Biomage (3.5e Class)

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Both a doctor and a wizard, the biomage uses some of the very smallest building blocks of life, bacteria (midichlorians or orgone), to either heal or destroy.

Those bacteria permeate the universe; they are symbiotic and are the foundament of life. It's now almost universally recognized that psionic races have high level of midiclorians in their blood and that midichlorians amplify psionic powers.

Making a Biomage[edit]

A biomage is similar to other arcane spellcasters such as wizards, sorcerers, bards, or warmages. She does not learn spells as quickly as wizards do, nor have access to such a great variety of spells, but she excels at her primary repertoire spells pertaining to biological warfare. She is a combat caster, with more resilience than a wizard or sorcerer and a definite emphasis on combat-oriented biological spells.

The biomage sits somewhere between the cleric's healing ability, the druid's bodily augmentation, and the sorcerer's "blasting" ability.

Abilities: Intelligence determines how powerful a spell a biomage can cast, how many spells she can cast per day, and how hard those spells are to resist. She also must have a high Wisdom score as it governs the Heal skill, which controls some of the biomage's class abilities. Like a sorcerer or wizard, a biomage benefits from high Dexterity and Constitution scores.

Races: Of the standard races, humans are most likely to become biomages. They seem by nature to be more inclined to study biology, one of the most important traits of the biomage, and hence more apt to drift into a biological career. Among nonstandard races, biomages are almost unheard of as access to biological texts is a major necessity.

Alignment: Any, although most have the same as their instructor.

Starting Gold: 5d4×10 gp (125 gp)

Starting Age: As wizard.

Table: The Biomage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Code of Ethics, Bacterial Touch, Bacterial Resistance, Bacterial Companion 3 1
2nd +1 +3 +0 +3 Bacterial health, Sickness check 4 2
3rd +1 +3 +1 +3 Bacterial Poison Use 4 2 1
4th +2 +4 +1 +4 Rapid Healing .5 4 3 2
5th +2 +4 +1 +4 Bacterial Form 1/day 4 3 2 1
6th +3 +5 +2 +5 Bacteria Scent 4 3 3 2
7th +3 +5 +2 +5 Bacterial Form 2/day (Vocalizing), Keep Me Alive 4 4 3 2 1
8th +4 +6 +2 +6 Rapid Healing 1 4 4 3 3 2
9th +4 +6 +3 +6 Bacterial Form (Liquid Transmission, 20 ft. fly) 4 4 4 3 2 1
10th +5 +7 +3 +7 Special Ability 4 4 4 3 3 2
11th +5 +7 +3 +7 Bacterial Form 3/day 4 4 4 4 3 2 1
12th +6/+1 +8 +4 +8 Special Ability 4 4 4 4 3 3 2
13th +6/+1 +8 +4 +8 Bacterial Form 4/day (Somatic Motion) 4 4 4 4 4 3 2 1
14th +7/+2 +9 +4 +9 Special Ability 4 4 4 4 4 3 3 2
15th +7/+2 +9 +5 +9 Bacterial Form (Host Transmission, 30 ft. fly) 4 4 4 4 4 4 3 2 1
16th +8/+3 +10 +5 +10 Special Ability, Rapid Healing 2 4 4 4 4 4 4 3 3 2
17th +8/+3 +10 +5 +10 Bacterial Form 5/day 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +11 +6 +11 Special Ability 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +11 +6 +11 Bacterial Form 6/day 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +12 +6 +12 Special Abilityx2 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration, Con; Craft (Alchemy), Int; Diplomacy, Cha; Gather Information, Cha; Heal, Wis; Knowledge (Arcana), Int; Knowledge (nature), Int; Ride, Dex; Profession, Wis; Search, Int; Sense Motive, Wis; Spellcraft, Int; and Survival, Wis.

Class Features[edit]

All of the following are class features of the biomage.

Weapon and Armor Proficiency: A biomage is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of biomage and cannot be changed. Biomage are also proficient with light armor, but not with shields. The somatic components required for biomage spells are simple, so members of this class can cast biomage spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a biomage wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component.

