The Geneticist

## Geneticist

***Credit for the class goes to Reddit user Lucritius12.***

For ages, alchemists have possessed the ability to create mutagens, powerful alchemical tools that allow the user to greatly increase their physical prowess at the cost of a bit of their intellect. Geneticists are alchemists that have discovered the true potential of the mutagen and have abandoned all other alchemical studies to perfect the creation mutagens and master the monstrous powers it can grant. To a geneticist, a body is nothing more than a framework of untapped potential. Able to freely shape their own bodies to their liking, a Geneticist always has the right tool for the job on hand. They can be a deadly fighter one day and a cunning rogue the next, just by preparing the right mutagen.

**Role**: The Geneticist’s biggest quality is versatility. By utilizing the right mutations, a Geneticist can fill almost any role in a party.

**Alignment**: Any.

**Hit Die**: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills** Acrobatics (Dex), Craft (any) (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).

**Skill Ranks per level**: 4 + Int modifier.

**Weapon and Armor Proficiency**: A Geneticist is proficient only with simple weapons and light armor, but not with shields. He is proficient with his natural attacks, including unarmed strikes, and therefore receives Unarmed Combatant as a bonus feat.

### Mutations

A Geneticist can shape his body to his liking, much like an Artisan can form clay. By making use of powerful mutations, he can form his body to fit almost any task. To do this, he can create a potent mutagen, much like the one an Alchemist can prepare, but a lot more complex and versatile. This mutagen is able to change the physical appearance of the user drastically, granting him many abilities usually reserved for monsters.

Creating such a mutagen requires one hour of work. The finished mutagen is highly unstable and must be used immediately after its creation. The mutations brought forth by the mutagen are permanent until the Geneticist creates a new mutagen, at which point the new mutations replace the previous ones. Once a Geneticist has used a mutagen, he must wait 24 hours before he can do so again as his body needs time to get used to the changes. A Geneticist's mutagen is highly personalized to be compatible with his own body and therefore has no effect when consumed by a creature other than the geneticist.

When creating a mutagen, the Geneticist chooses a certain number of mutations from those he knows. He then gains these mutations when he consumes the mutagen. The number of mutations a Geneticist can use at once depends on his Mutation Pool, as shown on Table: The Geneticist. Every mutation costs a certain number of mutation points. The Geneticist can keep adding mutations to the mutagen for as long as he still has enough points left in his Mutation Pool. He must both have the mutation as one of his mutations known and meet all specific requirements to add a mutation to his mutagen. Unless otherwise noted, a Geneticist can select each mutation only once. Additionally, the Geneticist

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has a limit on how many natural attacks he can possess at any given level, as noted on Table: The Geneticist. If he is at his maximum, he cannot add mutations that would grant him additional natural attacks. This does not include attacks made with weapons, though it does include natural attacks gained from other sources, such as the claws granted by the Aspect of the Beast feat or natural attacks gained from racial traits.

A Geneticist begins play knowing four mutations of his choice. At each new Geneticist level, he may select two additional mutations to add to his known mutations. He must meet the minimum level requirement of any mutation he wants to learn. If a mutation is marked with an asterisk (\*), each variation is treated as a separate mutation and must be learned individually. For example, resistance (fire) and resistance (electricity) are considered two separate mutations.

A full list of all Geneticist mutations can be found at the end of the document.

### Monster Lore (Ex)

A Geneticist adds half his class level on all knowledge checks made to identify monsters, and can attempt these checks untrained.

### Power Pool (Su)

Starting at 1st level, through the Geneticist’s frequent alterations of his own body, a bit of leftover potential remains. He can tap into this potential to activate to temporarily enhance his abilities and fuel his powers. This pool has a number of points equal to 1⁄2 his Geneticist level (minimum 1) + his intelligence modifier. The pool refreshes once per day after 8 hours of rest. By spending one point from his power pool, the Geneticist can use his level in place of his BAB until the beginning of his next turn. In addition, he can spend 1 point to increase his land speed by 20 feet for 1 round. Finally, the Geneticist can spend 1 point to automatically stabilize when knocked below 0 HP. Each of these abilities is activated as a swift action, unless it is used to stabilize, in which case it is a free action that can even be taken while unconscious. A Geneticist can gain additional powers that consume points from his power pool by selecting certain superpowers.

### Superpowers

At 2nd level and every two levels thereafter, a Geneticist obtains an incredibly potent ability called a superpower. Unless otherwise noted, a Geneticist can select an individual superpower only once. He can select any superpower he qualifies for. The DC to resist the effects of a superpower is 10 + 1⁄2 the Geneticists level + his intelligence modifier.

#### Adamantine Bones (Ex):

The Geneticist’s bones become infused with adamantine. The Geneticist’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction and hardness. The tough bones provide additional protection against crushing, granting the Geneticist damage reduction 5/piercing or slashing and halving the damage taken from constriction, falling, being buried or similar crushing effects. A Geneticist must be at least 16th level to select this superpower.

#### Alter Appearance (Su):

The Geneticist can alter his appearance to his liking. As a standard action, he can change his appearance as if using the disguise self and vocal alteration spells. Since this is an actual transformation, it doesn’t allow a will save to disbelieve and the Geneticist cannot disguise his equipment. The Geneticist can change his appearance again or end the effect as a standard action. The Geneticist must be at least 6th level to select this superpower.

#### Aurasight (Su):

The Geneticist can see supernatural auras. He can see magic auras as if using detect magic, or one alignment aura as if using detect chaos/evil/good/law. The Geneticist chooses which type of aura he can see when he takes this superpower. This superpower can be taken more than once. Each time it is taken, the Geneticist selects a new type of aura he can see.

