Biotechnician (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 8-14-12
Status: Complete
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Master of biotechnology, you graft, augment, and change biology to work in your favor. 20 1 Moderate Good Poor Good Prepared Arcane Spellcasting Partial

Biotechnician[edit]

For thousands of years, man has shaped nature to fit its purposes. Through breeding, animals have become our tools, plants have become healthier and hardier, and the world was shaped to serve us. It is only through recent times that mankind has forgone organic technology in favor of machines. There are advantages certainly, but a few bright minds continued to work with biology. Using the latest knowledge, they begin tinkering directly with the machines of nature to produce organic technology which rivals, if not exceeds, the powers of steel and steam. They are biotechnicians, and they manipulate the genetic code to fit their needs.

Making a Biotechnician[edit]

Abilities: Biotechnicians need to be smart, using Intelligence to manipulate genes. Having a strong Constitution not only helps them to survive in battle, but the ravages of their own biological hazards. Dexterity ensures both precision movements when handling experiments and avoiding blows from less talented opponents. Strength, Wisdom, and Charisma are situationally important. Some biotechnicians who augment themselves may need a higher strength, while others may not wish to be ignorant of their surroundings or fumbling their words when publishing their scientific discoveries.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Biotechnician

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Graft Pool Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Biological Knowledge, Cantrips, Disrupt Biology, Vigor 2 0
2nd +1 +3 +0 +3 Bonus Feat, Body Armor, Poison Use 3 0
3rd +2 +3 +1 +3 Dissection Knowledge, Minor Organic Creation 3 1
4th +3 +4 +1 +4 Fleshcrafting, Self-Augmentation 540 3 2 0
5th +3 +4 +1 +4 Fortify Biology 1, Instant Monster 900 3 2 1
6th +4 +5 +2 +5 Fast Healing (1/2 lvl), Genetic Chimera (count as any race) 1300 3 3 2
7th +5 +5 +2 +5 Bonus Feat, Lossless Grafting (no graft penalties), Mixed Parts (swap grafts) 1900 3 3 2 0
8th +6/+1 +6 +2 +6 Improved Disrupt Biology, Self-Augmentation 2700 3 3 3 1
9th +6/+1 +6 +3 +6 Major Organic Creation, Rapid Fleshcrafting 3600 3 3 3 2
10th +7/+2 +7 +3 +7 Fortify Biology 2 4900 3 3 3 2 0
11th +8/+3 +7 +3 +7 Healing Surge, Sever Limb 6600 3 3 3 3 1
12th +9/+4 +8 +4 +8 Bonus Feat, Self-Augmentation 8800 3 3 3 3 2
13th +9/+4 +8 +4 +8 Genetic Recombination 11000 3 3 3 3 2 0
14th +10/+5 +9 +4 +9 Multigraft (multiple grafts taking same slot at same time) 15000 4 3 3 3 3 1
15th +11/+6/+1 +9 +5 +9 Fortify Biology 3 20000 4 4 3 3 3 2
16th +12/+7/+2 +10 +5 +10 Greater Disrupt Biology, Self-Augmentation 26000 4 4 4 3 3 2 0
17th +12/+7/+2 +10 +5 +10 Absorb Vitality, Bonus Feat 34000 4 4 4 4 3 3 1
18th +13/+8/+3 +11 +6 +11 Regeneration 44000 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +6 +11 Create Life 58000 4 4 4 4 4 4 3
20th +15/+10/+5 +12 +6 +12 Genetic Superiority, Self-Augmentation 76000 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the Biotechnician.

Weapon and Armor Proficiency: Biotechnicians are proficient with all simple weapons, ASCIIs, assassin daggers, assassin needles, bolas, bonesaws, chainsaws, hypo pistols, kukris, nets, saps, scalpel, spurge stingers, and stylet bonespears, but not with any type of armor or shield. Armor of any type interferes with a biotechnician’s movements, which can cause her spells with somatic components to fail.

