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View Full Version : D&D 3.x Class Simic Initiate (M:tG based, Graft-Fighter, PEACH)



Zaydos
2015-03-06, 03:20 AM
Simic Initiate

Simic initiates begin their training as experimental subjects. Failures are flushed to the undersewers.

A Simic Initiate is the martial arm of the Simic Combine. They are skilled warriors who infuse their bodies with cytoplasmic grafts to make them into powerful warriors capable of serving as support to the finest mages that the combine has to offer.

Adventures: A Simic Initiate might adventure at the behest of their guild, serving its purposes upon that battlefield. Even when not actively engaged in such services many Simic Initiates adventure to test out combinations of grafts and their skill, struggling towards that perfection of evolution which is the goal of the Simic Combine.

Characteristics: A Simic Initiate is capable of fighting much like a fighter, but their plethora of grafts give them a variety of other abilities. These grafts can either serve to give them limited special attack options, such as an eldritch blast-like attack, or a variety of passive defenses or mobility options. A Simic Initiate can bestow these grafts to others allowing them similar capabilities.

Alignment: Simic Initiates tend towards Blue-Green alignments. In a normal alignment system a Simic Initiate’s loyalty towards their guild and the social order it is part of leads them to tend towards Lawful alignments. Simic Initiates tend more towards Neutral morally, than either Good or Evil. Although the plurality of Simic Initiates are Lawful Neutral, Simic Initiates may be any alignment and come in all types. Chaotic Evil Simic Initiates are perhaps the rarest, because functioning within the combine often means curbing selfish desires.

Religion: To members of the combine evolution and the development of life to a more perfected form (which is quite different from evolution) is practically a religion in and of itself. In traditional settings a Simic Initiate is likely to worship gods of nature and self-improvement, although some will tun instead towards gods of knowledge. From the core (PHB) deities a Simic Biomancer would most likely worship Obad-Hai, or Ehlonna, with a decent chance of worshipping Heironeous or Kord, although Boccob, Vecna and even Wee Jas might appeal to certain Biomancers (especially those who dabbled in Dimir or Golgari arts).

Background: A Simic Initiate is trained by the Simic Combine to be their guards and elite warriors, warriors which can match the powerful mutants the Combine produces. This training includes a mixture of military training and a dabbling in biomancy which allows them to create and maintain their grafts.

Races: Humans, elves, vedalken, and merfolk all are found within the Simic Combine with regularity.

Role: A Simic Initiate serves as a front line to the party, meeting enemies head on. Their grafts allow them to also serve as a sort of party buffer, spreading them out to passively improve the party or recalling them to themselves to gain a needed boost as the situation dictates.

Adaptation: A Simic Initiate could be divorced from the Combine. They then could become a militant arm to a nature religion, the graft’s being presented more as their own improvement via gathering beneficial traits from various creatures, or simply become freelance biomancer-gish’s who likely but heads with druids and their like as being ‘unnatural’.

GAME RULE INFORMATION
Simic Initiates have the following game statistics.
Abilities: Strength is a Simic Initiate’s combat prowess. Dexterity is important for AC in lighter armors and for ranged combat if that route is pursued. Constitution determines their melee staying power.
Alignment: Any.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
The Simic Initiate’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

SIMIC INITIATE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
C. Grafts
Special
Mana Cap


1st

+1

+2

+0

+2

1
Shape Graft, Bestow Graft
1


2nd

+2

+3

+0

+3

1
Bonus Feat
1

3rd

+3

+3

+1

+3

2
Emergency Cytoplasm 1/day
2

4th

+4

+4

+1

+4

2
Bonus Feat
2

5th

+4

+4

+1

+4

3
Bestow Graft (Standard)
2

6th

+6/+1

+5

+2

+5

3
Bonus Feat, Mana Recovery 1
3
7th

+7/+2

+5

+2

+5

4
Bestow Graft (Ranged)
3
8th

+8/+3

+6

+2

+6

4
Bonus Feat
3

9th

+9/+4

+6

+3

+6

5
Grafted Eyes, Shift Graft, Emergency Cytoplasm 2/day
4
10th

+10/+5

+7

+3

+7

5
Bonus Feat
4
11th

+11/+6/+1

+7

+3

+7

6
Bestow Graft (Swift)
4
12th

+12/+7/+2

+8

+4

+8

6
Bonus Feat
4

13th

+13/+8/+3

+8

+4

+8

7
Reshape Grafts
5
14th

+14/+9/+4

+9

+4

+9

7
Bonus Feat, Mana Recovery 2
5
15th

+15/+10/+5

+9

+5

+9

8
Emergency Cytoplasm 3/day, Bestow Graft (Move Action)
5
16th

+16/+11/+6/+1

+10

+5

+10

8
Bonus Feat
6
17th

+17/+12/+7/+2

+10

+5

+10

9
Grafted Telepathy
6
18th

+18/+13/+8/+3

+11

+6

+11

9
Bonus Feat
6
19th

+19/+14/+9/+4

+11

+6

+11

10
Bestow Graft (Immediate action), Echo Graft
6
20th

+20/+15/+10/+5

+12

+6

+12

12
Bonus Feat, Quick Reshape Grafts 7


Class Features
All of the following are class features of the Simic Initiate.

Weapon and Armor Proficiencies: All simple and martial weapons, light, medium, and heavy armor, and shields (except tower shields).


Color Identity: Each creature or character that has the ability to interact with mana either by gathering it or using it has a color identity, as do some creatures which do not including any creature which can be summoned with mana spells. A creature’s color identity can include any combination of Black, Blue, Green, Red, or White or be Colorless. A creature can only gather mana that matches their color identity or is colorless, and if they would add mana that would belong to another color to their mana pool it becomes colorless. Certain other abilities may interact with color identity, for example certain cytoplasmic grafts and evolutions can only be crafted if the graft-originator or creature’s summoner has a certain color in their color identity.


