T.A.O.E's Biomancer (3.5e Class)
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A biomancer is a mage that uses the world around him, the living mass of everything to fuel spellcasting and other kinds of abilities that he should have into their respective forms. Able to make life from raw biomass, and to strip said biomass away from enemies with mere touches to only further enhance his repertoire. The biomancer is a living breathing part of the world, in the most odd way possible, for it can be seen as one of them being an incarnation of evolution and the advancement of society and the natural progression of races, or as a great destroyed, serving as a biological horror, an epitome of evolution based on arcane spellcasting.
Making a Biomancer
A biomancer is a close range mage that thrives from anywhere he can go, versatile, but with choices to make that impact its gameplay as a whole. For each specialization that a biomancer truly focuses in can turn against him in the most obvious of ways.
Abilities: Biomancers rely on Intelligence for all of their abilities and their spellcasting. Constitution is another important thing, as is Charisma, for the average biomancer can take much more damage than the average spellcaster, close to that of fighters, and the Charisma helps them and the various social interactions that many have. All things are viable with a biomancer.
Races: Any race can become a biomancer, with no restrictions. Candidates with a strong will, and an affinity for the use of life, are often more drawn to the biomancer way.
Alignment: Any, but they tend to sway more towards the extremes of Chaotic and Lawful rather than strictly neutral.
Starting Gold: 2d6 times 10 gp (average 70gp).
Starting Age:Simple, as the abilities of a biomancer are innate to start off, but require much field research to hone into something deadlier.
|Saving Throws||Special||Spells Known||Biomass Points Per Day|
|1st||+0||+2||+0||+2||Biomass Absorption, Biomass Pool||3||2||—||—||—||—||—||—||—||—||10|
|4th||+3||+4||+1||+4||Improved Biomass Absorption||4||4||2||—||—||—||—||—||—||—||40|
|8th||+6/1||+6||+2||+6||Greater Biomass Absorption||4||4||4||4||2||—||—||—||—||—||80|
|20th||+15/10/5||+12||+6||+12||Fatal Absorption, Life Creation, Genophage||4||4||4||4||4||4||4||4||4||4||200|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Biomancer.
Weapon and Armor Proficiency: Biomancers are Proficient with up to Medium armor, and can use all simple weapons.
Spells: Biomancer spells come from their innate mental powers, so Intelligence is their main ability score for casting. When Biomancers level up, they can learn any arcane spell, or any druid spell they please, though they lack the ability to cast Wish, Miracle, or other spells with near-same effects. To cast a spell, biomancer must have an Intelligence of 10 + the spells level. A biomancer uses Biomass Pool to determine when they can cast spells. A biomancer cannot change their known spells; Whatever spells are learned cannot be swapped or changed.
Biomass Pool: One of the most important abilities of a biomancer is the stores of biomass he keeps within himself. Having no need for any kind of non-costly material components (as per eschew materials for his spellcasting, he instead draws in a massive amount of arcane force from biomass he destroys and converts to said energy before using it to mold it into the area around him or into his spell. Each spell he casts costs a minimum of 1 point of biomass, but costs the spell level times 2 in biomass points. Biomass points are only regenerated at the end of the day, and from using the biomass absorption ability.
At level 10, the biomancer's fine control over use of biomass for their spells is enhanced; By sacrificing an extra 10 biomass, they can cast spells with a material cost up 50gp without having the material components.
Biomass Absorption: As a melee touch attack, a biomancer can deal 2d6 + Intelligence Bonus damage to any living creature. If the target's Hit Dice is at least half the Biomancer's HD (rounded up), for every two damage dealt using this ability, a points of biomass is gained. The biomancer must actually touch the skin or equivalent of the target's flesh for it to be effective at this stage, it is only effective against targets with an armor (or natural armor) bonus of +3 or less. This melee touch attack can only be made a number of times per day equal to 5 × Biomancer class level.
The biomancer may also drain biomass from plants or dead creatures in a 50 ft. radius. This requires 8 hours of sleep consecutively followed by 1 hour of concentration. As long as the biomancer is in an environment with living matter, or deceased creatures, they will gain class level × 20 biomass points, up to their maximum.