Spells: A biotechnician casts arcane spells which are drawn from the biotechnician list (see below). A biotechnician must choose and prepare his spells ahead of time like a wizard. To learn, prepare, or cast a spell, the biotechnician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a biotechnician’s spell is 10 + the spell level + the biotechnician’s Intelligence modifier.

Like other spellcasters, a biotechnician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Biotechnician. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a bard or sorcerer, a biotechnician may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the biotechnician decides which spells to prepare.

0—amanuensisSpC, arcane mark, black bagBoVD, create water, daze, detect disease, detect magic, detect poison, disrupt undead, electric joltSpC, guidance, inflict minor wounds, mage hand, minor disguiseSpC, naturewatchSpC, open/close, preserve organBoVD, prestidigitation, purify food and drink, read magic, resistance, sponge, stickSpC, touch of fatigue, virtue

1st—accelerated movementSpC, asepsis, align fangSpC, animal messenger, animate woodSpC, aspect of the wolfSpC, augment familiarSpC, avoid planar effectsSpC, babau slimeSpC, beast clawsSpC, beastland ferocitySpC, beget bogunSpC, blood frenzySpC, blood windSpC, bone spurs, branch to branchSpC, breath flareSpC, breath of the jungleSpC, buzzing beeSpC, calm animals, camouflageSpC, charm animal, chill touch, claws of the bearSpC, climb wallsSpC, close woundsSpC, corrosive graspSpC, cure light wounds, cutting handSpC, death's door, deathwatch, deep breathSpC, delay diseaseSpC, delay poison, detect animals or plants, disturbing visage, ebon eyesSpC, embrace the wildSpC, endure elements, enlarge person, enrage animalSpC, expeditious retreat, goodberry, healing lorecallSpC, healthful restSpC, horrible tasteSpC, inflict light wounds, irongutsSpC, jump, know greatest enemySpC, leather seed, lesser restoration, lesser vigorSpC, life boltSpC, lively stepSpC, living printsSpC, low-light visionSpC, magic fang, mount, nerveskitterSpC, rapid burrowingSpC, ray of clumsinessSpC, ray of enfeeblement, ray of rope, reduce person, remove scentSpC, resurgenceSpC, scentSpC, schizochroal, scintillating scalesSpC, second windSpC, silverbeardSpC, smell of fearSpC, swift expeditious retreatSpC, sleep, spiritwormSpC, stabilizeSpC, sticky fingersSpC, sticky hands, surefootSpC, surefooted strideSpC, tiger's toothSpC, traveller's mountSpC, wings of the seaSpC, winter chillSpC

2nd—absorb weaponSpC, air breathingSpC, alien limb, alter self, amorphous formSpC, animal trace, attune formSpC, balor nimbusSpC, barkskin, bear's endurance, belker clawsSpC, bio, bite of the wereratSpC, blade of pain and fearSpC, blindness/deafness, blood brothers, body bladesSpC, bonefiddleSpC, briar webSpC, bull's strength, burning bloodSpC, burrowSpC, cat's grace, claws of darknessSpC, cloud of bewildermentSpC, cloud wingsSpC, contagion, create food and water, cure moderate wounds, darkvision, daze monster, death knell, decompositionSpC, deep slumber, dehydrateSpC, elush's eye-blasting explosion, false life, fearsome grappleSpC, fox's cunning, fungal infection, fuse armsSpC, gentle repose, girallon's blessingSpC, greater disrupt undeadSpC, hamatula barbsSpC, heatstrokeSpC, heroicsSpC, hold animal, hold person, hypothermiaSpC, increase susceptibility, infernal woundSpC, infestation of maggotsSpC, inflict moderate wounds, inky cloudSpC, jagged toothSpC, junglerazerSpC, kelpstrandSpC, know opponentSpC, know vulnerabilitiesSpC, lion's chargeSpC, living undeathSpC, manyjawsSpC, mass camouflageSpC, mechanus mindSpC, mindless rageSpC, nature's balanceSpC, nature's favorSpC, owl's wisdom, quick potionSpC, rage, ray of sicknessSpC, ray of stupiditySpC, ray of weaknessSpC, razorfangsSpC, reduce animal, refit limb, remove blindness/deafness, remove paralysis, resist energy, restful, scale weakeningSpC, scan, share huskSpC, skull watchSpC, spark of lifeSpC, spider climb, splinterboltSpC, status, sting raySpC, stolen breathSpC, summon swarm, swimSpC, totemic power, touch of idiocy, train animalSpC, tree shape, unseen medic, vampiric touch, vigorSpC, vipergoutSpC, wood shape, wings of airSpC, winter's embraceSpC

