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COVER DESIGN

John C. Walborn Anthony K. Harvey

INTERIOR PAGE DESIGN

John Milner

INTERIOR ART

Anthony K. Harvey

AUTHOR

Anthony K. Harvey

EDITOR

Joseph Montero

PLAYTESTERS

Anthony K. Harvey Ed Gruenwald Mike Yaegar

Robb Gorman

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming

License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names

(characters, deities, places, etc.), dialogue, plots, storylines, language, concepts, incidents, locations, characters,

artwork, and trade dress.

Open Content: Except for material designated as Product Identity (see above), the contents of this Harvey Games

game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No por-

tion of this work other than the material designated as Open Game Content might be reproduced in any form with-

out written permission. To learn more about the Open Game License and the d20 System License, please visit wiz-

ards.com/d20.

The EVolution RPG, is published by Harvey Games under the Open Game License v 1.0a Copyright 2000 Wizards of

the Coast, Inc. All other trademarks are property of Harvey Games © 2008 Harvey Games.

CONTENTS Chapter 1: Introduction ------------ 1

Chapter 2: Races ---------------------- 3

Chapter 3: Regions ------------------- 11

Chapter 4: Templates ---------------

Chapter 5: Classes --------------------

Chapter 6: Skills -----------------------

Chapter 7: Feats -----------------------

Chapter 8: Mutations ---------------

Chapter 9: The World ---------------

Chapter 10: Creatures --------------

Chapter 11: Equipment -------------

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IINTRODUCTIONNTRODUCTION

Welcome to the genesis of the Evolution campaign setting. Back in the old days when TSR was still owned by the fathers of role-playing, Gary Gygax and Dave Arne-son, I and my long missed band of friends wandered our way through the Gamma World. The Wahoo feeling of discovery, not only in the post apocalyptic continent of Meriga bit in character creation. You never knew what new and exciting creature would evolve before your eyes as you made your die rolls.

As the years progressed that beloved game pro-gressed through some great and not so great version. The most recent versions being the most disappointing as they failed to continue the game and allow us to sim-ply update our characters to the next edition. Instead they had to “re-envision” it, which in most cases is the worst damage you can make to a game.

The days of killing everything in sight and collecting loot is long past for role-players. Now we want to gain insight and depth into the characters we make and the environment they inhabit and contribute to.

Evolution is my attempt co preserve what my groups loved about post apocalyptic gaming but with a new setting capable of handling everything we could ever imagine having fun with.

I chose to make my setting for Paizo Publishing’s Pathfinder RPG for the same reason why several compa-nies decided not to back the “re-envisioned” D&D fourth edition. I was not interested in a customizable miniatures game that was only D&D in name. I wanted the flexibility of D&D 3.5e and Pathfinder was the perfect vehicle for is as it incorporated several common sense changes in an official capacity while preserving the feel of the games I so fondly remember.

TTHEHE SSETTINGETTING

It was December 2012 when doctor Gene Masterson and his team of geneticists discovered a method of stimulating the various latent genes in a creature in order to produce spontaneous mutation. The only problem they had was in regard to an effective delivery system.

They tried several methods such as injection and in-gestion but the effects were too localized to be useful. They finally found some success by engineering the bio-technology into a retrovirus that would be delivered using anesthetic gas as a contained medium of controlled transmission.

During their animal testing phase, a band of militant animal rights activists attacked the building. Security was called in and things proceeded to get very ugly very quickly. During the fire-fight the scientists were gunned down and stray fire punctured the tanks containing the retrovirus. Within seconds, the virus was carried into the ventilation systems and through various sections of the

building before automated response systems could react. Soon the invaders were subdued but it was a fruitless

victory. The military responded to the viral threat by seal-ing off the building and all its occupants and calling in an airstrike in the assumption that the blast would eliminate the virus.

Unbeknownst to them, through contact with the various gases in the air conditioning and air, the virus began to mutate itself, breaking into several sub-strains by the time the airstrike hit. Some of the sub-strains sur-vived as they had developed a resistance to extreme heat.

Over the next few months several people began to develop strange mutations of a seemingly random na-ture.

Despite the government’s attempt to cover up the situation, the information reached the press who dubbed it the evolution virus. Some welcomed it, dubbing it the hand of god, and the instrument of his judgment over mankind. It was impossible to determine if any particular person was a carrier and thus it spread unchecked through the Americas and overseas becoming a pan-demic over the course of a year.

Over in the United Kingdom, an experiment was in progress to clone the genetic information found in fos-sils. They were on the verge of being shut down due both to their lack of success and the government’s growing need to fund its emergency medical services.

It turned out that one of the researchers had become a carrier and the virus reached the failing cloned cells and rewriting them to function and grow. Initially, the scien-tists were overjoyed for their spontaneous success as it saved their project.

However, their attempts to engineer a control for their cloned dinosaurs failed one after another as the virus that had become an integral part of the dinosaur’s DNA and rejected every attempt by creating spontane-ous mutation in the subjects, usually resulting in the crea-tures developing new offensive and defensive adapta-tions.

The neo-dinosaurs soon overwhelmed their captors and broke free of the complexes they were contained in. Now free they set to the tasks of any natural creature: finding food , defending their territory, and reproducing.

The various governments budgets were over-whelmed by the assault from two fronts—the virus and the neo-dinosaurs. Various revolutionary groups took the opportunity to make their various moves, instilling the planet with utter chaos and anarchy.

Over 70% of the world’s population died over the following years due to the evolution virus’s ravages, dino-saur related fatalities and various military and terrorist actions. Various communities formed, attempting to re-gain order and preserve the technology then needed to combat the various threats while other communities degenerated into barbarism.

Centuries passed and the communities that held on to their technology sealed off their communities, exiling

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N those who showed signs of mutation. The remaining population of the cities demonstrated an immunity to the ravages of the evolution virus and thus referred to them-selves as the pure. Building great domed cities, they con-tinued to evolve their societies and technologies to amazing new heights. The cities communicated with each other constantly at first but with diminishing interest as their social structures diverged and their xenophobia increased.

They viewed the world outside the domes as wild savage lands occupied by mutant sub-creatures. To a certain extent they were correct. Nature reclaimed most of what was lost from human over-population with a vengeance as ever evolving humans, animals and other creatures competed for survival.

Various villages and towns sprang out of the ashes by the cooperation of various groups of beings, humanoid or otherwise that formed semi-stable genetic lines. They eked out an existence through medieval means and by scavenging from the ruins of the past age of man. in what became known as the wild.

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T he species of the world of the future are all de-scended from the human, animal and plant stock

we know today, though some bare little resemblance after the unleashing of the evolution virus. The following are the most common races present in the world of E.V.O.lution.

AANIMALSNIMALS

(Beasts, Critters) Animals come in two types: normal and awakened.

An awakened animal had been endowed with intelli-gence and the capacity to speak if its intelligence is above average. Any creature with the Animal or Vermin type may be selected.

At creation, the player may choose to make a normal or awakened animal. Follow the standard guidelines for converting a monster entry into a character. If the animal is awakened, then do not apply the animal’s modifiers to Intelligence, Wisdom and Charisma when rolling for abil-ity scores.

ANIMAL RACIAL TRAITS

Mutations: Awakened animals begin at 1st level with a random selection of 4 mutations, while normal animals begin with 5 mutations. The player may choose to roll on the physical or mental mutation table for each mutation.

Languages: Awakened animals begin play speaking the language of their animal type. Animals with a high Intelligence scores must choose Common as their first language selection, followed by any languages they want.

AANTHROSNTHROS

(Beast Folk, Furries, Manimals, Moreaus) Anthros have a cloudy ancestry. No one is sure if they

descended from humans or the various animals of the old world—possibly both. They look like humanoid animals, lizards or fish and have an intelligence level comparable to Neo-Humans.

Anthros can be found anywhere in the wild or in vil-lages. The only neo-humans found in the mighty domed cities tend to have been brought in for study.

When creating an Anthro, the player selects a base animal from the list below, taking both the general An-thro racial traits as well as those of the base creature.

ANTHRO RACIAL TRAITS

Medium: Regardless of the animal stock that they resemble, all Anthros are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Anthros have a base speed of 30 feet. Low-Light Vision: Anthros can see twice as far as

humans in conditions of poor illumination. Mutations: Anthros begin at 1st level with a random

selection of 3 mutations. The player may choose to roll on the physical or mental mutation table for each muta-tion.

Languages: Anthros begin play speaking the lan-guage of their base animal. Anthros with a high Intelli-gence scores must choose Common as their first lan-guage selection, followed by any languages they want.

