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 force his body to mutate, growing bulkier and more bestial, and 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. Once the physiomorph marauder's transformation ends, he is nauseated for 1 minute. 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 w