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Biomancer

fluff

Role:


LevelBABFortRefWillSpecialScholar Strike DamageFPArts Known
1+0+2+0+2Medic's Training, Scholar Strike, Treat Wounds +1d8+1d642 (1st Circle)
2+1+3+0+3Adrenaline Surge (+2), Forged in Fire, Self Sacrifice+1d693 (1st Circle)
3+2+3+1+3Scholar's Knack+2d6133 (1st Circle)
4+3+4+1+4Treat Wounds +2d8+2d6184 (2nd Circle)
5+3+4+1+4Scholar's Knack+3d6224 (2nd Circle)
6+4+5+2+5Adrenaline Surge (+3)+3d6275 (2nd Circle)
7+5+5+2+5Scholar's Knack+4d6315 (2nd Circle)
8+6/+1+6+2+6Treat Wounds +3d8+4d6366 (3rd Circle)
9+6/+1+6+3+6Scholar's Knack+5d6406 (3rd Circle)
10+7/+2+7+3+7Greater Adrenaline Surge (+4)+5d6457 (3rd Circle)
11+8/+3+7+3+7Scholar's Knack+6d6497 (3rd Circle)
12+9/+4+8+4+8Treat Wounds +4d8+6d6548 (4th Circle)
13+9/+4+8+4+8Scholar's Knack+7d6588 (4th Circle)
14+10/+5+9+4+9Adrenaline Surge (+5)+7d6638 (4th Circle)
15+11/+5+9+5+9Scholar's Knack+8d6679 (4th Circle)
16+12/+6/+1+10+5+10Treat Wounds +5d8+8d6729 (4th Circle)
17+12/+6/+1+10+5+10Scholar's Knack+9d6769 (4th Circle)
18+13/+7/+2+11+6+11Adrenaline Surge (+6)+9d68110 (5th Circle)
19+14/+8/+3+11+6+11Scholar's Knack+10d68510 (5th Circle)
20+15/+9/+4+12+6+12Supreme Medicine, Treat Wounds +6d8+10d69010 (5th Circle)

Health Die: d8
Focus Die: d8

Class Skills

Craft, Heal, Escape Artist, Handle Animal, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (Nature), Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Survival
Skill Ranks Per Level: 6 + INT

Weapon and Armor Proficiency:
Biomancers are proficient in simple weapons, close weapons, light blades, splash weapons, and one additional weapon group of choice. They are proficient in light armor and all shields.
Unarmored Defense: If using the unarmored defense variant, Biomancers apply their intelligence modifier to their armor class, and may use their ranks in sense motive in place of their base attack bonus to determine when their unarmored defense bonus increases (+1 per 3 ranks).

Starting Packages

A biomancer may start with 4d6 x 10 gp (average 140gp) to spend on their starting gear, or select one of the following packages.
  • Assassin: etc.
  • College Graduate: etc.
  • Local Doctor: etc.
  • Hermit: etc.

Alternate Favored Class Bonuses:
In place of selecting a +1 increase to hit points, a +1/2 increase to focus points, or 1 additional skill rank when taking a level in carniphage when it is their favored class, one of the following benefits may be chosen instead. A Doll may select an alternate favored class benefit based on their original species.

  • Aachian – Gain +1/6th an art known, which may be up to 1 circle lower than the highest circle you have access to.
  • Abyssal – Gain a +1/2 bonus to craft (alchemy) checks, and +1/6th a bonus to adrenaline surge.
  • Efwein – Gain a +2/3 bonus to sense motive and +1/3 to concentration checks.
  • Gossamer – Gain +2 HP but only for the burn caused by self sacrifice, heal +2/3 additional hit points when using self sacrifice.
  • Shabbali – Gain a +1/2 bonus to handle animal checks, and heal +2/3 additional hit points when using treat deadly wounds.
  • Tetlian – Gain +1/3 bonus to sleight of hand, and +1/6th of a scholar's knack.

Class Features

Arts: 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)
(there are going to be several that trade scholar strike dice for additional effects, tagged as Exploit X. Limit on Exploit is total number of scholar strike dice)

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.
Evasive Sting (Exploit 1) – On a successful hit with this scholar strike, you may immediately 5 foot step, even if you have otherwise would be unable to.
Hamstring (Exploit 1+) – On a successful hit with this scholar strike, you may reduce all the target's movement speeds by 5 feet plus 5 additional feet per die of damage sacrificed, up to half the target's normal movement speed (this can apply separately for each type of movement). This effect lasts until the end of the target's next turn, or when your scholar strike ends against them, whichever is longer.

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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Page last modified on July 28, 2024, at 10:34 PM