ARMADILLO RACIAL TRAITS

(Dillos, Shellers) +2 Strength, +2 Dexterity, +2 Constitution: Armadillos

are in good overall shape compared to humans. Natural Armor: An armadillo’s armored hide is ex-

tremely tough and acts as the total carapace mutation. Natural Attack: Armadillos may stack with up to two

claws (inflicting 1d3 slashing damage each) and a bite (for 1d2 piercing damage). The number of attacks is subject to its base attack bonus like any other attack.

Favored Class: The favored class of Armadillo is fighter or rogue.

BADGER RACIAL TRAITS

(Bad-gers, Baders, Badger-folk) -2 Strength, +6 Dexterity, +4 Constitution: Badgers

are not as strong as humans on the average, but they are quick and tough.

Natural Armor: A badger’s fur provides a +1 natural armor bonus to AC.

Natural Attack: Badgers have a claw attack that in-flicts 1d3 points of slashing damage.

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The badger may end its rage on a successful DC 15 Wisdom check.

Burrow: Badgers have a burrow speed of 10 feet. Favored Class: The favored class of badgers is fighter

or rogue.

BAT RACIAL TRAITS

(Bat-men, Screechers, Skin-fins) -2 Strength, +4 Dexterity: A Bat’s arms are light and

wiry in order to keep weight down. They are, however, very agile.

Blindsense: A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Wings: Bats can fly at a speed of 40 feet with good maneuverability.

Favored Class: The favored class of bats is rogue.

BEAR RACIAL TRAITS

(Bearbarians, Honey-suckers, Ursas) +8 Strength, +2 Dexterity, +4 Constitution: A Bear is

big and burly, yet agile for its bulk.

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Natural Armor: A bear’s thick fur grants it a +2 natural armor bonus.

Natural Attack: Bears may claw an opponent for 1d4 points of damage and may also bite, inflicting 1d6 points of damage.

Favored Class: The favored class of bears is ranger.

BIRD RACIAL TRAITS

(Aviods, Bird-brains, Bird-men) +4 Strength, +4 Wisdom: Most non-predatory bird

stock is covered under this category. These creatures are agile and wise compared to the other avian Anthros.

Natural Attack: Birds may claw their opponents for 1d4 points of slashing damage.

Wings: Birds can fly at a speed of 40 feet with aver-age maneuverability. Fly is a class skill.

Favored Class: The favored class of birds is diplomat or mentalist.

BOAR RACIAL TRAITS

(Hoggies, Orcs) +4 Strength, +6 Constitution: A Boar is strong and

resilient. Natural Armor: A Boar’s hide is very tough, offering it

a +6 natural armor bonus. Natural Attack: Boars have a gore attack that inflicts

1d8 points of damage. Favored Class: The favored class of bears is ranger.

CAMEL RACIAL TRAITS

(Hump-backs, Spitters) +2 Dexterity, +4 Constitution: Being from herd stock,

Camels are inclined to react swiftly and travel for long distances.

Natural Armor: A Camel’s hide offers it some protec-tion from the harshness of its natural environment, offer-ing it a +1 natural armor bonus.

Natural Attack: Camels may bite for 1d4 points of damage.

Favored Class: The favored class of camels is ranger.

CHEETAH RACIAL TRAITS

(Cheaters, Feliniods, Sprinters) +4 Strength, +8 Dexterity, +4 Constitution: Being

descended from the great cat family, cheetahs are natu-rally strong and fit. This particular branch is renowned for its agility and speed.

Natural Armor: A Cheetah’s hide grants it a +1 natural armor bonus.

Natural Attack: Cheetahs may claw an opponent for 1d3 points of slashing damage or bite for 1d6 points of damage.

Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed when it makes a charge.

Trip (Ex): A cheetah that hits with a claw or bite at-tack can attempt to trip the opponent (+3 check modi-

fier) as a free action without provoking an attack of op-portunity. If the attempt fails, the opponent cannot react to trip the cheetah.

Scent (Ex): Cheetahs can detect opponents within 30 feet by smell. If the opponent is upwind, the range in-creases to 60 feet. If downwind, the range drops to 15 feet.

Favored Class: The favored class of cheetahs is rogue.

CROCODILE RACIAL TRAITS

(Caymen, Chopper Heads, Gator-men) +8 Strength, +2 Dexterity, +6 Constitution: Croco-

diles are incredibly strong and tough and can move sur-prisingly quickly for their size.

Natural Armor: A Crocodile’s hide is remarkably tough, offering it a +4 natural armor bonus.

Natural Attack: Crocodiles may use their impressive jaws to bite for 1d8 points of piercing damage.

Burst of Speed (Ex): Once per hour, a Crocodile may gain an additional move action dedicated to movement for that round.

Hold Breath: Crocodiles can hold their breath for a number of rounds equal to 4 x its Constitution score be-fore it risks drowning.

Improved Grab (Ex): To use this ability, a Crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth.

Swim: Crocodiles have a swim speed of 20 feet. Favored Class: The favored class of Crocodiles is bar-

barian.

DOG RACIAL TRAITS

(Dog-boys, Mutts) +4 Strength, +4 Dexterity, +4 Constitution: All dog

species not descended from wolves or hyenas are fit and well-coordinated.

Natural Armor: A dog’s fur grants it a +4 natural ar-mor bonus.

Natural Attack: Dogs may bite for 1d6 points of pierc-ing damage.

Scent (Ex): Dogs can detect opponents within 30 feet by smell. If the opponent is upwind, the range increases to 60 feet. If downwind, the range drops to 15 feet.

Favored Class: The favored class of dogs is explorer.

EAGLE RACIAL TRAITS

(Aviods, Eagle-men) +4 Dexterity, +2 Constitution: This species is de-

scended from the eagle family and are known for remark-able agility. They have a larger build than their hawk cousins.

Natural Armor: An Eagle’s feathers offer it a +1 natu-ral armor bonus.

Natural Attack: Eagles may bite with their beaks for 1d6 points of piercing damage or claw an opponent for

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1d6 slashing damage. Wings: Eagles can fly at a speed of 80 feet with aver-

age maneuverability. Fly is a class skill. Favored Class: The favored class of eagles is ranger.

ELEPHANT RACIAL TRAITS

(Elephantines, Elemen, Trunk-face) +8 Strength, +6 Constitution: An elephant is strong

and resilient. Natural Armor: An elephant’s hide is very tough, of-

fering it a +7 natural armor bonus. Natural Attack: Elephants can trample an enemy in-

flicting 1d6 points of damage. Bonus Feat: Elephants gain the endurance feat at 1st

level. Scent (Ex): Elephants can detect opponents within 30

feet by smell. If the opponent is upwind, the range in-creases to 60 feet. If downwind, the range drops to 15 feet.

Favored Class: The favored class of elephants is ex-plorer.

HAWK RACIAL TRAITS

(Aviods, Bird-brains, Hawk-men) +6 Dexterity: This family of creatures is descended

from birds of prey which are known for amazing agility. Natural Armor: A hawk’s feathers offer it a +2 natural

armor bonus. Natural Attack: Hawks may claw an opponent for 1d6

slashing damage. Wings: Eagles can fly at a speed of 60 feet with aver-

age maneuverability. Fly is a class skill. Favored Class: The favored class of eagles is ranger or

rogue.

HORSE RACIAL TRAITS

(Equimen, Nay-sayers, Winnies) +2 Dexterity, +4 Constitution, +2 Wisdom: A horse is

fairly agile, hearty and wise. Their noble nature lends them to become advisers and diplomats to various com-munities.

Natural Armor: A horse’s hide is resilient, offering it a +3 natural armor bonus.

Favored Class: The favored class of horses is diplo-mat.

HYENA RACIAL TRAITS

(Chuckle-heads, Dog Meat, Kobolds) +4 Strength, +4 Dexterity, +4 Constitution: Hyenas

are fit and well-coordinated. Natural Armor: A hyena’s fur grants it a +2 natural

armor bonus. Natural Attack: Hyenas may bite for 1d6 points of

piercing damage. Scent (Ex): Hyenas can detect opponents within 30

feet by smell. If the opponent is upwind, the range in-

creases to 60 feet. If downwind, the range drops to 15 feet.

Trip (Ex): A hyena that hits with a claw or bite attack can attempt to trip the opponent (+2 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Favored Class: The favored class of hyenas is rogue.