Spells: A biomage casts arcane spells, which are drawn from the biomage’s spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a biomage gains access to a new level of spells, she automatically knows all the spells for that level given on the biomage’s spell list. Biomages also have the option of adding to their existing spell list from the druid's and cleric's spell list but only if they have seen the spell cast and made a spellcraft check = 15 + the spell's level. The cost of adding 25 x 100 x spell level, plus 100 experience per level of the spell. The whole process takes 8 hours of study and meditation per level of spell. Biomages choose their spells from the following list:

0— Acid Splash; Cure minor wounds; Detect Magic; Detect Poison; Purify food and drink; Resistance; Read magic

1st— Bestow wound(tome of horror); Chill touch; Inflict light wounds; Ray of enfeeblement; Cure light wounds; Sleep; Infect water(use same stats as curse water); Deathwatch; Fortify water(use same stats as bless water); Bacteria ball(use same stats as goodberry); Obscuring mist, Acid bomb

2nd—Blindness/deafness; bacterial hand(use same stats as spectral hand); bacterial skin(use same stats as barkskin)Bear’s Endurance; Bull’s Strength; Cat’s Grace; Delay Poison; Owl’s Wisdom; Resist Energy; Restoration, Lesser; Cure Moderate Wounds; Death Knell; Gentle Repose; Inflict Moderate Wounds; Remove Paralysis; False Life; Botulinum's toxin touch(use stats for ghoul touch); Acid Arrow; Web

3rd—Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Magic Vestment, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Diminish Plants, Magic Fang, Greater, Neutralize Poison, Plant Growth, Poison, Deep Slumber, Ray of Exhaustion, Stinking Cloud,

4th—Blight, Rusting Grasp, Cure Critical Wounds, Death Ward, bacterial power(use stats from Divine Power), Inflict Critical Wounds, Neutralize Poison, Poison, Restoration, Enervation, Haste, Slow, bestow curse

5th—Break Enchantment, Cure Light Wounds, Mass, Inflict Light Wounds, Mass, Blight, bacteria cloud(use stats from cloudkill), slay living, waves of fatigue, Cone of Acid

6th—Bear’s Endurance, Mass, Bull’s Strength, Mass, Cat’s Grace, Mass, bacterial tree(use stats from Liveoak,)Owl’s Wisdom, Mass, Cure Moderate Wounds, Mass, Eagle’s Splendor, Mass, Harm, Heal, Heroes’ Feast, Inflict Moderate Wounds, Mass, waves of exhaustion, Eyebite, Transformation

7th—Cure Serious Wounds, Mass, Destruction, Inflict Serious Wounds, Mass, Regenerate, Restoration, Greater, harm, greater(heroes of horror); Power Word Blind

8th—Finger of Death, Cure Critical Wounds, Mass, Inflict Critical Wounds, Mass, Horrid Wilting, Acid Geyser; Power Word Stun

9th—Energy Drain, Heal, Mass, Shapechange, Temporal Stasis; Power Word Kill

NOTE: Biomage spell are uniquely drawn from bacteria (midichlorians/orgons) power and such must reflect his casting: acid arrow is actually a jet of acidic bacteria; healing is made by stimulating target bacteria to heal wounds and so on. As such adding a new a spell your biomage repertoire has to be carefully monitored by the DM. Players must find reasonable justification for the new spell i.e. a faerie fire can be explained by fluorescent bacteria; speak with plants can be explained by connecting to bacteria in the plants... but what about a flaming sphere? Maybe due to gas producing bacteria?... and what about: call lightning, flame strike (divine damage!!), sunbeam, earthquake, reverse gravity or word of recall? DM should not allow easy adding, unless the player takes the arcane teaching ability (see below) and only for that single spell.

Code of Ethics: A biomage swears by a code, and thus through either swearing to a higher power or to a cause, gains his spellcasting ability. A biomage must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. Good aligned biomages generally pick up the oath of doctors to heal and cure the wounded and sick, while evil one's pick up oaths to spread disease for sick knowledge and warp the bodies of others.

Bacterial Touch (Su): Bacteria flows out of biomage’s body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. A biomage can use the spectral hand spell to deliver this attack from a distance.

Bacterial Resistance (Ex): A biomage adds one third his class level(minimum 1) to Fort and Ref saves because the bacteria living in and on his body do not wish to see their host harmed and take steps to prevent it.

Bacterial Compainion (Ex): A biomage has obtained or even infected a special animal companion who follows him, and acts as a host to bacteria. Bacterial companions follow the progress and abilities of a druid's animal companion exactly, with the following changes. Its type changes to aberration although it retains animal HD, BAB, and skills. In addition, the animal gains a dim but palatable sentience over its fellow animals. It does not learn bonus tricks, instead it's Int score becomes 3 + the number of bonus tricks normally listed for an animal companion. Like a druid, a biomage may gain a new companion with 24 uninterrupted hours. Some seek out appropriate animals, but others, generally less morally strict biomages, infect new companions using bacterial cultures and magic for the sole purpose of becoming their ally.

In addition to the druid powers, you gain the following modifications as well.