3rd—antiplant shell, animate graft, anthropomorphize animal, bite of the werewolfSpC, blight, bone shape, clutch of orcusSpC, command plants, contagious fogSpC, cure serious wounds, deeper darkvisionSpC, delay deathSpC, diminish plants, displacer formSpC, dominate animal, dragon breathSpC, dragonskinSpC, enhance familiarSpC, enlarge monster, entangling staffSpC, essence of the raptorSpC, fangs of the vampire kingSpC, fire seeds, flight of the dragonSpC, forestfoldSpC, fortify familiarSpC, gaseous form, greater dispel magic, greater endure elements, greater jelly aura, greater magic fang, greater resistanceSpC, greater wings of airSpC, haste, inflict serious wounds, jaws of the wolfSpC, jelly legs, langourSpC, mass align fangSpC, mass burrowSpC, mass darkvisionSpC, mass lesser vigorSpC, mass resist energySpC, mass resurganceSpC, mass swimSpC, miasma of entropySpC, mind poisonSpC, nauseating breathSpC, neutralize poison, panaceaSpC, phantom steed, plant growth, poison, primal formSpC, puppeteerSpC, quillfireSpC, rapture of rupture, ray of exhaustion, rebuking breathSpC, reduce monster, regal processionSpC, remove disease, repel vermin, reverse cure, revigorize, sharptoothSpC, sheltered vitalitySpC, slow, snakebiteSpC, speak with dead, spider poisonSpC, spiderskinSpC, spike growth, spiritjawsSpC, starvationSpC, stinking cloud, stunning breathSpC, superior magic fangSpC, suppress breath weaponSpC, thornskinSpC, vine mineSpC, vortex of teethSpC, wild runnerSpC, wingbindSpC, wither limbSpC, wood rotSpC

4th—acid sheathSpC, animal growth, arms of the tyrant lizard, aspect of the earth hunterSpC, awaken, baleful polymorph, bite of the wereboarSpC, charge of the triceratopsSpC, cloudkill, contagious touchSpC, contingent energy resistanceSpC, corporeal instabilitySpC, crawling darknessSpC, cure critical wounds, death ward, death throesSpC, dire hungerSpC, dispelling breathSpC, divine agilitySpC, draconic mightSpC, dragonsightSpC, elush's epiphyseal erosion, ethereal breathSpC, fire spidersSpC, giant vermin, graymantleSpC, greater contagion, greater enlarge personSpC, greater reduce personSpC, gutsnakeSpC, heart ripperSpC, hold monster, imbue with spell ability, indomitabilitySpC, inflict critical wounds, insect plague, internal explosive, ishara's instant infarction, jungle's raptureSpC, life wardSpC, mass asepsis, mass bio, mass contagionSpC, mass enlarge person, mass reduce person, memory rotSpC, minor creation, modify memory, nightstalker's transformationSpC, ooze puppetSpC, plague of ratsSpC, plant bodySpC, poison thornsSpC, poison vinesSpC, polymorph, quill blastSpC, raise dead, ray of entropySpC, restoration, sirine's graceSpC, spiderformSpC, subvert planar essenceSpC, transformation, viscid blobSpC, vulnerabilitySpC, wall of limbsSpC, wall of thorns, waves of fatigue, xorn movementSpC, zone of vigor

