Some people call the biomancer an abomination, a demented sub-
sect that goes against the very laws of nature. Others see the biomancer as developing ways to remedy incurable diseases, repair useless limbs, and restore life to dead organs. Putting conjecture aside, biomancers focus their expertise on finding the commonalities between all forms of life, both instinctive and sentient, until two diametrically opposite creatures can accept physical grafts from each other. Any way their talent is taken, one constant is certain; the biomancer is a capable of manipulating the basic spark of life. All biomancers are arcane specialists of transmutation, driven to discover the most intricate and well-hidden secrets of life. Some use their controversial art to improve themselves with augmentations while others use their skills to act as healers or surgeons. The talents of a biomancer allow those who take this prestige class to alter the essence of life itself as it suits their needs. The biomancers talents range from the creation of short- lived organic beings to permanently transforming their own bodies. Biomancers require highly specialized knowledge of physical anatomy and arcane spellcasting. Both of these areas are most easily facilitated by the wizard class. While bards and sorcerers have the ability to cast arcane spells, all of the Knowledge skills for 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 spellcasting abilities, and so are forced to multiclass before they can qualify for this prestige class. NPC biomancers often find themselves at odds with necromancers as their respective crafts represent polar opposites of each other, one dealing with the forces of life, the other dealing with the entropy of death. Similar to necromancers, biomancers must also operate on the fringes of civilizations that judge their abilities as perverse or unnatural. Unlike necromancers, however, biomancers can masquerade as upstanding citizens at the same time as maintaining their research, having restorative abilities that readily enable them to pass for churgeons or healers. Hit Die: d4.
Requirements To qualify to become a biomancer, a character must fulfill all the following criteria. Skills: Knowledge (anatomy) 8 ranks, Knowledge (dungeoneering) 5 ranks, Knowledge (nature) 5 ranks. Spells: Ability to cast 2nd-level arcane spells, one of which must be alter self. Feat: Spell Focus (transmutation). Special: Special: The candidate must find a source of biomantic knowledge, or a teacher versed in the art form, as biomancy is a little known and rarely understood craft.
Class Skills The 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 Players Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier.
The Biomancer Base Fort Ref Will Level Attack Bonus Save Save Save Special Spells per Day 1st +0 +0 +0 +2 +1 save against change, augment self I +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 +2 save against change, augment familiar I +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 +3 save against change, augment self II +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 +4 save against change, augment familiar II +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 +5 save against change, augment self III, sense life 6th +3 +2 +2 +5 +6 save against change, augment familiar III +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 +7 save against change, augment self IV +1 level of existing arcane spellcasting class 8th +4 +2 +2 +6 +8 save against change, augment familiar IV +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 +9 save against change, augment self V +1 level of existing arcane spellcasting class 10th +5 +3 +3 +7 +10 save against change, augment familiar V, true birth
Class Features All of the following are class features of the biomancer prestige class. Weapon and Armor Proficiency: Biomancers gain no proficiency in any weapon, armor, or shield. Spells per Day: A biomancer continues training in arcane magic as well as their field of research. Thus, at each biomancer level indicated on the table above, the biomancer gains new spells per day as if also gaining a level in an arcane spellcasting class to which the character belonged before adding the prestige class. The biomancer does not, however, gain any other benefit a character of that class would have gained. This essentially means that the character adds the level of biomancer to the level of some other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before becoming a biomancer, a decision must be made as to which class each level of biomancer will be added for the purpose of determining spells per day. Save Bonus against Change: Biomancers exhaustively study transmutation magic and slowly grow more resilient to their unwanted effects. At 1st level, the biomancer gains a natural saving throw bonus to resist all transmutation spells that increases by +1 for every additional level the biomancer gains. Augment Self (Su): At 1st level, a biomancers intimate knowledge of anatomy becomes so specialized that the character gains the ability to remove an extraordinary or supernatural ability from another creature and graft it onto their body. In order