Regenerator (3.5e Class)

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A class about being a eldritch abomination which constantly regenerate.

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Regenerator

A regenerator is a class representing eldritch abomination capable of healing at extreme speed. Regenerators are beings who look like typical humanoid but are in fact aberration within, complete with alien organs and biology. A regenerator may be born as 'native' or created via vile experiment or other processes. Their quasi-immortality tend to make them distant toward creatures of their race and other 'mortals'. Some regenerator embrace their immortality and simply use life as a game while other attempts to live normal lives, some use their extreme sturdiness for adventuring.

This class can be only taken at 1st level, or after strange experiments contact with an artifact or similar experience which may leave the character the ability to take level in this class, up the GM's discretion.

Making a Regenerator

Abilities: A regenerator depend on it Constitution for all of it class features, they usually fight using Strength which their class grant a boost to.

Races: A regenerator can be any living corporeal race, but technically are their own specie.

Alignment: Any, although most native regenerators tend to be evil-aligned.

Starting Gold: As Monk.

Starting Age: Simple.

Table: The Regenerator

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Strength/Constitution
Bonus
Fort Ref Will
1st +0 +2 +0 +0 Bio-Energy Drain, Biological Abomination, Cellular Regeneration, Diehard
2nd +1 +3 +0 +0 Bonus Feat, Regenerator Mutation
3rd +2 +3 +1 +1 Damage Reduction 2/- +1
4th +3 +4 +1 +1 Aberrant Resistance I, Efficient Biology +1
5th +3 +4 +1 +1 Damage Reduction 3/-, Regenerator Mutation +2
6th +4 +5 +2 +2 Biological Immortality, Bonus Feat +2
7th +5 +5 +2 +2 Damage Reduction 4/- +3
8th +6/+1 +6 +2 +2 Aberrant Resistance II, Regenerator Mutation +3
9th +6/+1 +6 +3 +3 Damage Reduction 5/- +4
10th +7/+2 +7 +3 +3 Bonus Feat, Cellular Immortality +4
11th +8/+3 +7 +3 +3 Damage Reduction 6/-, Regenerator Mutation +5
12th +9/+4 +8 +4 +4 Aberrant Resistance III +5
13th +9/+4 +8 +4 +4 Damage Reduction 7/- +6
14th +10/+5 +9 +4 +4 Bonus Feat, Regenerator Mutation +6
15th +11/+6/+1 +9 +5 +5 Damage Reduction 8/- +7
16th +12/+7/+2 +10 +5 +5 Aberrant Resistance IV +7
17th +12/+7/+2 +10 +5 +5 Damage Reduction 9/-, Regenerator Mutation +8
18th +13/+8/+3 +11 +6 +6 Bonus Feat, Supreme Toughness +8
19th +14/+9/+4 +11 +6 +6 Damage Reduction 10/- +9
20th +15/+10/+5 +12 +6 +6 Biological Perfection, Regenerator Mutation +10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Regenerator.

Weapon and Armor Proficiency: A regenerator is proficient with all simple and martial weapon as well as light armor and light shield. They also gain Improved Unarmed Strike as a bonus feat.

Bio-Energy Drain (Ex): A regnerator possess is capable of taxing herself to produce greater effect, some class features allow her to take Bio-Energy Drain. If she does so she take 1 non-lethal damage per class level she has, which cannot be healed until the bio-energy drain is recovered. She recover bio-energy drain at the rate of 1 per hour or if she rest for 8 hours. She may have a number of Bio-Energy Drain equal to her Constitution modifier.

Biological Abomination (Ex): A 1st level regenerator cease being a regular creature of it kind, or perhaps never was. The regenerator's type change to an Aberration with her former type as an augmented subtype. She still count as a member of her race for the purpose of prerequisite. A regenerator is immune to diseases.

If a regenerator gain the psionic subtype, her regenerator class level grant power points per day as a Psychic Warrior but do not otherwise grant any power known or manifester level. If she has level in a manifester class, she may assign those power powers to that class.

Cellular Regeneration (Ex): The cells making the regenerator's body are capable of incredible self-healing property, at the start of each of her turn she heal a number of hit points equal to 1 + half her class level. If she has non-lethal damage it is healed before lethal damage. If she is missing a limb, she will regenerate it within 1 minute or immediately if the limb is placed against the stump. The regenerator cannot survive the loss of her head. Her cellular regeneration heal ability damage at the rate of 1 per hours. If the regenerator take fire or negative energy damage equal to her class level or more (before any resistance or immunity), her cellular regeneration cease for the two following rounds.

