PDA

View Full Version : Contest Base Class Contest XXXIII - ...And Old Lace [3.5]



Temotei
2016-04-05, 03:12 AM
...And Old Lace

Welcome to Base Class Contest number thirty-three! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of poison; anything is possible, from an assassin dedicated to the art of poison to witches whose potions are poisonous as often as not to a class so evil at its core that even its alignment is poison, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on May 19th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Envenom!

Temotei
2016-04-05, 03:13 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2016-04-06, 12:44 PM
The Sacred Asp Mage
"Even fire may poison, even sound may sap your spirit."

Sacred asp magi are mainly evokers (although they have some other spells) who alter their damaging power into corrosive, poisonous powers. Their abilities are almost always damaging, though they can alter the damaging potential of their spells to drain creatures' abilities.

Adventures: Sacred asp magi adventure for the greater good. They are also interested in finding new poisons.

Characteristics: Sacred asp magi can weaken opponents to make them more susceptible to attack or diplomacy. They also have some martial skill.

Alignment: Any Exalted. Sacred asp magi do not suffer the alignment consequences of using poison, and the exalted feats vow of nonviolence and vow of peace do work with Venomous Substitution.

Religion: Any good deity, or any neutral deity of the same law-chaos axis who grants the scalykind domain (such as Ubtao for a NG sacred asp mage, Finder Wyvernspur for a CG one or Null for a LG one) or no deity.

Background: Sacred asp magi are usually the servants of a good-aligned god, though occasionally those few gods who rise above the evil associated with snakes are worshiped for their honest attempt at goodness. The sacred asp mage usually learns evocations from wizards, sorcerers or even adepts, but quickly learns to alter their spells to poison their foes rather than killing them directly.

Races: Any. Good-aligned drow, while few and far between, make good sacred asp magi (although they usually call themselves sacred spider magi instead).

Other Classes: Sacred asp magi mystify paladins, who are unable to contemplate the idea that a poison user could be good, let alone exalted. Other classes find the sacred asp mage strange, but can understand their motivations and their methods.

Role: Sacred asp magi can be used to help defeat enemies faster, or to reduce their mental defences (possibly allowing another exalted character with Vow of Nonviolence to use their save DC bonus to incapacitate the foe).

Adaptation: If you don't have the Book of Exalted Deeds, change the alignment to Any Good. If the character doesn't care for snakes (such as the sacred spider magi) they can take levels in the class anyway, but cannot worship neutral gods (unless, at DM discretion, you choose another domain to substitute for scalykind).

GAME RULE INFORMATION
Sacred asp magi have the following game statistics.
Abilities: Charisma and dexterity are important to sacred asp magi. They also make capable combatants, but they will either need high strength or to use a ranged weapon in this case.
Alignment: Any exalted
Hit Die: d8
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills
The sacred asp mage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Sacred asp mage

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Poison Use, Nonlethal Substitution, Subduing Strike31————————
2nd+1+3+0+3Venomous Substitution32————————
3rd+2+3+1+3321———————
4th+3+4+1+4332———————
5th+3+4+1+4Poison Immunity3321——————
6th+4+5+2+53332——————
7th+5+5+2+533321—————
8th+6/+1+6+2+6Draining Substitution33332—————
9th+6/+1+6+3+6333321————
10th+7/+2+7+3+7Disease Immunity333332————
11th+8/+3+7+3+73333321———
12th+9/+4+8+4+83333332———
13th+9/+4+8+4+833333321——
14th+10/+5+9+4+9Burning Substitution33333332——
15th+11/+6/+1+9+5+9Fortitude Immunity333333321—
16th+12/+7/+2+10+5+10333333332—
17th+12/+7/+2+10+5+103333333321
18th+13/+8/+3+11+6+113333333332
19th+14/+9/+4+11+6+113333333333
20th+15/+10/+5+12+6+12Crippling Substitution3333333333

Class Features
All of the following are class features of the sacred asp mage.

Weapon and Armor Proficiency
Sacred asp magi are proficient in all simple and martial weapons but with no type of armour or shields.

Spells
Sacred asp magi cast spells just like sorcerers do, except that they know every spell on the sacred asp mage spell list and every exalted spell of a level they can cast, and can cast any of them spontaneously.

Poison Use (Ex)
Sacred asp magi never risk poisoning themselves when applying poison to a weapon. They treat poison use as a neutral act.

Nonlethal Substitution, Subdual Strike
These feats are gained as bonus feats at first level.

Venomous Substitution
From 2nd level, the sacred asp mage can use her damaging spells to poison her foes instead of damaging them. The spell deals no damage, but instead for each 5 points of damage the spell would deal to one creature, the creature suffers an effect based on the damage type of the spell:

Bludgeoning: Fortitude at spell's DC or unconsciousness for 1d4 rounds.
Slashing: Movement speed reduced by 5 feet for 1 round (additional damage extends the effect rather than slowing the creature more).
Piercing: Creature starts bleeding, 1 bleed/round until healed (additional damage increases the bleed damage).
Fire: 1 CHA damage.
Cold: 1 DEX damage.
Electricity: 1 WIS damage.
Acid: 1 STR damage.
Sonic: 1 INT damage.
Force: 1 CON damage.
Divine Power: 1 random physical ability damage.
City: 1 random mental ability damage.
Untyped or True: Choose any other effect.
Other: 1 random ability damage.

Damage is carried over between different applications of damage of the same type from the same spell (so if a magic missile rolled 5, 3, and 4 damage, the target would take 2 CON damage, not just 1, because the total damage is 12 which rounds down to 10, even though there was only one instance of 5 damage being dealt at once. Similarly, an acid arrow that dealt 5, 3 and 4 damage would instead deal 1 STR damage on the first round and 1 more on the third) but not from damage done by different spells (so if a flame strike dealt 35 damage, it would only actually do 3 WIS and three randomly determined physical ability damage, even though you would expect it to have 7 effects). For divine power, city, or other, randomise each point of damage. For untyped or true, you can choose once for each 5 damage the spell would deal.

Ignore any resistances or immunities that the target has (except with regard to damaging nonabilities). A construct with fire immunity is still totally susceptible to a venomous substituted fireball.

Creatures struck by the bludgeoning effect save once to negate the entire effect. For example, if 15 bludgeoning damage were substituted, a creature saves once to prevent 3d4 rounds of unconsciousness.

Poison Immunity (Ex)
From 5th level, the sacred asp mage is immune to poison.