LEOPARD RACIAL TRAITS

(Cat-folk, Felids, Felinoids) +4 Strength, +8 Dexterity, +4 Constitution: Being

descended from the great cat family, leopards, jaguars, cougars, and panthers are naturally strong, agile and fit.

Natural Armor: A leopard’s hide grants it a +1 natural armor bonus.

Natural Attack: Cheetahs may claw an opponent for 1d3 points of slashing damage or bite for 1d6 points of piercing damage.

Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds, it establishes a hold.

Pounce (Ex): If a leopard charges a foe, it can make a full attack including two rake attacks.

Rake (Ex): Attack bonus +4 melee, damage 1d4. Camouflage (Ex): Each of the great cat’s coats are

designed to blend into their individual environments, receiving a +4 circumstance bonus on stealth checks. A leopard’s or jaguar’s camouflage functions in savanna and grasslands. Cougars gain their camouflage bonus in rocky terrain. Panthers gain their bonus in shadows and under the cover of night. This bonus only applies when not wearing clothes nor armor.

Climb: Leopards have a climb speed of 20 feet. Favored Class: The favored class of leopards is rogue

or explorer.

LION RACIAL TRAITS

(Felinoids, King Cats, Lion-folk, Mane-brain) +6 Strength, +6 Dexterity, +4 Constitution: Being

descended from the great cat family, lions are incredibly strong and naturally agile and fit.

Natural Armor: A lion’s thick hide grants it a +3 natu-ral armor bonus.

Natural Attack: Lions may claw an opponent for 1d4 points of slashing damage or bite for 1d6 points of pierc-ing damage.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportu-nity. If it succeeds, it establishes a hold.

Pounce (Ex): If a lion charges a foe, it can make a full attack including two rake attacks.

Rake (Ex): Attack bonus +4 melee, damage 1d6. Camouflage (Ex): A lion’s coat is designed to blend

into tall grass or heavy undergrowth, receiving a +4 cir-

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cumstance bonus on stealth checks. This bonus only ap-plies when not wearing clothes nor armor.

Favored Class: The favored class of lions is fighter.

LIZARD RACIAL TRAITS

(Lizard-men, Scale Heads) +6 Strength, +6 Constitution: All lizards of a non-

venomous nature are naturally very strong and resilient. Natural Armor: A lizard’s scaly hide grants it a +3

natural armor bonus. Natural Attack: Lizards may bite for 1d8 points of

piercing damage. Favored Class: The favored class of lizards is fighter.

PORPOISE RACIAL TRAITS

(Fishies, Dolph-kin) +6 Dexterity, +2 Wisdom: Porpoises are agile and

wise, receiving a +6 dexterity and a +2 wisdom bonus. Natural Armor: A porpoise’s rubbery skin grants it a

+2 natural armor bonus. Blindsight (Ex): Porpoises can “see” by emitting high

frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. Sound dampening effects negate this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score be-fore it risks drowning.

Swim: Porpoises have a swim speed of 40 feet (60 feet if they have the tail mutation).

Favored Class: The favored class of lizards is explorer.

RAT RACIAL TRAITS

(Mickies, Rat-kin, Squeelers, Vermin) +4 Dexterity, +2 Wisdom: Rats are quick and cunning,

receiving a +4 to dexterity and +2 to wisdom. Natural Attack: Rats may bite for 1d6 points of dam-

age and ignores the hardness of all non-metallic objects. Lanky: Rats use their Dexterity modifier instead of its

Strength modifier for Climb and Swim checks. Sneaky: Rats gain a +4 racial bonus to stealth checks. Climb: Rats have a climb speed of 15 feet. Favored Class: The favored class of rats is rogue.

RHINOCEROS RACIAL TRAITS

(Horn Heads, Rhino-men) +8 Strength, +8 Constitution, -4 Charisma: Rhinos are

incredibly strong and durable but they blunder about social situations as well as they do a china shop.

Natural Armor: A rhino’s leathery hide grants it an impressive +7 natural armor bonus.

Natural Attack: Rhinos may gore an opponent for 1d8 points of piercing damage.

Powerful Charge (Ex): A rhinoceros deals 2d6 points of damage when it makes a charge.

Favored Class: The favored class of rhinos is fighter.

SHARK RACIAL TRAITS

(Shark Kin, Shark-men, Walking Tooth-fest) +2 Strength, +4 Dexterity, +2 Constitution: All sharks

have above average strength and stamina and are very agile.

Natural Armor: A shark’s rubbery skin grants it a +3 natural armor bonus.

Natural Attack: Sharks may bite for 1d6 points of piercing damage.

Blindsense (Ex): A shark can locate creatures under-water within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent up to a 180-foot radius and detect blood in the wa-ter at ranges up to a mile.

Swim: Sharks have a swim speed of 30 feet (50 feet if they have the tail mutation).

Favored Class: The favored class of sharks is fighter.

SNAKE RACIAL TRAITS

(Serpentines, Yuan-Ti) The statistic for snakes listed below are descended

from the constrictor family. During creation, the player has the option of selecting the poison mutation in order to make the snake from the venomous branch of snake kind. This choice costs him one of his mutation slots.

+6 Strength, +6 Dexterity, +2 Constitution: All snakes are strong and agile.

Natural Armor: A snake’s scaly hide grants it a +2 natural armor bonus.

Natural Attack: On a successful grapple, constrictor snakes may squeeze grappled opponents for 1d4 points of bludgeoning damage each round.

Venomous snakes may bite for 1d4 points of piercing damage. This damage also triggers the effects of the poison mutation.

Climb: Snakes have a climb speed of 20 feet. Favored Class: The favored class of snakes is fighter.

TIGER RACIAL TRAITS

(Felinoids, Stripes, Tiggers) +8 Strength, +2 Dexterity, +6 Constitution: Being

descended from the great cat family, tigers are incredibly strong and naturally agile and fit.

Natural Armor: A tiger’s thick hide grants it a +3 natu-ral armor bonus.

Natural Attack: Tigers may claw an opponent for 1d6 points of slashing damage or bite for 1d8 points of dam-age.

Improved Grab (Ex): To use this ability, a tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds, it establishes a hold.

Pounce (Ex): If a tiger charges a foe, it can make a full attack including two rake attacks.

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Rake (Ex): Attack bonus +4 melee, damage 1d8. Camouflage (Ex): A tiger’s coat is designed to blend

into tall grass or heavy undergrowth, receiving a +4 cir-cumstance bonus on stealth checks. This bonus only ap-plies when not wearing clothes nor armor

Favored Class: The favored class of tigers is fighter.

VELOCIRAPTOR RACIAL TRAITS

(Dono-men, Raptorians, Raptor-men) +4 Strength, +4 Dexterity, +2 Constitution: Velocirap-

tors are strong and agile. Their lizard nature makes them naturally heartier then humans.

Natural Armor: A raptor’s skin grants it a +5 natural armor bonus.

Natural Attack: Raptors may bite for 1d6 points of piercing damage. When pouncing, the talons on their feet are capable if inflicting 1d8 points of slashing dam-age.

Pounce: if a velociraptor charges, it can make a full attack with its talons and bite.

Favored Class: The favored class of wolves is ex-plorer.

WEASEL RACIAL TRAITS

-2 Strength, +4 Dexterity: Weasels are agile but weak. Natural Attack: Weasels may bite for 1d6 points of

damage. Attach: If a weasel hits with a bite attack, it uses its

powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. If the weasel has iterative attacks it may apply damage during each of them. Sneak attack damage only applies to the first attack of each round.

An attached weasel loses its Dexterity bonus to Ar-mor Class. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Climb: Weasels have a climb speed of 20 feet. Natural Climber: Weasels use their Dexterity modifier

instead of Strength modifier for Climb checks. Weasels also receive a +8 racial bonus to Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Sneaky: Weasels gain a +4 racial bonus to stealth checks.

Favored Class: The favored class of lizards is fighter.

WOLF RACIAL TRAITS

(Crins, Trackers, Wolfen, Wolf-men) +2 Strength, +4 Dexterity, +4 Constitution: Wolves

and most other large breeds of dog such as German shepherds and huskies are fit and well-coordinated.

Natural Armor: A wolf’s fur grants it a +2 natural ar-mor bonus.

Natural Attack: Wolves may bite for 1d6 points of piercing damage.

Scent (Ex): Wolves can detect opponents within 30 feet by smell. If the opponent is upwind, the range in-creases to 60 feet. If downwind, the range drops to 15 feet.

Trip (Ex): A wolf that hits with a claw or bite attack can attempt to trip the opponent (+1 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Expert Tracker: Wolves gain a +4 racial bonus to the Follow Tracks function of the Survival skill.