1-3 HD: Share Spells, as the familiar ability of the same name.

4-6 HD: +2 ability score bonus increase

7-9 HD: regeneration 1 (overcome by alchemical silver, hellfire, acid and magic +3)

10-12 HD: +2 ability score bonus increase

13-15 HD: Regeneration 2 (overcome by hellfire, acid and magic +4)

16-18 HD: +2 ability score bonus increase

19+ HD: Regeneration3 (overcome by hellfire, and acid)

Sickness Check (Ex): A biomage works with bacteria all the time. At 2nd level he can judge the general condition of a living creature by gaging the health of the bacteria on it touching him and with a Heal check. The DC for this check is 15 + the HD of the target creature, and he may do this as a free action. You gain the general condition of the creature, if it is alive, wounded, dead, or under some biological status, as well as any conditions it is under, such as diseased or poisoned. It does not define exact hp amounts, nor any effects which have no physical impact, such as being dominated.

Bacterial Heath (Ex): A biomage allows bacteria to manage their body. From 2nd level on, a biomage recovers twice as quickly when sleeping, restoring 2 hp per HD and 2 points of ability damage overnight. This stacks with a successful Heal check for long term care for 3 times HD and 3 points of ability damage a night. Finally, a biomage may perform long term care on himself. A biomage's bacteria help him fend of diseases of all kinds. A biomage becomes immune to disease, both mundane and magical.

Bacterial Poison Use (Ex): A biomage often handles dangerous chemicals in his study. At 3th level a biomage suffers no fumble chance of poisoning oneself when applying poison to a weapon.

Rapid Healing (Ex): The bacteria that live in and on the biomage have invested so much effort in keeping him alive that they now help him heal incredibly fast by strengthening his immune system. This gives him Rapid Healing .5(this acts the same as regeneration 1 but only works every other round) at level 8 this becomes regeneration 1, at level 16 regeneration 2

Bacterial Form (Su): At 5th level, a biomage unlocks the secrets of single celled lifeforms and can discoperate into a cloud of bacteria floating in the air. The effect is identical to the casting of a Gaseous Form spell, except it lasts for 10 minutes/class level, only effects the biomage, has a fly speed of 20 ft. (perfect), and possesses a 20% miss chance as their form blurs (this does not stack with the blur spell). At levels 7, 11, 13, 17, and 19, the biomage gains an additional use of this ability per day. Its power also increases as he levels. In this state, he may still use the power of bacterial touch without issue. Note: while in bacterial form, you loose all your equipment and cannot carry items. The only exception is for grafted items (that follow you).

At level 7, a biomage learns how to communicate in this state, his voice ghostly and echoing in the wind, as if spoken by a billion tiny voices in chorus. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells.

At 9th level a biomage can pass into and transmit through bodies of water as if it were air, literally infecting it. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). His miss chance rises to 50% (and does not stack with spells like blur or displacement). While underwater, his speed is cut in half, but is otherwise unaffected. He's also immune to critical hits while in this form, since he has improved the ability to rearrange the molecules composing his body.

At 13th level a biomage has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. He still requires the use of eschew materials to cast spells with material components, but is otherwise free to cast, even in gaseous form.

At 15th level, his fly speed rises again, this time to 40 ft. (perfect), and he gains the special ability to infect the bodies of others. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. Unwilling targets get a Fortitude save, DC 10 + 1/2 class level + Int. A creature immune to supernatural diseases is immune to infection by a biomage's bacterial form, and creatures immune to disease may also be immune to the infection (willing targets may still permit the biomage into their bodies, immune or not). Once infected the biomage may use all the subject's senses (eyes, ears.....), and can automatically hit with their bacterial touch attack, while the host takes a -5 penalty to their saving throw against it, or have the bacterial attack go off on another if his host makes a touch attack, unarmed strike, or natural weapon attack on another. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. He may also spread to another person by touch without becoming visible again, at the same saving throw. If the save is successful, the time limit on his bacterial form expires, or a cure disease is cast on the host, then the biomage is forced out and is shunted into the nearest space visible suffering 1d6 points of damage for every square she must move in order to get to an open space. Note: The target of infection is called HOST. Note: The biomage infecting a host gets 100% concealment, this means he can't suffer damage from any attack, nor even suffer effects of spells cast to his host. Any spell trying to target him is effectively targeting his host (enjoy seeing its companions casting slay living on you, targeting their friend instead!). The only exception to this is if the caster has some kind of mental contact with the biomage (i.e. mind reading), this enable to target the biomage with a (single target) mind effecting spell only (such as hold person). The biomage is also affected by mind affecting spell that target the area he's occupying (such as confusion).

