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View Full Version : How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 PrCs]



Zeta Kai
2007-04-27, 10:49 AM
Bio-MagePremise
The system of magic used in D&D since its inception was originally based on the works of fantasy/science fiction author Jack Vance. In his Dying Earth series, among other novels, he conceived of a world in which magic spells are first memorized & then forgotten once they have been cast. This was borrowed by Gary Gygax when he created D&D for a number of reasons.

First, Jack Vance was a notable writer, & has been nearly as influential in the fantasy genre as a certain linguistics professor from Oxford, although probably in less overt ways.

Second, this system allows one to easily quantify magic. Magical effects can be broken down into discrete spells, which can be used up like arrows in a quiver (or charges in a wand, if your prefer). This prevents spellcasters from immediately flying out of control with limitless magical power (it now takes about 12 or so levels before wizards can slap the I WIN button with virtual impunity, sorcerers following a few levels later).

Lastly, this system is unlike anything detailed in an existing real-world religion. Gary Gygax was rather concerned with this notion back in 1974, & became only more so when the first (false) accusations of devil-worship & paganism arose in connection to this mostly-innocuous fantasy game. He didn’t want his game to be connected to the thorny issue of religion, so he deliberately sought out a system for magic that had nothing to do with the beliefs of any religion or cult, past or present.

Now, this system that we know today as Vancian Magic has been with us for a very long time, & we’ve seen many permutations of it. Wizards use it in its purest form, dishing out spells that they’ve already memorized/cast from their spellbooks in the morning, only to have them wiped from their minds after casting. Cleric use a divine variant of this, praying in the morning to use their spells for the rest of the day (mechanically, this is the same thing that wizards do, only wizards can lose their books). Sorcerers are perhaps the most radical version of this, spontaneously casting their spells, even though they are still tied to spells-per-day, spells-cannot-be-remembered-for-recasting type magic.

Now, some people like Vancian magic, & some people hate it. I, for one, don’t hate it, but I understand that it has its drawbacks. For one, the per-day limit on spells works mechanically, but in terms of realism, it comes off as clunky & arbitrary. Also, spellcasters have few real limits once they reach the middle levels. Clerics, druids, & especially wizards all become unstoppable engines of destruction, making most other classes somewhat irrelevant. Experience point costs for some high-level spells & most magic item creation has helped slow this upward spiral of power, but it cannot halt the inevitable: D&D magic has no real cost.

Other magic systems have been introduced, all of which do have some consequence to their operation. Incantations, binding magic, truenaming, incarnum, & so on have been brought up as ways to create magical effects without using Vancian magic, but none of these are real choices for an everyday PC. They may be fine for an odd encounter or story arc, but for a magic system that can be used throughout a campaign, I wanted something different.

This is why I’ve conceived of bio-magic. It works like Vancian magic, but it’s not limited to per-day uses, & it comes at a real, tangible cost that I think adequately balances it with non-spellcaster class options. Bio-mages aren’t nerfed sorcerers; they can still enjoy all of the same abilities that other spellcasters can. I’ve simply added a price tag to those abilities, one that ensures that bio-mages can’t go out of control & run amok, ruining a campaign world with wanton spellcasting.

It’s a first attempt, & it’s probably not perfect. Please evaluate this & criticize it honestly. I look forward to the feedback.

Zeta Kai
2007-04-27, 10:52 AM
Table of Contents
The Bio-Mage

Adventures
Characteristics
Alignment
Religion
Background
Races
Other Classes

Game Rule Information

Starting Packages

Table 1-1: The Bio-Mage
Table 1-2: Spells Known

Class Features

Table 2-1: LP Costs by Spell Level
Table 2-2: LP Cost Adjustments
Spells

Bio-Magical Feats

Prestige Classes

Vampire Mage

Table 3-1: The Vampire Mage
Table 3-2: Claw Damage by Size
Class Features
Infusionist

Table 3-3: The Infusionist
Table 3-4: Infusion Points by Level
Class Features
Font of Life

Table 3-5: The Font of Life
Class Features
Bio-Shaper

Table 3-6: The Bio-Shaper
Table 3-7: Bizarre Features
Class Features
Bio-Blade

Table 3-8: The Bio-Blade
Class Features
Bio-Magically Infused Objects (Magic Items)

Breaking Charged Items
Æther Ring
Amulet of the Lens
Boots of Nimbleness
Cloak of Insight
Gauntlet of Might
Helm of Acumen
Jar of Souls
Mask of Charm
Mortal Mace
Negation Arrows
Phial of Verve
Potion of Life
Scythe of Sapping
Vest of Stamina
Wand of Pain

Epic Bio-Mages

Table 4-1: The Epic Bio-Mage

DM’s Guide: Assigning LP to Higher-Level Characters

Table 4-2: Average LP Spent per Level

NPC Class: The Tyro (AKA the Bio-Adept)

Table 5-1: The Tyro
Table 5-2: Spells Known
Game Rule Information
Class Features

Design Notes

LP Calculation
Alternate LP Calculation
Variant: LP from Non-Bio-Mages
Table 6-1: Creature LP by Size

Inyssius Tor
2007-04-27, 01:12 PM
Nice. One thing, though: it's usually spelled "vancian" despite the fact that Vance contains the letter E. Just another quirk of the language.

Anyway, I like where you're headed. Keep it up!

Zeta Kai
2007-04-27, 01:44 PM
The Bio-Mage
Tapping into the very essence of their own life-force, bio-mages have become adept at producing magical effects at the cost of their own lifespan. Rather than drawing magical power from the world around them, they use the energies present within their own bodies to produce reality-warping magics. Both blessed & cursed with magical powers that they can only use at the price of their very lives, they are considered oddities even by other spellcasters.

Bio-mages are prone to claiming that their powers are derived from a divine source; that a mighty god chose them for an unfathomable purpose. A small minority assert that they are partially descended from fey beings, & that the fey blood in their veins powers their magic. A rare few argue that the energy of bio-magic developed slowly, growing from lesser fragments of their souls, & that bio-mages are merely the most advanced iteration of this progressive process. The debate on whether their powers were evolved or granted in origin rages on, as is their prime source, so no side can declare supremacy.

Whether or not any of these accounts are true, bio-mages are looked at as special within their communities. Some view them as being as dangerous as sorcerers & wizards, possessing magical abilities that the common folk lack. Others pity them, knowing that their time in this world is likely short & will grow only shorter if they use their powers. Regardless of the local opinion, it is obvious to all that these spellcasters are a breed apart from the rest.

Like any class, people become bio-mages for many different reasons. Some are drawn to the power & prestige of spellcasting, but lack the discipline or opportunity to become a wizard, the draconic heritage to be a sorcerer, or the heavenly grace required for divine casting. Others are born with a predilection for bio-magic, spontaneously manifesting unbidden powers. A rare few are actively brought into the trade by an elder bio-mage, trained in the art like any young apprentice. Many circumstances can lead someone to unlock & tap the energy within them, but no matter how it is discovered, once bio-magic has been used, its tempting power (& ultimate price) patiently awaits.

FreeRangeOyster
2007-04-27, 06:31 PM
Lovely flavor, I can't wait to see the crunchy bits. I found it interesting that you set it up to coexist with the Vancian-based classes. It seems that this could very effectively adapted for D20 Modern, especially with the fluff/flavor you have. Do you personally intend to use both this and the Vancian classes together, since you designed this to be an alternative or replacement for the traditional spellcasting methods? And how did you come up with this particular direction?

Zeta Kai
2007-04-27, 10:53 PM
Adventures
Like most classes, bio-mages go adventuring for a number of reasons. Some attempt to conduct magical research into the nature of bio-magic, traveling to crumbling ruins famed for their lost lore. Other are seeking to improve their abilities, testing their powers by honing them in battle. Some explore remote lands, trying to uncover the bio-mages’ origins & other divine truths. Still others endeavor to escape their fate & avoid the impending doom of their existence. Most of all, though, bio-mages work to discover (or create) a niche for themselves, a place in the world where they can fit in.

Zeta Kai
2007-04-27, 10:59 PM
Characteristics
Bio-mages are never willing to waste their powers, & tend to be a bit cautious & reserved when faced with a problem or a new situation. They never willingly enter magical competitions, & they rarely practice or train with their magics more than the minimum necessary amount. They are known to fall back in the face of danger, assess the situation, & then take deliberate, precise action, expending no superfluous effort.

They deal with their abilities (& the inherent consequences of those abilities) in different ways. Some are stoic & serene, in tune with their bodies & the world around them. Others feel lonely & anxious, isolated from others who lack bio-magic. Some have grown morose, always keenly aware that their life is slipping away. Still others are manic, determined to live to the fullest during their time remaining.

Zeta Kai
2007-04-27, 11:00 PM
Alignment
With a predilection for harmony & balance, bio-mages are usually neutral in some way. They may often lean toward either law or chaos, but they are rarely swayed toward either good or evil, preferring instead to find a middle ground & strike a pragmatic stance on the issue of personal morality. Those with a lawful bent are even more aloof than the average bio-mage, while the chaotic ones are generally more approachable & sociable.

Zeta Kai
2007-04-27, 11:01 PM
Religion
Bio-mages tend to worship deities that do not lean toward either good or evil. Which god they revere depends on their focus. If a bio-mage is interested in the arcane, they usually pray to Boccob. Rural bio-mages typically pray to Obad-Hai. Urban bio-mages commonly pray to Fharlanghn. Bio-mages with a lawful bent often pray to Wee Jas. Bio-mages with a chaotic bent often pray to Olidammara. Any racial god that strikes a balance between (or is indifferent to) good & evil can be a good choice as well. Neutrality & harmony are key to a bio-mage, & their worship of deities reflects this.

Some bio-mages forgo devotion to deities altogether, instead choosing to venerate nature (which is praised for its unwavering neutrality) or abstract principles, such as death, knowledge, life, luck, magic, or strength. They often seek a stable equilibrium between two dichotomous aspects of a single concept.

Zeta Kai
2007-04-27, 11:03 PM
Background
No one knows where bio-magic comes from, or why some people develop control of it while others do not. They are often said to be granted arcane power by the gods for a profound & mysterious purpose. Others say that bio-magic is actually a trait that all living beings share, & that anyone can awaken & control the energies within themselves. These people often also claim that this is why every living thing eventually dies; that the finite magic within a living being eventually just runs out, but only bio-mages can control the outpouring flow. Rumors even persist that strange extraplanar entities are responsible for bio-magical effects, & that bio-mages (knowingly or not) are agents serving their absent masters’ agendas.

A nascent bio-mage usually appears within a non-magical family, seemingly at random. Like sorcerers, this is commonly confusing & even traumatic for a young would-be bio-mage, for there is rarely anyone present who can explain why magical phenomena occur around him, or why he feels tired after an inexplicable magical incident.

Sometimes young bio-mages get lucky & are taken in by elder bio-mages who understand what is going on & can train an apprentice to use their powers wisely & well. Many times, though, a bio-mage must make their own way, discovering their abilities (& making costly mistakes) by themselves. Bio-magical colleges & guilds do exist, but they are exceedingly rare & exclusive, found only in the largest cities & seldom admitting students who fail to be notable in some way.

Zeta Kai
2007-04-27, 11:04 PM
Races
For whatever reason, bio-magic is a talent found chiefly among the shorter-lived races. Bio-mages are most often Humans, Half-Elves, Orcs, or Half-Orcs. Halflings, Illumians, Goliaths & Oaves are rather rare among the bio-mages’ ranks. Elves, Raptorans, Dwarves, & Gnomes are very rare. Aberration, dragon, outsider or fey bio-mages are virtually unheard of.

Zeta Kai
2007-04-27, 11:05 PM
Other Classes
Bio-mages are typically envious of other spellcasters. They become jealous of the fact that wizards, sorcerers & the like can cast spells without shortening their lives (& in fact, some spellcasters use magic to extend their lives). They also know that direct competition with other spellcasters is pointless & wasteful, & so they refrain from engaging in such trivial rivalries. They feel more comfortable with classes that don’t have magical abilities, such as barbarians, fighters, rogues, & most NPC classes.

As far as personal philosophy is concerned, they are generally cooperative with all classes, especially druids, who share their penchant for neutrality. They often have a bit of a hard time understanding paladins (& to a lesser extent monks), who are never neutral in their beliefs or actions.

Zeta Kai
2007-04-28, 08:05 PM
Game Rule Information
Bio-mages have the following game statistics.

Abilities: Wisdom determines how powerful a spell a bio-mage can cast, how many spells a bio-mage can learn, & how hard those spells are to resist. To cast a spell, a bio-mage must have a Wisdom score of 10 + the spell’s level. A bio-mage gets bonus spell based on Wisdom. The Difficulty Class for a saving throw against a bio-mage’s spell is 10 + the spell’s level + the bio-mage’s Wisdom modifier.

Constitution governs not only his hit points, but also how many spells he can cast before becoming fatigued, & even the total number of Life Points he has. Dexterity is always beneficial, especially for a class that has relatively low hit points & usually wears light or no armor.

Alignment: Any; usually lawful neutral (LN), neutral (N), or chaotic neutral (CN).

Hit Die: d6.

Class Skills: The bio-mage’s class skills (& the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), & Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

jindra34
2007-04-28, 08:08 PM
MORE MEAT! I want more meaty info!

Zeta Kai
2007-04-28, 08:15 PM
Starting Packages
Human Bio-Mage Starting Package

Race: Human
Armor: none, speed 30’
Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning), Light Crossbow (1d8, 19-20/×2, 80’ range increment, medium size, 6lbs, piercing)
Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
Feat: Slow Burn
Bonus Feat: Slower Burn
Spells Known:
0th level: detect magic, light, mending, read magic
1st level: feather fall, magic missile
Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
Gold: 3d4gp

Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:

Race: Elf, Half-Elf, Raptoran or Illumian
Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
Feat: Slow Burn / Toughness
Bonus Feat: none
Gold: 3d6gp

Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:

Race: Dwarf, Gnome, or Halfling
Armor: none, speed 20’
Weapons: Morningstar (1d8, 20/×2, 8lbs, medium size, bludgeoning/piercing), Longbow (1d8, 20/×3, 100’ range increment, large size, 3lbs, piercing)
Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
Bonus Feat: none
Gold: 3d6gp

Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:

Race: Half-Orc, Goliath, or Oaf
Weapons: Greatclub (1d10, 20/×2, 10lbs, medium size, bludgeoning), Shortbow (1d6, 20/×3, 60’ range increment, medium size, 2lbs, piercing)
Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
Bonus Feat: none
Gold: 1d4gp

Variant: Random Starting Gold (equipment not included)

Human: 3d4×10gp
Elf, Half-Elf, Raptoran, Illumian, Dwarf, Gnome, or Halfling: 3d6×10gp
Half-Orc, Goliath, or Oaf: 2d4×10gp

Zeta Kai
2007-04-28, 08:25 PM
Table 1-1: The Bio-Mage
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+0|+2|+2|Life Points, Bio-Magic, Sense of Life
2nd|+1|+0|+3|+3|Infusion
3rd|+1|+1|+3|+3|Bio-Boost (self)
4th|+2|+1|+4|+4|Bonus Feat
5th|+2|+1|+4|+4|Bio-Healing (self)
6th|+3|+2|+5|+5|Bio-Boost (+4)
7th|+3|+2|+5|+5|Bio-Boost (other)
8th|+4|+2|+6|+6|Bio-Blast
9th|+4|+3|+6|+6|Bio-Healing (other)
10th|+5|+3|+7|+7|Bonus Feat
11th|+5|+3|+7|+7|Bio-Boost (group)
12th|+6/+1|+4|+8|+8|Bio-Boost (+6)
13th|+6/+1|+4|+8|+8|Bio-Healing (group)
14th|+7/+2|+4|+9|+9|Potent Magic
15th|+7/+2|+5|+9|+9|Bio-Boost (mass)
16th|+8/+3|+5|+10|+10|Bonus Feat
17th|+8/+3|+5|+10|+10|Bio-Healing (mass)
18th|+9/+4|+6|+11|+11|Bio-Boost (+8)
19th|+9/+4|+6|+11|+11|Deathless Body
20th|+10/+5|+6|+12|+12|Bio-Bomb[/table]

Zeta Kai
2007-04-28, 08:35 PM
Table 1-2: Spells Known
{table=head]Level|0SL|1SL|2SL|3SL|4SL|5SL|6SL|7SL|8SL|9SL
1st|4|2|-|-|-|-|-|-|-|-
2nd|5|3|1|-|-|-|-|-|-|-
3rd|5|4|2|-|-|-|-|-|-|-
4th|5|5|3|1|-|-|-|-|-|-
5th|5|5|4|2|-|-|-|-|-|-
6th|5|5|5|3|1|-|-|-|-|-
7th|5|5|5|4|2|-|-|-|-|-
8th|5|5|5|5|3|1|-|-|-|-
9th|5|5|5|5|4|2|-|-|-|-
10th|5|5|5|5|5|3|1|-|-|-
11th|5|5|5|5|5|4|2|-|-|-
12th|5|5|5|5|5|5|3|1|-|-
13th|5|5|5|5|5|5|4|2|-|-
14th|5|5|5|5|5|5|5|3|1|-
15th|5|5|5|5|5|5|5|4|2|-
16th|5|5|5|5|5|5|5|5|3|1
17th|5|5|5|5|5|5|5|5|4|2
18th|5|5|5|5|5|5|5|5|5|3
19th|5|5|5|5|5|5|5|5|5|4
20th|5|5|5|5|5|5|5|5|5|5[/table]

jindra34
2007-04-28, 08:37 PM
WOO HOO spells at last...

Zeta Kai
2007-04-29, 09:27 AM
Class Features
All of the following are class features of the bio-mage. See level progression on Table 1-1: The Bio-Mage for more information.

Weapon & Armor Proficiency: Bio-mages are proficient with all simple weapons. They are not proficient with any type of armor, or with shields. Armor of any type interferes with a bio-mage’s arcane gestures, which can cause his spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, & Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor & equipment carried.

Life Points (Su): A person has only so many days to live on this world. Once their time among the living is up, nothing can stop the soul from moving on to the afterlife. A bio-mage can spend their remaining time of life in the future to produce magical effects today. This is done by using Life Points.

Each bio-mage begins their career with Life Points equal to your starting Constitution score × 5,000. Later changes to Constitution, such as ability damage/drain or level-up ability bonuses do not affect a bio-mage’s LP pool. Once the LP is completely spent, then the character immediately dies, with no chance of resurrection or reincarnation. The body can be reanimated, but only as a mindless undead; the soul of the bio-mage has left this world, never to return.

Characters lose 1LP per day, regardless of activity or the lack thereof. Only within a timeless environment (such as that created by a temporal stasis spell) can this daily loss of Life Points be avoided. Characters can also spend their Life Points by using Bio-Magic (see below) & bio-magical abilities.

The regaining of Life Points is a difficult (& often evil) task. Items infused with bio-magical energy can be destroyed, releasing their stored Life Points. These can be collected by a skilled bio-mage. Also, under certain conditions, a bio-mage can drain Life Points from another bio-mage. This is invariably an evil act, requiring an alignment check if the usurper is not already evil.


Special Note about Multiclassing: Once a character has become a 1st level bio-mage, the clock starts ticking, & cannot be stopped. A multiclassing bio-mage will always lose 1LP per day, & will die once their LP runs out, regardless of what other class they may take a level in. Spellcasters must always spend LP to cast spells, including those learned by using another class. Arcane spells still cost the same amount of LP for multiclassing bio-mages, regardless of adept, sorcerer or wizard levels. Divine spells also cost a multiclassing bio-mage LP; in this case, the character must spend the average amount of LP for a spell of that particular level. These drawbacks are in addition to any spellcasting restrictions denoted as inherent to a class that the character is taking levels in.

In exchange for these disadvantages, a multiclassing bio-mage is never restricted to only a set number of spells per day. He may cast as many spells as he wishes, so long as he does not become fatigued or exhausted by spend too much LP too quickly (see Bio-Magic, below).

Special Note about Anti-Magic: A bio-mage exposed to anti-magic cannot cast spells or perform any action that requires the expenditure of LP while within the effect’s area of influence. However, he still loses 1LP per day, regardless of activity. Also, bio-mage generally feels a strong urge to leave an anti-magic field, & must make a Will save (DC15) or suffer a -2 morale penalty to attacks, checks & saves until he leaves the field.

Bio-Magic (Sp): Unlike most spellcasters, the magic wrought by bio-mages comes at a price. This is somewhat similar to psionicists, but with a key difference: the energies tapped by the bio-mage are finite, & once their spent, he dies. Bio-magical spells have a set LP cost, mostly determined by a spell’s caster level (see Spells, below).

A bio-mage casts arcane spells which are drawn primarily from the sorcerer/ wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a bio-mage must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a bio-mage’s spell is 10 + the spell’s level + the bio-mage’s Wisdom modifier.
A bio-mage’s selection of spells is extremely limited. A bio-mage begins play knowing four (4) 0-level spells and two (2) 1-level spells of your choice. At each new bio-mage level, he gains one or more new spells, as indicated on Table 1-2: Spells Known. In addition, he receives bonus spells equal to his Wisdom modifier. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the bio-mage has gained some understanding of by study. The bio-mage can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered bio-mage level after that (6th, 8th, and so on), a bio-mage can choose to learn a new spell in place of one he already knows. In effect, the bio-mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bio-mage spell the bio-mage can cast. A bio-mage may swap only a single spell at any given class level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that class level.

Unlike a wizard or a cleric, a bio-mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he can cast spells at the time. He does not have to decide ahead of time which spells he’ll cast. This spontaneous casting style is nearly identical to a sorcerer’s spellcasting ability.

Unlike other spellcasters, a bio-mage can cast as many spells per day as he wishes. However, the expenditure of Life Points that accompanies such casting can be wearying if done in excess. Once a bio-mage has spent an amount of LP equal to or greater than the average LP cost of his highest spell level × his Constitution bonus (minimum 1), he becomes fatigued, & must rest for 1 hour (refraining from spending more LP) to regain his stamina, afterward he returns to full vigor. If he does not rest (&/or spends more LP within that hour), then he becomes exhausted afterward, incapable of spending more LP, & must rest for 1 hour (refraining from spending more LP) to return to merely fatigued. Getting a good night’s rest (8 hours of sleep) will refresh a bio-mage, removing any fatigue or exhaustion.

For example, Gozam the bio-mage is at 3rd level. He has a Constitution of 16, so he has a Constitution modifier of +3. He can also cast spells with a spell level of 2 (average cost = 10LP). Therefore, once he has spent 30LP (3 × 10LP), he would become fatigued. If he rested for an hour, his fatigue would wear off. If, however, he cast another spell instead of resting, he would become exhausted, & have to rest for an hour just to return to fatigued.