Mana Mana is a source of magical energy used to fuel certain ability. Any creature capable of gathering or using mana has a mana pool, the capacity of which represents the maximum amount of mana they can hold at a single time. Typically a creature will begin an encounter with maximum mana (as gathering mana can be done at-will as a standard action and even in the worst situations can usually be gathered back to maximum within a minute or so). Mana comes in five colors (Black, Blue, Green, Red, and White), as well as colorless mana and any colored mana may be freely used as colorless mana when required. Some effects call for either of two colors, such as the Bioshift ( http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366299) spell which requires 1 Green or 1 Blue mana, and others call for both of two (or more) colors, such as Summon Drakewing Krasis which requires 1 colorless as well as 1 Green and 1 Blue mana, an or means that either color can be used and that the spell can be learned if only one of the two colors is part of the caster’s color identity, while an and means that it requires the stated amount of each and requires both colors to be part of the caster’s color identity; some spells (such as the theoretical Summon Marisi’s (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249375) Twinclaws[/url]) use both an or and an and (in the case of twinclaws it requires 2 Colorless, 1 Green, and 1 Red or White mana), in which case either of the two colors connected with an or can be used but Green must be used and the caster’s color identity must include Green and at least one of Red or White.

Mana is usually obtained through the Gather Mana action (although there are other methods) or passively as described under Gather Mana.

Gather Mana Any creature with a mana pool may perform the gather mana action. Gathering mana is a standard action which provokes attacks of opportunity unless performed defensively (requiring a DC 15 Concentration check). Certain creatures, such as birds of paradise, have special rules for gathering mana with their racial abilities. For most, however, you compare their Mana Expertise Level and the tier of the terrain on the table below. Terrain comes in five types, one for each color, and is rated in tiers separately for each color. A character uses the highest value in a region that matches one of the colors in their color identity to determine overall mana which can be gathered, but may only gather mana of a specific color equal to that allowed by the terrain’s tier for that color. In addition to mana which is actively gathered, a character passively regains mana of a color equal to that terrain’s tier in that color; if a terrain has positive tiers in two or more colors that are part of a character’s color identity they gain a total amount equal to the terrain’s highest tier (in a color that is part of their color identity) but may divide it between varying colors up to that color’s tier (for example in a humid rainforest a simic Biomancer would be able to gain 3 mana, but only 1 of it could be blue). Any mana in excess of a creature’s mana capacity is lost, although they may choose which color of mana is lost in that situation.

Determining a terrain’s tier:
Each of the 5 types of mana are judged separately. Tier I features count only if within 60-ft of the gatherer, tier II features count if within 200-ft and count as tier I if within a mile, tier III features count if within 1 mile reducing to tier II if out to 3 miles and tier I if out to 10 miles. These are normal ranges and some features may only count if closer. The following are meant as a basic set of examples to help DMs determine the tier of mana available in an area; in general if it physically fits the related terrain (forest = green, mountain = red, island/ocean = blue, plains = white, swamp = black) or the philosophy and flavor of the color it should help in the generation of it magic (for more about colors’ flavors for those unfamiliar with them see (http://mtgsalvation.gamepedia.com/Color_Pie) here[/url]).

For a more simplified version everywhere is tier I for all colors unless there is a reason otherwise, and when within the associated terrain type it is tier III.

Universal: A site which has been dwelt in by a mage of the proper color slowly gains their color identity. A simic Biomancer’s childhood home may be tier 1 green and blue for that reason, meanwhile their sanctum where they work their magic might be tier 2, and the academy where simic Biomancers are trained would be tier 3.
Green:
Tier I: A single tree, a large (4+ 5-ft squares) garden, verdant life non-forest, shrine to minor nature spirit.
Tier II: An area with at least 8 trees within 60-ft of the gatherer, an area where at least 10 trees average per 16000 square feet (40-ft by 40-ft square), a botanical garden or arboretum, a druidic site, a temple to a god of nature.
Tier III: A densely forested region, a jungle, or tropical rainforest, a druidic grove, a powerful site of reverence to a god of nature.

Blue:
Tier I: A small stream or pond, any sizeable amount of water (at least 1 square), any site of high humidity, a place of learning or pure intellect.
Tier II: Being in water, the coast, a large lake, at least 8 squares of water within 60-ft, being on a large island (ocean > 10 miles away, but no point more than 80 miles from the ocean), a rain storm, a site of learning, or a library.
Tier III: The coast of an island (when on said island), being on a boat at sea, or being in sea water, a major academy of magical learning, a great library.

Red:
Tier I: Rocky or hilly ground, any sizeable fire (at least 1 square), a small artificial underground structure (such as a basement), within sight of a mountain over 3 miles tall.
Tier II: A hill top, mountainous terrain, a cliff-face, within a large artificial underground structure (such as a dungeon), a natural cave, a site associated with passion, battle, or freedom.
Tier III: A mountain peak within 1000-ft, within a large cave structure, a mountain over 3 miles high, a site traditionally associated with passion/battle/freedom for generations.

White:
Tier I: Farmland, an open wilderness area, any place where the rein of law holds sway.
Tier II: A stretch of open plains, a sizeable lawn, a temple to a socially accepted god, a courthouse.
Tier III: A wide open plain that stretches for at least 10 miles in all directions, a prosperous city where law and community are held in great respect, a major temple to a socially accepted god.