to add this special ability, the biomancer must have access to a laboratory worth at least 1,000 gp and a corporeal creature that possesses the ability a biomancer desires. The entire procedure takes 1 day, during which time the subject creature must be considered helpless (held, sleeping, unconscious, etc.). The biomancer must make a Knowledge (anatomy) check (DC15 + 1 for each Hit Dice the creature possesses) to successfully transfer the desired ability onto their own body. Should the skill check fail, the biomancer may try again on a different creature, but the same creature may not be used for that particular ability until the character gains at least one level of biomancer. The following extraordinary and supernatural abilities, using the listed increments, can be transferred from a creature within one size category of the biomancer: blindsense 30 feet, blindsight 30 feet, breath weapon, darkvision 60 feet, fast healing 1, gaze attack, low-light vision (twice human), natural armor +1, natural weaponry, regeneration 1, resistance to energy 5 (acid, cold, fire, lightning, or sonic), scent, tremorsense 30 feet, and venom/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 transferred ability. For example, if a biomancer transferred regeneration from a troll, the troll would permanently reduce their ability to regeneration 4 and the biomancer would gain regeneration 1. The augmentation process is very literal as well. Augmenting regeneration from a troll also transfers the creatures vulnerability to acid and fire. Augmented biomancers often take on the physical characteristics of the creature whose abilities have been grafted onto their bodies. Darkvision from a drow would give the biomancer deep crimson eyes and an aversion to sunlight, while natural armor from a rhinoceros would give the character a tough leathery hide. Optionally, a biomancer may choose to forego the chance to augment an ability and transfer one point of any ability score instead, provided the creatures desired ability score is at least one point higher than the biomancers. The biomancer must make a Knowledge (anatomy) check (DC15 + the creatures desired ability score modifier) to successfully transfer the increase. Should the biomancers skill check fail, the biomancer may try again on a different creature, but the same creature may not be used for that particular ability score increase until the character gains at least one level of biomancer. While the augment self ability is supernatural, any transferred abilities retain their original type (extraordinary abilities remain extraordinary and supernatural abilities remain supernatural). Only a specifically worded wish or miracle may reverse the process of augment self. At 3rd level, and every two levels thereafter (5th, 7th, and 9th), the biomancer may graft another extraordinary or supernatural ability onto their body. Augment Familiar (Su): At 2nd level, a biomancer gains the ability to remove an extraordinary or supernatural ability from another creature and graft it onto their familiar. This ability is otherwise identical to augment self. At 4th level, and every two levels thereafter (6th, 8th, and 10th), the biomancer may graft another extraordinary or supernatural ability onto their familiar. Sense Life (Su): At 5th level, the biomancer can detect any living creature within 60 feet, as the detect evil spell. Any creature without a Constitution score is not detected by this ability. True Birth (Su): At 10th level, at the peak of their skill, a biomancer can imbue permanent life into the organic golems created with their create life spell. The duration these creatures exist changes from days per caster level to years per caster level. SPELLS The spells herein are presented in alphabetical order.
Alter Life I Transmutation Level: Biomancer 4 Components: V, S, F, XP Casting Time: 24 hours Range: Touch Area: One living creature touched Duration: Special Saving Throw: Fortitude negates Spell Resistance: Yes
Through means of this spell, a biomancer is capable of altering the life force of an unborn creature with biomantic powers. With this spell a biomancer can make a single trait present in a creature when born. The augmentation will not be passed on to any future generations of the unborn child (should it procreate). Below is a list of the possible alterations a biomancer can imbue. Blindsense (Ex): Creatures born with this augmentation gain nonvisual senses, such as acute smell or hearing, to notice things they cannot see. This ability works out to a radius of 30 feet and functions exactly as described in the Monster Manual. Creatures that are normally born with blindsense increase the radius of their ability by 30 feet. Durability (Ex): Creatures born with this augmentation gain +1 natural armor. Creatures that are normally born with natural armor increase their natural armor by +1. These creatures also increase their Hit Dice by one die size, to a maximum of d12. Do not increase class Hit Dice. Natural Flight (Ex): Creatures born with this augmentation have a pair of wings (appearance determined by spellcaster) that allow the subject to fly at twice their land speed with average