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biowarrior_advanced_class

Biowarrior (Advanced Class)

Storyteller House Rule

The biowarrior believes that the ultimate test of a warriors heart is the battle she must fight armed with nothing but the weapons given her by Nature. Thus, technology is a crutch, a distraction from the true martial path. Trained to fight with whatever weapons are at hand, the biowarrior often works as a bodyguard, mercenary, or corporate security agent; her ability to manipulate psionic energy allows her to escape the notice of weapon scanners and mundane security devices.

In the Verge: The Regent Guard, an elite unit oi the Aegis Defense Force, includes dozens of skilled biowarriors among its ranks. Skilled in all forms of unarmed, melee, and mental combat, the Regent Guard is one of the toughest and most loyal units found in the Verge. The leader of the Guard is the renowned mechalus martial artist, Talok Mirkwen.

Biowarriors bend their wills toward complete mental control over their physical bodies: mind over matter. They learn to control their physiological responses and to enhance their bodies in various ways. Becoming a biowarrior requires an iron will in addition to psionic talent. In time, biowarriors become perfected physical beings, beyond many of the limits of normal creatures.

Requirements

To qualify to become a Biowarrior, a character must fulfill the following criteria.

Feats: Psionic Ability and Psychometabolism

Skills: Balance 6 ranks, Concentration 6 ranks, Body Control 6 ranks

Class Information

The following information pertains to the Biowarrior advanced class.

Hit Die: 1d8

Action Points: 6 + one-half character level, rounded down, every time the Biowarrior attains a new level in this class.

Class Skills

The Biowarrior’s class skills (and the key ability for each skill) are:

Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: 4 + Int modifier.

Class Features

The following features pertain to the Biowarrior advanced class.

Psionic Strike

A biowarrior can deal unarmed damage and gains the benefits of the Combat Martial Arts feat. Additionally, for 5 points of strain per attack, a biowarrior can psionically “charge” his unarmed strikes, making them into touch attacks that deal their normal damage, but ignore the targets armor bonus.

Psionic Stamina

A biowarrior gains Psionic Stamina as a bonus feat, regardless of whether she meets the prerequisites.

Battlemind

A biowarrior adds her Wisdom bonus as a dodge bonus to her Armor Class. This bonus is lost like any other dodge bonus.

Perfect Balance

A 3rd-level biowarrior can use accelerated movement with Balance or Climb skill checks at no penalty, requiring only one check per round. Attackers gain no attack bonus when attacking a biowarrior with perfect balance using either Balance or Climb.

Body Equilibrium

A 3rd-level biowarrior gains the ability to mentally adjust her weight to move across any surface (sand, snow, quicksand, water, etc.) without sinking, provided she moves at least a 5-foot step every round. The biowarrior sinks normally in the surface if she stops moving for one round. A biowarrior with body equilibrium steps so lightly that she is effectively “invisible” to any type of “tremorsense”.

Mind Over Matter

A 4th-level biowarrior gains Mind Over Matter as a bonus feat, regardless of whether she meets the prerequisites.

Psionic Leap

A 5th-level biowarrior does not require a 20-foot running start to make jump checks. The biowarrior can make standing jump checks with no increase in the Difficulty Class.

Psionic Speed

A 6th-level biowarrior may increase her base speed by 10 times for 1 round. This multiplies jump distances by 5 for that round. This requires a full-round action (including the character's movement) and costs 5 points of strain.

Improved Body Control

A 7th-level biowarrior is always considered to be taking 10 on Body Control skill checks and can make a Body Control check as a move action rather than a full-round action.

Improved Ability Enhancement

An 8th-level biowarrior can use the Enhance Ability psionic skill as a move action rather than a standard action and can take 10 on the skill check even while distracted or under duress.

Timeless Body

A 9th-level biowarrior no longer suffers penalties for aging and cannot be aged by any effect. The biowarrior does not suffer ability score penalties, but bonuses still accrue. The biowarrior still dies at the end of her normal lifespan.

Body Mastery

A 10th-level biowarrior can take 10 on any psionic skill check with Psychometabolism as its required talent, even if distracted or under duress.

Advancement Table: The Biowarrior

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+1+2+2+2Psionic Strike, Psionic Stamina++
2nd+2+3+3+3Battlemind++
3rd+3+3+3+3Perfect Balance, Body Equilibrium++
4th+4+4+4+4Mind Over Matter++
5th+5+4+4+4Psionic Leap++
6th+6/+1+5+5+5Psionic Speed++
7th+7/+2+5+5+5Improved Body Control++
8th+8/+3+6+6+6Improved Ability Enhancement++
9th+9/+4+6+6+6Timeless Body++
10th+10/+5+7+7+7Body Mastery++
biowarrior_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)