The Biowarrior

nightmareone

First Post
The Biowarrior

"It's a pity humans are such soft beings-without claws or scales, or some way to defend themselves. Some of them can overcome that."
-Niverti Mizzetium, Copper Dragon

Adventures: As its genetic abilities allow them to be a powerful melee class, biowarriors often serve as mercenaries. As their abilities are often frowned upon, they are rarely found in the military, with the exception of certain monstrous races. They often see adventuring as a way to avoid persecution from other more "normal" beings.

Characteristics: Biowarriors fight unarmed and unarmored, using their natural weapons to tear into opponents. They also change their bodies magically other ways, by means of mutations magically occurring inside their bodies. Their natural weapons are augmented by periodic enhancements, making them ferocious combatants.

Alignment: Biowarriors show little inclination toward good or evil, but their nature often makes them tend toward chaos.

Religion: Biowarriors often worship gods of strength or battle, such as Kord. However, a great many find peace with atheism, and value their powers almost like a religion. Many evil biowarriors favor erynthul for his power and violence and slightly less favor hextor for their strong martial prowess. Many other biowarriors worship obad-hai or ellhona because of their preference to natural combat. A few worship bocobb to celebrate the magic that warps their bodies. For the most part becoming a bio warrior often means discarding ones racial diety because of the massive biological changes the class brings, the exceptions to this are the dieties of some of the savage races such as lizardfolk, gnolls, and goblins.

Races: Of the "civillized" races, humans are some of the most willing to become biowarriors, because they do not have as coherent a racial identity as other races. Many half elves and even more half orcs who have decided to stop trying to fit into society take up this class, as it grants great power, and they are already outcasts. Half Orcs with their strong martial heritage and preference to the rougher combat of barbarians often feel right at home fighting with teeth and claws. Half-Elves with their kinship to nature more often take up druids, but some more martially inclined half-elves take up the biowarrior. Gnomes, with their small stature and openess to new ideas also sometimes take up the biowarrior class. Halflings only rarely do, as they are usually not inclined to heavy close-quarters combat. Elves and Dwarves, with their strong racial pride and insular societies are even rarer. Biowarriors are uncommon among monstrous humanoids, but some deserve special mention. Yuan-ti, with their genetic instabilities, are often biowarriors. Kobolds are also commonly biowarriors, and more than a few kobolds claim that it was them that first perfected the art.

Other Classes: Biowarriors understand that their abilities have limits, and often adventure with members of classes whose abilities complement theirs. Biowarriors can relate to the rough and tumble fighting style of the barbarians and slightly less so to the more regimented fighter. Those biowarriors sometimes enjoy the company of rangers and druids, depending on weather both parties consider the biowarriors attributes "natural". Biowarriors also have a kinship with sorcerers who innate magic is similar to their own.

Role: Biowarriors are often the front-line combatants. Some very dexterous biowarriors can also make effectice scouts.


Level_____Special_______________________ ________Natural Armor Bonus
1________Natural Weapon, Combat Mutation (Least)________+1
2________-----_______________________________________+ 1
3________-----_______________________________________+ 2
4________-----_______________________________________+ 2
5________Combat Mutation, Natural Weapon Upgrade I______+3
6________-----_______________________________________+ 3
7________-----_______________________________________+ 4
8________-----_______________________________________+ 4
9________Combat Mutation (Lesser)______________________+5
10_______Natural Weapon Upgrade II_____________________+5
11_______-----_______________________________________+ 6
12_______-----_______________________________________+ 6
13_______Combat Mutation_____________________________+7
14_______-----______________________________________+7
15_______Natural Weapon Upgrade III____________________+8
16_______-----_______________________________________+ 8
17_______Combat Mutation (Greater)_____________________+9
18_______-----_______________________________________+ 9
19_______-----_______________________________________+ 10
20_______Combat Mutation_____________________________+10

HD: d8
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str)
Skill Points at 1st level: (2+ Int modifier) x 4
Skill Pionts at levels after 1st: 2+ Int modifier

Class Features

Base attack Bonus: As Fighter
Good saving throws: Fortitude and Reflex

WEAPON AND ARMOR PROFICIENCY: Biowarriors are proficient with their natural weapons, but no armor, shields, or other weapons. If a biowarrior wields a nonnatural weapon, or any armor or shields, he loses all class features while using it and for 24 hours thereafter.
NATURAL WEAPON: All Biowarriors possess a natural weapon of their choice, chosen from the following chart:

weapon___Damage (small)__Damage (medium)__crit______special
bite______as small monk____as medium monk__19-20/x2___-------
claw________1-3:1d3________as small monk____19-20/x2___Clawed ________________4-7:1d4_______________________________biow arriors gain ________________8-11:1d6______________________________an extra attack ________________12-15:1d8_____________________________durin g a full _________________16-19:1d10____________________________attac k, but all __________________20:2d6________________ ________________attacks they ________________________________________ ___________make during the ________________________________________ ___________full attack take ________________________________________ ___________a –2 penalty.
slam______as small monk____as medium monk_____x3______---------