Bio-mages never spend the experience point cost of a spell. They must, however, use all required verbal, material, & somatic components for a spell to work. Failed spells still consume the full LP cost for casting. Bio-mages who craft magical items do not need to spend the experience point cost normally required to create the object. Instead, they must spend LP equal to the standard XP cost for creating that item.

Sense of Life (Ex): A bio-mage instinctively knows the exact number of Life Points they have remaining within them. Due to the fact that all bio-mages understand that they lose at least 1LP per day regardless of activity, & that they know how much their spells cost, this ability gives them a good idea of how long they have to live.

Infusion (Su): At 2nd level, a bio-mage has learned to use the energy within himself to empower items with his magic. As a full-round action, a bio-mage can make a weapon or a piece of armor temporarily magical. The weapon or armor need not be of masterwork quality; any weapon or armor can be infused with bio-magic in this manner. The price of infusion is 10LP × (the bonus number of the special ability + 1) × the number of rounds the special ability lasts. For example, Gozam the bio-mage wishes to infuse a spear with the brilliant energy ability (a +4 bonus) for 5 rounds; therefore the cost would be 250LP: 10× (4+1) ×5.

Bio-Boost (Sp): At 3rd level, a bio-mage has learned to use the energy within himself to temporarily increase his abilities. As a swift action, a bio-mage can spend 50LP to give himself a +2 enhancement bonus to any one ability score, adding the usual benefits to the appropriate skill checks and other uses of that ability modifier. This effect lasts for one round per class level, & can only be done 3 times per day. This enhancement bonus cannot be used for a Knowledge check. At 6th level, the enhancement bonus increases to +4. At 7th level, he can grant someone else an enhancement bonus with a successful touch attack. At 11th level, he can grant any allies within 10’ (2 squares) of him an enhancement bonus. At 12th level, the enhancement bonus increases to +6. At 15th level, he can grant any allies within 20’ (4 squares) of him an enhancement bonus. At 18th level, the enhancement bonus increases to +8. Boosting always costs 50LP per use per person.

Bonus Feat: At 4th level, a bio-mage gets a bonus bio-magical feat in addition to the feats that any character gets & the bonus feat granted to a human character. The bio-mage gains an additional bonus feat at 10th level & at 16th level. These bonus feats must be drawn from the feats noted as bio-magical feats (see below). A bio-mage must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A bio-mage is not limited to the list of bio-magical feats when choosing these feats.

Bio-Healing (Sp): At 5th level, a bio-mage has learned to use the energy within himself to heal his wounds. As a standard action, a bio-mage can focus on healing himself, spending 10LP for each hit point that he wishes to heal. This healing can only be used on himself. At 9th level, he can use this ability to heal one other person, similar to a paladin’s lay on hands ability. At 13th level, he can use this to heal any allies within 10’ (2 squares) of him. At 17th level, he can use this to heal any allies within 20’ (4 squares) of him. Healing others still costs 10LP per hit point regained.

Bio-Blast (Sp): At 8th level, a bio-mage has learned to use the energy within himself to attack his enemies. As a standard action, a bio-mage can spend 50LP to unleash a fiery blast attack. This blast unerringly strikes its chosen target, ignoring armor & concealment (total cover still blocks this attack). Once it hits, the blast deals 1d6 points of damage per class level. This attack can be done once per day per class level.

Potent Magic: At 14th level, a bio-mage has learned to use the energy within himself to increase the effectiveness of his bio-magic. Once a day, a bio-mage can reduce the spell slot of a metamagic spell by 1. Therefore, a Silent Spell uses up a spell slot equal to the spell’s actual level, an Empowered Spell only uses up a spell slot 1 level higher than the spell’s actual level, & a Maximized Spell only uses up a spell slot 2 levels higher than the spell’s actual level. This also reduces the adjusted LP cost of the spell to that of an appropriate spell level. This ability can only be used if the bio-mage already has the metamagic feat & uses it normally.

Deathless Body (Ex): At 19th level, a bio-mage has learned to use the energy within himself to prevent death from advanced aging. You are no longer susceptible to death by reaching your maximum age; as long as you have some remaining LP within you, you may continue living as normal. This class feature does not prevent you from dying via any other means, including ability damage, ability drain, HP loss, massive damage, death spells, negative levels or total LP loss. Other age-related effects, such as decreased physical abilities & increased mental abilities, are unaffected.

Bio-Bomb (Sp): At 20th level, a bio-mage has learned to use the energy within him to detonate himself in a destructive & lethal explosion, warping the fabric of reality itself with its power. As a swift action, a bio-mage can spend his entire remaining LP to release a deadly blast, centered on his own body. This attack deals damage to all creatures & objects within the blast radius equal to his remaining LP divided by 50. Creatures caught within the explosion cannot save for reduced damage, & this damage ignores armor, natural armor, hardness, cover, & damage reduction of any kind. The size of this explosive effect is a 5’ radius × the caster’s class level, centered on the bio-mage. This attack is always fatal to the bio-mage, whose body is completely disintegrated, leaving absolutely no trace remaining (automatic -10HP or lower). Since the body is utterly destroyed & completely spent of LP, resurrection of any sort is impossible.

InaVegt
2007-04-29, 10:06 AM
I have a different suggestion for LP, calculating age ability changes as well.

Every creature has 3,000,000 LP when born, the amount of LP lost per day depends on the type of creature.

Humans lose 12d12 LP/day
Dwarves lose 2d20 LP/day
Elves lose 1d20 LP/day
Gnomes lose 3d10 LP/day
Half elves lose 10d8 LP/day
Half orcs lose 2d100 LP/day
Halflings lose 9d8 LP/day

When a creature reaches the moment he's got less LP left than 1,800,000 he reaches middle age.

When a creature reaches the moment he's got less LP left than 1,200,000 he reaches old.

When a creature reaches the moment he's got less LP left than 500,000 he reaches venerable.

A bio mage, unlike other creatures, doesn't lose a random amount of LP/day, instead he loses an amount of LP equal to (400/constitution)/day.

I can't find the cost of spells so I can't recalculate them to this.

Baron Corm
2007-04-29, 10:19 AM
i think the Reflex save on Bio-Bomb should be something like (DC 10 + 1/2 bio-mage level + Constitution modifier). maybe wisdom, but probably constitution.

i would be way too scared to take this class heh... definitely would never use any of my class's special abilities, saving all my LP for spells. unless there's some way to get LP back that you haven't said yet.

jindra34
2007-04-29, 10:25 AM
i think the Reflex save on Bio-Bomb should be something like (DC 10 + 1/2 bio-mage level + Constitution modifier). maybe wisdom, but probably constitution.

i would be way too scared to take this class heh... definitely would never use any of my class's special abilities, saving all my LP for spells. unless there's some way to get LP back that you haven't said yet.
HE did describe a way to get back LP... maybe they should lose LP instead of alevel on revival...

Baron Corm
2007-04-29, 10:30 AM
"unless there's some way to get LP back that you haven't said yet." perhaps i should have said "unless there's some other way". i can't reliably count on finding bio-mage enhanced items, especially since they expire within a couple rounds. and even if i was evil, i'd have to waste a lot of my time searching out other bio-mages to drain LP from. i'm not saying this mechanic is overall bad i'm just saying it's not my cup of tea.

Zeta Kai
2007-04-29, 12:49 PM
Table 2-1: LP Costs by Spell Level
{table=head]Spell Level|LP Cost
0|1
1|3
2|10
3|30
4|60
5|120
6|240
7|360
8|480
9|720
Epic|1,000[/table]

Zeta Kai
2007-04-29, 12:52 PM
Table 2-2: LP Cost Adjustments
{table=head]Spell Power|Cost Modifier
Lame|-20%
Weak|-10%
Average|+0%
Powerful|+10%
Broken|+20%[/table]

Zeta Kai
2007-04-29, 01:00 PM
Spells
When a bio-mage casts spells, they must spend an amount of LP, as indicated on the following spell lists. Some spells are considered more or less powerful for their respective level, & therefore have a percentage cost adjustment. These adjustment percentages are detailed below. Arcane spells from non-core books are permitted, & are assumed to have an LP cost equal to the average cost for a spell of that level. If a DM wishes to adjust a spell’s LP cost, use Table 2-1: LP Costs by Spell Level & Table 2-2: LP Cost Adjustments as guidelines.

If a metamagic spell uses up a spell slot of a higher level than the spell’s actual level, then it increases the LP cost of the spell to that of an appropriate spell level. For example, if a bio-mage were to cast fireball (a 3rd level spell) the spell would cost 30LP. Then, if he were to cast a Maximized fireball (a +3 to the spell slot), then the spell would cost 240LP.

0th Level Spells (1LP)
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

1st Level Spells (3LP)
Alarm
Animate Rope
Burning Hands
Cause Fear
Charm Person
Chill Touch
Color Spray
Comprehend Languages +30% (4LP)
Detect Secret Doors
Detect Undead -30% (2LP)
Disguise Self +30% (4LP)
Endure Elements
Enlarge Person
Erase -30% (2LP)
Expeditious Retreat
Feather Fall -30% (2LP)
Grease
Hold Portal
Hypnotism
Identify M
Jump
Mage Armor
Magic Missile
Magic Weapon
Mount
Nystul’s Magic Aura
Obscuring Mist
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law
Ray of Enfeeblement
Reduce Person
Shield
Shocking Grasp
Silent Image
Sleep
Summon Monster I +30% (4LP)
Tenser’s Floating Disk
True Strike
Unseen Servant
Ventriloquism

2nd Level Spells (10LP)
Alter Self +20% (12LP)
Arcane Lock M
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Cat’s Grace
Command Undead
Continual Flame M
Darkness
Darkvision
Daze Monster
Detect Thoughts
Eagle’s Splendor
False Life
Flaming Sphere
Fog Cloud
Fox’s Cunning
Ghoul Touch
Glitterdust
Gust of Wind
Hypnotic Pattern
Invisibility
Knock
Leomund’s Trap M
Levitate
Locate Object -10% (9LP)
Magic Mouth M -20% (8LP)
Melf’s Acid Arrow
Minor Image -10% (9LP)
Mirror Image
Misdirection
Obscure Object
Owl’s Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
Rope Trick +10% (11LP)
Scare
Scorching Ray
See Invisibility
Shatter
Spectral Hand
Spider Climb
Summon Monster II +10% (11LP)
Summon Swarm
Tasha’s Hideous Laughter
Touch of Idiocy
Web
Whispering Wind

3rd Level Spells (30LP)
Arcane Sight -10% (27LP)
Blink
Clairaudience/Clairvoyance
Daylight
Deep Slumber
Dispel Magic
Displacement
Explosive Runes +20% (36LP)
Fireball
Flame Arrow
Fly +10% (33LP)
Gaseous Form
Gentle Repose -20% (24LP)
Halt Undead
Haste
Heroism
Hold Person
Illusory Script M
Invisibility Sphere
Keen Edge
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Weapon, Greater
Major Image
Nondetection M
Phantom Steed
Protection from Energy
Rage
Ray of Exhaustion
Secret Page
Sepia Snake Sigil M
Shrink Item
Sleet Storm
Slow
Stinking Cloud
Suggestion
Summon Monster III +10% (33LP)
Tongues
Vampiric Touch
Water Breathing -10% (27LP)
Wind Wall

4th Level Spells (60LP)
Animate Dead M
Arcane Eye
Bestow Curse
Charm Monster
Confusion
Contagion
Crushing Despair
Detect Scrying -10% (54LP)
Dimension Door
Dimensional Anchor
Enervation -20% (48LP)
Enlarge Person, Mass
Evard’s Black Tentacles
Fear
Fire Shield
Fire Trap M
Geas, Lesser
Globe of Invulnerability, Lesser
Hallucinatory Terrain
Ice Storm
Illusory Wall
Invisibility, Greater
Leomund’s Secure Shelter
Locate Creature
Minor Creation
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph +20% (72LP)
Rainbow Pattern
Rary’s Mnemonic Enhancer F
Reduce Person, Mass
Remove Curse
Scrying F -10% (54LP)
Shadow Conjuration
Shout
Solid Fog
Stone Shape
Stoneskin M +10% (66LP)
Summon Monster IV +10% (66LP)
Wall of Fire
Wall of Ice

5th Level Spells (120LP)
Animal Growth
Baleful Polymorph +20% (144LP)
Bigby’s Interposing Hand
Blight
Break Enchantment
Cloudkill
Cone of Cold
Contact Other Plane
Dismissal
Dominate Person
Dream
Fabricate
False Vision M
Feeblemind
Hold Monster
Leomund’s Private Sanctum
Leomund’s Secret Chest F
Mordenkainen’s Faithful Hound
Magic Jar F
Major Creation -10% (108LP)
Mind Fog
Mirage Arcana
Nightmare
Overland Flight
Passwall
Permanency X -10% (108LP)
Persistent Image
Planar Binding, Lesser
Prying Eyes
Rary’s Telepathic Bond -20% (96LP)
Seeming
Sending
Shadow Invocation
Summon Monster V +10% (132LP)
Symbol of Pain M
Symbol of Sleep M
Telekenesis
Teleport +10% (132LP)
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Force
Wall of Stone
Waves of Fatigue

6th Level Spells (240LP)
Acid Fog
Analyze Dweomer F
Antimagic Field +20% (288LP)
Bear’s Endurance, Mass
Bigby’s Forceful Hand
Bull’s Strength, Mass
Cat’s Grace, Mass
Chain Lightning
Circle of Death M
Contingency F -20% (192LP)
Control Water
Create Undead M
Disintegrate
Dispel Magic, Greater
Eagle’s Splendor, Mass
Eyebite
Flesh to Stone
Fox’s Cunning, Mass
Geas/Quest
Globe of Invulnerability
Guards & Wards
Heroism, Greater
Legend Lore MF -10% (216LP)
Mordenkainen’s Lucubration
Mislead
Move Earth
Otiluke’s Freezing Sphere
Owl’s Wisdom, Mass
Permanent Image
Planar Binding
Programmed Image M
Repulsion
Shadow Walk
Stone to Flesh
Suggestion, Mass
Summon Monster VI +10% (264LP)
Symbol of Fear M
Symbol of Persuasion M
Tenser’s Transformation M
True Seeing M
Undeath to Death M
Veil
Wall of Iron M

7th Level Spells (360LP)
Arcane Sight, Greater
Banishment
Bigby’s Grasping Hand
Control Undead
Control Weather
Delayed Blast Fireball -10% (324LP)
Ethereal Jaunt
Finger of Death
Forcecage M
Hold Person, Mass
Insanity
Instant Summons M
Invisibility, Mass
Limited Wish X
Mordenkainen’s Magnificent Mansion F
Mordenkainen’s Sword F
Phase Door +20% (432LP)
Plane Shift F
Power Word Blind
Prismatic Spray
Project Image -20% (288LP)
Reverse Gravity
Scrying, Greater
Sequester
Shadow Conjuration, Greater
Simulacrum MX
Spell Turning
Statue
Summon Monster VII +10% (396LP)
Symbol of Stunning F
Symbol of Weakness
Teleport, Greater
Teleport Object
Vision MX
Waves of Exhaustion

8th Level Spells (480LP)
Antipathy
Bigby’s Clenched Fist
Binding M
Charm Monster, Mass
Clone MF
Create Greater Undead M
Demand
Dimensional Lock
Discern Location -10% (432LP)
Horrid Wilting
Incendiary Cloud
Iron Body
Irresistible Dance
Maze
Mind Blank -10% (432LP)
Moment of Prescience -20% (384LP)
Otiluke’s Telekinetic Sphere
Planar Binding, Greater
Polar Ray
Polymorph Any Object +20% (576LP)
Power Word Stun
Prismatic Wall
Protection from Spells MF
Prying Eyes, Greater
Scintillating Pattern
Screen
Shadow Evocation, Greater
Shout, Greater +10% (528LP)
Summon Monster VIII +10% (528LP)
Sunburst
Symbol of Death M
Symbol of Insanity M
Sympathy F
Temporal Stasis M
Trap the Soul MF

9th Level Spells (720LP)
Astral Projection M
Bigby’s Crushing Hand -20% (576LP)
Dominate Monster
Energy Drain
Etherealness -10% (648LP)
Foresight -10% (648LP)
Freedom
Gate X
Genesis MX
Hold Monster, Mass
Imprisonment
Meteor Swarm -20% (576LP)
Mordenkainen’s Disjunction +10% (792LP)
Power Word Kill
Prismatic Sphere
Refuge M
Shapechange F +20% (864LP)
Shield
Soul Bind F
Summon Monster IX +10% (792LP)
Teleportation Circle M
Time Stop
Wail of the Banshee
Weird
Wish X +20% (864LP)

Epic Level Spells (1,000LP minimum)
Animus Blast
Animus Blizzard +10% (1,100LP)
Contingent Resurrection
Create Living Vault (ritual)
Crown of Vermin
Damnation +20% (1,200LP)
Demise Unseen +10% (1,100LP)
Dire Winter +30% (1,300LP)
Dragon Knight (ritual)
Dragon Strike (ritual) +20% (1,200LP)
Dreamscape
Eclipse
Eidolon +20% (1,200LP)
Enslave (ritual) +10% (1,100LP)
Epic Counterspell
Epic Mage Armor
Epic Repulsion
Epic Spell Reflection
Eternal Freedom +30% (1,300LP)
Greater Spell Resistance
Greater Ruin +20% (1,200LP)
Hellball
Kinetic Control
Let Go Of Me
Living Lightning +10% (1,100LP)
Lord of Nightmares
Mass Frog +10% (1,100LP)
Momento Mori +20% (1,200LP)
Mummy Dust
Nailed To the Sky +10% (1,100LP)
Origin of Species: Achaierai
Peripety
Pestilence +20% (1,200LP)
Rain of Fire +50% (1,500LP)
Raise Island +30% (1,300LP)
Ruin
Safe Time
Soul Dominion
Soul Scry
Spell Worm
Summon Behemoth
Superb Dispelling
Time Duplicate +10% (1,100LP)
Vengeful Gaze of God +50% (1,500LP)
Verdigris
Verdigris Tsunami +20% (1,200LP)

Jack_Simth
2007-04-29, 04:38 PM
Mechanics:
Umm... so a Bio-mage with a Constitution of 11 or less becomes fatigued immediately and constantly? (highest level spell * con modifier = 0 or less)? Oh, and you might want to put something in there on the rate of burn required to trip the fatigue meter - as it stands, he basically must rest for an hour after each spending of the threshold amount, regardless of whether it was in the space of six rounds or six centuries.

Balance:
We have a bio-mage, very cautious. He spends the equivalent of one spell of his highest level per encounter, 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 20th level.

We have another Bio-mage, this one less cautious. He spends the equivalent of one spell of each of his three highest level spells per encounter 13 encounters per level. With a Con of 16 to start (80,000 LPs), this bio-mage dies in his 16th level.

We have a third bio-mage, even more reckless. He spends, on average, three spells of his highest level spells per encounter, again 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 14th level.

In any case, the bio-mage is now dead and gone. Very dead, very gone. What happens? The player makes up a new character, of course. You can't really put a 1st level character in a 14th, 16th, or 20th level campaign; that many levels behind, and the character is basically not going to be able to do anything at all, which is no fun for anyone. Depending on the DM, the new character will usually come in 0-3 levels below the average party level.

What's his starting LP pool at levels other than 1st? This is going to be a very important question. It's also potentially going to break the game. At three of your highest level spells per encounter, you're usually going to dominate the encounters. Sure, he may need to rest for an hour after each, but he can then get up and go. Once he drops dead, the player just makes up a new, comperable character and starts from scratch, running him into the ground too. At two full levels behind, this guy can match the Sorcerer fairly readily - same spell access, no real limit on spells per day, and more spells known. Meanwhile, the player basically dominates the game.

I'm afraid the class is broken.

Edit:
That was all for PC's. For opposing NPCs, it's worse. Their effective starting LP is completely arbitrary; they usually aren't going to be going through 4 encounters per day, and so can simply go Zap, Zap, Zap throughout the encounter; burning themselves recklessly, sure, but once you get an NPC in a fight, they don't usually get another scene. The NPC is unlikely to conserve, and will thus seem more powerful than the NPC ought to be.

Zeta Kai
2007-04-29, 07:54 PM
Mechanics

You are correct; I did not write anything specific concerning the time frame in which one can cast spells before becoming fatigued. For some reason, I had assumed it was evident that this was a per-day mechanic (based on the the reasoning that after a good night's sleep, the bio-mage would be well rested & ready for action). I will make this more clear.


Balance

I was waiting for someone to label this project "broken." I would agree with you, normally. At first glance, it may not appear well balanced, & that is always up to each DM. But I must ask you to wait & see the entire project before writing off the whole class as ill-conceived. I have a chart for Average LP Remaining Per Level which will address higher-level character creation. I thought of the same issue being a problem. The chart will be in the Epic Bio-Mages section, still to come (see the Table of Contents, above).

Jack_Simth
2007-04-29, 08:17 PM
You are correct; I did not write anything specific concerning the time frame in which one can cast spells before becoming fatigued. For some reason, I had assumed it was evident that this was a per-day mechanic (based on the the reasoning that after a good night's sleep, the bio-mage would be well rested & ready for action). I will make this more clear.
And here I thought it was obvious you meant "in the previous hour" as that was the rest required to remove the fatigue.

Hmm... the rewrite still leaves a point fairly unclear - you regain your stamina after an hour of rest, but you intend for it to be a per-day mechanic; what is supposed to happen when, after his hour of rest, the previously fatigued Bio-mage casts again?


I was waiting for someone to label this project "broken." I would agree with you, normally. At first glance, it may not appear well balanced, & that is always up to each DM. But I must ask you to wait & see the entire project before writing off the whole class as ill-conceived. I have a chart for Average LP Remaining Per Level which will address higher-level character creation. I thought of the same issue being a problem. The chart will be in the Epic Bio-Mages section, still to come (see the Table of Contents, above).
The thing is, though, that provided the newly-created Bio-mage has enough remaining LP to go through more than a couple of levels at two high level spells per encounter, the same problem (high burn rantes) apply - sure, the newly-created Bio mage has a particular amount of remaining LP based on starting con and level (starting Con can be as high as 20 (100,000 LP's) for PHB races - Dwarf or Gnome with a base 18 con - and this class REQUIRES a very good starting constitution score, so people are liable to do this on a point buy, especially at higher levels where they can use magic items to up their other abilities).

Hmm... you spend LP instead of XP when making things.