Bacterial Scent (Su): A biomage is inhumanly aware of the chemicals given by biohazards. At 6th level a biomage gains continuous detect poison, and can detect poisonous creatures as well to creature within 30 feet and that the biomage knows of. A successful Heal check reveals what kind of poison the creature possesses. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action.

Keep Me Alive (Su): At 7th level a biomage may stimulate their bacteria into action. They may cure themselves a number of hit points equal to their class level+Wis x 2 a day (minimum 1 point per level). He can spread out this healing over several uses.

Special Ability: At 10th level and every 2 levels beyond, a biomage begins to specialize. At 20 level he can choose two abilities or choose the same ability two times. Every time he gets a feat, he can choose one special ability instead. He can select from the list below.

° Vitriolic Bacteria Touch (Su): Your bacteria now can eat anything, you inflict 1d8 damage +1d4 per four level to living target or inflict 1d4 damage +1 per four level to non living target. If you also have the inhibitor (see below) ability, you can, in addition, ignore the same amount of damage resistance or half (round down) the same amount of hardness when you use your vitriolic bacteria touch. Note: Your target still need to have a physical body, so you can't target a ghost with this ability, even if u are ethereal as well (so u can target an earth elemental, but not an air elemental).

° Poison Resistance (Ex): The biomage becomes immune to poison due to her bacteria purge her body continuously.

° Aura of Decay (Su): The biomage's bacteria grant her an aura which weakens the immune system. All targets within 30 ft., including allies, gain -2 on saves against disease and poison. A biomage may turn the aura on or off as a swift action.

° Aura of Resistance (Su): The biomage's bacteria grant her an aura which strengthens the immune system. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. A biomage may turn the aura on or off as a swift action.

° Bacteria Cloud (Ex): A biomage's bacterial form becomes more hazy and difficult to strike. In bacterial form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. Area effect spells still function as normal. Note: The biomage infecting a host gets 100% concealment, this means he can't suffer damage from any attack, nor even he suffer effet from spells cast to his host. Any spell trying to target him is effectively targeting his host (enjoy seeing its companions casting slay living on you, targeting their friend instead!). The only exception to this is if the caster has some kind of mental contact with the biomage (i.e. mind reading), this enable to target the biomage with a (single target) mind effecting spell only (such as hold person). The biomage is also affected by mind affecting spell that target the area he's occupying (such as confusion).

° Poison Blood (Ex): The blood of a biomage has become soaked with toxins. By consuming 3 doses of the desired poison, the biomage may use a move action to deal 1 point of damage to himself, bleeding and thus imbuing the weapon with the appropriate poison. The biomage must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. To change poison types, a biomage must spend 24 hours flushing the first venom from his body before consuming 3 more new doses.

° Grafting Feat (Ex): A biomage may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the pre-requisites for the feat. He may ignore racial pre-requisites. Note: As general rule, graft is always visible when the caster change shape. This is also true when the biomage is in bacteria form. If he use that form to infect other or to posses other, he actually fuse his body with the new target. As such the graft will be visible on the host body on the same part of body of the biomage. This means that anyone could easily identify him.

° Wellness Scan (Ex): A biomage becomes very good at determining the health of other creatures by looking at them. As a standard action, if a biomage succeeds on a sickness check, he may figure out the number of hp a creature has remaining. Alternatively he may figure out the number of HD a creature possesses. Target must be in line of sight (cover doesn't protect against this) and within 30'+5'per level of the biomage. Taken a second time, this ability becomes a free action. As before, the creature must still be a living target. Note: with this ability you'll never waste a power word nor a cloudkill!

° Inhibitor (Ex): Biomages who take this ability are adapt at getting past creatures with powerful regeneration. Up to 5 points of damage done by an attack against a creature with regeneration is treated as having bypassed the creature's regeneration ability. This power may be taken multiple times, each time adding 5 more damage from your attacks which count as having the appropriate regeneration bypassing ability. Note: This ability is applied to your spells that inflict damage as well. Trolls must seriously watch out your inflict wounds spells!

° Possessing Infection (Ex): When a biomage of at least 15th level uses his infection ability, and successfully enters the body of another, he can cause the subject a great deal of trouble.He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC.

- Taken a second time, and the biomage may attempt to cast HIS spells while infecting another person. The biomage makes a concentration check against 10 + the enemy HD. If successful, he may cast spells normally, assuming he could cast spells in bacterial form in the first place (remember his host has a -5 save against his spells).