Regeneration: The biomancer gains fast healing 1, that can only be stopped by cold. The amount it heals per round increases once every four levels, peaking at the max of 5. If the biomancer takes damage from any cold effect, or spell, they will lose the fast healing until they have had an uninterrupted 8 hour rest.
Improved Biomass Absorb: As Biomass is absorbed, its limits are furthered. Biomass Absorption now deals eals 4d6 + Intelligence modifier damage, and, subject to the same conditions, the biomancer gains a point of biomass for every point of damage dealt. Biomass Absorption is effective against targets with an armor (or natural armor) of +6 or less.
Flesh Sculpt: After making a melee touch attack, instead of draining the biomass of a creature, the biomancer may choose to manipulate it to his will, causing one of several affects to the opponent. Fortitude Negates. You may choose to tear away flesh from an opponent without draining it, causing them (6d6 + Intelligence modifier) damage, and making them bleed for 2 each round for 1d6 rounds. The target must also pass a secondary Fortitude save or be shocked for a round. You could also fuse the flesh of a subject together, closing wounds with a heal check, or to fuse together the eyes, nose, ears, mouth, etc. of a person. Each one of these can only be done once per use of flesh sculpt and stack, and a target must use an opposed heal check to cut open the flesh of the sealed body part for it to work again. You may also enlarge a limb using flesh, and make it so that it is more powerful, granting a +4 size bonus for up to an hour on strength, and allowing the wielding of weapons in that one arm of one size category larger than what is normal. This can be used multiple times, such as making an opponent's leg too large to use effectively. Each use of this ability costs 10 biomass points.
Greater Biomass Absorption:: The damage of Biomass Absorption increases to 6d6 + Intelligence bonus. For each point of damage dealt, two biomass points are gained. Biomass Absorption becomes effective against all living targets, regardless of their armor (or natural armor) bonus.
Bioforgery: The biomancer is now able to create mindless drones that serve his will. Per every 10 spent points of biomass when he uses this ability, a biomancer can make one Bio-Thrall (As hellhound, but with only 1 Intelligence and no fire based abilities), or he can spend 30 points and make a Bio-Guardian (As brown bear with 1 Intelligence), or a Bio-Titan for 75 points, (As dire bear, with 2 Intelligence and the Acid Blood feature. Meaning when struck with a non-bludgeoning weapon, a splash of acidic blood covers the area from where it was hit, dealing 2d6 acid damage to the weapon that hit it, and the creature wielding the weapon.) Each biomancer can have up to three thralls at one time, two guardians, or one titan, and each one of the creatures takes one minute per 5 points of biomass to create. All of the creatures know the basic commands, attack, guard, follow, scout, and heel, but will always spring into action if their master is threatened. These forgeries will last up to one day per biomancer level.
Flesh Life: Taking one hour per five points of biomass, a Biomancer can enact a ritual to create a semi-sentient Animal from nothing but raw biomass. The creature is a culmination of every biomancer's goal. For in some form or another, a biomancer would seek out to create life using his own two hands and his own two hands alone. The creature made can be anything, and can have as many Hit Dice as wished, up to the biomancers level - 5. But for each 3 hit die of the desired creature, the chance for failure of this ritual goes up by 5%. The biomancer can do this once a week, and for each Hit Dice the creature has, it takes 20 points of biomass to make it. The creatures Intelligence is 3, compared to the base creatures used for it, and it views the Biomancer as its closest family.
Greater Regeneration: The Biomancers regeneration cannot be stopped by any means short of death, and gives him fast healing 5.
Genophage: On a successful touch attack, a biomancer can use 25 biomass to try infect the target's genetic code with a disease called the Genophage, on infection, the target must make a Fortitude and Will save (DC biomancer's class level + Intelligence modifier). If both saves fail, the target is successfully infect. At will, by the infecting biomancer's mental command, the Genophage can be activated; The infected target can make a Fortitude save to resist the command, if the save is failed, the biomancer can order the target's cells to disintegrate, essentially turning the victim into raw biomass on the ground. Said biomass is able to be absorbed as if it were dead matter. There can be a max of 8 targets infected with the Genophage at one time, and once inside a person, it will remain activatable for two weeks, unless cured. Genophage is not effective against Oozes, Undead or Constructs.
