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.
"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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