- Taken the third time he can scan the infected creature memories and thoughts as detect thoughts and/or probe thoughts spells. Save DC is equal to infection DC.

- Taken the fourth time you can dominate your host as the dominate monster spell except the control last as long as you stay in its body. Save DC is equal to infection DC. While dominating, you can use your own skills or your host's; you can attack with your own BAB or your host's; you can let your host use your fortitude or reflex save and, finally, you can cast YOUR OWN spells using your host body (and voice!). The host is entitled a second save if it's compelled to do something completely against its alignment or a self-destructive order, if he's successful, he don't perform the task, regaining the control over its body, but only for that round.

° Bacteria Carrier (Ex): A biomage is immune to disease, but may choose to allow one to possess him to store it. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. The biomage suffers no ill effects from the disease except for purely cosmetic ones, such as sores, pockmarked skins, or other symptoms of infection. He becomes a carrier of every disease he encounters, up to his class level. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries.

° Youthful Body (Ex): The biomage's body becomes able to endure the test of time. At 16th level, a biomage no longer takes ability score penalties for aging and he cannot be magically aged. Any penalties he may have already incurred, however, remain in place, and the biomage still dies when his time is up. If a biomage later gains the epic feat Extended Life Span, he instead becomes immortal as he discovers the means to constantly refresh his body.

° Proteus Bacteria (Ex): The biomage gains the ability to change her appearance by forcing bacteria to rearrange her cells. Result as if using the alter self spell this affects the biomage’s body and not her possessions. It is not an illusory effect, but a minor physical alteration of the biomage’s appearance, within the limits described for the spell. This ability can be taken two times: First time: Transformation takes one minute of continuous concentration. This is very painful for the biomage and require a DC 20 concentration check (she can't take 10 on this) or the transformation fail. If the transformation fail or the minute of concentration is broken, she is reverted to the form previous to the change and takes a -1 to all rolls for 10 minutes. Second Time: Transformation takes only one round and there's no need of concentration check. The change is still painful but she get no more ill effect from this (beside role play!) Note: This is a physical change and new body substitute the old one. True seeing ability will never pierce the change (but mind probes could).

° Study Anatomy (Ex): The biomage knows how to strike more effectively every living creature with a discernible anatomy and he gets sneak attack +1d6 (same as rogue). This stack with other sneak attack she could have from other profession. If she take this ability for the second time, she gets an additional 1d6 sneak attack damage and also gets death attack as the assassin prestige class ability but DC is 1/2 Biomage level+his Intelligence. Death attack stacks with other similar ability granted by other profession. The biomage can take this feat other time, but each time he only gets 1d6 more damage.

° Superior Senses (Ex): The biomage gets Scent (Ex) and Low-Light Vision (Ex). Spot is now his class skills. This can only ben taken by a biomage that has Proteus Bacteria ability.

° Arcane Training: Due to long hours of training the biomage gain access to a new spell of two level lower he can cast, permanently adding to his repertoire (he cannot change it later). This spell can be taken freely from any arcane or divine spell list. So a 10 level biomage can cast 5 level spell, he can now access to any one single spell up to 3 level adding lightning bolt or fireball to his repertoire. -You can take this ability many times, each time you get a new spell of two level lower you can cast.

° Refresh: You need only half the time of rest. This also means each hour you rest, you recover as you spent two hour resting. You need only half time of rest (or meditation) before recovering spells.



Epic Biomages[edit]

Advancing in epic levels the biomage doesn't get any other spell per day or special abilities, but he continue to increase as caster level, his familiar abilities and his abilities DC, duration and damage.

An epic biomage has now improved his spell casting method and can get access to any druid spell (by using the normal rules under the class features: spell)

Every four levels he gets an additional bonus feat. He can spend an epic feat to gain access to two different abilities from the list above or he can choose from the epic sorcerer feats or from the new selection below: Epic Arcane Teachings:: The Biomage can select a spell from any spell list and add to his repertoire. He still need to have seen the spell and perform the spellcraft DC equal to 15+spell level, or he need to perform heavy research if he never have seen the spell (DC at DM discretion).

Epic Psionic Mind: Biomage now understand fully the midichlorians and can use them to mime a psion power. He can add a power of any level to his spell repertoire. He can manifest it using a spell slot of equivalent level as if he was psion of the same level of his biomancer level. He can augment the power by spending additional spell slot, each slot is equal to 2 power points. He can augment as if he was a psion of the same level. This also give the ability to qualify for prestige class that require wild talent or a psionic reserve of 2 or less power points.

Epic Bacterial Form: The biomage natural form is that of a cloud of dispersed bacteria as per bacterial form.