Draining Substitution

From 8th level, you can use the following effects instead of the normal effects of venomous substitution.

Bludgeoning: Fortitude at spell's DC or unconsciousness for 1d4 minutes.
Slashing: Movement speed reduced by 10 feet for 1 round (additional damage extends the effect rather than slowing the creature more).
Piercing: Creature starts bleeding, 1 bleed/round until healed with mundane heal skill only (additional damage increases the bleed damage).
Fire: 1 CHA drain.
Cold: 1 DEX drain.
Electricity: 1 WIS drain.
Acid: 1 STR drain.
Sonic: 1 INT drain.
Force: 1 CON drain.
Divine Power: 1 random physical ability drain.
City: 1 random mental ability drain.
Untyped or True: Choose any other effect.
Other: 1 random ability drain.

Disease Immunity (Ex)
From 10th level, the sacred asp mage is immune to disease.

Burning Substitution

From 14th level, you can use the following effects instead of the normal effects of venomous substitution.

Bludgeoning: Fortitude at spell's DC or unconsciousness for 1d4*10 minutes.
Slashing: Movement speed reduced by 15 feet for 1 round (additional damage extends the effect rather than slowing the creature more).
Piercing: Creature starts bleeding, 1 bleed/round until healed with mundane heal skill only (additional damage increases the bleed damage) and magical healing is reduced by 1 for the duration (additional damage increases this).
Fire: 1 CHA burn.
Cold: 1 DEX burn.
Electricity: 1 WIS burn.
Acid: 1 STR burn.
Sonic: 1 INT burn.
Force: 1 CON burn.
Divine Power: 1 random physical ability burn.
City: 1 random mental ability burn.
Untyped or True: Choose any other effect.
Other: 1 random ability burn.

Fortitude Immunity (Ex)
From 15th level, the sacred asp mage is immune to all effects which are harmful, don't affect objects, and allow a fortitude save.

Crippling Substitution

From 20th level, you can use the following effects instead of the normal effects of venomous substitution.

Bludgeoning: Fortitude at spell's DC or unconsciousness for 1d4 hours.
Slashing: Movement speed reduced by 20 feet for 1 round (additional damage extends the effect rather than slowing the creature more).
Piercing: Creature starts bleeding, 1 bleed/round until healed with mundane heal skill only (additional damage increases the bleed damage) and magical healing is reduced by 1 for the duration (additional damage increases this) and the DC for the heal check increases by 1 (additional damage increases this).
Fire: 1 CHA burn drain.
Cold: 1 DEX burn drain.
Electricity: 1 WIS burn drain.
Acid: 1 STR burn drain.
Sonic: 1 INT burn drain.
Force: 1 CON burn drain.
Divine Power: 1 random physical ability burn drain.
City: 1 random mental ability burn drain.
Untyped or True: Choose any other effect.
Other: 1 random ability burn drain.

Burn drain has all of the characteristics of both ability drain and ability burn when compared to ability damage.

Beelzebub1111
2016-04-11, 10:06 PM
Juicer

"Life Fast, Die young"-Juicer Motto

Poisons make deadly weapons, but with dedication and a willingness to sacrifice everthing, they can become a powerful tool beyond that.

Adventures: Adventuring is what a juicer has to do. The process of becoming a juicer precludes you from having anything resembling a normal life.

Characteristics: Juicers are maniacs in combat, taking poisons to enhance their abilities in combat. They can also fulfill a support role with mental poisons, making them versatile for any situation.

Alignment: Juicers tend to not have the patience or time to spare for laws, so they are almost exclusively chaotic. They have no inkling towards good or evil, but tend toward extremes.

Religion: Worship is time consuming and wasteful. Even so, juicers revere gods of hedonism, luck, and freedom. Olidammara is a favorite

Background: The process of becoming a juicer is painful, horrifying, and comes at a great cost to your lifespan. Only those with nothing to lose undergo the procedure. Some unscrupulous warlords have been known to create juicers en masse as shock troopers for their armies, but such conscripted troops seldom work out in the long run.

Races: Humans are the most common Juicers, as long lived races like elves don't often sacrifice so much, while short lived races like Thri-Kreen have precious little time as is. An interesting exception are Dwarves who have been shamed by their clans that seek out the procedure to ensure they die honorably

Other Classes: Juicers tend to compete with fighters and barbarians, although if the latter lose out they see the juicers as cheating. Juicers do not have the patience for wizards and clerics, all that time resting an preparing is valuable hours that could be spent acting. Juicers get on the best with Sorcerers, Rogues, and Bards for their energy and free spirits.

Role: The juicer is primarily a fighting class that can take up the role of a tank, damage dealer, or evader depending on the poison he juices with. If the juicer takes a memtal drug he can take the backup role of a skill user or blaster.

Adaptation: While the juicer's abilities are derived from scientific experimentation, the DM may decide that the Juicer gains his abilities from a pact with a god of poisons or venomous creatures. Such juicers may be Drow who have wronged their matriarch and forced into a short soldiers life.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Constitution and Strength are at the core of this character's abilities.
Alignment: Any.
Hit Die: d12
Starting Age: As Sorcerer. When you first take this class, your maximum age reduces by 80% to a minimum of 5 years past when you first take this class, and a maximum of the next age category.
Starting Gold: As Fighter

Class Skills
The Juicer's class skills (and the key ability for each skill) are Balance (Dex), Climb(Str), Craft(Int), Escape Artist(Dex), Handle Animal(Cha), Heal(Wis), Hide(Dex), Intimidate(Cha), Jump(Str), Listen(Wis), Move Silently(Dex), Profession, Search, Spot, Survival, and Tumble

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Juice(1/day), High Strung


2nd

+2

+3

+3

+0
Uncanny Dodge


3rd

+3

+3

+3

+1
Poison Resistance (+4)


4th

+4

+4

+4

+1
Juice(2/day), Break Bad (Time)


5th

+5

+4

+4

+1
Minor Side Effects


6th

+6/+1

+5

+5

+2
Improved Uncanny Dodge


7th

+7/+2

+5

+5

+2
Poison Reistance (+6)


8th

+8/+3

+6

+6

+2
Juice(3/day)


9th

+9/+4

+6

+6

+3
Break Bad (Cost), Expel Poison


10th

+10/+5

+7

+7

+3
Major Side Effects


11th

+11/+6/+1

+7

+7

+3
Poison Resistance (Immunity)


12th

+12/+7/+2

+8

+8

+4
Juice(4/day)


13th

+13/+8/+3

+8

+8

+4
Improved Juicing


14th

+14/+9/+4

+9

+9

+4
Break Bad (Cocktail)


15th

+15/+10/+5

+9

+9

+5
Acute Side Effects


16th

+16/+11/+6/+1

+10

+10

+5
Juice(5/day)


17th

+17/+12/+7/+2

+10

+10

+5
Non-Stop Party


18th

+18/+13/+8/+3

+11

+11

+6
Automatic Dodge


19th

+19/+14/+9/+4

+11

+11

+6
Break Bad(Potency)


20th

+20/+15/+10/+5

+12

+12

+6
Juice(6/day), Full Time Juice



Class Features
All of the following are class features of the Juicer.

