The Hydrablood Warrior
"People always say that two heads are better than one." ~Magnolia Whitfoot, Halfling Hydrablood Warrior
So many family trees are muddied with the blood of who knows how many creatures. Sometimes, that heritage can manifest stronger in a individual. A Hydrablood Warrior possesses a very particular heritage that she focuses on and develops. She exploits her blood for all that it's worth to gain an unconventional sort of power.
Adventures: Hydrablood Warriors, like many impure offspring, are often cast out and are forced to adventure for lack of another option. Many, though, choose the life, drawn to combat and danger because their great healing powers convince them that they are unkillable.
Characteristics: Hydrablood Warriors gain the features of their hydra ancestors, most notably, the growth of extra heads. They can also tap into the more specialized powers of their cryo- and pyro-hydra kin.
Alignment: Hydrablood Warriors are not drawn to any particular alignment any more than a normal member of their race. Their path to power is merely a tool to be used, not a lifestyle.
Religion: Hydrablood Warriors are no more or less religious than others of their race.
Background: Most Hydrablood Warriors receive standard combat training, though not often to the same extent as a pure fighter. They have an aspect of self-discovery and self-tutoring that is based more on instinct, and some are entirely self-trained.
Races: As humans are normally the mutts of races, they tend to be the most likely to possess hydra ancestry, but any race is capable of having deep family secrets.
Other Classes: Hydrablood Warriors typically respect the prowess of other combat oriented classes, such as the fighter and barbarian. They usually have no strong opinions on the other classes, though.
Role: The Hydrablood Warrior is a martial character and primarily fills that role. She does get some ranged blasting with her breath weapon, however.
Adaptation: This class could be easily refluffed in numerous ways. Perhaps the class is the result of magical or scientific experimentation. Or it's some sort of anomalous mutation. Maybe it's a blessing or a curse by some sort of powerful entity. There is a multitude of options.
GAME RULE INFORMATION
Hydrablood Warriors have the following game statistics.
Abilities: Strength is important for dealing damage, and constitution helps survive damage.
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Fighter
The Hydrablood Warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
||Fast Healing, Bite Attack
||Fighter Bonus Feat
||Darkvision 30 ft
||Breath Weapon 1d8, Energy Resistance 10
||Extra Head +1, Combat Reflexes
||Fighter Bonus Feat
||Breath Weapon 2d8
||Energy Resistance 15
||Swim 20 ft
||Extra Head +2, Breath Weapon 3d8, Fighter Bonus Feat
||Darkvision 60 ft
||Energy Resistance 20
||Breath Weapon 4d8
||Fighter Bonus Feat
||Extra Head +3
||Breath Weapon 5d8, Energy Resistance 25
||Fighter Bonus Feat
||Darkvision 90 ft, Breath Weapon 6d8
||Extra Head +4, Energy Resistance 30
The following are class features of the Hydrablood Warrior.
Weapon and Armor Proficiency: All simple and martial weapons, light and medium armor, and all shields (except tower shields).
Fast Healing (Ex): At first level, a Hydrablood Warrior gains an amount of Fast Healing equal to her class level plus her Constitution modifier.
Bite Attack (Ex): A first level Hydrablood Warrior gains a bite attack if she does not already have one. This attack deals 1d6 damage for medium creatures or it's previous amount, whichever is higher.
Bonus Feats: At second level and every four levels after, a Hydrablood Warrior gains a Fighter Bonus Feat. At level five, she gains Combat Reflexes.
Darkvision (Ex): At level three, a Hydrablood Warrior gains Darkvision out to 30 feet. This improves by 30 feet every eight levels.
Breath Weapon (Su): Upon reaching fourth level, a Hydrablood Warrior can manifest her inner energy into a breath weapon. It deals 1d8 damage, improving by another 1d8 every three levels. The type of damage done can either cold or fire. The weapon can be used as either a 30 foot cone or a 60 foot line. This ability is usable once every 1d4 rounds.
Energy Resistance (Ex): At level four, a Hydrablood Warrior gains 10 points of resistance to both cold and fire. This improves by 5 points every four levels.
Extra Head: By level five, a Hydrablood Warrior's heritage has grown strong enough to manifest itself in a more overt manner, and she grows a second head. She gains an additional head every five levels. Each head possesses its own Bite Attack, and she can use each bite she has in a single attack action, just like a hydra. She can also simultaneously use her Breath Weapon from all heads, each of which deals normal damage and can be aimed in a different direction. Lastly, she gains a +2 bonus on Listen and Spot checks for each head she has beyond the first. If one of her heads is ever severed, she does not die unless they are all removed. Her heads regrow in 1d6+1 rounds. Like a hydra, she gains two heads for each one cut off, up to maximum of double her normal number of heads. Any extra heads above her normal amount rot and fall off after 2d4 minutes.
Swim: At ninth level, a Hydrablood Warrior gains a swim speed of 20 feet if she did not already have one or her swim speed improves to 20 feet if it is lower. She gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. Finally, she can use the run action while swimming, provided she swims in a straight line.
Regeneration (Ex): At level seventeen, her Fast Healing becomes Regeneration. She can regrow severed limbs in 1d4 minutes, and she can regrow her heads in 1d4 rounds. She takes normal damage from acid.