Black:
Tier I: Desert, polluted region, a dead body, any place where living creatures have been sacrificed, a tomb, anywhere that undead have been for a long period.
Tier II: Wetlands, a realistic swamp (i.e. a highly diverse and life filled biome), a necromancer’s abode, a lich’s lair, a vampire’s tomb, a place where the worship of demons is practiced, a graveyard, a wasteland.
Tier III: A fetid bog, a fantasy swamp, a tainted region, a deep swampland, inside a lich’s lair, inside a vampire’s tomb, the inside of a major graveyard, the region around a demilich/vampire lord’s lair, a major site in the worship of an archfiend.

Planar Terrain: Planes from Mechanus to Elysium are typically Tier III White terrain as is the Positive Elemental Plane, while Arborea, and Acheron at Tier II (as are positive quasielemental planes if used), and Baator is Tier I. Planes from Baator to the Abyss are normally Tier III Black terrain, as is the Plane of Shadow and Negative Energy Plane, and Acheron and Pandemonium (as well as any negative quasielemental planes if used) are Tier II terrain. Planes from Pandemnium to Ysgard are Tier III Red terrain, as are the Elemental Planes of Fire and Earth (and the paraelemental planes of magma and smoke and quasielemental planes of mineral and radiance), Arborea and the Abyss are tier II, while the Beastlands and the Outlands are tier I (as is the planes of ooze, and ash if used). The Beastlands and Arborea are tier III Green terrain, while all Inner Planes, the Outlands, Bytopia, and Ysgard are all tier II Green terrain. The Astral Plane, Mechanus, and the Planes of Air and Water are all tier III Blue terrain (as are Ice, Steam, and Lightning if used), with Acheron, and the Ethereal Plane both being tier II Blue terrain (as is the plane of Ooze if used), the plane of Limbo is tier I Blue terrain (as is Vacuum, Salt, and Smoke if used). This is in addition to whatever is determined by the local terrain.


MELTier 0*Tier ITier IITier III
10 (1)222
20 (1)233
30 (2)233
41 (2)233
51 (2)234
61 (2)234
71 (2)234
81 (3)334
91 (3)335
101 (3)335
111 (3)346
122 (3)346
132 (4)457
142 (4)457
152 (4)458
162 (4)468
172 (4)469
182 (5)569
192 (5)5710
203 (5)5710

*: The parenthetical numbers represents how much mana total can be gathered from such a site, with the first number what amount of that can be colored; if a terrain is 0 in one of your colors and 1+ in the other the first number is used for how much of the former color can be gathered, if it is 0 in both/all the first number is used to determine how much colored mana can be used (if it is 0 in two but not a 3rd the first two may only have colored mana put together equal to the first number).

Example: A 5th level Simic Biomancer is in a dungeon located underneath a massive forest. The dungeon is within 1 mile of the ancient rainforest (tier III green) and as a large dungeon falls under tier II red. The Simic Biomancer is able to draw 3 Green Mana from the area each round automatically, but is unable to passively gain Blue Mana. When they use a Gather Mana action they gain 4 mana (as it is tier III in a color matching their color identity) but only 1 can be Blue (as that is the maximum Blue mana they can draw from a Tier 0 terrain). As their mana capacity is 4 they will rarely need to do this unless they require Blue mana (as they automatically regain 3 mana each round) or have taken feats or evolutions to improve their mana capacity. If they had the Gruul Initiate (Simic) feat then they would passively gain either 3 Green mana, 2 Green mana and 1 Red mana, or 2 Red mana and 1 Green mana (as it is a tier II Red terrain they cannot passively regain more than 2 red mana there) and with the gather mana action could gain 4 Green mana, 3 Green mana and 1 Blue mana, 3 Green mana and 1 Red mana, 3 Red mana and 1 Blue mana, 2 Red mana and 1 Green mana and 1 Blue mana, or any other combination which equaled a total of 4 with no more than 3 Red mana or 1 Blue mana. If a Simic Biomancer had Red as part of their color identity and were in a natural cavern (tier III Red) which was tier 0 for both Green and Blue they would gain 3 Red Mana and 1 Blue or Green Mana when they used Gather Mana; if Red was not part of their color identity they would gain 1 Colorless and 1 Blue or Green Mana when they used Gather Mana. At Lv 15 the same Simic Biomancer would gain 6 Red Mana and either 1 Blue and 1 Green or 2 Blue or 2 Green Mana with a Gather Mana action if Red was part of their Color Identity, or 2 Colorless and one of 1 Blue and 1 Green, 2 Blue, or 2 Green Mana with a Gather Mana ability.

Changing Mana Color and Coloring Mana a.k.a. Filtering Mana: Any character able to Gather Mana may, as a standard action, Filter Mana. Like gathering mana this provokes attacks of opportunity and can be performed defensively. When a character filters mana they may change any or all mana in their mana pool to the mana color(s) of their choice as long as those colors match their color identity.

Example: A 5th level Simic Biomancer has 4 Green mana in their mana pool, but they want to summon a Drakewing Krasis which requires 1 Green, 1 Blue, and 1 Colorless Mana to be cast. They use the Filter Mana action to transform 2 of that mana into Blue Mana and then spend 2 Green Mana and 1 Blue Mana to summon the krasis; as any color mana may be spent for colorless.

Sanctums: A character may also tie themselves to a region creating a sanctum. Any character capable of casting 1st level mana spells can create a sanctum for themselves. A sanctum can have a diameter up to 10-ft x the character’s mana caster level, and requires 1 day of work to create per 30-ft of its diameter. A character may only have as many sanctums as their Intelligence modifier and must manually destroy their link to a sanctum before making more. A sanctum is treated as 1 tier higher in all colors for the bonded character (a field with a single tree would become a tier II Green terrain for the sanctum holder, and a house in the middle of town would become tier I and likely eventually become tier II due to habitation). Two mana casters’ sanctums cannot usually overlap, but those in the same tradition can on occasion create them in such a way that they may. Typically this means two mages of the same base class which grants spells and the same in universe organization and requires the first mage to intentionally make their sanctum in such a way as to allow others of the same tradition to create overlapping sanctums.