NATURAL ARMOR BONUS: The biowarrior gains a bonus to his natural Armor according to his class level. This bonus does not stack with any other natural COMBAT MUTATIONS: Biowarriors gain a series of abilities at certain levels that enhance their combat ability. At first level, a biowarrior must select a least-grade combat mutation from the list. At fifth level, a biowarrior may select a second least combat mutation. At ninth level, a biowarrior can select another combat mutation, either from the least or lesser combat mutation lists, provided he meets the prerequisites. At 13th level, a biowarrior may select another least or lesser mutation. At 17th level, a biowarrior can select a fifth combat mutation, from any of the mutation lists, provided he meets the prerequisites. At 20th level, a biowarrior gains another mutation of any level. See the lists.
NATURAL WEAPON UPGRADE I: At level 5, a biowarrior’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.
· Claws:
o Climbing Claws: The climbing claws upgrade grants the biowarrior a climb speed of 20 feet.
o Grappling Claws: The biowarrior gains a bonus to grapple checks equal to half his class level.
· Bite:
o Lesser Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d4 Strength)
o Vicious Bite: On a critical hit, the biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent.
· Slam:
o Intestinal Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is sickened for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates)
o Dazing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a dazing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be dazed for a number of rounds equal to the biowarrior’s strength modifier.
NATURAL WEAPON UPGRADE II: At level 10, a biowarrior’s natural weapons are treated as aligned weapons for the purpose of overcoming damage reduction. The specific alignment is chosen by the biowarrior, but it must be one of his own alignment types. True Neutral biowarriors may choose any alignment. He also must choose one of the two special abilities below, as appropriate to his natural weapon.
· Claws:
o Keen Claws: The biowarrior’s threat range with his claws increases by 1, usually from 19-20/x2 to 18-20/x2.
o Lesser Energy claw (Su): At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d4 points of damage of that energy type.
· Bite:
o Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d6 Strength). This ability doesn't stack with the lesser poison bite ability. The biowarrior must have selected lesser poison bite to choose this upgrade.
o Wounding Bite: On a critical hit, the biowarrior’s bite attack deals 1 point of Con damage.
· Slam:
o Stunning Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a stunning slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be stunned for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected dazing slam to choose this upgrade.
o Greater Intestinal Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is nauseated for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates) The biowarrior must have selected intestinal slam to choose this upgrade.
NATURAL WEAPON UPGRADE III: At level 15, a biowarrior’s natural weapons are treated as admantine weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.
· Claw:
o Energy Claw (Su): At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d8 points of damage of that energy type. This ability does not stack with lesser energy claw. The biowarrior must have selected lesser energy claw to choose this upgrade.
o Raking Claw: A biowarrior with this upgrade gains the Rake special attack as described in the monster manual.
· Bite:
o Greater Wounding Bite: On a critical hit, the biowarrior’s bite attack deals 2 points of Con damage. The biowarrior must have selected wounding bite to choose this upgrade.
o Greater Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d12 Strength). This ability doesn't stack with the poison bite ability. The biowarrior must have selected poison bite to choose this upgrade.
· Slam:
o Paralyzing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a paralyzing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be paralyzed for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected stunning slam to choose this upgrade.
o Fists of Thunder (Su): The biowarrior’s slam attack deals 1d6 extra sonic damage on a critical hit.

COMBAT MUTATIONS

Least
NIGHTBORN. The biowarrior gains Darkvision out to 60 feet.
SPEED BURST. This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains 30 feet to his base speed for one round, as the expeditious retreat spell. This is an enhancement effect.
THICK SKIN. The biowarrior gains +1 natural armor. This stacks with his base enhancement bonus to natural AC.
STABLE. The biowarrior gains a +4 racial on checks made to resist bull rush and trip attempts when standing firmly on the ground. A biowarrior with this combat mutation may not select Vicious.
ATHLETIC. The biowarrior gains +2 to Climb, Jump, and Swim checks.
GRAPPLING SPINES. The biowarrior gains +2 to grapple checks and deals an extra 1d3 piercing damage to the normal damage you deal when you take the "Damage Your Opponent" action when in a grapple.
VICIOUS. The biowarrior gains +4 when attempting a bull rush or trip. A biowarrior with this combat mutation may not select Stable.
HOLD BREATH. The biowarrior can hold his breath for a number of rounds equal to 8 times his Con score.
SLICK. The biowarrior gains +3 to escape artist checks and grapple checks made to escape a grapple.
BIOLOGICAL ANTIMAGIC. The biowarrior gains +2 on all saves made to resist spells and spell-like abilities.

Lesser
FINNED. The biowarrior gains a swim speed equal to his land speed. The biowarrior must have selected Hold breath to choose this mutation.
CHAMELEON SKIN. The biowarrior gains a bonus to Hide checks equal to his class level and can use invisibility as a spell-like ability 3 times per day.
ENERGY RESISTANCE. The biowarrior chooses two energy types (fire, acid, electricity, or cold). He gains energy resistance to those two types equal to half his class level.
DAMAGE REDUCTION. The biowarrior gains Damage Reduction 1/- per 5 levels. The biowarrior must have selected thick skin to choose this mutation.
BURROWER. The Biowarrior gains a burrow speed of 20 feet.
EXTENDABLE LIMBS. The biowarrior adds 5 feet to his reach.
SPINES. The biowarrior grows spines that can be fired at opponents with a maximum range of 30 feet. If they hit, they deal 1d8 points of damage. This is a standard action that can be used at will. The biowarrior must have selected grappling spines to choose this mutation.
BLINDSENSE. The biowarrior gains blindsense out to 60 feet. The biowarrior must have selected nightborn to choose this mutation.

