many thanks to Jackinthegreen for writing the opening flavor text!SYNTHEVOLVER
"Don't be silly -- if we were meant to evolve naturally, why would God have given us subdermal implants?"-Stellan Mechus, mechanosynth
There are those beings that are not satisfied with the bodies they have been given, and seek to improve them; thus is born a Synthevolver, who attempts to achieve the next stage of evolution artificially.
Adventures: Synthevolvers most often adventure to prove themselves and test their newfound abilities. While they might have heroic streaks, most mainly want to push themselves and achieve what they didn’t think they could do in their normal bodies.
Characteristics: Much like actual evolution, synthevolvers have many possible options but will tend to specialize to occupy a niche role. One synth might become a veritable tank, impervious to attack while simultaneously destroying all in its path. Another might master the art of stealth and blend into the shadows, only to strike at the most opportune time. Still others focus on incapacitating their foes through the Mutagenic Strike ability and its associated evolutions.
Alignment: Synthevolvers may be of any alignment. Good synths tend to adventure to fight evil, and even have the option to ascend to a higher state of being in that pursuit. Lawful synths are protectors of their lands and people. Chaotic synths might simply wander, looking for the next chance to prove themselves. Evil synths use their powers to oppress and victimize others for their own gains, and can take on fiendish characteristics (if they are that malicious).
Religion: Synthevolvers revere and despise higher powers in equal measure. Some believe that their enhancements are gifts, while others might be spiteful of greater beings that didn’t provide them with an adequate body in the first place.
Background: The want or need to drastically change oneself to achieve a goal often results in a synthevolver, but such a drive can arise from widely disparate paths. Some synths come from disadvantaged backgrounds, obtaining black-market evolves from shady xenoalchemists and joining gangs of synth bullies preying on the devolved. Others might have rich parents paying for enhancements, toys for the wealthy who have little else of meaning but their own bodies.
Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image. Dwarves might become synthevolvers out of practicality. Some other races, especially elves, rarely take up the mantle of synthevolvers because they dislike artificially improving their bodies, and would rather improve upon them naturally. Beyond those who are merely uncomfortable with replacing body parts in favor of new structures, some creatures might attack a synth on sight due to believing a body part was actually harvested from another creature. Such encounters are rare because the practice has been banned for decades in favor of creating the parts on their own, but there are always a few who do actually use pieces from a once-functioning creature, particularly when purchasing black-market evolves.
Other Classes: Most classes respect the power and versatility a synthevolver can bring. Exceptions to this are classes who focus on improving the self through discipline or training and classes that revere nature and see most synths as abominations, depending on how one got the evolutions. Despite these hardships, synths are accepting of diversity and can sometimes even change their own bodies to suit the needs of a stalwart group.
Role: The versatility inherent in synthevolvers allows them the potential to fill multiple roles, though not many at once usually. Combat specialists, scouts, negotiators, and stealth operatives are all roles that a synth can fulfill.
Adaptation: Synthevolvers can be adapted to fantasy settings like D&D by turning the Mechanosynth evolves into something more fitting for the setting and renaming them, such as magically-enhanced limbs made from treated wood or metal similar to Warforged parts.
The biosynth path usually needs very little adaptation to work in various settings. The character can be thought of as actually forcing its own “evolution” through various means including purely willing its own body to change. Alternately, a biosynth might be an exceptional individual or even a mutant who discovers and grows into his body’s abilities.
MAKING A SYNTHEVOLVER A synthevolver can specialize to fill nearly any party role. Evolution can take wildly divergent paths, and each synth realizes their dream differently.
Abilities: The most important ability scores depend on the synth's chosen role, but Constitution is useful for everyone (and sets the save DC of the Mutagenic Strike).
Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image.
Alignment: Any.
Starting Gold: As cleric.
Starting Age: As cleric.
Class SkillsThe Synthevolver's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Engineering (Int), Gather Information (Cha), Heal (Wis), Negotiation (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Thievery (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Table: The Synthevolver | HD: d8 |
| |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+3 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | |
Special | Artificial selection, evolution 0, mutagenic strike (fatigue) | Next stage, resilience (1/hour) | Mutagenic strike (sicken) | Evolution 0 (+1 size) | Resilience (1/30 minutes) | Mutagenic strike (weaken) | Evolution 0 (+2 size, +1 attack) | Next stage, resilience (1/10 minutes) | Mutagenic strike (exhaust) | Evolution 0 (+3 size), improved mutagen | Resilience (1/minute) | Mutagenic strike (nauseate) | Evolution 0 (+4 size, +2 attacks) | Next stage, resilience (1/5 rounds) | Mutagenic strike (paralyze) | Evolution 0 (+5 size) | Resilience (1/round) | Mutagenic strike (debilitate) | Evolution 0 (+6 size, +3 attacks) | Final ascension, unstable mutagen |
| Evolution | | Evolves Acquired | Evolution Stage | -- | -- | 1 | 1 | 2 | 1 | 3 | 1 | 4 | 1 | 5 | 1 | 6 | 1 | 7 | 2 | 8 | 2 | 9 | 2 | 10 | 2 | 11 | 2 | 12 | 2 | 13 | 3 | 14 | 3 | 15 | 3 | 16 | 3 | 17 | 3 | 18 | 3 | 18 | 3 |
|
Weapon and Armor Proficiencies: A synthevolver is proficient with simple weapons, light and medium armor, and shields (but not tower shields).