maneuverability. Creatures that are normally born with wings either increase their flight speed by their land speed or improved their maneuverability by one step (determined by spellcaster). Mental Prowess (Ex): Creatures born with this augmentation gain a +2 bonus to Charisma, Intelligence, or Wisdom. Physical Prowess (Ex): Creatures born with this augmentation gain 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 of 60 feet. Spell-Like Ability (Sp): Creatures born with this augmentation gain one spell-like ability useable once per day. The spell must be no higher than 3rd level with a target other than personal. The biomancer must know or have prepared the spell to be augmented and must provide any focuses the spell requires. Fifty of each material component are needed. If casting the spell would reduce the biomancers XP total, the character pays the cost (multiplied by 50) upon casting alter life I. Likewise, material components are consumed when the biomancer casts alter life I, but focuses are not. (A focus used in casting alter life I can be reused.) The act of casting alter life I triggers the prepared spell or spell slot, making it unavailable during the casting of casting of alter life I. (That is, that spell slot is expended from the currently prepared spells of the character, just as if it had been cast.) Caster level equals the creatures character level. Creatures that are normally born with this spell-like ability gain one additional usage per day. Visual Sense (Ex): Creatures born with this augmentation gain darkvision up to 60 feet or low-light vision. Creatures that are normally born with darkvision increase the distance of their ability by 60 feet. Creatures that are normally born with low-light vision can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Only one trait may be augmented onto a single unborn creature. In addition to this trait, the biomancer may also imbue an arcane mark on an augmented creature as an invisible organic tattoo, which functions exactly like the arcane mark spell (see page 201 of the Players Handbook). Focus: Special surgical equipment (5,000 gp). XP Cost: 1,000 XP.
Alter Life II Transmutation [see text for alter life I] Level: Biomancer 5
This spell functions like alter life I, except that two traits may be imbued into the unborn creature. XP Cost: 1,000 XP per trait.
Alter Life III Transmutation [see text for alter life I] Level: Biomancer 6
This spell functions like alter life I, except that three traits may be imbued into the unborn creature. XP Cost: 1,000 XP per trait.
Alter Life IV Transmutation [see text for alter life I] Level: Biomancer 7
This spell functions like alter life I, except that four traits may be imbued into the unborn creature. XP Cost: 1,000 XP per trait.
Alter Life V Transmutation [see text for alter life I] Level: Biomancer 8
This spell functions like alter life I, except that five traits may be imbued into the unborn creature. XP Cost: 1,000 XP per trait.
Alter Life VI Transmutation [see text for alter life I] Level: Biomancer 9
This spell functions like alter life I, except that six traits may be imbued into the unborn creature. XP Cost: 1,000 XP per trait.
Create Life Transmutation (Creation) Level: Biomancer 7 Components: V, S, M, F, XP Casting Time: 24 hours Range: Touch Area: One living creature/level Duration: Special Saving Throw: None Spell Resistance: No
With this potent spell, a biomancer can create life from chemicals and raw materials. Upon casting this spell, one living Medium creature or smaller can be created per level (one Large creature counts as two Medium creatures, one Huge creature counts as four Medium creatures, and so on). The creatures created by this spell have the monstrous humanoid type and follow the rules for creatures of that type detailed in the Monster Manual. These organic golems have 1/3 the number of hit dice as their creators. The appearance of these creatures is left up to the spellcaster, but they must conform to a generally humanoid body. These creatures have a life-span of 3d20 hours plus the biomancers level in hours. Creatures spawned with the create life spell are sterile and cannot reproduce, although biomancers of 10th level may imbue their creations with the capacity to do so using their true birth ability, as determined by the character. While a creature created with create life is being grown the biomancer may use the alter life spells on their creation. When any level of alter life is used in conjunction with create life no additional casting time is required so long as the decision to incorporate both spells was made before the creation process began. A biomancers created life are considered familiars for purposes of augment familiar. Material Components: A vat filled with 100 pounds of liquefied organs (for every Medium creature created) from living creatures that have been dead for no longer than 24 hours. Focus: Special surgical equipment (10,000 gp). XP Cost: 100 XP for every 100 pounds of liquefied organs.
The biomancer was last modified 10 April 2005. Copyright Robert Brookes and Kolja Liquette 2002, 2003, 2004, 2005. (Email: lucentshade@gmail.com) or (Email: sonofapreacherman@wakinglands.com)