Weapon and Armor Proficiencies: Proficient with all martial and simple weapons, light and medium armor, and with shields (except tower shields)

Juice(Ex): Through intense control of his body, a juicer can turn the poison running through his veins into a surge of power. Once per day, if a juicer would become poisoned, he instead gains an Alchemeical bonus to that ability score for 10 rounds equal to the ammount of ability damage he would have taken. Then he repeats the process for the seconday damage. After the secondary damage wears off, he is fatigued for one minute or until he uses this ability again. A juicer still takes any drawbacks from the poison other than damage, such as unconciosuiness or ability drain. If a juicer must poison himself, he must take the poison as its delivery method (Swallow an injested poiosn, Breathe an inhaled poison, deal himself 1 point of damage for an injury poison). At fourth level and every four levels thereafter he may use this ability an additional time per day.

High Strung(Ex): A Juicer's metabolism, immune system, and adrenal system are constantly in overdrive. The juicer cannot sleep, and suffers no penalties for not sleeping. He also gains Improved Initiative and Alertness as a bonus feats. However, since his body is essentially being overclocked, he needs to eat twice as much as normal for his race, but typically won't feel satisfied until he has eaten four times as normal.

Uncanny Dodge(Ex): At 2nd level, a juicer retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker.

Poison Resistance(Ex): At 3rd level, a juicer's use of poisons has made his body resistant to the debilitating effects of poisons when not juicing, he gains a +4 bonus on fortitude saves against poison. At 7th level this bonus increases to +6, at 11th level he gains total immunity to poisons when not juicing.

Break Bad(Ex): Juicer becomes more skilled at crafting his own poisons as he grows in level. At 4th level crafting poisons takes half as much time as it normally does. At 9th level, you only need to spend half as much on crafting materials for poisons as you normally would. At 14th level you may combine two poisons with the same delivery method and different ability damage types into a single poison. At 19th level increase the die size of all poisons crafted by 1.

Minor Side Effects(Ex): After 5th level when a juicer uses his Juice ability and gains an alchmeical bonus to an ability score, he gains the secondary effects below baised on the bonus. The effect ends when his juicing ends. If the poison gives him a bonus to multiple ability scores he gains both effects

Strength - The Juicer gains the Powerful Build attribute. If the weapon he weilds is his base size, it is treated as once size larger for the duration of the Juice.
Dexterity - If the Juicer would make a reflex save for half damage, he takes no damage on a successful save instead. On a failed save he only takes half damage
Constitution - The Juicer does not fall unconscious and may act as normal when at negative hit points and automatically stabilizes. For every two juicer levels, he may survive 1 hit point past -9. If the Juice ends and he is at -10 or less, he immediately dies.
Intelligence - The Juicer gains a +2 competence bonus to each skill that he has ranks in. This bonus increases by +1 at level four and an aidditional +1 for every four levels after that.
Wisdom - The Juicer gains a +4 insight bonus to spot, listen, and search checks. The Juicer also gains the Trapfinding class feature as a rogue of equal level, and automatically searches for secret doors when passing within 5 feet of one as an Elf.
Charisma - The Juicer gains a bonus on all saving throws equal to his charisma modifier


Improved Uncanny Dodge(Ex): At 6th level, a juicer can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has juicer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Expel Poison(Su):At 9th level, a juicer can violently expel the poison he is currently juicing with and poison others. The bonuses end exactly the same as if the duration of his juicing were to expire. The saving throw for the expelled poison is either the poison's base save or 10+1/2 Juicer level+Con modifier, whichever is higher. The exact effect depends on the delivery method of the poison

Ingested - When the juicer is damaged by a bite attack, he may, as an immediate action, expel the poison into whatever bit him.
Injury - As a full round action, he may coat a piercing or slashing weapon with his blood, dealing one point of damage to himself and poisoning the weapon as normal with no chance of failure
Inhaled - As a standard action he may breath a cloud of the poison in his system in a 30ft cone
Contact - As a standard action he may draw the poison into his mouth and deliver it with a spit as a ranged touch weapon attack with a range increment of 10ft


Major Side Effects(Ex or Su): at 10th level, the Juicer gains additional abilities when he juices an particular ability score. These abilities are in addition to his minor side effects and last for as long as he has the alchemeical bonus to that ability score

Strength (Ex) - The juicer's melee attacks ignore all damage reduction and hardness
Dexterity (Ex) - The Juicer gains the benifits of the weapon finesse feat. In addition, when the juicer makes an attack with a light melee or a ranged weapon, he may add his dexterity bonus to damage instead of strength.
Constitution (Ex) - The juicer gains immunity to Paralysis, stunning, disease, ability drain, energy drain, death effects, and necromancy effects.
Intelligence (Su) - Once per round as a standard action, the juicer may fire a volley of force missiles as the magic missile spell, except that it is a supernatural ability and he fires a number of missiles equal to his intelligence bonus.
Wisdom (Su) - The juicer gains a supernatural ability to sense danger and perceive threats. He gains a +4 bonus on initiative checks, a +1 insight bonus to AC and attack rolls per four Juicer levels
Charisma (Su) - An opponent attempting to strike the juicer, even with a targeted spell, must make a will save (DC 10+1/2 Juicer Level+Cha). If they succeed they may attack normally and cannot be affected again for the durration of the juice, otherwise they cannot attack and that part of the action is lost. If the juicer makes an attack or casts an offensive spell, the effect ends.


Improved Juicing(Ex): At 13th level the juicer can adjust his metabolism to speed up the rate at which a poison can enhance his body. When the juicer uses his juice ability, he may gain the secondary bonuses one round after taking the poison instead of 10. The bonuses stack with the primary bonus, and last for 10 rounds, overlapping with the duration of the primary. This version of juicing produces a harder strain on the juicer leaving him exhausted instead of fatigued. The exaustion lasts for 1 hour or until he uses his Juice ability again (either ordinary or improved)

Acute Side Effects(Ex, Su, or SP): As with Minor and Major side effects, At 15th level the juicer gains fantastic abilities for as long as he maintains his alchemeical bonus to his ability scores.