Favored Class: The favored class of wolves is ex-plorer.

WOLVERINE RACIAL TRAITS

(Logans, Wolvies) +4 Strength, +4 Dexterity, +8 Constitution: Wolver-

ines are strong, dexterous and most of all true diehards. Natural Armor: A wolverine’s fur grants it a +2 natural

armor bonus. Natural Attack: Wolverines may claw at opponents

for 1d4 slashing damage or bite for 1d6 points of piercing damage.

Burrow: Wolverines have a burrow speed of 10 feet. Climb: Wolverines have a climb speed of 10 feet. Rage (Ex): A wolverine that takes damage in combat

flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The badger may end its rage on a successful DC 15 Wisdom check. These bonuses stack with the barbarian’s rage ability, turning it momentarily into a neigh unstoppable killing machine.

Favored Class: The favored class of wolverines is bar-barian.

NNEOEO--HHUMANSUMANS

(Carriers, Humans, Muties, Numans) Neo-Humans are one of the closest species to the

original human race. However, their genetic makeup is unstable due to the effects of the evolution virus. Chil-dren are not necessarily born with the same mutations as their parents. Often there is no discernable pattern to associate with any mutations caused by the virus at con-ception, though exceptions are known to exist. On in-credibly rare occasions a new genetically stable sub-species will emerge from an unexplainable surge of mu-tation inheritance.

Like their ancestors, neo-humans show an amazing level of adaptability and are often deferred to by their animal and plant peers. All neo-humans can be found anywhere in the wild or in villages. The only neo-humans found in the mighty domed cities tend to have been brought in for study.

NEO-HUMAN RACIAL TRAITS

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+2 to one ability score: Neo-Human characters get a +2 racial bonus on one ability score of their choice at creation, to represent their varied nature.

Medium: Neo-Humans are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Neo-Humans have a base speed of 30 feet.

Bonus Feat: Neo-Humans select one extra feat at 1st level.

Skilled: Neo-Humans gain on additional skill rank whenever they gain a level.

Weapon Training: Neo-Humans are proficient with any one martial weapon of their choice, in addi-tion to those granted by class proficien-cies. This weapon must be chosen at 1st level and cannot be changed.

Mutations: Neo-Humans begin at 1st level with a random selection of 6 muta-tions. The player may choose to roll on the physical or mental muta-tion table for each muta-tion.

Languages: Neo-Humans begin play speaking Common. Neo-Humans with a high Intelli-gence scores can choose any languages they want.

Favored Class: Neo-Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

PPLANTSLANTS

(Fungoids, Seeders) There are several

species of plant life that has evolved to become mobile and occasionally intelligent due to the effects of the various strains of evolution virus. All of the plants in this category are capable of all five humanoid senses. Plants breathe and eat, but do not sleep.

All plant characters are of the Plant type. The player must choose if his plant in intelligent or not. This decision cannot be changed later. Like with Anthros, plant charac-ters need to select a base stock from which it evolved. It applies all of the general plant racial traits as well as those of the selected type.

Players opt to take the manipulator limbs mutation without needing to roll on the plant mutations chart.

PLANT RACIAL TRAITS

+2 Constitution: +2 racial bonus to Constitution Medium: plants are Medium creatures, and have no

bonuses or penalties due to their size. Low-Light Vision: Plants can see twice as far as hu-

mans in conditions of poor illumination. Blindsight 60 feet: Plants are aware of their sur-

roundings at a range of 60 feet. Plant Immunities: Plants are Immune to sleep,

paralysis, stunning. They cannot be af-fected by mind- affecting effects from non-plant- based life forms or

devices designed against non-plant creatures. Plants

are not subject to critical hits or effects of massive damage.

Mutations: Sentient plants be-gin at 1st level with 5 mutations,

while non-sentient plants may begin with 6 mutations. The player may choose

to roll on the plant or mental mutation table for each mutation.

BRUSH RACIAL TRAITS

(Carpets, Weeds) Most nondescript bushes, weeds, grasses and other

common plants fall into this category. This plant stock has proven very hardy and has adapted to the rigors of the wild very well. Normal Speed: Plants have a base speed of 30 feet. Very Easily Overlooked: Because these plants tend to

look so ordinary, they get a +4 circumstance bonus to stealth checks.

Bonus Mutation: This plant type automatically gains the photosynthesis mutation at 1st level. Favored Class: The favored class of brush is rogue.

FLOWER RACIAL TRAITS

(Dandies, Posies) All small flowering plants fit into this category.

+2 Charisma: Flowers receive a +2 racial bo-nus to Charisma. The beauty of these

flowers and the delicacy of their build often lead others into believing that

t h e flowering plant is a gentle and harm-l e s s creature.

Normal Speed: Plants have a base speed of 30 feet.

Easily Over- looked: +2 circumstance bonus to stealth checks.

Mental Apti- tude: Once per day, when using a mental mu- tation, the flower may choose to reroll a check. The second roll must be accepted re-gardless of it is lower than the initial check.

Bonus Mutation: This plant type automatically gains the photosynthesis mutation at 1st level.

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Favored Class: The favored class of flower is diplo-mat.

FUNGI RACIAL TRAITS

Although not actually a plant, fungi are included here. They do not need sunlight to grow, but do need soil.

Normal Speed: Plants have a base speed of 30 feet. Easily Overlooked: +2 circumstance bonus to stealth

checks. Plant Immunities: The minds of fungi are so alien,

even to other plants, that their immunity to mind-affecting effects extends to the other plant types. They are only susceptible to the effects of other fungi.

Favored Class: The favored class of fungi is rogue.

SUCCULENT RACIAL TRAITS

(Pokers) This class of plant includes all cacti and most desert

plants. They only need water half as often as other plants.

Normal Speed: Plants have a base speed of 30 feet. Easily Overlooked: +2 circumstance bonus to stealth

checks. Bonus Mutation: Succulent plants automatically get

the Thorns/Spikes mutation and the photosynthesis1s level.

Favored Class: The favored class of a succulent plant is barbarian.

SYMBIOTIC RACIAL TRAITS

(Hijackers, Pirate Plants, Weed Heads) Symbiotic plants are similar to plants from the brush

and fungi types (like grasses, mosses, and fungi) and possess the traits of either a brush or fungi in addition to those presented here.

The player of a symbiotic plant may not decide to choose the manipulator limbs mutation at character crea-tion like with other plants. However it may still be rolled up.

Symbiosis: Symbiotic plants must inhabit an unintelli-gent mobile animal or vermin to gain many of the bene-fits of free action. Treat this creature as an animal com-panion. A symbiotic plant can only possess a common animal with a number of hit dice that does not exceed half of the plant’s character level (round down). The plant and the host can communicate with each other on a telepathic level. The GM should allow the symbiotic plant to inhabit only common animals when it begins in the game. A symbiotic plant may not change hosts until the original host dies.

A symbiotic plant and animal share each other’s hit points. Whenever the symbiotic plant is attacked, dam-age is divided equally between both creatures hit points. The plant suffers full damage from any mental attack.

A symbiotic plant lends its intelligence, wisdom, cha-risma and mutations to its host, and the host provides its natural abilities and defenses. Both creatures benefit

from the highest ability scores from both creatures. Strength is considered a non-ability score for attached symbiotic plants. The plant’s strength represents its abil-ity to hold on the attached creature.

A symbiotic creature can be removed from the host creature by force. The creature wishing to separate the plant from the host must succeed at an opposed strength check with the plant. The plant is considered to be well secured, and thus the plant receives a +4 bonus on its Strength rolls to resist being pulled off. This takes a single full-round action, and it is extremely painful. The roots are torn out of the host’s nervous system. This ac-tion can be potentially lethal for the plant and/or the host. Both the plant and the host must make a DC 25 Fortitude save or become stunned for 1d6+3 rounds and also take 1d6 points of damage for every 4 points of the plant’s Constitution (round down). A second Fortitude save by both the plant and the host will reduce the dam-age by half.

If the host is attempting to quickly tear the plant off of itself, it must make a DC 15 Will save with failure result-ing in the pain being too much for it. It cannot bring itself to remove the plant.

-4 Constitution: Symbiotic plants are fairly fragile and suffer a –4 racial bonus to Constitution.

Very Slow Speed: Symbiotic plants have a base speed of 5 feet.

Easily Overlooked: +2 circumstance bonus to stealth checks.

Bonus Mutation: This plant type automatically gains the photosynthesis mutation at 1st level.

