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Giant in the Playground presents…

SMASH A PDF sampler for various ways to be good at combat.


Gravity Warrior (Tier 3)

By: Rithaniel

“So Vegeta trained at 450 Gs, huh? Well, when I walk, my body usually emanates 600.”

Gravity warriors are people gifted with the ability to manipulate gravity. They may take many paths,
but whether they are the slaughterer or the arbiter, they are a force to be reckoned with.

Making a Gravity Warrior


Gravity warriors are formidable melee fighters. Using their ability to change the effect of gravity on
themselves, gravity warriors can destroy their enemies in close combat and place themselves on the
front line of any battle as quickly as possible. While gravity warriors are both fast and strong, they
aren't the best at taking damage, and so they rely on clerics and other healer classes to keep them
alive.

Abilities: Strength is a vital ability score for gravity warriors, as most of their class abilities center
around it. Constitution gives the gravity warrior more HP, with which to survive being on the front
lines. Dexterity is not the gravity warrior's focus, but is possibly a good choice if one wants to take the
Two-Weapon Fighting feat. Intelligence, allows the gravity warrior more flexibility in choosing skills.

Races: Any race can become a gravity warrior, and most cultures indeed have at least a few. Tougher
races are more inclined to become gravity warriors, as is the trend for most melee classes.

Alignment: Gravity warriors have no restriction on their alignments, and all a gravity warrior does is
based on personal beliefs. These masters of combat come from all walks of life.

Starting Gold: 3d8 x 10 (135) gp

Starting Age: Moderate (as Fighter)

  Base Attack Saving Throws    


Level Bonus Fort Ref Will Special Speed Bonus
1st +1 +2 +2 +0 Pseudo-Strength +2, Endurance +0 ft.
2nd +2 +3 +3 +0 High-Gravity Zone +0 ft.
3rd +3 +3 +3 +1 Ground Hammer +0 ft.
4th +4 +4 +4 +1   +10 ft.
5th +5 +4 +4 +1 Pseudo-Strength +4 +10 ft.
6th +6/+1 +5 +5 +2 Gravity Well +10 ft.
7th +7/+2 +5 +5 +2 Steadfast, Leaden Weight +10 ft.
8th +8/+3 +6 +6 +2   +20 ft.
9th +9/+4 +6 +6 +3 Impact +20 ft.
10th +10/+5 +7 +7 +3 Pseudo-Strength +6 +20 ft.
11th +11/+6/+1 +7 +7 +3 +20 ft.
12th +12/+7/+2 +8 +8 +4 Earth Hammer +30 ft.
13th +13/+8/+3 +8 +8 +4 +30 ft.
14th +14/+9/+4 +9 +9 +4 Great Leaden Weight +30 ft.
15th +15/+10/+5 +9 +9 +5 Pseudo-Strength +8 +30 ft.
16th +16/+11+6+/+1 +10 +10 +5   +40 ft.
17th +17/+12/+7/+2 +10 +10 +5 +40 ft.
18th +18/+13/+8/+3 +11 +11 +6 Improved Impact +40 ft.
19th +19/+14/+9/+4 +11 +11 +6 +40 ft.
Pseudo-Strength +10, Tectonic
20th +20/+15/+10/+5 +12 +12 +6 +40 ft.
Hammer

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Diplomacy
(Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim
(Str). See the Player’s Handbook for standard skill descriptions.

Class Features
All of the following are class features of the gravity warrior.

Weapon and Armor Proficiency: A gravity warrior is proficient with all simple and martial weapons, with
light and medium armor, and with all shields save tower shields.

Pseudo-Strength: The forces that course through the body of a gravity warrior grant him incredible
weight. This increased weight allows him to act in certain situations as though he were much stronger
than he actually is. At first level a gravity warrior gains a +2 miscellaneous bonus to all Strength
based skill checks, bull rush checks, grapple checks, regular strength checks, and to his Strength
score in order to determine his carrying capacity. This bonus increases by 2 at every level divisible by
5 after the first level (5th, 10th, 15th, and 20th).

