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PFDiD /
Biomancerfluff
Role:
Health Die: d8 Class SkillsCraft, Heal, Escape Artist, Handle Animal, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (Nature), Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Survival Weapon and Armor Proficiency: Starting Packages
Alternate Favored Class Bonuses:
Class FeaturesArts: Biomancers use Wisdom as their core casting stat. They may learn arts from all colors of Biomancy, as well as Black Geomancy, Necromancy, and Pyromancy. Medic's Training: (Bonus to Heal checks equal to level. 1/2 level to checks to knowledge checks concerning diseases or medical conditions, and can make these untrained if the base knowledge isn't trained.) A biomancer also starts with her choice of one of the basic scholar's knacks. Scholar Strike (Ex): As a standard action, you may make an attack against a creature as normal, while also attempting a heal check against the target of your attack, with a DC equal to 10 + the target's CR. If you succeed, then you deal bonus precision damage based on your level, as shown on the class table. If your heal check result is at least 5 higher than this DC, you may apply scholar strike's damage against that target when performing normal attacks for 1 round for every 5 you have beaten the heal DC by. Treat Wounds: When you use the treat deadly wounds option of the heal skill, you may treat each creature one additional time per day, and you also restore +1d8 additional hit points. You may treat deadly wounds with only 1 minute of time instead of the usual amount. At 4th level and every 4 levels afterward, the amount of times you may use treat deadly wounds on a creature each day increases by +1, and the amount you heal also increases by +1d8 each time (2 additional times at 4th level, 3 additional times at 8th level, and so on). Adrenaline Surge (Su): (as a standard action, spend a treat deadly wounds on a creature to grant them a +2 alchemical bonus to attack and damage rolls with weapons, and to fortitude and reflex saving throws for 1 minute. This bonus is doubled on strength and dexterity-based skill checks. The affected creature also gains temporary hit points equal to twice their level for the duration, but once the adrenaline surge ends, they take hit point burn equal to their level.) (the bonus increase affects the temporary hit point multiplier, but not the hit point burn) Forged in Fire (Ex): When using any ability that restores hit points to another creature, a biomancer gains a bonus to concentration checks and to her armor class (as a luck bonus) against attacks of opportunity provoked by the actions of said abilities equal to her base fortitude saving throw bonus. Self Sacrifice (Su): When using treat deadly wounds on a creature other than yourself, you may take hit point burn equal to your level to have that use of treat deadly wounds not count against the limit of that skill's uses. When using self sacrifice, you may reduce the time it takes to a standard action by taking additional hit point burn equal to the bonus healing provided by your treat wounds class ability. Scholar's Knacks(starting at 3rd level, can select any advanced knack, or may select a basic knack. at 9th level, may select expert knacks, and at 17th level, may select grandmaster knacks) Basic only need like 5 of these
Extracurricular Studies – Select one school (aside from invocations) and color of arts you don't have access to. Add that school and color combination to your class list, and learn one 1st circle art from it. Advanced gets at least 3 of these, so should have 12ish.
Bloodletting (Exploit 2+) – On a successful hit with this scholar strike, you deal 1d6 persistent bleed damage to your target, and the heal DC to end this bleeding is increased by 5 + your wisdom modifier (minimum 1). For every 2 additional scholar strike dice sacrificed, the bleed damage increases by +1d6, and the heal DC increases by +5. Expert higher level, gets 4 but can take lower level ones, so 10ish
Grievous Wounds (Exploit 3+) – On a successful hit with this scholar strike, the target suffers injuries that cannot be healed. For 3 rounds, it gains spell resistance against any art, maneuver, power, or spell that restores hit points equal to 11 + your class level, any fast healing or regeneration is reduced by 5, and all heal checks to treat the target have their DC increased by 5 + your wisdom modifier. For every 2 scholar strike dice sacrificed, the spell resistance increases by +3, the fast healing and regeneration reduction increases by +5, and the DC for heal checks increases by +5. You add the duration of your scholar strike to this effect's duration. Grandmaster gets 2, these are peak. probably only need 5 or 6.
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