Favored Class: Symbiotic plants may choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

TREE RACIAL TRAITS

(Ents, Treants) +4 Strength: Trees get a +4 racial bonus to Strength. Normal Speed: Plants have a base speed of 30 feet. Easily Overlooked: +2 circumstance bonus to stealth

checks. Natural Armor: A tree’s bark provides a +4 natural

armor bonus. Cold Vulnerability: Trees have a -2 penalty to saves

versus cold. Any cold attack requires this penalty or save or AC. They take an extra point of damage for each die of damage rolled.

Bonus Mutation: This plant type automatically gains the photosynthesis mutation at 1st level.

Favored Class: The favored class of trees is fighter or explorer.

VINE RACIAL TRAITS

(Grapies, Tenticle Beasts) +2 Dexterity: Vines get a +2 racial bonus to Dexterity. Normal Speed: Plants have a base speed of 30 feet. Easily Overlooked: +2 circumstance bonus to stealth

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checks. Bonus Mutations: Vines automatically gain the ma-

nipulator limbs mutation and the photosynthesis muta-tion for free.

Favored Class: The favored class of vines is rogue.

PPURITANSURITANS

(Ancients, Domies, Purebloods, Statics) This species has the most obvious tie back to the

original human species, they are not pure human stock as everyone thinks. They are in fact mutants with very specific traits that breed true. Early on as the evolution plague ravaged the world, under one percent of the population appeared to be immune to the virus. In reality, they developed a mutation that made them immune to all dis-eases, including the further ravag-ing of the ever altering evolution virus.

Like their ancestors, puritans show an amazing level of adaptability and are often regarded highly as natural leaders by the other species of Neomerica. Most puritans hail from the domed cities but some can be found out in the wild or in other communities.

PURITAN RACIAL

TRAITS

+2 Constitution, +2 Intelligence, +4 Charisma: Puritans are healthy, smart and naturally beautiful.

Medium: Puritans are Medium crea-tures, and have no bonuses or penalties due to their size.

Normal Speed: Puritans have a base speed of 30 feet.

Artifact Use: Puritans gain a +2 racial bonus with the Use Artifacts skill at 1st level.

Bonus Feats: Puritans automatically gain the Persuasive feat at first level and leadership at 6th level.

Skilled: Puritans gain one addi-tional skill rank whenever they gain a level.

Mutations: Puritans have the Immunity (Disease) mutation auto-matically at 1st level. This is their one and only mutation. Under no circum-stance can they be mutated.

Languages: Puritans begin play speaking Common. Puritans with a high Intelligence scores can choose

any languages they want. Favored Class: Puritans can choose any one class as

their favored class at 1st level. Once made, this choice cannot be changed. They may never select mentalist as a favored class.

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RREGIONSEGIONS

Regions represent the culture that your character was raised in. This impacts several aspects of a charac-ters creation such as the character’s tech level, class skills, aptitude bonuses, and mutations.

Some regions are based on climate or terrain while others are community specific. Only one region can be selected during character creation.

Regions act as a method of selecting certain muta-tions and/or class skills that would be required to explore certain character concepts.

AQUATIC PL 0

Not all beings live on the land. Those who dwell be-low the waves share certain skills in common. Aquatic societies or individuals tend to live in a very natural and simplistic manner.

Aquatic characters may choose the amphibious muta-tion instead of needing to roll for it.

Swim is a class skill for this character. Aquatic charac-ters receive a +8 competence bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

ARCTIC PL 0

People living in the lands of eternal snow tend to have several factors in common. They are sturdy and unusually resistant to cold temperatures. Arctic commu-nities do not usually have access to the materials other regions take for granted.

Arctic dwellers may select either the Resistance (Cold) and/or Immunity (Cold) mutation.

The Survival skill is a class skill for these people and they receive a +4 competence bonus to all Survival checks in snow covered environments.

COASTAL PL 2

Those living on the coast make their living primarily by fishing and working at the docks or on sea vessels.

Profession (Sailor) and Swim are class skills for coastal dwellers. They also receive a +2 competence bo-nus to all balance, acrobatics, and profession checks when on a water vessel.

CYBER ENCLAVE PL 6

Rare almost to the point of being mythological, cyber enclaves are communities populated entirely by cyber-netic and robotic beings.

Natives to the enclave have at least one cybernetic component.

Craft and Knowledge are class skills for beings hailing from the enclave.

WARNING: Cyborg and robotic characters are excep-tionally rare and nor more than one should exist in a sin-gle group. Before choosing this region, you must get approval from your Game Master.

DESERT PL 1

Desert dwellers have a tendency to display an un-canny resistance to the heat that they are exposed to every day. Their communities tend to exist at tech level 2.

Desert dwellers may select either the Resistance (Fire) and/or Immunity (Fire) mutation.

The Survival skill is a class skill for these people and they receive a +4 competence bonus to all Survival checks in desert and wasteland environments.

DOMED CITY PL 5

Those native to the domes cities are familiar with incredible levels of technology and tend to be a bit arro-gant and thus difficult for non-puritans to intimidate.

Most of not all technology found in the ruins of the wild are known to these people, though teaching other lesser species is difficult for then as they tend to have problems toning their language down to simpler levels.

They are well educated, making all knowledge skills are class skills for them.

FARMLAND PL 2

Farm communities still exist though the product of their efforts may have evolved a bit over the centuries. They survive and prosper by trading their excess stock with their neighbors.

FOREST PL 1

Forest communities then to favor hardy, industrious people while those living alone in the forest tend to act as naturalists and forest defenders. Both groups are highly skilled in the ways of the wood.

Survival is always a class skill for these people. When tracking, they enjoy a +4 competence bonus to their Sur-vival checks.

JUNGLE PL 0

Jungle dwellers have very little time for scholarly thoughts. The jungles of the wild are much more danger-ous than any other portion of the world. Many dinosaurs thrive in jungle environments. As a result, the beings living here have never the opportunities to develop their villages past progress level 0.

Jungle dwellers focus on Survival from an early age. For them, Stealth and Survival are always a class skills. They receive a +4 competence bonus to all Stealth and Survival checks in jungle environments.

RUINS PL 3

Some people still cling to the decaying remnants of

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Appraise and Perception are class skills for the ruin-walkers. They are so adept at appraisal, that they can always choose to take 10 on an Appraise check, even if distracted or endangered.

SUBTERRANEAN PL 1

Those who dwell under the earth tend to have some similar basic capabilities. Subterranean characters may opt to choose the Darkvision or blindsense mutation during creation instead of needing to roll for it.

Perception and Stealth are very important to anyone scurrying about the underworld. As a result both the Perception and Stealth skills are class skills for subterra-nean characters.

PPROGRESSROGRESS LLEVELSEVELS

Progress levels indicate both the level of technologi-cal advancement of a community or individual but also the complexity of any particular piece of equipment.

Several of these levels see use in various regions but other no longer exist in a communal sense. Only their relics remain.

When the evolution virus was released, most of the world existed in the information age. Over the next few hundred years individual communities that had held on to their technology continued to expand it. Some still exist while other fell for various reasons, leaving only artifacts of their existence.

Communities in the wild tend to live at a progress level no higher than 3, while isolated communities have advanced as far as progress level 6.

PL 0: STONE AGE

The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isn’t necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in a PL 0 civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Commu-nication beyond the local tribe or settlement doesn’t exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stone-working, and woodwork-ing are possible.

PL 1: BRONZE/IRON AGE

Early human civilizations began to work metal toward the end of the Stone Age. The malleability of copper led to its becoming the first metal to be "tamed." Adding tin to copper created a much stronger alloy: bronze. This

advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made pos-sible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons.

In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corre-sponding upswing in the accumulation and sharing of knowledge. The rise of nations, city states, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, crafts-men, professional soldiers, and other occupations that are not directly concerned with gathering food.

The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) renders chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weap-ons dominate the battlefield.

PL 2: MIDDLE AGES

Maturing civilizations experience a period of turmoil and adjustment at this Progress Level. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information be-comes possible thanks to more advanced printing tech-niques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring carracks and galleons open the door to the next Progress Level.

As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relo-cates into growing cities and towns. Toward the end of this Progress Level, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a society’s wealth more evenly among its mem-bers, diluting the power of the nobility.

Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become some-thing of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen.

PL 3: AGE OF REASON

The Age of Reason is an era in human history when the development of ideas and systems of thought takes

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precedence over technological invention. The scientific method improves humankind’s understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically ex-amined. The study of the various scientific disciplines - chemistry, electromagnetics, medicine, biology, and as-tronomy - flourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of soci-ety. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this Progress Level is a transition from the cottage indus-tries of the Middle Ages to industrialization.

