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The Biowarrior
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<blockquote data-quote="Sound of Azure" data-source="post: 3383954" data-attributes="member: 40749"><p>Edited for clarity, comments to follow at a later time.</p><p></p><p><strong><span style="color: Blue">“Biowarrior” </span></strong> by Nightmareone</p><p><strong>HD: </strong> d8</p><p></p><p><span style="font-size: 15px"><span style="color: Blue"><strong>The Biowarrior</strong></span></span></p><p>[CODE]Level BAB FRW Nat AC Special </p><p>1st +1 2/2/0 +1 Natural Weapon, Combat Mutation (least), Augmented Critical </p><p>2nd +2 3/3/0 +1 -</p><p>3rd +3 3/3/1 +2 -</p><p>4th +4 4/4/1 +2 -</p><p>5th +5 4/4/1 +3 Combat Mutation, Natural Weapon Upgrade I</p><p>6th +6 5/5/2 +3 -</p><p>7th +7 5/5/2 +4 -</p><p>8th +8 6/6/2 +4 -</p><p>9th +9 6/6/3 +5 Combat Mutation (Lesser)</p><p>10th +10 7/7/3 +5 Natural Weapon Upgrade II</p><p>11th +11 7/7/3 +6 -</p><p>12th +12 8/8/4 +6 -</p><p>13th +13 8/8/4 +7 Combat Mutation</p><p>14th +14 9/9/4 +7 -</p><p>15th +15 9/9/5 +8 Natural Weapon Upgrade III</p><p>16th +16 10/10/5 +8 -</p><p>17th +17 10/10/5 +9 Combat Mutation (Greater)</p><p>18th +18 11/11/6 +9 -</p><p>19th +19 11/11/6 +10 -</p><p>20th +20 12/12/6 +10 Combat Mutation[/CODE]</p><p></p><p></p><p><span style="color: Blue"><span style="font-size: 15px"><strong>Class Skills</strong></span></span></p><p>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).</p><p><strong>Skill Points at 1st level:</strong> (2+ Int modifier) x 4</p><p><strong>Skill Points at Each Level: </strong> 2+ Int modifier</p><p></p><p><span style="font-size: 12px"><span style="color: Blue"><strong>Class Features</strong></span></span></p><p>All of the following are class features of the biowarrior class.</p><p></p><p><strong>Weapon and Armour Proficiency: </strong> 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.</p><p></p><p><strong>Natural Weapon: </strong> </p><p>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. </p><p></p><p><span style="color: Blue"><strong>Biowarrior Natural Weapons</strong></span></p><p></p><p>[CODE]Class Level Bite (P) Claw (S)* Slam(B)</p><p>1-3 1d6 1d4 1d6</p><p>4-7 1d8 1d6 1d8</p><p>8-11 1d10 1d8 1d10</p><p>12-15 2d6 1d10 2d6</p><p>16-19 2d8 2d6 2d8</p><p>20+ 2d10 2d8 2d10[/CODE]</p><p><span style="font-size: 9px">*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.</span></p><p></p><p>A small or large biowarrior deals a different amount of damage compared to a medium biowarrior, as summarised below.</p><p></p><p><span style="color: Blue"><strong>Small or large biowarrior natural weapon damage</strong></span></p><p>[CODE]Level Damage (Small) Damage (Large)</p><p>1-3 1d4/1d3/1d4 1d8/1d6/1d8</p><p>4-7 1d6/1d4/1d6 2d6/1d8/2d6</p><p>8-11 1d8/1d6/1d8 2d8/1d10/2d8</p><p>12-15 1d10/1d8/1d10 3d6/2d6/3d6</p><p>16-19 2d6/1d10/2d6 3d8/2d8/3d8</p><p>20 2d8/2d6/2d8 4d8/2d10/4d8[/CODE]</p><p></p><p><strong>Augmented Critical:</strong> 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.</p><p></p><p><strong>Natural Armour Bonus: </strong> 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.</p><p></p><p><strong>Combat Mutation: </strong> Biowarriors gain a series of abilities at certain levels that enhance their combat ability. </p><p>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. </p><p></p><p>Combat mutations are chosen from the combat mutations list at the end of the entry.</p><p></p><p><strong>Natural Weapon Upgrade I: </strong> 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.</p><p></p><p><strong>Claws</strong></p><p><em>Climbing Claws:</em> The climbing claws upgrade grants the biowarrior a climb speed of 20 feet.</p><p></p><p><em>Grappling Claws:</em> The biowarrior gains a bonus to grapple checks equal to half his class level.</p><p></p><p><strong>Bite</strong></p><p><em>Lesser Poisonous Bite:</em> 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)</p><p></p><p><em>Vicious Bite:</em> The biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent and 1d4 points of damage to the biowarrior.