5th—aneis's blood cone, antilife shell, asura, aura of vitalitySpC, bite of the weretigerSpC, blinding spittleSpC, blood storm, body harmonicSpC, breath weapon substitutionSpC, circle of death, clone, curse of lycanthropySpC, dinosaur stampedeSpC, echo skullSpC, enveloping cocoonSpC, extract water elementalSpC, feeblemind, fleshshiverSpC, greater vampiric touch, greater vigorSpC, harm, heal, heroes' feast, holt's hemorrhaging hematoma, hungry gizzardSpC, ironwood, liveoak, mantle of the icy soulSpC, mass bear's endurance, mass bull's strength, mass cat's grace, mass fox's cunning, mass owl's wisdom, mass restorationSpC, mass surefooted strideSpC, probe thoughtsSpC, repel wood, renewal pactSpC, revivifySpC, scourgeSpC, shylock's revenge, slay living, slime waveSpC, spider curseSpC, spider plagueSpC, superior resistanceSpC, swamp lungSpC, tortoise shellSpC, true seeing, undeath to death, vigorous circleSpC, vital source, withering palmSpC, wrackSpC

6th—animal shapes, animate plants, avasculateSpC, bite of the kingSpC, bite of the werebearSpC, blackfireSpC, blood to waterSpC, breath weapon admixtureSpC, cocoonSpC, create life, creeping doom, deadfallSpC, death pactSpC, degenerate, elemental bodySpC, elush's explosive exsanguination, energy immunitySpC, enervating breathSpC, flensingSpC, greater restoration, greater stunning breathSpC, heart of stoneSpC, hiss of sleepSpC, horrid wilting, jellify, jelly bones, malificent poison, nature's avatarSpC, nixie's graceSpC, otyugh swarmSpC, programmed amnesiaSpC, red tideSpC, regenerate, resurrection, schism of the helix, shambler, simulacrum, skull cough, spider shapesSpC, temporal stasis, toxic, trap the soul, transmute water to acid, unyielding rootsSpC, waves of exhaustion

Spellbooks: A biotechnician must study her spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all biotechnicians can prepare from memory.

A biotechnician begins play with a spellbook containing all 0-level biotechnician spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the biotechnician has, the spellbook holds one additional 1st-level spell of your choice. At each new biotechnician level, he gains two new spells of any spell level or levels that he can cast (based on her new biotechnician level) for his spellbook. At any time, a biotechnician can also add spells found in other biotechnician's spellbooks to her own.

Biological Knowledge: A biotechnician may make a special biological knowledge check with a bonus equal to his biotechnician level + his Intelligence modifier to see whether he knows some relevant information about organic creatures and biology. This effectively grants him Knowledge ranks to identify all creatures except constructs, as well as information on biological processes and events. (If the biotechnician has 5 or more ranks in Knowledge (arcana), (dungeoneering), (local), (nature), (religion) or (the planes), he gains a +2 bonus on checks relating to the specified creature type.)

A biotechnician may take 10 on this check, but cannot take 20. For the purposes of feats and other abilities biotechnician knowledge counts as a form of bardic knowledge.

Cantrips: A biotechnician employs magic as one of his many tools when working and testing subjects. He may cast any prepared cantrip at will.

Disrupt Biology (Su): To understand life is to understand how to cease life. As a standard action the biotechnician can make a touch attack, dealing 1d6 points of damage per class level to any living corporeal creature. The touch does work on undead, but only deals half damage. It does not work on inorganic substances, including nearly all constructs besides the flesh golem and homunculus.

Vigor (Sp): As a 1 round action, the biotechnician can bolster their own bodies with extra endurance. They gain 5 temporary hp per class level. Temporary hp does not stack, and lasts for 1 minute.

Bonus Feat: At 2nd level and every five levels beyond (7th, 12th, and so on) the biotechnician gains a bonus feat selected from the following: Buff Body, Dynamic Potential, Improved ToughnessCW, Skill Focus (Craft, Handle Animal, Heal, Any Knowledge, Ride, or Survival). A biotechnician need not have any of the prerequisites normally required for these feats to select them.

