| VM mercenario |
This class was made based on the idea of rune scarification, fleshgrafting, steroid potions, alchemical piercings and all the other kinds of interesting bodmod an adventurer can find. It’s a single class capable of allowing an adventurer to have magical tattoos, turn into a steampunk cyborg, or replace a lost arm with an ogres arm. Or do a mix of all of these. So, critics, commentaries, playtesters? Too strong, just right or not enough? Also includes a couple of new evolutions at the end. And if anyone can suggest a better name I would appreciate it.
EVOLUTIONARY
Either in search of power, as a temporary solution after losing a member, something forced by the experiments of a mad arcanist or just because they wanted to change their look, many adventurers happen on the idea of augmenting their bodies. This augmentation can come in many ways, be it grafting monster limbs in place of lost ones, drinking permanent alchemical brews, piercing the flesh with magically charge metal spikes, chirurgically attaching strange metallic clockwork, steam based or even golem like devices, fusing magical objects to the body, tattooing mystical symbols to the skin and even ritual scars in the shape of runes and true names.
Requirements:
BAB +5
Feats: Endurance
Special: Must find someone capable and willing to do the procedures, usually a high level arcane caster, but clerics of some gods may be allowed.
BAB: medium
Hit Die: d8
Good Saves: Fort
Bad Saves: Will, Ref
Skill Ranks per Level: 2
Class Skills: Acrobatics, Intimidate, Perception, Survival
Level Evolution pool
01 Procedure 3
02 Monstrous Apearance 5
03 Freak Metabolism 6
04 8
05 Freak Aura 9
06 11
07 Unnatural Metabolism 12
08 14
09 Unnatural Aura 15
10 Aberrant Form 16
Procedure: The Evolutionary submits himself to risky and rare procedures to alter his body. The character gains access to a pool of Evolution points that can be spent to buy evolutions from the Eidolon list. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers. Whenever the evolutionary gains a level, the number in this pool increases and he can spend these points to change his abilities. These choices are not set and he can change them whenever he gains a level. He can choose to apply the claw and pincers evolutions to only one limb instead of 2. For the purpose of choosing evolutions and evolutions that scale according to the summoner level, the evolutionary has a summoner level equal to his evolutionary class level + 1/2levels in other classes, so a fighter7/evolutinary3 has summoner level of 6 and can't buy evolutions like Poison, Tremorsense and Immunity that require a 7th level summoner.
Monstrous Appearance: A 2nd level Evolutionary has changed his appearance so much that it becomes unsettling. He gains a bonus equal to half his class level in all Intimidate checks and as a bonus against fear effects. On the other side he takes a penalty equal to half his class level to all Bluff and Diplomacy checks on NPCs that haven't met him before and animals except Familiars and Animal Companions always start one step below on the reaction table, so an unfriendly animal becomes hostile and an indifferent animal becomes unfriendly.
Freak Metabolism: At 3rd level the Evolutionary has undergone many procedures and introduced many new elements and magics to his system, because of it his metabolism becomes stronger. He adds his class level to the number of rounds he can hold his breath and to Con checks to avoid damage from starvation and thirst.
Freak Aura: At 5th level the magic necessary to power and stabilize the many changes done to the Evolutionary form an aura so strong that it interacts with other magics. He adds +2 rounds to the duration of any beneficial spell cast on him that has a duration of rounds. If the duration of the spell is in minutes, he adds one extra minute to the duration instead.
Unnatural Metabolism: At 7th level the Evolutionarys metabolism has mutated further making him immune to all dieseases, includin magical and supernatural diseases. He also gains a +2 bonus against poisons.
Unnatural Aura: At 9th level the magic aura surrounding the Evolutionary is so strong it actively disrupts some kinds of magic. Choose one of the spell schools. The Evolutionary receives a +2 competence bonus to all saves against spells of that school. Once the choice of school affected is made it cannot be changed.
Aberrant Form: At 10th level, with all the changes he has gone through, the Evolutionarys body surpasses all normalcy or mortality. He stops aging and cannot be magically aged. He no longer takes neither penalties nor bonuses due to aging, and will not die of old age. He also gains 25% chance to negate any extra damage from sneak attacks or critical strikes as if he were using a light fortification armor.
New Evolutions:
Cantrip(sp): (1 point) The eidolon learns one cantrip. This cantrip can be chosen from any spell list and can be cast at will.
Spell-like Ability(sp): (Variable cost) The eidolon can learn one spell from the sorcerer/wizard spell list and use it as a spell-like ability. This spell like ability can be used 3 times a day. The eidolon can only choose spells of up to the third level. This evolution costs 1 evolution point + 1 for each spell level (3 points for a 2nd level spell, for instance). The eidolon must have the Cantrip evolution before selecting this evolution. The summoner must be at least 7th level before choosing this evolution.