Greater
WINGS. The biowarrior gains a fly speed of 60 feet with average maneuverability.
ADRENALINE RUSH. This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains +2 strength and +2 constitution for a number of rounds equal to 3 + his con modifier. The biowarrior must have selected speed burst to choose this mutation.
AMPHIBIOUS. The biowarrior gains the amphibious special quality and no longer takes any penalties underwater, as though he were effected by a freedom of movement spell. The biowarrior must have selected finned to choose this mutation.
BLINDSIGHT. The biowarrior gains blindsight 60 feet, and the range of his darkvision increases to 120 feet. The biowarrior must have selected nightborn to choose this mutation.
FAST HEALING. The biowarrior gains fast healing 1 per 4 class levels.
GREATER BIOLOGICAL ANTIMAGIC. The biowarrior gains spell resistance 10 + ½ his class level. The biowarrior must have selected biological antimagic to choose this mutation.
FORTIFIED BODY. The biowarrior is immune to poison, disease, nauseated, and has a 50% chance to ignore extra damage from critical hits and sneak attacks.
SHOCKER GLANDS. Whenever the biowarrior is struck with a non-reach weapon, the attacker takes 1d6 + ½ his class level points of electricity damage. The biowarrior may discharge a massive amount of electricity in a 10-foot radius. This deals damage equal to 1d6 times ½ the biowarrior’s class level. The aura of electricity takes another 1d4 rounds to recharge. A reflex save (DC 10+½ the biowarrior’s level + his Con modifier) halves the damage.
BREATH WEAPON. The biowarrior gains a breath weapon useable 3/day. It is a 30 foot cone of the energy type of their choice (fire, acid, electricity, or cold) that deals 1d6 x 1/2 their level damage. A reflex save (DC 10+½ the biowarrior’s level + his Con modifier) halves the damage.
 
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Edited for clarity, comments to follow at a later time.

“Biowarrior” by Nightmareone
HD: d8

The Biowarrior
Code:
Level	BAB	FRW	Nat AC	Special					 	 
1st	+1	2/2/0	+1	Natural Weapon, Combat Mutation (least), Augmented Critical	
2nd	+2	3/3/0	+1	-
3rd	+3	3/3/1	+2	-
4th	+4	4/4/1	+2	-
5th	+5	4/4/1	+3	Combat Mutation, Natural Weapon Upgrade I
6th	+6	5/5/2	+3	-
7th	+7	5/5/2	+4	-
8th	+8	6/6/2	+4	-
9th	+9	6/6/3	+5	Combat Mutation (Lesser)
10th	+10	7/7/3	+5	Natural Weapon Upgrade II
11th	+11	7/7/3	+6	-
12th	+12	8/8/4	+6	-
13th	+13	8/8/4	+7	Combat Mutation
14th	+14	9/9/4	+7	-
15th	+15	9/9/5	+8	Natural Weapon Upgrade III
16th	+16	10/10/5	+8	-
17th	+17	10/10/5	+9	Combat Mutation (Greater)
18th	+18	11/11/6	+9	-
19th	+19	11/11/6	+10	-
20th	+20	12/12/6	+10	Combat Mutation


Class Skills
A biowarrior’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (2+ Int modifier) x 4
Skill Points at Each Level: 2+ Int modifier

Class Features
All of the following are class features of the biowarrior class.

Weapon and Armour Proficiency: Biowarriors are proficient with their natural weapons, but no armour, shields, or other weapons. If a biowarrior wields a manufactured weapon, or any armour or shields, he loses all class features while using it and for 24 hours thereafter.

Natural Weapon:
At 1st level, a biowarrior chooses a form of natural attack they have learnt to use. Once chosen, a biowarrior cannot change their natural weapon. As a biowarrior gains experience, they learn to deal greater damage with their natural weapon, as shown on the following chart.

Biowarrior Natural Weapons

Code:
Class Level	Bite (P)	Claw (S)*	Slam(B)
1-3		1d6		1d4		1d6
4-7		1d8		1d6		1d8
8-11		1d10		1d8		1d10
12-15		2d6		1d10		2d6
16-19		2d8		2d6		2d8
20+		2d10		2d8		2d10
*A biowarrior with a claw natural attack may strike more quickly at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.

A small or large biowarrior deals a different amount of damage compared to a medium biowarrior, as summarised below.