Body Armor (Ex): At 2nd level the biotechnician alters their body to be stronger, tougher, more able not to die when they are killed. To facilitate this, they gain an armor bonus to AC equal to 4 + 1/2 their class level. They may enhance their bodies as if they were armor.

Poison Use: At 2nd level a biotechnician learns how to handle the noxious chemicals associated with biological nastiness. Biotechnician are trained in the use of poison and never risk accidentally poisoning themselves when applying poison.

Dissection Knowledge (Ex): At 3rd level a biotechnician can capture a recently dead creature and dissect them, a process that takes 1 hour to complete. After the dissection, the biotechnician gains an increased ability to combat creatures of the same type. Select a type from the ranger's favored enemy list. He may ignore any fortification or immunity to critical hits, and gain a +2 bonus on attack and +2d6 damage against creatures of that type. This lasts until the biotechnician dissects another creature, re-assigning the bonus.

Minor Organic Creation (Sp): At 3rd level the biotechnician carries around a stock of proto-biomass and various chemical markers and tools to which he can use to quickly grow simple organic tools and weapons at will. This acts as minor creation with the same casting time and duration, but all items made by this ability are composed of plant matter, meat, and bone and must be solid. If the cost of the item being duplicated is paid as part of casting (in the form of various material components), the effect is instantaneous, and the item does not decay. These "flesh" items have the same durability and hit points as the same item if it were made out of wood.

Fleshcrafting: At 4th level the biotechnician learns the surgical arts of fleshcrafting. He gains the ability to create and attach grafts as if he had the appropriate Graft Flesh feat, but is not limited by race. In addition, they may create constructs as if they possessed the Craft Construct feat, but only for constructs made of organic material (such as the flesh golem, homunculus, or the fang golemMM4.)

Graft Pool: A biotechnician has a graft pool which can be used to lower the cost of grafts the biotechnician crafts, starting at 4th level when they gain the fleshcrafting ability. For example, a level 5 biotechnician has a graft pool of 900. He can reduce the cost of a graft he makes by up to 900 gp. When he next levels, he gains +400 to his graft pool (the difference between 900 and 1300).

Self-Augmentation: At 4th level and every four levels beyond, the biotechnician employs their skills to perform a major modification to their bodies and minds, granting them additional powers that grow with level. Abilities are extraordinary unless stated otherwise. Select from the following.

Altered Movement (Ex): The biotechnician augments their mobility options, gaining a +10 foot bonus to their land speed, and the ability to ignore speed penalties due to armor.

  • At 8th level, the biotechnician can choose from the following movement modes: a burrow speed equal to half their land speed, a climb speed equal to their land speed, a fly speed (average) equal to their land speed, or a swim speed equal to twice their land speed (and the ability to breath water). Alternatively they can increase their land speed by +20 feet.
  • At 12th level, no longer provokes attacks of opportunity due to movement.
  • At 16th level, the biotechnician can choose from the 8th level list again, or double a pre-existing speed.
  • At 20th level, gains the domain power of the Travel domain.

Elemental Blood (Ex): The biotechnician prepares his body to withstand the most extreme of elements. You gain energy resistance 5 against all energy types.

  • At 8th level, your energy resistance rises to 10.
  • At 12th level, your energy resistance rises to 15.
  • At 16th level, your energy resistance rises to 20.
  • At 20th level, you can choose one of your energy resistances. This becomes energy immunity instead.

Enduring Life: The biotechnician fortifies his body to be tough as a bear. He gains the Born Tough feat without needing to meet the pre-requisites. This stacks with any previous Born Tough feat he may have previously possessed.