#### Berserk (Ex):

Whenever the Geneticist takes damage in combat, he can fly into rage on his turn as a free action. He gains a +2 bonus on attack rolls and his natural attacks deal damage as if one size category larger, but takes a -2 penalty to his AC. While in rage, the Geneticist cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. The rage lasts until the end of combat or 1 minute, whichever is shorter. He cannot end the rage voluntarily. The Geneticist must be at least 6th level to select this superpower.

#### Chameleon Skin (Su):

The Geneticist can change the texture of his skin to blend in with his surroundings. He can make stealth checks without cover or concealment, but only if he moves no more than half his base speed or less. This does not allow the Geneticist to make stealth checks while being observed. The Geneticist must be at least 4th level to select this superpower.

#### Danger Sense (Su):

The Geneticist can react lightning fast to incoming attacks. He can always act in the surprise round even if he fails a Perception check to notice a foe, though he is still considered flat-footed until he takes action. When rolling Initiative, the Geneticist can spend 1 point from his power pool to gain a +4 bonus on that check.

#### Deaden Attacks (Su):

Whenever the Geneticist deals damage with any of his natural attacks, he can choose to deal nonlethal damage instead of lethal damage without suffering the usual penalty to his attack roll.

#### Deadly Strike (Ex):

The Geneticist learns to use his natural attacks with deadly precision. He can spend 1 point from his power pool to automatically confirm a critical hit with one of his natural attacks. This superpower is used as an immediate action once a critical threat has been determined. A Geneticist must be at least 12th level to select this superpower.

#### Dodge Counter (Ex):

The Geneticist can spend 1 point from his power pool as a swift action to gain a +2 dodge bonus to his armor class until the start of his next turn. During this time, whenever a creature misses a melee attack against the Geneticist, it provokes an attack of opportunity from him. The Geneticist must be at least 4th level to select this superpower.

#### Evasion (Ex):

The Geneticist obtains a natural knack for avoiding trouble. He gains evasion, as per the rogue class feature. If he already has evasion from another source, he gains improved evasion instead.

#### Improved Evasion (Ex):

The Geneticist’s talent for avoiding trouble improves even further. He gains improved evasion, as per the rogue advanced talent. A Geneticist must have the Evasion superpower and must be at least 14th level to select this superpower.

#### Life Support (Su):

The Geneticist gains the ability to survive in almost any environment. He is constantly treated as if under the effects of a life bubble spell. A Geneticist must be at least 16th level to select this superpower.

#### Maneuver Hooks (Su):

The Geneticist can shoot rope, vines, or strings of web to latch onto unattended objects. This functions as a grappling hook, except the range increment is 20 feet and any surface with a climb DC of 30 or less counts as an ample place to catch the hook. Threats created by this ability have 6 hit points, can be broken with a DC 25 strength check, and break down as soon as they leave the Geneticist’s hands.

#### Outlast (Ex):

The Geneticist can endure hits which would be fatal to others. Whenever the Geneticist is reduced to 0 hit points or fewer, he can spend all of his remaining power points to instead be reduced to 1 hit point. He must have at least 1 power point left to spend. Effects that kill the Geneticist outright without dealing hit point damage are not affected by this ability. A Geneticist must be at least 18th level to select this superpower.

#### Paralytic Shock (Su):

As a swift action, the Geneticist can spend 2 points from his power pool to imbue one of his natural attacks with the ability to paralyse an opponent. The next time he hits an opponent with that natural attack, the opponent has to pass a fortitude save or become paralysed for 1 round per Geneticist level. The chosen natural attack stays imbued until the Geneticist lands a hit, chooses to dismiss it (a free action), or after 1 minute has passed. A Geneticist must be at least 8th level to select this superpower.

#### Power Lift (Ex):

The Geneticist can use his powers to lift immense weights, tripling the Geneticist’s carrying capacity.

#### Razor Claws (Ex):

The Geneticist’s natural weapons become dangerously sharp. Any natural attack capable of dealing slashing or piercing damage that the Geneticist possesses is treated as if having a critical threat range of 19-20/x2. The Geneticist must be at least 8th level to select this superpower.

#### Speed Surge (Su):

The Geneticist can reach incredible speeds. Once per day as a free action, the Geneticist can gain an extra turn as if using time stop, except the duration is 1 round. At the end of his second turn, the Geneticist becomes staggered for 1 round. The Geneticist must be at least 18th level to select this superpower.

#### Telekinesis (Su):

The Geneticist’s mind becomes a powerful tool. As a standard action, he can move objects weighing up to 5 pounds per Geneticist level as if using mage hand. By spending 2 points from his power pool as a standard action, this ability instead acts as telekinesis for a number of rounds equal to the Geneticist’s level. A Geneticist must be at least 14th level to select this superpower.

#### Telepathy (Su):

The Geneticist can mentally communicate with any creature within 100 ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. A Geneticist must be at least 10th level to select this superpower.

#### Teleport (Su):

The Geneticist is able to flash forward small distances. As a swift action, he can spend 1 point from his power pool to teleport himself to a nearby space as if using dimension door. This movement does not provoke an attack of opportunity. He must be able to see the space he is moving ito. He cannot take other creatures with him when using this ability. He can move 5 feet for every two Geneticist levels he possesses. A Geneticist must be at least 4th level to select this superpower.

#### Toggle Mutations (Ex):

The Geneticist is able to suppress his mutations whenever they would be more of a hindrance than help. As a standard action, he can deactivate one of his mutations, losing all of its benefits. He can reactivate it again as a standard action. Alternatively, as a full-round action, he can activate or deactivate any number of mutations. A mutation cannot be deactivated if it serves as a prerequisite for another active mutation, and a mutation cannot be activated as long as any of its prerequisite mutations are still deactivated.