Strength (Ex) - Once per round the juicer may, as a standard action, make a melee weapon attack and add 1d6 damage per juicer level to the damage roll.
Dexterity (Ex) - The Juicer gains an extra attack at his highest base attack bonus with each weapon he wields.
Constitution (Ex) - The Juicer gains DR X/- where X is equal to his alchemeical bonus to Constitution
Intelligence (Sp) - Once durring the duration of the Juice, the Juicer can use Chain Lightning as a spell-like ability, with a caster level equal to his Juicer level and using his Intelligence bonus to determine the save DC
Wisdom (Su) - The juicer gains the ability to see things as they actually are. This functions as the True Seeing spell for the duration of the Juice
Charisma (Su) - Once during the duration of the Juice, the Juicer can make a creature within 30ft regard him as a friend as the Charm Monster spell. The DC for this ability is 10+1/2 the juicer's level+Charisma modifier and lasts 1 hour per juicer level.


Non-Stop Party(Ex): At 17th level, the Juicer's gotten used to the poison pumping through his body. He no longer becomes fatigued at the end of his Juice and is no longer affected by ability drain and non-damage effects from the poisons he juices with. He still becomes Exhausted at the end of in improved Juice.

Automatic Dodge(Ex): A juicer's awareness of his surroundings gives him an almost supernatural edge in combat, seemingly able to react to attack seconds before they hit. at 18th level, the Juicer gains a +4 dodge bonus to his AC against the first attack against him each round.

Full Time Juice(Ex): At 20th level, the juicer has become one with the poisons in his body. He is constantly benefits from all Minor Side Effects, without needing to Juice.

Lanth Sor
2016-04-12, 10:47 AM
Blackout Brawler

"Drunk? I'm not drunk, just intelligently intoxicated." - Victor Shoztein Human Blackout Brawler

Adventures: When you drink this much you may adventure to get the funds to drink more or even because you blacked out and found your self 3 towns over. Some adventurers become Blackout Brawlers after suffering a tragedy. Other Brawlers search the world for fine spirits to fuel their bouts.

Characteristics: Talented at consuming inhuman amounts of alcohol and utilizing their drunken stupor to maximum effect. They use alcohol to infuse their form, raise their spirits, or even replenish their vitality.

Alignment: Blackout brawlers tend toward the chaotic alignments, but nothing stops one from being lawful. Its not unheard of for a monk or war veteran to take up the path.

Religion: Religion doesn't often play a part in their revelry but if it does they favor gods of the drink or strength.

Background: There are many paths that lead to of a blackout brawler. Some are happenstance, some are grand, some are sad, but they all start at one place... the bottom of a bottle.

Races: Dwarves are some of the most notorious blackout brawlers. Other races that favor alcohol consumption are also prone to becoming brawlers. Most other races produce a few Blackout Brawlers on occasion but, they are rather uncommon.

Other Classes: Most classes tend to see their constant alcoholism a nuance. Rogues know the value of being unassuming. While barbarians and other combatants not prone to law find Brawlers good company. Wizards, Paladins, and Most Monks see them as bothersome and sad or a problem.

Role: Blackout Brawlers take the front line taking out the parties enemies with devastating kicks and punches.

Adaptation: Blackout Brawlers are just as likely to appear in your game world as a fighter.

GAME RULE INFORMATION
Blackout Brawler's have the following game statistics.
Abilities: Blackout brawler's favor high constitution to power their abilities and high strength to enhance their prowess in combat. Dexterity is helpful always helpful due to being a martial combatant.
Alignment: Any
Hit Die: d12
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills
The Blackout Brawl's class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha) Climb (Str), Craft (Int), Heal (Wis), Hide (Dex) Intimidate (Cha), Knowledge (Local), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis) Swim (Str) , Survival (Wis)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Blackout Brawler


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers
Readied
Maneuvers
Known
Stances
Known


1st

+1

+2

+0

+0
Take a Hit, Hit Like a Truck, Drink Like a Fish

2

4

1


2nd

+2

+3

+0

+0
Endless Flask, Two Sheets to the Wind, Iron Liver

2

5

1


3rd

+3

+3

+1

+1
Drunk Punch, Mettle

3

6

1


4th

+4

+4

+1

+1
Punch Drunk, Evasion

4

7

2


5th

+5

+4

+1

+1
Stagger, Flask of a Thousand Flavors

5

8

2


6th

+6

+5

+2

+2
Falling Up

6

9

2


7th

+7

+5

+2

+2
Seven Sheets to the Wind

6

10

2


8th

+8

+6

+2

+2
Improved Drunk Punch

7

11

3


9th

+9

+6

+3

+3
Improved Evasion, Flavors of Renown

8

12

3


10th

+10

+7

+3

+3
Stagger Healing

8

13

3


11th

+11

+7

+3

+3
Improve Drink Like a Fish, Improved Mettle

9

14

3


12th

+12

+8

+4

+4
Twelve Sheets to the Wind

10

15

4


13th

+13

+8

+4

+4
Greater Drunk Punch, Flavor's of Legend

11

16

4


14th

+14/+9/+4

+9

+4

+4


11

17

4


15th

+15/+10/+5

+9

+5

+5


12

18

4


16th

+16/+11/+6/+1

+10

+5

+5


13

19

5


17th

+17/+12/+7/+2

+10

+5

+5
Flavor's of Myth

14

20

5


18th

+18/+13/+8/+3

+11

+6

+6
Deadly Drunk Punch

14

21

5


19th

+19/+14/+9/+4

+11

+6

+6


15

22

5


20th

+20/+15/+10/+5

+12

+6

+6
Twenty Sheets to the Wind

16

23

6



Class Features
All of the following are class features of the blackout brawler.

Weapon and Armor Proficiencies: A blackout brawler is proficient with all simple weapons plus improvised weapons. She is proficient with light armor and shields (except tower shields).

Maneuvers(Ex): A Blackout Brawler learns maneuver from the Iron Heart school and three other martial school of their choice. If the other schools demands any special prerequisite (like Ancient Temple needing a feat) the Blackout Brawler must fulfill it as well. Her Initiator level is equal to her Blackout Brawler level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

The Blackout Brawler can recharge all her expended maneuvers by drinking an alcoholic beverage or potion in a particularly showy way as a Full round action that doesn't provoke attacks of opportunity.

