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Physiomorph Marauder (Fighter/Alchemist)

Keepers of a forbidden and profane art, physiomorph marauders master the art of physiological transformation, twisting and shaping their form to more easily assail their foes. Trained in a variety of combat styles, these horrific mercenaries grow more fearsome as they evolve, finally utilizing a rare and deadly vibration to disorientate and stagger enemies about them. Though inscrutable and hard to fathom at times, physiomorph marauders find employment where many others, even the most hardened veteran fear to tread. (Original Concept by Oceanshieldwolf)

Primary Class: Fighter.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The physiomorph marauder may select three alchemist skills to add to his class skills in addition to the normal fighter class skills. The physiomorph marauder gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The physiomorph marauder is proficient with all simple and martial weapons, with all armor (heavy, light, and medium), and with shields (including tower shields).

Mutagenic Form (Su): At 1st level, a physiomorph marauder can heighten his physical prowess at the cost of his personality. As a standard action, the physiomorph marauder can attempt to force his body to mutate by making a successful Fortitude save (DC 10 + 1/2 his physiomorph marauder level). If he fails, he is nauseated for 1 minute. However, if he succeeds, the physiomorph marauder grows bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution) of his choice, for a number of minutes per day equal to 1 per physiomorph marauder level. These minutes do not need to be consecutive. In addition, while in this mutagenic form, the physiomorph marauder takes a –2 penalty to one of his mental ability scores. If the physiomorph marauder enhances his Strength, it applies a penalty to his Intelligence. If he enhances his Dexterity, it applies a penalty to his Wisdom. If he enhances his Constitution, it applies a penalty to his Charisma. This ability replaces bonus feat at 1st level.

Augment Speed (Ex): Starting at 2nd level, a physiomorph marauder’s land speed is faster than the norm for his race by +10 feet, due to his mutagenic augmentations. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the physiomorph marauder’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the physiomorph marauder’s land speed. In addition, at 5th level, a physiomorph marauder gains a +2 bonus to attack rolls when making a charge attacks and to his CMB. At 12th level, this bonus increases to +4. This ability replaces bravery.

Mutant Physiology (Su): At 3rd level, a physiomorph marauder’s internal anatomy mutates so as to preserve and protect his vital organs. He gains the alchemist’s preserve organs discovery. This ability replaces armor training 1.

Spontaneous Healing (Su): At 5th level, a physiomorph marauder has the ability to heal from wounds rapidly. He gains the alchemist’s spontaneous healing discovery. This ability replaces weapon training 1.

Partial Carapace (Ex): At 7th level, a physiomorph marauder’s skin begins to harden into armor-like plates around the upper shoulders and along the spine, granting him a +2 natural armor bonus. This bonus stacks with the armor bonus granted by the mutagenic, greater mutagenic and grand mutagenic forms. As a consequence of this physiological change, any armor he wears receives an additional –2 penalty to all armor checks. This has no effect upon a physiomorph marauder’s speed (including the augmented speed ability), nor the effects of medium or heavy loads. This ability replaces armor training 2.

Dissociated Psyche (Su): At 9th level, an augment warrior’s mind exhibits a form a form of psychosis and becomes detached from the outside world. Once per day, if the physiomorph marauder succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means he shrugs off the effect and can ignore it. However, using this ability sickens the physiomorph marauder for the duration of the effect. A physiomorph marauder can use this ability an additional time per day at 13th level, and again at 17th level. This ability replaces weapon training 2.

Improved Mutant Physiology (Su): At 10th level, his internal anatomy mutates further. His chance to negate critical hits and sneak attacks increases to 50%, and he treats his Constitution as 5 points higher than normal for the purpose of determining when hit point damage kills him (so a physiomorph marauder with a Constitution of 10 dies at –15 hit points instead of –10). This ability replaces bonus feat at 10th level.