Destroying Sanctums: A sanctum is far easier to destroy than create; taking only 1 hour per day it required to create, or 10 minutes per day if the creator is destroying it himself. This destruction can be performed by any character capable of casting 1st level mana spells.

Cytoplasmic Grafts: Cytoplasmic grafts are bundles of magically altered biomatter. They are transferable through the bestow graft ability, as well as some spells. A creature’s ability to hold cytoplasmic grafts depends upon if it is naturally a graft-bearing creature (represented by the Cytoplasmic subtype) or has the evolve ability, or does not. A creature with the evolve special quality, or which has the cytoplasmic subtype may hold a total number of grafts and evolutions equal to its summoner or creator’s caster level, or if somehow naturally occurring a number determined by the DM and may have no more instances of a single graft active than 1 plus ½ their hit dice (minimum 2). A creature without the evolve ability or cytoplasmic subtype may only bear ½ their character level in cytoplasmic grafts and evolutions at a single time, and may have no more instances of a single graft active than 1/4th of their hit dice (minimum 1). A creature with the cytoplasmic grafts class feature does not count grafts granted by it against their limit of grafts which can be born at a single time, and may carry an additional instance of a graft compared to a creature that does not have the class feature (bringing their minimum to 2).

Any creature bearing a graft normally gains certain benefits from it, but a creature with evolve or the cytoplasmic subtype gains additional benefits. Such a creature gains +1 HD for each graft they bear, in the case of a cytoplasmic creature its initial hit dice are derived this way and lost if it loses the grafts (losing feats, and skill ranks as appropriate); they gain skills, feats, and ability score bonuses for these hit dice as normal, but they do not increase the creature’s size. They also gain +1 to Strength, Dexterity, Constitution, and Natural Armor for each graft beyond their initial grafts (if reduced below initial grafts they do not lose ability scores).

A creature may carry more grafts than their limit or grafts they do not meet prerequisites for using (such as a graft that improves a natural weapon they lack, a graft which improves a fly speed they do not possess, or a graft which requires other grafts to function). If they do so any excess or non-functional grafts become nascent, meaning that they have no effect, until they are no longer in excess, or prerequisites are met. On a naturally graft bearing creature, or a creature able to create or bestow grafts any number of grafts can be suppressed, becoming nascent, as a standard action allowing other grafts to activate (whichever of their choice that could). For a creature which is not able to do these things, the grafts added after the limit is reached become nascent and typically remain that way.

Cytoplasmic grafts are by default corporeal and cannot be applied to an incorporeal creature. A graft that has been granted ghost touch (such as if it was made by someone with the Craft Ghost Touch Grafts feat), or which has been made incorporeal (either because it was created by an incorporeal creature, or because its bearer has been made incorporeal,) can be grafted onto an incorporeal creature. An incorporeal graft cannot be applied to a corporeal creature (unless it is ghost touch).

Save DCs for Grafts: The save DCs of grafts is largely independent of the graft-bearer’s stats, instead the DC is 10 + ½ the graft-bearer’s hit dice + ½ the graft-originator’s intelligence modifier + the number of instances of the graft in question born. So if a Simic Basilisk was summoned with 3 instances of the Death Whisper graft by an Int 22 Simic Biomancer the save DC for its Death Whisper ability would be 24, if it gave up 2 other grafts and thus 2 hit dice it would become DC 23, if one of those was a death whisper graft it’d be down to DC 22. The naturally occurring grafts of a naturally occurring cytoplasmic creature are based off of its Constitution modifier instead of its creator’s Intelligence modifier.

Graft Originator: Some grafts reference the graft originator. In the case of a graft on a summoned creature, or created by a spell (such as Thrive), the graft is considered to originate from the summoner or spellcaster. In the case of a graft formed through the Shape Grafts class feature the graft originator is whoever created the graft. If an ability requires mana it may come from the graft bearer or the graft originator as long as the originator is on the same plane and is willing; a graft originator does not know why or necessarily who is requesting mana unless they have line of sight, otherwise they get only a vague sense of direction/distance and which type of graft is being activated. Giving mana in this way is a free action which can be performed outside of your own turn.

Shaping Cytoplasmic Grafts:
Some creatures, cytoplasmic creatures, are formed with cytoplasmic grafts. Others, however, such as Simic Biomancers and Simic Initiates are able to consciously shape cytoplasmic grafts. These grafts last just shy of 24 hours (approximately 23 and a half hours), and the ritual to form them can be performed once per day. This ritual takes one hour, similar to preparing spells. When grafts are shaped the shaper selects which grafts they are, up to their maximum, and shapes them on themselves; you may only shape one instance of any single graft plus 1 per 2 character levels beyond the minimum required to shape that graft (1st for those without one listed). They may then bestow grafts to other creatures if they have the Bestow Graft ability.

Once a cytoplasmic graft has been shaped it normally remains shaped until its time has expired, at which point they naturally dissolve. Shaping grafts require an amount of magic and as grafts are supernatural in nature they are suppressed in an anti-magic or dead magic zone, although a cytoplasmic creature (or creature with evolve) does not lose hit dice granted by grafts suppressed in this way. Grafts can be prematurely unshaped by the graft-originator with an expenditure of a standard action, and 2 colorless and 2 green mana as long as the graft is within 30-ft.

Color Identity: A character with levels in Simic Initiate includes Green and Blue in their Color Identity and they must either have Green or Blue in their preexisting Color Identity or have no preexisting color identity in order to take levels in Simic Initiate.

