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Party Foul
2010-09-10, 03:17 PM
Well, this is a kind of strange class in a kind of strange setting... so bear with me, this is basically a class that is meant to fit in just one campain that is totally different from most d&d... so keep that in mind.

Hit Die: d8
Class skills: Balance, Climb, Hide, Intimidate, Jump, Move Silently, Tumble
Skill points at first level: (2+ Int modifier) x4
Skill points at each additional level: 2+ Int modifier
Saves: Fort good, Ref good, Will poor
Base attack bonus: same as hit die
Improvement points:
Level 1: 3
Level 2: 1
Level 3: 1
Level 4: 1
Level 5: 2
Level 6: 2
Level 7: 2
Level 8: 2
Level 9: 3
Level 10: 3
Level 11: 3
Level 12: 3
Level 13: 4
Level 14: 4
Level 15: 4
Level 16: 4
Level 17: 5
Level 18: 5
Level 19: 5
Level 20: 5


Class Features

Proficiencies
An Alchemedial warrior is proficient with all simple weapons and light armor. Some growths prevent certain proficiencies, like wings make it impossible to wear some armor.

Body Focus
You must choose either the path of strength of the path of dexterity. Some improvements require that you have chosen one of the paths. These paths effect your body type, weight, and appearance of improvement.



Strength focus- your body becomes physically bigger and heavier but harder to move around. Your skin toughens a little bit and you.
+2 strength -2 dexterity
+1 AC (natural Armor)
+4 Jump +4 Climb -2 Move Silently -2 Hide


Dexterity focus- your body becomes leaner and lighter, you are more agile but at the cost of some strength. You become slightly better at dodging.
+2 dexterity -2 strength
+1 AC (dodge bonus)
+4 Move Silently, +4 Hide, -2 Jump, -2 Climb

Improvement Points
Alchemedial warriors get a certain amount of improvement points per level that can be used on any of the following abilities. The abilities are arranged by tiers and take a certain amount of Improvement points to learn. When an Alchemedial warrior wants to spend these points, he must visit an Alchemist with the feat for creating Alchemedial warriors to receive the bonus.

Left hand claws (1 point)
The Alchemedial Warrior’s fingernails on his left hand extend out two inches on a medium creature (and proportionally for other sizes), get very sharp, and as strong as steel. These deal damage as claws of the size category of the Alchemedial Warrior.

Right hand claws (1 point)
The Alchemedial Warrior’s fingernails on his right hand extend out two inches on a medium creature (and proportionally for other sizes), get very sharp, and as strong as steel. These deal damage as claws of the size category of the Alchemedial Warrior.

Left foot claws (1 point)
Requires Dexterity focus

The top of the Alchemedial Warrior’s left foot has two sharp bone growths protrude from it that curve up to the toes along with one from straight from the heel. These form a weapon on the feet that deal damage as claws of the same size category as the Alchemedial Warrior. This prevents the Alchemedial warrior from using any type of boots or shoes.

Right foot claws (1 point)
Requires Dexterity focus

The top of the Alchemedial Warrior’s right foot has two sharp bone growths protrude from it that curve up to the toes along with one from straight from the heel. These form a weapon on the feet that can be used like claws of the same size category as the Alchemedial Warrior. This prevents the Alchemedial warrior from using any type of boots or shoes.

Left hand claws serrated (1 point)
Requires Strength Focus

The Alchemedial Warrior’s fingernails on his left hand extend out four inches on a medium creature (and proportionally for other sizes), get very sharp and serrated along the insides, and as strong as steel. These deal damage as claws of one size category higher than the Alchemedial Warrior.

Right hand claws serrated (1 point)
Requires Strength Focus

The Alchemedial Warrior’s fingernails on his right hand extend four inches on a medium creature (and proportionally for other sizes), get very sharp and serrated along the insides, and as strong as steel. These deal damage as claws of one size category higher than the Alchemedial Warrior.

Toughness (1 point)
The Alchemedial Warrior gains 3 hit points. This improvement can be taken multiple times.

Multi attack (1 point)
Requires Dexterity Focus.

The Alchemedial warrior’s secondary attacks with his natural weapons only take a -2 penalty as opposed to -6 and -10.

Weapon Focus Claws (1 point)
Requires Strength Focus

The Alchemedial Warrior gets +1 attack bonus whenever attacking with claws.

Lightening Reflexes (1 point)
Requires Dexterity Focus

The Alchemedial Warrior gets +2 to his reflex save.

Great fortitude (1 point)
Requires Strength Focus

The Alchemedial Warrior gets +2 to his constitution save.

Natural armor (1, 2, 3, 4, 5…. points)
The Alchemedial Warrior’s skin begins to toughen into a leathery surface for a Dexterity Alchemedial Warrior and a scaly surface for a Strength Alchemedial Warrior giving the Alchemedial Warrior a +1 Natural Armor Bonus for each time he takes this improvement. Each time this improvement is taken, the amount of Improvement points used is increased by 1.