Biomaster: Upon gaining 20th level, a Biomancer must choose between the following two features. This choice is permanent, and cannot be changed:
Fatal Absorption: As a standard action, a biomancer can make a melee touch attack to suck an entire opponent into his body, destroying their entire body and absorbing it into himself. A Fortitude save (DC 10 + half biomancer's Class level + Intelligence modifier) reduces the damage to 8d6 + (half biomancer's class level + Intelligence modifier), but a fail means instant death. This ability can be used on creatures of up to huge size. Medium creatures provide 20 biomass when they are absorbed, and for each size category higher, another 15 points of biomass are added to the total taken.
True Life Creation: In a ritual costing 15 biomass per HD, materials worth 100gp per HD, and taking 1 day per HD of the creature being made, a Biomancer can create a sentient being of whatever he chooses, as long as its HD does not exceed the biomancer's class level - 5. Their stats are to be made using the basic of their race (Roll if you are making a standard humanoid and apply their template) and the biomancer can implant any data he wants into their mind and onto the soul he pulls away from the Aether to make them. In essence, per Hit Dice and after level modification, he can make another biomancer, or a rogue, or a barbarian, whatever strikes the biomancers fancy at the time. Treat this character as a companion or a follower for as long as you please, with its own will and everything, but still seeing the biomancer as a father figure or a great ally instead of just a friendly character. The Creation will never attack the biomancer of its own will, and is automatically affected with a genophage stack that does not count against the actual abilities 8 possible infected targets. Along with this, the biomancer can have as many servants as he wishes for, as long as their total HD does not exceed his character level.
Playing a Biomancer
Religion: Biomancers believe in all gods, but deny them to be actual beings worthy of that status. The only thing they truly worship is the biomass they feast off of.
Other Classes: Interacts well with anything that can accept magic, but has a particular distate of things opposite its lawful or chaotic alignment. Does not work well with any fanatics that despise magic, or who revere life and consider it too sacred for mortals to touch.
Combat: Close range combatant and caster, or long range nuker.
Advancement: A biomancer can multi-class into nearly anything he should please, as they can adapt to many different situations. Any kind of class that is based on Constitution and Intelligence are good choices for a biomancer most of the time, though stealth or divine magic would help as well.
Biomancers in the World
|“||"This world is my plaything, and I shall sculpt it as I please."||”|
|—Greo, Elf, Biomancer|
They fit in wherever magic is accepted, and love to be able to experiment with their powers.
Daily Life: Woke up today, punted a squirrel to see how far it would fly. I smiled as I watched my bio titan take a hold of it in its mouth midair and enjoy a snack. I stretched as I walked out of my house, looking around the area with a smile upon my face, a verdant green area, filled with wildlife of my make that I had forged from small pouches of biomass. I made my haven here from and from this, I shall use my powers
Notables: Greo Eldren Vay- Biomancer adept.
Organizations: Rarely gathering together, biomancers work well with mages, and typically joining mages colleges, and other types of things like that when they can, hoping to learn as much about the world as they can.
NPC Reactions: Typically average, unless it is something that praises life and thinks that it should not be made by the hands of mortals.
Characters with ranks in Knowledge Nature or Arcane can research Biomancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|15||A rare type of mage that relies on the living mass of the world to cast his spells.|
|20||Biomancers are adept of manipulating flesh and such, and can steal it from enemies to fuel other abilities they have.|
|25||Biomancers are just as dangerous from afar as they are up close, using a massive range of spells. No two ever seem the same.|
|35||Specific information of the biomancer and the deeds he has done.|
Biomancers in the Game
Biomancers work best as a unique and quirky spellcaster. Useful for when things need a bit of flare inside the world, and if someone cannot step up and deal with the problems thrown at them, a biomaner works well in almost every situation, besides the lack of class skills that is. They rely on other classes to handle utility, why they focus on the combat more than anything else. That and being gifted with silver tongues when it comes to talking with people, they make an excellent addition to any party member.
Adaptation: Evolutionist: Focusing all the powers it has inside of itself, an evolutionist could mean that the biomancer is dreadfully more efficient in combat but loses its life creation abilities.
Sample Encounter: A lone biomancer in his home, guarded by his thralls and other followers he may have.