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    BIOMANCERSome people call the biomancer an abomination, a demented sub-sect that goes against the very laws of nature. Others see thebiomancer as developing ways to remedy incurable diseases,repair useless limbs, and restore life to dead organs. Puttingconjecture aside, biomancers focus their expertise on finding thecommonalities between all forms of life, both instinctive andsentient, until two diametrically opposite creatures can acceptphysical grafts from each other. Any way their talent is taken, one

    constant is certain; the biomancer is a capable of manipulatingthe basic spark of life.

    All biomancers are arcane specialists of transmutation, drivento discover the most intricate and well-hidden secrets of life.Some use their controversial art to improve themselves withaugmentations while others use their skills to act as healers orsurgeons. The talents of a biomancer allow those who take thisprestige class to alter the essence of life i tself as it suits theirneeds. The biomancers talents range from the creation of short-lived organic beings to permanently transforming their ownbodies.

    Biomancers require highly specialized knowledge of physicalanatomy and arcane spellcasting. Both of these areas are mosteasily facilitated by the wizard class. While bards and sorcerershave the ability to cast arcane spells, all of the Knowledge skillsfor this prestige class would have to be taken cross class. The

    remaining classes (berserkers, clerics, druids, monks, rangers,rogues, and warriors) all lack the prerequisite arcane spellcastingabilities, and so are forced to multiclass before they can qualify forthis prestige class.

    NPC biomancers often find themselves at odds withnecromancers as their respective crafts represent polar opposites

    of each other, one dealing with the forces of life, the otherdealing with the entropy of death. Similar to necromancers,biomancers must also operate on the fringes of civilizations thatjudge their abilities as perverse or unnatural. Unlikenecromancers, however, biomancers can masquerade asupstanding citizens at the same time as maintaining theirresearch, having restorative abilities that readily enable them topass for churgeons or healers.

    Hit Die:d4.Requirements

    To qualify to become a biomancer, a character must fulfill all thefollowing criteria.Skills: Knowledge (anatomy) 8ranks, Knowledge(dungeoneering) 5ranks, Knowledge (nature) 5ranks.Spells:Ability to cast 2nd-level arcane spells, one of whichmust be alter self.Feat: Spell Focus (transmutation).Special: Special: The candidate must find a source of biomanticknowledge, or a teacher versed in the art form, as biomancy is alittle known and rarely understood craft.

    Class SkillsThe biomancers class skills (and the key ability for each skill) are

    Concentration (Con), Craft (Int), Heal (Wis), Knowledge(anatomy) (Int), Knowledge (arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge (nature) (Int), Profession(Wis), and Spellcraft (Int). See Chapter 4: Skills in the PlayersHandbook for skill descriptions.Skill Points at Each Level:2+ Int modifier.

    The iomancerBase Fort Ref Will

    Level Attack Bonus Save Save Save Special Spells per Day1st +0 +0 +0 +2 +1save against change, augment self I +1level of existing arcane spellcasting class

    2nd +1 +0 +0 +3 +2save against change, augment familiar I +1level of existing arcane spellcasting class3rd +1 +1 +1 +3 +3save against change, augment self II +1level of existing arcane spellcasting class4th +2 +1 +1 +4 +4save against change, augment familiar II +1level of existing arcane spellcasting class5th +2 +1 +1 +4 +5save against change, augment self III,

    sense life6th +3 +2 +2 +5 +6save against change, augment familiar III +1level of existing arcane spellcasting class7th +3 +2 +2 +5 +7save against change, augment self IV +1level of existing arcane spellcasting class8th +4 +2 +2 +6 +8save against change, augment familiar IV +1level of existing arcane spellcasting class9th +4 +3 +3 +6 +9save against change, augment self V +1level of existing arcane spellcasting class

    10th +5 +3 +3 +7 +10save against change, augment familiar V, true birth

    Class FeaturesAll of the following are class features of the biomancer prestigeclass.Weapon and Armor Proficiency:Biomancers gain noproficiency in any weapon, armor, or shield.Spells per Day:A biomancer continues training in arcanemagic as well as their field of research. Thus, at each biomancer

    level indicated on the table above, the biomancer gains new spellsper day as if also gaining a level in an arcane spellcasting class towhich the character belonged before adding the prestige class.The biomancer does not, however, gain any other benefit acharacter of that class would have gained. This essentially meansthat the character adds the level of biomancer to the level of someother arcane spellcasting class the character has, then determinesspells per day and caster level accordingly.