#### Vampire Fangs (Su):

By spending 1 point from his power pool as a swift action, the Geneticist can imbue his natural attacks with the power to drain life from his opponents for 1 round. Whenever he deals damage to a living creature in that round with one of his natural attacks, he restores an amount of hit points equal to 1⁄2 the damage dealt to the target. If the damage was more than enough to kill the target, any excess damage doesn’t count towards the amount healed. The Geneticist can regain no more than 5 hit points per level from this ability each day. A Geneticist must be at least 10th level to select this superpower.

#### X-Ray Vision (Su):

The Geneticist can see through walls as if using a ring of x-ray vision. This is just as exhausting as if the Geneticist were actually using the ring. A Geneticist must be at least 12th level to select this superpower.

### Mutation Surge (Su)

At 3rd level, a Geneticist gains enough control over his body that he is able to cause small mutations on the fly. As a standard action, he can select any one mutation he knows whose cost does not exceed 2 mutation points, granting him its benefits for one minute per Geneticist level. This ability can only grant a single mutation at any given time, multiple uses don’t stack. It is possible to select an mutation that can be upgraded by spending additional mutation points on that mutation, however it cannot be used to upgrade a mutation that the Geneticist already possesses. The Geneticist must meet any prerequisites of the selected mutation, including the limit on the maximum number of natural attacks. This ability can be be used once per day. At 7th level, and every four levels thereafter, this ability can be used an additional time per day.

### Resilience (Ex)

Starting at 4th level, the Geneticist gains a natural toughness, making him harder to damage. He gains a +1 bonus to his natural armor. At 8th level, and every 4 levels thereafter, this bonus increases by 1.

### Bonus Feats

At 5th level, and every six levels thereafter, a Geneticist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or monster feats. He must meet the prerequisites for these feats as normal.

### Improved Mutation Surge (Su)

At 7th. level, a Geneticist can evoke even stronger mutations on the fly. Every time he uses his Mutation Surge ability, he can now grant himself a single mutations whose cost does not exceed 4 evolution points.

### Multiattack

At 9th level, a Geneticist gains multiattack as a bonus feat if he has three or more natural attacks and does not already have that feat. If he does not have the requisite 3 or more natural attacks (or is reduced to less than 3 attacks), he instead gains a second attack with one of his natural weapons, albeit at a -5 penalty. If he later gains 3 or more natural attacks, he loses this additional attack and instead gains multiattack.

### Greater Mutation Surge (Su)

At 13th level, the Geneticist’s ability to evoke mutations on the fly reaches its climax. He can now grant himself up to two mutations whose total cost do not exceed 6 evolution points whenever he uses his mutation surge ability.

### Mutate Other

At 15th level, the Geneticist can utilize the energy from his power pool to infuse mutagens which can be given to others. These infused mutagens may contain up to 2 mutation points worth of mutations, require 1 minute of work to create, and cost 3 points from the Geneticist’s power pool per mutation point worth of mutations included in the mutagen. The mutagen then has to be consumed by the recipient immediately to prevent it from destabilizing. The recipient must meet the requirements for any of the chosen mutations, using the creature’s hit dice as its effective Geneticist level for this purpose. If the creature is not able to meet all the requirements of a mutagen it consumes, the mutagen is wasted. Once consumed, the recipient gains the chosen mutations for 24 hours, after which the infused mutagen loses its power and the creature reverts to normal. A creature can only be affected by one mutagen at a time, consuming additional mutagens while a previous one is still active has no effect and wastes the mutagen. The Geneticist himself cannot benefit from these infused mutagens.

### Improved Mutate Other

At 19th level, the Geneticist can create even stronger mutagens to give to others. This ability functions as Mutate Other, but the infused mutagens can now contain up to 4 mutation points worth of mutations, and only cost 2 power points per mutation point worth of mutations included in the infused mutagen.

### Ultimate Superpower

At 20th level, a truly amazing ability awakens inside the Geneticist, a proof of having mastered his path. He can select one of the following superpowers:

#### Immortality (Ex):

The Geneticist has found a way to reverse the aging process, granting him eternal youth. He can no longer die from old age, and no longer takes any penalties to his physical ability scores due to aging. He still continues to age spiritually, and gains all the benefits to his mental ability scores.

#### Metabolism Control (Ex):

The Geneticist gains perfect control over his metabolism. He becomes immune to all poisons and diseases (including magical diseases), and gains a +6 alchemical bonus to his fortitude saves. Any potion, extract or elixir consumed by the Geneticist lasts for twice as long, and the Geneticist can end its effects early as a free action, even if the effects are normally not dismissable.

#### Perfect Form (Su):

The Geneticist has learned how to use his powers to transmute his body into pure iron. As a swift action by spending 3 points from his power pool, the Geneticist transmute his body to metal as the iron body spell for one minute.

#### Starflight (Su):

The Geneticist gains the ability to fly at incredible speeds. He gains a fly speed of 240 feet per round for as long as he maintains concentration. Ceasing concentration causes the Geneticist to sink 30 feet per round until he reaches the ground. In the void of outer space, this fly speed becomes much faster. Although exact travel times may vary, a trip within a single solar system takes 3d20 hours, while a trip beyond takes 3d20 days (or more, at the GM’s discretion). The Geneticist doesn’t need to maintain concentration while traveling this way. Additionally, the Geneticist is constantly protected from the hazards of his current space as per planar adaptation.

## New Feats

#### Extra Mutation

*Prerequisites:*

Mutation pool class feature. Benefit: Your mutation pool increases by 1. Special: This feat can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.

#### Extra Power Pool

*Prerequisites:* Power pool class feature.

Your power pool increases by 2. Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your power pool each time you take this feat.

#### Extra Superpower

*Prerequisites:* Superpower class feature.

You gain one additional superpower. You must meet all the prerequisites for this superpower. Special: You can gain this feat multiple times. Its effects stack, granting a new superpower each time you gain this feat.

