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.
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.