  • At 8th level, the biotechnician becomes very efficient with their biology. He no longer needs to eat, drink, or sleep.
  • At 12th level, gains Steadfast DeterminationPHB2 as a bonus feat without needing to meet the pre-requisites. If he already has this feat, he may select any other bonus feat he qualifies for.
  • At 16th level, the biotechnician no longer needs to breath, and is constantly under the effects of adapt body.
  • At 20th level, you can stop an otherwise fatal attack. Once per day, any attack which would kill you (via loss of hit points or by an effect such as a death effect) instead leaves you at a minimum of 1 hp (or 1 Con if it was due to ability damage). This does not prevent non-death forms of disabling, such as being turned to stone or being paralyzed.

Envenomed Body (Ex): The biotechnician installs poisonous glands or diseases into their own body, allowing them to injury others with their natural toxins. Choose a poison or disease with a DC equal or lesser to 10 + 1/2 HD + Con. Your body now produces this poison or disease, inflicted by injury with any of your natural weapons or when applied to a weapon as if applying poison. Every time you level in biotechnician you can choose to switch out the poison or disease for a new one.

  • At 8th level, you gain a +2 racial bonus on the save DC for your disease or poison.
  • At 12th level, the disease or poison is in your blood. Creatures striking you with unarmed strikes or natural attacks are subject to your disease or poison as if you had struck them in combat.
  • At 16th level, you ignore immunity to poison or disease in living creatures. Unliving or nonliving creatures are still immune.
  • At 20th level, the air around you is toxic. Anything that approaches in 10 feet is subject to your disease or poison and must save each round they remain within. You can exclude creatures from this effect as a free action.

Feral Form: The biotechnician alters his hands to have vicious claws, which are primary natural weapons that deal 1d6 damage (for Medium creatures) and a secondary bite that deals 1d8 damage. If the biotechnician already has a claw or bite attack naturally or from a graft, the stronger claw or bite goes up one effective size instead. Natural weapons may be enhanced as if they were manufactured weapons. Their powers grow with level.

  • At 8th level, the biotechnician gains another natural weapon of any kind, be it additional bites, claws, tentacles, tails, or whatnot. Regardless the extra natural weapon deals 1d8 damage (for medium creatures).
  • At 12th level, all natural attacks made by the the biotechnician are done at their full attack bonus. They are counted as having the Multiattack feat for the purpose of pre-requisites.
  • At 16th level, gains another natural weapon as per 8th level. In addition, the critical multiplier of all natural attacks rises to 20/x4.
  • At 20th level, the biotechnician adds his full strength bonus to all his natural attacks, and gains the pounce ability.

Reanimator: The biotechnician can bring life back to recently dead flesh through viral infections and alchemy. The biotechnician can reproduce the effects of animate dead as a spell-like ability, with the following changes: the resulting creature is a construct instead of undead with all associated changes. The biotechnician may use this ability up to his Charisma modifier times per day (minimum 1).

  • At 8th level, his reanimation ability can create ghouls and ghasts in addition to zombies and skeletons.
  • At 12th level, his reanimation ability can create mummies.
  • At 16th level, his reanimation ability can create mohrgs.
  • At 20th level, any of these "quasi-undead" under his control gains the biotechnician's Intelligence modifier to attack and damage rolls. In addition he can duplicate the effect of raise undeadSpC at will, with the same casting time and components, but only affecting his quasi-undead creatures.

If you run out of self-augmentations to take in epic level, you can instead obtain a bonus feat. You must qualify for the bonus feat as normal.

Fortify Biology (Ex): At 5th level the biotechnician becomes immune to diseases, and they gain light fortification. This improves at 10th level, becoming immune to poison, and gaining moderate fortification. Finally at 15th level, the biotechnician becomes immune to sickness and nausea and gains heavy fortification.

Instant Monster (Sp): At 5th level the biotechnician can take a sample of biomass from a creature they have previously encountered and studied, and create a rapidly growing and short lived clone for their purposes. As a full round action they duplicate the effect of summon monster, except the creature is actually called into being and not summoned. Creatures come into effect without items, and last for 10 minutes before crumbling into organic soup. The biotechnician may use instant monster a number of times per day equal to their Intelligence modifier. Although it is a spell-like ability, instant monster has a material component of biomass.