At 4th level, and every even-numbered level afterwards, the blackout brawler can replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Take a Hit(Ex): The blackout brawler adds their con mod as natural armor while not wearing medium or heavy armor.

Hit Like a Truck(Ex): The blackout brawler gains improved unarmed strike as a bonus feat. Additionally they are treated as one size category larger for unarmed strike. At the 6th level their unarmed strike damage increases by one size category, and every six levels thereafter.

Drink Like a Fish(Ex): Drinking anything that would normally require a standard action is now a move action and does not provoke attacks of opportunity.
At the 11th level the action required to drink is reduced to a swift action, but you may still use a move or standard.

Endless Flask(Su): At the 2nd level the blackout brawler gains a flask, they often don’t know where it came from, but they never seem to lose it. And the flask seems to always be full.
This flask is an item always on them and if it should ever be taken away the moment they go to drink from it it reappears just in time to open. You may choose to have it linked to your clothes via a chain. Per use the flask can only create one dose of alcohol the type of alcohol is up to the user. The alcohol itself cannot be worth more than 1g squared per class level. If you ever try to sell this alcohol you instantly lose the benefits of this class feature until you gain a level in the class.

A single dose of alcohol is defined by modern 8oz beer, 5oz wine, 1oz spirit, base DC15 once you down the whole thing but the dc is reduced by 1 per 10 min spent drinking it. Every dose taken in the next 1 hour after the first regardless of if your are affected or not +2 to the DC. If drinking a beverage with a predefined DC, for every 2 it exceeds 15 by it counts as an additional dose of alcohol. Each dose increases the effect's duration by 45 minutes from the time the first drink was consumed. Each dose is removed from the total dose count 1 hour after consuming. By consuming fatty foods and breads you can gain a +1 per pound of food consumed. Failing a save vs alcohol inflicts the sickened condition, and after failing your con mod times you are staggered and after failing twice your con mod times you are nauseated. Being effected by alcohol is considered being intoxicated.

Two Sheets to the Wind(Ex): Starting at the 2nd level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 2 doses of alcohol the blackout brawler gains +2 STR, -2 Dex, +2 dodge bonus to AC and CMD.

Iron Liver(Ex): Starting at the 2nd level the blackout brawler gains a tolerance to ingested poisons. Gain +1/2 class level vs Ingested poisons additionally half all ingested poison duration.
Beginning at the sixth level this benefit applies to all poisons.

Drunk Punch(Ex): Starting at the 3rd level the blackout brawler treats his unarmed strikes as two handed weapons for all purposes where they would benefit from being such while intoxicated.

Mettle(Ex): Starting at the 3rd level whenever the blackout brawler succeeds on a will or fort save for partial they instead are unaffected.

Punch Drunk(Ex): Starting at the 4th level the blackout brawler gains their con mod on will saves while intoxicated.

Evasion(Ex): Starting at the 4th level whenever the blackout brawler succeeds on a reflex save for half they instead negate the effect.

Falling Up(Ex): Starting at the 4th level the blackout brawler gains their con mod on reflex saves while intoxicated.

Stagger(Ex): Starting at the 5th level the blackout brawler gains a stagger pool. All damage taken enters this pool first. At the end of their turn the blackout brawler takes the damage in their stagger pool. Their stagger pool has a maximum capacity of 5 x class level. Any damage that exceeds the stagger pool is dealt as normal to the blackout brawler. Any healing may be applied to either their stagger pool, current hp, or spread between the two at the blackout brawlers discretion.

Flask of a Thousand Flavors(Su): Starting at the 5th level the blackout brawler may draw sustenance from their liquor. When pouring from their endless flask they may have the liquor emulate an alchemical potion They gain 3+con mod use per day of Flask of a Thousand Flavors. Each use can produce the effect of any flavor presented below.. All bonuses are alchemy, as are all effects. Temporary increases to constitution do not provide extra uses. All effects are instantaneous unless otherwise stated.


Agility: +2 Dex for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Charm: +2 Cha for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Health: +2 Con for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Healing: Heal 1d6/ odd class level
Intellect: +2 Int for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Might: +2 Str for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Sea Striding: +10ft base swim speed for 1 hour. +10ft at 10th, 15th, and 20th levels. If you don’t have a swim speed you instead gain one equal to the bonus.
Sky Striding: +10ft base fly speed for 1 hour. +10ft at 10th, 15th, and 20th levels. This does not affect magic flight or grant a fly speed.
Striding: +10ft base land move speed for 1 hour. +10ft at 10th, 15th, and 20th levels.
Thick Hide: +1/3 levels natural armor for 1 hour.
Troll’s Blood: Gain Fast Healing 3 for 10 min. The fast healing increases by 1 every odd level.
Understanding: +2 Wis for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Waterbreathing: Gain the ability to breath air and water for 30 min.

Seven Sheets to the Wind(Ex): Starting at the 7th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 7 doses of alcohol the blackout brawler gains +4 STR, -2 Dex, +3 dodge bonus to AC and CMD.

Improved Drunk Punch(Ex): Starting at the 8th level the blackout brawler’s unarmed strikes have have their critical threat range increases by 1 while intoxicated .

Improved Evasion(Ex): Starting at the 9th level whenever the blackout brawler fails a reflex save for half they take the half effect instead of the full effect.

Flavors of Renown(Su): Starting at the 9th level the blackout brawler can activate a Flavor of Renown.


Cleansing: Clear all Stagger
Energy Protection: Gain 10 resistance to chosen energy for 1 hour. Increases to 20 at 12th, and immunity at 19th levels
Invisibility: Gain Invisibility as per spell for 10 min
Magic Resist: Gain SR 11 + class level for 3 min.
Purifying Brew: Reroll a save on an effect you currently under. Roll twice and take the better.
Sea Swiftness: Double swim speed for 1 minute.
Sky Swiftness: Double fly speed for 1 minute. This does not affect magic flight.
Swiftness: Double land base speed for 1 minute. This does not stack with striding.
Sustenance: Gain the benefit of ring of sustenance for 1 day.
Vision: Gain +5 perception(spot and search), Low-Light Vision and Darkvision 60ft for 1 hour

Stagger Healing(Ex): Starting at the 10th level any healing to the blackout brawler’s stagger pool is doubled. Whenever normal HP is healed an equal amount of HP is healed from the stagger pool.

Improved Mettle(Ex): Starting at the 11th level whenever the blackout brawler fails a will or fort save for partial they take the partial effect instead of the full effect.