The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow van-ishes, replaced by the flintlock. Light melee weapons remain common.

PL 4: INDUSTRIAL AGE

In the fourth Progress Level, the theoretical knowl-edge of the previous era matures into widespread practi-cal application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the tele-phone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimagin-able size. Pioneers venture high into the atmosphere and descend into the sea’s depths.

Urbanization is complete as individuals gather in smaller environments where they can more easily ex-change goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors.

The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight.

PL 5: INFORMATION AGE

The Industrial Age relied on chemical power, but in the Information Age, computer technology and electron-ics rule supreme. Satellite information systems and the Internet connect the globe digitally. This Progress Level also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and

short-term manned missions. The technology of the era allows greater citizen par-

ticipation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten gov-ernment authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howit-zers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the species’ power to ex-terminate itself in minutes.

Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.

PL 6: FUSION AGE

The development of fusion power provides an effi-cient, nonexpendable energy source that almost obliter-ates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Com-puters become even more accessible, reliable, and pow-erful, leading to the development of virtual systems and widespread access to the global Internet.

Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpow-ers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements pro-ceed peacefully.

Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corpo-rate-sanctioned attempts to genetically manipulate hu-man beings. Early results are encouraging, with the mani-festation of positive and negative mutations in the spe-cies toward the end of the age. Scientists also perfect cloning technology, and the first human clones are cre-ated.

In the later years of this age, the first crude applica-tions of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel.

Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effec-tively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.

The age sees the tenuous settlement of other planets

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PL 7: GRAVITY AGE

As this Progress Level opens, the invention of two key technologies herald humanity’s climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease. With the use of the mass reactor, world powers explore, divide, and colo-nize the entirety of the local star system. For the most part, life on the home planet is unchanged.

The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starships to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home.

Projectile firearms are in their last days, as crude en-ergy weapons become available. Powered armor is avail-able to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tactics - armed conflict between individuals seldom oc-curs on an army scale, but more frequently involves en-gagements of small units in conditions when ranged weapons are not necessarily effective.

Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research.

PL 8: ENERGY AGE

The continuing miniaturization of induction engine technology allows power plants the size of marbles to harness the basic forces of creation. Powerful personal force screens and energy weapons dominate the battle-field, as projectile weapons finally disappear after ruling the battlefield for a thousand years. Miniaturized sen-sors, shields, and engines allow mass production of small, practical starfighters. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space.

PL 9 AND HIGHER

Generally, these Progress Levels are beyond reach or comprehension, although isolated worlds or undiscov-ered species may exist that have access to them. In many cases, the signature technologies of an earlier age are abandoned in favor of more elegant and more powerful technologies.

Practical control of matter at the subatomic level, the ability to travel through time, or the power to "fold space" to shorten travel distances may be possible at this stage of technological development.

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AANIMALNIMAL TTEMPLATESEMPLATES

The following templates can be applied to any living animal or vermin character. When creating an animal character you must apply one of the following templates.

AWAKENED

This template is applied to those animals who have become sentient.

Mental Abilities: All racial modifiers to Intelligence, Wisdom and Charisma become 0.

Mutations: Awakened animals begin at 1st level with a random selection of 4 mutations. The player may choose to roll on the physical or mental mutation table for each mutation.

Languages: Awakened animals begin play speaking the language of their animal type. Animals with a high Intelligence scores must choose Common as their first language selection, followed by any languages they want.

EVOLVED

Evolved animals and vermin have been altered by the evolution virus but have not become sentient.

Mutations: Normal evolved animals begin with a ran-dom selection of 5 mutations. The player may choose to roll on the physical or mental mutation table for each mutation.

CCYBORGYBORG TTEMPLATESEMPLATES

FULL BODY REPLACEMENT

Cyborgs that have entirely robotic bodies automati-cally receive this template. Though not actually con-structs, they share many traits with them.

Constructed Body: Because full body replacement Cyborgs lack organic respiratory and cardiovascular sys-tems and have no skin from which to absorb toxins, they cannot be affected by poison, paralysis, stunning nor can they be affected by disease.

They are not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.

Also, they do not have the need to eat but they do need to sleep 4 hours per day.

Hold Breath: Full body replacement cyborgs do have a filtered oxygen intake system that keeps the brain from starving. They do maintain a compress oxygen supply that allows them to hold their breath for a number of rounds equal to 10 x its Constitution score before it risks suffocation.

Cannot Heal: Cyborgs cannot heal damage on their own, but often can be repaired by use of the Craft (Robot) skill. A Cyborg with the fast healing special qual-

ity still benefits from that quality. Limited Physical Mutations: Since their bodies have

been completely replaced, only the following mutations would be preserved by mimicking with cybernetic equiva-lents.

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Since magic does not exist in the world of Evolution, only non-spellcasting classes are allowed in this setting. The following Base classes either fill new niches or re-place specific spellcasting base classes.

BBASEASE CCLASSESLASSES

DIPLOMAT

The most powerful weapon in a diplomat’s arsenal is his brain and wits. He represents his comrades in negotia-tions of all kinds.

Alignment: Any Hit Dice: d6

CLASS SKILLS

The diplomat’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Linguistics (Int), Perception (Wis), Per-form (Cha), Profession (Wis), and Sense Motive (Wis).

Skill Ranks Per Level: 4 + Int Modifier.

CLASS FEATURES

All of the following are class features of the diplomat. Weapon and Armor proficiency: Diplomats are profi-

cient with all simple weapons. They are not proficient with any type of armor or shield.

Diplomatic Performance: Once per day per diplomat level, a diplomat can use either his bluff or diplomacy skill to produce morale effects on those around him (usually including himself, if desired). While these abilities fall under the category of diplomatic performance, they can be activated using either the bluff or diplomacy skill. Each ability requires both a minimum diplomat level and a minimum number of ranks in the Perform skill to qualify; if a diplomat does not have the required number of ranks in at least one skill, he does not gain the diplomatic per-formance ability until he acquires the needed ranks.

Starting a diplomatic performance effect is a stan-dard action. Some diplomatic performance abilities re-quire concentration, which means the diplomat must take a standard action each round to maintain the ability.

Diplomatic performance requires the targets to be able to hear the diplomat, and such effects are language dependent (although the diplomat can activate items that require a specific word while speaking).

A deaf diplomat has a 20% chance to fail when at-tempting to use diplomatic performance. If he fails this check, the attempt still counts against his daily limit.

Fascinate (Sp): A diplomat with 1 or more ranks in either the bluff or diplomacy skill can use his words to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the diplomat, and able to pay attention to him. The diplomat must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.

For every three levels a diplomat attains beyond 1st,

he can target one additional creature with a single use of this ability.

To use the ability, a diplomat makes either a bluff or diplomacy check. His check result is the DC for each af-fected creature’s Will save against the effect. If a crea-ture’s saving throw succeeds, the diplomat cannot at-tempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the diplomat, taking no other actions, for as long as the diplomat continues his speech (up to a maximum of 1 round per diplomat level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the diplomat to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. A diplomat can use this ability utilizing either bluff or diplomacy.

Inspire Courage (Su): A diplomat with 1 or more ranks in either the bluff or diplomacy skill can use his words to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the diplo-mat’s speech.

The effect lasts for as long as the ally perceives the diplomat‘s performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +0 +2 Facinate, Inspire Courage

2nd +1 +0 +0 +3 Debate

3rd +1 +1 +1 +3 Inspire Competence

4th +2 +1 +1 +4 Firs t Impress ion +1

5th +2 +1 +1 +4

6th +3 +2 +2 +5 Suggestion

7th +3 +2 +2 +5

8th +4 +2 +2 +6 Firs t Impress ion +2

9th +4 +3 +3 +6 Inspire Greatness

10th +5 +3 +3 +7 Charming Oration

11th +5 +3 +3 +7

12th +6 +4 +4 +8 Firs t Impress ion +3

13th +6 +4 +4 +8

14th +7 +4 +4 +9

15th +7 +5 +5 +9 Inspire Heroics

16th +8 +5 +5 +10 Firs t Impress ion +4

17th +8 +5 +5 +10

18th +9 +6 +6 +11 Mass Suggestion

19th +9 +6 +6 +11 Jack of Al l Trades

20th +10 +6 +6 +12 Firs t Impress ion +5

Table 5-1: Diplomat

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ES attack and weapon damage rolls. At 8th level, and every six diplomat levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. A diplomat can use this ability util-izing either bluff or diplomacy.