Fast Healing (Ex): At 6th level the biotechnician gains fast healing equal to half his class level.

Genetic Chimera: At 6th level the biotechnician's self-meddling has caused them to obtain several genetic traits from all over. He counts as any race for the effects of race dependent items and effects.

Lossless Grafting (Ex): At 7th level ignores any negative side effects from a graft, such as the evil urging of fiendish grafts or the hp loss associated with certain grafts. If the biotechnician already has such grafts, the changes are retroactive.

Mixed Parts (Ex): At 7th level is capable of removing limbs and re-attaching them to his body as easily as one changes a shirt. He may remove and switch grafts over the course of 15 minutes of self-surgery. The grafts remain fresh and viable even when removed from the biotechnician.

Improved Disrupt Biology (Su): At 8th level, the biotechnician is capable of extending her disrupt biology out to a ray in Close range, and it causes a Fortitude save DC 10 + 1/2 HD + Int vs becoming sickened for 1 minute.

Major Organic Creation (Sp): At 9th level a biotechnician can make more durable and unusual forms of organic material. This acts as major creation with the same casting time and duration, but all items made by this ability are composed of plant matter, meat, and bone and must be solid. If the cost of the item being duplicated is paid as part of casting (in the form of various material components), the effect is instantaneous, and the item does not decay. These "flesh" items have the same durability, hit points, and properties as the material is duplicates. As such, you can have "flesh" swords with the strength of adamantine or thinaun bones which absorb souls as the material thinaun.

Rapid Fleshcrafting (Ex): At 9th level, the crafting time of grafts is dramatically reduced down to a single day, and the crafting time of constructs created by the fleshcrafting class ability is cut in half.

Healing Surge (Ex): At 11th level, the biotechnician can heal three times their class level in healing as an immediate action 1/day. This is often used to save themselves from death by forcing a burst of fast healing.

Sever Limb (Ex): At 11th level, the biotechnician can start dissecting the opponent for body parts before the opponent is even dead. If the biotechnician scores a confirmed critical hit on a normal attack (not a touch attack), the opponent must make a Fortitude save DC 10 + 1/2 HD + Int or lose one of their limbs besides their head, save negates. This has all the penalties associated with losing a limb, including loss of mobility, natural attacks, or other options. If the biotechnician confirms the critical hit by a degree of +15 or greater, the biotechnician can instead choose to sever the head, usually resulting in dead.

Genetic Recombination (Sp): At 13th level, a biotechnician is able to mix the genetic code of other creatures into a test subject on the fly. They can duplicate the effects of evince lineage up to their intelligence modifier times per day.

Multigraft: At 14th level not only can a biotechnician swap out grafts for one another, but they can now possess multiple grafts at the same time. Unused grafts are absorbed into their body, and releasing, absorbing, or switching out a graft is a move action which does not provoke attacks of opportunity. They are still limited in the number of grafts they can have exposed at one time (such as two arm grafts at once if the biotechnician had two arms, with several more arm grafts in waiting).

The biotechnician obtains the Shapechanger subtype.

Greater Disrupt Biology (Su): At 16th level the biotechnician can take a full attack action to expand their disrupt biology ability out into a 20 foot radius burst, out to Long range. All creatures affected take damage as if struck by disrupt biology plus the sickening effect, Fortitude for half damage and negating the sickening.

In addition, if the biotechnician scores a critical hit with their normal touch attack disrupt biology, the creature is nauseated for 1 round, no save.

Absorb Vitality (Su): At 17th level can drain the life out of his helpless opponents. Whenever a biotechnician kills a creature with his disrupt biology ability or spells, he absorbs twice their HD as healing, and removes any negative status effects which a heal spell would cover.

Regeneration (Ex): At 18th level, the biotechnician's fast healing becomes regeneration. Choose one material (adamantine, cold iron, or silver) and one element (acid, cold, fire, electricity, or sonic). These bypass your regeneration.

Create Life (Sp): At 19th level the biotechnician gains the create life spell at will. He must still spend material and xp components as normal.

