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User:Reddir/sandbox/Bioficer

< User:Reddir
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Author: Reddir (talk)
Date Created: 5/14/2010
Status: just started
Editing: spelling/grammar only, suggestions on talk page
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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




BioficerEdit

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

Making a BioficerEdit

<-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->×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->.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + Bioficer Knowledge, (Artisan Bonus), (Disable Trap/supress curse/remove curse), Item Creation, (Scribe Scroll)
2nd + + + + (Brew Potion/Heal/Enhance char)
3rd + + + + (Craft Wondrous Item)
4th + + + + Craft Wondrous Creature, Bonus Feat
5th + + + + Craft Magic Natural Weapon/Armor, (Retain Essence)
6th + + + + Craft SLA (Eternal Wand-like)
7th + + + + (Metamagic Spell Trigger/Metamagic SLA)
8th + + + + Bonus Feat
9th + + + + (Craft Rod)
10th + + + + -
11th + + + + (Metamagic Spell Completion/apply to another char's spell?)
12th + + + + Craft SLA (RuneStaff-like), Bonus Feat
13th + + + + Skill Mastery
14th + + + + (Forge Ring)
15th + + + + -
16th + + + + Bonus Feat
17th + + + + -
18th + + + + -
19th + + + + -
20th + + + + Bonus Feat

Class Skills (4 + Int (depends on focus?) modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

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

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

Spells: <-Delete this section if this class does not cast spells. 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—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. 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.

Powers Known: <-Delete this section if this class does not manifest powers. 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—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

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

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

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

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-BioficersEdit

<-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 BioficerEdit

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-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.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

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

<-Sample race of your choice-> Bioficer Starting PackageEdit

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

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.->.




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