° No longer need to eat, drink, sleep or breath.

° You can recover his daily use of ability and spells by meditating 2 hours.

° If infecting an host, the host now can receive the same abilities the biomage have in his former body (regeneration, disease immunity....). This would tempt some intelligent being to be willing host for the biomage.

Bad News:

°You can recreate his former body only for 1 minute per biomage level per day, those minutes need not to be consecutive.

°In this form he gets bonus only form grafted items (which follow the new form), cannot get anymore graft item, and cannot benefit from items worn by your host.

Prerequisite: Biomage 21+, Int 25+, Bacteria Cloud, Wellness Scan (at least tier 1), Possessing Infection (at least tier 2), you cannot have Fountain of Life or Origin of the Bones feats.

Special: When he fist take this feat he can decide to forever loose on epic spell level slot, doing so he gains the ability to cast telekinesis at will as a spell like ability, as sorcerer of half the biomage level.

Note:He can posses dead body or plants, this doesn't give him the ability to move the body or the plant (if it didn't have by itself) or use sense of a dead body, thought he can still use his own senses.

Note: Game play: Biomage that take this form usually have the possessing infection ability at tier 4, permamently dominating an host body. This can be an animal, a plant, an humanoid, a willing creature or an unwilling.

Fountain of Life: The research of your whole life is at your hands. You finally discover the nature of life itself: you know how midiclorians create life and become one with the fountain of life.

You receive a cure light wounds and lesser restoration at the end of every round as if cast by a cleric of half your level. Your blood also have special ability:

° By losing one Constitution point, somebody can drink your blood and gets the effect of a cure critical wounds, cure disease, neutralize poison and lesser restoration as if cast by a cleric of half your level. You can also refine your blood in an alhemic laboratory in order to create a potion of cure moderate wounds. This takes about one hour and 10 xp.

° By losing 4 Constitution points, somebody can drink your blood and gets the effect of a heal and restoration as if cast by a cleric of half your level. You can also refine your blood in an alhemic laboratory in order to create a potion of cure disease or of neutralize poison or a double Strength cure serious wounds. This takes about two hour and 50 xp.

° By losing 10 Constitution points, somebody can drink your blood and gets the effect of a greater restoration and regenerate spell as if cast by a cleric of your level; if spread on a dead body (or root, if palant) it acts as a raise dead spell, if within 1 round per biomancer level, the subject doesn't get any negative effect by being raised in this way (level or Constitution loss). You can also refine your blood in an alhemic laboratory in order to create a potion of longevity (removes 1d6 years from the drinker, never changing him in a form younger than an adult). This takes about 10 hours and 1000 xp.

Bad news:

° You can't recover Constitution lost by using spells, but only with rest.

° Drinking your own blood doesn't give you any effect (but you still loose the constitutions points, if you try)

° Your blood becomes so nice that any blood drinking monster can smell it within 30'per your character level and is compelled to drink you (Will save, DC is equal to your character level plus your current Constitution bonus). Vampires drinking your blood are healed as if the spell was dealing negative energy, they also gain a +1 to each attribute for each Constitution bonus the drink by you. This bonus fade at the rate of 1 per hour.

Prerequisite: Biomage 21+, Int 21+, Wis 21+, Con 13+, Good Alignment, Poison Resistance ability, Youthful Body ability and Extended Life Span epic feat, you cannot have Epic Bacterial Form or Origin of the Bones Feats .

Special: When you first take this feat you can decide to forever loose on epic spell level slot. Ff you do you are immune to level loss, Constitution loss, being raised, or reincarnated. Also when you die, if you are not raised or reincarnated within 1 day per biomancer level, you are automatically reincarnated in form of the closest intelligent being to the remaining of your dead body. You roll for new Strength, Constitution and Dexterity stats but keep the stats of the old form. You discard older race stat modification and ability and take those of the new body. If the new body has an ECL bigger than you old race, you have to pay that experience before advancing or use any xp dependent ability. If reincarnated automatically you also loose any level that was not biomage level, these can't be recovered but you can take that class again when you level up, if you wish.

Note: You can't go below 3 in your Constitution score using this feat. You try to luse the ability, loose points until you drop to 3, but you receive no effect from this. Items, or spell that negate Constitution loss don't prevent this loss because this is a willing sacrifice.

Note: If you are not able to loose Constitution level, maybe because you don't have a Constitution score, you can't use this feat (not even the automatic reincarnation).

Note: The only way to get rid of a biomage aft he take this feat is to destroy his soul, trap it or kill it with negative level loss that trigger an undead transformation (DM will LOVE last part).