Endurance: A gravity warrior's control of gravity allows him to persist through difficult tasks with ease.
At 1st level a gravity warrior gains Endurance as a bonus feat.

High-Gravity Zone (Ex): At 2nd level a gravity warrior gains the ability to focus his control over gravity
and increase its effects within an area around him. At this level the gravity warrior can spend a move
action and make 4, 5ft by 5ft squares per gravity warrior level into difficult terrain. All 5ft by 5ft
squares that have been made difficult terrain by the gravity warrior must be contiguous and within
100 feet of the gravity warrior. All 5ft by 5ft squares that have been made difficult terrain by the
gravity warrior will remain difficult terrain until the gravity warrior dispels the effect, even if the
warrior leaves the 100 foot range of this ability. Dispelling the effect is a free action.

Ground Hammer (Ex): At 3rd level a gravity warrior gains the ability to focus the forces of gravity that
course through his body into his fist, making it immensely heavy. His fist gains so much weight that
the only action he can take is to punch the ground beneath him, creating such an impact that all
characters within a 5 ft./level foot blast radius who are in contact with the ground must make a
Fortitude save (DC 10 + half the gravity warrior's Hit Die + the gravity warrior's Strength modifier) or
fall prone, become stunned for 1 round, and take 1d10 damage per four gravity warrior levels
(minimum one). If this save is made then the creature only takes half damage, and does not become
stunned or fall prone. This affects even constructs and creatures without Constitution modifiers. This is
a full round action that, once taken, can’t be taken again until 1d6 rounds later.

Fast Movement (Ex): At 4th level, a gravity warrior gains the ability to ease the effect of gravity on his
body, giving him an enhancement bonus to his speed, as shown on Table: The Gravity Warrior.
Gravity Well (Su): At 6th level a gravity warrior learns to manipulate the weight of something from a
distance. A gravity warrior gains the ability to focus on one target within a certain distance of himself
as a standard action. This target must pass a Fortitude save (DC 10 + half the gravity warrior's Hit Die
+ the gravity warrior's Strength modifier) or immediately fall to the ground; falling prone for 1 round
and becoming exhausted for 10 minutes. This ability can be used on airborne targets and unattended
objects as well. If this effect is used on an airborne target, then it falls to the ground and as such
takes appropriate falling damage. Falling damage caused by this class feature cannot be negated in
any way, shape, or form. If this class feature is used on an unattended object, then that objects
weight grows nearly infinite for one round, and cannot be lifted by any force. This effect affects even
constructs and creatures without Constitution modifiers. Gravity Well has a range of 25 ft./level and,
once used, cannot be used again until 1d4 rounds later.

Steadfast: At 7th level a gravity warrior can weigh down his body, making it much more difficult to
affect him on the field of battle. For the purpose of resisting bull rush, disarm, grapple, overrun, and
trip attempts, the gravity warrior is considered one size category larger than he actually is.

Leaden Weight (Ex): A gravity warrior eventually learns to bend gravity to his will in unusual ways,
allowing himself to increase the mass of an object, yet loosen gravity's pull on it, allowing himself to
swing it with ease. At 7th level any weapon a gravity warrior wields deals damage as though it were
one size category larger. The weapon is not actually larger and therefore is still treated as a weapon of
its original size category. This increase in damage only applies if the weapon is in the hands of the
gravity warrior.

Impact (Ex): At 9th level a gravity warrior gains the ability to decrease gravity's hindering qualities
upon an object, allowing him to put his full strength into a strike. When a gravity warrior is wielding a
weapon in two hands he adds 2 times his Strength modifier to his damage rolls, instead of the normal
1.5 times. If he is wielding a weapon in one hand he adds 1.5 times his Strength modifier to his
damage rolls. If a Gravity Warrior is dual-wielding a weapon in each hand he adds 1.5 times his
Strength modifier to his damage rolls for the weapon in his primary hand, and only half of his Strength
modifier to his damage rolls for the weapon in his off hand.