Hmm... a scroll of a 9th level spell costs 153 xp to forge, so 153 LP's. To cast directly, it costs 720. That might pose an issue (especially when the bio-mage can make scrolls at a caster level below the norm - the bio-mage gets a 9th level spell at caster level 16 - which saves 9 LP). Costs some cash, though.



TOMORROW: Bio-Magical Feats!

Zeta Kai
2007-04-30, 04:56 AM
Bio-Magical Feats
Balanced Spirit [Special]
You are a particularly neutral & balanced being.
Prerequisite: Bio-mage only, N alignment
Benefit: You can cast spells with the Lawful descriptor, from the Law domain (such as protection from chaos or dictum), the Chaotic descriptor, or from the Chaos domain (such as magic circle against law or shatter) for 50% of the LP cost, rounded up. Also, spells cast against you with the Lawful or Chaotic descriptor or from the Law domain (such as protection from chaos, dictum, magic circle against law or shatter) only function if you fail a Will save (DC20 + the level of the spell).

Bio-Drain [Special]
You can drain LP from other bio-mages, adding their vitality to your own.
Prerequisite: Bio-mage only, non-good alignment
Benefit: On a successful touch attack, you can drain LP from another bio-mage equal to your Constitution modifier × 10, adding that amount to your total LP pool. Doing so affects you opponent as if they had spent an equal amount of LP (possibly becoming fatigued or exhausted as a result). Your opponent is allowed a Fortitude save (DC10 + you class level) to negate this LP drain. You can only drain LP from a particular opponent once a day per your opponent’s bio-mage level. You cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).

Chaotic Spirit [Special]
You are a particularly chaotic & random being.
Prerequisite: Bio-mage only, CN alignment
Benefit: You can cast spells with the Chaotic descriptor or from the Chaos domain (such as magic circle against law or shatter) for 50% of the LP cost, rounded up. Also, spells cast against you with the Lawful descriptor or from the Law domain (such as protection from chaos or dictum) only function if you fail a Will save (DC15 + the level of the spell).

Greater Bio-Drain [Special]
You can drain LP from other bio-mages, adding their vitality to your own.
Prerequisite: Bio-mage only, Bio-Drain, non-good alignment
Benefit: On a successful touch attack, you can drain LP from another bio-mage equal to your Constitution modifier × 20, adding that amount to your total LP pool. Doing so affects you opponent as if they had spent an equal amount of LP (possibly becoming fatigued or exhausted as a result). Your opponent is allowed a Fortitude save (DC10 + you class level) to negate this LP drain. You can only drain LP from a particular opponent once a day per your opponent’s bio-mage level. You cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).

Greater Resilience [Special]
You are particularly hardy, & can stave off fatigue from spending LP.
Prerequisite: Bio-mage only, Resilient Soul, Constitution 15+
Benefit: Once you have spent enough LP to become exhausted, you may attempt a Fortitude save (DC15, +1 for each previous use of this feat that day) to negate that exhaustion, remaining merely fatigued. If you do not rest for 1 hour, &/or spend more LP within that time, you must make another Fortitude save or become exhausted.
Special: This feat has no effect on fatigue.

Greater Vigor [Special] [Epic]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life, Vigorous Soul, Improved Vigor
Benefit: You may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This can be done a number of times per day equal to your Constitution bonus. This feat replaces the benefits from other Vigor feats. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.

Improved Slow Burn [Special] [Epic]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Bio-Bomb ability, Slow Burn, Slower Burn, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 20%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.

Improved Vigor [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life, Vigorous Soul
Benefit: Three times per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.

Orderly Spirit [Special]
You are a particularly lawful & organized being.
Prerequisite: Bio-mage only, LN alignment
Benefit: You can cast spells with the Lawful descriptor or from the Law domain (such as protection from chaos or dictum) for 50% of the LP cost, rounded up. Also, spells cast against you with the Chaotic descriptor or from the Chaos domain (such as magic circle against law or shatter) only function if you fail a Will save (DC15 + the level of the spell).

Regeneration [Special] [Epic]
You regain some of the LP that you have lost.
Prerequisite: Bio-mage only, Bio-Bomb ability
Benefit: After resting for a full day, you can regain your class level × your Constitution modifier. This can be done as often as you wish, but it must be a full day’s rest. You may engage in light, non-strenuous travel or activity, but any combat or spellcasting prevents you from regaining LP that day. If you undergo complete bed rest (doing nothing for an entire day), you recover LP equal to (1.5 × your class level × your Constitution bonus, minimum 1). You cannot gain more LP than you started with at 1st level (your starting Constitution score × 5,000).

Resilient Soul [Special]
You are particularly hardy, & can stave off fatigue from spending LP.
Prerequisite: Bio-mage only, Constitution 15+
Benefit: Once you have spent enough LP to become fatigued, you may attempt a Fortitude save (DC15, +1 for each previous use of this feat that day) to negate that fatigue. If you do not rest for 1 hour, &/or spend more LP within that time, you must make another Fortitude save or become fatigued.
Special: This feat has no effect on exhaustion.

Slow Burn [Special]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 5%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.

Slower Burn [Special]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Slow Burn, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 10%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.

Soul of Balance [Special]
You are a very neutral & balanced being.
Prerequisite: Bio-mage only, True Neutral alignment
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by lawfully-aligned or chaotically-aligned outsiders by 50% (rounded up) for 1 round.

Soul of Chaos [Special]
You are a very chaotic & random being.
Prerequisite: Bio-mage only, CN alignment, Chaotic Spirit
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by lawfully-aligned outsiders by 50% (rounded up) for 1 round.

Soul of Order [Special]
You are a very lawful & organized being.
Prerequisite: Bio-mage only, LN alignment, Orderly Spirit
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by chaotically-aligned outsiders by 50% (rounded up) for 1 round.

Vigorous Life [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+
Benefit: Once per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.

Vigorous Soul [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life
Benefit: Twice per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.

Jack_Simth
2007-04-30, 06:12 AM
Vigorous Soul (and the rest of the Vigor line) doesn't include a DC for the Fort save to avoid the costs.

Also, the feats specify that you start with LP equal to 25,000 + 1,000 per point of Constitution bonus, while the original is a flat 5,000 per point of constitution.

Zeta Kai
2007-04-30, 10:44 AM
Vigorous Soul

Fixed; sorry that was an oversight on my part. Thank you, JS, for your constructive criticism.


Also

Fixed; sorry again, that was an older version of the starting LP (Version 2.0, guaranteed to get a bio-mage killed by about 15th level).

Jack_Simth
2007-04-30, 04:52 PM
You're welcome.

I'm kinda surprised at the flat DC - 18 is a tricky save at 1st (with the poor Fort save, you're looking at basically just the racial abilities at 1st; you can get a +5 save from a Con of 20, perhaps +1 from a friendly Cleric or Wizard's Resistence spell, so 12 or better for a 45% success rate, and that's about the best-case scenario), nearly a given at 20th (+5 from a 20 base con, +5 Cloak of Resistence, +3 from a +6 Amulet of Health, +6 from level based Fort save = +19 ... and there's more to add). I might suggest something more in the way of a 15+spell level; at 1st, your +5 Con bonus and +1 Resistance bonus from a friendly mage casting Resistance on you nets you a +6 for a 65% chance of ignoring a cantrip or a 60% chance of ignoring a 1st level spell (a slighly more likely scenario is a +3 Con bonus and no help for a 45% and 40% chance of ignoring the costs). At 20th, you're looking at a DC 24 for a 9th level effect... which is still going to be a little chancy... but you can almost automatically make a 5th level effect....

Zeta Kai
2007-04-30, 08:41 PM
I'm glad you've become so numerically-invested in this project even though you've written it off as broken, JS. :smallwink: Thank you for your input; I will consider your ideas, especially you last thought on the Vigor DC. You have a good point, & the math supports it well. I'll most likely adopt your approach.

EDIT: I made a change in the vigor-feats' DCs, as per one of JS's suggestions.

Zeta Kai
2007-04-30, 08:43 PM
Prestige Classes
The following are all prestige classes that bio-mages can aspire to. In addition to these exclusive choices, they may attempt to adopt any prestige class that is not automatically prohibited, & may use their Bio-Magic feature to qualify for any class that has spellcasting as a prerequisite.

Zeta Kai
2007-04-30, 08:48 PM
PrC #1: Vampire Mage
It is a well-known fact that bio-mages have a finite amount of life energy within them, & that once it is spent, they will surely die. What is less well-known, however, is that some bio-mages are rather bothered by this fact. So much so, in fact, that a few of them actively seek to prolong their dwindling lives by regaining spent LP. This can lead them to committing desperate acts against their own kind, stalking other bio-mages so that they may drain them of Life Points.

These foul beings are known as Vampire Mages, & are justly feared & hated among other bio-mages. Like true vampires, these monstrous beings seek to survive at any cost, & are willing to sacrifice their humanity to do so. The most advanced of these life-raping fiends are no longer even alive in the purest sense, merely prolonging a damned existence, & paying a price far higher than their lives.

Requirements

Race: Bio-Mage
Alignment: any evil
BAB: +4
Feats: Bio-Drain, Greater Bio-Drain
Special: In addition, he must have drained at least 1,000LP from another bio-mage using the Bio-Drain feats

Fastest Route: Bio 2/Ftr 3

Class Information
Hit Die: d12
Class Skills: The Vampire Mage’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), & Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

jindra34
2007-04-30, 08:52 PM
PrC #1: Vampire Mage
It is a well-known fact that bio-mages have a finite amount of life energy within them, & that once it is spent, they will surely die. What is less well-known, however, is that some bio-mages are rather bothered by this fact. So much so, in fact, that a few of them actively seek to prolong their dwindling lives by regaining spent LP. This can lead them to committing desperate acts against their own kind, stalking other bio-mages so that they may drain them of Life Points.

These foul beings are known as Vampire Mages, & are justly feared & hated among other bio-mages. Like true vampires, these monstrous beings seek to survive at any cost, & are willing to sacrifice their humanity to do so. The most advanced of these life-raping fiends are no longer even alive in the purest sense, merely prolonging a damned existence, & paying a price far higher than their lives.

Requirements
• Race: Bio-Mage
• Alignment: any evil
• BAB: +4
• Feats: Bio-Drain, Greater Bio-Drain
• Special: In addition, he must have drained at least 1,000LP from another bio-mage using the Bio-Drain feats

Fastest Route: Bio 1/Ftr 4

Class Information
Hit Die: d12
Class Skills: The Vampire Mage’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), & Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

More Coming?

Zeta Kai
2007-04-30, 11:03 PM
Table 3-1: The Vampire Mage (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+2|+2|Bio-Magic Perception|+1 level of existing spellcasting class
2nd|+1|+0|+3|+3|Life Drain|+1 level of existing spellcasting class
3rd|+2|+1|+3|+3|Finger Claws (+0 grapple)|+1 level of existing spellcasting class
4th|+3|+1|+4|+4|Improved Grab|+1 level of existing spellcasting class
5th|+3|+1|+4|+4|Unnatural Being|+1 level of existing spellcasting class
6th|+4|+2|+5|+5|Finger Claws (+1 grapple)|+1 level of existing spellcasting class
7th|+5|+2|+5|+5|Item Drain|+1 level of existing spellcasting class
8th|+6/+1|+2|+6|+6|Mesmerize|+1 level of existing spellcasting class
9th|+6/+1|+3|+6|+6|Finger Claws (+2 grapple)|+1 level of existing spellcasting class
10th|+7/+2|+3|+7|+7|Vampiric Being|+1 level of existing spellcasting class[/table]

Zeta Kai
2007-04-30, 11:12 PM
Table 3-2: Claw Damage by Size
{table=head]Size|3rd Level Damage|6th Level Damage|9th Level Damage
Fine|1|1d2|1d3
Diminutive|1d2|1d3|1d4
Tiny|1d3|1d4|1d6
Small|1d4|1d6|1d8
Medium|1d6|1d8|2d6
Large|1d8|2d6|2d8
Huge|2d6|2d8|4d6
Gargantuan|2d8|4d6|4d8
Colossal|4d6|4d8|4d10[/table]

Zeta Kai
2007-04-30, 11:14 PM
Class Features
All of the following are class features of the Vampire Mage. See level progression on Table 3-1: The Vampire Mage (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Spells per Day: When a new vampire mage level is gained, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a vampire mage, you must decide to which class you add the new level for purposes of determining spells known.

Bio-Magic Perception (Su): You can sense beings & objects around you that contain Life Points. This includes other bio-mages, as well as bio-magically infused items. As a free action, you can spend 1LP to detect the direction & distance of other bio-mages & bio-magically-infused objects for 1 round. If an LP source is within 5’ of you, you can tell exactly how much LP it contains. Within 20’, you can how much LP the source contains to the nearest 1,000LP. Within 40’, you can tell approximately how strong the source is:

Less than 100LP = trace
100-500LP = faint
501-5,000LP = weak
5,001-15,000LP = moderate
15,001-30,000LP = strong
30,001-50,000LP = mighty
More than 50,000LP = overwhelming

Within 60’, you can tell the rough direction & distance of the source. Out past 60’, you cannot detect a source of LP. This ability ignores invisibility, concealment & cover, but can be fooled by greater invisibility.

Life Drain (Su): At 2nd level, you can drain LP from another bio-mage with your hands by making a successful grapple check. If you pin your enemy, you may draw out LP equal to your class level × 50 each round the pin is maintained. On each such successful drain, you add that amount to your total LP pool. Doing so affects you opponent as if they had spent an equal amount of LP (possibly becoming fatigued or exhausted as a result). Your opponent is not allowed a Fortitude save to negate this LP drain. You can only drain LP from a particular opponent once a day per your opponent’s bio-mage level. You cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).

Finger Claws (Ex): At 3rd level, your fingers become bony & claw-like, able to deal piercing/slashing damage (20/×2) on a successful melee attack. These claws are natural weapons. At 6th level, your claws deal more damage on a successful attack, & add a +1 circumstance bonus to your grapple check. At 9th level, your claws deal even greater damage on a successful attack, & add a +2 circumstance bonus to your grapple check. If you do not already have claw attacks, use the appropriate damage value from Table 3-2: Claw Damage by Size. If you already have other kinds of natural weapons, retain your old damage values or use the appropriate value on Table 3-2, whichever is better.

Improved Grab (Ex): At 4th level, you become quite adept at grappling your opponents. On a successful claw attack, you deal normal damage. In addition, you can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. This maneuver only works against opponents of the same size category or smaller. When you get a hold after an improved grab attack, you pull your opponent into your space. This act does not provoke attacks of opportunity. You can even move (possibly even carrying away your opponent), provided you can drag your opponent’s weight. Holding onto an opponent does not deal them any automatic damage, although you can choose to attack them, if you wish.

Unnatural Being (Ex): At 5th level, you have progressed down the path of vampirism so far that you have lost some of your connection to the natural world. Your features take on a hardened, feral look, & your eyes become wild & predatory, like those of a wolf. You gain a +6 natural armor bonus. You also suffer a -2 Charisma penalty when dealing with humanoids (this penalty does not count toward Intimidate checks), unless you succeed a Disguise check (DC15) beforehand. In addition, you now lose 10LP per day, regardless of activity.

Item Drain (Su): At 7th level, you can drain LP from items infused with bio-magic. To obtain the LP, you must first break the item, reducing the object’s HP to 0. Once that it done, you may draw out LP with a successful touch attack. The LP you gain from the item is equal to your class level × 10 each round that you are touching it. You can drain LP from a particular item as often as you wish. You cannot withdraw more LP from an item than it currently possesses, & you cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).

Mesmerize (Su): At 8th level, you can crush an opponent’s will just by looking onto their eyes. This is similar to a gaze attack, except that you must use a standard action, and those merely looking at you are not affected. Anyone that you target must succeed a Will save or fall instantly under your influence as though by a dominate person spell (the caster level is equal to your class level). The ability has a range of 30’ & costs 120LP.

Vampiric Being (Ex): At 10th level, your transformation into a vampire-like creature is complete. Your type becomes [Undead], & your subtype becomes [Augmented Humanoid], with all of the benefits & drawbacks of that type/subtype (no Constitution, Darkvision, lack of breathing/eating/sleeping, etc). You no longer age, & all bonuses/penalties for advanced age are negated. In addition, you now lose 100LP per day, regardless of activity.

Jack_Simth
2007-05-01, 04:39 PM
Vampire Mage:

What can I say?

You burn faster, but you get an improved ability to suck the life out of your opponents... but only when they happen to be bio-mages. How often the bonuses of the PrC will be useful depends a lot on the campaign, and how common other bio-mages are.

Bio magic perception, as written, will cause the death of the vampire - sure, when he finally finds a bio-mage, it's a rich prize (oddly, the lower the CR, the better the prize; bigger prize for a weaker opponent is not how D&D usually runs) but unless they are fairly common, he's usually going to be wasting LP's. Meanwhile, his burn rate increases. With replaceable characters (most people don't consider themselves replaceable, but players will often consider character's replaceable) it's a great class. With unreplaceable characters (in character stance, and the flavor of the class), it's usually going to be suicide.

Most munchkins will stop taking levels in the class, either at 4th (to avoid the drawbacks of being Unnatural at 5th) or at 9th (to avoid the drawbacks of being undead at 10th). Other than those two stages, a level of Vampire Mage is usually going to be better than a level of Bio-mage - double the HD size, better BAB, same saves and skillpoints.

The Vampire Mage is basically a more extreme version of the bio-mage - higher personal burn, but more personal power (oh, and there's going to be two common entries - Bio-mage 2/Full BAB class 3 or Bio-mage 8 - little in between; some, but not many, will take the Bio-mage 1/Fighter-4 you note; but the increased power that 2nd level spells brings more to the table than the extra feat and average of 2 HP that the Fighter-4 level brings to the table).

If bio-magic perception was no charge, it wouldn't be nearly as suicidal of a PrC. If the class gained some ability to drain LP from characters who aren't bio-mages, it wouldn't be nearly as suicidal. As it stands, it's a PrC for nova PCs, or for very crafty NPCs (train a commoner-1 into a commoner-1/Bio-mage 1, paralize student, drain all LP's; every so often, let one live, so you can point to successful students). Even for the crafty NPC's, though, you can get much the same effect simply with the required feats and more bio-mage levels, as once you have a subject helpless, there's no practical limit on how often you can use the draining touch (even the least version) to drain - and the highest save character is still going to face the nat-1 clause.

Zeta Kai
2007-05-02, 04:56 AM
PrC #2: Infusionist
Bio-magic manifests itself in people of all walks of life. From the most humble street urchin to the most privileged prince, anyone could feel the emerging flush of powerful energy welling up inside of them that marks the birth of a bio-mage. Those who have come from a creative background (be it art, music, or crafting) often feel the desire to continue their practice of making tangible items. Those who do find that bio-magic can be harnessed to facilitate an inventive endeavor, & so quickly learn the art of crafting items infused with bio-magic.

Literally pouring their own life essence into their craft, these bio-mages specialize in charging items with bio-magical energy. They can also use their power to create ordinary items & constructs with ease & speed. Their abilities make them quite welcome in civilized lands, where construction & expansion is eternal, & something always needs to be built.

Requirements

Race: Bio-Mage
Skills: Craft (any) 10 ranks, Spellcraft 10 ranks
Feats: Craft Magic Arms & Armor, any other 2 item creation feats

Fastest Route: Bio 9

Class Information
Hit Die: d6
Class Skills: The Infusionist’s class skills (& the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Open Lock (Dex), Profession (Wis), Scry (Int, exclusive skill), Search (Int), & Spellcraft (Int).
Skill Points at Each Level: 6 + Int modifier.

Zeta Kai
2007-05-02, 05:02 AM
Table 3-3: The Infusionist (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Infusion Points, Bonus Feat|--
2nd|+1|+0|+0|+3|Retain Essence|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Heightened Crafting (×1)|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Bonus Feat|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Mundane Enchantment|+1 level of existing spellcasting class
6th|+3|+2|+2|+5|Heightened Crafting (×2)|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Bonus Feat|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Item Defense|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Heightened Crafting (×3)|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Bonus Feat|+1 level of existing spellcasting class[/table]

Zeta Kai
2007-05-02, 05:09 AM
Table 3-4: Infusion Points by Level
{table=head]Level|Infusion Points|LP Equivalent
1st|100IP|2LP
2nd|250IP|5LP
3rd|500IP|10LP
4th|1,000IP|20LP
5th|1,750IP|35LP
6th|2,750IP|55LP
7th|4,000IP|80LP
8th|5,500IP|110LP
9th|7,500IP|150LP
10th|10,000IP|200LP[/table]

Zeta Kai
2007-05-02, 05:14 AM
Class Features
All of the following are class features of the Infusionist. See level progression on Table 3-3: The Infusionist (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Spells per Day: When a new infusionist level is gained, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming an infusionist, you must decide to which class you add the new level for purposes of determining spells known.

Infusion Points (Su): You gain Infusion Points at every class level. These points can be used for the creation of magic items instead of spending XP or LP, & are spent at the same rate as LP (the base price (or market price, whichever is higher) divided by 50). IP cannot be used for any other purpose than creating magic items, even for creating temporarily magic items using the bio-mage’s standard Infusion ability. IP & LP can both be spent on creating the same item, if necessary. See IP progression on Table 3-4: Infusion Points by Level for more information.

Bonus Feat: You can select any item creation feat as a bonus feat. You gain a bonus feat at 1st level, & an additional bonus feat every 3 levels thereafter (4th, 7th, & 10th). Item creation feats include Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, & Scribe Scroll. You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. You are not limited to the list of bonus feats when choosing these feats.

Retain Essence (Su): At 2nd level, you can salvage LP from one magic item to use in another one. After creating an item, you can make a Spellcraft check (DC). A success means that you can extract LP equal to your class level × 40, adding that amount back into your total LP pool. This LP cannot be in excess of what was originally put into the item. The item must be one that you created, & the check must be made on the same day that you created it.

Heightened Crafting (Ex): Once per day, at 3rd level, you can cast one of the following spells as if you were 1 caster level higher:

0LV: Arcana Mark, Mending
1LV: Animate Rope, Unseen Servant
2LV: Levitate, Locate Object
3LV: Haste, Shrink Item
4LV: Dimension Door, Minor Creation
5LV: Fabricate, Major Creation, Stone Shape, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Iron, Wall of Stone
6LV: Mass Haste, Move Earth
7LV: Teleport without Error, Vanish
8LV: Discern Location

The LP cost for casting these spells remains the same. At 6th level, you can cast these spells as if you were 2 caster levels higher twice per day. At 9th level, you can cast these spells as if you were 3 caster levels higher three (3) times per day.