Note: DM can enjoy a lot this feat oppressing the biomage with any kind of blood draining beast, ranging from the bothering mosquitoes (no effect aside role play) to vampire.

Origin of the Bones: The biomancer knows every being is animated by the midiclorians and midiclorians are animated by positive energy. Well... that is not completely true... The biomancer now know that there are some midiclorians can be animated by negative energy as well and makes a pact with them. He, and his infected familiar, now gets some qualities of undead:

° Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

° Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

° Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)

° Do not need to breathe, eat, or sleep (you recover abilities and spell by meditation)

° Negative energy heal him, as if he were an undead

° Resist any spell or ability that try to read/mainpulate/control your mind or steal your soul with a +10 to your save.

° He still continue to have a Constitution score and being healed by positive energy (cure spells) as any other living being, but cannot be raised (except for divine powers, miracle or wish spell)

°If killed you reform a new body close to your infect familiar within 1d10 day. That body start at 1 hp but can be healed as normal. You forever die if your familiar is killed

° Not being an undead, you can't, of course, be turned or destroyed.

Bad News:

° You loose your regeneration and cannot ever have it, nor fast healing, by any form other than magic.

° You can't reproduce yourself. You now are sterile.

° You have an aura of evil like an evil cleric of your level.

° You look like a dehydrated mummy, and smell like a rotten corpse: -4 to Charisma Stat. Animals will keep away from you as well as any not-insane person should do!

° Proteus Bacteria ability still changes your body (maybe you still wish to grow wings) but will not disguise your appearance or smell (still looks like and smell like a rotten corpse). Magic could change your look and or smell, but a true seeing will reveal your true nature.

Prerequisite: Biomage 21+, Int 21+, Wis 21+, Con 13+, Evil Alignment, Poison Resistance Ability, Youthful Body ability, Extended Life Span epic feat, Proteus Bacteria ability (tier 2). Cannot have fountain of life or Epic Bacterial Form feat.

Special: When you first take this feat you can decide to forever loose on epic spell level slot, if you do, you gain the ability to channel negative energy as an evil cleric of your same level. You can do this 1+his Charisma modifier per day.

Changing Feats: If you are tired of doing evil around you, control mass of undead and are ready to embrace the way of the goodnes, you are welcome. Same is for the reverse as well. If you change your aligmente or don't like anymore your Epic Bacteria Form, Fountain of Life or Origin of the Bones feat you can declare you stop using it. To do so you loose every benefit but keep all disvantage. If you do that for a consecutive year (of game play), you are assumed to reset your status and can take a different feat that was forbidden before. This does not replace you the old feat or the lost epic slot. You pay the new cost and delete the old one. You can change any time you want, if you want to waste epic feats and or espic spell slot.

Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Biomage[edit]

Religion: Biomages generally are to wrapped up in their studies to worship anything, but those few that due generally worship gods of healing or disease.

Other Classes: Biomages are generally accepting of all other classes, but have difficulty understanding completely marshal classes as they view studying among the best of past times. They get along with wizards fantastically.

Combat: A healer and buffer first but still able to hold its own when it gets up close and personal.

Advancement: Studying first and foremost, some apprentice themselves to more knowledgeable biomages. Very rarely will a biomage give up their studies to follow another path. Those that do tend to become druids, as they already have a connection to nature albeit an odd one. Good Biomage are oriented in multiclassing as monk and spend their time in contemplation of the life. Neutral Biomage can try to take few levels in rogue and be adventurer. Evil Biomage are well suited to become an ur-priest.

Biomages in the World[edit]

Give him this in the morning and every morning there after until that bottle runs out.
—Kynore, human biomage

Doctors and village healers, the biomage can keep even large villages healthy.

Biomage Lore[edit]

Characters with ranks in Knowledge (Arcana) can research arcane libraries to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Biomages in the Game[edit]

Biomage can be founds in labs, experimenting with new alchemical process to study the foundamental biology of the livings.

Daily Life:

Good biomages often act as laic doctors, curing people in spite of their religion. They know life is often painful and are devoted to remove as much pain as possible. They are the most suited to revere a god, often choosing Ilmater.

Neutral biomage perform as doctors in order to gain money for their study. They rarely bother about divine powers, but those who do, often revere Boccob or Wee Jas.

Evil biomage are more interested in personal power than healing, thought they can perform as doctors both in order to gain money, both to get corpse for experiments. They often spread a disease, just to come a few days later with a cure and make some money. They disdain gods and research a way to become true immortals

Beside their alignment they can be adventurer, maybe in search for money, or a new component for their spell or for lore or for new spell to add in their repertoire.

