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| dawnbringer06-26-06, 11:39 AM | Biomancer http://www.moonshines.com/oubliette/vvj-Elder-Mage.jpg Bilora The light of day, the spirit of healing, and the bane of undead -- all these and more are at the biomancer’s command. The biomancer, also known as a light mage, may call himself a master of the light or a servant thereof, but it is undeniable that the biomancer can use powerful positive magic. A biomancer uses his positive magic to make his enemies explode with positive energy. Adventures: Biomancers adventure to destroy evil. Sometimes light mages adventure just to help others. Biomancers may also bring their power to bear against those what they love. Biomancers sometimes lead raids against undead or evil creatures. Characteristics: Biomancers have an extraordinary affinity for positive magic that can’t be surpassed by any other class. Their abilities are oriented toward healing in exsessive amounts. Too much healing causes their opponents to explode with energy. In addition to the ability to attack 'heal' opponents with positive energy, biomancers gain an increasing array of magical powers, including the ability cloak themselves in light, as they advance in level. Alignment: Biomancers, almost one with positive energy, have to be of a good alignment. Religion: Biomancers, if they worship a diety, always worship a good diety, preferably one with the healing domain. Background: Most Biomancers are people born close to the positive energy realm Other Classes: The biomancer shares with some spellcasters an affinity for and a familiarity with positive energy. He dislikes spellcasters who have an affinity for negative energy because negative energy disrupts the way of life. He can see the kindness in a paladins eyes. The typical biomancer dislikes necromancers with their comfort with the undead, as undead are evil and feed off negative energy. Role: The biomancers enjoys an extraordinary affinity for positive energy. Though he lacks the diversity of other spellcasters, he makes up for it with his ability to heal, which in turn can be used as a weapon, and his ability to light the way. A biomancer backed up by a fighter or two can prove extremely useful with his healing abilities, or with other spellcasters that can hold enemies in their place, forcing creatures to explode with too much positive energy. Against undead a biomancer truly shines. Game Rule Information Biomancers have the following game statistics. Abilities: Charisma is especially important for biomancers because it improves the power of their positive energy magic, as well as increasing the number of times some of their abilities can be used per day. Since biomancers are only proficient with light armor, a high Dexterity score greatly improves his defensive ability. Alignment: Any. Hit Die: d6. Class Skills The biomancer's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Skill Points at 1st Level: 2 + Int modifier x4. Skill Points at Each Additional Level: 2 + Int modifier. Table C-1: The Biomancer Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +2 Endure light, Enlight, Posi blast 1d6, Explode 2nd +1 +3 +0 +3 Evil resistance, Sparkle 3rd +2 +3 +1 +3 Posi blast 3d6 4th +3 +4 +1 +4 Aura of energy 20, Holy Wall 5th +3 +4 +1 +4 Divide energy, posi blast 5d6, energy burst 1 6th +4 +5 +2 +5 Energy blade +1d6 7th +5 +5 +2 +5 Posi blast 7d6 8th +6/+1 +6 +2 +6 freezing aura 9th +6/+1 +6 +3 +6 Goodness , posi blast 8d6 10th +7/+2 +7 +3 +7 Conjure energy, energy burst 2, summon energon 11th +8/+3 +7 +3 +7 Posi blast 10d6 12th +9/+4 +8 +4 +8 Aura of energy 40 (death ward), freezing aura 2d8, energy blade +2d6, 13th +9/+4 +8 +4 +8 Posi blast 11d6 14th +10/+5 +9 +4 +9 -- 15th +11/+6/+1 +9 +5 +9 Posi blast 13d6, Posi burst 3 16th +12/+7/+2 +10 +5 +10 Aura of energy (negative energy bane), freezing aura (10-ft. sphere) 17th +12/+7/+2 +10 +5 +10 Posi blast 14d6 18th +13/+8/+3 +11 +6 +11 Energy blade +3d6, 19th +14/+9/+4 +11 +6 +11 Posi blast 10d6 20th +15/+10/+5 +12 +6 +12 Aura of energy 60, positive subtype, posiburst burst 4 Class Features All of the following are class features of the biomancer. Weapon and Armor Proficiency: Biomancers are proficient with all simple weapons, plus the handaxe and the short sword. They are proficient with light armor, and with shields (except tower shields). Bonus Languages: None Endure light (Ex): A biomancer feels at home where it would be too light for others (such as on the positive energy plane). A biomancer is immune to nnatural light effects (such as blindness caused by exceptionally bright light. In addition, he gains a +4 bonus on saving throws against other effects that are caused by light (such as a searing light spell). Enlight (Su): A biomancer can wreathe his fists in a bright light as a move action. If the biomancer hits an opponent with a touch attack when he uses this ability, the target must make a Reflex save with a DC of 10 + one-half the biomancer's class level + his Charisma modifier. Failure means that the target is knocked over prone and blinded for 1d4 round. The biomancer may have the target take 1d6 points of damage for the length of the blindness (4d6 for 4 rounds for example) if he wishes. This bright light can be kept on his fists indefinitely until he attacks someone with it, giving off light as a daylight spell, with spell level equal to 2/3 biomancer level –1 (minimum 1). Explode (Su): Any creature effected by a biomancers healing abilities becomes under the effect of the slow spell once temporary hit points give the creature 1 ½ x its normal hit points because of the build up of positive energy in the body. Once the hit points go up to double the creatures normal hit points, it goes unconscious. Once temporary hit points exceed 10+ (2 x creatures maximum hit points) that creature explodes in a bright light of positive energy. This has no save. Since the body exploded, it does not allow regeneration of the body, and only a miracle, wish, or true resurrection can bring the creature back to life. Posi blast(Sp): A biomancer can ‘heal’ his opponents with positive energy as a standard action. Doing this requires a ranged touch attack against the target. This ability has a range of 60 feet. If the biomancer successfully hits his opponent, the target is healed 1d6 points of damage. This healing provides extra temporary hit points beyond maximum hit points if it would bring the creature above maximum. This may be used on allies, and doesn’t require a ranged touch attack if the ally is within 5 feet of the biomancer. If making a ranged touch attack against an ally for this purpose, the biomancer automatically hits. Every two levels thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th), the amount healed increases as shown on the table. These temporary hit points last for 2 minutes. The biomancer must have one hand free to use this ability. This ability is a conjuration [healing] effect with a caster level equal to the biomancer's class level. As a biomancer gains levels, he gains a number of options that he can use in conjunction with this ability. Divide energy (Ex): Starting at 5th level, a biomancer can divide his posi blast damage dice among multiple targets as he wishes. He must make an attack roll for each target. Energy Burst (Ex): Starting at 5th level, a biomancer's blasts of positive energy can splash to creatures adjacent to his target. A biomancer can choose to heal 1 point of damage for every d6 of healing that your posi blast attack deals to that target to every creature that is adjacent to that target. This damage increases by 1 point at 10th level and every five levels thereafter (15th and 20th). Conjure energy (Sp): At 10th level, a biomancer conjures positve energy from the positive energy plane rather than thin air. The biomancer's posi blast ability ignores SR. Evil Resistance (Ex): At 2nd level, the biomancer gains resistance to spells with the [Evil] descriptor equal his class level. Sparkle (Su): At 2nd level, a biomancer can make a blinding explosion of positive energy sparkles as a standard action. Each creature within 30 feet of the biomancer that has line of sight to him must make a Reflex save with a DC of 10 + the biomancer's Charisma modifier + one-half his class level or be blinded for 1 round and dazzled for 1 round afterwards. A biomancer can use this ability a number of times per day equal to 3 + his Charisma modifier. Aura of Energy (Su): Starting at 4th level, a biomancer's bond with positive energy is so close that he radiates an aura of positive energy. Allies within the aura, including himself, gain fast healing 2. This increases by 2 at every eight levels after 4th (12th and 20th). Any undead in the area suffer from the same amount of damage as fast