Mundane Enchantment (Su): At 5th level, you can turn non-masterwork items into magical ones. Anytime you wish to create a magic item out of a mundane object, make a Spellcraft check (DC15 + enhancement bonus, if any) after you have performed the necessary steps to do so. Success means that the item is now magical, failure results in a ruined (50%) or cursed (50%) item. The DM should secretly make the Spellcraft check, so the player does not know the outcome.

Item Defense (Su): At 8th level, you have learned to protect yourself from a magical item’s harmful effects. Whenever you would suffer HP damage or ability damage from a magical item, you receive a +8 competence bonus of your saving throw to avoid the effect. This feature has no effect against attacks without saving throws, mundane item damage, masterwork item damage, or damage taken from spells or spell-like abilities that originate directly from spellcasters or monsters.

Tor the Fallen
2007-05-02, 05:16 AM
Wouldn't it be easier to just convert to the psionics power point system than coming up with a clunky 1,000,000 point system that brings your character one step closer to complete and utter non-playability everytime he uses his major class feature?

Zeta Kai
2007-05-02, 07:22 AM
Wouldn't it be easier to just convert to the psionics power point system than coming up with a clunky 1,000,000 point system that brings your character one step closer to complete and utter non-playability every time he uses his major class feature?

No, because merely adding a point system to magic is only a side effect of the larger issue. As stated earlier in the premise section, I have 2 major issues with the current magic system:

1) Magic rarely costs the caster anything of value, which is absurd.
2) When magic actually does have a real price, it comes from XP, which is even more absurd.

The psionics system doesn't address either qualm that I have. A psionic character regains Power Points rapidly, so they need not worry about the use of their powers. Psionics may be "balanced", but I'm not trying to fix psionics. Magic, though, is commonly viewed as broken, & its the inherent lack of an adequate slow-down mechanism that I believe is the root of this brokenness.

By putting a dire price on magic, the player is faced with a simple, yet dramatic choice: do I use my powers & die, or not use my powers & die? I also encourages a creative mindset: how do I get the most bang for my bio-magical buck? A DM could easily use the inherent restrictions of bio-magic, combined with its versatility & power, to set any form of balance that he or she wishes.

As written, a bio-mage player needs to be smart in order to survive. Running around, blasting everything, pretending to be a wizard will get them killed. That's the way I made it. DM's don't want dumb players. DM's don't want people to take actions without thinking about the consequences.

I don't dislike magic in the slightest. I love spells. I just detest the lack of self-control that arises in casters when they realize that magic can be used indefinitely. I am disheartened every time the party wizard casts his way around a dungeon or BBEG that I spent weeks designing. And I am annoyed that the RAW approach to magic is basically "It can do anything for free."

EvilElitest
2007-05-02, 11:53 AM
No, because merely adding a point system to magic is only a side effect of the larger issue. As stated earlier in the premise section, I have 2 major issues with the current magic system:

1) Magic rarely costs the caster anything of value, which is absurd.
2) When magic actually does have a real price, it comes from XP, which is even more absurd.

The psionics system doesn't address either qualm that I have. A psionic character regains Power Points rapidly, so they need not worry about the use of their powers. Psionics may be "balanced", but I'm not trying to fix psionics. Magic, though, is commonly viewed as broken, & its the inherent lack of an adequate slow-down mechanism that I believe is the root of this brokenness.

By putting a dire price on magic, the player is faced with a simple, yet dramatic choice: do I use my powers & die, or not use my powers & die? I also encourages a creative mindset: how do I get the most bang for my bio-magical buck? A DM could easily use the inherent restrictions of bio-magic, combined with its versatility & power, to set any form of balance that he or she wishes.

As written, a bio-mage player needs to be smart in order to survive. Running around, blasting everything, pretending to be a wizard will get them killed. That's the way I made it. DM's don't want dumb players. DM's don't want people to take actions without thinking about the consequences.

I don't dislike magic in the slightest. I love spells. I just detest the lack of self-control that arrises in casters when they realize that magic can be used indefinately. I am disheartened every time the party wizard casts his way around a dungeon or BBEG that I spent weeks designing. And I am annoyed that the RAW approach to magic is basically "It can do anything for free."

That is all fun and good, but i would recomend not having them loose 1 LP per day? Why? Because it give them a defeatist sense, and also
"well if i'm going to die anyways, why don't i just blast this guy to pieces/powergame to my hearts content"
I mean, i could make bio mage character, use as many LP as possible, die, but do tons of damage. Then make a normal character. I really would surrgest, not to do the burn out rate
from,
EE

Zeta Kai
2007-05-03, 08:58 AM
PrC#3: Font of Life
While some bio-mages bemoan their brief, turbulent lives, others embrace the power that fate has granted them, selflessly giving up their life-force for the benefit of others. These bio-magical martyrs are extremely devoted to well-being of their neighbors, friends, & family; they will gladly lay down their lives to protect them. These driven individuals are known as Fonts of Life, & to those who carelessly wreak destruction & havoc, they are implacable foes.

Not known for their combat prowess, they instead specialize in healing & curative magics. Since positive energy harms the undead, Fonts of Life are particularly effective against necromantic beings. Most of their abilities revolve around healing or protecting themselves & others, although their spell choices are not restricted to healing, & their Explosive Beam ability can be very deadly to anyone who crosses a Font’s path.

Requirements

Race: Bio-Mage
Alignment: any good
Spellcasting: Ability to cast 2nd level arcane spells & 1st level divine spells

Fastest Route: Bio 2/Drd 1

Class Information
Hit Die: d6
Class Skills: The Font’s class skills (& the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Search (Int), Spellcraft (Int) & Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Zeta Kai
2007-05-03, 09:01 AM
Table 3-5: The Font of Life (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Channel Positive Energy (Healing Beam)|--
2nd|+1|+0|+0|+3|Divine Grace|+1 level of divine spellcasting class
3rd|+1|+1|+1|+3|Remove Disease (1/week)|+1 level of arcane spellcasting class
4th|+2|+1|+1|+4|Bio-Share|+1 level of divine spellcasting class
5th|+2|+1|+1|+4|Channel Positive Energy (Charging Beam)|+1 level of arcane spellcasting class
6th|+3|+2|+2|+5|Remove Disease (2/week)|+1 level of divine spellcasting class
7th|+3|+2|+2|+5|Divine Health|+1 level of arcane spellcasting class
8th|+4|+2|+2|+6|Timeless Body|+1 level of divine spellcasting class
9th|+4|+3|+3|+6|Remove Disease (3/week)|+1 level of arcane spellcasting class
10th|+5|+3|+3|+7|Channel Positive Energy (Explosive Beam)|+1 level of divine spellcasting class[/table]

Zeta Kai
2007-05-03, 09:04 AM
Class Features
All of the following are class features of the Font of Life. See level progression on Table 3-5: The Font of Life (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Spells per Day: When a new font of life level is gained, you gain new spells per day as if you had also gained a level in any one arcane spellcasting class you belonged to before you added the prestige class or any one divine spellcasting class you belonged to previously. Arcane spellcasting is gained upon reaching odd-numbered levels, whereas divine spellcasting is gained upon reaching even-numbered levels. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one arcane spellcasting class or more than one divine spellcasting class before he became a font of life, you must decide to which class you add each level of font of life for the purpose of determining spells known.

Channel Positive Energy (Su): You can channel positive energy, healing yourself & others. This shaft of white light is considered a ranged touch attack that ignores armor bonuses, cover or concealment, but otherwise functions normally. The range of this beam is 5’ per class level. You can always choose to use lower strengths for the beam, if you desire. Any undead creatures struck by this ability lose HP at the same rate that a non-undead creature would normally gain it.

Healing Beam: At 1st level, you can send out a beam of positive energy. Those who are struck by it gain Fast Healing 2 as an extraordinary ability for 1d20 rounds. This beam costs 25LP to use.
Charging Beam: At 5th level, the beam’s power increases so as to grant those successfully hit by it Fast Healing 4 as an extraordinary ability for 1d20 rounds; in addition, those at full HP gain 4 additional temporary HP per round. This temporary HP fades 1d20 rounds after the person was struck by the beam. This beam costs 50LP to use.
Explosive Beam: At 10th level, the beam’s power increases so as to grant those successfully hit by it Fast Healing 6 as an extraordinary ability for 1d20 rounds; in addition, those at full HP gain 6 additional temporary HP per round. This temporary HP fades 1d20 rounds after the person was struck by the beam, & anyone given temporary HP using this ability must make a Fortitude save (DC20) each round that their temporary HP exceeds their normal HP total. Failing the saving throw results in the person exploding in a riot of energy, killing them instantly & dealing 15d6 to anyone within a 10’ radius; a successful Reflex save (DC15) can reduce this damage by 50%. This beam costs 100LP to use.

Divine Grace (Su): At 2nd level, you gain a bonus equal to your Wisdom bonus (if any) on all saving throws.

Remove Disease (Sp): At 3rd level, you can produce a remove disease effect, as the spell, once per week. At 6th level, you can use this ability twice per week. At 9th level, you can use this ability three times per week.

Bio-Share (Su): At 4th level, on a successful touch attack, you can transfer LP to an ally. You may transfer as much LP as you wish to, but transferring LP has the same effect on you as spending LP, so all fatigue & exhaustion conditions still apply. You may only transfer LP to a character that has at least 1 level of bio-mage.

Divine Health (Ex): At 7th level, you gain immunity to all diseases, including supernatural & magical diseases.

Timeless Body (Ex): At 8th level, you no longer take ability score penalties for aging & cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you will still die of old age (or more likely, LP loss) when your time is up.

jindra34
2007-05-03, 09:15 AM
You triple posted...

Zeta Kai
2007-05-03, 10:17 AM
Fixed triple post. I apologize to my many adoring fans. And my equally-adoring enemies.

Lapak
2007-05-03, 11:25 AM
I like the flavor and construction of this class very much theme-wise; as a style of magic in story-based fiction it would work marvelously well.

As a mechanically balanced option, I'm not 100% sure that the limitation of finite lifespan burned down by spellcasting is a satisfying one.

It terms of putting a harsh, real, and life-threatening cost on spellcasting, I'm just curious: did you consider a hit point-draining mechanic, or a stat-draining one, before settling on the LP bank?

brian c
2007-05-03, 12:01 PM
Really cool ideas here, zeta. I perticularly like the linking of Constitution to spellcasting; I've done this on a much lesser scale here (http://www.giantitp.com/forums/showthread.php?t=42964) with Arcane Exhaustion (basically, you get bonus spell points based on your level and Con modifier, but you're fatigued/exhausted/unconscious after using them). I suppose my system, since it's based on spellpoints, is in some of the same ways different from Vancian. My only criticism is that playing a Bio-Mage would be a lot of bookkeepping to record your LP all the time.

Zeta Kai
2007-05-03, 07:31 PM
I did consider an HP cost, & that wasn't a bad way to go. But hit points are incredibly variable, & Wizards have less of them than any other class (except Sorcerers). Admittedly, this can be supplemented with a high Constitution (just like a bio-mage), but overall there is too little to work with to have a scaling spell cost system that doesn't threaten to kill the caster everyday, at every level. Also, theoretically the healer in the party can just slap those points right back on you, sucking all of the drama out of the class & forcing the party healer to eat the cost of your spells. Just try getting a player who runs a cleric to deal with that. Lastly, to use an HP-based system, I'd have to scrap all of the bio-healing class features, leaving a lot of dead levels, which I dislike. I guess I could've stretched out bio-boost features & added more bonus feats, but I still like LP.

As for heavy bookkeeping, it's about the same variation as XP of a psionicist's PP, which is less than HP & a LOT less than an artificer's class reserve points. Upkeep is a part of every class's abilities. Even fighters have equipment to acquire & maintain. I have yet to find a system that has more upkeep that the Armor as Damage Reduction variant ruleset from Unearthed Arcana. Now there's bookkeeping. Especially if you factor in hit points for armor. Ugh.

Zeta Kai
2007-05-04, 07:09 AM
PrC #4: Bio-Shaper
Long ago, a strange cult of bio-mages unlocked a way to change their own forms, changing parts of their bodies, forcing changes in the bodies of their enemies, & even becoming creatures for a short time. Reviled as abominations, the surrounding kingdom’s men raided their secret haven, slaughtering the cabal. Thinking that they had eradicated the monsters, the townspeople never suspected that members of the sect had survived. That is, until it was too late.

Modern-day bio-shapers are the cultural descendants of that long-forgotten cult, who passed on their knowledge from elder to apprentice. Today these shape-shifting bio-mages are masters in the art of flesh-crafting, changing the form & appearance of living things, especially himself. They are little understood & much feared by ordinary people, so these freakish beings often travel in disguise, either using traditional costumes to hide their more unusual parts, or in animal form.

Requirements

Race: Bio-Mage
BAB: +3
Spellcasting: must know alter self

Fastest Route: Bio 2/Ftr 2

Class Information
Hit Die: d8
Class Skills: The Bio-Shaper’s class skills (& the key ability for each skill) are Animal Empathy (Int), Concentration (Con), Craft (Int) (any), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), & Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Zeta Kai
2007-05-04, 07:15 AM
Table 3-6: The Bio-Shaper (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+2|+2|1st Bizarre Feature|--
2nd|+1|+0|+3|+3|Therianthropy (Animal, S/M, 1/day)|+1 level of existing spellcasting class
3rd|+2|+1|+3|+3|2nd Bizarre Feature|+1 level of existing spellcasting class
4th|+3|+1|+4|+4|Twist Body|+1 level of existing spellcasting class
5th|+3|+1|+4|+4|3rd Bizarre Feature|+1 level of existing spellcasting class
6th|+4|+2|+5|+5|Therianthropy (Plant, T/L, 4/day)|--
7th|+5|+2|+5|+5|4th Bizarre Feature|+1 level of existing spellcasting class
8th|+6/+1|+2|+6|+6|Twist Mind|+1 level of existing spellcasting class
9th|+6/+1|+3|+6|+6|5th Bizarre Feature|+1 level of existing spellcasting class
10th|+7/+2|+3|+7|+7|Therianthropy (Elemental, D/H, 7/day)|+1 level of existing spellcasting class[/table]

Zeta Kai
2007-05-04, 07:19 AM
Table 3-7: Bizarre Features
{table=head]D%|Body Part|Feature|Benefit
01-04|Arms|bulging muscles|+4 Strength
05-08|Arms|long arms|+5' to reach
09-12|Body|aquatic gills|can breathe water
13-16|Body|heart of steel|+4 Constitution
17-20|Body|leather wings|Fly (clumsy)
21-24|Body|long tail|slap damage 1d6 (20/x2)
25-28|Body|sleek fins|+5 on Swim checks
29-32|Body|wise spirit|+4 Wisdom
33-36|Body|writhing tentacles|constrict damage 1d4+3
37-40|Ears|beastly ears|+4 on Listen checks
41-44|Eyes|slit pupils|Darkvision (60')
45-48|Feet|digitigrade paws|+4 Dexterity
49-52|Hands|long fingers|+5 on Grapple checks
53-56|Hands|nail claws|claw damage 1d6 (20/x2)
57-60|Head|goring horns|+1d6 on a bull rush
61-64|Head|mind of a genius|+4 Intelligence
65-68|Legs|bulging muscles|+10 on Jump checks
69-72|Legs|long legs|+10' to speed
73-76|Mouth|fanged maw|bite damage 1d6 (20/x2)
77-80|Mouth|pecking beak|stabbing damage 1d6 (20/x2)
81-84|Nose|protruding snout|Scent ability
85-88|Skin|camoflaging pigments|+5 on Hide checks
89-92|Skin|coat of feathers|if able to fly, Fly (poor)
93-96|Skin|luxuriant fur|+5 Cold resistance
97-100|Skin|tough hide|+4 natural armor bonus[/table]

Zeta Kai
2007-05-04, 07:30 AM
Class Features
All of the following are class features of the Bio-Shaper. See level progression on Table 3-6: The Bio-Shaper (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Spells per Day: When a new bio-shaper level is gained, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a bio-shaper, you must decide to which class you add the new level for purposes of determining spells known.

Bizarre Feature (Ex): Your body is partially transformed, giving you freakish physical traits. You can either select a strange body part from Table 3-7: Bizarre Features, or roll for one randomly. The same feature cannot be acquired more than once; if this occurs, re-roll for a different feature. These features each give you a -2 Charisma penalty when dealing with humanoids & monstrous humanoids (this penalty does not count toward Intimidate checks), unless you succeed a Disguise check (DC15) beforehand. You gain a second feature at 3rd level, a third at 5th level, a fourth at 7th level, & a fifth at 9th level. All penalties to Charisma accrued by this feature stack. Each feature costs 100LP to acquire, & is permanent. Only a wish or a miracle can remove a feature, restoring the body part back to its original appearance & function. Bizarre features are disguised while you are in animal form (see Therianthropy, below), but cannot be camouflaged by most other means, including polymorph spells.

Therianthropy (Su): At 2nd level, you gain the ability to turn yourself into any Small or Medium animal and back again once per day. This works identically to a druid’s Wild Shape ability, with the following changes. Your subtype becomes [Shapechanger]. At 2nd level, you can only take a form with the [Animal] type & the Small or Medium size. At 6th level, you can also take on a form with the [Plant] type & the Tiny or Large size. At 10th level, you can also take on a form with the [Elemental] type & the Diminutive or Huge size. Any transformation you take (either from person to creature, creature to creature, or creature to person) costs 25LP.

Twist Body (Su): At 4th level, you can bestow a weird body part on another creature, causing them great harm. This only works on creatures of the [Aberration], [Animal], [Dragon], [Giant], [Humanoid], [Magical Beast], [Monstrous Humanoid], [Plant], [Undead], & [Vermin] types; all other types of creatures are unaffected. This attack is a full-round action that provokes attack of opportunity, & costs 100LP per use. With a successful touch attack, you may roll randomly on Table 3-7: Bizarre Features, or you can simply select one. The same feature cannot be acquired more than once; if this occurs, re-roll for a different feature. If your opponent already possesses this feature, then this attack has no effect. If your opponent does not already have this feature, then they become wracked with agonizing pain, suffering 5d6+15 points of damage & becoming dazed for 1 round. The next round, once the dazed effect wears off, your opponent manifests the Bizarre Feature & takes -4 Dexterity drain. The feature is permanent (although the damage & Dexterity drain can be healed normally), unless removed with a heal spell, a regenerate spell, a greater restoration, a limited wish, a wish, or a miracle. Your opponent can make a Fortitude save (DC15 + your class level) to negate the feature, although they still suffer half damage (the Dexterity drain is also negated). You can bestow this feature on an ally, & they can even choose to fail their Fortitude save, but both the damage & Dexterity drain will still occur.

Twist Mind (Su): At 8th level, you can drive an opponent mad with your body-altering prowess. Once you have successfully used Twist Body on a creature, you may attack their mind with a successful touch attack. This acts identically to an insanity spell (i.e. constantly confused). In addition, your opponent takes 1d4+2 points of Wisdom drain. This attack is a standard action that provokes attack of opportunity, & costs 50LP. Your opponent can make a Will save (DC15 + your class level) to negate the confused condition, although they still suffer half the Wisdom drain.

Lapak
2007-05-04, 08:06 AM
I did consider an HP cost, & that wasn't a bad way to go. But hit points are incredibly variable, & Wizards have less of them than any other class (except Sorcerers). Admittedly, this can be supplemented with a high Constitution (just like a bio-mage), but overall there is too little to work with to have a scaling spell cost system that doesn't threaten to kill the caster everyday, at every level. Also, theoretically the healer in the party can just slap those points right back on you, sucking all of the drama out of the class & forcing the party healer to eat the cost of your spells. Just try getting a player who runs a cleric to deal with that. Lastly, to use an HP-based system, I'd have to scrap all of the bio-healing class features, leaving a lot of dead levels, which I dislike. I guess I could've stretched out bio-boost features & added more bonus feats, but I still like LP.
The bookkeeping doesn't bother me, so I won't address that part. You're striking ideas in my own head, though; would you object if I shamelessly adapted some of your ideas for my own use? I'm still thinking that Hit Points might be a workable way to go, the actual mechanism just needs some tweaking. The HP thing is straightforward enough to fix - a class that relies on hit points for spells should have a higher hit die to begin with, though still a low BAB.

Perhaps I could have a hit point cost that applies in magical subdual damage that can't be healed by spells. This would keep the mage from burning himself to death, but allow him the option of 'exhausting' himself to save his party. Maybe a higher-level ability would allow for converting it to lethal damage right before unconsciousness kicks in, for those do-or-die moments.

Using subdual would also allow for the bio-healing; the mage wearies himself by healing, or even puts himself into a healing trance to save his life.

Zeta Kai
2007-05-04, 10:52 AM
You're striking ideas in my own head, though; would you object if I shamelessly adapted some of your ideas for my own use? I'm still thinking that Hit Points might be a workable way to go, the actual mechanism just needs some tweaking.

I like that idea. Yes, by all means adapt it if you wish. I'm a bit too invested in the bio-mage as posted to make major changes, & I have other projects that I'm already working on, otherwise I'd make an HP-based variant myself. But I'd love to see you cook up something like that.

As long as I get all the credit that I deserve for my unparalelled brilliance, I don't care what you do. :smallwink:

Darkbane
2007-05-04, 07:56 PM
Wow, that's pretty cool. If bio-mages burn through life force, though, what about a special aging mechanic?

Zeta Kai
2007-05-05, 10:46 AM
Wow, that's pretty cool. If bio-mages burn through life force, though, what about a special aging mechanic?

That's not a bad idea, actually. Maybe something like this:

Starting LP - 25% = Middle Age
Starting LP - 50% = Old
Starting LP - 75% = Venerable
Starting LP - 100% = Maximum/Dead

I may implement that in a future revision. It would lend more flavor to the "exspending one's life force" concept. Thank you, Darkbane, you've given me something to chew on.

Zeta Kai
2007-05-05, 10:51 AM
PrC #5: Bio-Blade
A potent marriage of sword & sorcery, a bio-blade is the result of one of two events: either a bio-mage who has developed an affinity for martial weapons, or a fighter who has discovered bio-magical power within themselves. Either way, a bio-blade is an effective combination, merging the arcane arts with martial prowess into a deadly amalgam. Few foes can withstand such a united assault.

It is a rare, gifted individual who has the mental flexibility to become a bio-blade. Those who do develop into bio-blades tend to be resourceful, cunning & crafty, able to disguise either of their talents until their enemies are misled into underestimating them. Then they strike with their hidden abilities, devastating their unprepared opponents with direct attacks & withering firepower.

