Evomancer (3.5e Class)
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A man toils in his lab, beakers everywhere, all manner of beasts dead and alive surround him in their cages. With a big bone saw he cuts into the wings of a giant hawk, its screams echo out into the forest that surround his hidden lair. You see him approach an amalgam of animal parts stitched together, and holds the wings up to the body. Naked from the waist up his skin ripples like snakes under water. Two mutated dextrous clawed hands seem to meld right through his skin bringing globules of blood drenched flesh. Together with the aid of his newly appeared appendages he connects the wings to this hideous compilation of parts sealing the two touching ends with his own flesh which seem to meld into the wings and creature fusing them together. The arms go back from whence they came and he checks his work, leaving no wounds behind.
All appears to be in order and you think to yourself what nefarious magics is he going to use to animate this dead corpse? Animate, no, and he is no trained wizard. He has more in common with a sorcerer who gains his magic through his bloodline, without the casting. He mixes many of the multicolored fluids that were chilling in ice boxes or boiling over a slow burning alchemical fire. Finally he slices open an arm that looks like it has had blood spilled from it hundreds of times and mixes it into his concoction. Immediately the fluid starts moving within its beaker reaching, searching, hunting for a host. A nefarious smile breaks out on this madman's face as he grabs a huge needle and sucks up the every last drop. With a sickening squelch and crunch he rams the needle into his creature filling it with his mixture. You feel a new revulsion as an eyelid twitches and an eyeball starts to move as if looking at its surroundings. The flesh bubbles and boils evolving and mutating to becoming what seems to be one creature not just a mix of others. You barely hear the strange maniac mumble to himself, "Yes, once again I have created life..." and reaches out to stroke his new pet.
Suddenly its eye lands upon you hiding outside the window and he screams in rage. A carapace seems to pore out from his flesh in the shape of armor, snakes writhe out and around his arms striking at the air around him, and dire raven wings flutter out from his back as his newly made one of a kind creation jumps from the operating table and bursts through the wall and window. It smashes you to the ground, pinning you in the debris. Silently he walks over to you, brushing some of the remnants of the wall away from your broken twisted body, inspecting you up and down with his cold calculating eyes. The last thing you hear as he pets his minion is, "Yes, you will make very nice materials for my next experiment"
Making a Evomancer
He may not participate much himself other then to direct his creatures, but more targets means less focus on your group, flanking for your rouge, and protection for your mage, and a nice surprise when the enemy runs at the unarmed man only to have creatures emerge from his flesh biting scratching and clawing.
Abilities: High Constitution is his most important stat, taking the others in order depending on your play style.
Races: Any race immune to disease who wouldn't chance upon a virus or have a dormant magic in its blood that combines dna and evolves two creatures together.
Alignment: Usually not lawful (especially if PITA has anything to say about it). Not necessarily evil; he can think that he is creating new creatures with the sanction of God.
Starting Gold: None, as all his gold went into buying his small set of lab tools and the materials for his first creature.
Starting Age: Moderate
|1st||+0||+2||+0||+2||Mutation, One Mind|
|19th||+0||+11||+6||+11||Return to Master|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Everything about the Evomancer comes from his ever changing constantly evolving and mutating blood. All of the following are class features of the Evomancer.
Weapon and Armor Proficiency: Basic weapon proficiency, Medium armor proficiency.
<-Supernatural class feature->: Mutation- You are considered to have craft arms and armor, and forge ring though all you can make are mutated creatures. you can have one mutated/evolved creature per Constitution modifier. if your Constitution modifier goes down one of your creatures dies as you can no longer support its life.
Your level times 5 points can be spent on each creature. no more than your level points can be spent on any one modification. i.e. you are level 5 so you can spend a total of 25 points on one creature, you want to give your creature immunity to ability drain which costs 6 points. you can not as you must be level six to give your creature a 6 point ability. each point costs you 25 xp. mutations retain all the stats of the original animal and can only be created from animals with the exception of magical beasts if you take the mutate magical beast ability.