#### Slinger Tricks

*Prerequisites*: Maneuver Hooks superpower or Web mutation.

You can throw a lasso to grapple opponents at a distance. As a standard action, you can make a ranged touch attack against a target within 50 feet. On a successful hit, you can attempt to grapple the target as if using a weapon with the grapple weapon special feature, except it requires only a hit, not a critical hit. Special: Monsters with the Web special attack can also take this feat.

## Archetypes

### Beastmorph

Beastmorphs have the ability to assume terrifying beast shapes of incredible power.

#### Beastmorph Proficiencies

A Beastmorph is proficient with all martial weapons as well as medium armor and shields (except tower shields). This alters the Geneticist’s proficiencies and replaces Improved Unarmed Strike and Monster Lore.

#### Beast Form (Su)

At 1st level, a Beastmorph gains the ability to transform into a bestial creature, such as a large wolf, dragon, or other fantastical creature. In this form, the Beastmorph loses his extraordinary and supernatural abilities that depended on his original form, gaining the powers of a beast instead. This is treated as a polymorph effect. A Beastmorph can spend any mutation points he has available to purchase the abilities he gains whenever he enters beast form, once chosen, these abilities cannot be changed. The Beastmorph is not limited by his known mutations, he can always select any mutation he qualifies for. Every time the Beastmorph gains a level, he can completely reassign any

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mutation points he possesses. While in beast form, the Beastmorph’s equipment melds into his new form and he becomes unable to benefit from armor or carry weapons. In addition, the Beastmorph’s abilities are augmented as if he had imbibed an Alchemist’s mutagen as long as he remains in beast form. At 1st level, the Beastmorph must choose which ability score gets augmented, this choice is set and cannot be changed later. While under the effects of beast form he gains an Alchemical bonus to his physical stats as an alchemist's mutagen including the penalty to mental stats. At level 12 this becomes like greater mutagen and at level 16 this becomes as grand mutagen(this does not get effected by a vest of stable mutation)

A Beastmorph can assume beast form as a standard action, and can remain in beast form for 10 minutes per Beastmorph level each day. These minutes don’t need to be consecutive, but must be spent in 10 minute increments. This ability replaces Mutations, as well as Mutation Surge, Improved Mutation Surge and Greater Mutation Surge. At Level 8 the beastmorph can transform into large creatures and at level 16 huge creatures.

#### Bestial Powers

A Beastmorph uses his Constitution modifier in place of his intelligence modifier when determining the size of his power pool and the DC of his superpowers. Whenever the Beastmorph gains a superpower, he also gains a bonus combat feat, these function as fighter bonus feats. The Beastmorph only benefits from these feats while he remains in his base form, and only benefits from his chosen superpower while in his beast form. Beastmorph levels count as fighter levels for the purpose of meeting feat prerequisites. This ability alters Power Pool and Superpowers.

#### Beastmorph Prowess

At 4th level, and every 4 levels thereafter, a Beastmorph receives a +2 bonus to his natural armor while in beast form. This replaces Resilience, as well as Mutate Other and Improved Mutate Other.

### Mutant

Warped by an alchemical experiment, radiation or wild magic, a mutant is an altered version of his former self with uncontrollable powers.

#### Warped Mutations

A Mutant uses his constitution modifier in place of his intelligence modifier when determining the size of his power pool and the DC of his superpowers. His mutations are persistent and cannot be easily altered; a Mutant lacks the ability to create a mutagen. Every time the Mutant gains a level, he can completely reassign any mutation points he possesses. A Mutant is not limited by the mutations known to him, he can always select any mutation he qualifies for. A Mutant can never take the Toggle Mutations superpower. This ability alters Mutations, Power Pool and Superpowers.

#### Debilitation (Ex)

Every Mutant suffers some sort of drawback linked back to the way he was created. This could be a fault in the mutation process or a deliberate flaw. However, this debilitation is as much of a blessing as it is a curse and can give the Mutant access to astounding abilities. This ability functions as an oracle’s curse, with an effective oracle level equal to the Mutant’s class level. If a curse would normally add one or more new spells to the oracle’s spells known, the Mutant gains these spells as spell-like abilities, usable once per day each. Some curses may remain unsuitable for a Mutant, up to the GM’s discretion. This ability replaces Monster Lore.

#### Altered Mutation Surge

A Mutant isn’t limited by his known mutations when using mutation surge, he may select any mutation he qualifies for. This ability alters Mutation Surge.

#### Aberrant Anatomy

At 15th level, the Mutant’s mutations have advanced enough to leave him unrecognizable as a member of his former race. The Mutant is considered an aberration (augmented) rather than humanoid (or whatever his previous type was). In addition, he gains a 25% chance to ignore any critical hit or sneak attack and a +4 bonus on saving throws against mind-affecting effects. At 19th level, the Mutant now has a 50% chance to ignore critical hits or sneak attacks, and gains an additional +4 bonus on saving throws against mind-affecting effects. This ability replaces Mutate Other and Improved Mutate Other.

### Witcher

Witchers are fighters who make use of mutations, potions and a little magic to improve their abilities in combat, making them the ultimate monster hunters.

#### Lesser Mutation Pool

A Witcher’s class level is halved (minimum 1) for the purposes of determining the size of his mutation pool. The pool otherwise functions as normal. This ability replaces the Geneticist’s normal mutation pool.

#### Martial Training

Witchers are proficient with all martial melee weapons, but not with natural attacks or unarmed strikes. They cannot take any mutations that grant or enhance natural attacks. The Witcher can use any melee weapon he is proficient with for any superpower that normally requires the use of a natural attack. This ability alters the Geneticist’s weapon and armor proficiencies and replaces natural attacks and multiattack.