Small or large biowarrior natural weapon damage
Code:
Level 	Damage (Small)	Damage (Large)
1-3	1d4/1d3/1d4	1d8/1d6/1d8
4-7	1d6/1d4/1d6	2d6/1d8/2d6
8-11	1d8/1d6/1d8	2d8/1d10/2d8
12-15	1d10/1d8/1d10	3d6/2d6/3d6
16-19	2d6/1d10/2d6	3d8/2d8/3d8
20	2d8/2d6/2d8	4d8/2d10/4d8

Augmented Critical: A biowarrior who selects bite or claw as their natural weapon has a critical threat range of 19-20. A biowarrior who selects slam as their natural attack instead deals x3 damage when they confirm a critical hit.

Natural Armour Bonus: A biowarrior’s gains an enhancement bonus to his natural armour, which increases as he gains experience. This bonus does not stack with other enhancement bonuses to natural armour.

Combat Mutation: Biowarriors gain a series of abilities at certain levels that enhance their combat ability.
At first level, a biowarrior must select a least-grade combat mutation from the list. At fifth level, a biowarrior may select a second least combat mutation. At ninth level, a biowarrior can select another combat mutation, either from the least or lesser combat mutation lists, provided he meets the prerequisites. At 13th level, a biowarrior may select another least or lesser mutation. At 17th level, a biowarrior can select a fifth combat mutation, from any of the mutation lists, provided he meets the prerequisites. Finally, at 20th level a biowarrior gains another mutation of any level.

Combat mutations are chosen from the combat mutations list at the end of the entry.

Natural Weapon Upgrade I: At level 5, a biowarrior’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claws
Climbing Claws: The climbing claws upgrade grants the biowarrior a climb speed of 20 feet.

Grappling Claws: The biowarrior gains a bonus to grapple checks equal to half his class level.

Bite
Lesser Poisonous Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d4 Strength)

Vicious Bite: The biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent and 1d4 points of damage to the biowarrior.

Slam
Intestinal Slam: Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is sickened for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates)

Dazing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a dazing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be dazed for a number of rounds equal to the biowarrior’s strength modifier.

Natural Weapon Upgrade II: At level 10, a biowarrior’s natural weapons are treated as aligned weapons for the purpose of overcoming damage reduction. The specific alignment is chosen by the biowarrior, but it must be one of his own alignment types. True Neutral biowarriors may choose any alignment. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claws
Keen Claws: The biowarrior’s threat range with his claws increases by 1, usually from 19-20/x2 to 18-20/x2.

Lesser Energy Claw: At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d4 points of damage of that energy type.

Bite
Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d6 Strength). The biowarrior must have selected lesser poison bite to choose this upgrade.

Wounding Bite: The biowarrior’s bite attack gains the wounding quality.

Slam
Stunning Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a stunning slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be stunned for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected dazing slam to choose this upgrade.

Greater Intestinal Slam: Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is nauseated for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates) The biowarrior must have selected intestinal slam to choose this upgrade.

Natural Weapon Upgrade III: At level 15, a biowarrior’s natural weapons are treated as admantine weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claw
Energy Claw: At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d8 points of damage of that energy type. The biowarrior must have selected lesser energy claw to choose this upgrade.

Raking Claw: A biowarrior with this upgrade gains the Rake special attack as described in the monster manual.

Bite
Greater Wounding Bite: The biowarrior’s bite attack gains the wounding quality twice, dealing 2 points of Con damage with each successful attack. The biowarrior must have selected wounding bite to choose this upgrade.

Greater Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d12 Strength). The biowarrior must have selected poison bite to choose this upgrade.

Slam
Paralyzing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a paralyzing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be paralyzed for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected stunning slam to choose this upgrade.

Fists of Thunder: The biowarrior’s slam attack deals 1d6 extra sonic damage whenever it hits.


Combat Mutations

Least

Nightborn:
The biowarrior gains Darkvision out to 60 feet.

Speed Burst: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains 30 feet to his base speed for one round, as the expeditious retreat spell.

Thick Skin: The biowarrior’s natural armour class bonus increases by +1. This is an increase to the biowarrior’s base natural armour class, and stacks with his level-bases enhancement bonus to natural AC.

Stablility: The biowarrior gains a +4 bonus on checks made to resist bull rush and trip attempts when standing firmly on the ground. A biowarrior with this combat mutation may not select Vicious.

Athletic: The biowarrior gains a +2 racial bonus to Climb, Jump, and Swim checks.

Grappling Spines: The biowarrior gains a +2 bonus to grapple checks and whenever he pins an opponent, he deals 1d3 piercing damage per round.

Vicious: The biowarrior gains a +4 bonus when attempting a bull rush or trip. A biowarrior with this combat mutation may not select Stable.

Hold Breath: The biowarrior can hold his breath for a number of rounds equal to 8 times his Con score.

Slick: The biowarrior gains a +3 racial bonus to escape artist checks and grapple checks made to escape a grapple.

Biological Antimagic: The biowarrior gains a +2 bonus on all saves made to resist spells and spell-like abilities.

Lesser
Finned:
The biowarrior gains a swim speed equal to his land speed. The biowarrior must have selected Hold breath to choose this mutation.

Chameleon Skin: The biowarrior gains a bonus to Hide checks equal to his class level and can use invisibility as a spell-like ability 3 times per day.