Twelve Sheets to the Wind(Ex): Starting at the 12th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 12 doses of alcohol the blackout brawler gains +6 STR, -2 Dex, +4 dodge bonus to AC and CMD.

Greater Drunk Punch(Ex): Starting at the 13th level the blackout brawler’s unarmed strikes have have their critical threat range increases by 1 while intoxicated.

Flavors of Legend(Su): Starting at the 13th level the blackout brawler can activate a Flavor of Legend.


Superior Vision: Gain double the benefits of Vision and See Invisibility as the spell for 10 min.
Freedom: Gain effect of freedom of movement spell for 5 rounds
Sky Striding: +10ft base fly speed for 1 hour. +10ft at 10th, 15th, and 20th levels. This does not affect magic flight. If you do not have a fly speed you fall at the end of your movement and my only move in straight lines..
Stone Skin: Gain or increase your DR x/-, equal to level for 15 rounds.
Superior Invisibility: Gain Greater Invisibility as per the spell for 5 rounds.


Flavors of Myth(Su): Starting at the 17th level the blackout brawler can activate a Flavor of Myth. Flavors of Myth require 2 uses of Flask of a Thousand Flavors to activate.

Planar Acclimation: Choose a plane gain Immunity its energy and you are effect for 24 hrs.
Limited Invulnerability: Gain immunity to lethal physical damage from non spell sources for 2 rounds.
Nymph: For 10 mins gain the benefit Charm, additionally as a full round action you may make a bluff or diplomacy check DC 20+ targets HD. On success the target's attitude toward you shift one step in your favor. On failure greater than 10 results in a negative shift in attitude.
Phoenix: For 10 min gain the benefit of Understanding, additionally once during the duration when killed by damage, on what would be your following turn, heal 10d6 + class level. If the healing would bring you above death threshold you revive, but are stunned until the start of your next turn, and staggered for 1 min.
Sage: For 10 mins gain the benefit Intellect, additionally whenever you activate a maneuver you may make a IL check DC 20+ maneuver level to not expend the maneuver.
Tarrasque For 10 mins gain the benefit Health and gain regeneration 5 as a Tarrasque.
Titan: For 10 mins gain the benefit Might and all weapons are treated as if 2 size categories larger for determining damage dice.
True Vision: For 10 mins gain triple the benefits of Superior Vision and the True Sight spell.
Wendigo: For 10 mins gain the benefit of Agility and have the critical threat range increased by 2.


Deadly Drunk Punch(Ex): Starting at the eighteenth level the blackout brawler’s unarmed strikes have have their critical multiplier increases by 1 while intoxicated.

Twenty Sheets to the Wind(Ex): Starting at the 20th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 20 doses of alcohol the blackout brawler gains +8 STR, -2 Dex, +5 dodge bonus to AC and CMD.


Endless Flask with a Bottom: Each day the flask may produce 5 + class level doses of alcohol.

sengmeng
2016-04-21, 12:00 AM
METABOLIST




A Metabolist is someone with precise control over their bodily chemistry, hijacking processes that are unconscious in normal creatures.

Adventures: Metabolists make good assassins and warriors, and may also find themselves working as food tasters and bodyguards for royalty. Some aristocrats wish to take over this duty for themselves and dabble in the Metabolist's art, and those who are vain about their appearance may also seek after the Metabolist's Timeless Body trick. High level Metabolists can be nearly indestructible, and their abilities lend themselves nicely to adventure, espionage, exploration, and crime.

Characteristics: Metabolists can focus on widely different abilities. They can all spit deadly poison, and have regeneration, but their other build choices determine their true capabilities. They mostly can focus on making themselves more deadly or more resilient, or balancing between the two.

Alignment: Metabolists can be of any alignment, but their use of poison gives them a sinister reputation.

Religion: Gods of spiders or serpents appeal to many Metabolists, but their religion is as varied as their motivations and backgrounds.

Background: Metabolists are usually taught by other Metabolists, or they may find an obscure manual that details the rituals and meditations that bring control over one's body chemistry. Very few are self-taught, but gnomish alchemists who experiment on themselves sometimes find the secret. They are usually very rare, but their usefulness means that several kingdoms keep one or two around as poison experts for the royalty.

Races: Only living creatures can become a Metabolist, and it requires years of study. Any race could produce a Metabolist, but usually only large civilizations with an extensive and contentious noble class bring about more than a handful of them per generation. Gnomes produce by far the most Metabolists, and their cousins the dwarves are second. Dwarven Metabolists are usually multiclassed, and the poison they deal with most often is alcohol.

Other Classes: A Metabolist's build and how they present themselves determine how others react to them. Many are suspicious and dismissive of their use of poison, and their strange alterations to their bodies may repulse some, but they are often educated and diplomatic, so can often win over those around them.

Role: Metabolists are short ranged combatants and tanks usually. They can outright kill many vulnerable opponents in a single round, and survive things that no normal mortal should, and can wear heavy armor with the right feat investment. They are often frontline combatants or rear guards, and can also be useful in social and stealth situations, and have knowledge skills available to them.

Adaptation:A Metabolist's abilities are a bit fantastical to be explained without magic. Some DM's may take an approach similar to the "blood of dragons" theory for sorcerers, and explain Metabolists as having Yuan-ti ancestry, or another thematically appropriate exotic bloodline.

GAME RULE INFORMATION
METABOLISTS have the following game statistics.
Race: Only living creatures can be Metabolists, and no creature with immunity to nonlethal damage can use Metabolist abilities.
Abilities: Metabolists benefit greatly from a high Constitution, and should also invest in Strength or Dexterity, depending on their preferred combat style. Their mental abilities depend on what sort of secondary role they wish to fill.
Alignment: Any
Hit Die: d12
Starting Age: As wizard.
Starting Gold: As wizard

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spitting Distance
Damage
Cost


