Pg2, paragraph 1, lines 1-4
<<Old Text>> Details on progression and determining new anomalies are found in the class and feat descriptions in Chapter 7: Evolutionary Feats.
<<Edited>> Details on progression and determining new anomalies are found in the class descriptions in Chapter 3: Base Mutant Classes and feat descriptions in Chapter 7: Evolutionary Feats.
Pg2, paragraph 2, lines 1-5
<<Old Text>>Physical anomalies often provide a small base bonus to a skill or ability score or providing unique abilities which increase as the Physical anomaly advances, by gaining upgrades to the Physical anomaly.
<<Edited>> Physical anomalies often provide a small base bonus to a skill or ability score or provide a unique ability which increases as the Physical anomaly advances, by gaining upgrades to the Physical anomaly.
Pg2, paragraph 3, lines 7-12
<<Old Text>> Unless otherwise noted a single Anomaly upgrade cannot be selected more than once in a Physical anomaly from different anomalies stack with each other whether they are skill, saving throw, and ability bonuses unless otherwise stated.
<<Edited>> Unless otherwise noted a single Anomaly upgrade cannot be selected more than once in a Physical anomaly. However, unless otherwise stated, bonuses from different anomalies stack with each other whether they are skill, saving throw, or ability bonuses.
Pg2, paragraph 4, lines 15-16
<<Old Text>> The DC of this roll is reduced by -1 for every Unusual Physical Anomaly the mutant has.
<<Edited>> For every Physical Anomaly the mutant has the DC to identify them as a mutant is reduced by 1.
Pg2, paragraph 4, lines 22-25
<<Old Text>> The Perception DC to identify a goblin with 2 unusual Physical Anomalies as a mutant is 12. As such, said goblin must make a Disguise roll of DC 13 or higher to hide its mutation.
<<Edited>> The Heal DC to identify them as a mutant is 15. As such, said goblin must make a Disguise roll of DC 16 or higher to hide its mutation.
Pg3, paragraph 5, added at end of paragraph.
<<New Text>> If you activate an Evolutionary rush while you already have one active, the first rush ends when the second activates.
Pg3, paragraph 6 switched places with paragraph 7
Pg3, paragraph 7(new), removed from end of paragraph.
<<Removed Text>> This does not modify your cumulative DC and does not provoke attacks of opportunity.
<<reason>> Redundant. This ability modifies your bonus to activate, not the CER DC of the Activation
Pg3, paragraph 8, added at end of paragraph.
<<New Text>> In this previous example, to activate Acid hand with the Splash Enhancement and Quicken Power feat would be a CER DC 9. Activating the same Evolutionary Rush with the same enhancement and feat a second time would be a DC 18. As such, the more times you activate and the more enhancements and feats you select makes new activations increasingly more difficult until the next day.
Pg5, paragraph 2, Lines 2-4
<<Old Text>> The damaged reduced does not stack with Damage reduction or Energy Resistance.
<<Edited>> After this damage has been absorbed, any relevant Damage Reduction or Resistance is then removed from the damage dealt. Damage Reduction and Resistances to not increase the amount of energy absorbed into your energy pool.
Pg5, Paragraph 11, line 2
<< Old Text>> At the GM’s option come creatures may not qualify for mutation.
<<Edited>> At the GM’s option some creatures may not qualify for mutation.
Pg6, Paragraph 1, Lines 2-3
<<Old Text>> Familiars, eidolons, animal companions and cohorts follow the standard rules. Evolutionary Companions are similar to animal companions and include abberations, animals, plants, vermin, elementals, and constructs.
<<Edited>> Cohorts follow the standard rules. Evolutionary Companions include Familiars, eidolons, and animal (construct, plant, etc.) companions. It is possible to have more than one Evolutionary companion.
Minor grammar and spelling corrections.
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