Inspire Competence (Su): A diplomat of 3rd level or higher with 3 or more ranks in a Perform skill can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the diplo-mat. The diplomat must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the diplomat’s music. Certain uses of this ability are infeasi-ble, such as Sneak attempts. The effect lasts as long as the diplomat concentrates, up to a maximum of 2 min-utes. A diplomat can’t inspire competence in himself. Inspire competence is a mind-affecting ability. A diplomat can use this ability utilizing either bluff or diplomacy.

First Impression (Ex): The diplomat has become so well versed in his craft that he gains a +1 competency bonus for every four levels that he has in this class to all Charisma-based skill checks when dealing with an individ-ual or group for the first time.

Suggestion (Sp): A diplomat of 6th level or higher with 6 or more ranks in either the diplomacy or bluff skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above).

Using this ability does not break the diplomat’s con-centration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a diplo-mat’s daily limit on diplomatic performances. A Will sav-ing throw (DC 10 + 1/2 diplomat’s level + diplomat’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Sug-gestion is an enchantment (compulsion), mind-affecting, language-dependent ability. A diplomat can use this abil-ity utilizing either diplomacy or bluff.

Inspire Greatness (Su): A diplomat of 9th level or higher with 9 or more ranks in either the diplomacy or bluff skill can use his words to inspire greatness in him-self or a single willing ally within 30 feet, granting him extra fighting capability. For every three levels a diplomat attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a diplomat must speak and an ally must hear or see him speak. The effect lasts for as long as the ally witnesses the speech and for 5 rounds thereafter.

A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. A diplomat can use this ability utilizing either diplomacy or bluff.

EXPLORER

Explorers tend not to specialize in much of anything, instead they bring a broad array of skills to the table. They make excellent team leaders as they are adept at focusing their companions more specialized abilities into effective teamwork.

Alignment: Any Hit Dice: d8

CLASS SKILLS

The explorer’s class skills are Acrobatics (Dex), Ap-praise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Int), Perception (Wis), Profession (Wis), Ride (Dex), Slight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 8 + Int Modifier.

CLASS FEATURES

All of the following are class features of the explorer. Weapon and Armor proficiency: Explorers are profi-

cient with all simple and martial weapons, whips, light armor, medium armor, and shields (except tower shields).

Evasion (Ex): At 2nd level and higher, an explorer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless explorer does not gain the benefit of evasion.

Trap Mastery (Ex): At 3rd level, an explorer gains an

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +2 +0 Jack of Al l Trades

2nd +1 +0 +3 +0 Evas ion

3rd +2 +1 +3 +1 Bump of Direction

4th +3 +1 +4 +1 Uncanny Dodge

5th +3 +1 +4 +1 Bonus Feat

6th +4 +2 +5 +2 Coordinate +1

7th +5 +2 +5 +2 Ski l l Focus

8th +6 +2 +6 +2 Improved Uncanny Dodge

9th +6 +3 +6 +3 Coordinate +2

10th +7 +3 +7 +3 Improved Evas ion

11th +8 +3 +7 +3 Bonus Feat

12th +9 +4 +8 +4 Coordinate +3

13th +9 +4 +8 +4 Ski l l Focus

14th +10 +4 +9 +4 Defens ive Rol l

15th +11 +5 +9 +5 Coordinate +4

16th +12 +5 +10 +5 Ski l l Mastery

17th +12 +5 +10 +5 Bonus Feat

18th +13 +6 +11 +6 Coordinate +5

19th +14 +6 +11 +6 Ski l l Focus

20th +15 +6 +12 +6 Sl ippery Mind

Table 5-2: Explorer

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intuitive sense that alerts her to danger from traps, giv-ing her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the explorer reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

This bonus is also applied to Disable Device and Es-cape Artist checks used against traps.

Trap mastery bonuses stack with similar bonuses from other classes such as the rogue’s trap sense.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a differ-ent class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): An explorer of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the char-acter by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.

Defensive Roll (Ex): The explorer can roll with a po-tentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be re-duced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special abil-ity), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can’t use this abil-ity. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s eva-sion ability does not apply to the defensive roll.

Skill Mastery: The explorer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multi-ple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If an explorer with slip-

pery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on

her saving throw.

MENTALIST

Mentalists focus on honing their mental powers to a razor’s edge.

Alignment: Any Hit Dice: d6

CLASS SKILLS

The mentalist’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Perception (Wis), Profession (Wis).

Skill Ranks Per Level: 4 + Int Modifier.

CLASS FEATURES

All of the following are class features of the mental-ist.

Weapon and Armor proficiency: Diplomats are profi-cient with all simple and martial weapons. They are profi-cient with light and medium armor, but not shields.

Advanced Mentalism: The mentalist, in his quest to hone and improve his mental mutations, gains an addi-tional mutation slot that he must spend to improve an existing mutation to the next level.

Bonus Metapower: The mentalist gains access to an additional Metapower feat.

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +0 +2

2nd +1 +0 +0 +3 Advanced Mental ism

3rd +1 +1 +1 +3

4th +2 +1 +1 +4 Bonus Metapower

5th +2 +1 +1 +4

6th +3 +2 +2 +5 Advanced Mental ism

7th +3 +2 +2 +5

8th +4 +2 +2 +6 Bonus Metapower

9th +4 +3 +3 +6

10th +5 +3 +3 +7 Advanced Mental ism

11th +5 +3 +3 +7

12th +6 +4 +4 +8 Bonus Metapower

13th +6 +4 +4 +8

14th +7 +4 +4 +9 Advanced Mental ism

15th +7 +5 +5 +9

16th +8 +5 +5 +10 Bonus Metapower

17th +8 +5 +5 +10

18th +9 +6 +6 +11 Advanced Mental ism

19th +9 +6 +6 +11

20th +10 +6 +6 +12 Bonus Metapower

Table 5-3: Mentalist

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ES OPPORTUNIST

Opportunists forge ahead where others fear to tread. They discover ambushes, traps, and can soften up the opposition with hit and run tactics before their compatri-ots enter the fray.

Alignment: Any Hit Dice: d8

CLASS SKILLS

The opportunist’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Linguistics (Int), Perception (Wis), Per-form (Cha), Profession (Wis), and Sense Motive (Wis).

Skill Ranks Per Level: 4 + Int Modifier.

CLASS FEATURES

All of the following are class features of the oppor-tunist.

Weapon and Armor proficiency: Opportunists are proficient with all simple weapons. They are not profi-cient with any type of armor or shield.

Improved Initiative: At 1st level, an opportunist has honed his instinct for ambush to the point that he gains the Improved Initiative feat.

Ambush (Ex): If the opportunist’s presence is unde-tected by her opponent(s), she may take a full-round action to prepare, an ambush. During the round in which the ambush is sprung, all damage dealing attacks or traps inflict an additional precision-based damage equal to 1d6 plus an additional 1d6 every 6 levels after 2nd level.

If the ambush uses an effect instead of inflicting dam-age, the ambush receives a +2 circumstance bonus to its DC for each die of precision damage it would normally have dealt if it was a damaging ambush.

Initiative Focus (Ex): At 3rd level, the opportunist’s training in staying three steps ahead of her opposition continues to develop. At 3rd level, she gains a +1 bonus to initiative and gains an additional +1 every 3 levels thereafter. This bonus is untyped and stacks with all other bonuses to initiative.

Trap Affinity (Ex): Opportunists can use the Percep-tion skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a mechanical trap has a DC of at least 20, or higher if it is well hidden. Finding an electronic trap has a DC of 25 + 5 per level that the trap's tech level is greater than the tech level of the opportunist.

Opportunists can use the Disable Device skill to dis-arm traps. An electronic trap generally has a DC of 25 + 5 per level that the trap's tech level is greater than the tech level of the opportunist. An opportunist who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

In addition to the above ability, an opportunist gains a +2 circumstance bonus to any skill check or saving throw used to craft, detect , disable or avoid a trap. This bonus increases by 2 every 6 levels after 4th level.

Bonus Feat: An opportunist may select an additional feat from the following list: Acrobatic, Agile Maneuvers, Alertness, Athletic, Careful Targeting, Deadly Aim, Dodge, Exact Targeting, Far Shot, Lightning Stance, Mobility, Pinpoint Targeting, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Wind Stance.

Combat Reflexes: At 7th level, the opportunist gains the combat reflexes feat for free.

Danger Sense (Ex): By using an attack-action, an op-portunist can assess his environment so that he may de-termine, with a successful perception check, which course of action is the most or least dangerous.