You can try to mutate yourself but every time you spend points you must roll 1d100 (2d10 one is the tens the other is the ones double 0 is 100) and if you roll below the total amount you have spent on yourself then your are effected by your own baleful mutation even if you do not have it yet, Will save for dominate replaced by madness(dm takes control of your character until your party can have you cured of madness). If a mutation is killed you may regrow it for 25% of the original cost.
<-Supernatural class feature->: One Mind- Your mutated creatures use your initiative check and your Will save modifier. You can communicate telepathically with your mutated creatures if they are within 30 ft. of you.
<-Supernatural class feature->: Symbiosis- you may attach a mutation to a gear slot on your body, it uses your Reflex save and touch ac bonus, if grappled every mutation is counted as aiding in the grapple. if enemy is pinned every mutation with an attack automatically hit. anything your mutations see, feel, or sense, you do as well.
<-Supernatural class feature->: One Body- mutations gain a bonus to Fortitude saves equal to your class Fortitude save bonus. any buff used on them or on the host while symbiosis with host effects both, healing can be split between the host and mutations.
<-Supernatural class feature->: Mutate Item- you can mutate your items with your creatures merging them into one and masking any magical aura. the item retains its hardness and material component and gains all of the effects of the creature. mutating an item takes a full day of undivided attention. as long as it is symbiosis the item can not be stolen just like a finger can not be stolen. you may consume magic from the item using the xp cost of the enchantment to fuel your point xp cost for further mutations on the item. if there are multiple enchantments (i.e. +5 flaming) you may consume just the flaming or just the +5 or both.
<-Supernatural class feature->: Mettle- If you makes a successful will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead completely negate the effect.
<-Supernatural class feature->: Hidden Mutation- At will you can hide your mutations within reach inside your body or release them as long as they are your size or smaller. If they are your size your body shifts and gains enough bulk to increase your size by one(no more creatures may be hidden if this happens). If hidden inside they can not be seen unless some sort of invasive inspection is used(such as invasive surgery or x-ray vision). hidden mutations can not be targeted and do not take area effect damage. hidden mutations can not effect anything outside the Evomancer's body
Improved Mettle: You always negate the lesser effect on a successful Fortitude or Will save, and take 1/2 of any damage on a failed Fortitude or Will save.
<-Supernatural class feature->: Baleful Mutation- Range(ray) ranged touch attack- You throw a globule of mutating flesh at your enemy, causing them to make a Fortitude save. If the Fortitude save is made deal 1d4 x your level damage. If the Fortitude save is failed roll 1d10. Results:
1-Glow- You glow with an eerie light that gives you a -20 to hide
2-Blindness- Your eyes white out and you can no longer see
3-Tentacle arms- Deal 1d8 slam damage
4-Featureless- You lose all features and look like a blank mannequin
5-Gibberish- No matter how hard you try anything you say just comes out as gibberish
6-Wasting- Negative 10 to all physical stats as your body wastes away
7-Loss of breath- You mouth and nose fuse together or your airway swells up and you can no longer take a breath
8-Crippled legs- You become prone and your move speed becomes 5ft
9-Mindless and dominated- You become mindless and make a Will save, if the Evomancer has an open minion slot you become his new mutated creature with his level free points to spend.
10-Death- You die instantly in a horrible mutated mess.
<-Supernatural class feature->: Adaption- every time you take the same damage you gain +1 Damage reduction to that damage until you are hurt by another type of damage(i.e. magic, physical, energy). this damage reduction can not be negated in any way other then to use another type of damage. Also you gain freedom of movement after 1 round of being slowed down or trapped, and gain endure elements after 1 round of being in an inhospitable environment.
<-Supernatural class feature->: Feature Morph- you may morph your features at will, giving you an almost perfect disguise, you cap on any disguise to hide your own features, and a +20 to mimic someone else you have seen.
<-Supernatural class feature->: Return To The Master- If you are slain while symbiosis to a creature that has enough hp to bring you back to 0 or above then it may sacrifice itself to heal you and mesh your wounds, returning the spark of life you gave it. You revive at 10 hp a round until all of its hp is transferred to you and then is slain forever. close examination is required to notice the healing effects until you reach 0 or higher, as you heal from the inside out.