Earth Hammer (Ex): At 12th level a gravity warrior gains the ability to focus an even greater amount of
gravity into his fist, increasing its weight to the point that as it falls the air around it is blown back
from its momentum. The only action the gravity warrior can take while his fist is this heavy is to
punch the ground beneath him, creating such a massive impact that all characters within a 10 ft./level
blast radius who are in contact with the ground must make a Fortitude save (DC 10 + half the gravity
warrior's Hit Die + the gravity warrior's Strength modifier) or fall prone, become stunned for 1d4
rounds, and take 1d10 damage per three gravity warrior levels. If this save is made then the creature
only takes half damage, and does not become stunned or fall prone. Additionally all characters who
fail their Fortitude save fly back 5 feet from the impact. Creatures of huge size or larger are not affect
by this 5 ft blow back. This effect affects even constructs and creatures without Constitution modifiers.
This punch is a full round action that, once taken, can’t be taken again until 1d6 rounds later. Earth
Hammer does not replace Ground Hammer.

Great Leaden Weight (Ex): A gravity warrior eventually learns to bend gravity to his will with such ease
that he can make an object weigh several hundred pounds, yet lift it as though it was weightless. At
14th level any weapon a gravity warrior wields deals damage as though it were two size categories
larger. The weapon is not actually larger and therefore is still treated as a weapon of its original size
category. This increase in damage only applies if the weapon is in the hands of the gravity warrior.

Improved Impact (Ex): At 18th level a gravity warrior gains the ability to increase the force of his
strikes to enormous proportions. Any weapon a gravity warrior wields has its critical damage multiplier
increased by 1 (from ×2 to ×3, from ×3 to ×4, from ×4 to ×5).

Tectonic Hammer (Ex): At 20th level a gravity warrior gains the ability to focus such immense portions
of gravity into his fist that the world around him seems to dim for a moment as light itself bends in
response to it. At this point the gravity warrior's fist has become so weighty that the only action that
he can take is to punch the ground, creating such an earth-shattering impact that all characters within
a 15 ft./level blast radius who are in contact with the ground must make a Fortitude save (DC 10 +
half the gravity warrior's Hit Die + the gravity warrior's Strength modifier) or fall prone, become
stunned for 2d4 rounds, and take 1d10 damage per two gravity warrior levels. If this save is made
then the creature only takes half damage, and does not become stunned or fall prone. Additionally all
characters who fail their Fortitude save fly 10 feet away from the impact. Creatures of huge size or
larger only fly back 5 feet. This effect affects even constructs and creatures without Constitution
modifiers. This punch is a full round action that, once taken, can’t be taken again until 1d6 rounds
later. Tectonic Hammer does not replace Ground Hammer or Earth Hammer.
Barbarian (Races of War variant) (Tier 2)

By: Frank Trollman and Keith

“My name is Sharptooth of the Wolf Tribe. Your women, lands, and riches are mine.”

Playing a Barbarian is actually very easy. In general, you hit things, and they fall down. A Barbarian's
action in almost any circumstance can plausibly be "I hit it with my great axe!" As such, a Barbarian
character can be a good method to introduce a new player to the game or kill some orcs when you've
had a few glasses of brew.

Making a Barbarian
As a Barbarian, you charge into a crowd of enemies and turn on Drowning Pool's Let the Bodies Hit the
Floor. You will take many, many hits in doing so, but once the fight ends and you stop raging, your
Fast Healing will allow you to go back to full HP relatively soon. Which is good, because nothing makes
the party healer irritable like him having to burn all the charges in his wand AND his spells that day for
your benefit. Therefore, the only time you may need healing is in the thick of battle, to keep you from
actually dying (which is a distinct possibility for you). Nonetheless, if you aren't taking damage in an
encounter, you aren't playing your Barbarian correctly.

Abilities: A barbarian needs strength for the damage he deals, and constitution in order to survive the
obscene beating that most monsters can dish out, especially at higher levels. Wisdom improves his
observational skills and his (poor) will save, just as dexterity gives him a better reflex save. However,
these become obsolete when with Battle Hardened and Sidestep Hazards (which allows a barbarian to
use his Fortitude save in place of his Will and Reflex saves, respectively), so it’s probably better to
stack Constitution and deal with sucking at saves for the first 2-4 levels.

