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Bio-Mechanist (3.5e Class)

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Date Created: July 14
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Balance: Rogue

{{#set:Summary=The Bio-Mechanist uses body and soul points to create new creatures or modify old. Over time they gain mutations in their own bodies and souls form this use. |Length=20 |Minimum Level=0 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Other |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Bio-MechanistEdit

Bio-Mechanist's create things from the power of their soul and the molecules around them. In a fashion known only to them, Bio-Mechanist's can create anything from diminutive size to colossal size with the right training. Some believe the Bio-Mechanist are the workers of the gods and some believe them just to men who think they can challenge gods power, but no matter who it is they must admit the Bio-Mechanist can do great things. Bio-Mechanist's gain points allowing them to create and modify things and themselves, these points also power their other abilities.

Making a Bio-MechanistEdit

A Bio-Mechanist works very well with other people, He isn't always the best at melee and fighting he's more of a helper.

Abilities: Wisdom and Charisma are the main stats for Bio-Mechanists as these decide there Body and soul points. Another important stat is Constitution to allow more bonuses to themselves.

Races: Any race can be a Bio-Mechanist

Alignment: Any

Starting Gold: 4d6;10 gp Starting Age: Complex

Table: The Bio-Mechanist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Body/Soul points Soul powers known Maximum Soul Level Maximum Creations
Fort Ref Will
1st +0 +0 +2 +2 Basic Transformation, Soul Powers, Basic Creations. 10213
2nd +1 +0 +3 +3 Body/soul 12324
3rd +2 +1 +3 +3 14435
4th +3 +1 +4 +4 Basic Transformation 16547
5th +3 +1 +4 +4 Body/soul 18658
6th +4 +2 +5 +5 22769
7th +5 +2 +5 +5 Simple Transformation 268711
8th +6/+1 +2 +6 +6 Body/soul 309812
9th +6/+1 +3 +6 +6 3410913
10th +7/+2 +3 +7 +7 Simple Transformation 3811915
11th +8/+3 +3 +7 +7 Body/soul 4412916
12th +9/+4 +4 +8 +8 5013917
13th +9/+4 +4 +8 +8 Good Transformation 5614919
14th +10/+5 +4 +9 +9 Body/soul 6215920
15th +11/+6/+1 +5 +9 +9 6816921
16th +12/+7/+2 +5 +10 +10 Good Transformation 7617923
17th +12/+7/+2 +5 +11 +11 Body/soul 8418924
18th +13/+8/+3 +6 +11 +11 9219925
19th +14/+9/+4 +6 +12 +12 Amazing Transformation 10020927
20th +15/+10/+5 +6 +12 +12 Body/soul 10820928

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic 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->.


Body/Soul Points: A Bio-Mechanist’s ability to manifest Soul Powers is limited by the Body/Soul Points he has available. His base daily allotment of Body/Soul Points is given on Table: Bio-Mechanist. In addition, he receives bonus Soul Points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus Soul Points per day, as may certain feats and items.

Soul Powers (Sp): As a Bio-Mechanist grows in strength so does his soul powers which he may activate with his soul points. Each spell costs a number of soul points equal to its level. Each power is picked off the following list.


1st— Cause Fear, Cure light wounds, Inflict light wounds, Magic weapon, magic stone

2nd— Bears Endurance, Bulls strength, Cure moderate wounds, Death Knell, Eagles Splendor, Gentle Repose, Hold Person, Inflict moderate wounds, Make Whole, Owl's Wisdom

3rd— Contagion, Cure Serious Wounds, Inflict serious wounds, Meld into Stone, Remove Disease

4th— Cure Critical Wounds, Giant Vermin, Inflict Critical wounds, Magic weapon, Greater, Neutralize poison

5th— Cure light wounds, mass, Inflict light wounds, mass, Righteous might

6th— Bears Endurance, Mass, Bulls Strength, Mass, Cure moderate wounds, Mass, Eagles Splendors, mass, Harm, Heal, Inflict moderate wounds, mass, Owl's Wisdom, Mass

7th— Cure serious wounds, mass, Destruction, Etheral Jaunt ,Inflict serious wounds, mass, Regenerate, Resurection

8th— Cure Critical wounds, mass, Inflict Critical wounds, mass, Animal Shapes, Reverse Gravity

9th— Energy Drain, Heal, Mass, Implosion, True resurrection


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

To learn or manifest a power, a Bio-Mechanist must have an Wisdom score of at least 10 + the power’s level.