1st

+0

+2

+0

+0
Regeneration 1, Poison Spit
5'
1d6
2


2nd

+1

+3

+0

+0
Metabolic Trick
5'
1d8
3


3rd

+2

+3

+1

+1
Metabolic Trick
5'
1d8
3


4th

+3

+4

+1

+1
Metabolic Trick
5'
1d8
3


5th

+3

+4

+1

+1
Regeneration 2
10'
1d10
6


6th

+4

+5

+2

+2
Metabolic Trick
10'
1d10
6


7th

+5

+5

+2

+2
Metabolic Trick
10'
1d10
6


8th

+6

+6

+2

+2
Metabolic Trick
10'
2d6
10


9th

+6

+6

+3

+3
Metabolic Trick
10'
2d6
10


10th

+7

+7

+3

+3
Regeneration 3
15'
2d6
10


11th

+8

+7

+3

+3
Metabolic Trick
15'
2d8
15


12th

+9

+8

+4

+4
Metabolic Trick
15'
2d8
15


13th

+9

+8

+4

+4
Metabolic Trick
15'
2d8
15


14th

+10

+9

+4

+4
Metabolic Trick
15'
2d10
21


15th

+11

+9

+5

+5
Regeneration 4
15'
2d10
21


16th

+12

+10

+5

+5
Metabolic Trick
15'
2d10
21


17th

+12

+10

+5

+5
Metabolic Trick
15'
3d8
28


18th

+13

+11

+6

+6
Metabolic Trick
15'
3d8
28


19th

+14

+11

+6

+6
Metabolic Trick
15'
3d8
28


20th

+15

+12

+6

+6
Regeneration 5
20'
3d10
36



Class Features
All of the following are class features of the METABOLIST

Weapon and Armor Proficiencies: The Metabolist is proficient with light armor and simple weapons. Note that armor does not interfere with a Metabolist's class abilities.

Regeneration (Ex): The first trick a Metabolist learns is to flush his system of toxins and accelerate his natural recovery process. He gains regeneration 1 at first level. This regeneration is overcome by all types of damage; he heals nonlethal damage at a rate of 1 per round. Later, the Metabolist can learn to treat individual damage types as nonlethal damage. Most Metabolist tricks cause nonlethal damage to the Metabolist, as he pushes his body beyond what it was meant to do. The Metabolist's regeneration increases by 1 at levels 5, 10, 15, and 20.

Poison Spit (Ex): Those flushed toxins got to go somewhere, right? The Metabolist learns to secrete and spit a deadly poison. It deals Con damage on contact with a DC of 10 + 1/2 the Metabolist's levels + the Metabolist's Constitution modifier. It does not have a secondary damage. The poison spit is a natural ranged touch attack which deals no damage except the poison. It does not provoke an attack of opportunity, even when used on adjacent foes. It's range is given on the class table under the column 'Spitting Distance.' It has no range increments. When its range is 5', it can only be used on adjacent foes, but still uses Dexterity to determine its bonus and gains the benefits or penalties of any circumstances or abilities that affect ranged attacks. Poison spit uses the Metabolist's highest base attack bonus when it is the only attack made in a round. As a natural attack, poison spit cannot be used to make iterative attacks. If any other attacks are made in a round, poison spit is made at a -5 penalty. A weapon can be coated in poison spit as a move action that provokes an attack of opportunity. Poison spit loses its potency after leaving the Metabolist's body in a number of minutes equal to 1+ the Metabolist's Constitution bonus. Using poison spit in a grapple counts as using a light weapon. Using poison spit causes an amount of nonlethal damage to the Metabolist given under the 'Cost' column on the class table. As the Metabolist gains levels, his maximum damage increases, but he can choose to deal less poison damage and pay the lower cost, i.e., at second level he can deal a maximum of 1d8 at a cost of 3 nonlethal damage, or deal the first level damage damage of 1d6 at a cost of 2 nonlethal damage. The nonlethal damage is applied at the end of the Metabolist's turn.

Metabolic Trick (Ex): At second level, and every level where it says 'Metabolic Trick' on the class table, the Metabolist learns a Metabolic Trick. Metabolic Tricks are special abilities that all involve the Metabolist learning a new way to alter his body chemistry. Like feats, many have prerequisites. All Metabolic Tricks are extraordinary abilities and if they cause nonlethal damage to the Metabolist, it is applied at the end of his turn (or the end of his next turn if it can be used on another creature's turn).

Prerequisites: None
Confusing Poison causes a thick haze to fall over the victim's thought processes. The damage changes to Intelligence instead of Constitution. The Metabolist can still choose to deal Constitution damage.