#### Alchemy

At 4th level, a Witcher learns to create basic extracts. This functions as the Alchemist class feature, except a Witcher’s extracts function at an effective caster level equal to his level -3. At 4th level, a Witcher knows a number of 1st-level formulae equal to his intelligence modifier. At each new level, he gains one new formula of any level he can create. Like an Alchemist, a Witcher keeps a formulae book and can learn new formulae by transcribing them. Each day, he can create a number of extracts equal to the number of spell slots a Ranger of the same level has available each day. A Witcher never learns to make 5th or 6th level extracts, and extracts of these levels are not considered to be part of the Witcher’s formulae list. This ability replaces the superpowers gained at 4th, 8th, and 12th level.

### Witcher Superpowers

A Witcher gains access to the following new superpowers:

##### Bombs (Su):

The Witcher can make a number of bombs per day equal to his Intelligence modifier (minimum 1) These bombs act as alchemist bombs. Any time the Witcher would gain a superpower, he can choose to take an alchemist discovery that modifies bombs instead. He must meet the prerequisites of the discovery, using his Witcher level as his alchemist level. The Witcher must be at least 4th level to take this Superpower.

##### Meditation (Ex):

The Witcher has learned to sustain himself on meditation rather than sleep. He only needs to rest half the usual time to get the benefits of a full-night’s rest. In addition, he can continue to keep watch even while meditating, allowing him to make perception checks while resting without penalty, and may rest in any armor without becoming fatigued.

##### Sign Magic (Su):

The Witcher learns one of the following spells: Burning hands (no CL limit), charm person, entangle (5 ft. radius, effects are invisible), gust of wind (instantaneous duration) or shield. By spending 1 point from his power pool as a standard action, the Witcher can replicate the chosen spell by drawing a special magical sign into the air. This superpower can be taken more than once, selecting a different spell each time.

## Mutations

At the GM’s discretion, a Geneticist may use abilities gained through racial traits or other classes to meet the prerequisites of certain mutations. For example, a lizardfolk Geneticist may take the Sting or Tail Slap mutation without having to take the Tail mutation first. Similarly, he may select the Grab mutation to give his racial bite attack the grab ability. Should he later lose access to an ability that served as a prerequisite to a mutation, he can no longer benefit from that mutation until its prerequisites are met again. For mutations marked with an asterisk (\*), each option of that mutation counts as a separate mutation and must be learned individually.

### 1-Point Mutations

The following mutations cost 1 point from the Geneticist’s mutation pool when used in the creation of a mutagen:

#### Basic Magic (Sp)\*

Prerequisites: Charisma 10 The Geneticist learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. The Geneticist can cast that spell at will as a spell-like ability. The caster level for this mutation is equal to the Geneticist’s level -2 (minimum 1). The save DC equals 10 + 1⁄2 the Geneticist’s level + the Geneticist’s Charisma modifier.

This mutation can be taken more than once. Each time it is taken, the Geneticist learns a new spell.

#### Basic Psychic Magic (Sp)\*

*Prerequisites*: Intelligence 10

Select one spell from the following list: dancing lights, detect magic, ghost sound, grave words, know direction, lullaby, mage hand, open/close or telekinetic projectile. The Geneticist can cast that spell as a psychic spell at will. The spell requires thought and emotion components as normal for psychic magic. The Geneticist’s caster level is equal to the Geneticist’s level -2 (minimum 1). The save DC equals 10 + 1⁄2 the Geneticist's level + the Geneticist’s Intelligence modifier. This mutation can be taken more than once, selecting a different spell each time.

#### Bite (Ex)

*Prerequisites:* One head

The Geneticist’s maw is full of razor-sharp teeth, giving him a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the Geneticist already has a bite attack, this mutation allows him to deal 1-1/2 times his Strength modifier on damage rolls made with his bite.

#### Bleed (Ex)

The Geneticist gains the ability to inflict bleeding wounds. Select one type of natural attack. Attacks of that type deal 1d6 points of bleed damage. This mutation can be selected more than once. Each time the Geneticist selects this mutation, it applies to a different natural attack. The bleed effect doesn’t stack.

#### Claws (Ex)

Prerequisites: Two limbs The Geneticist has a pair of vicious claws at the end of his limbs, giving him two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This mutation can be selected more than once, but the Geneticist must possess a sufficient number of limbs to fit the claws.

#### Climb (Ex)

The Geneticist becomes a skilled climber, gaining a climb speed equal to his base speed. This mutation can be selected more than once. Each additional time it is selected, increase the Geneticist’s climb speed by 20 feet.

#### Darkvision (Ex)

The Geneticist gains darkvision out to a range of 60 ft.

#### Gills (Ex)

The Geneticist has gills and can breathe underwater indefinitely.

#### Hooves (Ex)

*Prerequisites:* Two limbs

The Geneticist has a pair of sharp hooves at the end of his limbs, giving him two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This mutation can be selected more than once, but the Geneticist must possess a sufficient number of limbs to fit the hooves.

#### Improved Damage (Ex)

One of the Geneticist’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This mutation can be selected more than once. Its effects do not stack. Each time a Geneticist selects this mutation, it applies to a different natural attack.

#### Improved Natural Armor (Ex)

A Geneticist’s skin grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to his natural armor. This mutation can be taken once at 1st level, and one additional time for every five levels the Geneticist possesses.

#### Low-Light Vision (Ex)

The Geneticist gains low-light vision, enabling him to see twice as far as a human in conditions of dim light.

#### Magic Attacks (Su)

The Geneticist is infused with magic, allowing him to treat all of his natural attacks as if they were magic for the purpose of overcoming damage reduction. If the Geneticist is 10th level or higher, all of the Geneticist’s weapons are treated as the alignment of the Geneticist for the purpose of overcoming damage reduction.

