By Felipe Lohan Pinheiro da Silva
This is a base class for the biomancer, a spellcaster that deals w/ biological matters.
☙Miscellaneous❧
Hit Die: [Standard Hit Die]+2 (see the «Standard Hit Die» entry in the «RPG Shared Libraries» section.) (for example, the human normal d8 becomes a d10, etc).
☙Core Abilities❧
•Scavenger: See the entry in the «RPG Shared Libraries» section.
•Enhanced Inner Biology: your internal organs are enhanced. You have advantage in checks about alcohol consumption, [poiso/toxi]n inoculation, and Constitution checks pertaining to your health in general. Also, you have advantage in checks of holding breath.
☙Free Optional Abilities❧
•Asymptomatic Vector: Requires the «Pathogen Immunity:» purchasable ability. You carry inside your body the pathogens of the most common diseases in your setting. Albeit they doesn’t affect you, you transmit them normally through the usual means, unless you purchase the «Selective Vector» ability of the list of purchasable abilities.
☙Purchasable Abilities❧
You begin w/ one of these at level 1 (or 0, if your system admits 0th-level characters to took a class). You may purchase the others later.
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•Pathogen Immunity: You’re immune to diseases caused by pathogens.
•Selective Vector: Requires the «Asymptomatic Vector» free optional ability. You can suppress the pathogens inside your body, in order to avoid to infect people w/ them by the usual means.
•Controllable Pheromones: You can control special pheromones glands in your body, that may cause feelings in the targets in a social encounter, such as social attraction, sexual attraction, [anger/hate], etc.
•Spitting venon: You developed snake-like fangs that let you inoculate venom into your victims through your bite. You can also spit a jet of venom in your target. For the sake of the simplicity, the spit have a range of one [hexagon/square] for each each 3 points of STR (in base 100 systems, 15 points; for direct bonus systems, convert to a base 10 to discover the range). Consider it equivalent as the snake’s venom in terms of game mechanics, but different in nature.
•Arcane Hardened Skin: See the entry in the «RPG Shared Libraries» section.
•Engulƒіng Armor: Your body engulfs the body of your ally. You become his armor. Now, you count as a his [cargo/encumbrance]. Check the rules of your gaming system about damage that can trespass the target’s body. The opponent needs only half of this damage to trespass you and inflict damage in your ally. Using this ability supposes that you’re wearing little to no clothes at all, and aren’t carrying anything. Any bonuses and beneƒіts from abilities like «Arcane Hardened Skin», «Color-changing Skin», etc, applies normally. You can only «engulf» an ally of your size or smaller; you provide only partial cover to bigger allies.
•Color-changing Skin: Your skin change colors like a c[hameleon/ephalopod], to mimic the surrounding environment. In situations where you’re wearing little to no clothes at all, you receive a bonus in stealth and hiding; less the clothes, greater the bonus.
•Extensible tongue: You have a flexible extensible tongue, like one of a [giraffe/frog/chameleon/anteater/hummingbird]. It has a range of one [hexagon/square] for human-sized characters or smaller, and +1 [hexagon/square] of range for each category above. It have effectively 1/10 of the body’s strength. You can use it to hunt tiny prey, fetch some tiny objects to yourself, hit the eyes of your target to stun him, etc.
•Healing Factor: When you recover from [injurie/wound]s, it doesn’t leave any scars. Also, anything, except for [amputation/removal of organ]s or a complete removal of a bone (see the «Bone Weapon» ability of this list), will be fully healed.
•Regeneration: See the entry in the «RPG Shared Libraries» section.
•Bone Weapon: See the entry in the «RPG Shared Libraries» section.
•Shape Bone Weapon: See the entry in the «RPG Shared Libraries» section.
•Night-Vision Eyes: Your eyes become adapted to see well in low-light locations.
•Gills – Moving: You have a pair of gills, but they only work when you’re swimming (just like the gills of some species of sharks).
•Gills – Static: Requires the «Gills – Moving» ability of this list as a prerequisite. Now your gills work also when you’ren’t swimming.
•Bioluminescence – Regular: Your body glows in the dark.
•Bioluminescence – Controllable: Requires the «Bioluminescence – Regular» ability of this list as a prerequisite. You can control the light level of your bioluminescence, and switch it [on/off].
•Electric organ: An organ that produces electricity, like the electric eels. You can make a free attack that automatically hits all [hexagon/square]s around you when you’re inside the water; otherwise, it hits the ones touching you (so you can make it part of a touch attack). The cooldown time is 1d20-[the highest between Level in this class or Constituion], minimum of 1 turn. You use your constitution score to make this attack. You can set it to produce electrical stun or to do damage. When set to stun, simply do a contest against the Constitution score of the adversary.
•Pressure Adaptation – Low: You can survive indeƒіnitely in locations w/ high altitude [and/or] low athmospheric pressure.
•High Pressure Adaptation – High: You can survive indeƒіnitely in locations w/ low altitude [and/or] high athmospheric pressure.
•Magnetic sense: You have a sense to detect the magnetism around you. You can also sense the direction of the magnetic ƒіeld around the world.
•Echolocation: You release a sound, and it goes back to you, just like a sonar.
•Fire breathing: You have the biological ability of ƒіre breathing. You store the gases of your digestion in a separate organ. When you breath it, a specialized organ generates an electric spark in a structure along the path of the gas, igniting the flame. It produces a ƒіre jet of 2 [hexagon/square]s of range. You can do this once by period of long rest, provided that you’re eating food normally (to reƒіll the gas in the organ).
•Harsh Environment Adaptation: Your organism is adapted to survive for longer periods in harsh environment (locations w/ snow, deserts, etc.).
•Hibernation: You can enter in a hibernation state (even when [wounded/hurt]) to survive longer periods w/out food or water, or breathing a reduced amount of air.
•Eyestalk Projection: You can project your eyes outwards w/ eyestalks, effectively having a 360° vision.
•Poison storage: Your body have a storage for poison. Any monster that devour your by chewing you will suffer from a poison that start acting in 1d6 turns.
•Climb: The palm of your hands and the sole of your feet have molecular fasteners, that you can activate at will to use to climb surfaces.
•Secondary heart: You have a secondary heart, that will start working if the primary one fails. It’s better to ƒіx your primary heart before the secondary one also stops working…
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