Requirements

Race: Bio-Mage
BAB: +5
Feats: Power Attack, Weapon Focus

Fastest Route: Bio 2/Ftr 4

Class Information
Hit Die: d10
Class Skills: The Bio-Shaper’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), & Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Zeta Kai
2007-05-05, 10:57 AM
Table 3-8: The Bio-Blade (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+1|+2|+2|+0|Bonus Feat|--
2nd|+2|+3|+3|+0|Energize Weapon|+1 level of existing spellcasting class
3rd|+3|+3|+3|+1|Energize Weapon|--
4th|+4|+4|+4|+1|Bonus Feat|+1 level of existing spellcasting class
5th|+5|+4|+4|+1|Energize Weapon|--
6th|+6/+1|+5|+5|+2|Energize Weapon|+1 level of existing spellcasting class
7th|+7/+2|+5|+5|+2|Bonus Feat|--
8th|+8/+3|+6|+6|+2|Energize Weapon|+1 level of existing spellcasting class
9th|+9/+4|+6|+6|+3|Energize Weapon|--
10th|+10/+5|+7|+7|+3|Bonus Feat|+1 level of existing spellcasting class[/table]

Zeta Kai
2007-05-05, 11:06 AM
Class Features
All of the following are class features of the Bio-Blade. See level progression on Table 3-8: The Bio-Blade (PrC) for more information.

Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

Spells per Day: When a new even-numbered bio-blade level is gained, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a bio-blade, you must decide to which class you add the new level for purposes of determining spells known.

Bonus Feat: You get bonus combat-oriented feats. You gain a bonus feat at 1st level, & an additional bonus feat every 3 levels thereafter (4th, 7th, & 10th). These bonus feats must be drawn from the following list:

Blind-Fight
Cleave
Combat Expertise
Combat Reflexes
Exotic Weapon Proficiency
Great Cleave
Greater Two-Weapon Fighting
Greater Weapon Focus
Greater Weapon Specialization
Improved Critical
Improved Sunder
Improved Two-Weapon Fighting
Two-Weapon Fighting
Weapon Finesse
Weapon Specialization
Whirlwind Attack

You must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. You are not limited to the list of bonus feats when choosing these feats.

Energize Weapon (Su): At 2nd level, you can charge your weapon with bio-magic to produce a special attack. You may choose any one attack from the list below. At 3rd, 5th, 6th, 8th, & 9th levels, you may select a different attack to add to your repertoire. Energized attacks cannot be substituted for others at later levels. All attacks cost 25LP per use, & can be used once a day per class level. Using this ability is a swift action, but the effect only charges your weapon for 1 round. You may only use one of these attacks per round. Unless stated otherwise, conditions last for 1d4 rounds per class level, & none of these attacks offers a saving throw.

Acid Blade: Upon a successful melee attack, your opponent takes +1d6 acid damage.
Burning Blade: Upon a successful melee attack, your opponent takes +1d6 fire damage.
Confusing Blade: Upon a successful melee attack, your opponent becomes confused. If they are already confused, then they become panicked.
Dazzling Blade: Upon a successful melee attack, your opponent becomes dazzled. If they are already dazzled, then they become blinded.
Disease Blade: Upon a successful melee attack, your opponent must make a Fortitude save (DC15) or contract the Red Ache (incubation 1d3 days, 1d6 Strength damage).
Draining Blade: Upon a successful melee attack, your opponent gains 1 negative level.
Foolish Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Wisdom damage (minimum 1).
Frailty Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Constitution damage (minimum 1).
Freezing Blade: Upon a successful melee attack, your opponent takes +1d6 cold damage.
Frightening Blade: Upon a successful melee attack, your opponent becomes shaken. If they are already shaken, then they become frightened.
Maladroit Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Dexterity damage (minimum 1).
Poison Blade: Upon a successful melee attack, your opponent must make a Fortitude save (DC14) or become poisoned with Blue Whinnis (1 Con initially, unconsciousness 1 minute later).
Repugnance Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Charisma damage (minimum 1).
Sickening Blade: Upon a successful melee attack, your opponent becomes sickened. If they are already sickened, then they become nauseated.
Stunning Blade: Upon a successful melee attack, your opponent becomes dazed. If they are already dazed, then they become stunned.
Tiring Blade: Upon a successful melee attack, your opponent becomes fatigued. If they are already fatigued, then they become exhausted.
Weakness Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Strength damage (minimum 1).
Witless Blade: Upon a successful melee attack, your opponent suffers 1d4-1 Intelligence damage (minimum 1).

Zeta Kai
2007-05-06, 04:36 PM
Bio-Magically Infused Objects (Magic Items)
Born with an inherent affinity for magic, bio-mages can use virtually any magic item that they can get their hands on. There are, however, a few items that are the exclusive purview of the bio-mage. Those who lack the ability to wield bio-magic cannot generally use them properly.

Objects that have been infused with bio-magic are like any magical item: they have magical properties, prerequisites for creation, resistance to damage, & a personal cost to the spellcaster that creates the item. The main differences are that bio-magical infusions are typically temporary, & they have an LP cost instead of an XP cost.

Also, most of these objects manipulate bio-magic in someway, either through the addition/subtraction of LP from the user, or through the adjustment of the user’s subsequent LP costs. Some of these infused objects are detailed below.

Zeta Kai
2007-05-06, 04:38 PM
Breaking Charged Items
Once a charged item is broken (by having its HP reduced to 0), then it releases all of the LP that it currently has within it. This LP is dispersed into the surrounding area, & will be unrecoverable if not collected quickly. How quickly the LP is lost depends on the size of the object:

Fine = 1 round
Diminutive = 2 rounds
Tiny = 3 rounds
Small = 4 rounds
Medium = 6 rounds
Large = 8 rounds
Huge = 10 rounds
Gargantuan = 15 rounds
Colossal = 20 rounds

It can be assumed that during each round, the broken object loses LP equal to (the object’s total LP divided by the rounds in which the object will lose 100% of its LP). For example, bio-magically infused treasure chest (size = Medium) charged with 300LP would lose 50LP each round after it has been ruined, until it runs out of LP 6 rounds later. The body of a bio-mage who has been killed, but still retained some LP prior to death (a rare event) counts as an object of appropriate size for the purposes of LP loss (most likely Medium).

Collecting LP from a broken item (or dead body) is accomplished by performing a successful touch attack on the object. This does not require a Bio-Drain feat or class feature, although a bio-mage can drain no more than (Constitution modifier × 5LP) per round without one of the Bio-Drain abilities.

Zeta Kai
2007-05-06, 04:40 PM
Æther Ring (ring)

Appearance: This thin titanium ring has a swirling, cloudy pattern etched into its surface. While wearing the ring, a person feels a tingling sensation. Bio-mages perceive this tingle as electric & invigorating; non-bio-mages find it to be itchy & irritating.
Powers: When used to channel bio-magic, the LP costs for Bio-Healing are reduced by 50% (1LP minimum). It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical ring.
Caster Level: 12th
Prerequisites: Forge Ring, heal
Market Price: 75,000gp
Weight: 0lbs.

Zeta Kai
2007-05-06, 04:42 PM
Amulet of the Lens (major artifact)

Appearance: Made of intricately carved brass, this potent talisman looks like an open eye. The cornea of the eye is inlaid with polished ivory. The iris of the eye is tiled in deep, vibrant jade. In the center of the eye, where the pupil would be, is set a small glass lens. The wearer of this amulet can hold it up, peer through an aperture in the back, & see out through the curved crystal. The sights seen within are indescribable.
History: Long ago, a lone bio-mage became obsessed with finding a way to prolong his dwindling LP. He researched every tome he could get his hands on; he consulted every learned elder; he even attempted to contact beings from the outer planes to unravel the secrets of bio-magical preservation. He never fully achieved his true goal, but he did manage to create this powerful medallion. Passed on throughout the centuries, it has been lost many times, only to surface again decades later, as if destined to touch the lives of as many bio-mages as possible.
Powers: When worn in daylight, all LP costs are reduced by 75% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It also places the wearer under a constant Bio-Boost effect, at the wearer’s highest bonus (+2 minimum); this is a personal effect, & cannot be shared with allies. Also, looking through the lens grants the wearer a +10 insight bonus on his next attack roll; this power can be used up to three (3) times per day.
Restrictions: This powerful charm has no effect in darkness (such as underground or at night) unless it is illuminated artificially, as with a torch or a light spell. It is also useless to non-bio-mages, who might not even know that it is an artifact (despite the strong magical aura radiating from it).
Weight: 0lbs.

Zeta Kai
2007-05-06, 04:45 PM
Boots of Nimbleness (wondrous item)

Appearance: These black, soft leather boots come up to about mid-calf height, & have a cuff that is taller in the front & pointed slightly. Tiny silver wings protrude from the outer ankle of each boot.
Powers: While worn, the LP costs for increasing Dexterity via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: They are useless to non-bio-mages, except as non-magical boots.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, cat’s grace
Market Price: 7,200gp
Weight: 1lb.

Zeta Kai
2007-05-06, 04:46 PM
Cloak of Insight (wondrous item)

Appearance: This soft velvet cloak reaches to the floor, enveloping the wearer in its thick black fabrics. Silver threads are stitched into the cuffs & along the hem, forming arcane symbols & patterns.
Powers: While worn, the LP costs for increasing Wisdom via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical cloak.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, owl’s wisdom
Market Price: 7,200gp
Weight: 1lb.

Zeta Kai
2007-05-06, 04:47 PM
Gauntlet of Might (wondrous item)

Appearance: This crimson leather gauntlet has the style of a craftsman’s glove, with a long sleeve & tough stitches. Atop each knuckle & at each tip is a small round mithral disk, almost like a button, sewn into the garment.
Powers: While worn, the LP costs for increasing Strength via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical glove.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, bull’s strength
Market Price: 7,200gp
Weight: 2lbs.

Zeta Kai
2007-05-06, 04:49 PM
Helm of Acumen (wondrous item)

Appearance: This simple steel helmet forms a solid, bowl-like dome. It has no visor or nose piece, allowing the wearer’s face to be fully seen. The style of the helmet appears to be more ceremonial decoration rather than practical protection.
Powers: While worn, the LP costs for increasing Intelligence via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical helmet.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, fox’s cunning
Market Price: 7,200gp
Weight: 3lbs.

Zeta Kai
2007-05-06, 04:50 PM
Jar of Souls (wondrous item)

Appearance: This simple clay container appears quite mundane, & few would suspect its power, despite the strange rune-like etchings on the side. It is also rather small, only able to hold about 1 liter of liquid. Never the less, this is a prized possession among many bio-mages.
Powers: This useful little vessel allows one to store LP within it indefinitely, & to tap that LP when needed. LP within a jar of souls does not dissipate over time, & many of the different types can carry quite a bit, so wise (or unscrupulous) bio-mages use them to hold their own LP, as well as the LP of others. LP can be transferred into the jar from a willing bio-mage, a dead bio-mage, or a broken object infused with bio-magic. Any transfer of LP costs the user of the jar 1LP. A discovered jar of souls contains 1d20 × 50LP, regardless of type.
Types:
Type I can hold a maximum of 1,000LP.
Type II can hold a maximum of 5,000LP.
Type III can hold a maximum of 10,000LP.
Type IV can hold a maximum of 50,000LP.
Type V can hold a maximum of 100,000LP.
Type VI can hold a maximum of 500,000LP.
Type VII can hold a maximum of 1,000,000LP.
Restrictions: They are useless to non-bio-mages, except as non-magical jars.
Caster Level: 8th
Prerequisites: Craft Wondrous Item, magic jar
Base Price:
80,000gp (I)
100,000gp (II)
120,000gp (III)
140,000gp (IV)
160,000gp (V)
180,000gp (VI)
200,000gp (VII)
Weight: 2 lbs.

Zeta Kai
2007-05-06, 04:52 PM
Mask of Charm (wondrous item)

Appearance: This polished ceramic white mask has the visage of a human face, frozen in an affable, almost sly grin. The gender of the face is indeterminate; men perceive the mask as feminine, whereas women view the mask as slightly masculine. A thin strip of satin is mounted on each side of the mask, so that it may be tied on over the wearer’s face.
Powers: While worn, the LP costs for increasing Charisma via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical mask.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, eagle’s splendor
Market Price: 7,200gp
Weight: 1lb.

Zeta Kai
2007-05-06, 04:54 PM
Mortal Mace (minor artifact)

Appearance: This wicked-looking cudgel is made of a dull black metal. It is basically a long rod (about 2’) with thick blade-like protrusions at the large tip, each with a pointed tip, which are curved toward the grip. The handle itself is wrapped in thick black leather thongs, & it separated from the rest of the truncheon by a small disc-shaped hand guard.
History: Created by a desperate village of bio-mages under siege, this artifact was forged with the intention to help the villagers break the siege & free their lands from the invading army at their gates. Although it was created with good intentions, dark deeds have surrounded it since its forging. The siege was broken, & the leaders of the invasion were slain, but not before the villagers were slaughtered by one of their own, the wielder of the mace. This unknown man could simply not stop killing, not as long as the mace was in his hand. Such is the eventual fate of many who find themselves with the Mortal Mace in hand.
Powers: When this +5 mace is used to deal a killing blow against a bio-mage (any strike that reduced him to 0HP or below), it also reduces the bio-mage’s LP to 0. The LP is completely negated, & cannot be recovered by any known means. This weapon can also be used by non-bio-mages to perform this function, but against non-bio-mages, it has no special effect (other than as a +5 mace).
Curse: Anyone who uses this mace to kill a living creature must make a Fortitude save (DC10) or become Chaotic Evil. The DC increases by 1 every time it is used to kill a living being. A chaotic evil character who uses this mace is compelled to kill, especially bio-mages, & can rid themselves of it only with a wish or a miracle.
Weapon Statistics: medium size, one-handed melee, 1d8 damage, 20/×2 critical, bludgeoning
Weight: 8lbs.

Zeta Kai
2007-05-06, 04:57 PM
Negation Arrows (wondrous items)

Appearance: These strange arrows look like ordinary arrows, except the arrowheads will glow faintly in darkness.
Powers: When one of these +1 arrows strikes a bio-mage, they negate a certain amount of bio-magic in a person. The amount they deplete depends on the type of arrow used. The LP destroyed by a negation arrow does not count toward the LP a bio-mage spends before reaching fatigue/exhaustion. This negation of LP is permanent; only a wish or a miracle can restore them.
Types:
Type I negates 10LP.
Type II negates 20LP.
Type III negates 50LP.
Type IV negates 100LP.
Type V negates 200LP.
Type VI negates 500LP.
Type VII negates 1,000LP.
Type VIII negates 2,000LP.
Type IX negates 5,000LP.
Type X negates 10,000LP.
Restrictions: They are useless to non-bio-mages, except as non-magical arrows.
Caster Level: 12th
Prerequisites: Craft Magic Arms & Armor, finger of death (Types I-V) or heightened finger of death (Types VI-X).
Market Price: These prices are for each individual arrow, & are rarely (if ever) found grouped:
3,107gp (I)
6,214gp (II)
9,846gp (III)
13,128gp (IV)
17,285gp (V)
22,842gp (VI)
28,049gp (VII)
32,056gp (VIII)
37,863gp (IX)
42,070gp (X)
Weight: 20 = 3lbs.

brian c
2007-05-06, 04:58 PM
Zeta Kai, this is unrelated to your recent postings, but I want to thank you for being so thorough in your class description. I'm making a new base class, Mystic, for my homebrew campaign and I'm using the Bio-Mage posts as a guideline to make sure I mention all the pertinent information. The Mystic, coming soon to a message board near you!

Zeta Kai
2007-05-06, 04:58 PM
Phial of Verve (wondrous item)

Appearance: This crystalline vial can hold about 1 ounce of fluid, but tiny bottles such as these are generally empty. The tight-fitting stopper, which is shaped like a circular ring, is also made of crystal, & it attached to the rest of the vessel by a thin, red cord.
Powers: The phial can be used to store up to 1,000LP, obtained from any source. As it fills with bio-magical energy, it appears to contain a swirling, reddish mist. When broken, it will not leak LP. The LP can be drawn out of the broken ampoule as quickly as a bio-mage wishes, up to his maximum drain speed. Also, any single potion can be placed within this container.
Restrictions: It is useless to non-bio-mages, except as a non-magical vial.
Caster Level: 7th
Prerequisites: Craft Wondrous Item, imbue with spell ability
Market Price: 56,000gp
Weight: 0lbs.

Zeta Kai
2007-05-06, 04:59 PM
Potion of Life (potion)

Appearance: This deep red concoction is a potent draught of liquid bio-magic. It is a bubbly & effervescent brew. Occasional wisps of mist emanate from the bio-magical mixture.
Powers: It bestows upon the drinker 50LP.
Restrictions: It is useless to non-bio-mages, except as a non-magical (albeit tasty) drink.
Caster Level: 5th
Prerequisites: Brew Potion, healing circle
Market Price: 1,250gp
Weight: 0lbs.

Zeta Kai
2007-05-06, 05:02 PM
Scythe of Sapping (magic weapon)

Appearance: This weapon may have been adapted from a common farming tool, but it looks nothing like it mundane cousin. Its long shaft is curved in the shape of an elongated “S”, & is made of darkwood. The two handles are wrapped in red-dyed leather. The adamantine blade is reinforced & exceptionally long, obviously capable of inflicting incredibly destructive wounds with its razor-sharp edge.
Powers: With every successful hit, this +3 scythe transfers LP equal to the damage dealt from the opponent to the wielder.
Restrictions: If wielded by a non-bio-mage, the scythe cannot transfer LP to the user. It will store the LP for 24 hours, after which it will dissipate. The stored LP can be drawn out by a bio-mage at any time within that 24 hour period. If the scythe stores more than 250LP at any one time, though, it will explode, dealing 15d6 damage to everything in a 15’ radius (a successful Reflex save (DC15) required for half damage). If used against a non-bio-mage, it has no special effect (other than as a +3 scythe).
Caster Level: 16th
Prerequisites: Craft Magic Arms & Armor, energy drain
Market Price: 144,318gp
Weapon Statistics: medium size, two-handed melee, 2d4 damage, 20/×4 critical, piercing/slashing
Weight: 10lbs.

Zeta Kai
2007-05-06, 05:04 PM
Vest of Stamina (wondrous item)

Appearance: This simple vest is made from a dark blue fabric that shimmers in certain lights. It is tight-fitting, but not uncomfortably so. When worn, the bearer looks hardier, stronger, & more confident, which is exactly what most wearers feel with this garment on.
Powers: While worn, the LP costs for increasing Constitution via Bio-Boost are reduced by 50% (1LP minimum); this reduction does not stack with any other LP-reducing effect. It can be used up to three (3) times per day.
Restrictions: It is useless to non-bio-mages, except as a non-magical vest.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item, bear’s endurance
Market Price: 7,200gp
Weight: 0lbs.

Zeta Kai
2007-05-06, 05:05 PM
Wand of Pain (wand)

Appearance: Made of gnarled, ashy-white wood, this wand is carved with thousands of tiny scrawled phrases, in dozens of languages. Careful reading (& translation) of these carvings reveal that they are all various swears, epithets, invectives, insults, pejoratives & curses. These litanies of vulgarity seem to be directed at no one in particular.
Powers: It deals damage equal to the amount of LP that is poured into it, up to 1,000LP. Only 20LP can be poured into any one attack. After it has dealt all of its potential damage, it becomes useless.
Restrictions: It is useless to non-bio-mages, except as a non-magical stick.
Caster Level: 8th
Prerequisites: Craft Wand, symbol of pain
Market Price: 30,000gp
Weight: 0lbs.

Gwenfloor
2007-05-06, 05:08 PM
Edit:
That was all for PC's. For opposing NPCs, it's worse. Their effective starting LP is completely arbitrary; they usually aren't going to be going through 4 encounters per day, and so can simply go Zap, Zap, Zap throughout the encounter; burning themselves recklessly, sure, but once you get an NPC in a fight, they don't usually get another scene. The NPC is unlikely to conserve, and will thus seem more powerful than the NPC ought to be.

But Bio-Mage NPCs do not usually look at the PCs and say "Oh well, it's not like I'm going to make it out alive. Better do a suicide strike!" They would conserve their energy until they are overcome, in which case they would be more lenient.

Zeta Kai
2007-05-06, 05:11 PM
Zeta Kai, this is unrelated to your recent postings, but I want to thank you for being so thorough in your class description. I'm making a new base class, Mystic, for my homebrew campaign and I'm using the Bio-Mage posts as a guideline to make sure I mention all the pertinent information. The Mystic, coming soon to a message board near you!

Anytime I can help a fellow homebrewer, I am more than pleased. I believe that it is crucial to have as many class options available to a homebrew race/class as any other race/class. No one should have to play a class, only to find that there are no real options for expansion/advancement/progression/diversification.

If you ever cook up your own race, you could use the Oaves (see signature) as a guideline. If nothing else, the categories are thoroughly fleshed-out.

EvilElitest
2007-05-06, 05:12 PM
Still, i highly surrggest you get rid of the loss of one life point per day if they don't cast spells
from,
EE

brian c
2007-05-06, 05:28 PM
Anytime I can help a fellow homebrewer, I am more than pleased. I believe that it is crucial to have as many class options available to a homebrew race/class as any other race/class. No one should have to play a class, only to find that there are no real options for expansion/advancement/progression/diversification.

If you ever cook up your own race, you could use the Oaves (see signature) as a guideline. If nothing else, the categories are thoroughly fleshed-out.

I read the Oaves, and they're great. I kinda want to include them in my setting, but I'd have to bend my mythology a bit to allow it.

Jack_Simth
2007-05-06, 07:16 PM
But Bio-Mage NPCs do not usually look at the PCs and say "Oh well, it's not like I'm going to make it out alive. Better do a suicide strike!" They would conserve their energy until they are overcome, in which case they would be more lenient.
Xykon has already burned two Meteor Swarms on what amounts to one battle (forgot to cast defensively for the second, or was interruped by a readied action - either way, spell expended). Even a Sorcerer only gets so many 9th level spell slots. Xykon, however, doesn't need to deal with four encounters per day; at the end of the current scene, he can simply Teleport / Plane Shift out and get some rest. He doesn't have a tight timeline he needs to stick with, no particular reason to conserve.

He's spell dumping (although not as quickly as some) because he can.

By the nature of the class, everyone who takes it knows they're doomed eventually. Anyone who continues to cast spells from their pool is going to have some fatalisim in their outlook; they have goals that take precedence. When you have a goal that takes precedence over your life anyway, when something threatens that, you deal with the threat pretty much regardless of cost. First Wail of the Banshee didn't do the job? Time for another (or a different mass lose effect).