Energy Resistance: The biowarrior chooses two energy types (fire, acid, electricity, or cold). He gains energy resistance to those two types equal to half his class level.

Damage Reduction: The biowarrior gains Damage Reduction 1/- per 5 levels. The biowarrior must have selected thick skin to choose this mutation.

Burrower: The Biowarrior gains a burrow speed of 20 feet.

Extendable Limbs: The biowarrior adds 5 feet to his reach.

Spines: The biowarrior grows spines that can be fired at opponents with a maximum range of 30 feet. If they hit, they deal 1d8 points of damage. The biowarrior must have selected the Grappling Spines Least mutation to choose this mutation.

Blindsense: The biowarrior gains blindsense out to 60 feet. The biowarrior must have selected nightborn to choose this mutation.

Greater
Wings:
The biowarrior gains a fly speed of 60 feet with average maneuverability.

Adrenaline Rush: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains +2 strength and +2 constitution for a number of rounds equal to 3 + his con modifier. The biowarrior must have selected speed burst to choose this mutation.

Amphibious: The biowarrior gains the amphibious special quality and no longer takes any penalties underwater, as though he were effected by a freedom of movement spell. The biowarrior must have selected finned to choose this mutation.

Blindsight: The biowarrior gains blindsight 60 feet, and the range of his darkvision increases to 120 feet. The biowarrior must have selected nightborn to choose this mutation.
Fast Healing: The biowarrior gains fast healing 1 per 4 class levels.

Greater Biological Antimagic: The biowarrior gains spell resistance 10 + ½ his class level. The biowarrior must have selected biological antimagic to choose this mutation.
Fortified Body: The biowarrior is immune to poison, disease, nauseated, and has a 50% chance to ignore extra damage from critical hits and sneak attacks.

Shocker Glands: Whenever the biowarrior is struck with a non-reach weapon, the attacker takes 1d6 + ½ his class level points of electricity damage. The biowarrior may discharge a massive amount of electricity in a 10-foot radius. This deals damage equal to 1d6 times ½ the biowarrior’s class level. The aura of electricity takes another 1d4 rounds to recharge.

Breath Weapon: The biowarrior gains a breath weapon useable 3/day. It is a 30 foot cone of the energy type of their choice (fire, acid, electricity, or cold) that deals 1d6 x their level damage. A reflex save (DC 10+½ the biowarrior’s level + his Con modifier) halves the damage.

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Hope it makes it easier to read for everyone. :)
 
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Sound of Azure said:
Edited for clarity, comments to follow at a later time.

“Biowarrior” by Nightmareone
HD: d8

The Biowarrior
Code:
Level	BAB	FRW	Nat AC	Special					 	 
1st	+1	2/2/0	+1		Natural Weapon, Combat Mutation (least), Augmented Critical	
2nd	+2	3/3/0	+1		-
3rd	+3	3/3/1	+2		-							
4th	+4	4/4/1	+2		-
5th	+5	4/4/1	+3		Combat Mutation, Natural Weapon Upgrade I
6th	+6	5/5/2	+3		-
7th	+7	5/5/2	+4		-
8th	+8	6/6/2	+4		-
9th	+9	6/6/3	+5		Combat Mutation (Lesser)
10th	+10	7/7/3	+5		Natural Weapon Upgrade II
11th	+11	7/7/3	+6		-
12th	+12	8/8/4	+6		-
13th	+13	8/8/4	+7		Combat Mutation
14th	+14	9/9/4	+7		-
15th	+15	9/9/5	+8		Natural Weapon Upgrade III
16th	+16	10/10/5	+8		-
17th	+17	10/10/5	+9		Combat Mutation (Greater)
18th	+18	11/11/6	+9		-
19th	+19	11/11/6	+10		-
20th	+20	12/12/6	+10		Combat Mutation


Class Skills
A biowarrior’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (2+ Int modifier) x 4
Skill Points at Each Level: 2+ Int modifier

Class Features
All of the following are class features of the biowarrior class.

Weapon and Armour Proficiency: Biowarriors are proficient with their natural weapons, but no armour, shields, or other weapons. If a biowarrior wields a manufactured weapon, or any armour or shields, he loses all class features while using it and for 24 hours thereafter.

Natural Weapon:
At 1st level, a biowarrior chooses a form of natural attack they have learnt to use. Once chosen, a biowarrior cannot change their natural weapon. As a biowarrior gains experience, they learn to deal greater damage with their natural weapon, as shown on the following chart.

Biowarrior Natural Weapons

Code:
Class Level	Bite (P)	Claw (S)*	Slam(B)
1-3		1d6		1d4		1d6
4-7		1d8		1d6		1d8
8-11		1d10		1d8		1d10
12-15		2d6		1d10		2d6
16-19		2d8		2d6		2d8
20+		2d10		2d8		2d10
*A biowarrior with a claw natural attack may strike more quickly at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest attack bonus, but this attack takes a -2 penalty, as does each other attack made that round.

A small or large biowarrior deals a different amount of damage compared to a medium biowarrior, as summarised below.