Half Carapace (Ex): At 11th level, a physiomorph marauder’s carapace continues to harden and covers his entire back, chest, and thighs. He gains DR 5/slashing and piercing, and his natural armor bonus increases to +5. Due to his bulkier and distorted frame, a physiomorph marauder may no longer wear heavy armor. This ability replaces armor training 3.

Greater Mutagenic Form (Su): At 13th level, a physiomorph marauder’s mutagenic form now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The physiomorph marauder takes a –2 penalty on both associated mental ability scores as long as he remains in his mutagenic form. In addition, the physiomorph marauder gains a +2 bonus to his Fortitude save to assume his mutagenic form. This ability replaces weapon training 3.

Full Carapace (Ex): At 15th level, a physiomorph marauder becomes a true armored hulk on the battlefield. His carapace becomes as hard as full plate armor and now covers his entire body. His natural armor bonus increases to +8, and his DR increases to 10/slashing piercing. Due to his hulking form, a physiomorph marauder may no longer wear medium or heavy armor. This ability replaces armor training 4.

Grand Mutagenic Form (Su): At 17th level, a physiomorph marauder’s mutagenic form now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as he remains in his mutagenic form. In addition, the physiomorph marauder’s bonus to his Fortitude save when assuming his mutagenic form increases to +4. This ability replaces weapon training 4.

Greater Mutant Physiology (Su): At 19th level, a physiomorph marauder’s form becomes even more resistant to the vagaries of the flesh. He becomes immune to cold, non-lethal damage, paralysis and sleep. He is also immune to the fatigued, nauseated, poisoned, and sickened conditions. This ability replaces armor mastery.

Mutagenesis (Su): At 20th level, a physiomorph marauder has attained the epitome of his mutagenic transformation, exuding ferocity and power. His chance to negate critical hits and sneak attacks increases to 75%. In addition, a physiomorph marauder emits strange mutagenic vibrations that affect those in close proximity to him. Creatures that come within 10 feet of a physiomorph marauder must make a successful Fortitude save (DC 10 + 1/2 the physiomorph marauder’s level + the physiomorph marauder’s Constitution modifier) or become nauseated for 2d6 rounds. The physiomorph marauder can protect any ally from the effects of these vibrations. As a standard action, an augment warrior can attune the body of another creature to vibrations within his body. Once this is done, the creature is no longer in danger from that particular physiomorph marauder’s mutagenic vibrations for a period of 24 hours, but may still be affected by another physiomorph marauder’s vibrations. This ability replaces weapon mastery.


Table: Physiomorph Marauder
Class
Base
Fort
Ref
Will

Level
Attack Bonus
Save
Save
Save
Special
1st
+1
+2
+0
+0
Mutagenic form
2nd
+2
+3
+0
+0
Augment speed, bonus feat
3rd
+3
+3
+1
+1
Mutant anatomy
4th
+4
+4
+1
+1
Bonus feat
5th
+5
+4
+1
+1
Spontaneous healing
6th
+6/+1
+5
+2
+2
Bonus feat
7th
+7/+2
+5
+2
+2
Partial carapace
8th
+8/+3
+6
+2
+2
Bonus feat
9th
+9/+4
+6
+3
+3
Disassociated psyche
10th
+10/+5
+7
+3
+3
Improved mutant anatomy
11th
+11/+6/+1
+7
+3
+3
Half carapace
12th
+12/+7/+2
+8
+4
+4
Bonus feat
13th
+13/+8/+3
+8
+4
+4
Greater mutagenic form
14th
+14/+9/+4
+9
+4
+4
Bonus feat
15th
+15/+10/+15
+9
+5
+5
Full carapace
16th
+16/+11/+6/+1
+10
+5
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+5
+5
Grand mutagenic form
18th
+18/+13/+8/+3
+11
+6
+6
Bonus feat
19th
+19/+14/+9/+4
+11
+6
+6
Greater mutant anatomy
20th
+20/+15/+10/+5
+12
+6
+6
Bonus feat, mutagenesis