6 acid damage, 30 ft range) 83) Victim's arms, from the elbows down, become heavily swollen, perminantly (Until they break the machine) closing the hands and making it impossible to wield anything with them. The subject also gains a pair of slam attacks (1d8 damage, natural attacks) and a +2 bonus to strength. 84) Eyes almost double in size and turn black. Grants darkvision up to 120 feet, but is blinded by light as bright as or brighter than sunlight. 85) The skin on a section of their back loosens and begins to be filled with gas. The victim loses his land speed and gains a fly speed (15 ft, clumsy). (Optional: The victim may make a swim check, DC 15 to increase his fly speed by 5 feet. For every 5 over the DC, the creature's speed increases by another 5.) |
| Conskite08-18-06, 12:20 PM | 1) PC grows breasts (2 more if they already possess them) 2) PC develops bladder control issues 3) PC Develops a case of Irritable Bowel Syndrome 4) PC starts to walk in a more masculine or feminine way |
| Tusalu08-18-06, 01:13 PM | 86 Starts to say all he thinks 87 Slowly turns into a kobold |
| Legion1608-18-06, 10:56 PM | I did a mutant based campaign once. Every got rid of their mutations except the barbarian, who had gained a serious phobia of priests after they body warped him. He kept his mutations, which made him look rather horrific, and never went near priests of any stripe ever again. It was actually kind of funny when the local priest of Lathander came out to bless the party, and the barbarian immediately punched him in the face. Priest of Lathander: Bless you all for helping this beleagured town. Rolf the mutant Barbarian: Bless THIS, Sun Boy! (proceeds to beat the priest into a pulp in front the party, all of whom stood there with their jaws hanging. Rolf used to be a follower of the Morninglord.) |