Zeta Kai
2007-05-07, 06:39 AM
Still, i highly surrggest you get rid of the loss of one life point per day if they don't cast spells
from,
EE

I'm sorry, EE. I wasn't trying to ignore your suggestion. It's just that I have a number of reasons to not include it into this class:

1) Flavor: such a small but significant change to the class would remove the notion of “use it or lose it” from bio-magic, undermining the conceptual premise of “powerful spellcasters in a race against the clock to make a difference”

2) Mechanics: removing the 1LP/day burn would shift the balance of the class significantly, making them even more powerful than they already are; they are full spellcasters with no dead levels, no true daily limit on casting & many potent class features, so the elimination of one of the classes most obvious drawbacks would make them broken in more people’s eyes

3) Deathless Body: at 19th level, a bio-mage becomes immune to death from old age, so without an automatic LP burn, bio-mages can easily become theoretically immortal, which is the exact opposite of the class’s root concept

4) Prestige Classes: the Vampire Mage depends on daily LP burn heavily as a key motivator, & in fact their burn increases dramatically as they progress in levels; all of the other PrC’s are power-balanced against a daily LP burn as well (although I’ve considered reducing or eliminating the burn for the Fonts of Life, for mostly flavor reasons)

5) Multiclassing: without an inherent cost, players could multiclass with a few bio-mage levels & always have a powerful magical reserve; they would have no incentive to take the class full-time (why play a dedicated bio-mage when all the spells/abilities cost so much?), but would be foolish not to take a level or two in (why not be a monk or a wizard & just use bio-magic in an emergency?)

If you wanted to make the removal of daily LP burn a house rule, then I’m not going to try & stop you, EE. But just keep in mind that if you allow it, you’re going to see the issues that I’ve stated above come up at your table. Bio-magic is quite powerful, as are the bio-mages who wield it; you might not want to see what happens when you loosen the chains that bind it.

Reinboom
2007-05-07, 11:29 AM
Rather interesting class thus far. However, I have qualms against Bio Bomb.
You die without any chance of resurrection, you just die, and your opponents get a save to take half... except it's reflex save... what if they have evasion?
"He died in a glorious blast, a destructive way, truly noble, to bad it did nothing."
I would either recommend modifying that somehow or just having it drain you to 1 LP, making the ability feel not a waste of a last level.
I mean, what if someone is evil but doesn't wish to become vampiric or the sort? Most evil, and self-centered folk will not ever wish to detonate themselves if they are taking this class all the way. A very unattractive way to end it.

I also do not like playing the idea of doomed for just playing. Having to make new characters, especially if I particularly like specific characters, is meh. Encouraging to be evil in order to keep on enjoying a specific character is more meh. Perhaps being able to be rewarded, "deitically" (look! a new word!), in LP for quests would solve this.

With that aside:


Balanced Spirit [Special]
• You are a particularly neutral & balanced being.
• Prerequisite: Bio-mage only, N alignment
• Benefit: You can cast spells with the Lawful descriptor, from the Law domain (such as protection from chaos or dictum), the Chaotic descriptor, or from the Chaos domain (such as magic circle against law or shatter) for 50% of the LP cost, rounded up. Also, spells cast against you with the Lawful or Chaotic descriptor or from the Law domain (such as protection from chaos, dictum, magic circle against law or shatter) only function if you fail a Will save (DC20 + the level of the spell).

The true neutral alignment is already rather, uhm, powerful. They already get resistance to most alignment protection, choice of the widest variety of options, and a few other benefits. This enhances them over the other options even more so, very non tasty.



Regeneration [Special] [Epic]
• You regain some of the LP that you have lost.
• Prerequisite: Bio-mage only, Bio-Bomb ability
• Benefit: After resting for a full day, you can regain your class level × your Constitution modifier. This can be done as often as you wish, but it must be a full day’s rest. You may engage in light, non-strenuous travel or activity, but any combat or spellcasting prevents you from regaining LP that day. If you undergo complete bed rest (doing nothing for an entire day), you recover LP equal to (1.5 × your class level × your Constitution bonus, minimum 1). You cannot gain more LP than you started with at 1st level (your starting Constitution score × 5,000).

After resting for a full day, you can regain your class level × your Constitution modifier in LP.*

Also, a possible feature or feat:
Something to be able to not feel as though your base of your class isn't going to waste at higher levels. IE: Spells you cast that are 6 levels (or 7 levels) lower than your max level cost no LP.
This doesn't 'break' the class (even more so if it is already, haven't read it too closely in) and allows them to at least a bit of usability of class features at higher levels without insane "oh my gawd I can't do anything, even cast magic missle without the threat of impending doom anymore and I'm now practically useless I should just quit" aspect that will eventually occur.

Zeta Kai
2007-05-08, 11:37 AM
Epic Bio-Mages
Bio-mages progress into epic levels in much the same way that other classes do (with the notable exception that their LP is probably rather low). They have the standard save bonuses, attack bonuses, HD, skill ranks, skill points, feats, & ability score progressions as any other class.

Once a bio-mage reaches epic levels, unless he is rather frugal with his bio-magic, he is probably running low on LP. To help with this, a good idea would be to take one or more of the exclusive epic feats available to bio-mages: Greater Vigor, Improved Slow Burn, & Regeneration. The first 2 have a number of prerequisites, & the last requires long periods of inactivity to utilize, but they can all slow the downward spiral of LP loss, prolonging the life of the bio-mage.

Hit Die: d6

Skill Points at Each Additional Level: 4 + Int modifier.

Spells: The bio-mage’s caster level is equal to his class level. The bio-mage’s number of spells known does not increase after 20th level unless he selects the Spell Knowledge feat.

Bio-Boost: The duration of this effect does not increase after 20th level; the maximum duration of the enhancement bonus remains at 20 rounds.

Bio-Blast: The damage of this attack does not increase after 20th level; the maximum damage of this attack remains at 20d6. The number of times per day that it can be used also does increase with additional levels; the number of attacks remains at 20 per day.

Bonus Feats: The epic bio-mage gains a bonus feat (selected from the list of epic bio-mage bonus feats) every three levels after 20th.

Epic Bio-Mage Bonus Feat List:

Augmented Alchemy
Automatic Quicken Spell
Automatic Silent Spell
Automatic Still Spell
Energy Resistance
Enhance Spell
Epic Spell Focus
Epic Spell Penetration
Epic Spellcasting
Familiar Spell
Greater Vigor*
Ignore Material Components
Improved Combat Casting
Improved Heighten Spell
Improved Metamagic
Improved Slow Burn*
Improved Spell Capacity
Intensify Spell
Master Staff
Master Wand
Multispell
Permanent Emanation
Regeneration*
Spell Knowledge
Spell Stowaway
Spell Opportunity

* = Epic bio-magical feat

Zeta Kai
2007-05-08, 11:42 AM
Table 4-1: The Epic Bio-Mage
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
21st|+1|+0|+0|+0
22nd|+1|+1|+1|+1
23rd|+2|+1|+1|+1|Bonus Feat
24th|+2|+2|+2|+2
25th|+3|+2|+2|+2
26th|+3|+3|+3|+3|Bonus Feat
27th|+4|+3|+3|+3
28th|+4|+4|+4|+4
29th|+5|+4|+4|+4|Bonus Feat
30th|+5|+5|+5|+5[/table]

Zeta Kai
2007-05-08, 11:44 AM
DM’s Guide: Assigning LP to Higher-Level Characters
The character creation rules detailed above are geared towards making bio-mages from the 1st level on up. But what about making a bio-mage for a higher-level campaign? What if a player (or the DM) wants to make a bio-mage NPC above 1st level? Obviously they can’t have the maximum LP. A high-level bio-mage is assumed to have spent an appropriate amount of LP to get to those levels.

So to assist with this type of character creation, the chart below, Table 4-2: Average LP Spent per Level, is provided. To create a bio-mage above 1st level, simply determine the starting Constitution score (the score they would have had at 1st level), & the level at which you wish to start him. Then subtract the appropriate amount of LP from their beginning Life Point total, as per the chart.

For example, Gozam the bio-mage is at 3rd level. He has a Constitution of 16, so he would have spent 300LP to get to his current level. He merely subtracts 300 from his beginning Life Point total (80,000LP) & he’s ready to begin play with a starting Life Point total of 79,700LP.

Zeta Kai
2007-05-08, 11:54 AM
Table 4-2: Average LP Spent per Level
{table=head]Level|Con 3-6|Con 7-10|Con 11-14|Con 15-18|Con 19-22
1st|0|0|0|0|0
2nd|12|25|37|50|62
3rd|75|150|225|300|525
4th|175|350|525|700|875
5th|325|650|975|1,300|1,625
6th|450|900|1,350|1,800|2,250
7th|625|1,250|1,875|2,500|3,125
8th|875|1,750|2,625|3,500|4,375
9th|1,200|2,400|3,600|4,800|6,000
10th|1,650|3,300|4,950|6,600|8,250
11th|2,250|4,500|6,750|9,000|11,250
12th|3,000|6,000|9,000|12,000|15,000
13th|4,000|8,000|12,000|16,000|20,000
14th|5,250|10,500|15,750|21,000|26,250
15th|6,750|13,500|20,250|27,000|33,750
16th|8,500|17,000|25,500|34,000|42,500
17th|10,500|21,000|31,500|42,000|52,500
18th|12,750|25,500|38,250|51,000|63,750
19th|15,000|30,000|45,000|60,000|75,000
20th|17,500|35,000|52,500|70,000|87,500
21st|20,000|40,000|60,000|80,000|100,000[/table]

brian c
2007-05-08, 12:48 PM
Hm, this adds another level of strategizing, for what your starting Con score is. Minor complaint though, the way it's set up right now sometimes you'd be (a lot) better off having a lower Con score.

Level 20 bio-mage, 10 con: 50,000-35,000 = 15,000 LP remaining
Level 20 bio-mage, 11 con: 55,000 - 52,500= 2,500 LP remaining

but for lower levels it seems to work fine.

Level 10 bio-mage, 18 con: 90,000-6,600 = 83,400 LP remaining
Level 10 bio-mage, 19 con: 95,000-8,250 = 87,750 LP remaining

Level 20 bio-mage, 18 con: 90,000 - 70,000 = 20,000 LP remaining
Level 20 bio-mage, 19 con: 95,000 - 87,500 = 7,500 LP remaining


Basically, it sucks to have your Con right at the bottom of one of those categories, heck, a bio-mage with 3 con is dead by 19th level, although realistically they probably should be.

Survivability: first level that you can't start at with a certain Con

3 Con level 19 (exactly)
4 Con level 21 (exactly)
5 Con >21
6 Con >21
7 Con level 20 (exactly)
8 Con level 21 (exactly)
9 Con >21
10 Con >21
11 Con level 21
12 Con level 21 (exactly)
13 Con >21
14 Con >21
15 Con level 21
16 Con level 21 (exactly)
17, 18 Con >21
19 Con level 21
20 Con level 21 (exactly)
20+ Con >20


Also, it seems kinda strange that a character with 6 Con and a character with 22 Con should have the same amount of LP left at level 21 (10,000). I think the best way to fix all of this would be to make the categories smaller in terms of Con score, 3 scores instead of 4. Of course, then you get a problem that your Con modifier might go up but you'd have less LP... perhaps you lose a certain percent of your starting LP per level, modified by Con? Like 3% or 4% per level, minus 0.025*Con modifier % ?

EvilElitest
2007-05-08, 10:44 PM
Counter


I'm sorry, EE. I wasn't trying to ignore your suggestion. It's just that I have a number of reasons to not include it into this class:

1) Flavor: such a small but significant change to the class would remove the notion of “use it or lose it” from bio-magic, undermining the conceptual premise of “powerful spellcasters in a race against the clock to make a difference”

2) Mechanics: removing the 1LP/day burn would shift the balance of the class significantly, making them even more powerful than they already are; they are full spellcasters with no dead levels, no true daily limit on casting & many potent class features, so the elimination of one of the classes most obvious drawbacks would make them broken in more people’s eyes

3) Deathless Body: at 19th level, a bio-mage becomes immune to death from old age, so without an automatic LP burn, bio-mages can easily become theoretically immortal, which is the exact opposite of the class’s root concept

4) Prestige Classes: the Vampire Mage depends on daily LP burn heavily as a key motivator, & in fact their burn increases dramatically as they progress in levels; all of the other PrC’s are power-balanced against a daily LP burn as well (although I’ve considered reducing or eliminating the burn for the Fonts of Life, for mostly flavor reasons)

5) Multiclassing: without an inherent cost, players could multiclass with a few bio-mage levels & always have a powerful magical reserve; they would have no incentive to take the class full-time (why play a dedicated bio-mage when all the spells/abilities cost so much?), but would be foolish not to take a level or two in (why not be a monk or a wizard & just use bio-magic in an emergency?)

If you wanted to make the removal of daily LP burn a house rule, then I’m going to try & stop you, EE. But just keep in mind that if you allow it, you’re going to see the issues that I’ve stated above come up at your table. Bio-magic is quite powerful, as are the bio-mages who wield it; you might not want to see what happens when you loosen the chains that bind it.
1. It also promotes "Well i'll just make a Bio mage for this one fight then let myself die and make a new character" idea. Also would anyone even live long enough to get to be an epic? I mean, look how long it takes to get a wizard to that level, even min maxing. Throw in loss life from spells and what you get to level 19?
2. The spells drain of life if nasty enough. As for immunity to age, whoopy do, what are you gonna do when you get into a fight. Whoops, there goes your life. As it is, life drain per spells is pretty nasty, and even more so when nasty fights occur. If only spells drain life, then the Bio mage is going to be stingy by nature, i mean really stingy, no casting spells on whim. If he is going to die anyways, well screw it, just blast away. He over shadows the soccer, even to a slight extent the wizard.
3. Other classes grant immortality, it not overwhelming if every spell drains life
4. The vampire mage looks like it would only be worth it if there were a lot of Bio mages about, and considering the life drain i would find that rather doubtful. You can still drain life points
5. Make it unable to muti class. And even if they use it as emergancy abilties, that is still live they are wasting
from,
EE

Zeta Kai
2007-05-10, 10:04 AM
NPC Class: The Tyro (AKA the Bio-Adept)
A tyro (pronounced TAI-roh) is a beginner or novice at some skill (from the original Latin (http://www.webster.com/dictionary/tyro)). In a campaign world that uses bio-magic, a good option for NPCs is a special class for characters who can manipulate bio-magic, but are not skilled/trained enough to be full bio-mages. These NPCs are roughly analogous to the Adept NPC class in their relationship to spellcasting classes, such as the cleric, the druid, the sorcerer or the wizard.

Mostly found in small villages, rural hamlets, nomadic camps, tribal communities & other semi-civilized lands, tyros are individuals who have released the bio-magic within themselves, but lack the discipline, time or training to become bio-mages. While they still have the raw power, their lesser knowledge bars them from reach highest (& most deadly) pinnacles of bio-magical power.

These spellcasters are much like adepts, & fulfill many of the same roles. In their home communities, they are often serve the role of the local shaman, the aloof prophet, the mystical elder, the mysterious protector, or the feared witch. They can be found in populations of almost any race, but are most common among smaller, less cultured societies.

Zeta Kai
2007-05-10, 10:10 AM
Table 5-1: The Tyro
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+0|+0|+2|Life Points, Bio-Magic
2nd|+1|+0|+0|+3|Sense of Life
3rd|+1|+1|+1|+3
4th|+2|+1|+1|+4
5th|+2|+1|+1|+4|Infusion
6th|+3|+2|+2|+5
7th|+3|+2|+2|+5
8th|+4|+2|+2|+6|Bio-Boost (self)
9th|+4|+3|+3|+6
10th|+5|+3|+3|+7
11th|+5|+3|+3|+7|Bio-Healing (self)
12th|+6/+1|+4|+4|+8
13th|+6/+1|+4|+4|+8
14th|+7/+2|+4|+4|+9|Bio-Boost (+4)
15th|+7/+2|+5|+5|+9
16th|+8/+3|+5|+5|+10
17th|+8/+3|+5|+5|+10|Bio-Boost (other)
18th|+9/+4|+6|+6|+11
19th|+9/+4|+6|+6|+11
20th|+10/+5|+6|+6|+12|Bio-Healing (other)[/table]

Zeta Kai
2007-05-10, 10:13 AM
Table 5-2: Spells Known
{table=head]0SL|1SL|2SL|3SL|4SL|5SL
2|1|-|-|-|-
2|1|-|-|-|-
2|1|-|-|-|-
3|2|1|-|-|-
3|2|1|-|-|-
3|2|1|-|-|-
3|3|2|1|-|-
3|3|2|1|-|-
3|3|2|1|-|-
3|3|3|2|1|-
3|3|3|2|1|-
3|3|3|2|1|-
3|3|3|3|2|1
3|3|3|3|2|1
3|3|3|3|2|1
3|3|3|3|3|2
3|3|3|3|3|2
3|3|3|3|3|2
3|3|3|3|3|3
3|3|3|3|3|3[/table]

Zeta Kai
2007-05-10, 10:17 AM
Game Rule Information
Tyros have the following game statistics.

Abilities: Wisdom determines how powerful a spell a tyro can cast, how many spells a tyro can learn, & how hard those spells are to resist. To cast a spell, a tyro must have a Wisdom score of 10 + the spell’s level. A tyro gets bonus spell based on Wisdom. The Difficulty Class for a saving throw against a tyro’s spell is 10 + the spell’s level + the bio-mage’s Wisdom modifier.

Constitution governs not only his hit points, but also how many spells he can cast before becoming fatigued, & even the total number of Life Points he has. Dexterity is always beneficial, especially for a class that has relatively low hit points & usually wears light or no armor.

Alignment: Any; usually lawful neutral (LN), neutral (N), or chaotic neutral (CN).
Hit Die: d6.
Class Skills: The tyro’s class skills (& the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), & Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Starting Gear: 2d4 × 10gp worth of equipment (50gp)

Zeta Kai
2007-05-10, 10:25 AM
Class Features
All of the following are class features of the Tyro. See level progression on Table 5-1: The Tyro for more information.

Weapon & Armor Proficiency: same as a bio-mage

Life Points (Su): same as a bio-mage, except that each tyro begins their career with Life Points equal to your starting Constitution score × 2,500

Bio-Magic (Sp): same as a bio-mage, except that a tyro begins play knowing two (2) 0-level spells and one (1) 1-level spells of your choice. At each new tyro level, he gains one or more new spells, as indicated on Table 5-2: Spells Known.

Sense of Life (Ex): same as a bio-mage, but at 2nd level

Infusion (Su): same as a bio-mage, but at 5th level

Bio-Boost (Sp): same as a bio-mage, but at 8th level (self), at 14th level (+4), & at 17th level (other)

Bio-Healing (Sp): same as a bio-mage, but at 11th level (self) & at 20th level (other)

Zeta Kai
2007-05-11, 10:33 AM
Design Notes
The bio-mage class was inspired by a couple of races that I’ve been working on for my campaign world. These two races use bio-magic, & are the only races who can do so. This presented a problem when I decided to stat out their abilities. I could have given then a vast array of spell-like abilities, but that would have driven their level adjustment into the stratosphere (somewhere around LA+15). So I decided that the best bet would be to make bio-magic a standardized class, & then house-rule a restriction for race. That way, the bio-mage is technically usable by anyone, but they still can work for my own personal purposes as a DM.

The idea for a magic system that slowly drains the life force of the caster is an idea I’ve been kicking around for a long time. Implementing it in a non-broken way, though, was a serious design challenge. Bio-mages had to be versatile, powerful, appealing to players, but not broken, all while carrying a significant price tag.

The idea evolved from my dislike of forcing spellcasters to spend XP to power their abilities. I’m a big fan of putting a price tag on superpowers (which are essentially what most class features are), but I find it difficult to justify XP as an expendable resource. Experience points are a numerical quantification of the abstract concept of learning. If a character encounters a challenge, & overcomes that challenge, they learn something from the experience, & are that much more formidable an opponent for their next encounter. This mechanic, at its, core, is one of the keystones of all roleplaying systems, & is found in nearly all true RPG’s (and many games with progressive character development, AKA “RPG elements”).

What I find bothersome is how, in D&D, spellcasters are required to spend their accumulated XP to cast powerful spells or create magic items, as if it were some commodity like gold or land. I understand very well that these abilities need to come at some cost; I just don’t think that XP is a logical or desirable resource to use in this manner.

Think of it this way: a spellcaster goes on adventures, learns a few things, gets more powerful, & then want to make a magic item of some sort. He has to basically relinquish some of his memories & knowledge (which are basically what XP is supposed to represent) in order to do this. I know that we are speaking of magic here (Vancian magic, at that), but this makes no sense to me. Spellcasters are essentially forgetting that what they have learned in the past in order to use magic in the present.

Needing a way to avoid the expenditure of XP, so as to return the experience mechanic to its original purpose (tallying a quantifiable growth in abstract learning), I need to look elsewhere for putting costs & limits on spellcasting power

The mechanic of using Life Points for powering spells quickly became the most difficult nut to crack balance-wise. Any magic system is open to abuse, & so the rules have to be precisely written, otherwise loopholes allow for munchkinism & power-gaming, which can destroy a campaign & force the DM to make numerous house rules banning certain methods of game-breaking. Since this essentially an extreme revision of the current Vancian magic system, it took a while to make it functional, yet free of the most egregious abuse opportunities.

I purposefully made it very difficult to actually gain LP. The only ways to do that are: you can steal it from others, which is akin to assault/rape; you can be given some by another bio-mage with the Font of Life PrC (good luck convincing one to do that very often); or you can go epic & take a feat which leaves you bed-ridden while you recuperate LP.

I detest dead levels, so I wanted a bio-mage to gain something new at each level. This also helped to make the class more appealing to those who would perhaps be turned off by the idea of dying because they ran out LP. These abilities make a bio-mage very versatile at all levels, while not stepping on the other classes’ toes (except for the arcane spellcasters; they might not like having a caster around who can still keep casting later in the day). Also, they allow the player to do more with their LP other than just casting spells with it. Now it is similar to the various magic systems in the World of Darkness, like a vampire’s blood in Vampire: the Masquerade or a werewolf’s gnosis in Werewolf: the Apocalypse.