Races: Anybody can become a barbarian, and in areas with little in the way of civilization, a lot of
people do.

Alignment: Every alignment has its share of Barbarians, however more Barbarians are of Chaotic
alignment than of Lawful Alignment.

Starting Gold: 4d6 x 10 (140) gp

Starting Age: Simple (as SRD Barbarian)

Table: The Gravity Warrior Hit Die: d8


  Base Attack Saving Throws    
Level Bonus Fort Ref Will Special
1st +1 +2 +0 +0 Rage, Fast Healing 1
2nd +2 +3 +0 +0 Rage Dice +1d6, Combat Movement +5’
3rd +3 +3 +1 +1 Battle Hardened
4th +4 +4 +1 +1 Rage Dice +2d6, Combat Movement +10’
5th +5 +4 +1 +1 Sidestep Hazards, Fast Healing 5
6th +6/+1 +5 +2 +2 Rage Dice +3d6, Combat Movement +15’
7th +7/+2 +5 +2 +2 Great Blows
8th +8/+3 +6 +2 +2 Rage Dice +4d6, Combat Movement +20’
9th +9/+4 +6 +3 +3 Great Life
10th +10/+5 +7 +3 +3 Rage Dice +5d6, Combat Movement +25’, Fast Healing 10
11th +11/+6/+1 +7 +3 +3 Call the Horde
12th +12/+7/+2 +8 +4 +4 Rage Dice +6d6, Combat Movement +30’
13th +13/+8/+3 +8 +4 +4 Watched by Totems
14th +14/+9/+4 +9 +4 +4 Rage Dice +7d6, Combat Movement +35’
15th +15/+10/+5 +9 +5 +5 Primal Assault, Fast Healing 15
16th +16/+11+6+/+1 +10 +5 +5 Rage Dice +8d6, Combat Movement +40’
17th +17/+12/+7/+2 +10 +5 +5 Savagery
18th +18/+13/+8/+3 +11 +6 +6 Rage Dice +9d6, Combat Movement +45’
19th +19/+14/+9/+4 +11 +6 +6 One With The Beast
Rage Dice +10d6, Combat Movement +50’, Fast Healing
20th +20/+15/+10/+5 +12 +6 +6
20

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance (Dex), Climb (Str), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis),
Spot (Wis), Survival (Wis), Swim (Str). See the Player’s Handbook for standard skill descriptions.

Class Features
All of the following are class features of the Barbarian.

Weapon and Armor Proficiency: Barbarians are proficient with simple weapons, martial weapons, light
armor, medium armor and with shields.

Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to
enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and
damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also
gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level
+2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level
Barbarian has DR 7/- while Raging.
While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his
weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor
suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a
full-round action.

Fast Healing (Ex): Barbarians shrug off wounds that would cripple a lesser man, and have learned to
draw upon deep reserves of energy and stamina. At 1st level, they gain Fast Healing 1. At 5th level
this becomes Fast Healing 5, Fast Healing 10 at 10th level, Fast Healing 15 at 15th level, and Fast
Healing 20 at 20th level. This healing only applies while he is not raging.
If a with less than 4 levels in this class multiclasses, he loses this ability, and must gain a total of 4
levels in this class before gaining it back (it progresses as normal once he has 4 levels in this class).

Rage Dice (Ex): While Raging, a Barbarian may add these dice of damage to each of his melee attacks.
These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond
those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak
attack dice for the prerequisites of prestige classes or feats.

Combat Movement (Ex): While Raging, a Barbarian moves faster in combat, and may add his Combat
Movement to his speed when he takes a move action to move.

Battle Hardened (Ex): At 3rd level, a Raging Barbarian’s mind has been closed off from distractions by
the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his
Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging
as if he was inside a protection from evil effect.
Sidestep Hazards (Ex): At 5th level, a Raging Barbarian learns to sidestep hazards with an intuitive and
primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.