Prerequisites: None
Dulling Poison acts like a drug more than a poison. It creates a dissociated and detached feeling in the victim, and inhibits their ability to feel any emotion or care about anything. It damages Charisma instead of Constitution. The Metabolist can still choose to deal Constitution damage.
Prerequisites: None
Intoxicating Poison impairs the victim's judgement, much like alcohol. It damages Wisdom instead of Constitution. The Metabolist can still choose to deal Constitution damage.
Prerequisites: None
Numbing Poison causes the victim to lose feeling and coordination. It damages Dexterity instead of Constitution, but also removes any pain-related effect on a failed saving throw. The Metabolist can still choose to deal Constitution damage.
Prerequisites: None
Weakening Poison damages strength instead of Constitution. The Metabolist can still choose to deal Constitution damage.
Prerequisites: None
The Metabolist adapts his body to absorb a certain type of damage. He chooses a damage type from among slashing, piercing, bludgeoning, acid, fire, cold, lightning, force, sonic, and negative energy. He gains resistance to that damage type equal to his constitution bonus plus half his Metabolist level. He may choose Metabolic Resistance more than once. Each time he does, he chooses a new type of damage to resist.
Prerequisites: Metabolic Resistance.
The Metabolist's Resistance becomes immunity. He selects a damage type that he already has resistance to from Metabolic Resistance, and now any damage in excess of his resistance deals nonlethal damage. He may choose Metabolic Immunity more than once. Each time he does, he gains immunity to a new type of damage.
Prerequisites: None
The Metabolist learns to send adrenaline surging through his bloodstream, increasing his strength for short periods of time. He gains an untyped bonus to Strength up to his Metabolist level for one round, though he can choose to increase it by a lower amount instead. Using this ability causes twice as much nonlethal damage as the Strength bonus.
Prerequisites: None
The Metabolist learns to reproduce substances in his own body after ingesting them. Whenever he ingests a substance that has an effect, such as a potion or an alchemical concoction such as antitoxin, the Metabolist can produce this effect again as a free action any time in the next 24 hours, just as if he had ingested another dose. Synthesizing an alchemical substance causes 5 points of nonlethal damage. Synthesizing a potion causes 5 nonlethal damage plus twice the level of the spell the potion emulated. Synthesizing a healing potion of any type does not cure nonlethal damage as normal, but the original potion does.
Prerequisites: None
The Metabolist gains a +4 untyped bonus to fortitude saves versus poison, and on a failed saving throw can convert a number of points of ability damage or drain to nonlethal damage instead, at a five to one ratio, up to the total damage, but not higher than his current hitpoint total. For example, if the Metabolist is damaged for 6 points of Strength damage, he can covert it to 30 points of nonlethal damage, but he could also take 3 Strength damage and 15 nonlethal damage, or convert whatever portion he wants.
Prerequisites: Synthesize, Toxin Affinity
If the Metabolist successfully saves versus a poison or converts its entire damage to nonlethal damage, he can then produce an identical poison for 24 hours as an optional alternative to his Poison Spit. He may do this with only one poison at a time. The copied poison uses the higher of his normal DC or its own.
Prerequisites: Synthesize
The Metabolist gains the option to spit acid instead of his Poison Spit. It deals damage equal to the Metabolist's Poison Spit, with a Reflex save for half damage equal to the DC for his Poison Spit. Acid Spit can be applied to a weapon, but will also damage the weapon.
Prerequisites: Synthesize
The Metabolist gains the ability to synthesize a chemical similar to alchemist's fire, except the damage is equal to his Poison Spit damage. Fire Spit can be applied to a weapon, but it ignites immediately and burns for five rounds or until an attack is made with the weapon.
Prerequisites: Adrenaline Rush
The Metabolist learns to push his body even further, gaining the ability to take additional actions, and causing nonlethal damage to himself. He can gain an extra swift action in a round for 5 points of nonlethal damage, an extra move action for 10 points of nonlethal damage, an extra standard action for 15 points of nonlethal damage, and an extra full-round action for 25 points of nonlethal damage. If he uses Metabolic Boost to gain more than one action in a round, the costs are added and then multiplied by the number of actions gained. For example, gaining two extra standard actions would cause 60 points of nonlethal damage (2 x (15 + 15)), while gaining a full-round action and two swift actions would cause 105 points of nonlethal damage (3 x (5 + 5 + 25)). The Metabolist's nonlethal damage from this ability cannot exceed his normal hitpoint maximum, but it can exceed his current total.
Prerequisites: Numbing Poison
By increasing the nonlethal damage to himself by 1.5, the Metabolist can cause a slowing effect, as the spell slow, on a target who fails their saving throw when he uses Numbing Poison. It lasts for 1 round +1 per point of the Metabolist's Constitution bonus.
Prerequisites: Weakening Poison
By increasing the nonlethal damage to himself by 1.5, the Metabolist can paralyze a target who fails their saving throw when he uses Weakening Poison. It lasts for 1 round +1 per point of the Metabolist's Constitution bonus.
Prerequisites: Confusing Poison
By increasing the nonlethal damage to himself by 1.5, the Metabolist can cause a confusion effect, as the spell confusion, on a target who fails their saving throw when he uses Numbing Poison. It lasts for 1 round +1 per point of the Metabolist's Constitution bonus.
Prerequisites: None
The Metabolist's Poison Spit save DC can be increased by 1. This causes him 5 additional points of nonlethal damage.
Prerequisites: Regeneration 2.
The Metabolist's Regeneration is multiplied by 1.5.

Prerequisites: Improved Regeneration, Regeneration 4
The Metabolist's Regeneration is doubled. This replaces the increase from Improved Regeneration.

Prerequisites: None
The Metabolist learns to absorb and cleanse himself of hostile magic. Any time he is under the effects of a spell or spell-like ability with an ongoing duration, he can reduce the duration by 1 round by taking nonlethal damage equal to its spell level x 5. He can reduce the duration by multiple rounds, up to the number of rounds remaining.
Prerequisites: None
The Metabolist no longer suffers the negative effects of aging. Bonuses still accrue, and he still dies when his time is up.

Prerequisites: Timeless Body
Whenever the Metabolist would die from massive damage, failing a save versus a coup de grace, or a death effect, he instead takes nonlethal damage equal to his normal hitpoint maximum plus 10. Until he regains consciousness, he appears to all forms of detection to be dead.
Prerequisites: Good Alignment
The Metabolist's purity extends to his bodily fluids. He can spit holy water instead of poison, damaging undead by an amount equal to his Poison Spit damage.
Prerequisites: Evil aligment
The Metabolis't evil nature imbues his Poison spit with the nasty side effect of inflicting a negative level on his target if they fail their saving throw. This negative level fades in one hour. The negative level only applies when he uses his poison spit to deal Constitution damage, not when he uses any alternate type of poison from other metabolic tricks.
Prerequisites: Acid Spit, Fire Spit, any one of Dulling Poison, Intoxicating Poison, Weakening Poison, Numbing Poison, or Confusing Poison.
The Metabolist learns to make an even more potent poison. By doubling the nonlethal damage, the Metabolist creates a poison that can affect any creature type. This overrides any immunity to poison or ability damage granted by creature type, racial abilities, class abilities, or magical effects. It still cannot damage an ability that the creature does not have, such as an undead or construct's Constitution, nor can it affect incorporeal or ethereal creatures.

FEATSES MY PRECIOUS

Metabolic Ambusher
Prerequisites: Sneak attack 1d6, Poison Spit ability
Benefits: Whenever you sneak attack a target with a weapon that has been poisoned by your poison spit, the poison's DC goes up by 2. Your Rogue and Metabolist levels stack when determining your sneak attack damage and the DC and damage of your Poison Spit.


Ascetic Poisoner
Prerequisites: Improved Unarmed Strike, Stunning Fist, Poison Spit ability
Benefit: When attacking with your Poison Spit (but not when using a poison coated weapon), you may expend a use of Stunning Fist to add 2 to the Poison's DC. Your Monk and Metabolist levels stack to determine your unarmed damage and your Poison Spit's damage and DC.


Rapid Poisoner
Prerequisites: Poison Spit ability
Benefits: You may coat a weapon with your Poison Spit as a swift action instead of a move action and no longer draw attacks of opportunity.


Metabolic Hunter
Prerequisites: Poison Spit ability, Favored Enemy ability
Benefits: When one of your favored enemies is the target of your Poison Spit, you add your Favored Enemy bonus against them to the DC. This ability works whether you spit the poison or apply it to a weapon.


Devoted Poisoner
Prerequisites: Smite Evil ability, Poison Spit ability, Sacred Spit trick
Benefits: When attacking with your Poison Spit (but not when using a poison coated weapon), you may expend one of your Smite Evil uses to gain +2 on the DC and your Charisma bonus to the attack roll. Your Metabolist and Paladin levels stack to determine your uses per day and damage of Smite Evil, and the DC and damage of your Spit Poison.