User:Reddir/sandbox/Bioficer

Basically an Artificer built around the Feat:Sculpt Self (Dr304 p46)
 * Same Craft Reserve
 * Bonus feats are changed:
 * ?Scribe Scroll -> Craft/Scribe Magical Tattoo?
 * Craft Weapons -> Craft/Enhance Natural Weapons
 * Craft Armor -> Craft/Enhance Natural Armor
 * Craft Wands/Staffs -> Craft SLAs as if Eternal Wands / RuneStaffs
 * Craft Construct -> Craft Wondrous Creature
 * Restrictions:
 * May never use Magic Items/Weapons/Armor/Relics. Artifacts are ok. (items carrying temp enhancements from Infusions don't count)
 * AC/Dex/ACF on all armor (even non-metal) are x2 [add other drawbacks? like no infusions while in?]
 * All feats which affect the crafting of magic items now affect use of the Feat:Sculpt Self
 * Can work with another creature to apply Sculpt Self to them. Both Bioficer and subject must spend the full time engaged in meditation, as would be normal for Sculpt Self.
 * Variant: The nature of this work is determined by the Attribute which the Bioficer chooses to focus on:
 * Int: Create a weave with the subject. [Think Sylar teaching Peter]. While displaying the intricacies of his weaving, the Bioficer leads the subject's intellect along certain pathways which trigger changes in the subj's body/mind/soul. By paying attention to the subj's own weaving, the Bioficier picks up on subtle indications of how the work is progressing and the ongoing tweaks that are necessary to tailor the work to each individual.
 * Wis: Meditate with the subject. By guiding the subject in meditation, the Bioficer makes subtle alterations in the subj's interaction with manifested reality, leading to those alterations for which the subj has indicated a desire.
 * Cha: Sing/art with the subject. The Bioficer uses the power of his artistic expression to elicit certain experiential states in the subj. The subj's own attempts to match the Bioficer's art evidences symptoms of the subj's current state of mind and feeling.
 * Str: A constant grapple situation, using his Str to force deep changes within the physical/astral body of the subject. The ways in which the subj's body and energy systems resist tells the Bioficer everything he needs to know about how the work is progressing.
 * Dex: Dance with the subject. The Bioficer leads the subj through ever more intricate body movements, looking a bit like esoteric interpretive dance to onlookers, which trigger and channel energies along certain pathways in the subj. This results in establishing a complex pattern of energy precisely tailored to bring about the desired alterations in the body/mind system of the subj.
 * Con: Perform austerities (tapas) with the subject. The Bioficer and subj subject themselves to trial of endurance (heat, exertion, cold, thirst, starvation, pain, etc). This strips them both down past their surface encumbrances to allow them to both see and be seen in the purest state. By making seemingly insignificant changes in the austerity (distance/position/strain/direction of stress/relief/etc), the Bioficer is able to remove and/or reinforce chosen psychic blocks/sensitivities. The net result, once the subj recovers from the austerity and resumes a more balanced lifestyle, is the manifestation of the chosen alteration automatically and seemingly without effort.
 * Infusions affect only living, not any manufactured things. Trees = yes, wood = no.

NPC - mostly a merchant of alterations. PC - as Artificer

Bioficer
An alternative class to the Artificer. The Bioficer focuses on improving the character, not his/her items. <-general description->.

Making a Bioficer
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0&mdash;<-spells, spells, spells->

1st&mdash;<-spells, spells, spells->

2nd&mdash;<-spells, spells, spells->

3rd&mdash;<-spells, spells, spells->

4th&mdash;<-spells, spells, spells->

5th&mdash;<-spells, spells, spells->

6th&mdash;<-spells, spells, spells->

7th&mdash;<-spells, spells, spells->

8th&mdash;<-spells, spells, spells->

9th&mdash;<-spells, spells, spells->

His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0&mdash;<-powers, powers, powers->

1st&mdash;<-powers, powers, powers->

2nd&mdash;<-powers, powers, powers->

3rd&mdash;<-powers, powers, powers->

4th&mdash;<-powers, powers, powers->

5th&mdash;<-powers, powers, powers->

6th&mdash;<-powers, powers, powers->

7th&mdash;<-powers, powers, powers->

8th&mdash;<-powers, powers, powers->

9th&mdash;<-powers, powers, powers->



To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

 (Ex): <-class feature game rule information->

' (Ps):''' <-class feature game rule information->

' (Sp):''' <-class feature game rule information->

 (Su): <-class feature game rule information->



 <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Bioficers
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Bioficer
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Bioficer Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.