Claws and fangs and slams, OH MY! [Archive] - Wizards Community

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nightmaredragon

03-03-07, 07:28 PM
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

Abilities: As they are a mainly martial class, Strength, dexterity, and Constitution are very important. Dexterity is important, as biowarriors are incapable of wearing armor, and constitution is paramount- it provides bonus hit points and determines the saving throw DCs fro mant of their abilities.

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.

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.

Hit Dice: D8
BAB: Full
Good Saves: Fort/Ref
Poor saves: Will

Skill points at first level: (2+int mod) x4
Skill points per level after first: (2+int mod)

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str)

Level......Claw Damage....Bite and Slam Damage.......Natural Armor................Special
1.....................1d4............... ....1d6..............................+1. ....Natural Weapon, Combat Mutation (Least)
2.....................1d4............... ....1d6..............................+1. ..............................-
3.....................1d4............... ....1d6..............................+2. ..............................-
4.....................1d6............... ....1d8..............................+2. ..............................-
5.....................1d6............... ....1d8..............................+3. ....Combat Mutation, Natural Weapon Upagrade I
6.....................1d6............... ....1d8..............................+3. ..............................-
7.....................1d6............... ....1d8..............................+4. ..............................-
8.....................1d8............... ....1d10............................+4.. .............................-
9.....................1d8............... ....1d10............................+5.. ...........Combat Mutation (Lesser)
10....................1d8............... ....1d10............................+5.. .......Natural Weapon Upgrade II
11....................1d8............... ....1d10............................+6.. .............................-
12....................1d10.............. ...2d6..............................+6.. .............................-
13....................1d10.............. ...2d6..............................+7.. ..........Combat Mutation
14....................1d10.............. ...2d6..............................+7.. .............................-
15....................1d10.............. ...2d6..............................+8.. ..........Natural Weapon Upgrade III
16....................2d6............... ....2d8..............................+8. ..............................-
17....................2d6............... ....2d8..............................+9. ...........Combat Mutation (Greater)
18....................2d6............... ....2d8..............................+9. ..............................-
19....................2d6............... ....2d8..............................+10 .............................-
20....................2d8............... ....2d10............................+10. ...........Combat Mutation

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 Weapons: All Biowarriors possess a natural weapon of their choice from the list below. This natural weapon advances in damage as the Bio-Warrior gains levels. The natural weapon damages listed above are for medium Biowarriors, creatures of other size categories have their damages adjusted accordingly. (Note: Unlike normal natural weapons, Biowarriors gain additional attacks from BAB as normal.)

Slam: Slams have a critical threat range of 20/x3, and apply 1 and 1/2 the biowarrior's strength modifier to the attack.

Claw: Claws have a critical threat range of 19-20/x2, and the Biowarrior may choose to take a -2 to all of his attacks whenever he takes the full attack action to gain an additional attack for that full attack.

Bite: Bites have a critical threat range of 19-20/x2, and apply 1 and 1/2 the biowarrior's strength modifier to the attack.

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.



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.




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)

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.





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.



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.




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.





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.



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.



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.



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 gains +1 natural armor.
STABLE. The biowarrior gains +4 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 whenever he pins an opponent, he deals 1d3 damage per round.
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. 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.
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.
nightmaredragon

03-04-07, 10:28 AM
Sorry it looks so wierd.... I can't figure out the code box thingy....
neilthrun

03-04-07, 03:30 PM
Seems like a great idea, but its extremely confusing to read. I'd comment more if it was more neat. Perhaps a little flavor about the class would be good too.
TheAnthroDM

03-04-07, 05:07 PM
You will need to make use of both bold and Code before I can make 6 or sevens of this class, but it looks interesting...
nightmaredragon

03-06-07, 09:09 AM
Yeah, but whenever I put a chart from a Microsoft Word Document Into code, It comes out looking even worse than what you see here. help? Also, bolded stuff.
Templario

03-06-07, 09:12 AM
The Biowarrior

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: The biowarrior’s bite attack deals an extra 2d4 points of damage to the opponent and 1d4 points of damage to the biowarrior.
· Slam:
o 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)
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: 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). The biowarrior must have selected lesser poison bite to choose this upgrade.
o Wounding Bite: The biowarrior’s bite attack gains the wounding quality.
· 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: 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: 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.
o Raking Claw: A biowarrior with this upgrade gains the Rake special attack as described in the monster manual.
· Bite:
o 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.
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). 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: 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 gains +1 natural armor.
STABLE. The biowarrior gains +4 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 whenever he pins an opponent, he deals 1d3 damage per round.
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. 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.
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.