I’ve never really liked spells-per-day. I mean, it works for prepared casters. The wizard studies in his book in the morning, while the cleric goes off to pray. Once they’re done, they’ve gained all the spells they can prepare. When the spells are gone, they’re gone, & then they have to prepare them again. But spontaneous casters don’t make sense in this way. What’s the explanation for their restrictions? Why does a sorcerer “run out” of magic? He didn’t study in a book to get it, & he didn’t pray to get it either. He just woke up, got out of bed, started breaking the laws of physics for the express purpose of slaughtering orcs to take their stuff, & by sundown, he’s just spent. Why? I know that it’s magic, & reasoning doesn’t get anywhere, but it’s irksome that prepared casting has a rationale, while spontaneous casting does not. This is why I conceived of the fatigue/exhaustion aspect of bio-magic. Tapping into the energies of your very life force can wear you out, & it acts as a logical breaking mechanism for slowing down the bio-mage to sub-broken casting-reload speed, for balance’s sake.

The feats are all very bio-mage specific, so as to give the player options for customization & allow them to change some aspects of spending LP. They are not recommended for non-bio-mages, & most of them would be useless to a character that does not use bio-magic anyway.

The prestige classes came from a number of different sources. The Vampire Mage came from D&D vampires & WoD vampires. Infusionists were inspired by artificers. Sources of Life came from D&D paladins, Final Fantasy white mages, & the Positive Energy Plane’s planar traits. Bio-Shapers came from D&D’s lycanthropy rules & WoD’s Tzimisce vampires. Bio-Blades had no real direct inspiration, but I wanted a prestige class that required both bio-magic abilities & martial prowess.

As far as conversion of the bio-mage class to a non-LP/traditional/Vancian magic system, I would recommend against it. The flavor & the mechanics are both rather heavily tied to the LP-burn system, & removing that would essentially cripple the class, as I see it. However, converting some of the prestige classes for use by non-bio-mages shouldn’t be terrible difficult. The Vampire Mage, the Bio-Shaper, & the Bio-Blade could all be altered to as to use “normal” magic, using a sorcerer or other arcane caster instead of a bio-mage as the base class. The Infusionist & the Font of Life may be convertible, but it would take more effort, as they both use the LP system more extensively.

Zeta Kai
2007-05-11, 10:38 AM
LP Calculation
In order to determine how much LP to assign the bio-mage, I decided that I would calculate how much LP would be required for the average character to reach epic levels, base the figure on that. With this idea in mind, I calculated the amount based on the following assumptions:

The LP for the average bio-mage should allow them (if they use their magic efficiently) to reach 21st level, if not much more than that
13.33 encounters per class level; this is the recommended number in the DMG, so I would run the average character through 13 encounters per level, & at every third level, there would be a 14th encounter
4 encounters per day; I think that this is also in the DMG, & it’s a reasonable number for adventures, so why not
At least 1 healing spell used after each encounter; this is more of a logical supposition, based on my own experience as a player & as a DM; we always healed after encounters
The average bio-mage will not be the primary healer of the party; this is also a reason-based assumption, as bio-mage can’t do any real healing of other party members until 7th level; they can heal themselves at 2nd level, & do Breath of Life at 5th, but healing other people doesn’t happen until mid-levels
The average bio-mage will have a Constitution modifier of +0; I realize that this is actually unlikely, as most smart players would choose Constitution as a key ability, on par with Wisdom, but it is a good average for determining a fair baseline
The average bio-mage will not use the Bio-Bomb or create magic items; these are excluded from the calculations for different reasons; Bio-Bomb is a character-annihilating maneuver, making previous usage of LP (& the calculations involved) fairly irrelevant; item creation should be considered in the calculations, but is simply far too variable to quantify in a meaningful way, it would be far better to merely round up the results to a nice round number (something I was planning on doing anyway) & assume that players would spend their LP according to their tastes

All of the above pertains to calculation the LP for the core bio-mage class. For the prestige classes, I needed to assess their abilities & the costs assigned to them, using most of the same assumptions enumerated above. There are, however, a few notable exceptions to the calculation that should be stated:

The LP for the average prestige class should allow them (if they use their magic efficiently) to reach 10th level, if not much more than that
Prestige classes should be taken as soon as possible; taking a prestige class much later than the first would result in more LP spent prior to become a PrC character; as I would round up slightly anyway, it is important to scale the LP cost of the abilities so as to maintain some limits to their exploits (this applies less to the Vampire Mage, who gains LP, & more to the Font of Life, who bleeds LP)

An interesting side effect of the fatigue/exhaustion mechanic is that at low levels, the threshold for becoming tired is somewhat low. This eases up during the mid-levels, & then becomes somewhat restrictive again at the higher levels, as the spell slots start to fill up toward maximum after 16th level.

All of this extraneous calculating has led me to believe that the system that I’m currently using is the simplest, most effective solution. Alternate systems are by all means possible, but most tend to underestimate the required LP for a bio-mage to effective for a long campaign. More rarely, some formulas overestimate to the point where they are essentially immortal; too much LP quickly leads to bio-mages being far too overpowered, if not completely broken. Limitations on LP are the primary drawback of the bio-mage, both thematically & mechanically, so they need to be carefully balanced & precisely worded to avoid abuse.

Earthstar_Fungus
2007-05-20, 08:56 PM
(I hope I'm not thread necromancing, but this is too cool to be buried under mountains of posts)

All of your projects are so detailed! I had an idea: would being in certain areas cause one to drain LP faster? The negative energy plane would "cancel out" some LP while the positive energy plane could cause it to drain slower. I realize that this might cause balance problems, but it would have an interesting flavor.

Zeta Kai
2007-08-06, 07:00 AM
You know, I figured that an interesting variant on the life-draining effect of the Negative Energy Plane would be an LP-drain (1LP/hour for the minor negative areas, 1LP/round for the major negative areas). This would really only work if everyone in the party were a Bio-Mage, though, which is unlikely (albeit cool).

Also, maybe something like the Mournlands of Eberron would be neat, where LP costs double & methods for regaining LP don't work. It would be a subtle effect, as it would take a while for someone to really notice such as thing.

blue_fenix
2007-08-06, 12:28 PM
Wow, this is amazingly awesome. As a response to all the naysayers in the thread, I have this to say: This is a special class which requires a particular type of player and a particular type of DM to respect and follow through on the class's intentions and keep it balanced and interesting. You can force good mechanics on a player, but you can't force good playing on a mechanic.

Durin_Deathless
2007-08-06, 04:00 PM
have you ever thought of using the concentration skill with a HIGH DC with each casting. On failed check the caster loses that many LP. That way the upper level characters don't get blown out of the water. Something like 10+(Spell level x 3). that way upper level characters can cast low level spells but not the high ones more often. Maybe add a feat like Combat Casting for this check(+4 bonus).

Randel
2007-08-07, 12:05 AM
I have to say that this class seems like a really interesting idea, if only because it helps to tie a characters 'role-playing' self in with their class powers.

When I read the part about having life-points it read to me that basically all people in this sort of world have LP to measure their life span. Sort of a more advanced version of the age system. (so you know exactly what it means by people who die of old age)

Though I have a few questions... I understand the 1 LP drain per day as basically the natural process of aging. Would it be possible for other creatures besides bio-mages to have LP?

I'm getting some thoughts about this, one involves that each bio-mage basically gets as LP their exact normal life span in days.

Using the tables on page 109 of the Players handbook, you could calculate their maximum age in years, subtract their years lived until the point the player starts and then multiply by 365 to get their starting LP.

So a human wizard gets ( (70 + 2d20) - (15 + 2d6) )* 365 LP at birth.
or an average of 25,185 LP at the start of play assuming their char didn't spend any until that point.

This is about half of what a person with constitution of 10 would have (50,000 LP).


Anyway, I suppose a bio-mage if they have such a low LP pool to start with would be motivated to try extending their 'life span'.

Evil ones might try draining life from other people of creatures, would give a reason for evil sorcerers to be capturing young virgins to sacrifice. Or for others to desire a persons first-born as part of a deal (might not have to kill the person, just find a way to drain off some of the excess life-energy to gain their own LP).

Good ones would be motivated to look to Alchemy or other ways, perhaps an elixer that absorbs the life energy of certain plants or minerals they can use to replenish their pool.


Anyway, another thought is what happens to a Bio-mage if they try to become a Lich? I suppose one way to handle it is that as long as their phylactory is around they don't die when their LP hits zero. However, they can't cast their bio-spells without LP and when their Phylactory is destroyed they instantly die of old age. Their phylactory is literally the only thing keeping them around.


Anyway, this is still a great class idea. Sorry if my suggestions seem a bit off.

Joltz
2007-08-07, 11:47 AM
I thought about age based LP as well. I think bio mages should get some extra "buffer" LP in addition to their normal LP. Maybe bio mages should get an extra 10-50% LP? Maybe all characters should have more LP than their maximum age indicates? I think I'd prefer that bio mages gain small amounts of LP as they level based on their constitution and level...

Speaking of level scaling benefits, I don't think enough of their benefits increase with level, and there are too many static saving throws for my taste.

I really like this class. I think I'm gonna yoink it, tinker with it, and use it in my campaigns.

The Mormegil
2007-08-17, 09:54 AM
Scaaaaa-ryyyyy!

Zeta Kai
2007-08-17, 10:45 AM
To Randel & Joltz: A lifespan-based system was what I originally envisioned for this class, actually. I think it is an excellent way to go with the class, outside of the d20 ruleset. The current Constitution-based version was done for design reasons specific to d20 v3.5, namely spell balance & intuitive power scaling.

Also, the rules I initially wrote for determining LP based on lifespan (which I unfortunately cannot find, otherwise I would share them with you all) depended on randomly generating the exact number of days left in one's life, & as such were needlessly complicated. But in the fiction that I write, the spellcasters which are equivalent to bio-mages do indeed use lifespan as their finite source for magical power (i.e. LP).



To Mormegil: Huh?

merge
2007-08-17, 12:07 PM
The class is really interesting, and I agree that the Vancian mechanics are in many ways broken and unconvincing.

But I think you still haven't dealt with the "reckless bio-mage" problem. To be clear: this isn't just a problem of bad role-playing (which is always a problem): it could as easily be a problem of GOOD role-playing. If I were playing a bio-mage, I'd be tempted to make my character a young, reckless, self-destructive, choice-of-Achilles, live-fast-die-young type, always trying crazy stunts and getting needlessly into fights. So I'd be willing to spend my LP prodigally, and die relatively early in the campaign. Thing is, while I was alive, I could dominate every encounter, being able to do more than everyone else. And I (the player, not the character) wouldn't really pay a price for that: once my bio-mage was dead, I'd just make a new character, whose power would be about the same as everyone else's (or even, why not, another reckless bio-mage). So all the non-bio-mages (or cautious bio-mages) get shoved to the background.

Some ideas to fix this:
1. Only allow bio-mages in what look to be long-running-campaigns. This is only a partial fix at best, but I think it's necessary; otherwise, b-ms pay no practical price at all for their power.

2. Don't allow your players to make the kind of b-m character I've described. This seems to me the worst of all possible fixes; the b-m class is suddenly pretty boring if you don't, in practice, have the option of sacrificing your life recklessly (or nobly).

3. Apply some penalty to second-characters In its most severe form, the penalty would be, "they're not allowed": once your character dies permanently, you're out of the game. That way, you could still be Achilles-the-bio-mage, and you'd dominate the game for a while, then be unable to participate at all, letting other players take center stage. Or second-characters could just be a little lower-level, lower-ability-scores, something like that.

4. Have some intermediate penalties for spending a lot of LP. Someone above suggested aging as you spend more LP, but you could have other effects too.

Unfortunately, none of these work on the flip side of the same problem, which is NPC b-ms. Of course, a good DM won't have his NPCs act reckless just because he knows they're only appearing in one encounter, but bio-mages in general are going to be most dangerous when they're desperate, about to die, and so not worried about saving LP; and NPCs will be in that situation a lot more than PCs (unless the campaign goes horribly wrong). Still, a good DM might be able to work around that.

MMad
2007-08-17, 12:08 PM
I would either recommend modifying [the Bio-Bomb] somehow or just having it drain you to 1 LP

I agree with SweetRein on this point, if perhaps for a different reason - I think it would be fun to play out the remainder of a character's life after using the Bio-Bomb. You'd blow away your entire life force, almost, and then collapse, naturally exhausted, with a single, precious LP left.

I think it would be much more dramatic if you got the chance to talk to the guy who sacrificed himself for you than if he just unexpectedly exploded in the middle of a loosing battle. No good chance of real closure there, I feel. Plus, it would be interesting to roleplay a bio mage who had truly reached the end of the line, someone who wouldn't see the next sun set - and knew it.

Pretty small change, gameplay-wise, but huge dramatical difference imo. :)

merge
2007-08-17, 12:15 PM
Oh, and an unrelated question about the class: If a bio-mage dies with LP still in him, and is later resurrected, does he lose 1 LP a day while dead? I think I'd prefer the answer to be "no," though there might be ways to abuse that; those ways, in fact, could be pretty cool in themselves -- a powerful good/evil bio-mage, foreseeing great danger/opportunity at a future time, deliberately kills himself, to be raised from his tomb in a thousand years, when he will be able to save/destroy the world. Bringing about/preventing his resurrection could be a cool adventure.

Randel
2007-08-17, 12:45 PM
You can find the general rules for determining a characters age and lifespan here (http://www.d20srd.org/srd/description.htm#age)

Joltz
2007-08-17, 01:13 PM
Hmm, I did some major tweaking with this class. I dislike the fact that this class is almost guaranteed to kill themselves before epic levels by using their primary class features even sparingly.

The biggest changes I made were to make LP based on maximum theoretical age and you lose max LP as time passes. Someone who goes and wastes LP will still run out after a little while, but a cautious character can use his class abilities (interspersed with periods of rest) and still live to a ripe old age. I also converted the LP to a point based system like the point based casting variant in Unearthed Arcana (also here (http://www.d20srd.org/srd/variant/magic/spellPoints.htm)). I did a lot of tweaking to their other class features to make them more customizable and useful. If you'd like me to post it here just ask for it...

Grko
2007-09-16, 12:32 AM
Well I've been looking at this class for quite some time, really enjoying the flavor and all. My friends and I are running a game that is D&D 3.5 converted with the Star Wars Saga Edition rules. I converted the class to fit, adding Talent trees and more feats to the list. I wanted to give it a psionic feel however, so I looked over Erudite (XPH, I believe) As WoC have someting as Spell to Power as an option for the Erudite. I reversed it and Basically made a Power to Spell kinda thing. Gave them a way to become Psoinicly Focused and allowed them to expend thier focus (and a little LP....which is called Life essence in my game) to augment the ability. Changed the name of the class to Biopsionicist. If played responsibly Bio-mage (or my Biopsionicist) is an awesome class for fun and roleplaying oppurtunities. The funnist character I have played to date. All the characters had thier moments to Shine and everybody enjoyed my character and the game.


Saving your Kingdom, in the name of your Lord, makes you a Hero.
But when Your friends stand beside you knowing what you must do, believing in you, waiting by your side, for you to erupt and destroy the apposing force,yourself, and them included. Not for honor, not for fame and riches, but for love and Friendship......makes all of you Legends.

I'm really gonna hate when my character Dies (ahh well guess thats half the fun with a doomed character)

Zeta Kai
2007-10-09, 07:35 PM
Alternate LP Calculation
Here's the original LP calculation system; I just found it & had to post it before I forgot.

LP Calculation for Bio-Mages (version 0.5)
Total Life Points = Maximum + 1d10 Months + 1d6-1 Weeks (minimum 1) + 1d6 days

Life Points
To determine the number of Life Points a character has, calculate the following. Roll to determine a character’s maximum age (Venerable Age + the Maximum Age modifier). Then add 1d12 months, as well as 1d6-1 weeks (minimum 1) & 1d6 days. Then subtract the character’s current age, in years only (bio-mages are considered equivalent to sorcerers for this value). This is the character’s remaining lifetime. Calculate the number of days that this is; for ease of calculation, assume that 1 Year = 360 Days, 1 Month = 30 Days (or 5 Weeks), & 1 Week = 6 Days. This final total is that character’s Life Point pool.

Example: Olric is a 1st level bio-mage. His maximum age is determined to be 93 years, 3 months, 4 weeks, & 2 days. His current age is 19 years, giving his a remaining lifetime of 74 years, 3 months, 4 weeks, & 2 days. This is calculated to be 26,756LP (26,756 = (74 x 360) + (3 x 30) + (4 x 6) + 2).

Starting LP - 25% = Middle Age
Starting LP - 50% = Old
Starting LP - 75% = Venerable
Starting LP - 100% = Maximum/Dead

SleepingOrange
2007-10-09, 10:53 PM
I apologize if one or more of these points has already been brought up; I just want to say this before I lose my train of thought. I haven't read all the posts; it's not some-thing I'd normally do, but as I said, I don't want to lose my train of thought.

I am a gnome bio-mage with a 20 constitution; I have 100,000 LP at first level; I take as feats Slow Burn, then Slower Burn, then Vigorous Life, then Vigorous Soul, then Resilient Soul, then Greater Resilience, Then.. oh, it doesn't matter... Bio-Drain, I guess. As you can guess, I'm being very VERY conservative with my LP. My plan is to make it to 21st Level, and take REGENERATION; until then, I am sparing with magic, bio-abilities, and overly-dangerous situations; By then, my Con is 24, a +7 bonus; I can regain 147 LP per day, 146 with the with the daily bio-burn. I take a while off and regenerate my LP; not only am I literally immortal(not invulnerable, just immortal. Thank you, Deathless Body), but after a while resting, I again have 100000 LP; in addition, I have abilities that make it so my spells are cheaper, I can cast more of them wthout stopping, and I have chances to aviod LP-burn from them entirely; essentially, I am a three-foot tall arcane avatar of death. I can spray magic at anything that stands in my way, without stopping. Once I start to run lower, I just retreat to a hideaway and recover. It doesn't matter how long, I'm immortal, remember? Additionally, not only am I immortal and Uber-powerful, but the feats I selected neglected to take into account bonus feats; I could be taking school specilizations and spell penetration. Once I have regeneration, I could become an Archmage, and my limit-less power is even further strengthened. See what I'm getting at?

As a side-note, how does an undead bio-mage work?:smallwink:

puppyavenger
2007-11-18, 06:05 PM
A few things..

What happens if a biomage becomes a god?
How do biomages of immortal races work?
How does the dragon aging system work with biomages?

PePe QuiCoSE
2007-11-28, 09:36 AM
First, my respect to Zeta Kai for delivering all well thought, clear, precise and plain good articles. Awesome poster for this forum.

Second, i think that the progression of the Vampiric PrC should be according to LP drained and not level for the reasons mentioned before: multiclassing will prevent further decay while still draining big amounts of LP. And it should apply to bio-mages overall, not just the PrC.

Third, Orange, IMO if a Bio-Mage reaches level 19 after a lifetime of knowing he is consuming his life, i think that semi-eternal life is ok (with a nap of a couple of years here and there).

Lastly, i think that before criticizing the concept of the bio-mage, try too see different variants in which it fits for, IMO, Zeta presented only one view.

Variations:

Knowledge of its destiny

The bio-mage doesn't know he is draining his life away unless he is told so or he reaches a % of LP spent. A Wis throw every 5% of original LP spent with a +1 every 10%. This is because he'll notices he is aging faster and that he starts having a feel of drain when using powerful magic.

So, the ignorant bio-mage will just believe he is an awesome sorcerer, special and above the rest of mortals and spell casters. So you have the reckless bio-mage that just blast his life away. This leads to some nice role playing when he is suddenly confronted with this reality; something that you think you had it for free, now you realized it cost you 2 years of your life. This would also make a good argument for adventuring and the moment of taking a PrC. The one that refuses he's destiny will go for Vampiric, the one that goes truly neutral might regret it's past and try to go healer or infusion, or a bit unstable and go the shape shifter kind. The Blade one fits any scenario.
The track on LP can be done by the DM or player if he role plays it properly, when the character realizes he's time is limited, the player tracks the LP.

Who has LP

The most broken version would be that everyone has LP, but only bio-mage has access to them. So, any bio-mage can drain LP of any living humanoid. This is doable if in the world there are limited amount of bio-mages, and the powerful ones are BBEG.
A catch to make it less broken, is that the drain has almost null ratio for non-bio-mages NPC (commoners), worthless for non-casters (enough to extend your life without using magic), decent with casters and the one mentioned before for bio-mages.
In a world like this, bio-mages would be hunt down since they are vampire like for LP. Also there should be a limit of how much LP they can feed in a day, say 1% for total + the LP spent for the drain.

Post Mortum

For bio-mages that don't accept their destiny and resent others that did not had to suffer they same fate, this is a good template for them to came back: the Soul Reaver Template (http://www.giantitp.com/forums/showthread.php?t=52915). Basically, they are undead that will hunt down any creature that tries to cheat death. This could be raised/resurrected characters (ex. former party members), undead and/or more extreme, any cleric capable of bringing the dead back. So, after the death of a Bio-Mage, it might be able to eventually return to the (probably evil) party in a new form, or as a recurring villian.
When applied the Soul Reaver template, you can drop the bio-mage class altogether or you can do a conversion, 1 HP = 100LP (or 50, 200, 500, 1000 depends on how powerful you want it to be). So if the Bio-Mage/Soul Reaver uses a level 6 spell, it loses 2 HP + 40LP (this should be adjusted probably). See how HP works on the template for a full consideration on this.

This is Raziel, a a Soul Reaver: Soul Reaver, SoulKnife version (http://www.giantitp.com/forums/showthread.php?t=53277)

there's another version of the Soul Reaver on the forum, didn't care to link it.

Hyozo
2007-11-28, 10:18 AM
I have to say I love the idea of Bio-mages. There aren't many classes which can give the PC's massive amounts of power and give a non-fluff reason to not use it. If I start the arcane campaign I have in mind, I'm definitely going to have an important NPC bio-mage.

Zeta Kai
2008-04-12, 06:35 PM
I edited the Bio-Bomb ability to be much more powerful & useful, as fitting a 20th-level class feature that kills the user. Check it out. Also, this is shameless thread necromancy. :smallwink:

robotrobot2
2008-04-12, 07:40 PM
The Bio-Drain feat is broken, because I can easily imagine a high level evil Bio-Mage PC using a hostage for it. If he just captures a 1rst lvl Bio-Mage (an easy feat for anyone at least 5th lvl) he can repeatedly drain LP until they get all of the hostage's LP and easily restoring them to full Life Points. They will be able to this limitlessly.

The only solution to this would be adding a limited number of usages per day (maybe 3/day, not against the same target).

PePe QuiCoSE
2008-04-12, 07:40 PM
no shame on reviving threads like this one :smallsmile:
And yes, bio-bomb now looks like a cooler way to kick the bucket.