</p><p></p><p><strong>Slam</strong></p><p><em>Intestinal Slam:</em> 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)</p><p></p><p><em>Dazing Slam:</em> 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.</p><p></p><p><strong>Natural Weapon Upgrade II: </strong> 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.</p><p></p><p><strong>Claws</strong></p><p><em>Keen Claws: </em> The biowarrior’s threat range with his claws increases by 1, usually from 19-20/x2 to 18-20/x2.</p><p></p><p><em>Lesser Energy Claw: </em> 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.</p><p></p><p><strong>Bite</strong></p><p><em>Poison Bite:</em> 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.</p><p></p><p><em>Wounding Bite:</em> The biowarrior’s bite attack gains the wounding quality.</p><p></p><p><strong>Slam</strong></p><p><em>Stunning Slam: </em> 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.</p><p></p><p><em>Greater Intestinal Slam:</em> 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.</p><p></p><p><strong>Natural Weapon Upgrade III: </strong> 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.</p><p></p><p><strong>Claw</strong></p><p><em>Energy Claw: </em> 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.</p><p></p><p><em>Raking Claw: </em> A biowarrior with this upgrade gains the Rake special attack as described in the monster manual.</p><p></p><p><strong>Bite</strong></p><p><em>Greater Wounding Bite: </em> 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.</p><p></p><p><em>Greater Poison Bite: </em> 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.</p><p></p><p><strong>Slam</strong></p><p><em>Paralyzing Slam: </em> 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.</p><p></p><p><em>Fists of Thunder: </em> The biowarrior’s slam attack deals 1d6 extra sonic damage whenever it hits.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Blue"><strong>Combat Mutations</strong></span></span><span style="color: Blue"><strong></strong></span></p><p><span style="color: Blue"><strong></strong></span></p><p><span style="color: Blue"><strong>Least</strong></span><strong></strong></p><p><strong>Nightborn:</strong> The biowarrior gains Darkvision out to 60 feet.</p><p></p><p><strong>Speed Burst:</strong> 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.</p><p></p><p><strong>Thick Skin: </strong> 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.</p><p></p><p><strong>Stablility: </strong> 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.</p><p></p><p><strong>Athletic: </strong> The biowarrior gains a +2 racial bonus to Climb, Jump, and Swim checks.</p><p></p><p><strong>Grappling Spines: </strong> The biowarrior gains a +2 bonus to grapple checks and whenever he pins an opponent, he deals 1d3 piercing damage per round.</p><p></p><p><strong>Vicious: </strong> The biowarrior gains a +4 bonus when attempting a bull rush or trip. A biowarrior with this combat mutation may not select Stable.</p><p></p><p><strong>Hold Breath: </strong> The biowarrior can hold his breath for a number of rounds equal to 8 times his Con score.</p><p></p><p><strong>Slick: </strong> The biowarrior gains a +3 racial bonus to escape artist checks and grapple checks made to escape a grapple.</p><p></p><p><strong>Biological Antimagic:</strong> The biowarrior gains a +2 bonus on all saves made to resist spells and spell-like abilities.</p><p></p><p><span style="color: Blue"><strong>Lesser</strong></span><strong></strong></p><p><strong>Finned: </strong> The biowarrior gains a swim speed equal to his land speed. The biowarrior must have selected Hold breath to choose this mutation.</p><p></p><p><strong>Chameleon Skin: </strong> 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.</p><p></p><p><strong>Energy Resistance: </strong> 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.</p><p></p><p><strong>Damage Reduction: </strong> The biowarrior gains Damage Reduction 1/- per 5 levels. The biowarrior must have selected thick skin to choose this mutation.