Small or large biowarrior natural weapon damage
Code:
Level 	Damage (Small)	Damage (Large)
1-3	1d4/1d3/1d4	1d8/1d6/1d8
4-7	1d6/1d4/1d6	2d6/1d8/2d6
8-11	1d8/1d6/1d8	2d8/1d10/2d8
12-15	1d10/1d8/1d10	3d6/2d6/3d6
16-19	2d6/1d10/2d6	3d8/2d8/3d8
20	2d8/2d6/2d8	4d8/2d10/4d8

Augmented Critical: A biowarrior who selects bite or claw as their natural weapon has a critical threat range of 19-20. A biowarrior who selects slam as their natural attack instead deals x3 damage when they confirm a critical hit.

Natural Armour Bonus: A biowarrior’s gains an enhancement bonus to his natural armour, which increases as he gains experience. This bonus does not stack with other enhancement bonuses to natural armour.

Combat Mutation: Biowarriors gain a series of abilities at certain levels that enhance their combat ability.
At first level, a biowarrior must select a least-grade combat mutation from the list. At fifth level, a biowarrior may select a second least combat mutation. At ninth level, a biowarrior can select another combat mutation, either from the least or lesser combat mutation lists, provided he meets the prerequisites. At 13th level, a biowarrior may select another least or lesser mutation. At 17th level, a biowarrior can select a fifth combat mutation, from any of the mutation lists, provided he meets the prerequisites. Finally, at 20th level a biowarrior gains another mutation of any level.

Combat mutations are chosen from the combat mutations list at the end of the entry.

Natural Weapon Upgrade I: At level 5, a biowarrior’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claws
Climbing Claws: The climbing claws upgrade grants the biowarrior a climb speed of 20 feet.

Grappling Claws: The biowarrior gains a bonus to grapple checks equal to half his class level.

Bite
Lesser Poisonous Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d4 Strength)

Vicious Bite: The biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent and 1d4 points of damage to the biowarrior.

Slam
Intestinal Slam: Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is sickened for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates)

Dazing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a dazing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be dazed for a number of rounds equal to the biowarrior’s strength modifier.

Natural Weapon Upgrade II: At level 10, a biowarrior’s natural weapons are treated as aligned weapons for the purpose of overcoming damage reduction. The specific alignment is chosen by the biowarrior, but it must be one of his own alignment types. True Neutral biowarriors may choose any alignment. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claws
Keen Claws: The biowarrior’s threat range with his claws increases by 1, usually from 19-20/x2 to 18-20/x2.

Lesser Energy Claw: At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d4 points of damage of that energy type.

Bite
Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d6 Strength). The biowarrior must have selected lesser poison bite to choose this upgrade.

Wounding Bite: The biowarrior’s bite attack gains the wounding quality.

Slam
Stunning Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a stunning slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be stunned for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected dazing slam to choose this upgrade.

Greater Intestinal Slam: Whenever a biowarrior with this upgrade hits an opponent with his slam attack, the opponent is nauseated for a number of rounds equal to the biowarrior’s class level (Fortitude save DC 10+½ the biowarrior’s level + his Strength modifier negates) The biowarrior must have selected intestinal slam to choose this upgrade.

Natural Weapon Upgrade III: At level 15, a biowarrior’s natural weapons are treated as admantine weapons for the purpose of overcoming damage reduction. He also must choose one of the two special abilities below, as appropriate to his natural weapon.

Claw
Energy Claw: At the beginning of each day, the biowarrior chooses an energy type (fire, acid, electricity, or cold). His natural weapons deal an extra 1d8 points of damage of that energy type. The biowarrior must have selected lesser energy claw to choose this upgrade.

Raking Claw: A biowarrior with this upgrade gains the Rake special attack as described in the monster manual.

Bite
Greater Wounding Bite: The biowarrior’s bite attack gains the wounding quality twice, dealing 2 points of Con damage with each successful attack. The biowarrior must have selected wounding bite to choose this upgrade.

Greater Poison Bite: The biowarrior’s bite is poisonous. The DC is equal to (10+ con modifier+½ his class level). Its initial and secondary damage is the same (1d12 Strength). The biowarrior must have selected poison bite to choose this upgrade.

Slam
Paralyzing Slam: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior must declare his attack a paralyzing slam attack before he uses it. A failed attack roll ruins the attempt. If he hits, the opponent must make a Fortitude save (DC 10+½ the biowarrior’s level + his Strength modifier) or be paralyzed for a number of rounds equal to the biowarrior’s strength modifier. The biowarrior must have selected stunning slam to choose this upgrade.

Fists of Thunder: The biowarrior’s slam attack deals 1d6 extra sonic damage whenever it hits.


Combat Mutations

Least

Nightborn:
The biowarrior gains Darkvision out to 60 feet.

Speed Burst: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains 30 feet to his base speed for one round, as the expeditious retreat spell.

Thick Skin: The biowarrior’s natural armour class bonus increases by +1. This is an increase to the biowarrior’s base natural armour class, and stacks with his level-bases enhancement bonus to natural AC.

Stablility: The biowarrior gains a +4 bonus on checks made to resist bull rush and trip attempts when standing firmly on the ground. A biowarrior with this combat mutation may not select Vicious.