Gather Mana: As a character with a mana pool a Simic Initiate may gather mana but Simic Initiate levels count at 1/2 for determining your Mana Expertise Level (MEL); if your MEL would be less than 1 round up to 1.

Shape Grafts (Su): A Simic Initiate gains the ability to shape grafts as described in the New Rules section. They may shape those grafts listed in the post below.

Bestow Graft (Su): By spending a full-round action a Simic Initiate may bestow one of the cytoplasmic grafts they bear to another touched willing creature, transferring the graft to the target. The Simic Initiate loses all benefits from the graft and the bestowed creature gains all benefits from the graft. Whenever a Simic Initiate summons a creature they may transfer a graft they bear to it as part of its summoning (a free action) even if the creature does not appear within the normal range of their bestow graft ability. Grafts bestowed to summon creatures return to the Simic Initiate after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent for 1 minute thereafter.
Beginning at 5th level you may bestow a graft as a standard action. At 11th level you gain the ability to bestow a graft as a swift action (in addition to standard action if they choose to do so). At 15th level you gain the ability to bestow a graft as a move action (allowing you to bestow 3 grafts in one round as a Standard, Move, and then Swift action). At 19th level you gain the ability to bestow a graft as an immediate action.
Beginning at 7th level you gain the ability to bestow a graft at a range of 30-ft instead of touch, the target must still be willing.

Bonus Feat: At 2nd level and every even level thereafter a Simic Initiate gains a fighter bonus feat, and they may count their Simic Initiate levels as Fighter levels to qualify for feats.

Emergency Cytoplasm (Su): Once per day, as a full-round action, a 3rd level or higher Simic Initiate may shape 2 grafts + 1 per 6 levels beyond 3rd. These grafts are in addition to those normally gained from class levels and last for 1 minute per point of Constitution modifier the Simic Initiate possesses. Doing so is a tiring act for the Initiate and leaves them fatigued for twice the duration of the grafts. A Simic Initiate gains the ability to use this ability a 2nd time each day at 9th, and a 3rd at 15, but cannot have multiple instances of this maneuver active at a time.

Mana Recovery (Su): A Simic Biomancer learns to draw even the least traces of mana. At the start of each turn a 6th level or higher Biomancer adds 1 Green or Blue mana to their mana pool, this increases to 2 mana in any combination of Green or Blue mana at 14th level. This is in addition to any mana gained automatically by being in mana rich terrain, or through artifacts, gathering mana, and the like.

Grafted Eyes (Su): Grafts are not merely a means of augmenting the creature bearing them, and a Simic Initiate can manipulate and use the grafts they have bestowed for their own ends. Beginning at 9th level a Simic Initiate may tap into the senses of any creature bearing a graft they originated as long as that creature is on the same plane. This act requires a standard action to initiate and requires concentration (as a standard action) to maintain and gives the Initiate access to all the creature’s senses (any special vision, hearing, etc, use the graft-bearer’s Listen, Search, and Spot). The Initiate does not select a creature to view in this way, instead selecting a graft they originated and viewing through whosoever is bearing it now. There is no save, or spell resistance to this effect and the even Mind Blank does not block it.

Shift Graft (Su): Beginning at 9th level a Simic Initiate may move a graft they shaped that they have bestowed upon another creature within 30-ft. They may move it with the same action and limitations as they would Bestow a graft that they have shaped and is upon themselves. A Simic Initiate may also call a graft back onto themselves, with the same action as it would be to bestow one, from any range.

Reshape Grafts (Su): Beginning at 13th level a Simic Initiate may meditate for 10 minutes to unshape any number of grafts they shaped with their shape grafts class feature and to reshape them as any grafts they could normally shape.

Grafted Telepathy (Su): A Simic Initiate may expand their mind through the cytoplasm that makes up grafts. Beginning at 17th level a Simic Initiate gains telepathy with a 300-ft range but only towards creatures with cytoplasmic grafts. This telepathy extends to an infinite range as long as the creature is on the same plane with regards to creatures bearing grafts that you are the originator of. In addition you may sense the location of any creature bearing a graft you originated as well as whether they are non-intelligent, non-sentient (Int 1 or 2), below average (Int 3-7), average (Int 8-13), above average (14-21), super human (22-29), or godlike (30+).

Echo Grafts (Su): At 19th level a Simic Initiate’s mastery with grafts has reached a point where even when they no longer bear a graft they gain some benefit from it for a short while. Whenever you lose a born graft (whether because it was unshaped, changed with bestow grafts, bestowed, it turns nascent due to you bearing too many grafts, or otherwise) you still gain the benefit of that graft for 1 round after you lose it. These virtual grafts do not count against your maximum number of grafts born.

Quick Reshape Graft (Su): At 20th level a Simic Initiate may reshape one of their grafts as a swift action each round.