A regenerator can to kick her cellular regeneration into overdrive by incurring one bio-energy drain, gaining 5 temporary hit points per class level. These temporary hit points do not stack with other sources and last for 24 hours. If the regenerator is healed by negative energy, it cellular regeneration is stopped by positive energy instead.

Diehard: A 1st level regenerator gain Grimoire Diehard as a bonus feat even if she does not meet the prerequisites. However she dies when she reach her negative maximum hit instead of the normal threshold, appearing dead unless a DC 25 Heal check is made to perceive the fact that she is still alive.

Bonus Feat: At 2nd level, 6th level and each 4 levels thereafter, a regenerator gain a single bonus [Monstrous] feat she meet the prerequisites for. If she is undead she may select an [undead] feat instead and if she has the psionic subtype she select a [psionic] feat instead.

Regenerator Mutation: As a regenerator progress, her genes become twisted and unpredictable, developing benign mutations. At 2nd level and each 3 levels thereafter (5th, 8th, 11th, etc) the regenerator select a single mutation from the list below. She may only select a mutation once, and once chosen she cannot change her selected mutations.

Assimilate (Ex): The regenerator gain the ability to assimilate a creature's flesh within herself with a touch. As a standard action she may make a touch attack or a unarmed strike against a creature, and start the assimilation process. If she does she deal 1d6+1 typeless damage per 2 class level to the affected creature, with a Fortitude save to halves the damage. The regenerator recover half the damage dealt, up to the creature's maximum hit point +10, in healing. If she slay a creature with her assimilate ability, she absorb it into it body, leaving the creature's equipment alongside biological residue as the only trace of the assimilated creature. If she assimilate a creature with HD equal to half her class level or more, she recover a single point of Bio-Energy Drain. She may also assimilate dead biological matter, both living and dead assimilated matter count as nourishment for the purpose of eating.

Create Life (Ex): As a standard action, the regenerator may replicate the effect of create life at the cost of 1 point of bio-energy per HD of the created creature. She may only create a creature she has assimilated in the last 24 hours. The regenerator possess the assimilate mutation and must be 11th level or higher to select this mutation.
Greater Assimilate (Ex): If a regenerator hit a creature with a assimilating attack or touch, she may attempt a grapple check against the target as a free action without provoking an attack of opportunity. If she succeed she keep assimilating the creature at the start of each of her turn she is grappling, dealing the assimilation damage, although this count as her once per round limit on assimilation attempts.

Eldritch Form (Su): The regenerator may use form of doom a s supernatural ability at-will, doing so however cause 2 points of bio-energy drain.

Flesh Sublimation (Ex): The regenerator gain the ability to replicate the gaseous form spell as an extraordinary ability at-will, when in gaseous form she take space as a creature one size category larger than she is. At 9th level she may use greater gaseous form instead. If she possess the Virus mutation, she may attempt to infect all creature within her body with no touch attack, doing so still inflict a point of bio-energy drain.

Imitate Lifeform (Ex): You gain the ability to imitate other forms of life, growing a snout or wings of other animalistic feature. As a full-round action she may incur 1 point of bio-energy drain to gain two of the abilities listed on the beast shape I spell. She otherwise retain her humanoid form and do not change size, she may still use her own equipment. At 6th level she may select two abilities out of the beast shape II list, 9th level the beast shape III list and finally at 12th level the beast shape IV list. She may only have a single instance of this ability active and the change last for 1 hour per level or until dismissed as a free action. If she use another instance while the first is active, she overwrite her previously gained ability.

Reshape Bones (Ex): The regenerator is able to crack and shatter her bones at will, healing them extremely quickly. This grant all of her attacks an additional 5 feet reach during her turn and the ability to squeeze as if she was three size category smaller.

Second Face (Ex): As a standard action, the regenerator may grow an additional head out of her head, gaining the multiheaded template. This is a demanding process which inflict her 3 points of bio-energy drain, the head is reabsorbed into the body after 1 hour.

Toxin Proof Cells (Ex): The regenerator become immune to poison, additionally whenever she is poisoned she may store that poison inside her body. In effect she gain a single dose of that poison she may apply to any of her manufactured weapon attack as a swift action or to an unarmed or a natural attack as a free action. She may only have a single instance of a poison inside of her at any time.