healing per round The area of this ability is a sphere that emanates from the biomancer's space by a number of feet equal to 5 x your Charisma modifier (minimum 5 feet). This ability functions while a biomancer is conscious, but not if he is unconscious or dead. A biomancer can suppress and resume this ability as a free action. As the biomancer gains levels, he gains a number of options that he can use in conjunction with his aura of energy. Death Ward (Su): Starting at 12th level, you can protect yourself or an ally from negative energy by focusing your positive energy on the target. As an immediate action, you may expend a number of rounds of your energy aura ability to grant the target a death ward effect as the spell. You lose your energy aura ability for however long death ward is active. Negative Energy Bane (Su): Starting at 16th level, the positive energy within a biomancer's aura of energy can be so powerful that it disrupts magic based on negative energy. Each spell that uses negative energy in any way that is cast within a biomancer's aura of energy has a spell failure chance equal to 10 x the fast healing of his energy aura. Holy Wall (Ex): Starting at 4th level, a biomancer can create a wall that prevents passage to Evil creatures. This wall can cover one 10 ft. square/level and looks like a mist. Any evil creature attempting to pass through the wall must make a Fortitude save at DC 10 + ½ biomancer level + charisma modifier). Evil creatures that do manage to enter will either take 2 points of damage per round or be healed 2 points of damage per round (casters choice). This healing can give temporary hit points that last for 2 minutes. The effect of entering the wall must be chosen as it is cast. The wall lasts 1 min/ level. Energy Blade (Su): A biomancer knows that not at all times will healing his enemies be an effective way to destroy them, so he must have a way to damage them otherwise. At 6th level, a biomancer can shape a beam of light as a move action. The biomancer can shape a handaxe or a short sword out of light. Attacks made with the blade are melee touch attacks. The blade is just like a handaxe or a short sword (except visually), except as noted here. In addition to its usual damage, the blade deals 1d6/six biomancer levels points of divine damage. This blade is considered disrupting when used against undead. The blade is immaterial, so your Strength modifier does not apply to the damage. However, you do add your Charisma modifier to the damage. You can't use your posi blast ability while using this ability. Repelling Aura (Su): At 8th level, a biomancer gains the ability to wreathe himself in light as a standard action. When this ability is active, every creature within his aura of energy must make a fortitude save (DC 10 + ½ biomancer level + cha modifier) to be able to attack the biomancer. Starting at 12th level, the save increases by 5. At 16th level, the save increases by another 5. Each day, the biomancer can use this ability for a number of rounds equal to his biomancer level. A biomancer may choose to divide the duration of this ability among multiple uses. A biomancer can’t use this ability while his aura of energy is inactive. Summon Energon (Sp): Starting at 8th level, a biomancer can summon a Xag-Ya Energon (Manual of the Planes page 168) as a full-round action. It appears in a square adjacent to the biomancer and acts immediately, on his turn. It attacks the biomancer's opponents to the best of its ability. The biomancer can direct it not to attack, to attack particular enemies, or to perform other actions. A biomancer may only summon one energon at a time with this ability. Each day, the biomancer can use this ability for a number of rounds equal to his biomancer level. He may choose to divide the duration of this ability among multiple uses. This ability is a conjuration (summoning) [good] effect with a caster level equal to the biomancer's class level. Goodness (Ex): At 9th level, all of a biomancers attacks are considered good for overcoming damage reduction. Positive Subtype: At 20th level, a biomancer gains the positive subtype. Credits These members of the Wizards Community. Archana - Everyone who looked at or replied to the thread, of course. Positive Subtype: Immune to explosion from increasing temporary hit points. Immune to damage caused by positive energy, divine damage, damage and effects from natural and magical light(unless they are good effects) and damage from spells with the [good] descriptor. Double damage and effects from anything that uses negative energy except on a save. |