Zaydos
2015-03-06, 03:27 AM
Simic Initiate Grafts

Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft. You must be level 7 or higher to shape this graft.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft. You must be at least 3rd level to shape this graft.
Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearer’s skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creator’s color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graft’s creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Cyto-chitin: The graft bearer’s flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
Ley Tattoo: Intricate patterns of cytoplasm form across the graft-bearer’s skin. They are able to channel their life energy through these patterns to grant the graft creator mana. By paying 3 hit points, as a free action, the graft bearer may grant the graft originator 1 point of Green or Black mana; this damage cannot be reduced or prevented in any way and ignores regeneration. The graft-bearer may pay additional hit points to channel even more mana to the graft originator.
Acidic Blood: Cytoplasm laces the graft-bearing creature’s blood causing it to become dangerously acidic when mixed with air. Whenever they take slashing or piercing damage this blood spills out. It deals 1d4 damage + 1/3 character levels of the graft-originator to all adjacent creatures (Reflex save negates); a creature damaging them with a natural weapon or unarmed strike is not allowed a save. Each instance of this graft beyond the first adds 2d4 additional damage.
Helium Bladder: A creature bearing this graft gains a fly speed of 10-ft with a poor maneuverability. Each additional instance of this graft improves a creature’s fly speed by 10-ft and its flight maneuverability by 1 grade to a maximum of Good. You must be at least level 5 to select this graft.
Mirrored Eyes: Cytoplasm layers over the graft-bearer’s eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability. You must be at least level 7 to select this graft.
Krasis Fins: Cytoplasm forms a series of fins across the bearer’s body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
Implanted Gills: Cytoplasm infiltrates the bearer’s lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
Artificial Lung: Cytoplasm infiltrates the bearer’s lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
Reflex Augmenters: Cytoplasm roots itself in the graft-bearer’s brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
Cognizance Enhancer: Cytoplasm forms a neuron mesh in the graft-bearer’s brain. This grants them a +2 competence bonus to all Int and Wis based checks; each instance of this graft beyond the first increases the bonus by +1.
Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to ½ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks. Requires 3rd level to shape.
Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearer’s hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thieves’ tools (preventing any penalty for not having thieves’ tools), but do not stack with the bonus granted by mw thieves’ tools. Each additional instance of this graft improves these bonuses by +2.
Crystal Heart: This graft empowers a vital reinforcement graft, granting a benefit only to creatures already bearing the vital reinforcement graft. Cytoplasm hardens the creature’s heart and reinforces it metaphysically as well as physically granting the graft-bearer an immediate save to remove any negative levels they gain and, if they have at least three instances of the Vital-Reinforcement graft, immunity to death effects. This immediate save against a negative level is in addition to the normal save 24 hours later.
Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearer’s skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
Cognizance Implant: The cytoplasm of this graft forms an elaborate crystalline network which naturally stores and harnesses psionic power. Each instance of this graft is created with a number of power points equal to ½ the graft-originator’s level. If these power points are spent and the graft is then transferred the power points remain spent, although a creature may pay power points as a standard action to refill a cognizance implant at a 1 to 1 ratio.
Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
Holding Cyst: The cytoplasm forms a seemingly small cyst on the bearer’s stomach, which they may open as a free action. This cyst can store materials as a bag of holding type I, but only opens 9” wide.
Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
Thought Shield: A framework of cytoplasm forms a cage around the graft-bearer’s brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creature’s intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creature’s ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
Sprinting Legs: Cytoplasmic structures run through the graft-bearer’s legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearer’s run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
Rooting Cytoplasm: Cytoplasm in the graft-bearer’s feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
Scope Eye: Cytoplasmic lenses form near the creature’s eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
Shielding Vines: Vines of cytoplasm spread across the bearer’s back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originator’s hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
Optical Battle Analytic: Cytoplast in the bearer’s eyes track movement and observe a creature’s location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearer’s own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearer’s back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originator’s Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
Concealing Sporecloud: Cytoplasm sprouts from the creature’s back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearer’s body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearer’s Fast Healing by 2, but it remains only active when at less than half-health.
Skilled (select skill): Grafted creature gains a +2 competence bonus to selected skill, each instance of this graft beyond the first increases this bonus by +2. Each different skill is considered a wholly separate graft. If your Simic Initiate level is 7+ the first graft grants a +4 competence bonus, if it is 13+ plus the first graft grants a +6 bonus.
War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearer’s BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10. You must be at least 7th level to form this graft.
Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originator’s hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected). You must be at least 5th level to form this graft.
Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearer’s own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1. You must be at least 9th level to select this graft.
Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creature’s body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other. You must be at least 7th level to select this graft.
Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the graft originator provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs. You must be at least 9th level to select this graft.
Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage. You must be at least 7th level to select this graft.
Ionized Air Shield: Cytoplasmic growths form on the graft bearer’s body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess. You must be at least 7th level to select this graft.
Graft Magnet: This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the (graft magnet) graft bearing creature, or the (graft magnet) graft originator, must pay 4 colorless mana; the graft originator may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a summoner with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + ½ graft bearing creature’s hit dice, + instances of this graft + ½ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
Plaxcaster: As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft originator’s character level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer). You must be at least 9th level to select this graft.
Plax Skin: This graft grants the bearer Spell Resistance equal to the graft originator’s character level plus 3 per instance of this graft. You must be at least 5th level to select this graft.
Space Folding Cyst: This graft allows the bearer to spend space to move themselves directly across it. As a standard action the graft bearer may teleport up to 20-ft +10-ft per instance of this graft they bear. Each instance beyond the first also quickens this action to a move action with two, and then a swift action with three (you may choose to use it as one of the slower action types). You must be at least 7th level to select this graft.
Cytoplastic Claws: This graft grants the bearer a pair of claws on their arms or front legs, granting them a pair of claw attacks dealing 1d4 damage each. A second instance of this graft grants these claws an enhancement bonus to attack and damage equal to 1/4th the graft originator’s hit dice. Each one beyond the 2nd increases the die size of damage dealt by 1. You must be 3rd level or higher to shape this graft.