Athletic: The biowarrior gains a +2 racial bonus to Climb, Jump, and Swim checks.

Grappling Spines: The biowarrior gains a +2 bonus to grapple checks and whenever he pins an opponent, he deals 1d3 piercing damage per round.

Vicious: The biowarrior gains a +4 bonus when attempting a bull rush or trip. A biowarrior with this combat mutation may not select Stable.

Hold Breath: The biowarrior can hold his breath for a number of rounds equal to 8 times his Con score.

Slick: The biowarrior gains a +3 racial bonus to escape artist checks and grapple checks made to escape a grapple.

Biological Antimagic: The biowarrior gains a +2 bonus on all saves made to resist spells and spell-like abilities.

Lesser
Finned:
The biowarrior gains a swim speed equal to his land speed. The biowarrior must have selected Hold breath to choose this mutation.

Chameleon Skin: The biowarrior gains a bonus to Hide checks equal to his class level and can use invisibility as a spell-like ability 3 times per day.

Energy Resistance: The biowarrior chooses two energy types (fire, acid, electricity, or cold). He gains energy resistance to those two types equal to half his class level.

Damage Reduction: The biowarrior gains Damage Reduction 1/- per 5 levels. The biowarrior must have selected thick skin to choose this mutation.

Burrower: The Biowarrior gains a burrow speed of 20 feet.

Extendable Limbs: The biowarrior adds 5 feet to his reach.

Spines: The biowarrior grows spines that can be fired at opponents with a maximum range of 30 feet. If they hit, they deal 1d8 points of damage. The biowarrior must have selected the Grappling Spines Least mutation to choose this mutation.

Blindsense: The biowarrior gains blindsense out to 60 feet. The biowarrior must have selected nightborn to choose this mutation.

Greater
Wings:
The biowarrior gains a fly speed of 60 feet with average maneuverability.

Adrenaline Rush: This ability is useable a number of times per day equal to the biowarrior’s Con modifier. The biowarrior gains +2 strength and +2 constitution for a number of rounds equal to 3 + his con modifier. The biowarrior must have selected speed burst to choose this mutation.

Amphibious: The biowarrior gains the amphibious special quality and no longer takes any penalties underwater, as though he were effected by a freedom of movement spell. The biowarrior must have selected finned to choose this mutation.

Blindsight: The biowarrior gains blindsight 60 feet, and the range of his darkvision increases to 120 feet. The biowarrior must have selected nightborn to choose this mutation.
Fast Healing: The biowarrior gains fast healing 1 per 4 class levels.

Greater Biological Antimagic: The biowarrior gains spell resistance 10 + ½ his class level. The biowarrior must have selected biological antimagic to choose this mutation.
Fortified Body: The biowarrior is immune to poison, disease, nauseated, and has a 50% chance to ignore extra damage from critical hits and sneak attacks.

Shocker Glands: Whenever the biowarrior is struck with a non-reach weapon, the attacker takes 1d6 + ½ his class level points of electricity damage. The biowarrior may discharge a massive amount of electricity in a 10-foot radius. This deals damage equal to 1d6 times ½ the biowarrior’s class level. The aura of electricity takes another 1d4 rounds to recharge.

Breath Weapon: The biowarrior gains a breath weapon useable 3/day. It is a 30 foot cone of the energy type of their choice (fire, acid, electricity, or cold) that deals 1d6 x their level damage. A reflex save (DC 10+½ the biowarrior’s level + his Con modifier) halves the damage.

---
Hope it makes it easier to read for everyone. :)
thanks
ill read it and get back and post
ben
 

borble said:
thanks
ill read it and get back and post
ben

No worries. Call it a community service. :)

---

@ nightmareone

My first thought is to determine the type of ability the class features are. I'd say they're mostly supernatural (Su) and extraordinary (Ex). A couple of mutations appear to give spell-like abilities... depending on the nature of the class, they could be supernatural though.

We probably need some background on how the biowarrior gains his powers. Are they magically enhanced warriors? Specially trained esoteric martial artists? Primitive barbarian-types? Are they tapping into some animalistic consciousness?

These things would have a direct bearing on the nature of their powers, and the direction the abilities could be changed to.

Specific notes:

Natural Weapons! Ok, here's the thing with natural weapons... you don't normally get iterative attacks with them. If this is different for a biowarrior (due to his special training, or something), you should note this. Also relevant is that a character add 1.5 times his strength bonus to natural attack damage when it's his only natural weapon (as will be the case for a human biowarrior). It would be prudent to note this.

Movement Modes: It'd probably be good to include the special notes that accompany gaining a Burrow, Climb, Fly, or Swim speed.

Natural Weapon Upgrades
Vicious Bite:
I'm not so sure this one is a good idea as written I'd give a bonus to damage when the biowarrior deals a critical hit. Here's my version:

Vicious bite: When you confirm a critical hit with your bite attack, you deal an additional 2d4 points of damage. In addition, the target must make a successful fortitude save (DC 10 + 1/2 class level + Str modifier) or become nauseated for 1 round.

