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<blockquote data-quote="Sound of Azure" data-source="post: 3384119" data-attributes="member: 40749"><p>No worries. Call it a community service. <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><p></p><p>---</p><p></p><p>@ <strong>nightmareone</strong></p><p></p><p>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.</p><p></p><p>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? </p><p></p><p>These things would have a direct bearing on the nature of their powers, and the direction the abilities could be changed to.</p><p></p><p><span style="color: Blue"><span style="font-size: 12px"><strong>Specific notes:</strong></span></span></p><p></p><p><strong>Natural Weapons! </strong> 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.</p><p></p><p><strong>Movement Modes:</strong> It'd probably be good to include the special notes that accompany gaining a Burrow, Climb, Fly, or Swim speed.</p><p></p><p><strong>Natural Weapon Upgrades</strong></p><p><strong>Vicious Bite:</strong> 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:</p><p></p><p></p><p></p><p><strong>Intestinal Slam: </strong> Duration is far too long for something that works on <strong>every </strong> 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). </p><p></p><p><strong>Lesser Energy Claw:</strong> This is one of the abilities I think needs to be supernatural.</p><p></p><p><strong>Greater Intestinal Slam:</strong> That's just nasty! See the notes for Intestinal Slam.</p><p></p><p><strong>Energy Claw: </strong> Does this stack with the earlier one? Can you use them both at the same time? Personally, I'd make it like this:</p><p></p><p></p><p><strong>Raking Claw:</strong> Probably wise to give the text, but that's just a personal preference.</p><p></p><p><strong>Greater Wounding Bite: </strong> Wounding is too strong in my opinion to be dealing with every attack you make. I'd make it a critical hit special.</p><p></p><p><strong>Greater Poison Bite: </strong> Stacks with the lesser ones? Seems like a much bigger jump compared to the change between the first two. Perhaps make it 2d4 instead?</p><p>Why Strength damage, by the way?</p><p></p><p><strong>Fists of Thunder:</strong> 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.</p><p></p><p>---</p><p>I'll comment on the mutations in my next post.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3384119, member: 40749"] No worries. Call it a community service. :) --- @ [B]nightmareone[/B] 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. [COLOR=Blue][SIZE=3][B]Specific notes:[/B][/SIZE][/COLOR] [B]Natural Weapons! [/B] 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. [B]Movement Modes:[/B] It'd probably be good to include the special notes that accompany gaining a Burrow, Climb, Fly, or Swim speed. [B]Natural Weapon Upgrades Vicious Bite:[/B] 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: [B]Intestinal Slam: [/B] Duration is far too long for something that works on [B]every [/B] 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). [B]Lesser Energy Claw:[/B] This is one of the abilities I think needs to be supernatural. [B]Greater Intestinal Slam:[/B] That's just nasty! See the notes for Intestinal Slam. [B]Energy Claw: [/B] Does this stack with the earlier one? Can you use them both at the same time? Personally, I'd make it like this: [B]Raking Claw:[/B] Probably wise to give the text, but that's just a personal preference. [B]Greater Wounding Bite: [/B] Wounding is too strong in my opinion to be dealing with every attack you make. I'd make it a critical hit special. [B]Greater Poison Bite: [/B] 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? [B]Fists of Thunder:[/B] 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. [/QUOTE]
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