Transformation (Ex): Over the levels your powers fuse with you evolving you. Every time you gain this class ability you gain on transformation of the maximum level you can. All these transformations are extraordinary abilities unless they state otherwise.
Basic:
The smallest transformations.
Vitality: Every level you gain 1.5x your con mod to your health instead of the normal 1x.
Natural Amour: You gain a natural armour bonus equal to 0.5x your con mod.
Natural Weapons: You gain a slam attack that does 1d8 damage.
Strong Will: You gain a +2 bonus to your will save.
Intellectual: You gain an extra 2 skill points every level multiplies as normal if taken at first level.
Simple:
The basic transformations.
360 Vision: You can see in every direction, though no other augmentations to vision occur. This ability makes it so you can never be flanked or caught floatfooted except in situations where you cant see.
Electric Body: You gain a deflection bonus to AC equal to your charisma bonus, you can now shock people with a melee touch or a ranged touch attack. If the attack hit the opponent must make a DC 10 + half character level + cha bonus or become paralysed for 1d4 rounds.
Darkvision: You gain darkvision 60 ft.
Evolved nose: You gain the scent ability.
Good:
Powerful transformations.
Melee Prowess: The character gains a good BaB.
Stone Skin: The characters skin hardens granting a DR 5/.
Monstrous Aura: Your transformations are terrible causing all that come with in 30 ft of you to make a save equal to DC 10 + Half your level + Cha mod. If they fail they're save they are under the effect of a fear spell.
Razor Claws: The character gains two claws attack each does 1d10 damage which increases one die step every 4 levels past gaining it.
Amazing:
The most powerful transformations.
Dragon's Breath: The character gains a breath weapon which he can uses every 1d4 rounds and does damage equal to one half the characters level.
Lesser Body: The character begins displacing and always incurs a 20% miss chance.
Ageless Body: The character no longer ages which means he never incurs ageing penalties and he never grows older.
Gills: The character is now able to breath under water as easy as he can on land.


Creations (Ex): A Bio-Mechanist's main ability is to create and modify. To create or modify things the Bio-Mechanist has to use the rules that follow and get his creations then okayed by the DM. The characters max creation score is only affected by the creations he has with him in 'captivity' Though all off his creations are willing to serve him no matter the danger, and they have complete loyalty to there creator. It take an amount of rounds equal to the cost of the creature to make it.

Creation Process: Step 1 - Define the type and subtype of the creature. http://dungeons.wikia.com/wiki/SRD:Creature_Types

Step 2 - Choose special ability's and ability scores and hit dice.

Step 3 - Set the Body/Soul Score.

Step 4 - Create creature.

Quality Soul/Body cost.
Level, 1-20 1-20
8,10,12,14,16,18 0/2/3/4/5/6
1d6, 1d8, 1d10, 1d12 1/2/3/4
Nat armour +1/+2/+3/+4/5/+6 1/2/3/4/5/6
Int 1/2/4/6/8/10/12/14/16/18 +0/+2/+3/+4/+5/+6/+7/+8/+9/+10
Normal vision/Low-light vision/Darkvision
/Blind sense/Blind sight
0/2/4/5/7
Special Qualities** Decide an appropriate cost with the DM.
Ability scores***
2, 4, 6, 8, 10, 12, 14, 16, 18
-6, -4, -2, 0, 2, 4, 6, 8.
Spell like abilities(two spells for the cost)
Lvl 0, 1, 2, 3, 4, 5, 6, 7, 8, 9*
1/2/4/5/7/8/11/12/14/15
Fine, Diminutive, Tiny, Small, Medium,
Large, Huge, Gargantuan, Colossal
3/3/3/2/4/5/7/25/50
  • The maximum spell level a creature can use is based as if his level was that of sorcerer.
    • You must decide an appropriate cost with your DM.
      • Base score is 8.

Body/soul (Ex): At 2nd level when you first gain this ability you choose to focus on body or soul. At different level increments stated above on table:Bio-Mechanist the Bio-Mechanist gets bonuses. Once the Bio-Mechanist chooses his path he cannot change.

Body: Evasion
Soul: Creator (3.5e feat)

Body: d10 hit dice
Soul: 4 + Int mod skill points.

Body: +2 Con.
Soul: +2 Wis.

Body: Improved Evasion
Soul: Permanent deathwatch effect.

Body: Con mod to AC.
Soul: Cha mod to AC.

Body: Fast healing 5 + Con mod.
Soul: +4 wis.

Body: Dr 10/Magic.
Soul: 4 x wis mod extra Soul points.

Campaign InformationEdit

Playing a Bio-MechanicEdit

Religion: Lawful Bio-Mechanist's often worship Boccob, the god of magic. Whereas evil Bio-Mechanist's often worship Vecna, the god of secrets. Although This can change as easy as anything else in life.

Other Classes: The Bio-Mechanist are usually peaceful or at least until there threatened. Which is when they will do just about anything to survive, though they often use their critters. Bio-Mechanist's are often very nice but they regard people that kill for trophy's or fun as barbaric.

Combat: Bio-Mechanist's can heal and buff in combat as well as use whatever they made.

Advancement: There are currently no PrC's or classes that i could vouch for as a multi class option for this class.


Bio-Mechanist's in the WorldEdit

Everything lives to die.
—Athaos Mislitte, Halfling Bio-Mechanist

The Bio-Mechanist often reside in heavy magic campaigns, or campaigns where magic is just becoming available.

Daily Life: A Bio-Mechanist will usually make at least one creature a day, which they will keep with them untill he can make another of the opposite gender and send them into the wild.

Notables: Athaos Mislitte (The first Bio-Mechanist).

Organizations: Bio-Mechanist's don't often work with other Bio-Mechanist's.

NPC Reactions: Depends on the world.



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