Highwarlord
2008-04-13, 12:35 AM
*snip*

I really like the Biomage, but these varients were almost exactly what I had in mind when I was reading it. Draining from anyone would be very interesting, and yes, Biomages would basically all be vampires at that point. Brilliant.

Jack_Simth
2008-04-13, 09:39 AM
I am a gnome bio-mage with a 20 constitution; I have 100,000 LP at first level; I take as feats Slow Burn, then Slower Burn, then Vigorous Life, then Vigorous Soul, then Resilient Soul, then Greater Resilience, Then.. oh, it doesn't matter... Bio-Drain, I guess. As you can guess, I'm being very VERY conservative with my LP. My plan is to make it to 21st Level, and take REGENERATION; until then, I am sparing with magic, bio-abilities, and overly-dangerous situations; By then, my Con is 24, a +7 bonus; I can regain 147 LP per day, 146 with the with the daily bio-burn. I take a while off and regenerate my LP; not only am I literally immortal(not invulnerable, just immortal. Thank you, Deathless Body), but after a while resting, I again have 100000 LP; in addition, I have abilities that make it so my spells are cheaper, I can cast more of them wthout stopping, and I have chances to aviod LP-burn from them entirely; essentially, I am a three-foot tall arcane avatar of death. I can spray magic at anything that stands in my way, without stopping. Once I start to run lower, I just retreat to a hideaway and recover. It doesn't matter how long, I'm immortal, remember? Additionally, not only am I immortal and Uber-powerful, but the feats I selected neglected to take into account bonus feats; I could be taking school specilizations and spell penetration. Once I have regeneration, I could become an Archmage, and my limit-less power is even further strengthened. See what I'm getting at?

That's not how you break it. Epic casters are broken as all get-out anyway due to Epic Spellcasting. It'll do the job (if your DM lets you rest up that much), but it's not how you break it. To break it, you have a Bio-Mage that's reckless and burns out, and abuse "replacement character" mechanics for the campaign.

See, a very cautious bio mage will maybe spend the equivalent of one spell of his highest level per encounter, 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 20th level.

We have another Bio-mage, this one less cautious. He spends the equivalent of one spell of each of his three highest level spells per encounter 13 encounters per level. With a Con of 16 to start (80,000 LPs), this bio-mage dies in his 16th level.

We have a third bio-mage, even more reckless. He spends, on average, three spells of his highest level spells per encounter, again 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 14th level.

We have a fourth bio-mage, crazy-reckless. He spends, on average, four spells of his highest level per encounter, again 13 encounters per level. With a starting Con of 16 (80,000 LPs) he dies in his 13th level.

We have a fifth bio-mage, reckless as all get-out. He spends, on average, five spells of his highest level per encounter, again 13 encounters per level. With a starting Con of 16 (80,000 LP's) he dies in his 12th level.

In any case, the bio-mage is now dead and gone, irretrievably. What happens? The player makes up a new character, of course. You can't really put a 1st level character in a 12th+ level campaign; that many levels behind, and the character is basically not going to be able to do anything at all of note, which is no fun for anyone. Depending on the DM, a new character will usually come in 0-3 levels below the average party level. Worst expected case, he's one spell level behind the party Wizard/Cleric, and will be caught up fairly quickly due to the 3.5 scaling XP charts.

Replacement bio-mages (Pre-Epic - I'll get to that below), assuming a starting Con of 16, comes in with enough to make it to 21st at 1 highest level spell (or equivalent LP burn) per encounter, 19th can make it to 20th at 2/encounter, 18th can make it to 19th at 3/encounter, 17th can make it to 18th at 4/encounter, and 15th can make it to 16th (but not 17th...) at 5/encounter. You break the class, not by conserving, but by going Nova and replacing the character when it burns out with a similar character a little below the party average. This particular issue cannot be overcome when using an LP burn mechanic without limiting the Bio-mage in some additional arbitrary fasion, such as with the spells per day charts of the Sorcerer or Wizard. Additionally, if you don't expect the campaign to go above 10th, there's no particular reason not to burn a highest-level spell every round of every combat (up to the limit of what would cause you to be Fatigued), unless there's large chunks of down-time between adventures - the LP limitation will never really come up using standard advancement rates.

Epic Bio Mages: curiously, the chart precludes half the starting Con scores from starting at 21st level - Con 3 or 4 has 15k or 20k LP's, but 20k spent - dead; Con 7 or 8 has 35k or 40k starting LP, and 40k spent - also dead; Starting Con 11 or 12 has 55k or 60k starting LP, and 60k spent - dead; and so on - the only valid starting Con scores for a Bio-mage starting at 21st are 5, 6, 9, 10, 13, 14, 17, 18, 21, 22; half of the possible Con scores, scattered throughout the table, aren't valid. This makes no sense to me).

Also... the Chart for starting a bio-mage above 1st has too low of a granularity; at 14th level and above, a Bio-mage at the top of the bracket below has more LP available than a Bio-mage at the bottom of the bracket above (due to the bracket step being over 5,000 LP). When the bracket step hits 10,500 LP (17th), it changes to a two Con-point difference (that is, a starting Con of 17 gives you more LP at 17th+ than does a starting Con of 19, and a starting Con of 18 gives you More LP at 17th+ than does a starting Con of 20). When the bracket step hits 15,000 LP (19th+), it's exaggerated even further to a three con-point difference. At 21st, your starting LP pool is based on your position in the bracket, not on which bracket you use. A character starting at 21st with a Con of 6 has exactly the same remaining LP as a character starting at 21st with a starting Con of 22, and MORE LP remaining than a 21st level character with a starting Con of 21. Additionally, the chart does not take into account the various feats which reduce LP burn, or (in the case of the "vampiric" LP draining feats) add to LP.

Suggestion (deals with the granularity issue, at least...):
Develop an equation for it. Something like....

"starting" LP burnt (level X, max 21) = (Level-1) * Highest level spell cost (ignoring Epic spells) * 13 * (Starting Con / (50+5*# of LP drain Reducing feats)).
(the 50 and the 5 were essentially pulled out of a "feels right" few checks on the numbers; the 13 is based on expected encounters per level, the -1 adjustment to level is to put a 0 there at 1st)

At 21st, with, no LP drain reducing feats, and starting Con of 16, you're assumed to have spent (Level(21)-1) * Highest level spell cost (720) * 13 * (Starting Con(16) / (50+5*# of LP drain Reducing feats(0))) = 20*720*13*16/50=59,904 LP spent - a little over 20k remaining. With a starting Con of 3: 20*720*13*3/50=11,232 LP spent, a little under 4k remaining. With a starting Con of 10, that's 37,440 LP spent - a little under 12,500 LP remaining. Characters of a higher level are assumed to have spent more LP. Characters with more Con are assumed to have spent more LP. However, with that equation (or ones built on it by changing the numbers around a little:

1) A character with more starting Con will always start with more LP than a character with lower starting Con at the same level.
2) A character with a lower starting level will always start with more LP than a character with a higher starting level at the same Con.

Between the two, you're unlikely to run into curiosities that make a lower Con score a better choice (like you currently have). Downside: It's complex.

Atticus Bleak
2008-04-13, 08:11 PM
I apologize, I'm not sure if someone else said this before me......but....Why DOES there have to be a real price on spells? Fighters don't have to pay permanent lifeforce damage to swing their sword better, why should a wizard have to drain their own limited energy to be useful? Thats a bit limiting, it seems, that the biomage has to acually slowly kill themselves to do ANYTHING at all. I mean, paying a little gold or exp, you can get that back, and spells are more powerful than swinging a sword, thus costing you gold or XP, but i don't think you should have to drain your own life to be useful. Other than that its a cool idea for a class, and i have always liked power-point style systems.

I apologize again, i just wish someone would explain WHY we have to punish the spell-slinger just because he doesn't use a bow or a sword.

Zeta Kai
2008-04-13, 09:37 PM
To robotrobot2:
I took your advice to heart & placed limits on all Bio-Drain-like abilities. I don't usually edit things on the Bio-Mage rules, because 1) I spent a lot of time writing & editing the rules before I ever posted a word, & 2) everyone has their own suggestions for how to re-write LP. Thank you for pointing out this flaw.

To PePe_QuiCoSE & Highwarlord:
Thanks for your positive feedback. It is much appreciated.

To Atticus Bleak:
Magic should cost because life costs. Fighters use up chemical energy to swing their swords, & that's why there are rules for starvation, fatigue, & exhaustion. D&D unsurprisingly glosses over most of the low-level strain on the bodies of adventurers; but if there wasn't any such strain in real life, we'd all be adventurers for a living. Adventurers fight & struggle & explorer & work, & at the end of it all, if they didn't get killed by a monster or a trap, they still die anyway. Magic (& especially bio-magic) really isn't much different. Breaking the laws of physics has a cost because EVERYTHING has a cost, when you get right down to it. It's the Second Law of Thermodynamics & the Third Law of Motion. You can't really get something for nothing in this world, & I wrote the Bio-Mage to reflect that in the world of D&D. It's the very nature of the class.

Zeta Kai
2008-10-05, 10:06 PM
Variant: LP from Non-Bio-Mages
Many people here on the forum have voiced concerns about playing a Bio-Mage, on the grounds that there are too few methods for regaining LP. Although I personally do not find this to be a major issue, in the interest of appealing to the masses, I have included the following variant rules.

In lands where bio-mages are few & far between, those that do exist have learned to siphon off the life essences of other living creatures, not just those that have unlocked the secrets of bio-magic.

By successfully using an LP draining ability, whether gained from a feat, granted by an item, or earned as a class feature, bio-mages can take LP from any living being. The amount of LP that a creature has within them is largely dependent on their size + the Constitution modifier. See Table 6-1: Creature LP by Size for details. Creatures with the [Construct] (but not [Living Construct]) or [Undead] types are immune to this drain, being non-living creatures & therefore having no LP. Particularly long-lived creatures, such as elves, dwarves, gnomes, & trees count as being one size category size larger for the purpose of calculating total LP. Creatures that have aged to Middle Age have 25% less LP that their potential total, while Old & Venerable beings have 50% less & 75% less, respectively.

Draining all of the LP from a creature will kill it, regardless of current HP or ability scores. No creature can live without the life energy that binds the soul to the body, so any being that loses all of their LP is lost to the afterlife, & cannot be restored without the LP being replaced. Although they may live, non-bio-mages that are only partially drained of LP are immediately exhausted for a duration equal to the amount of LP taken from them, in hours. Taking LP from another being is generally considered a heinous act, on par with rape, murder, & the foulest necromantic arts.

Draining LP from a non-bio-magical being still carries all of the same guidelines & restrictions as draining LP from other bio-mages or bio-magically infused objects. And just like a bio-mage or a bio-magically infused object, the body of a deceased creature is treated as an object of appropriate size for the purposes of LP loss (see Breaking Charged Items).

This variant is only recommended for campaigns in which a player is running a bio-mage PC in a setting with very few (if any) other bio-mages. Campaigns with a great number of bio-mages should always use the standard rule set.

Zeta Kai
2008-10-05, 10:11 PM
Table 6-1: Creature LP by Size
{table=head]Size|LP
Fine|1
Diminutive|2
Tiny|4
Small|8
Medium|16
Large|32
Huge|64
Gargantuan|128
Colossal|256[/table]

Machaeus
2008-11-21, 11:59 PM
First of all: AWESOME CLASS. I am SO geeking out over this!

Second: One thing that is nagging me in the back of my head: a reduced LP drain? Maybe a special feat to do that if it seems broken - something with a prerequisite of Epic, 17+ Wis and Con, and 24 Ranks in Spellcraft (a given for Epic Casters, but still there for posterity). Or something like that. Hell, maybe even a lower-level feat that allows you to spend a day resting and regain LP equal to your Con modifier, but not above half your maximum. I dunno.

Third: I'm thinking double the damage for the current Bio-Bomb (LP/25) - at that level, a bio-mage is not going to have THAT many LP left. At least, that's my thought. Then have 1 LP left, for drama and RP'ing as said before by several.

Fourth: What about a feat that allows you to drain LP from magic items? "Oh, I already have a ring of regeneration...but I could always use more spell power and life! Zing!" If someone else really wants it, they may have to bargain, and their gold might go towards requisitioning magic items of small value (or large value for greater LP gain). Of course, it would have to be some sort of long ritual (maybe 3 hours) that cost gold depending upon the CL and spell of the item. It would require ranks in Craft (any), so you know something about the construction of items and how magic would be stored and best pulled out.

All thoughts of mine. Please read and consider. Thanks in advance.

EDIT: A new thought that hit me just after I hit "post" - an epic feat that allows you to drain ARTIFACTS for LP. "Oh, it's the Sword of Kas. Can't use this evil thing, can't sell it or it'll fall into the wrong hands, so let's give it to the bio-mage so he helps us out for a longer period of time." Of course, if you do that to Vecna's Eye or Hand, the god will send agents after you, meaning ENDLESS potential adventures! At least until you can challenge a god :biggrin: .

afroakuma
2008-11-22, 12:04 AM
Machaeus: major necromancy there. Try to avoid that in the future, eh?

Machaeus
2008-11-22, 12:12 AM
Sorry...this was just too cool.

Jack_Simth
2008-11-22, 12:35 AM
Machaeus: major necromancy there. Try to avoid that in the future, eh?
Just a quick FYI - you might want to re-read the Forum Rules (http://www.giantitp.com/forums/announcement.php?a=1) yourself.

And as for the thread itself, it's got a fairly fundamental flaw in the Bio-mage class - replacement characters. If all new characters start at 1st... then once the game hits fifth or so, a character that's perma-deaded effectively can't be replaced, as the replacement is dead weight. If all new characters start at lowest surviving minus 1 (or similar), then a series of bio-mages rule the roost (a player can simply burn the bio-mage into the ground, then get another... and another... and another... and another... at what's effectively no penalty).

afroakuma
2008-11-22, 12:37 AM
We're allowed to remind other users. Especially when it comes to necromancy. A lot of people forget that one when they see something awesome.

phoenixcire
2008-11-22, 12:54 AM
Wow, after reading all that I've got the urge to go watch The Covenant.

Zeta Kai
2009-01-02, 09:03 PM
For the record, I just did an overhaul of the Bio-Blade's Energize Weapon ability. It's clearer now.

Knaight
2009-02-27, 12:26 AM
Any chance of seeing a divine class, where a bio-mage can fufill tasks for a god in exchange for a longer life? It adds a new option, that of the religious fanatic avoiding death by serving a god, or better yet, a rogue archangel or some such.

Also would it be possible to get a PDF file of this made? Please?

Edit: Crap, just realized that the last post was made a month earlier than I thought it was and this is thread necromancy. Barely.

Herobizkit
2009-05-28, 04:59 PM
This may have been addressed before, and may be moot, really, but what happens when two Bio-Mages try to drain LP from one another?

Starbuck_II
2009-09-15, 06:45 PM
I have to say while there seems some potential for abuse, the flavor and idea behind this class rocks.
So basically, you are Sorc without a daily limit except LP. I see you made a magic item that restored 50 LP for cheap. I find the starting Con =most important stat interesting.
So why was the limit starting con and not including level bonus (I can understand no magic). Aren't you naturally getting more Con when you add it from level?
You could make level Con give less points if 5000 is too much (maybe 100 for each level Con).

I am wondering if a DM would allow a homebrew class like this.
I would love the chance to try this, but DMs will note the unlimited casting (assuming an hour between each battle).
That is iffy: although, Warlock was thought broken and he had infinite as well.

Zeta Kai
2009-09-15, 07:30 PM
Well, the concept is basically "you are born with an innate life force, & you now have the power to spend this spiritual energy on magical effects". IMO, leveling-up doesn't contribute significantly to increasing this life force. People still die of old age, which in the context of bio-magic is the complete expenditure of said life force. Therefore, increasing your Constitution would not & should not increase your LP score. Also, from a mechanical standpoint, preventing LP gain via Con-boosting prevents the blatant power-gaming that is inimical to the class's concept. If level-based Constitution gains added to your LP, then other ways of Con-boosting would be more plausible, & eventually we'd be faced with munchkins pumping their Con to arbitrary levels, creating a caster with nigh-infinite HP, LP, & Fortitude. That would be what I call a Very Bad Idea. Playing a Bio-Mage is a zero-sum game (something that it's critics cannot seem to appreciate), & easily gaining LP works against that premise.

Also, for the record, the fatigue/exhaustion mechanic does slow down your casting quite a bit. Some people don't notice that aspect, or discount it's significance. You can only spend so much LP before you become fatigued, & if you spend more, you become exhausted. Not only do you suffer the normal penalties of those conditions, but you can't cast again until you rest up. So it's not exactly infinite-sorcery.

Agrippa
2009-09-15, 10:22 PM
After reading every thing about the bio-mage I can at one sitting I have only one thing to say. If this were that only form of magic possible, I'd say to hell with magic. Spellcasting that could kill to you if overused or used recklessly is fine. But magic that will eventually kill you if you ever use it and cuts your life horrifically short. That's not a blessing, that's a curse disguised as a blessing.

In fact, I were a bio-mage, I'd never advance above 6th level and then I'd retire with a shed full of magical and non-magical loot and do every thing with in my power to avoid actually casting any spells except from magic items. If I'm really smart and lucky (by lucky I mean having a starting Constitution score of 18) I could have around 75,384 to 80,000 life points left and spend the rest of my days living a completely normal life. I might even make it to 234 years and 65 days if i don't use my own magic afterwards, if it works that way at all. In fact being a bio-mage would give me a disencentive to ever use my powers for good or ill.

The rest of my village is drowning and they request my magical aid? Fine, I'll high tail it out of there before I drown. Why should I become some dispossible magical bettery or tool for everyone else just because some callous rat bastard gods said so. I am the master of my own fate, I am the captain of my soul.

The fact some inhuman beings meant for me to kill myself just to perform supernatual feats of skill without asking for my permission or consent? You can call me an evil bastard all you want but just look at how the gods made me. I'm just imitating their callous disregard for the lives of mortals. What makes me worse than them?

Gorgondantess
2009-09-15, 10:34 PM
Man, this thread keeps getting necro'd... but it's a good thing. Awesome class, Zeta.:smallsmile:


Playing a Bio-Mage is a zero-sum game (something that it's critics cannot seem to appreciate), & easily gaining LP works against that premise.


I completely agree. It also makes me love the vampire mage PrC even more- in normal D&D, there's no mechanical benefit to putting your power before morality, doing terrible things for the sake of greatness... I mean, c'mon, the best they have is the lich, and the LA on that thing is absolutely crippling.:smallyuk: I like how the bio-mage can walk the line of evil for the power of a continued existence... it's a great concept.
I just need to be able to play it one of these days... most of my DMs don't want to have to read through it.:smallsigh:

Krazddndfreek
2009-10-05, 03:17 AM
I just wanted to say, this is a great class and everything.:smallbiggrin:

And to those of you who think this class is immensely broken, or discourages roleplaying, I don't agree with you. I won't go beat any dead horses here in arguing against the brokenness in of this class (I still don't think its broken, you have to shoot your life away!). But the roleplaying opportunities for this class are fantastic. For years I've always wanted to play a magic-user who actually exhausts themselves from pushing the limit of his/her magic. That's what happens in novels and such, no? I always thought that the Vancian (I learned something today:smallbiggrin:) system was sort of awkward, but I always tried to fluff it up the way that the Bio-Mage mechanic has been designed. I really don't think that anyone who plays using this class will be overly reckless, but I guess it depends on how much of a munchkin you are.

I also really liked the Vampire Mage PrC even before I looked at it. I could just tell. But after seeing the tenth level, I wouldn't actually want to take it. If the LP burn was something more like 30 per day I would do it, but not 100. Unless I had little Bio-Mage children locked in my basement that I could feed off of every day. But that's just my opinion.:smalltongue:

@Agrippa: But... that's like saying you can metagame yourself! I mean, how could you know that tossing a fireball here or there would shear exactly 4 days 3 hours and 6 seconds off of your life. Or that it was even shortening your life at all? And besides, who wouldn't want the kind of popularity? I would imagine that just the ability to wield such power would be addicting enough if popularity wasn't.

Apologies in advance for thread necromancy

Dante & Vergil
2009-10-07, 02:10 PM
I just wanted to say, this is a great class and everything.:smallbiggrin:

I agree, but I think that the Biomage should be a supplement to a system, not a replacement, but that's because I don't like being forced to only play a magic system that "kills me, softly". Options have always been my friend.
Also, what about undead, outsiders, and other beings with no maximum age limit? Yeah, I didn't read through the whole thing first, but I going to ask anyway. (I know there is the Vampire PrC you made, but that seems to be different anyway.) Because, I think that, if not already, that the ageless beings should have an awsome and powerful variant, one that good guys can play and not have to worry about doing evil deeds. My opinion, though.


Apologies in advance for thread necromancy

A little thread necromancy never hurt anybody... yet.:smallwink:

Anonymouswizard
2009-11-12, 01:49 PM
Zeta, this is the best spell point system I have come across. Draining life energy makes more sense than any other system from a fluf view: I have always thought of casters as being reluctant to use their powers, aging every time they are used, and therefore being selfish bastards. except for D&D.

I'll see if I can find a way to add it as an option for my A20 project, most likely as the primary alternate magic system where all casters are bio-mages: the only way to get this sort of power without losing life is with psionics (psionics are going to have wildly differnt mechanics). I hope to post something along these lines in the magic section.

Lapak
2009-11-12, 02:34 PM
I'd forgotten about this system.

Out of curiosity, Zeta Kai, have you seen/read the Magister books by C. S. Friedman? The magical system in those books is pretty much exactly in line with this - 99% of magic-users are witches who tap their own life energy to spellcast. Some of them squander it (whether in a selfish or heroic fashion) and waste away at young ages, others charge people very, very high fees for even small magics, and others try to avoid using magic at all. The other 1% are the apparently-immortal Magisters, who seem to be able to break the rules and use as much magic as they like - you can probably guess how they accomplish this feat.

Sindri
2010-08-22, 09:33 PM
One problem that I see here is that in a short campaign, the limits are irrelevant because the player is perfectly willing to sacrifice decades of a character's life if they'll only be active for a few weeks at most. In a long campaign, the class is useless because all of it's abilities use up LP, and as previously stated combat spells alone will kill you by the mid-levels, and using any specials or utility spells will accelerate that. And of course from the character's point of view instead of the players, why would I sacrifice a month of my life to fireball someone? Or a day to cast ray of frost? Or two years for a shapechange?

Knaight
2010-08-22, 11:56 PM
The last post was over 8 months ago. I'm thinking this thread has died.

Vaynor
2010-08-23, 01:58 AM
The Red Towel: Thread necromancy.