Mitotic Warrior

While the multiple masters derived their understanding of mirror mastery from studying blink dogs, a completely separate group studied oozes and arrived at a similar end. They learned how to control the division of their own cells through biological tampering. Mitotic warriors are more clannish and becoming one is often a family affair. Regarded as freaks and outcasts, mitotic warriors are most commonly found in backwater societies or in highly toxic environments. Rezumar make natural mitotic warrior and they are highly regarded in their societies.

Mitosis (Ex): At 1st level, a mitotic warrior who takes damage (from a single attack) equal to their mitotic warrior level or more can chose to split as a free action, creating a clone in an empty adjacent square as per the clone class feature of the multiple master. He has no limit per day on how many clones he may create but is still limited by the multiple master’s limit on the number of clones he can have out at the same time. A clone who takes damage can also use this ability. Attacks that deal cold or slashing damage do not trigger mitosis.

This ability replaces the clone class feature of the multiple master.

Slam (Ex): At 2nd level, the mitotic warrior gains a slam attack appropriate for a creature of its size category (1d3 for small, 1d4 for medium, 1d6 for large).

This replaces the brothers class feature and their 2nd level unity talent.

Ooze Traits: At 4th level and every 4 levels thereafter the mitotic warrior gains qualities normally associated with an ooze.

4TH LEVEL:
Physical: The mitotic warrior’s physical form takes on a rubbery and somewhat exaggerated appearance. Other, more superficial, changes occurs like their skin may begin to be tinged with a vibrant color.
Resistances: Acid resistance 5.
Vulnerabilities: None

8TH LEVEL:
Physical: The mitotic warrior’s features may become simplified and their proportions comically exaggerated. Their body becomes quite flexible to the touch and their skin takes on a shade of a vibrant color.
Bonuses: They gain a +2 bonus against mind-affecting effects, as well as poisons, sleep effects, paralysis, polymorph effects, and stunning.
Resistances: Acid resistance 10.
Vulnerabilities: Vulnerability to cold (1.5x)

12TH LEVEL:
Physical: The mitotic warrior’s body becomes semi-translucent and comprised mostly of a syrupy liquid.
Bonuses: They gain a +4 bonus against mind-affecting effects, as well as poisons, sleep effects, paralysis, polymorph effects, and stunning.
Resistances: Acid immunity.
Vulnerabilities: Vulnerability to cold (1.5x)

16TH LEVEL:
Physical: The mitotic warrior’s body becomes semi-translucent and comprised mostly of a syrupy liquid.
Bonuses: They gain a +6 bonus against mind-affecting effects, as well as poisons, sleep effects, paralysis, polymorph effects, and stunning.
Resistances: Any time the mitotic warrior would be dealt acid damage he regains 1 hit point per 3 points of damage the effect would have dealt.
Vulnerabilities: Vulnerability to cold (2x)

This replaces the mirror manipulations of the multiple master.

Reactive Strike (Ex): At 5th level, whenever a mitotic warrior takes damage equal to his mitotic warrior level and he does not elect to split (via mitosis) he can reflexively lash out with a slam attack. This ability effectively grants the mitotic warrior (or his clone) an attack of opportunity against any adjacent foe that deals it damage. These attacks of opportunity do not count against the normal limit the mitotic warrior can make in a round. Attacks that deal cold or slashing damage do not trigger a reactive strike. Whenever a mitotic warrior takes cold damage, he cannot use his reactive strike ability until after he takes his its next action in combat. A reactive strike triggers even if the attack that hits the mitotic warrior would kill him (as they occur almost simultaneously).

This replaces reinforcements.

Absorb Flesh (Ex): When a mitotic warrior of 7th level make an attack with their slam attack (even on an reactive strike), the creature struck needs to make a Fortitude save (DC 10 + 1/2 mitotic warrior level) or take an amount of Constitution drain equal to 1/4th the mitotic warrior’s level. For every point of Constitution drained in this fashion the mitotic warrior heals 5 hit points. Excess hit points above its normal maximum are wasted.

This replaces their 3rd and 7th level teamwork feats.

Acid Spew (Ex): At 11th level any time the mitotic warrior hits with a natural attack or unarmed strike they deal an additional 1d6 points of acid damage. At 15th level this improves to 2d6 points of acid damage and 3d6 at 19th.

This replaces their 11th, 15th, and 19th level teamwork feats.

Instant Division (Ex): At 13th level, when a multiple master is forced to split he may make as many clones as he wishes, up to his normal limit.

Carnivorous King (Ex): At 20th level, any time a mitotic warrior successfully absorbs the flesh of another creature with their slam attack they deal an amount of Constitution drain equal to 1/3 their mitotic warrior level and are healed for for 10 hit points per point of Constitution drained.

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