#### Pincers (Ex)

*Prerequisites*: Two limbs

The Geneticist grows a large pincers at the end of one pair of his limbs, giving him two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Geneticists with the grab mutation linked to pincers gain a +2 bonus on CMB checks made to grapple. The Geneticist must apply this mutation to a pair of arms. This mutation can be selected more than once, but the Geneticist must possess enough pairs of arms to fit the pincers.

#### Powerful Charge (Ex)

*Prerequisite:* Gore attack

When the Geneticist makes a charge, his gore attack deals an additional amount of damage equal to the gore’s base damage (1d6 for most Medium Geneticists) plus half his strength modifier in addition to the normal benefits and hazards of a charge.

#### Pull (Ex)

A Geneticist gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the Geneticist makes a successful attack of the selected type, he can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Geneticist. This ability only works on creatures of a size equal to or smaller than the Geneticist. Creatures pulled in this way do not provoke attacks of opportunity. The Geneticist must have a reach of 10 feet or more to select this mutation. This mutation can be selected more than once. Its effects do not stack. Each time a Geneticist selects this mutation, it applies to a different natural attack.

#### Push (Ex)

A Geneticist gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Geneticist makes a successful attack of the selected type, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the Geneticist. This ability only works on creatures of a size equal to or smaller than the Geneticist. Creatures pushed in this way do not provoke attacks of opportunity. This mutation can be selected more than once. Its effects do not stack. Each time a Geneticist selects this mutation, it applies to a different natural attack.

#### Reach (Ex)

One of the Geneticist’s attacks is capable of striking at foes at a distance. Pick natural one attack. The Geneticist’s reach with that attack increases by 5 feet.

#### Resistance (Ex)\*

The Geneticist’s form takes on a resiliency to one particular energy type, which is usually reflected in his physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The Geneticist gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Geneticist possesses, to a maximum of 15 at 10th level. This mutation can be selected more than once. Its effects do not stack. Each time a Geneticist selects this mutation, it applies to a different energy type.

#### Scent (Ex)

The Geneticist’s sense of smell becomes quite acute. The Geneticist gains the scent special quality, allowing him to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Geneticist to precisely locate the creature, only to detect its presence. He can detect the direction with a move action. The Geneticist can pinpoint the creature’s location if it is within 5 feet. The Geneticist can use scent to track creatures.

#### Skilled (Ex)\*

The Geneticist becomes especially adept at a specific skill, gaining a +4 racial bonus on that skill. This mutation can be selected more than once. Its effects do not stack. Each time a Geneticist selects this mutation, it applies to a different skill.

#### Slam (Ex)

*Prerequisites*: Two limbs

The Geneticist can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). This mutation can be selected more than once, but the Geneticist must possess enough pair of arms to be used for the slam attacks.

#### Sting (Ex)

*Prerequisites:* Tail

The Geneticist possesses a long, barbed stinger at the end of his tail, granting him a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Geneticist must possess a tail to take this mutation. This mutation can be selected more than once, but the Geneticist must possess enough tails to fit the stingers.

#### Swim (Ex)

The Geneticist gains webbed hands, feet, or powerful flippers, giving him a swim speed equal to his base speed. This mutation does not give the Geneticist the ability to breathe underwater. This mutation can be selected more than once. Each additional time it is selected, increase the Geneticist’s swim speed by 20 feet.

#### Tail (Ex)

The Geneticist grows a long, powerful tail. This grants him a +2 racial bonus on Acrobatics checks made to balance on a surface. This mutation can be selected more than once.

#### Tail Slap (Ex)

*Prerequisites:* Tail

The Geneticist can use his tail to bash nearby foes, granting him a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The Geneticist must possess a tail to take this mutation. This mutation can be selected more than once, but the Geneticist must possess enough to tails to be used for the tail slaps.

#### Tentacle (Ex)

The Geneticist possesses a long, sinuous tentacle, granting him a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This mutation can be selected more than once.

#### Unnatural Aura (Su)

The Geneticist radiates an unnatural aura. Normal animals do not willingly approach the Geneticist unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

#### Wing Buffet (Ex)

*Prerequisites:* Wings

The Geneticist learns to use his wings to batter foes, granting him two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

### 2-Point Mutations

The following mutations cost 2 points from the Geneticist’s mutation pool when used in the creation of a mutagen:

#### Ability Increase (Ex)\*

The Geneticist grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of his abilities. This grants a +2 enhancement bonus to one of the Geneticist’s ability scores. This mutation can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the Geneticist possesses, these increases stack. Special: This mutation costs twice as much (4 mutation points) when adding to the Strength or Constitution scores of a Large or Huge Geneticist.

#### Constrict (Ex)

*Prerequisites:* Grab

Ability The Geneticist gains powerful muscles that allow him to crush those he grapples. Whenever the Geneticist successfully grapples a foe using the grab mutation, it deals additional damage equal to the damage dealt by the attack that the grab evolution is tied to.

#### Energy Attacks (Su)\*

*Prerequisites:* Geneticist 5 The Geneticist’s attacks become charged with energy.

Pick one energy type: acid, cold, electricity, or fire. All of the Geneticist’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit.

#### Flight (Ex or Su)

*Prerequisites*: Geneticist 5

The Geneticist grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Geneticist gains a fly speed equal to his base speed. The Geneticist’s maneuverability depends on his size. Medium or smaller Geneticists have good maneuverability. Large Geneticists have average maneuverability, while Huge Geneticists have poor maneuverability. For 2 additional mutation points, the Geneticist flies by means of magic. He loses his wings, but his maneuverability increases to perfect. Flying via magi makes this a supernatural ability. The Geneticist’s fly speed can be increased by spending additional mutation points, gaining a 20-foot increase to fly speed for each additional point spent.