Great Blows (Ex): At 7th level, a Raging Barbarian’s melee attacks are Great Blows. Any enemy struck
by the Barbarian’s melee or thrown weapon attacks must make a Fort Save or be stunned for one
round. No enemy can be targeted by this ability more than once a round, and the save DC for this
ability is 10 + half the Barbarian’s HD + his Constitution modifier.

Great Life (Ex): While Raging, a 9th level Barbarian is immune to nonlethal damage, death effects,
stunning, critical hits, negative levels, and ability damage (but not ability drain).

Call the Horde (Ex): An 11th level Barbarian becomes a hero of his people. He gains the Command feat
as a bonus feat, but his followers must be Barbarians. In campaigns that do not use Leadership feats,
he instead gains a +2 unnamed bonus to all saves.

Watched by Totems (Ex): At 13th level, a Barbarian may immediately reroll any failed save. He may do
this no more than once per failed save.

Primal Assault (Ex): At 15th level, a Raging Barbarian’s may choose to radiate an effect similar to
an antimagic field when he enters a Rage, with a caster level equal to his HD. Unlike a normal
antimagic field, this effect does not suppress magic effects on him or the effects of magic items he is
wearing or holding.

Savagery (Ex): At 17th level, a Raging Barbarian may take a full round action to make a normal melee
attack that has an additional effect similar to a mage's disjunction. Unlike a normal disjunction, this
effect only targets a single item or creature struck.

One With The Beast (Ex): At 19th level, a Barbarian no longer needs to be in a Rage to use any
Barbarian ability.
Toxinblade (Tier 3)

By: Ghostwheel

“You’re a fool to trust your body to save you—watch as it crumbles about you!”

Most warriors trust to their weapons to slay foes, but some use a far more insidious method to
debilitate their opponents, crushing them from within rather than without, or worse, attacking them
both from within and without. The ones that specialize in this method of attack are known as
toxinblades, strange warriors who can poison a foe with just a look and a wave of their hands.

Making a Barbarian
Some toxinblades are made through an ancient ritual. Others are born with the ability to produce
toxins within their body, their liver and kidneys working together to create a powerful and subversive
poison. They then slowly learn to harness this poison, inflicting ever-greater poisons first upon their
foes, then on their minds, and finally upon their very soul.

Abilities: Constitution is by far the most important ability score for toxinblades, since it decides both
the potency of their poison and their ability to withstand the blows that their foes inexorably hail upon
them. All toxinblades invest in combat, but those who prefer to stand back and attack ranged
weapons also invest in Dexterity, while those who want to get directly into the frey and take enemies
head-on focus on Strength.

Races: The natural sneakiness of their race makes halflings consumate toxinblades, poisoning their
foes and running before their victims know what happened. While looked down upon, many dwarves
find themselves becoming toxinblades, their natural fortitude bolstering them against the effects of
the poisons running through their bodies.

Alignment: While most toxinblades are non-good and non-lawful, they have no hard alignment
requirements and any emotion can fuel the transformation into a toxinblade.

Starting Gold: 6d4 x 10 (150) gp

Starting Age: Moderate (as Fighter)

Table: The Toxinblade Hit Die: d10


  Base Attack Saving Throws    
Level Bonus Fort Ref Will Special
1st +1 +2 +0 +2 Insidious Venom (1 target), Pestilent Shield, Toxin Pool
2nd +2 +3 +0 +3 Poisonous Rejuvenation, Toxic Avenger
3rd +3 +3 +1 +3 Poison Sheath
4th +4 +4 +1 +4 Diehard, Poison Immunity, Toxic Defense
5th +5 +4 +1 +4 Insidious Venom (2 targets)
6th +6/+1 +5 +2 +5 Toxic Extension
7th +7/+2 +5 +2 +5 Poisonous Strength
8th +8/+3 +6 +2 +6 Bonus Feat
9th +9/+4 +6 +3 +6 Desperate Cannibalism
10th +10/+5 +7 +3 +7 Improved Toxic Avenger, Venomous Fortitude
11th +11/+6/+1 +7 +3 +7 Insidious Venom (3 targets), Improved Poisonous
Rejuvenation
12th +12/+7/+2 +8 +4 +8 Poisonous Retaliation
13th +13/+8/+3 +8 +4 +8 Bonus Feat
14th +14/+9/+4 +9 +4 +9 Desperate Cannibalism
15th +15/+10/+5 +9 +5 +9 Improved Insidious Venom
Insidious Venom (4 targets), Supreme Poisonous
16th +16/+11+6+/+1 +10 +5 +10
Rejuvenation
17th +17/+12/+7/+2 +10 +5 +10 Bonus Feat
18th +18/+13/+8/+3 +11 +6 +11 Greater Toxic Avenger, Incite Poison
19th +19/+14/+9/+4 +11 +6 +11 Revelation of the Toxic Lord
20th +20/+15/+10/+5 +12 +6 +12 Insidious Venom (5 targets), Improved Toxin Pool