| dawnbringer06-26-06, 11:39 AM | reserved |
| rogue_lettuce06-26-06, 11:45 AM | Not sure if many will get the reference, but is this guy 'positively positive'? http://evrstore.com/Merchant2/graphics/00000001/evr74.jpg (Image for non posi-core kids) |
| Archana06-26-06, 12:56 PM | Err, actually, it is positively positive. And the master thereof. :D However, dawnbringer, positive energy, as I said in my message to you, is not inherently good. It's a common-made mistake, don't worry. :) Now let's see, you have received my message, I think, so I'll comment only what we haven't discussed before, as to avoid redundancy. At some places, you still have the words 'cryomancer' and 'ice magic'. If you cut and paste it in Microsoft Word, just press Control F, then go to the middle tab, and then replace all mentions to those words with 'posimancers' and 'positive energy magic'. [Commercial voice]It's really that easy.[/Commercial voice] I'd say that Intimidate (Cha) could be replaced with Heal (Wis). Posimancers are probably more proficient with healing others with mundane methods than scaring the [bleep] out of them. For the repelling aura, you should look at the sanctuary spell in the Player's Handbook. It might be of help. (Don't worry, I refer to spells all the time, literally.) The positive subtype seems to be a bit too powerful. I'd say that you'd get one-half again as much effect from spells with the positive descriptor if they're beneficial, and immune to non-beneficial spells with the positive descriptor. In addition, vulnerability to negative energy might be in place. (For example, the fire and cold subtypes get vulnerability to the opposite subtype.) Just my two copper pieces, tho'. :twocents: |
| JulesCARV06-26-06, 01:34 PM | I had a similar idea (basically, a "healing warlock." My idea, though, was that they would be intelligence-based and have no alignment restrictions: warlock mechanics, but the flavor of a very specialized wizard.). I must say, though, "posimancer" doesn't really trip of the tongue. Why not "biomancer" instead? Better symmetry with the familiar "necromancer." I think the ranged touch attack mechanics for posi-blast need a bit of work. Let's say you're trying to heal a friend. You have to make a ranged touch attack against them? Would they add their dexterity bonus to AC, or could they be voluntarily flatfooted? Or would they be able to actually subtract their dexterity/dodge bonus from their AC, so that a dextrous rogue could "catch" a ray more easily than a cleric? Or, possibly, you could just have them automatically succeed on friendly ranged touch "attacks," just as clerics automatically succeed on friendly mêlée touch "attacks." I think there are two other issues I'd like to see changed: I think 2d6 ranged healing at will is a bit much for low levels. Also, I think there's not enough variation: every posimancer of a given level is identical. To solve both problems, I would make posiblast start out as a touch ability, with a bit less healing, then offer various invocation-like things to turn it first into a ray, then into something that automatically effects people without touch attacks (like the mass cure spells). Also, since anyone who wants to play a posimancer clearly wants to be a healer, I think that healing abilities should be expanded. It can currently heal hit points, but it should also be able to restore ability damage, neutralize poison, break enchantments, remove disease, and possibly even resurrect the dead. This could also be handled by invocation-like things. |
| Lucan_Desmond06-26-06, 01:56 PM | Seems like a cool idea, thought I don't have much to say about it. Only this: at 10th level, they ignore Spell Resistance. And I know this will sound stupid since it's arguing the physics of an imaginary world, but you state that it's because they learn to "draw positive energy from the positive energy plane rather than thin air." I thought it always came from the positive energy plane, in fact, I know it does. Does anybody else think thats a little wierd? Or... rediculously overpowered? The ability to ignore SR... at level 10.... Yea... I would take that out. Des |