    If a character had more than one arcane spellcasting classbefore becoming a biomancer, a decision must be made as towhich class each level of biomancer will be added for the purposeof determining spells per day.Save Bonus against Change: Biomancers exhaustively study

    transmutation magic and slowly grow more resilient to theirunwanted effects. At 1st level, the biomancer gains a naturalsaving throw bonus to resist all transmutation spells thatincreases by +1for every additional level the biomancer gains.Augment Self Su):At 1st level, a biomancers intimateknowledge of anatomy becomes so specialized that the character

    gains the ability to remove an extraordinary or supernaturalability from another creature and graft it onto their body. In orderto add this special ability, the biomancer must have access to alaboratory worth at least 1,000gp and a corporeal creature thatpossesses the ability a biomancer desires.

    The entire procedure takes 1day, during which time thesubject creature must be considered helpless (held, sleeping,unconscious, etc.). The biomancer must make a Knowledge(anatomy) check (DC15+ 1for each Hit Dice the creaturepossesses) to successfully transfer the desired ability onto theirown body. Should the skill check fail, the biomancer may tryagain on a different creature, but the same creature may not beused for that particular ability until the character gains at least

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    one level of biomancer.The following extraordinary and supernatural abilities, using

    the listed increments, can be transferred from a creature withinone size category of the biomancer: blindsense 30feet, blindsight30feet, breath weapon, darkvision 60feet, fast healing 1, gazeattack, low-light vision (twice human), natural armor +1, naturalweaponry, regeneration 1, resistance to energy 5(acid, cold, fire,lightning, or sonic), scent, tremorsense 30feet, andvenom/poison. If the biomancer already possesses a desired

    ability with a numeric value, the abilities stack normally.After completing the process, the creature loses the transferredability. For example, if a biomancer transferred regeneration froma troll, the troll would permanently reduce their ability toregeneration 4and the biomancer would gain regeneration 1. Theaugmentation process is very literal as well. Augmentingregeneration from a troll also transfers the creatures vulnerabilityto acid and fire.

    Augmented biomancers often take on the physicalcharacteristics of the creature whose abilities have been graftedonto their bodies. Darkvision from a drow would give thebiomancer deep crimson eyes and an aversion to sunlight, whilenatural armor from a rhinoceros would give the character a toughleathery hide.

    Optionally, a biomancer may choose to forego the chance toaugment an ability and transfer one point of any ability score

    instead, provided the creatures desired ability score is at least onepoint higher than the biomancers. The biomancer must make aKnowledge (anatomy) check (DC15+ the creatures desiredability score modifier) to successfully transfer the increase.Should the biomancers skill check fail, the biomancer may tryagain on a different creature, but the same creature may not beused for that particular ability score increase until the charactergains at least one level of biomancer.

    While the augment self ability is supernatural, any transferredabilities retain their original type (extraordinary abilities remainextraordinary and supernatural abilities remain supernatural).Only a specifically worded wish or miracle may reverse theprocess of augment self.

    At 3rd level, and every two levels thereafter (5th, 7th, and 9th),the biomancer may graft another extraordinary or supernaturalability onto their body.

    Augment Familiar Su):At 2nd level, a biomancer gains theability to remove an extraordinary or supernatural ability fromanother creature and graft it onto their familiar. This ability isotherwise identical to augment self.

    At 4th level, and every two levels thereafter (6th, 8th, and10th), the biomancer may graft another extraordinary orsupernatural ability onto their familiar.Sense Life Su):At 5th level, the biomancer can detect anyliving creature within 60feet, as the detect evilspell. Any creaturewithout a Constitution score is not detected by this ability.True Birth Su):At 10th level, at the peak of their skill, abiomancer can imbue permanent life into the organic golemscreated with their create lifespell. The duration these creaturesexist changes from days per caster level to years per caster level.

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    SPELLSThe spells herein are presented in alphabetical order.

    Alter Life ITransmutationLevel:Biomancer 4Components:V, S, F, XPCasting Time:24hoursRange:TouchArea:One living creature touchedDuration:SpecialSaving Throw:Fortitude negatesSpell Resistance:YesThrough means of this spell, a biomancer is capable of alteringthe life force of an unborn creature with biomantic powers. Withthis spell a biomancer can make a single trait present in a creaturewhen born. The augmentation will not be passed on to any futuregenerations of the unborn child (should it procreate). Below is alist of the possible alterations a biomancer can imbue.