Class Skills (4 + Int modifier per level, x4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Disguise
(Cha), Forgery (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int),
Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis),
Swim (Str), Use Rope (Dex). See the Player’s Handbook for standard skill descriptions.

Class Features
All of the following are class features of the toxinblade.

Weapon and Armor Proficiency: Toxinblades are proficient with all simple and martial weapons.
Toxinblades are also proficient with light armor, medium armor, heavy armor, and with shields
(except for tower shields).

Toxin Pool: From the start, the toxinblade has a reserve of poison manufactured deep inside his body
that he can call upon to activate his various abilities. The poison is more metaphysical than physical,
and can pass to the toxinblade's target without any physical contact of any sort. At first level, the
toxinblade gains a Toxin Pool which contains a number of Toxin Points. The toxinblade regains two
Toxin Points per round, and may forcibly create more by taking a full-round action to generate a
number of Toxin Points equal to his Constitution bonus (if any). The toxinblade's Toxin Pool may
contain a maximum number of Toxin Points equal to his Constitution modifier (minimum 0) + his class
level + 5. All abilities that require the use of Toxin Points have a range of Close (with effective caster
level equal to character level) unless noted otherwise in the ability.

Insidious Venom (Su): At first level, the toxinblade can infuse their opponents with his mystical poisons.
As a standard action, he may force an opponent to make a Fortitude save with a DC 10 + ½ his
toxinblade level + his Constitution Modifier. This effect lasts until the end of the toxinblade's next turn
and costs 4 Toxin Points, dealing damage to the target at the start of the toxinblade's turn. The
amount of damage dealt by this ability is 1d6 per level of toxinblade (non-toxinblade levels count as
1/2 for this. Thus, a Toxinblade 6 / Fighter 5 would deal damage as a level 8 toxinblade, or 8d6
damage, through this ability.). The target immediately knows that it was poisoned, who inflicted it
with this ability, and what the consequences are to not damaging them. This poison is mystical in
nature, and can hurt even creatures normally immune to poisons (including undead or constructs and
other creatures that are immune to Fortitude-targeting effects). However, such creatures gain a +2
bonus to their save (if any).
The toxinblade may increase the DC of this ability by paying another two Toxin Points for every +1 by
which he increases the DC, and the effect can be extended for another round for every additional
Toxin Point spent. However, the combined number of points spent to increase the DC and duration
cannot exceed his Constitution modifier. This ability ends early should the toxinblade take damage
from the target, and may target an additional enemy for every five class levels the character has (at
level 5, 10, 15, etc) without a change to the cost in Toxin Points. Damage from sources that deal
continual damage (such as Acid Arrow) only end Insidious Venom the first time they deal damage;
only the initial damage ends Insidious Venom, and later damage from a continual source does not.
Targets of this ability may make another saving throw against this ability at the same DC every time
they take damage from it three times in a row. At 14th level this ability may be used instead as a
move action and becomes more spiritual than physical, allowing the toxinblade to force the enemy to
replace the Fortitude save with a Will save should he wish. At 18th level this ability may be used as a
free action once per round.
The toxinblade may also activate this ability as a free action (even when it's not your turn) should he
hit with a melee attack. In such a case, he reduces the cost of activation by 2 Toxin Points and the
target does not get an initial save against the ability (though he still gets a save every three rounds
afterwards should he not damage the toxinblade by that time). This effect may be dispelled by the
toxinblade with a free action.