</p><p></p><p><strong>Burrower: </strong> The Biowarrior gains a burrow speed of 20 feet.</p><p></p><p><strong>Extendable Limbs: </strong> The biowarrior adds 5 feet to his reach.</p><p></p><p><strong>Spines: </strong> 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.</p><p></p><p><strong>Blindsense: </strong> The biowarrior gains blindsense out to 60 feet. The biowarrior must have selected nightborn to choose this mutation.</p><p></p><p><span style="color: Blue"><strong>Greater</strong></span><strong></strong></p><p><strong>Wings: </strong> The biowarrior gains a fly speed of 60 feet with average maneuverability.</p><p></p><p><strong>Adrenaline Rush: </strong> 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.</p><p></p><p><strong>Amphibious: </strong> The biowarrior gains the amphibious special quality and no longer takes any penalties underwater, as though he were effected by a <em>freedom of movement</em> spell. The biowarrior must have selected finned to choose this mutation.</p><p></p><p><strong>Blindsight:</strong> 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.</p><p>Fast Healing: The biowarrior gains fast healing 1 per 4 class levels.</p><p></p><p><strong>Greater Biological Antimagic:</strong> The biowarrior gains spell resistance 10 + ½ his class level. The biowarrior must have selected biological antimagic to choose this mutation.</p><p>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.</p><p></p><p><strong>Shocker Glands:</strong> 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.</p><p></p><p><strong>Breath Weapon:</strong> 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.</p><p></p><p>---</p><p>Hope it makes it easier to read for everyone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3383954, member: 40749"] Edited for clarity, comments to follow at a later time. [B][COLOR=Blue]“Biowarrior” [/COLOR][/B] by Nightmareone [B]HD: [/B] d8 [SIZE=4][COLOR=Blue][B]The Biowarrior[/B][/COLOR][/SIZE] [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[/CODE] [COLOR=Blue][SIZE=4][B]Class Skills[/B][/SIZE][/COLOR] 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). [B]Skill Points at 1st level:[/B] (2+ Int modifier) x 4 [B]Skill Points at Each Level: [/B] 2+ Int modifier [SIZE=3][COLOR=Blue][B]Class Features[/B][/COLOR][/SIZE] All of the following are class features of the biowarrior class. [B]Weapon and Armour Proficiency: [/B] 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. [B]Natural Weapon: [/B] 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. [COLOR=Blue][B]Biowarrior Natural Weapons[/B][/COLOR] [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[/CODE] [SIZE=1]*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.[/SIZE] A small or large biowarrior deals a different amount of damage compared to a medium biowarrior, as summarised below. [COLOR=Blue][B]Small or large biowarrior natural weapon damage[/B][/COLOR] [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[/CODE] [B]Augmented Critical:[/B] 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. [B]Natural Armour Bonus: [/B] 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. [B]Combat Mutation: [/B] 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. [B]Natural Weapon Upgrade I: [/B] 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. [B]Claws[/B] [I]Climbing Claws:[/I] The climbing claws upgrade grants the biowarrior a climb speed of 20 feet. [I]Grappling Claws:[/I] The biowarrior gains a bonus to grapple checks equal to half his class level. [B]Bite[/B] [I]Lesser Poisonous Bite:[/I] 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) [I]Vicious Bite:[/I] The biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent and 1d4 points of damage to the biowarrior. [B]Slam[/B] [I]Intestinal Slam:[/I] 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) [I]Dazing Slam:[/I] 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. [B]Natural Weapon Upgrade II: [/B] 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. [B]Claws[/B] [I]Keen