The Biowarrior


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Ok, I was right, this is very interesting.

Question, if you choose Claw as your natural weapon, does that cover both hands? Are you eligible for the Two-Weapon feat chain? What if your race has more than two arms?

What if your race already has natural attacks? Say you have a racial bite and choose the claw option, can you make a claw/claw/bite full action attack?

Needs a Scent mutation...

Does the Climb or Swim speed let you Take 10?

Can you take Improved Natural Attack?

Do you qualify for the Kensai PrC?

I would play one of these in a heart beat...
 

I love the concept, but the balance looks pretty suspect. Compare this class to the Monk: 1/1 BAB vs. 3/4 BAB? +1 to +10 natural armor vs. +0 to +4 dodge bonus? The hell with Flurry and Fast Movement; I've definitely rather play a Biowarrior. But then, the Monk is pretty famously weak, anyway, so the Biowarrior might not be so bad.

Anyway, I'm definitely interested, and I'd love to see the class worked over a bit by our resident Balance Police. I wouldn't even ask nightmareone for any explanatory fluff; because I'd generally rather find a niche and an origin for a given class by myself, anyway.

This thread does bring up something I've been wondering about, though: What's the rationale behind bite damage always being a step greater than claw damage in D&D? At least in the case of reasonably-human-proportioned creatures, this just doesn't seem to make a hell of a lot of sense.

For that matter, I'd also think that any humanoid trying to bite a target that's not grappled or helpless would incur an attack of opportunity, or at the very least suffer an attack roll penalty. The big problem with using your mouth as a weapon it that it's attached to your damn head, which has the combined hassle of being a major vital spot and not terrible mobile.
 

Look a bit like what you get with a Totemist (Magic of Incarnum). Was that your inspiration? If not, have you compared them for balance? (I just got that recently myself, so I'll look into it if no-one else has.)

Cheers, -- N
 

Wow, looks very interesting.
I think there a couple of balance issues but well done to Sound of Azure for giving it such a comprehensive going over (and reformating).
I look forward to attempting to convince my DM to let me play one some time soon.
 

Nifft said:
Look a bit like what you get with a Totemist (Magic of Incarnum). Was that your inspiration? If not, have you compared them for balance? (I just got that recently myself, so I'll look into it if no-one else has.)
I made a similar connection, and was planning to do just that. But RL has gotten into the way of things.
 

To Tetsubo:
If you choose claws, yes, it applies to both arms. You are treated as wielding two weapons, so yes, it does work for the two-weapon fighting feat chains. If your race has more than two arms, follow the regular rules for multiple weapons (whatever they may be)
You can take multiple natural attacks, like in your example.
I’m afraid that escaped my notice, but sure, Scent is a Lesser Mutation.
the speed mutations do not allow you to take 10.
Yes, you can take Improved Natural Attack.
Yes, you can qualify for the Kensai PrC, using your natural weapons.

To GreatLemur:
I don’t know why the bite damage is greater than claw, and yes, I agree it should subject you to an attack of opportunity, but hey, I don’t write the rules.

To Nifft:
I have never read Magic of Incarnum. I don’t know anything about the totemist.

Also, fluff coming, along with changes to the mutations.
 

Very interesting. My first thought with the Mutations was Warlock, not Totemist, but I can see how Incarnum resembles this too. Actually the Incarnum stuff (particularly with the Totemist) does closely resemble mutations of some sort in retrospect, since the abilities of a shaped soulmeld are fairly constant.

Perhaps this Biowarrior is born/created in worlds like Oathbound, where heritage is mutable and such concepts as "prestige races" make sense. I could see this fitting right in, there- and a properly-designed alternate setting could accommodate this with little trouble. Just make some sort of god of mutation, perhaps, or say this is the result of a psionic war that scarred survivors and their descendents with unstable forms.
 


Here are the changes I made to the class features.

Natural Weapon Upgrades:

Vicious Bite: Now only on a critical.

Intestinal Slam: This ability is now useable a number of times per day equal to the biowarrior’s Con modifier.

Lesser Energy Claw: Now supernatural.

Greater Intestinal Slam: This ability is now useable a number of times per day equal to the biowarrior’s Con modifier.

Energy Claw: Does not stack, also supernatural.

Greater Wounding Bite: Now only on a critical.

Greater Poison Bite: Does not stack.

Fists of Thunder: Supernatural, now only on a critical.

Mutations

Speed Burst: Now enhancement, also may base speed.

Thick Skin: Now Stacks.

Athletic: Now racial bonus.

Grappling Spines: Now “Add 1d3 piercing damage to the normal damage you deal when you take the "Damage Your Opponent" action when in a grapple.”

Chameleon Skin: Invisibility as the spell. A second-level spell at ninth level.

Spines: At will, standard action, fired spines a natural attack.

Fortified Body: This is limited by the fact that you can’t do this until 17th level.

Shocker Glands: Now Reflex half.

Breath Weapon: 1d6 per 2 class levels, supernatural.
 

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