Here we go. Did it worked?
nightmaredragon

03-06-07, 09:14 AM
No, sorry... the natural weapon chart got f*cked up. Not your fault.
aotrscommander

03-06-07, 09:24 AM
A trick I figured out a while a go; don't format it for the boards in Word; whack it in Notepad. The spacing gets retained that way, so you can align it with tabs to yur hreat's content. Then you just put in code tags...


and paste stuff in here


...job done. That's how I do it.

Check the link in my sig, it takes you to the page that actually tells you how to do all sorts of effects (they really should have made the link a bit more prominant it my opinion!)
Ralvuimego

03-06-07, 11:04 AM
I looked at this class once and went "Wait a minute... d8 hit dice... full BAB... Monster-like abilities as class features...Least...Lesser...and Greater mutations... This looks suspiciously familiar..." and realized it looked almost exactly like my Chemical Warrior class with a natural armor, natural weapons that upgrade themselves and a fluff reworking.

Looking at it now, it still looks kind of like mine, but the differences are definately there. In fact, other than BAB, HD, and the monster abilities, our classes are nothing alike. I have to say though, you've definately made a better "Make Your Own Monster" class, at least fluff wise. I suppose this leaves me with only one option...

Nightmaredragon... I challenge you to a duel to the death! :P

EDIT: Oh, and as an apology for jumping to conclusions, Ima gonna clean up your thread a bit. Give me about 10 minutes and I'll have a cleaned up thread format all ready for you.

Alright, Here it is. Your cleaned up Biowarrior. Just change all the "()"s into "[]"s and you're set.

(U)(B)The Biowarrior(/B)(/U)

(B)Hit Dice: (/B) D8
(B)BAB: (/B) Full
(B)Good Saves: (/B) Fort/Ref
(B)Poor saves: (/B) Will

(B)Skill points at first level: (/B) (2+int mod) x4
(B)Skill points per level after first: (/B) (2+int mod)

(B)Class Skills: (/B) Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str)

(B)Level......Claw Damage....Bite and Slam Damage.......Natural Armor................Special(/B)
1.....................1d4............... ....1d6..............................+1. ....Natural Weapon, Combat Mutation (Least)
2.....................1d4............... ....1d6..............................+1. ..............................-
3.....................1d4............... ....1d6..............................+2. ..............................-
4.....................1d6............... ....1d8..............................+2. ..............................-
5.....................1d6............... ....1d8..............................+3. ....Combat Mutation, Natural Weapon Upagrade I
6.....................1d6............... ....1d8..............................+3. ..............................-
7.....................1d6............... ....1d8..............................+4. ..............................-
8.....................1d8............... ....1d10............................+4.. .............................-
9.....................1d8............... ....1d10............................+5.. ...........Combat Mutation (Lesser)
10....................1d8............... ....1d10............................+5.. .......Natural Weapon Upgrade II
11....................1d8............... ....1d10............................+6.. .............................-
12....................1d10.............. ...2d6..............................+6.. .............................-
13....................1d10.............. ...2d6..............................+7.. ..........Combat Mutation
14....................1d10.............. ...2d6..............................+7.. .............................-
15....................1d10.............. ...2d6..............................+8.. ..........Natural Weapon Upgrade III
16....................2d6............... ....2d8..............................+8. ..............................-
17....................2d6............... ....2d8..............................+9. ...........Combat Mutation (Greater)
18....................2d6............... ....2d8..............................+9. ..............................-
19....................2d6............... ....2d8..............................+10 .............................-
20....................2d8............... ....2d10............................+10. ...........Combat Mutation

(B)Weapon and Armor Proficiency: (/B) 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.

(B)Natural Weapons: (/B) All Biowarriors possess a natural weapon of their choice from the list below. This natural weapon advances in damage as the Bio-Warrior gains levels. The natural weapon damages listed above are for medium Biowarriors, creatures of other size categories have their damages adjusted accordingly. (Note: Unlike normal natural weapons, Biowarriors gain additional attacks from BAB as normal.)

(I)Slam: (/I) Slams have a critical threat range of 20/x3, and apply 1 and 1/2 the biowarrior's strength modifier to the attack.

(I)Claw: (/I) Claws have a critical threat range of 19-20/x2, and the Biowarrior may choose to take a -2 to all of his attacks whenever he takes the full attack action to gain an additional attack for that full attack.

(I)Bite: (/I) Bites have a critical threat range of 19-20/x2, and apply 1 and 1/2 the biowarrior's strength modifier to the attack.

(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.

(Sblock=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.
(/Sblock)

(Sblock=Bite)

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)

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.