#### Gore (Ex)

The Geneticist grows a number of horns on his head, giving him a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

#### Grab (Ex)

The Geneticist becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Geneticist makes a successful attack of the selected type, he can attempt a free combat maneuver check. If successful, the Geneticist grapples the target. This ability only works on creatures of a size category equal than the Geneticist or smaller. Geneticists with this mutation receive a +4 bonus on CMB checks made to grapple.

#### Head (Ex)

The Geneticist grows an additional head. The Geneticist does not gain any additional natural attacks for the additional head, but the additional head does allow the Geneticist to take other mutations that add an additional attack to a head (such as a bite, gore, or breath weapon). This mutation can be selected more than once.

#### Immunity (Su)\*

*Prerequisites:* Geneticist 7

The Geneticist’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The Geneticist gains immunity to that energy type. This mutation can be selected more than once. Its effects do not stack. Each time it applies to a different energy type.

#### Intermediate Psychic Magic (Sp)\*

*Prerequisites:* Geneticist 4, Basic Psychic Magic, Intelligence 11

The Geneticists gains 2 points of psychic energy he can spend each day. Select one spell from the following list: charm person, compel hostility, lesser confusion, hypnotism, mind thrust I, or vanish. The Geneticist can use that spell by spending 1 point of psychic energy. The caster level and save DC are the same as for basic psychic magic. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a different spell, and gains 1 additional point of psychic energy he can spend each day.

#### Limbs (Ex)

The Geneticist grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Geneticist’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The Geneticist does not gain any additional natural attacks for an additional pair of arms, but he can take other mutations that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the Geneticist is proficient. This mutation can be selected more than once.

#### Minor Magic (Sp)\*

Prerequisites: Geneticist 4, Basic Magic, Charisma 11 The Geneticist learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscuring mist, silent image, vanish (self only), or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast twice per day. At 11th level, it can be cast three times per day. The caster level and DC for this spell are the same as for basic magic. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a new spell.

#### Poison (Ex)

*Prerequisites:* Geneticist 7

The Geneticist secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

**Geneticist poison**—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

The save DC is equal to 10 + 1/2 the Geneticist’s level + the Geneticist’s Constitution modifier.

For 2 additional mutation points, this poison deals Constitution damage instead. This poison can be used no more than once per round.

#### Rend (Ex)

*Prerequisites*: Geneticist 6, two claws

The Geneticist learns to rip and tear the flesh of those it attacks with his claws, gaining the rend ability. Whenever the Geneticist makes two successful claw attacks against the same target in 1 round, his claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Geneticist’s Strength modifier.

### Sickening (Ex)

The Geneticist’s smell or appearance is so offensive it sickens nearby creatures. Any living creature that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + 1/2 the Geneticist’s level + his Con modifier). Creatures that successfully save cannot be affected by the same Geneticist’s sickening effect for 24 hours.

#### Trample (Ex)

The Geneticist gains the ability to crush his foes underfoot, gaining the trample ability. As a full-round action, the Geneticist can overrun any creature that is at least one size smaller than himself. This works like the overrun combat maneuver, but the Geneticist does not need to make a check, he merely has to move over opponents in his path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the Geneticist’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the Geneticist’s level + the Geneticist’s Strength modifier. A trampling Geneticist can only deal trampling damage to a creature once per round.

#### Tremorsense (Ex)

*Prerequisites:* Geneticist 7

The Geneticist becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense mutation, but only if both the Geneticist and the creature to be pinpointed are in contact with the ground.

#### Trip (Ex)

The Geneticist becomes adept at knocking foes to the ground, granting him a trip attack for one of his natural attacks. Whenever the Geneticist makes a successful attack of the selected type, he can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Geneticist is not tripped in return.

#### Web (Ex)

Prerequisites: Geneticist 7, climb speed The Geneticist gains a pair of spinnerets, giving him the ability to spin webs. The Geneticist can use these webs to support himself plus up to one creature of the same size. He can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than the Geneticist. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the Geneticist’s level + the Geneticist’s constitution modifier. The webs have a Hardness of 0 and a number of hits points equal to the Geneticist’s level. The Geneticist can climb his own webs at his climb speed and can pinpoint any creature touching his webs.

### 3-Point Mutations

The following mutations cost 3 points from the Geneticist’s mutation pool when used in the creation of a mutagen:

#### Advanced Psychic Magic (Sp)\*

*Prerequisites:* Geneticist 7, Intermediate Psychic Magic, Intelligence 12

The Geneticists gains 3 additional points of psychic energy he can spend each day. Select one spell from the following list: darkness, detect thoughts, disfiguring touch, id insinuation I, mind thrust II or touch of idiocy. The Geneticist can use that spell by spending 2 points of psychic energy. The caster level and save DC are the same as for basic psychic magic. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a different spell, and gains 2 additional point of psychic energy he can spend each day.

#### Blindsense (Ex)

*Prerequisites:* Geneticist 9

he Geneticist’s senses become incredibly acute, giving him blindsense out to a range of 30 feet. This ability allows the Geneticist to pinpoint the location of creatures that he cannot see without having to make a Perception check, but such creatures still have total concealment from the Geneticist. Visibility still affects the Geneticist’s movement and he is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see.

Burrow (Ex)

*Prerequisites:* Geneticist 9 The Geneticist grows thick and gnarled claws, allowing him to move through the earth. The Geneticist gains a burrow speed equal to 1/2 his base speed. He can use this speed to move through dirt, clay, sand, and earth. He does not leave a hole behind, nor is his passage marked on the surface.

#### Damage Reduction (Su)\*

*Prerequisites*: Geneticist 9

The Geneticist’s body becomes resistant to harm, granting him damage reduction. Choose: one alignment: chaotic, evil, good, or lawful. Benefit: The Geneticist gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the Geneticist. At 12th level, this protection can be increased to DR 10 by spending 2 additional mutation points.