Notables Erithus Yerunne was a highly revered biomage that guided the research to cure a whole region from a terrible spreading disease. He was very close to Ilmater clerics and some also believed that he was Ilmater incarnated to help in time of need. Just after the end of the pestilence, Gnutt disappeared, increasing more and more the rumors that he was an avatar of Ilmater. It's more than 25 years that nobody hears about him.

Organizations: Biomages don't have an organization, they are rare, and often confused with divine casters, all this comes to their disadvantage. One usually choose this profession because he was trying to study an in depth about healing, biology or disease and is so lucky to meet a biomage of the same alignment. As such, the only organization known is mentor-student.

NPC Reaction: NPC usually react between a sort of reverence for an arcane healer and a bit frightened about the biomage usually doesn't pay attention to gods, risking his very soul in the after death (who really wants their soul to be a part of the wall of the betrayer?).

Biomages in the Game[edit]

Adaptation: Biomage can well take on the place of a priest or druid and, as his magic is arcane rather than divine, is very well suited in campaign where gods can't supply spells to their priest due to planar boundaries.

He can also be really useful in campaigns where there's a monotheistic religion and healing is in hands of an handful zealot clerics.

Last adaptation is in campaign where there's no magic but only psionic powers: substitute the spell casting ability with powers of a Wilder of the same level but he also gain access to psychometabolism discipline (egoist), gaining every power at each level he's able to manifest.

Sample Encounter:

A disease in spreding through many towns. Basic cure disease spell doesn't work or is not enough to stop the spreading. PC are sent looking for a specialist, a biomage, to help them finding a cure, unfortunately it will not be easy to find him, as his powers blend with divine spell casters... will they find a good aligned, disposed to help them or an evil one, that will take advantage of it?

Epic: A biomage (with fountain of life epic feat) is kept prisoner in a vampire castle, rumors tell that any vampire drinking his blood see his powers grow stronger day by day. Good or Neutral alignment: PC don't know about fountain of life epic feat, but are told they can be rewarded with a potion (one or more to each player, depending on the result of the adventure) that strips away year from them. Evil or Neutral alignment: PC don't know about fountain of life epic feat, but this is really worth of investigation, maybe they can kidnap the mage and use him to power their own army, or sell him to another vampire for a big reward.

EL: Same as character level

Erithus Yerunne, alias Gnubt Damaniott, Chaotic Neutral Human, 15 level Biomage, 2 level rogue, 2 level Warshaper. EL:19 Biomage abilities: Bacteria Carrier: (Magical Pestilence); Proteus Bacteria, chosen two times.

Erithus no longer use his former name after the "faliure of the pestilence" (read below) and now adopted a new name: Gnubt Damaniott.

He's old age and looks like a tramp; with his proteus ability he could look like a young healthy man but he do that only when disguising, because he don't mind nothing else than his research.

Gnubt is an adventurer, he enjoys his Proteus Bacteria ability to shape change and multiclass in warshaper, gaining critical hits immunity as well as disguising to improve his thieving abilities. He has no more a home or laboratory, he was once a good healer but failed to cure a pestilence and consumed all his money in research without being successful. Thought the disease is over now, the failure draw him mad and now is only thieving for fast money to rent an arcane laboratory and restart the search again. He's still carrying the pestilence that killed many people in his town (have you ever heard of the pestilence of.... NEVERWINTER??). He was actually very close to a cure, but he was cursed by a cleric of Talona (that was disguised as an healer) so when he's close to a discovery, he's compelled to burn everything, in a moment of rage.(never trust a priest... never... you knew, Erithus!)

His intention were noble, but now nothing of the former man is remaining, and, inside his body, he's carrying a highly deadly disease (in order to have a sample for his research). Should something fail in his search, or should he die and his body not be burned, the disease would spread again....and enhanced by Gnubt's biomancer levels!

If PC know about his story (he was once a Lawful Good biomange, almost tempted to become a paladin), they could help him finding a cure, giving him money or throwing themself into dangerous adventures to find special components for his research. If PC don't know about his course, they'll discover they wasted most of their time and could get angry. Gnubt will never give up by himself, nor the curse is dispellable by mortal means, so the quickest way to get rid of the disease is to kill him and burn him. DM can decide if there's a way to save him, maybe asking PC to be creative and have some ideas.

Evil PC could kill him and cast gentle repose on his corpse, just to blackmail some towns not to spread a new pestilence on them, or sell his corpse to priests of Talona (they'll spread the improved disease to enjoy Talona).

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