(/Sblock)

(Sblock=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.

(/Sblock)

(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.

(Sblock=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.
(/Sblock)

(Sblock=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.

(/Sblock)

(Sblock=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.

(/Sblock)

(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.

(Sblock=Claws)

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.
(/Sblock)
(Sblock=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.
(/Sblock)
(/Sblock=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.

(/Sblock)


Just keep your Combat Mutations section the way it is and it's all good.
Rakasha#5

03-06-07, 11:41 AM
As NightmareDragon's partner in the making of this class, I would like to say, no we did not copy off your chemical warrior class and I myself did not even know it existed. But as for your offer of a duel to the death, he agrees, despite being already undead.
Ralvuimego

03-06-07, 11:59 AM
As NightmareDragon's partner in the making of this class, I would like to say, no we did not copy off your chemical warrior class and I myself did not even know it existed. But as for your offer of a duel to the death, he agrees, despite being already undead.

Though it was my original impression, I've come to terms that you guys in fact didn't copy my class. Just clearing this up now in case I sounded like a jerk in my last post. You've just confirmed my suspicions is all.

As for the duel, meet me on the boards at dawn tomorrow; Bring friends. :P
nightmaredragon

03-06-07, 01:02 PM
I shall not need any, but if you insist, Rakasa#5 shall be my second.
Rakasha#5

03-06-07, 01:12 PM
Though it was my original impression, I've come to terms that you guys in fact didn't copy my class. Just clearing this up now in case I sounded like a jerk in my last post. You've just confirmed my suspicions is all.

As for the duel, meet me on the boards at dawn tomorrow; Bring friends. :P

As nightmaredragons second, I must ask
1. Which board?
2. What time?
3. What shall be our weapon?
(also does anyone have any comments on the actual class like if it's balanced or not?)
nightmaredragon

03-06-07, 01:21 PM
What does (/Sblock) mean?
Ralvuimego

03-06-07, 02:05 PM
Sblock does....


Cool, Isn't it?


Oh, and you have to change the ()'s to []'s for it to work. I couldn't post it like that to begin with because you couldn't just copy it.
nightmaredragon

03-06-07, 08:08 PM
Hmmm. Anyway, i'll seeya on the boards in the mornin' for that duel, providing you were serious.
nightmaredragon

03-07-07, 09:00 AM
I'm here.
Ralvuimego

03-07-07, 12:23 PM
I'm here as well. If you didn't get my PM, I'll just say it here.

Lets have it... say 4:00 EST, Your Bio Warrior vs my Chemical Warrior, Level 10, 5000 gold wealth, +0 LA races only.

The thread will be called Bio Warrior vs Chemical Warrior: Ultimate Mutant Showdown!

If anyone is interested in being the dice roller, to keep this fair, send me a PM!
nightmaredragon

03-07-07, 08:09 PM
Awesome. 3/8/07, right?
Memnanth

03-07-07, 09:42 PM
sorry to rain on the fight party, but I have an actual balance comment.
I'm away from books right now, so I can't check, but I believe that wounding has a higher equivalent bonus modifier than the energy damage enhancements (icy, fiery, etc.). Right now you have them getting wounding, or 1d4 of extra energy damage, at the same time. A simple solution would be to give the wounding ability a fort save entry. Come to think of it, I think there's a fort save against the wounding weapon effect anyway.
nightmaredragon

03-08-07, 08:33 PM
As for the weapon quality wounding, you're right: the real thing is a +2 bonus, but doesn't allow a fortitude save. How about I make it "on a critical hit"?
nightmaredragon

03-11-07, 11:11 AM
*Bump*
nightmaredragon

03-13-07, 04:29 PM
Ba*Bump*
neilthrun

03-13-07, 04:42 PM
I feel a biowarrior should have the option of chosing a lower lvl special ability for his natural weapon upgrade,otherwise if you make certian decessions every natural weapon upgrade past that point is already picked for you.
periscope

03-13-07, 07:49 PM
why does the vicious bite deal 1d4 to you for using it?
nightmaredragon

03-14-07, 07:53 PM
it's like the vicious weapon quality from the DMG.
nightmaredragon

08-22-07, 06:44 PM
*ba-dump*
rphair

08-22-07, 09:53 PM
This... is utter and complete awesome. I love the idea of this crazy mutant guy tearing up the battlefield! This is like that Aspect of Nature variant of the Druid, only cooler. I'd love to try to play this class at some point. Anyhoo, kudos for the concept; this is wicked cool.
IronFistMonkCerberlain

08-22-07, 10:26 PM
one word.......... BUUUUYAAAAHHHHH

this is amazing