The DC of this perception check is equal to 15 plus the highest EL that any of the available options will lead to. She will instinctively know which option is the safest or most dangerous. Other options would all be deemed moderate threats. The opportunist can determine if the danger levels are equal. If a trap is one of the possible encounters, this does not count as detecting a trap, therefore trap affinity bonuses are not applicable.

For example, if the opportunist is being chased, he may slow down his pace to figure out which of the next three doors would be the safest and most dangerous door to take.

Total Awareness (Ex): The opportunist’s senses are so keen that she can no longer be surprised, and with the use of an immediate action, can impart a circumstance bonus equal to half her opportunist levels, to her allies checks to avoid being surprised.

If setting up an ambush, the opportunist can apply a circumstance penalty equal to half her opportunist levels

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +2 +0 +0 Improved Ini tiative

2nd +1 +3 +0 +0 Ambush +1d6

3rd +2 +3 +1 +1 Initiative Focus +1

4th +3 +4 +1 +1 Trap Affini ty +2

5th +3 +4 +1 +1 Bonus Feat

6th +4 +5 +2 +2 Initiative Focus +2

7th +5 +5 +2 +2 Combat Reflexes

8th +6 +6 +2 +2 Ambush +2d6

9th +6 +6 +3 +3 Initiative Focus +3

10th +7 +7 +3 +3 Trap Affini ty +4

11th +8 +7 +3 +3 Bonus Feat

12th +9 +8 +4 +4 Initiative Focus +4

13th +9 +8 +4 +4 Danger Sense

14th +10 +9 +4 +4 Ambush +3d6

15th +11 +9 +5 +5 Initiative Focus +5

16th +12 +10 +5 +5 Trap Affini ty +6

17th +12 +10 +5 +5 Bonus Feat

18th +13 +11 +6 +6 Initiative Focus +6

19th +14 +11 +6 +6 Total Awareness

20th +15 +12 +6 +6 Ambush +4d6

Table 5-4: Opportunist

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to her victim’s checks to avoid being surprised.

PPRESTIEGERESTIEGE CCLASSESLASSES

ATAVIST

The Atavists rely on their own innate abilities above all others, forgoing armor, equipment, and clothing. The power of their bodies serve as their religion and temple. Their total self reliance produces astounding martial and survival skills.

Alignment: Any Neutral Hit Dice: d10

REQUIREMENTS

To qualify to become an atavist, a character must fulfill all the following criteria.

Skills: Acrobatics 5 ranks, Climb 5 ranks, Survival 5 ranks

Special: Only Anthros, Neo-Humans and Puritans may become atavists. Atavists can never wear clothing nor armor. Shields may be used.

CLASS SKILLS

The atavist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 6 + Int Modifier.

CLASS FEATURES

All of the following are class features of an atavist. Weapon and Armor proficiency: Atavists gain no

proficiency with any weapon or armor. Sky-Clad Defense: At first level, an atavist learns how

to outmaneuver her opponents. When unclothed, unar-mored and unencumbered, an atavist receives an un-typed AC bonus equal to the atavist’s charisma modifier plus her atavist level.

Rage (Ex): At third level, the atavist gains the barbar-ian rage ability usable once every three levels of the ata-vist. The number of rages per day adds those provided to a barbarian.

Bonus Feat: At every third level, the atavist gains a bonus feat from the following list:

Agile maneuvers, Athletic, Cleave, Defensive Combat Training, Dodge, Flyby Attack, Great Cleave, Hover, Im-proved Bull Rush, Improved Disarm, Improved Grapple, Improved Natural Armor, Improved Natural Attack, Im-proved Overrun, Improved Trip, Intimidating Prowess, Mobility, Power Attack, Spring Attack, Stealthy, Tough-ness, Vital Strike, Wind Stance Wing Over.

The character must still meet the requirements of the respective feat in order to take it.

Fast Movement (Ex): An atavist’s land speed is faster than the norm for his race by +10 feet at fifth level and by

an additional +10 feet at tenth level. This benefit applies only when he is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the ata-vist’s speed because of any load carried or armor worn.

Temperature Adaption (Ex): The atavist had become accustomed to enduring the elements without insulation. At second level, the atavist becomes immune to expo-sure to hot or cold environments. She can exist comforta-bly in temperatures ranging from –50 degrees to 140 degrees Fahrenheit without having to make Fortitude saves.

Feral Nature (Ex): An atavist’s mind can never be-come confused. When the character received the con-fused condition, she instead enters a rage without using up any of her rages per day.

In addition, if the atavist ever becomes shaken, cow-ering, frightened, or panicked, she may make a second save against the effect’s DC to instead enter a rage. This benefit does not use up the allotted rages per day.

Greater Rage (Ex): At ninth level, the atavist has honed her feral nature to the point where she gains the barbarian’s greater rage ability.

EVOLUTIONIST

Through sheer force of will, the evolutionist has learned how to control the evolution virus within her cells, allowing her astounding control of her body and its mutations.

Alignment: Any Lawful Hit Dice: d8

REQUIREMENTS

To qualify to become an evolutionist, a character must fulfill all the following criteria.

Special: Base Cannot be a puritan. Will Save +5, Wis-dom 15+

CLASS SKILLS

The evolutionist’s class skills are Acrobatics (Dex), Climb (Dex), Craft (Int), Disguise (Cha), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis),

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +0 +2 +0 Sky-Clad Defense

2nd +2 +0 +3 +0 Temperature Adaption

3rd +3 +1 +3 +1 Rage 1/day

4th +4 +1 +4 +1 Bonus Feat

5th +5 +1 +4 +1 Fast Movement +10 ft.

6th +6 +2 +5 +2 Rage 2/day

7th +7 +2 +5 +2 Fera l Nature

8th +8 +2 +6 +2 Bonus Feat

9th +9 +3 +6 +3 Greater Rage 3/day

10th +10 +3 +7 +3 Fast Movement +20 ft.

Table 5-5: Atavist

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Skill Ranks Per Level: 4 + Int Modifier.

CLASS FEATURES

All of the following are class features of the evolu-tionist.

Weapon and Armor proficiency: Evolutionists gain no proficiency with any weapon or armor.

Restructured Body: By sheer force of will, the evolu-tionary restructures all of the defective mutations out of her body, replacing them with new mutations. Once per evolutionary level, the character may select to trade in any defective mutations for a new roll on the same table that the old mutation came from. If the newly rolled mu-tation is also defective then she can use this ability again once she gains a new evolutionary level.

Genetic Expression: The evolutionary’s control over the virus inside her allows her to manifest a new muta-tion. The evolutionary may choose any mutation from the tables that she is normally allowed access to. She gets to select one new mutation at second and fourth level.

Controlled Body (Ex): As a move-equivalent action, the evolutionary may repress or express any one physi-cal or plant mutation. This is a physical change. There-fore, any repressed mutation cannot be detected by any known method.

Mutagenic Gestalt (Ex): As a full round action, the any two mutations with the same range into a single combined effect.

POWERED WARLORD

The fortunate few stumble upon a functioning suit of powered armor. Fewer still become fascinated by it and focus all their effort into mastering its complexities. Those that do become battalions onto themselves to the benefit or detriment to all those around them.

Alignment: Any Hit Dice: d10

REQUIREMENTS

To qualify to become an powered warlord, a charac-ter must fulfill all the following criteria.

CLASS SKILLS

The powered warlord’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Technology) (Int), Linguistics (Int), Percep-tion (Wis), Perform (Cha), Profession (Wis), and Sense Motive (Wis).

Skill Ranks Per Level: 4 + Int Modifier.

CLASS FEATURES

All of the following are class features of the powered warlord.

Weapon and Armor proficiency: Powered warlords gain no proficiency with any weapon or armor.

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +0 +0 +0 +2 Restructured Body

2nd +1 +0 +0 +3 Genetic Express ion

3rd +2 +1 +1 +3 Control led Body

4th +3 +1 +1 +4 Genetic Express ion

5th +3 +1 +1 +4 Mutagenic Gesta l t

Table 5-6: Evolutionist

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Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save Special

1st +1 +2 +0 +0

2nd +2 +3 +0 +0

3rd +3 +3 +1 +1

4th +4 +4 +1 +1

5th +5 +4 +1 +1

6th +6 +5 +2 +2

7th +7 +5 +2 +2

8th +8 +6 +2 +2

9th +9 +6 +3 +3

10th +10 +7 +3 +3

Table 5-7: Powered Warlord

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