Virus (Ex) and (Ps): The regenerator possess a powerful and deadly virus within her, she gain the ability to use virus replication as a psi-like ability at the cost of 1 point of bio-energy drain. If a creature consume any of her body part or drink an ounce of her blood (not a simple bite attack) they are automatically afflicted by the effect with no cost for the regenerator. She may infect ammunition with her blood, causing 1 bio-energy drain per 4 pieces of ammunition infected, these piece of ammunition deliver the virus if they hit. These infected pieces of ammunition only stay infected for 8 hours, after which they become inert.

Replicator Virus (Ex): If a creature is slain by the regenerator's virus, if it a humanoid creature of 3 HDs or less instead of killing the creature it instead leave it at 1 hit point. The creature is then affected by a personality override effect, which also morph their appearance to match the regenerator. Once the process is complete, the target is a half HD clone of the regenerator which overwrite all part of the base creature (including all physical abilities and features). If the regenerator dies while a clone is germinating, she may transfer her soul into it body and treat it as the resurrection function of the power. Otherwise the clone is perfectly free willed and not at all under the control of the regenerator. While germinating, the effect can be removed with a restoration or stronger effect. This mutation require the infection mutation and a minimum class level of 8th.

Strength/Constitution Bonus: A 3rd level regenerator's body develop and it muscle mass and power increase, gaining a +1 bonus to both her Strength and Constitution. As she progress in level, the bonus increase to a maximum of +10 at 20th level.

Damage Reduction (Ex): A 3rd level regenerator's body regenerate even the smallest wound as quickly as it inflicted, granting her damage reduction 2/-. At each odd class level thereafter her damage reduction increase by 1.

Aberrant Resistance (Ex): A 4th level regenerator's body has started to be altered on a molecular level, several of her organs start being redundant and her biology more resistance. She gain 25% fortification and immunity to being Fatigued and Sickened .

At 8th level her biology further improve, making killing blows even more difficult, she gain fortification 50% and immunity to stunning.

At 12th level the regenerator's biology is now very hard to disrupt, becoming immune to both critical hits and being nauseated. Additionally she become nigh-immune to negative level and energy drain, she can only take as many as her HD -1 and they never result in actual level loss.

At 16th level the very cellular structure of her body hold her together, preventing her from dying from [death-effect], which simply reduce her to 1 hit point if she fail against them.

Efficient Biology (Ex): A 4th level regenerator only need to eat, drink and sleep half as much as normal. She can also survive without eating or drink with no harm for a number of day equal to her Constitution modifier, after which she start to dehydrate and starve normally.

Biological Immortality (Ex): A 6th level regenerator no longer accrues any bonus or penalties for aging, she also do not die of old age 'when her time come'. She is effectively biologically immortal, although she can still be killed.

Cellular Immortality (Ex): A 10th level regenerator is no longer afraid of death, at least in most cases. If she dies and her body is intact (would be able to be brought back to life via raise dead) she return to life with one Bio-Energy Drain 1d4 hours after 'death'. If her body is damaged, she take 1d4 days to regenerate, the process can be interrupted and the regenerator is helpless while she regenerate. If she cannot accept more Bio-Energy Drain she must wait 8 hours.

A regenerator dies for real if her body is completely carbonized (thoroughly cremated), if she is reduced into pieces smaller than 1 inches, if her body is otherwise completely destroyed or if she is slain by a [death]-effect or energy drain. If her dying or dead body is inflicted at least 2 negative energy damage per class level she has within 1 round she also dies. If the regenerator is healed by negative energy, it cellular immortality is defeated by positive energy instead.

Supreme Toughness (Ex): A 18th level Regenerator cannot be killed in one hit, she gain the Resilient special ability equal to half her maximum hit points. As an immediate action she may cause herself 1 points of bio-energy drain, if she does her Resilient special ability become equal to 1/4th of her HDs for 1 round.

Biological Perfection (Ex): A 20th level Regenerator recover her Bio-Energy Drain at the rate of one per 10 minutes. She can also restore herself from a single molecule, allowing her Cellular Immortality class feature to bring her back from death unless her body is utterly destroyed. Finally she raise from the dead in a matter of minute instead of hours, and hour instead of days.



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Leziad's Homebrew (4427 Articles)
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Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Control Shape +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryA class about being a eldritch abomination which constantly regenerate. +
TitleRegenerator +
Will Save ProgressionPoor +