Intestinal Slam: Duration is far too long for something that works on every slam attack the character makes. I'd suggest to keep the duration down to 1 round, or else allow this attack to work like stunning fist (1/class level per day, or maybe Con modifier times per day, like the other ability of this level) and drop the duration to 1 round/3 or 4 class levels (since it's not as disabling as being stunned).

Lesser Energy Claw: This is one of the abilities I think needs to be supernatural.

Greater Intestinal Slam: That's just nasty! See the notes for Intestinal Slam.

Energy Claw: Does this stack with the earlier one? Can you use them both at the same time? Personally, I'd make it like this:
Energy Claw: You deal 1d8 points of energy damage when you confirm a critical hit with your natural weapons. The type of damage you deal depends on the energy type you chose that day with Lesser Energy Claw. This extra energy damage stacks with the energy damage you deal due to Lesser Energy Claw. If you have not prepared your Lesser Energy Claw ability, you do not deal extra energy damage on a critical hit.
If your natural weapon deals x3 damage on a critical hit, you instead deal 2d8 extra points of energy damage.

Raking Claw: Probably wise to give the text, but that's just a personal preference.

Greater Wounding Bite: Wounding is too strong in my opinion to be dealing with every attack you make. I'd make it a critical hit special.

Greater Poison Bite: Stacks with the lesser ones? Seems like a much bigger jump compared to the change between the first two. Perhaps make it 2d4 instead?
Why Strength damage, by the way?

Fists of Thunder: Um, okay. Seems like another candidate to make into a crit special. You could increase the damage (1d8) and add the deafening quality of Thundering if you do so.

---
I'll comment on the mutations in my next post.
 

it seems a vary powerful class at a first glance. and it needs some fluff....well really a lot of fluff but still. it looks like a neat concept.
borble
 

Mutation comments

Speed Burst:
the speed burst needs to be an enhancement bonus, and be limited to a maximum increase equal to the biowarrior's base speed. I realise you refer to expeditious retreat here (which includes these limitations), but it's often better to spell this stuff out so that you don't need to flip through the PHB.

Thick Skin: I made some changes for clarity in my first response. I changed the language here so that it worked with the main class ability... otherwise your stipulations on non-stacking would mean that this mutation is useless.

You could make this mutation an enhancement bonus, and have the original an actual natural armour increase instead.

Athletic: I felt this should be a racial bonus since your form is changing due to the class.

Grappling Spines: You could add 1d3 piercing damage (lethal, obviously) to the normal damage you deal when you take the "Damage Your Opponent" action when in a grapple.

Vicious: Seems good, but I'd rename it "Brutish" or "Combat Brute" or something like that.

Finned: See my earlier post about movement types. Also, I'd restrict the swim speed to the biowarrior's base speed.

Chameleon Skin: I note that Hide isn't on the biowarrior skill list. Invisibility seems a bit strong... how about giving the ranger's Hide in Plain Sight ability (natural surroundings only)? If you do this, it would be an (Ex) ability, rather than spell-like.

Burrower: Probably just put in the description of the burrow movement type here for clarity.

Extendable Limbs: I'm a bit iffy about this one. Reach is pretty strong.

Also... this is fairly easy to visualise with claws and slams, but how does this interact with a biowarrior who selected bite as his natural attack type? I don't think it would be pretty. :D

Spines: Can a biowarrior do this at will? What kind of action is it to launch spines?May want to peek at the Manticore description for reference.

Are fired spines a natural attack too?

Amphibious: You should spell out what amphibious does, as well as the effect that freedom of movement grants.

Fortified Body: This is extremely strong! I'd split this up into a chain of abilities.

Shocker Glands: I'd allow a reflex saving throw to negate the damage. Perhaps the biowarrior could be fatigued until he "recharges".

Breath Weapon: 1d6 per level? I'd reduce it to 1/2 class level, since this is a mainly melee focus.
This, Energy Claw, and Thunder Fist seem slightly out of place. Shocker Glands seems a little out of place too, but I can see where the inspiration came from.

---
Hope this helps, and that we can all work to polish up your work. :)
 


First, I would like to thank Sound of Azure for his clarity work. Also, The thing I realized is that the 'extended reach' thing is troublesome with bite, so here is my answer, and, as you thought, it isn't pretty. The biowarrior's neck extends like that of a monster whose name escapes me (Oriental Adventures). Also, the mutations and class features are all Extraordinary until further notice. The fluff is coming...

Some of the Natural Weapon Upgrades are based on weapon qualities from the DMG.
 
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No problem, nightmareone.

So what's the deal with the biowarrior's natural attack? Does it use the normal natural attack rule (ie no iterative attacks), or do they break that rule?

How do they get their powers?

nightmareone said:
The biowarrior's neck extends like that of a monster whose name escapes me (Oriental Adventures).
Ew, gross....

nightmareone said:
the mutations and class features are all Extraordinary until further notice.

Ok, fair enough.

Some of the Natural Weapon Upgrades are based on weapon qualities from the DMG.
That's what I thought, and why I made a number of the suggestions that I did.

Anyway, I look forward to seeing the background material.
 

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