Pestilent Shield (Su): From the beginning a toxinblade can call upon the toxins in his body to bloom
forth into small barriers between him and attacks. They sing out in pain within the toxinblade's body,
taking the brunt of blows and attacks, yet leaving the toxinblade unharmed and ready to fight on. At
first level, a toxinblade may spend three Toxin Points as an immediate action to gain a number of
temporary HP equal to his class level. At the start of his next two turns, he gains an equal number of
temporary HP. These temporary HP don't stack with each other or with temporary HP from any other
source.

Poisonous Rejuvenation (Su): Just as swords can be turned into plowshares, so can poison within the
toxinblade be used for healing as well as harm. As a swift action at second level, the toxinblade
continues unlocking the mysteries of his mystical poison, allowing him to spend three Toxin Points to
gain Fast Healing equal to his class level for three rounds. This fast healing can heal the toxinblade's
HP up to a maximum of 1/2 his total HP.
At level 10, this ability continues to improve; the toxinblade may also heal up to two points of ability
damage or ability drain (he must pick one or the other each round) at the beginning of his round while
Poisonous Rejuvenation is in effect.
At level 15, this ability blossoms further, the poison slowly gaining sentience and willing to do
anything to protect its master. By spending ten Toxin Points as an immediate action, the Fast Healing
from Poison Rejuvenation turns into Regeneration until the end of the toxinblade's next turn. This
ability may only be activated while Poison Rejuvenation is in effect, and no damage deals lethal
damage to the Toxin Warrior under this effect.

Toxic Avenger (Ex): With the knowledge he garners of his own body at level 2, the toxinblade learns
how to apply poisons to his blade without the risk of poisoning himself. At level 9, he may instead
apply poison to a weapon as a swift or move action, but only once per round. At level 17, this ability
upgrades further, and he may apply poison to a weapon as a free action, but only once per round.

Poison Sheath (Su): The toxinblade learns how to use the virulent poison within his body to soften the
blows of enemies. Starting at third level as a swift action, he may spend three Toxin Points to reduce
any damage he takes by one for every 2 class levels they possess. This effect lasts for three rounds.

Diehard (Ex): Poison runs through the toxinblade's body, keeping him standing even when lesser men
would fall. At fourth level, the toxinblade gains the Diehard feat.

Poison Immunity (Ex): The toxinblade's body is so used to the poison running within his body that he
gains immunity to poisons at fifth level. Against any poison-like effect (as defined by the DM) that
would work on him regardless of his immunity, the toxinblade gains a +4 bonus to his saving throw to
resist.

Toxic Defense (Su): At level 4, the toxinblade can use the virulent mixture trapped within his body to
fight off other pathogens and effects that attempt to take over his mind and body. When subject to an
effect that requires a save, he may command the toxins to rebel as an immediate action by spending
two Toxin points, gaining a +5 bonus to one of his saving throws until the end of his next round, and if
he would succeed on his save against an effect that would have a partial result on a successful save
(such as a Reflex save for half damage) he completely ignores the effect.

Toxic Extension (Su): Poison begins to course through the toxinblade's very veins, allowing him to
change his form, altering his very limbs to suit his size. At sixth level as a swift action, a toxinblade
may spend three Toxin Points to extend his reach by 5' for three rounds. He may add another 5' to his
reach by spending double the number of Toxin Points they used for the last 5'. (So 3 points for +5'
reach, 6 points for +10' reach, 12 points for +15' reach, and so on.) A maximum number of Toxin
Points can be spent on this ability equal to the toxinblade's class level.

Poisonous Strength (Su): The poison within the toxinblade's body can support his very muscles,
strengthening them even as they harm his enemies. At 7th level, the toxinblade may spend three
Toxin Points as a swift action to gain a +2 bonus to opposed Strength checks (such as those to trip,
bull rush, and so on) for every three class levels he possesses. This ability lasts for three rounds.