Zaydos
2015-03-06, 03:31 AM
Simic Initiator

A Sublime Variant of Simic Initiate.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
C. Grafts
Special
Mana Cap
M. Known
M. Readied
Stances


1st

+1

+2

+0

+2

1
Shape Graft, Bestow Graft
1

3
3
1


2nd

+2

+3

+0

+3

1
-
1

4
3
1

3rd

+3

+3

+1

+3

2
Emergency Cytoplasm 1/day
2

5
3
1

4th

+4

+4

+1

+4

2
-
2

5
4
1

5th

+4

+4

+1

+4

3
Bestow Graft (Standard)
2

6
4
2

6th

+6/+1

+5

+2

+5

3
Mana Recovery 1
3

6
4
2

7th

+7/+2

+5

+2

+5

4
-
3

7
4
2

8th

+8/+3

+6

+2

+6

4
Bestow Graft (Ranged)
3

7
4
2

9th

+9/+4

+6

+3

+6

5
Emergency Cytoplasm 2/day
4

8
4
2

10th

+10/+5

+7

+3

+7

5
Grafted Eyes
4

8
5
3

11th

+11/+6/+1

+7

+3

+7

6
-
4

9
5
3

12th

+12/+7/+2

+8

+4

+8

6
Shift Graft
4

9
5
3

13th

+13/+8/+3

+8

+4

+8

7
Bestow Graft (Swift)
5

10
5
3

14th

+14/+9/+4

+9

+4

+9

7
Mana Recovery 2
5

10
5
3

15th

+15/+10/+5

+9

+5

+9

8
Reshape Grafts, Emergency Cytoplasm 3/day
5

11
6
3

16th

+16/+11/+6/+1

+10

+5

+10

8
Bestow Graft (Move Action)
6

11
6
4

17th

+17/+12/+7/+2

+10

+5

+10

9
-
6

12
6
4

18th

+18/+13/+8/+3

+11

+6

+11

9
Grafted Telepathy
6

12
6
4

19th

+19/+14/+9/+4

+11

+6

+11

10
-
6

13
6
4

20th

+20/+15/+10/+5

+12

+6

+12

12
Quick Reshape Grafts 7

13
7
4


Skills: Add Balance (Dex), and Diplomacy (Cha) to class skill list.

Weapon and Armor Proficiencies: A Simic Initiator does not gain proficiency in ranged martial weapons or heavy armor.

Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven.

Maneuver Recovery: A Simic Initiator recovers maneuvers as a warblade, but they may choose to shift a graft either off of or, if they have Shift Graft, onto themselves as a full round or standard action instead of attacking.

A Simic Initiator gains access to certain abilities more slowly than a Simic Initiate or not at all (as indicated by the table above) and do not gain Bonus Feats.

Zaydos
2015-03-06, 03:34 AM
And that's the Simic Initiate. It should be much simpler than it's sister class the Simic Biomancer (http://www.giantitp.com/forums/showthread.php?402250-Simic-Biomancer-%28M-tG-based-PEACH%29-SHOULD-I-MAKE-MORE-LIKE-THIS), but you could say it's a proof of concept of grafts as a class feature to really carry the class. Do you think it succeeds? Would you be interested in playing this? Is the Simic Initiator too powerful, not powerful enough?

Aimed for Tier 3-4 with Simic Initiate and stronger Tier 3 with Initiator, did I hit those marks?

VoodooPaladin
2015-03-09, 01:30 PM
Zaydos. Zaydos, your capacity for content generation is off the scale. Even moreso, it still has a consistant quality base that makes it usable.
Yes please, please make more.

Despite my suddenly developing a set of sycophantic tendencies, I'll see what I can do:

The Grafts list is kind of a giant wall of text. Putting the graft names in Bold like you do for most of the other lists would help make this a lot less formidable. This goes also for your Biomancer.

Currently, as the Initiate doesn't use mana spells, there isn't much for mana to do in here. There are a couple grafts that still give something for mana to do, but between that and Mana Recovery, it's likely more than you can reasonably spend. If I'm not making myself out to be a complete fool here, perhaps mana could be used to activate some low-power variant Evolutions. Things like the ability to fashion weapons out of organic materials, or to pin people down with cytoplastic moss after you trip them, or to make fungal growths that refund the value of broken magic items, or other such synergistic concepts. No real need for a power up, just something to do with all this mana.

I really wish I could give balance advice, but I'm awful at balancing classes with fully numeric limitations. A shame, because I love bells-and-whistles upgrades. I'm pretty sure these meet your stated balance points, though some extra versatility on the Initiator would help smooth things out. Then again, once they get something to do with their mana that will likely be fixed.

Zaydos
2015-03-10, 01:30 PM
Zaydos. Zaydos, your capacity for content generation is off the scale. Even moreso, it still has a consistant quality base that makes it usable.
Yes please, please make more.

Despite my suddenly developing a set of sycophantic tendencies, I'll see what I can do:

:smallbiggrin: I just enjoy the wording there.


The Grafts list is kind of a giant wall of text. Putting the graft names in Bold like you do for most of the other lists would help make this a lot less formidable. This goes also for your Biomancer.

I really should. By the time I finished the Biomancer I was kind of burnt out (I'm still not sure if I formatted some of the creatures properly) and I really should go back and bold the massive list of graft.


Currently, as the Initiate doesn't use mana spells, there isn't much for mana to do in here. There are a couple grafts that still give something for mana to do, but between that and Mana Recovery, it's likely more than you can reasonably spend. If I'm not making myself out to be a complete fool here, perhaps mana could be used to activate some low-power variant Evolutions. Things like the ability to fashion weapons out of organic materials, or to pin people down with cytoplastic moss after you trip them, or to make fungal growths that refund the value of broken magic items, or other such synergistic concepts. No real need for a power up, just something to do with all this mana.

