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2. INGENIERÍA DEL PROCESO DE SEMIREFINACIÓN DE ACEITE CRUDO DE PESCADO

2.2 Proceso de semirefinación

2.2.2 Descripción del proceso

d% Result 1–10 The amnesiac is unable to cast spells this round. 11–35 The amnesiac can’t remember the new spell (but can still cast spells this round). 36–95 The amnesiac remembers and can cast the new spell. 96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that’s 1 level higher than the spell she’s attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higher- level spell, and she forgets the spell after it’s cast.

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runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can’t activate a physical mutation again for 1 round. Turning back to normal before the end of a 1-minute increment takes a standard action. This ability replaces the 1st-level phrenic amplification.

Bodily Mutations: Starting at 3rd level, whenever a

mutation mind gains a phrenic amplification, she can select either a phrenic amplification or a bodily mutation. A bodily mutation grants its benefit only when the mutation mind is affected by her physical mutation. Each time she activates her physical mutation, she can activate any number of bodily mutations she possesses.

Adhesive (Ex): The mutation mind’s skin becomes

sticky, granting her a +4 bonus on disarm and grapple combat maneuver checks.

Bite Attack (Ex): The mutation mind’s mouth fills

with sharp teeth, allowing her to make a bite attack as part of a full-attack action at her highest base attack bonus. This attack deals 1d4 points of damage (1d3 if Small) and counts as a primary attack unless combined with manufactured weapon attacks, as normal.

Bulging Eyes (Ex): The mutation

mind’s eyes grow large and round, granting her darkvision with a range of 60 feet.

Claws (Ex): The mutation

mind’s hands turn into claws, allowing her to make two claw attacks as a full-attack action at her highest base attack bonus. Each of these attacks deals 1d4 points of damage (1d3 if Small) and counts as a primary attack unless combined with manufactured weapon attacks, as normal.

Elongated Fingers (Ex): The mutation

mind’s fingers grow long and supple, increasing her reach by 5 feet when she’s making melee touch attacks.

Elongated Legs (Ex): The mutation mind’s

legs become long and spindly, increasing her base movement by 10 feet.

Energy Resistance (Ex): The mutation mind’s

body changes in color and texture, and gains energy resistance 5 to one energy type (acid, cold, electricity, fire, or sonic), chosen when this mutation is selected. This mutation can be selected multiple times. Each time it is

selected, the mutation mind either chooses an additional energy type to gain energy resistance 5 against or increases the resistance granted to one existing type by 5.

Enlarged Torso (Ex): The mutation mind’s torso enlarges

disproportionately with the rest of her body, granting her a +2 natural armor bonus to AC.

Rubbery (Ex): The mutation mind’s body becomes soft

and rubbery, granting her DR 2/—.

Slimy (Ex): The mutation mind exudes a thin layer of

oily slime over her body, granting her a +4 bonus to CMD. This ability alters phrenic amplifications.

Phrenic Empowerment (Su): At 7th level, a mutation

mind’s phrenic amplifications empower her physical mutation. Whenever a mutation mind modifies a spell with a phrenic amplification while affected by her physical mutation, she can increase the bonus to her Strength score from her physical mutation by 2 for a number of rounds equal to the level of the spell she cast. This bonus doesn’t stack; if the mutation mind activates it again, she uses the longer duration but doesn’t increase the bonus.

While under the effect of phrenic empowerment, whenever the mutation mind takes damage, she risks losing control of her powers. At the end of each turn that she takes hit point damage, the mutation mind must succeed at a Will save (DC = 15 + 1/2 her character level) or take a –2 penalty on Will saving throws and to Intelligence. These penalties last for 1 hour after the physical mutation ends and stack with themselves.

If the penalty lowers her Intelligence score to 0, the mutation mind is comatose until 1 hour after physical mutation ends.

Improved Bodily Mutations: At 11th level,

a mutation mind can select one of the following improved bodily mutations

instead of a phrenic amplification.

Aquatic Form (Ex): The mutation

mind’s legs fuse into a tail and fins to sprout from her back and side, granting her a swim speed of 30  feet, tremorsense with a range of 30 feet (affecting other creatures in contact with the same body of water), and the aquatic subtype. Her base land speed is reduced

to 10 feet.

Enlarged Body (Ex): The

mutation mind’s body swells and stretches, enlarging her as the enlarge person spell but up to two size categories larger (maximum Huge).

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Archetypes

Archetypes

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Multiple Eyes (Ex): Multiple eyes erupt all over the

mutation mind’s body. She can’t be f lanked and gains a +4 bonus on Perception checks.

Recuperation (Ex): The mutation mind heals quickly

from physical wounds, gaining fast healing 5.

Toppling Fists (Ex): The mutation mind’s fists become

large masses of f lesh, allowing her to attempt a bull rush combat maneuver check against one creature within 10 feet of her as a standard action.

Wings (Ex): The mutation mind sprouts a pair of f leshy,

batlike wings, giving her a f ly speed of 60 feet with average maneuverability.

This ability alters major amplifications.

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