Bonus Feat (Ex): At levels 8, 12, and 16 the toxinblade continues to unlock his martial prowess, and
gains a bonus feat from the fighter bonus feats list.

Venomous Fortitude (Su): As he continues unlocking the secrets of the foul poison that courses through
his body, the toxinblade finds that it has gained a mind of its own. Even when he would normally die,
poison courses through his veins, forcing him to stand and fight when he would have otherwise wished
to lay down from the pain. The ninth level toxinblade does not die when reduced to -10 HP, but
instead dies when he reaches a number of negative HP equal to one-third his maximum HP.
Furthermore, only if the Toxinblade's nonlethal and lethal damage taken added up together equal his
maximum HP + 33% (the number he'd now need to take before dying) does he go unconscious.

Poisonous Retaliation (Su): The poison within the toxinblade writhes on its own, hating those who would
hurt its master, and attacking them in retaliation. At level 11 as an immediate action in response to
taking damage the toxinblade may spend three Toxin Points to create a sticky burst of poison that
affects all enemies within adjacent squares. For every three additional Toxin Points spent, the area
increases by 5'. This ability causes an amount of damage equal to 1d6 per two levels the toxinblade
possesses as well as entangling opponents for three rounds. A successful Reflex save (DC 10 + 1/2
class level + Constitution modifier) negates the entangling effect and reduces the damage by half.

Desperate Cannibalism (Su): Sometimes, all that can save the toxinblade is the poison that courses
through his body. Sometimes, the poison is worth even more than his own flesh and blood, and it
always, always hungers for ever more power and control. It eats away at him when he allows it,
converting his body for its own use. As many times per round as he wishes as a free action at level
13, the toxinblade may take damage equal to his Constitution modifier to regain one Toxin point. This
damage cannot be redirected or prevented, and goes directly to the toxinblade's HP, bypassing any
temporary HP he might have.

Incite Poison (Su): At 17th level, the toxinblade's mastery over poison becomes so masterful that he
may turn an enemy's blood to poison, cause the very air about him to turn to a toxic substance, or
envenom his very soul. As a standard action, by expending three Toxin points they can force an
enemy to make a saving throw (the toxinblade may choose which save he targets) or take 1d6
damage for every two class level he posseses, +1d6 for every additional point expended by this ability
(half damage on a successful save). Alternatively, they may use this ability to corrupt the very
essence of structures, dealing the same damage to objects (bypassing hardness completely). This
ability is so potent that it can even carve holes through walls of force and other defenses, as though
they had been targeted by the disintegrate spell.

Revelation of the Toxic Lord (Su): The toxinblade finally unravels the final secret of his blood,
discovering a way to free it from his body while maintaining control, even beyond death. If killed at
level 19, the toxinblade splits open and the toxic mass oozes out of his body in a gruesome mass,
ripping free from his organs and taking his items at the same time. This new body has exactly the
same statistics as the toxinblade at full HP and its Toxic Points increase to the maximum its pool can
hold, and continues to act under the toxinblade's will. It also gains a +4 bonus to the DCs of any
abilities powered by Toxin Points, and gains a +8 bonus on any intimidate checks but a -4 to any
other social checks it would need to make. In addition, it gains some of the properties of the ooze
type; it gains the following:
 Blindsight out to 60'
 Immunity to gaze attacks, visual effects, illusions, and other attacks that rely on sight
 Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
effects)
 Immunity to poison, sleep effects, paralysis, polymorph, and stunning
 Not subject to critical hits or flanking.
 Does need to eat and breathe, but does not sleep.
However, despite the power of this state, it is a very risky one to stay in, and if killed while in this
form the only way to bring back the toxinblade is by casting a wish or miracle spell followed
immediately by true resurrection. It requires eight hours of immobility for the toxinblade to rebuild his
body in this state, and if interrupted he must begin once more from the start.

Improved Toxin Pool: At level 20, a toxinblade’s Toxin Pool is infinite, but he cannot spend more than
20 Toxin points on a single ability.

Note: If the toxinblade does not have a Constitution score (due to being/becoming undead, for
example), their Constitution score for class abilities of the toxinblade is considered to be 10.

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