Greater Spell-Like Ability(sp): (Variable cost) The eidolon can learn one spell from the sorcerer/wizard spell list and use it as a spell-like ability. This spell like ability can be used once a day. The eidolon can choose spells of up to the sixth level. This evolution costs 2 evolution points + 1 for each spell level (6 points for a 4th level spell, for instance). The eidolon must have the Spell-Like Ability evolution before selecting this evolution. The summoner must be at least 13th level before choosing this evolution.
| wynterknight |
Just a cursory glance so far, but does the evolutionary need to have someone perform this procedure on him each time he gains a level? That seems prohibitive; other classes' leveling systems are entirely self-reliant (barring DM fiat/in-world explanations). Alchemists might need equipment to make their extracts/bombs/mutagens, but they don't need equipment, rituals, or surgery to gain access to the knowledge of new extracts or upgrades to their bombs/mutagens. This isn't a huge criticism of your class, as it could be pretty cool to roleplay, but it could be a point to consider.
Skillwise: Athletics would seem pretty appropriate for such a physically-based class. Also, Disguise and Knowledge (arcana) might be appropriate, depending on how you fluff the class.
Spellcasters probably won't take the class often, as there's no spellcasting progression, and it has average BAB, so it might be a poor option for front-line/high BAB melee classes. Some of the evolutions might balance that out (Flight, reach, Large size, etc) but I don't have my book on me and I forget them all.
Also, Paizo might have an official version of this as an archetype for the summoner in Ultimate Magic, so your idea might be overshadowed soon. Of course, your version is open to anyone and has pretty simple requirements, so it won't be entirely invalidated, but just thought you should know!
Interesting ideas though.
| VM mercenario |
Just a cursory glance so far, but does the evolutionary need to have someone perform this procedure on him each time he gains a level? That seems prohibitive; other classes' leveling systems are entirely self-reliant (barring DM fiat/in-world explanations). Alchemists might need equipment to make their extracts/bombs/mutagens, but they don't need equipment, rituals, or surgery to gain access to the knowledge of new extracts or upgrades to their bombs/mutagens. This isn't a huge criticism of your class, as it could be pretty cool to roleplay, but it could be a point to consider.
It is part of the flavor I'm going for, you don't just mutate into all of these shiny new powers, it's a choice the character makes. And really I listed a number of ways the character can gain the evolutions and not one of them is something you can really do to yourself. People who try to self tatto usually end up with an ugly blotch of ink instead of art and trying to fleshcraft yourself would be worth the fantasy version of the Darwin Award.
Skillwise: Athletics would seem pretty appropriate for such a physically-based class. Also, Disguise and Knowledge (arcana) might be appropriate, depending on how you fluff the class.
Thanks for the idea, I will add Athletics and Knowledge (arcana) to the class skills. Disquise doesn't work because the way you gain evolutions is usually pretty visible. Class skills and skill prerequisites are always the part were I stumble when trying to create classes.
Spellcasters probably won't take the class often, as there's no spellcasting progression, and it has average BAB, so it might be a poor option for front-line/high BAB melee classes. Some of the evolutions might balance that out (Flight, reach, Large size, etc) but I don't have my book on me and I forget them all.
It's definitely not a class for spellcasters, but I think high BAB characters might be tempted to grab a couple levels. The list of evolutions does include natural armor, ability increases, pounce, natural attacks, trample, all kinds of senses, fast healing SR, DR, and even Breath Weapons. Pretty worth it for three or four BAB.
Also, Paizo might have an official version of this as an archetype for the summoner in Ultimate Magic, so your idea might be overshadowed soon. Of course, your version is open to anyone and has pretty simple requirements, so it won't be entirely invalidated, but just thought you should know!
I saw the blog right after I posted. I already didn't liked the name but now I desperately need a new name for the class.
Interesting ideas though.
Thank you and thanks for the review.
| wynterknight |
It is part of the flavor I'm going for, you don't just mutate into all of these shiny new powers, it's a choice the character makes. And really I listed a number of ways the character can gain the evolutions and not one of them is something you can really do to yourself. People who try to self tatto usually end up with an ugly blotch of ink instead of art and trying to fleshcraft yourself would be worth the fantasy version of the Darwin Award.
Oh, I definitely understand, just wanted to point that out. I have no problem with classes like this that require actual, in-game activity, but it is definitely different than the way other classes work.
I saw the blog right after I posted. I already didn't liked the name but now I desperately need a new name for the class.
It might be easier if the class was more tightly focused in the method required? Trying to come up with a name that covers flesh grafts, steroid potions, pseudomagical piercings and tattoos, and clockwork prosthetics all at the same time isn't easy! Of course, I know the variety of methods is part of the appeal of the class. Try looking up body dysmorphic disorder on google--or if you're brave, body modification or transhumanism, but be prepared to burn your eyes. It's interesting and disturbing all at the same time.