<-Supernatural class feature->: Perfect Evolution- You may now spend the maximum amount of points on yourself without rolling on the Baleful Mutation table.
<-Mutation Abilities Table->: spend xp on creatures or yourself to give them points to spend for abilities. each point costs 25xp.
Hp- 1d8+con mod per point
Status Increase- 2 per point spent split up any way increased to a maximum of 30 for any one stat.
Natural Armor- 1 per point
Damage Reduction- one DR per point. 1/+1, 5/+2, 9/+3, 13/+4, 17/+5, 20/-
Feats- one per 2 points
Movement- +5 movement per point
Special movement- aquatic 3 points, climb 4 points, fly clumsy 5 points, poor 6 points, average 7 points, burrow 8 points, good 9 points, perfect 10 points, shadow jump(double movement) 14 points, teleport (X100 movement) 20 points. as long as the creature has the Strength to carry you and your gear you are included in its movement when symbiosis to it.
Attack Bonus- 1 per point
Damage Bonus- 1 per point
Fast Healing- 1 per 4 points
Tremor sense- 10 feet per point
Darkvision- 20ft per point
Truesight- 12 points
Blind sense- 10 ft per point
Blind sight- 6 points
Low light vision- 1 point
Endorphin Boosters- 1 stat point increase to host per 2 points, only one booster from any creature can be active at a time and can not boost constitution.
Shield Ally- can take 10% per 2 points of the damage of host or other mutations symbiosis to host and also has same % chance to make a spell effect it instead of host. only one mutation can be using shield ally at a time.
Enhanced Mind Link- Increases range at which the Evomancer can telepathically communicate, see, feel, and sense by 30 feet per point.
Speak- can repeat a message 10 words long for one point, 1 min long for 5 points, or communicate intelligently for 10 points.
Mutate Magical Beast- cost 10 points even if it fails. allows you to mutate a magical beast. the beast must be helpless or willing, if helpless it gets a Fortitude save to negate the mutation, and a Will save to keep its will and be unbound to you. save is 10+1/2 you level + your con mod for the fort save, 10+1/2 your level + you Wisdom mod for the Will save. every 4 points you spend on your mutation you must spend 1 more in mutate magical beast. points spent on mutate magical beast do not count towards your creatures maximum point cost.
Shrink/Enlarge- ability to increase or decrease your size by one per 5 points spent
Ranged Attack- gains a ranged attack or replaces ranged attacks damage 1d4 per 3 points ending at 7d4 at 20 points
Melee Attack- gains a melee attack or replaces melee attacks damage 1d6 per 5 points spent ending at 7d6 at 20 points
Spell Like Ability- CL is equal to the Evomancer's level. maximum 20 points spent in 1/encounter, and 20 in 1/day (could spend all 20 in 1/day to get 20 lvl 1 spell like abilities) 1/encounter- spell level 1 two points + 1 spell level ever four more points. 1/day- spell level 1 one point, plus 1 spell level ever two more points.
Immunities- makes creature immune to an effect (crit also makes them immune to sneak attack) Critical hit- 5 points Death effects- 7 points Ability drain- 6 points Fear- 1 point Energy type- 5 points Poison- 2 points Disease- 4 points Sleep- 3 points Breath- 1 point Subdual damage- 2 points
Envyroseal- makes an outer layer that seals you to the outside environment, creating your own food water and oxygen supply. it protects you from underwater pressure, vacuum and tries to create the proper temperature(adds +50 and -50 to your maximum survivable temperature) looks like a hardened carapace that is fleshy on the inside and can be see-through in places you want. when made a mutated armor it looks like the armor with carapace to fill in the gaps when active. cost 10 points.
Poison- dc=10+1 per point spent, dmg +1d4/1d4 dmg to a status chosen when you buy it at 1,6,12,20 points spent.
One does not simply stop being an evomancer.