In part a Simic Initiate gets mana to allow for more synergistic multiclassing with Biomancer/potential future mana using classes, and at some point I need to put down how mana capacity and multiclassing/PrCs work (mana capacity from multiple classes add together; either I'll make mana casting PrCs which grant mana capacity of their own or just quick fix it that mana capacity is considered a part of a mana casting class's spellcasting and +1 level increases it). That said you are right a single class Simic Initiate should have more to do with their mana, beyond Graft Magnet (which they stop needing by the time they can actually really use it due to shift graft) and Plaxcaster (where mana is an effective limit until 14th level unless you're in your terrain types). I'm more likely to go with feats, potentially noting some as fighter bonus feats so that a fighter with mana from another source (potentially a Llanowar subrace for elves) or a Simic Initiate could pick them up as bonus feats, instead of actual class features but some of those suggestions look quite neat (the moss one is my favorite).

And let's go with one.

Aetherium Cyst
You are able to use a nucleus of mana to create a cyst of aetherium, pure crystalized magical energy, when you use a magical item or destroy one that you hold.
Prerequisites: Blue color identity, any Item Creation feat or any Craft skill 6+ ranks.
Benefits: Whenever you use an item which has a single use or permanent charges, such as a scroll, wand, potion, or ring of three wishes, or have a magic item you are holding destroyed you may expend 2 Blue mana to create a certain amount of aetherium. In the case of a destroyed or single use item you gain 25 CP worth of aetherium per GP of the items market value (25% of its market value), if the item was a partially depleted charged item or otherwise had a reduced market price the amount of aetherium gathered is dependent upon the items reduced market price value. In the case of using a charge of a charged magic item you gain 25 CP per GP value of the used charge; in the case of a wand each charge is worth 1/50th of the wand's full market price or to put it another way you would gain aetherium worth 0.5 CP per GP value of the wand at full charges. Aetherium can be used as a raw material in the crafting of magic items and is treated as a trade good (sold for its full GP value).

But it doesn't use much mana. Hmm...

The moss one is probably the better idea, but I'll need to work out how to make it.


I really wish I could give balance advice, but I'm awful at balancing classes with fully numeric limitations. A shame, because I love bells-and-whistles upgrades. I'm pretty sure these meet your stated balance points, though some extra versatility on the Initiator would help smooth things out. Then again, once they get something to do with their mana that will likely be fixed.

I'm not sure anyone is particularly great at it. Thanks for what you could give.

Zaydos
2015-06-05, 05:05 PM
So decided to add some feats, partially to give you a use for your mana.

[Simic] feats may be selected as bonus feats by Simic Initiates as if they were fighter bonus feats.

Aetherium Cyst [Simic]
You are able to use a nucleus of mana to create a cyst of aetherium, pure crystalized magical energy, when you use a magical item or destroy one that you hold.
Prerequisites: Blue color identity, any Item Creation feat or any Craft skill 6+ ranks.
Benefits: Whenever you use an item which has a single use or permanent charges, such as a scroll, wand, potion, or ring of three wishes, or have a magic item you are holding destroyed you may expend 2 Blue mana to create a certain amount of aetherium. In the case of a destroyed or single use item you gain 25 CP worth of aetherium per GP of the items market value (25% of its market value), if the item was a partially depleted charged item or otherwise had a reduced market price the amount of aetherium gathered is dependent upon the items reduced market price value. In the case of using a charge of a charged magic item you gain 25 CP per GP value of the used charge; in the case of a wand each charge is worth 1/50th of the wand's full market price or to put it another way you would gain aetherium worth 0.5 CP per GP value of the wand at full charges. Aetherium can be used as a raw material in the crafting of magic items and is treated as a trade good (sold for its full GP value).

Charge Cytoplasm [Simic]
You are able to super charge a cytoplasmic cyst causing it to momentarily function at increased efficiency.
Prerequisites: Shape Graft, Bestow Graft.
Benefit: As a swift action you may invest 6 Green and/or Blue mana into a cytoplasmic graft within 30-ft. If you do so it grants benefits as if it were two instances of whatever graft it is. This graft does not count twice against the maximum number of grafts which a creature can have shaped at a time.

Cytoplasmic Battle Insight [Simic]
You are able to render a graft inert to channel a burst of mana through it into its bearer.
Prerequisites: Shape Graft, BAB +1.
Benefit: As a swift action you may pay mana (up to 1/2 your character level rounded up) and render a graft you are the originator of inert for 1 minute to empower a creature's attack. The energies of the graft flow into the creature's brain filling it with combat calculations and programmed battle techniques. The graft-bearer gains a +1 competence bonus to their next attack made within 1 round +1/2 mana spent, and gains a competence bonus to damage on that attack equal to the mana spent.

Armor of Thorns (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3375)
By expending Green mana you can clad yourself temporarily in thick thorny armor, harming those who strike at you even as you protect yourself.
Prerequisites: Non-black color identity.
Benefit: Any creature within 30-ft may expend 2 colorless and 1 Green mana as an immediate action to cause you to be clad in an armor of thorns until the start of your next turn. While this armor is active you gain a +2 enhancement bonus to natural armor and any creature striking you in melee without reach weapons take a number of points of piercing damage equal to your character level. This damage is considered magic and anything else your natural weapons are considered (other than slashing and bludgeoning) for the purposes of overcoming damage reduction.

Invoke Authority (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366325) [Fighter]
You are able to project an aura of indefinable power causing lesser creatures to let you pass.
Prerequisites: Green color identity, Intimidate 4 ranks.
Benefit: Creatures with 2 or more fewer hit dice than you do not gain the benefits of Flanking you (though they may still aid a more powerful creature in flanking you). When you would provoke an attack of opportunity as a result of movement you may expend 1 colorless and 1 Green mana as a free action to attempt to negate the attack. If the target has less hit dice than you the attack misses automatically. If the target has at least as many hit dice as you, they must make a Will save (DC 10 + 1/2 your character level + your Str or Cha modifier). If they fail the attack misses automatically, if they succeed they suffer a -4 penalty to the attack of opportunity.