Padded feet (1 point)
Requires Dexterity Focus

The Alchemedial Warrior’s feet develop soft pads that don’t make much sound, he gets +4 to move silently checks

Intimidating Presence (1 point)
Requires Strength Focus

The Alchemedial Warrior’s body is basically the definition of imposing and gets a +4 to intimidate checks.

Fangs (2 points)
The Alchemedial Warrior’s canine teeth double in length and become razor-sharp. This allows the Alchemedial Warrior to make a bite attack that deals damage as its size category.

Weapon Focus Bite (2 points)
Requires Strength Focus

The Alchemedial Warrior gets +1 attack bonus whenever biting an opponent.

Strengthen Ligaments (2 points)
The Alchemedial Warriors ligaments get strengthened so he takes 2d6 less damage from falling whenever he lands on his feet. If the Alchemedial Warrior is pushed off, or falls off of something when not in control, he has a 40% chance of landing on his feet.

Feline Grace (2 points)
Requires Dexterity Focus

The Alchemedial Warrior always lands on his feet unless under conditions where that would be impossible.

Dark vision (2 points)
The Alchemedial Warrior gets 60ft dark vision. The Alchemedial Warriors eyes turn pitch black.

Weapon Specialization Claws (2 points)
Requires Strength Focus, Weapon focus claws, and base attack bonus +4

The Alchemedial Warrior gets a +2 on all damage rolls made using his claws.

Improved natural attack (2 points)
Requires Base attack bonus +4

All natural weapons deal damage as one size category higher than they already do.

Strong stomach (2 points)
The Alchemedial Warrior gets +2 to all saves against poisons.

Pain Killer (3 points)
Requires Strength Focus

The Alchemedial Warrior is immune to nonlethal damage.

Rake (3 points)
Requires Strength Focus and base attack bonus of +5

When an Alchemedial Warrior engages in a grapple, he gains 2 extra attacks with his claws and none of the attacks have the normal -4 penalty for grappling.

Scent (3 points)
The Alchemedial Warrior gains the ability scent.

Rend (3 points)
Requires Dexterity Focus, base attack bonus of +5

When the Alchemedial Warrior hits with two or more of his natural weapons, they get stuck in the opponent and the Alchemedial Warrior rips them out away from each other causing an extra 2d6+9 points of damage.


Improved multi attack (3 points)
Requires Dexterity Focus, Multi attack, 3 or more natural weapons, and base attack bonus of +7

The Alchemedial Warrior takes no penalties to his secondary natural weapons.

Greater Weapon Focus Claws (3 points)
Requires Strength Focus, Weapon Specialization claws, and base attack bonus +8

The Alchemedial Warrior gets an additional +1 roll to all attacks made with his claws.

Run speed (3 points)
Dexterity Focus

The Alchemedial Warrior’s body is shaped to be the perfect size and strength for running (basically he gets Usane Bolt’s body) and his base land speed is increased by 10ft

Swim speed (3 points)
Requires Strength Focus

The Alchemedial Warrior’s body is shaped to be the perfect size and strength for swimming (basically he gets Micheal Phelpps’ body) and he gains a swim speed of 20ft

Spider Climb (4 points)
The Alchemedial Warrior grows small spikes out of his hands and feet that allow him to climb on walls when using all four limbs. (Exactly like spider climb) but this effect does not work through clothing (gloves or boots).

Greater Weapon Specialization Claws (4 points)
Requires Strength Focus, Greater weapon focus claws, and Base attack bonus +12

The Alchemedial Warrior deals an additional +2 damage to all attacks made with his claws.

Poison Gland, Black Adder (4 points)
Requires Dexterity Focus, Base attack Bonus +9, Fangs

The Alchemedial Warrior actually grows a poison gland like a black adder’s so that whenever he has a successful bite attack, his opponent is injected with black adders poison (1d6 constitution then 1d6 constitution 1 minute later)

Poison Gland, Large Scorpion (4 points)
Requires Strength Focus, Base attack bonus +9, Fangs

The Alchemedial Warrior actually grows a poison gland like a giant scorpion’s so that whenever he has a successful bite attack, his opponent is injected with giant scorpion’s poison (1d6 strength then 1d6 strength 1 minute later)

Chameleon (5 points)
Requires Dexterity Focus

The Alchemedial Warrior’s skin constantly changes to match what is behind him giving him a +10 hide bonus.

Wings (5 points)
The Alchemedial Warrior grows a pair of wings and gets a flight speed with average mobility equal to their base land speed. If the Alchemedial Warrior is Strength focused, these are basically hawk wings, if Dexterity focused, they are jet black raven wings.

Frightful Gaze (5 points)
Requires base attack bonus +9

The Alchemedial Warrior gains a gaze attack that makes any opponent who fails the will save shaken.


so yeah, just ask any questions in a comment and i will try to answer them