Claws: [/I] The biowarrior’s threat range with his claws increases by 1, usually from 19-20/x2 to 18-20/x2. [I]Lesser Energy Claw: [/I] 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. [B]Bite[/B] [I]Poison Bite:[/I] 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. [I]Wounding Bite:[/I] The biowarrior’s bite attack gains the wounding quality. [B]Slam[/B] [I]Stunning Slam: [/I] 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. [I]Greater Intestinal Slam:[/I] 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. [B]Natural Weapon Upgrade III: [/B] 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. [B]Claw[/B] [I]Energy Claw: [/I] 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. [I]Raking Claw: [/I] A biowarrior with this upgrade gains the Rake special attack as described in the monster manual. [B]Bite[/B] [I]Greater Wounding Bite: [/I] 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. [I]Greater Poison Bite: [/I] 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. [B]Slam[/B] [I]Paralyzing Slam: [/I] 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. [I]Fists of Thunder: [/I] The biowarrior’s slam attack deals 1d6 extra sonic damage whenever it hits. [SIZE=3][COLOR=Blue][B]Combat Mutations[/B][/COLOR][/SIZE][COLOR=Blue][B] Least[/b][/COLOR][B] Nightborn:[/B] The biowarrior gains Darkvision out to 60 feet. [B]Speed Burst:[/B] 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. [B]Thick Skin: [/B] 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. [B]Stablility: [/B] 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. [B]Athletic: [/B] The biowarrior gains a +2 racial bonus to Climb, Jump, and Swim checks. [B]Grappling Spines: [/B] The biowarrior gains a +2 bonus to grapple checks and whenever he pins an opponent, he deals 1d3 piercing damage per round. [B]Vicious: [/B] The biowarrior gains a +4 bonus when attempting a bull rush or trip. A biowarrior with this combat mutation may not select Stable. [B]Hold Breath: [/B] The biowarrior can hold his breath for a number of rounds equal to 8 times his Con score. [B]Slick: [/B] The biowarrior gains a +3 racial bonus to escape artist checks and grapple checks made to escape a grapple. [B]Biological Antimagic:[/B] The biowarrior gains a +2 bonus on all saves made to resist spells and spell-like abilities. [COLOR=Blue][B]Lesser[/B][/COLOR][B] Finned: [/B] The biowarrior gains a swim speed equal to his land speed. The biowarrior must have selected Hold breath to choose this mutation. [B]Chameleon Skin: [/B] 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. [B]Energy Resistance: [/B] 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. [B]Damage Reduction: [/B] The biowarrior gains Damage Reduction 1/- per 5 levels. The biowarrior must have selected thick skin to choose this mutation. [B]Burrower: [/B] The Biowarrior gains a burrow speed of 20 feet. [B]Extendable Limbs: [/B] The biowarrior adds 5 feet to his reach. [B]Spines: [/B] 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. [B]Blindsense: [/B] The biowarrior gains blindsense out to 60 feet. The biowarrior must have selected nightborn to choose this mutation. [COLOR=Blue][B]Greater[/B][/COLOR][B] Wings: [/B] The biowarrior gains a fly speed of 60 feet with average maneuverability. [B]Adrenaline Rush: [/B] 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. [B]Amphibious: [/B] The biowarrior gains the amphibious special quality and no longer takes any penalties underwater, as though he were effected by a [I]freedom of movement[/I] spell. The biowarrior must have selected finned to choose this mutation. [B]Blindsight:[/B] 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. [B]Greater Biological Antimagic:[/B] 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. [B]Shocker Glands:[/B] 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. [B]Breath Weapon:[/B] 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. :) [/QUOTE]
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