zyborg
2011-06-20, 10:09 PM
The Metabolist is a warrior of guts, strength, guts, and stomach. They are the competitive speed-eaters of the fighting world, able to turn the vast amounts of food they eat into pure power.
Requirements: Greater Fortitude Feat, wxyz
The Metabolist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Food to Fuel
1st|
+1|
+2|
+0|
+0|Superior Fortitude, Digest Wood, 1d6 bite attack |X
2nd|
+2|
+3|
+0|
+0|Poison Burn, Boost Healing|X
3rd|
+3|
+3|
+1|
+1|Flesh-eater, Digest Stone|X
4th|
+4|
+4|
+1|
+1|Liquid Fuel, Poison Immunity|X
5th|
+5|
+4|
+2|
+2|Digest Metal, You Are What You Eat|X[/table]
Special abilities:
Food To Fuel -You may roll a 1d4 whenever you have a Strength check or a Strength-based Skill check. This uses up one of the Food To Fuel uses per day on your chart. If you roll a 1, 2, or 3 while you have yet to use all your Food To Fuel uses for the day, or a 4 if you have, you may add your CON bonus to your check. If you roll a 4 when you have not used up all of your Food To Fuel uses, add DOUBLE your CON bonus to your check. You may attempt to use Food To Fuel when out of uses. If so, you cannot get the double bonus on a 4. Also, if you roll a 1, your check is considered a Natural 1, and you are (treated as carrying a heavy load/strength is reduced by 2 points/strength bonus becomes 0 or less) until the next time you eat. (eating may also get back a/some uses per day, unsure...)
Bite attack - Metabolists need strong teeth and jaws to devour tough food. This also gives them another way of attacking. Metabolists gain a 1d6 bite attack, or Improved Natural Attack (bite) if he already has one before entering this class.
Superior Fortitude -Immunity to ingested poisons, and (Situational Fortitude bonus/add 1d4/1d6 to fort roll)
Digest X - Metabolists have the amazing ability to eat almost anything. At level 1, you are able to eat wooden objects, and treat them as food. At level 3, they are able to eat stones as if they were meals. Finally, at level 5, metal can become part of your diet.
Flesh-eater - Successful bite attacks heal equal to the damage it deals.
Poison Burn - (first saving throw negates primary AND secondary effects/can trigger secondary effect Fort Saving Throw whenever, and get a bonus to the Fort Saving Throw)
Boost Healing - Starting at level 2, Metabolists can accelerate their metabolism to heal faster. They may use Food To Fuel to heal XdY damage.
Liquid Fuel - Metabolists at their best can out-drink any poor soul that challenges them, without getting tipsy or hung-over - even from the strongest of ales! At level 5, they become immune to the negative effects of alcohol, and can treat it as if it was a solid food.
Requirements: Greater Fortitude Feat, wxyz
The Metabolist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Food to Fuel
1st|
+1|
+2|
+0|
+0|Superior Fortitude, Digest Wood, 1d6 bite attack |X
2nd|
+2|
+3|
+0|
+0|Poison Burn, Boost Healing|X
3rd|
+3|
+3|
+1|
+1|Flesh-eater, Digest Stone|X
4th|
+4|
+4|
+1|
+1|Liquid Fuel, Poison Immunity|X
5th|
+5|
+4|
+2|
+2|Digest Metal, You Are What You Eat|X[/table]
Special abilities:
Food To Fuel -You may roll a 1d4 whenever you have a Strength check or a Strength-based Skill check. This uses up one of the Food To Fuel uses per day on your chart. If you roll a 1, 2, or 3 while you have yet to use all your Food To Fuel uses for the day, or a 4 if you have, you may add your CON bonus to your check. If you roll a 4 when you have not used up all of your Food To Fuel uses, add DOUBLE your CON bonus to your check. You may attempt to use Food To Fuel when out of uses. If so, you cannot get the double bonus on a 4. Also, if you roll a 1, your check is considered a Natural 1, and you are (treated as carrying a heavy load/strength is reduced by 2 points/strength bonus becomes 0 or less) until the next time you eat. (eating may also get back a/some uses per day, unsure...)
Bite attack - Metabolists need strong teeth and jaws to devour tough food. This also gives them another way of attacking. Metabolists gain a 1d6 bite attack, or Improved Natural Attack (bite) if he already has one before entering this class.
Superior Fortitude -Immunity to ingested poisons, and (Situational Fortitude bonus/add 1d4/1d6 to fort roll)
Digest X - Metabolists have the amazing ability to eat almost anything. At level 1, you are able to eat wooden objects, and treat them as food. At level 3, they are able to eat stones as if they were meals. Finally, at level 5, metal can become part of your diet.
Flesh-eater - Successful bite attacks heal equal to the damage it deals.
Poison Burn - (first saving throw negates primary AND secondary effects/can trigger secondary effect Fort Saving Throw whenever, and get a bonus to the Fort Saving Throw)
Boost Healing - Starting at level 2, Metabolists can accelerate their metabolism to heal faster. They may use Food To Fuel to heal XdY damage.
Liquid Fuel - Metabolists at their best can out-drink any poor soul that challenges them, without getting tipsy or hung-over - even from the strongest of ales! At level 5, they become immune to the negative effects of alcohol, and can treat it as if it was a solid food.