Artificial selection: Upon entering the class, a synthevolver chooses which of two paths to follow to achieve the next stage of evolution. He may choose to be a biosynth, who replaces portions of his own anatomy with pieces of creatures or other organic materials, or he may become a mechanosynth, implanting machinery and other metallic constructions into his flesh. Once made, this choice cannot be altered. A synthevolver also gains the Augmented subtype, as well as a +2 bonus to Fortitude saves.
Evolution 0 (Ex): The first change a synthevolver carries out is to give himself a means of defending himself, by way of a natural attack mode. A biosynth chooses between 2 claw attacks that deal 1d4 damage, or a bite attack that deals 1d8 damage; a mechanosynth chooses between a slam attack that deals 1d6 damage, or an armblade.
An armblade is a light or one-handed melee weapon of the mechanosynth's choice, attached at the end of the arm. The mechanosynth is proficient with the weapon unless it is an exotic weapon (in which case he must have the Exotic Weapon Proficiency feat). While the armblade is attached, a mechanosynth cannot be disarmed of the armblade, but he also cannot use that hand for other tasks without removing the armblade, which takes a standard action (attaching it is a move action and counts as drawing a weapon). In addition, the mechanosynth gain a +2 bonus on opposed attack rolls made to disarm an opponent.
Every three levels after first, the base damage of the evolution 0 attack increases by one size category. In addition, at 7th, 13th, and 19th level, the synthevolver gains an additional attack with his evolution 0 attack mode.
Mutagenic strike (Ex): A synthevolver can temporarily alter an opponent's DNA with a successful attack. Whenever a synthevolver successfully strikes an opponent with his evolution 0 attack, he may force the opponent to make a Fortitude save (DC 10 + 1/2 synthevolver level + Con modifier) or become fatigued for 1 round per synthevolver level. Multiple uses of this ability to apply the same condition to the same creature do not stack (this is an exception to the usual rule that anything that would normally cause fatigue to a fatigued creature causes the target to become exhausted).
At higher levels, the synthevolver may attempt to apply different conditions instead. At 3rd level, he may attempt to sicken a target; at 6th level, he may attempt to weaken a target (applying a -4 penalty to any one physical ability score); at 9th level, he may attempt to exhaust a target; at 12th level, he may attempt to nauseate a target; at 15th level, he may attempt to paralyze a target; and at 18th level, he may attempt to debilitate a target (applying a -8 penalty to all physical ability scores). The synthevolver may apply different conditions to the same target with different uses of this ability.
Evolution: At 2nd level, a synthevolver begins to replace portions of their anatomy with superior versions, either organic (biosynth) or metallic (mechanosynth). The synthevolver may add a new evolve from the indicated and appropriate list at every level except 1st and 20th; he may choose an evolve from a lower-level list if he desires.
Resilience (Ex): Beginning at 2nd level, a synthevolver begins to heal ability damage more quickly than normal. He heals 1 point of ability damage every hour. At 5th level, this increases to 1 point of ability damage every 30 minutes; at 8th, it becomes 1 point every 10 minutes; at 11th, 1 point every minute; at 14th, 1 point every 5 rounds; and at 17th, a synthevolver heals 1 point of ability damage every round.
Next stage: At 2nd level level, a synthevolver begins to differentiate himself from his original species. A biosynth gains darkvision out to 60 feet if he does not have it already, and a mechanosynth gains immunity to
sleep effects. At 8th level, the distinction becomes much more pronounced; a biosynth's type changes to aberration, while a mechanosynth's type changes to construct, with the
living construct subtype (gaining the appropriate immunities). At 14th level, the separation is complete -- both biosynths and mechanosynths have alien, inscrutable mentalities, and become immune to mind-affecting effects.
Improved mutagen (Ex): The mutagenic strike of a synthevolver of 10th level or higher becomes harder for an opponent to shake off. Whenever the synthevolver successfully applies a mutagenic condition to an opponent, that condition cannot be removed in any way (including through magic such as the
restoration spell) until the duration wears off. In addition, the synthevolver's mutagenic conditions can affect creatures that are normally immune to those conditions (such as a warforged who is normally immune to fatigue), but such creatures receive a +4 bonus on their Fortitude save to resist.
Final ascension: At 20th level, a synthevolver has achieved his goal of assisted personal evolution. He gains a final evolve from the appropriate list.
Unstable mutagen (Ex): Whenever a 20th-level synthevolver successfully uses his mutagenic strike on an opponent, that opponent gains one negative level (or two negative levels on a critical hit) as their essence is destabilized.