    Blindsense (Ex):Creatures born with this augmentation gainnonvisual senses, such as acute smell or hearing, to notice thingsthey cannot see. This ability works out to a radius of 30feet andfunctions exactly as described in the Monster Manual. Creaturesthat are normally born with blindsense increase the radius oftheir ability by 30feet.

    Durability (Ex):Creatures born with this augmentation gain +1natural armor. Creatures that are normally born with naturalarmor increase their natural armor by +1. These creatures alsoincrease their Hit Dice by one die size, to a maximum of d12. Donot increase class Hit Dice.

    Natural Flight (Ex):Creatures born with this augmentation havea pair of wings (appearance determined by spellcaster) that allowthe subject to fly at twice their land speed with averagemaneuverability. Creatures that are normally born with wingseither increase their flight speed by their land speed or improvedtheir maneuverability by one step (determined by spellcaster).

    Mental Prowess (Ex):Creatures born with this augmentationgain a +2 bonus to Charisma, Intelligence, or Wisdom.

    Physical Prowess (Ex):Creatures born with this augmentationgain a +2 bonus to Strength, Dexterity, or Constitution.Speed (Ex):Creatures born with this augmentation gain a +10

    bonus to their base speed, to a maximum of60feet.Spell-Like Ability (Sp):Creatures born with this augmentation

    gain one spell-like ability useable once per day. The spell must beno higher than 3rd level with a target other than personal. Thebiomancer must know or have prepared the spell to beaugmented and must provide any focuses the spell requires. Fiftyof each material component are needed. If casting the spell wouldreduce the biomancers XP total, the character pays the cost(multiplied by 50) upon casting alter life I. Likewise, materialcomponents are consumed when the biomancer casts alter life I,but focuses are not. (A focus used in casting alter life Ican bereused.) The act of casting alter life Itriggers the prepared spell orspell slot, making it unavailable during the casting of casting of

    alter life I. (That is, that spell slot is expended from the currentlyprepared spells of the character, just as if it had been cast.) Casterlevel equals the creatures character level. Creatures that arenormally born with this spell-like ability gain one additionalusage per day.

    Visual Sense (Ex):Creatures born with this augmentation gaindarkvision up to 60feet or low-light vision. Creatures that arenormally born with darkvision increase the distance of theirability by 60feet. Creatures that are normally born with low-lightvision can see three times as far as a human in starlight,moonlight, torchlight, and similar conditions of poorillumination.

    Only one trait may be augmented onto a single unborn

    creature. In addition to this trait, the biomancer may also imbuean arcane mark on an augmented creature as an invisibleorganic tattoo, which functions exactly like the arcane markspell(see page 201of the Players Handbook).

    Focus:Special surgical equipment (5,000gp).XP Cost:1,000XP.

    Alter Life IITransmutation [see text for alter lifeI]Level:Biomancer 5This spell functions like alter life I, except that two traits may beimbued into the unborn creature.

    XP Cost:1,000XP per trait.

    Alter Life IIITransmutation [see text for alter lifeI]Level:Biomancer 6This spell functions like alter life I, except that three traits may beimbued into the unborn creature.

    XP Cost:1,000XP per trait.

    Alter Life IVTransmutation [see text for alter lifeI]Level:Biomancer 7This spell functions like alter life I, except that four traits may beimbued into the unborn creature.

    XP Cost:1,000XP per trait.

    Alter Life VTransmutation [see text for alter lifeI]Level:Biomancer 8This spell functions like alter life I, except that five traits may beimbued into the unborn creature.

    XP Cost:1,000XP per trait.

    Alter Life VITransmutation [see text for alter lifeI]Level:Biomancer 9This spell functions like alter life I, except that six traits may beimbued into the unborn creature.

    XP Cost:1,000XP per trait.

    Create LifeTransmutation (Creation)Level:Biomancer 7Components:V, S, M, F, XPCasting Time:24hoursRange:TouchArea:One living creature/levelDuration:SpecialSaving Throw:NoneSpell Resistance:NoWith this potent spell, a biomancer can create life from chemicalsand raw materials. Upon casting this spell, one living Mediumcreature or smaller can be created per level (one Large creaturecounts as two Medium creatures, one Huge creature counts asfour Medium creatures, and so on).

    The creatures created by this spell have the monstroushumanoid type and follow the rules for creatures of that typedetailed in theMonster Manual. These organic golems have 1/3the number of hit dice as their creators. The appearance of these

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