#### Frightful Presence (Ex)

*Prerequisites:* Geneticist 11

The Geneticist becomes unsettling to his foes, gaining the frightful presence ability. The Geneticist can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the Geneticist must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Geneticist’s level + the Geneticist’s Charisma modifier. If the Geneticist’s level is at least 4 higher than an opponent’s hit dice, that opponent becomes frightened instead. Foes with more HD than the Geneticist’s level are immune to this effect.

#### Major Magic (Sp)\*

*Prerequisites:* Geneticist 7, Minor Magic, Charisma 12

The Geneticist learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide, invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability. At 11th level, this spell can be cast twice per day. At 15th level, it can be cast three times per day. The caster level and DC for this spell are the same as for basic magic. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a new spell.

#### Pounce (Ex)

*Prerequisites:* Geneticist 7

The Geneticist can recklessly pounce at an opponent. He can make a full attack after a charge.

#### See in Darkness (Su)

*Prerequisites:* Geneticist 9

The Geneticist can see perfectly in darkness of any kind, including that created by deeper darkness.

#### Swallow Whole (Ex)

*Prerequisites:* Geneticist 9, bite attack with the grab ability.

The Geneticist gains the swallow whole ability, giving him the ability to consume his foes. If the Geneticist begins his turn with a creature grappled using his bite attack (see the grab mutation), he can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the Geneticist. Swallowed creatures take damage equal to the Geneticist’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Geneticist’s total hit points. The Geneticist’s AC against these attacks is equal to 10 + 1/2 his natural armor bonus. If a swallowed creature cuts its way out, the Geneticist loses this ability until he heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Geneticist’s mouth, where it can attempt to escape or be swallowed again.

#### Thoughtsense (Su)

*Prerequisites:* Geneticist 9

The Geneticist can detect and locate conscious creatures within 30 feet of him. This ability functions similarly to blindsight, Nondetection, mind blank and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1-2) creatures, but otherwise provides no information about the creatures it detects.

### 4-Point Mutations

The following mutations cost 4 points from the Geneticist’s mutation pool when used in the creation of a mutagen:

#### Blindsight (Ex)

*Prerequisites:* Geneticist 11

The Geneticist’s senses sharpen even further, granting him blindsight out to a range of 30 feet. The Geneticist can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Geneticist must possess the blindsense ability to take this mutation.

#### Breath Weapon (Su)\*

*Prerequisites:* Geneticist 9

The Geneticist learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The Geneticist can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per level he possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the Geneticist’s level + the Geneticist’s Constitution modifier. The Geneticist can use this ability once per day. The Geneticist can use this ability 1 additional time per day by spending an additional 1 mutation point (maximum 3/day).

#### Fast Healing (Su)

*Prerequisites:* Geneticist 11

The Geneticist’s body gains the ability to heal wounds very quickly, giving him fast healing 1. The Geneticist heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the Geneticist to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Geneticist is alive. This healing can be increased by 1 per round for every 2 additional mutation points spent (maximum 5).

#### Greater Magic (Sp)\*

*Prerequisites:* Geneticist 11, Major Magic, Charisma 13

The Geneticist learns to cast a greater spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. At 15th level, this spell can be cast twice per day. At 19th level, it can be cast three times per day. The caster level and DC for this spell are the same as for basic magic. The save DC for this spell is 10 + 1⁄2 the Geneticist’s level + his Charisma modifier. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a new spell.

#### Incorporeal Form (Sp)

*Prerequisites:* Geneticist 15

Once per day, the Geneticist can become incorporeal for 1 round per Geneticist level. While in this form, the Geneticist gains the incorporeal subtype and incorporeal quality. He only takes half damage from corporeal sources as long as they are magic (he takes no damage from nonmagical weapons and objects). Likewise, his spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally.

### Infravision (Ex)

*Prerequisites:* Geneticist 11

The Geneticist can see the heat signatures of objects and other creatures out to a range of 60 feet. This functions as darkvision, except the Geneticist notices and locates nearby living creatures and warm objects as he possessed the blindsight ability. Some living creatures may not have heat signatures, notably creatures with the cold subtype, subject to the GM’s discretion. All infravision is rendered useless in areas of extreme heat.

#### Lifesense (Su)

*Prerequisites:* Geneticist 11

The Geneticist can pinpoint living creatures with ease. The Geneticist notices and locates living creatures within 60 feet, just as if he possessed the blindsight mutation.

#### No Breath (Ex)

*Prerequisites:* Geneticist 11

The Geneticist no longer needs to breathe. The Geneticist does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

#### Size Increase (Ex)

*Prerequisites:* Geneticist 8

The Geneticist grows in size, changing his size category to the next larger one. This functions as enlarge person, except the bonus to the Geneticist’s strength score is +4, and he gains an additional +2 size bonus to his constitution score and a +2 bonus to his natural armor.

#### Spell Resistance (Ex)

*Prerequisites:* Geneticist 9

The Geneticist is protected against magic, gaining spell resistance. The Geneticist’s spell resistance is equal to 11 + the Geneticist’s level.

#### Superior Psychic Magic (Sp)\*

*Prerequisites:* Geneticist 11, Advanced Psychic Magic, Intelligence 13

The Geneticists gains 4 additional points of psychic energy he can spend each day. Select one spell from the following list: confusion, deeper darkness, displacement, jester’s jaunt, id insinuation II, or mind thrust III. The Geneticist can use that spell by spending 3 point of psychic energy. The caster level and save DC are the same as for basic psychic magic. This mutation can be selected more than once. Each time it is taken, the Geneticist learns a different spell, and gains 3 additional point of psychic energy he can spend each day.