| Millennium06-26-06, 02:16 PM | It's a nifty idea, though if you want the name to be the opposite of 'necromancer', the term is 'vivimancer'. |
| JulesCARV06-26-06, 03:34 PM | Meh. I think biomancer is cleaner. Vivimancer mixes Latin (vividus) and Greek (manteia) roots. Biomancer keeps it simple and Greek. It is another possibility, though. Also, I think their skill list could use a little work. I don't really see any reason why they'd have Listen and Spot as class skills. |
| Millennium06-26-06, 04:09 PM | Meh. I think biomancer is cleaner. Vivimancer mixes Latin (vividus) and Greek (manteia) roots. Biomancer keeps it simple and Greek. It is another possibility, though. That's a good point. I was using the necrocarnum/vivicarnum dichotomy from Magic of Incarnum as a precedent, but you do have a good point about the Latin/Greek thing. My one concern with "biomancer" is that the bio- prefix tends to have different connotations in D&D; people tend to associate it with nature rather than raw life. You're right, however, that it's much cleaner linguistically. |
| dawnbringer06-26-06, 05:34 PM | wow, i go to work and when i come back i get 7 replies! All good idea's for the posimancer people. Expect to see some changes on it! |
| Far_Traveler06-26-06, 07:41 PM | I have a few more ideas for you. Pyromancer Aeromancer Geomancer Hydromancer Biomancer(this one, obviously) Necromancer(might want to not do this one) Gastromancer(food mage) Astromancer(star mage, probably a diviner) Verbomancer(Accually, that's the Truenamer) Chronomancer(time mage) Audimancer(better name pending, sound mage) Lucimancer(light mage) Toximancer(poison mage) Carnomancer(skin mage) Antimancer(Denial mage, battlefield control and counterspelling probably) Zoamancer(Animal Mage) That enough ideas to keep the creative juices flowing? |
| dawnbringer06-27-06, 04:22 AM | I have a few more ideas for you. Pyromancer Aeromancer Geomancer Hydromancer Biomancer(this one, obviously) Necromancer(might want to not do this one) Gastromancer(food mage) Astromancer(star mage, probably a diviner) Verbomancer(Accually, that's the Truenamer) Chronomancer(time mage) Audimancer(better name pending, sound mage) Lucimancer(light mage) Toximancer(poison mage) Carnomancer(skin mage) Antimancer(Denial mage, battlefield control and counterspelling probably) Zoamancer(Animal Mage) That enough ideas to keep the creative juices flowing? Hydro being water? Archana has already done the pyromancer, the aeromancer, and cyromancer. He will be doing the water one, and the earth one. But these Idea's look fantastic! Some idea's of my own tho: I was also going to do the 'mancers' for the inbetween planes. You know, Earth + Water makes the plane of Ooze, so Oozomancer (probly can think of a better name) Vacumancer (Vacuum) Steamancer (Steam) Dustomancer (Dust) Electromancer (lightning ;) ) Minamancer (Mineral) Smokamancer (Smoke) Magmancer (Magma) Icermancer (Ice, though i'm probly not going to do this one as it will be too similar to archana's cryomancer) Ashomancer (Ash) Saltamancer (Salt) Radomancer (Radiance, replacing lucimancer) Mistomancer (Mist, an unnoficial inner plane, but not all have been filled properly in my opinion, for example, why does fire + positive make steam, instead of fire + water. I'm also planning to publish a book, probly .pdf, on the planes, adding the plane of cold as the 5th elemental plane and doing combinations for each of the planes how they should be, not how wizards ****ed up on) Grimancer (grime) Again, these names probly need changing, but with your idea's that's a lot of idea's! Perhaps this can be a project to finish with me and Archana. Thanks for your ideas! Changes to posi(bio)mancer will probly happen later today as i'm going out. |
| Izodor_Shadowcaster06-27-06, 03:31 PM | I have a few more ideas for you. Pyromancer Aeromancer Geomancer Hydromancer Biomancer(this one, obviously) Necromancer(might want to not do this one) Gastromancer(food mage) Astromancer(star mage, probably a diviner) Verbomancer(Accually, that's the Truenamer) Chronomancer(time mage) Audimancer(better name pending, sound mage) Lucimancer(light mage) Toximancer(poison mage) Carnomancer(skin mage) Antimancer(Denial mage, battlefield control and counterspelling probably) Zoamancer(Animal Mage) That enough ideas to keep the creative juices flowing? Just for the record I did the Somnomancer (sleep-magic). It is in my signature. :) |