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BIOMANCER

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)

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