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<blockquote data-quote="Sound of Azure" data-source="post: 3384240" data-attributes="member: 40749"><p><span style="color: Blue"><strong>Mutation comments</strong></span><strong></strong></p><p><strong></strong></p><p><strong>Speed Burst:</strong> 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 <em>expeditious retreat</em> 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.</p><p></p><p><strong>Thick Skin:</strong> 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. </p><p></p><p>You could make this mutation an enhancement bonus, and have the original an actual natural armour increase instead.</p><p></p><p><strong>Athletic:</strong> I felt this should be a racial bonus since your form is changing due to the class. </p><p></p><p><strong>Grappling Spines: </strong> 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.</p><p></p><p><strong>Vicious: </strong> Seems good, but I'd rename it "Brutish" or "Combat Brute" or something like that.</p><p></p><p><strong>Finned:</strong> See my earlier post about movement types. Also, I'd restrict the swim speed to the biowarrior's base speed.</p><p></p><p><strong>Chameleon Skin: </strong> 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.</p><p></p><p><strong>Burrower:</strong> Probably just put in the description of the burrow movement type here for clarity.</p><p></p><p><strong>Extendable Limbs:</strong> I'm a bit iffy about this one. Reach is pretty strong.</p><p></p><p>Also... this is fairly easy to visualise with <strong>claws</strong> and <strong>slams</strong>, but how does this interact with a biowarrior who selected <strong>bite</strong> as his natural attack type? I don't think it would be pretty. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p><strong>Spines: </strong> 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. </p><p></p><p>Are fired spines a natural attack too? </p><p></p><p><strong>Amphibious: </strong> You should spell out what amphibious does, as well as the effect that freedom of movement grants.</p><p></p><p><strong>Fortified Body: </strong> This is extremely strong! I'd split this up into a chain of abilities.</p><p></p><p><strong>Shocker Glands: </strong> I'd allow a reflex saving throw to negate the damage. Perhaps the biowarrior could be fatigued until he "recharges". </p><p></p><p><strong>Breath Weapon: </strong> 1d6 per level? I'd reduce it to 1/2 class level, since this is a mainly melee focus.</p><p>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.</p><p></p><p>---</p><p>Hope this helps, and that we can all work to polish up your work. <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: 3384240, member: 40749"] [COLOR=Blue][B]Mutation comments[/B][/COLOR][B] Speed Burst:[/B] 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 [I]expeditious retreat[/I] 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. [B]Thick Skin:[/B] 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. [B]Athletic:[/B] I felt this should be a racial bonus since your form is changing due to the class. [B]Grappling Spines: [/B] 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. [B]Vicious: [/B] Seems good, but I'd rename it "Brutish" or "Combat Brute" or something like that. [B]Finned:[/B] See my earlier post about movement types. Also, I'd restrict the swim speed to the biowarrior's base speed. [B]Chameleon Skin: [/B] 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. [B]Burrower:[/B] Probably just put in the description of the burrow movement type here for clarity. [B]Extendable Limbs:[/B] I'm a bit iffy about this one. Reach is pretty strong. Also... this is fairly easy to visualise with [B]claws[/B] and [B]slams[/B], but how does this interact with a biowarrior who selected [B]bite[/B] as his natural attack type? I don't think it would be pretty. :D [B]Spines: [/B] 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? [B]Amphibious: [/B] You should spell out what amphibious does, as well as the effect that freedom of movement grants. [B]Fortified Body: [/B] This is extremely strong! I'd split this up into a chain of abilities. [B]Shocker Glands: [/B] I'd allow a reflex saving throw to negate the damage. Perhaps the biowarrior could be fatigued until he "recharges". [B]Breath Weapon: [/B] 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. :) [/QUOTE]
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