Genetic Superiority: At 20th level the biotechnician is a genetically perfect being, immortal and in prime condition. The biotechnician's age category is set to young adult, though they retain mental ability bonuses from aging, and they cannot die from old age. The biotechnician counts as any and all race types and subtypes when beneficial. If the biotechnician is ever slain, they will reincarnate in 1d10 days unless placed in a container or situation where they are affected by the things which bypass regeneration (such as sealing them in an adamantine coffin, or dropping the body in a pool of acid).

Epic Biotechnicians[edit]

Table: The Epic Biotechnician

Hit Die: d6

Level Special
21st Graft Pool
22nd
23rd
24th Self-Augmentation
25th
26th
27th
28th Self-Augmentation
29th
30th

4 + Int modifier skill points per level.

Graft Pool: A biotechnicians graft pool is worth 10% of their wealth by level, and continues to grow within epic levels.

Self-Augmentation: Biotechnicians continue to gain Self-Augmentations. When no more can be selected, they instead gain bonus feats as if from leveling.

Human Biotechnician Starting Package[edit]

Weapons: Stylet Bonespear.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Craft (taxidermy) 4 Int
Handle Animal 4 Cha
Heal 4 Wis
Spellcraft 4 Int

Feat: Improved Initiative.

Bonus Feats: Dodge.

Gear: Backpack.

Gold: 23 gp.

Campaign Information[edit]

Playing a Biotechnician[edit]

Religion: Religion? Opium for the masses. We are men of SCIENCE sir! And for the love of science, we must experiment on you!

Other Classes: The mad science may be unnerving if they lack charisma, and they often do, but none can deny the benefit of a good modification or nine. If the others will stay still, why, they might even turn the monk into a competent fighter.

Combat: Part caster, part fighter, the biotechnician is a gish who augments their physical parts with grafts, and uses magic to support. And afterward, the dissecting!

Advancement: Why not level in a casting class, a gish class, or if it suits you fancy, obtain many natural weapons and become a freak show!

Biotechnicians in the World[edit]

While you were asleep I borrowed you kidneys, I hope you don't mind.
—Eijsano, Dawn Plushie Biotechnician

Daily Life: The mad scientists that they are, biotechnicians are always in their lab, playing Mr. Potato Head with living beings. Sometimes, they're even willing! The nice ones are your neighborhood surgeon, but the mean ones become true mad scientists.

Notables: The blood-obsessed biotechnician Aneis was said to have ultimately replaced so much of her body with grafts, there was no part of her that was original.

Organizations: Biotechnicians are often in the field of medicine, but rarely trade notes when it comes to their more obscure and non-official experiments and procedures. Trade secrets you know.

Biotechnician Lore[edit]

Characters with ranks in Heal can research biotechnicians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Heal
DC Result
10 Biotechnicians are surgical masters and able to mess with the biology of a creature with a touch.
15 Biotechnicians are heavy into grafts, granting them to others, or even themselves. Their body starts becoming something more than humanoid as a result.
20 Powerful biotechnicians are hard to kill, and can tear the limbs off still living test subjects if they don't co-operate. Don't mess with the doctor.
30 Those that reach this level of success can research specific biotechnicians, their whereabouts, motives, creations, and other information.

Biotechnicians in the Game[edit]

Adaptation: Any other biological theme, such as blood magic or bones, can be inserted with ease.

Sample Encounter: The mad doctor Eijsano has release his army of flying monkeys onto the world. Can you stop him and his primate swarms before they cover the landscape in mutant poo?

EL 10: PENDING.


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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByLeziad +, Enigma + and Hammerhead +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Disguise +, Handle Animal +, Heal +, Intimidate +, Knowledge +, Listen +, Profession +, Ride +, Search +, Sense Motive +, Spellcraft +, Spot + and Survival +
Skill Points4 +
SummaryMaster of biotechnology, you graft, augment, and change biology to work in your favor. +
TitleBiotechnician +
Will Save ProgressionGood +