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View Full Version : [PEACH] New wizard necromancer variant the geneticist.



Duke Malagigi
2007-11-09, 01:04 AM
I originally divised this class due to the simple and lamentable lack of non-Undead focused necromancer options in 3rd Edition. I hope this class inspires others to make other non-Undead use focused necromancer classes in the future.

This (http://www.giantitp.com/forums/showpost.php?p=2954862&postcount=6) is the mutation standard I decided to use for spell-like abilities from cause mutation and Distill Essence.

Geneticist
The common perception is that the main reason for pursing a specialty in the necromantic sciences is power over the undead. This may be true for some but not for all. The deathslayer uses necromancy to destroy the undead, while the anatomist is more concerned with morgue work, surgery or other forms of medicine. Then there is the geneticist, the necromancer who is most interested in manipulating the basic building blocks of life, whether for good, use of necromancy to reverse adverse genetic mutation or bestow positive one, or for ill. Examples of geneticist necromancer role models include Francis Collins, the man who mapped the human genome, to Warhammer 40,000’s own Fabius Bile.

Races: Due to their intense interest life science and magic, elves are the most common geneticists. This is followed by humans, orcs and hags. Geneticists are least common among halflings, gnomes and trolls.
Religion: Unlike most arcane spellcasters geneticist tend to be a very or spiritual lot. In fact there are geneticists who combine scientific knowledge with religious fanaticism, often times believing that they have duty to "finish the work of God or the gods," by increasing the pace of evolution.
Alignment: Any.
Hit Die: d4.
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

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

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

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Scribe scroll, summon familiar|3+1|1+1|-|-|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3||4+1|2+1|-|-|-|-|-|-|-|-

3rd|
+1|
+1|
+1|
+3||4+1|2+1|1+1|-|-|-|-|-|-|-

4th|
+2|
+1|
+1|
+4|Improve mutation: five points a week|4+1|3+1|2+1|-|-|-|-|-|-|-

5th|
+2|
+1|
+1|
+4||4+1|3+1|2+1|1+1|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5||4+1|3+1|3+1|2+1|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5||4+1|4+1|3+1|2+1|1+1|-|-|-|-|-

8th|
+4|
+2|
+2|
+6|Improve mutation: ten points a week|4+1|4+1|3+1|3+1|2+1|-|-|-|-|-

9th|
+4|
+3|
+3|
+6||4+1|4+1|4+1|3+1|2+1|1+1|-|-|-|-

10th|
+5|
+3|
+3|
+7|Geneticist expertise|4+1|4+1|4+1|3+1|3+1|2+1|-|-|-|-

11th|
+5|
+3|
+3|
+7||4+1|4+1|4+1|4+1|3+1|2+1|1+1|-|-|-

12th|
+6/+1|
+4|
+4|
+8|Improve mutation: fifteen points a week|4+1|4+1|4+1|4+1|3+1|3+1|2+1|-|-|-

13th|
+6/+1|
+4|
+4|
+8|Geneticist expertise|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+1|-|-

14th|
+7/+2|
+4|
+4|
+9||4+1|4+1|4+1|4+1|4+1|3+1|3+1|2+1|-|-

15th|
+7/+2|
+5|
+5|
+9||4+1|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+1|-

16th|
+8/+3|
+5|
+5|
+10|Improve mutation: twenty points a week, geneticist expertise|4+1|4+1|4+1|4+1|4+1|4+1|3+1|3+1|2+1|-

17th|
+8/+3|
+5|
+5|
+10||4+1|4+1|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+1

18th|
+9/+4|
+6|
+6|
+11||4+1|4+1|4+1|4+1|4+1|4+1|4+1|3+1|3+1|2+1

19th|
+9/+4|
+6|
+6|
+11|Geneticist expertise|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1|3+1|3+1

20th|
+10/+5|
+6|
+6|
+12|Improve mutation: twenty-five points a week|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1|4+1[/table]

Weapon and Armor Proficiency: Geneticists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a geneticist’s movements, which can cause her spells with somatic components to fail.

Spells: A geneticist casts arcane spells which are drawn from the sorcerer/ wizard spell list. A geneticist must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the geneticist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the geneticist’s Intelligence modifier.

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

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

Bonus Languages: A geneticist may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar: As another wizard or sorcerer.

Scribe Scroll: At 1st level, a geneticist gains Scribe Scroll as a bonus feat.

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

A geneticist begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited schools due her nature as a necromancy specialist) plus three 1st-level spells of your choice. For each point of Intelligence bonus the geneticist has, the spellbook holds one additional 1st-level spell of your choice. At each new geneticist level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a geneticist can also add spells found in other wizards’ spellbooks to her own.

Specialization: All geneticist wizards are specialist necromancers and gain all standard penalties and bonuses. They must take two prohibited schools, other than necromancy or divination, but gain one additional necromancy spell per spell level per day and gain a +2 towards all checks at learning nercomancy spells.

Improve Mutation (Su): Starting at 4th level the geneticist may spend five extra mutation points on any one necromancy spell that involves mutation. This increases by five per every four levels. Suitable spells are: false life (additional temporary hit points), contagion (bonuses to ability damage), cause mutation (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4) (mutation points), awaken (each point used goes to either Intelligence, Charisma or Wisdom but as a wizard only). Spells effected also include bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning and owl’s wisdom. When used with spell animal growth the duration is extended by one minute per two bonus points while ghoul gauntlet grants bonuses to either damage or to DC equal to each point spent. Improve mutation can also subtract one week per bonus point spent from the clone development time to a minimum of two months for Clone and stasis clone. This also applies to the origin of species line of epic spells but only to off set backlash damage or additional casters.

Geneticist Expertise: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a geneticist gains a special ability of her choice from among the following options.

Quickened mutation and cloning (Su):
Essentially the geneticist can reduce the casting time of any spell that can be effected by Improve Mutation by half. Doing so either takes up a spell slot two levels higher or raises the spell's casting DC by 15.

Draw essence (Su):
Prerequisite: must know the spell Cause Mutation or one of the Origin of Species line.
You can obtain more Improve Mutation points than your level would allow but you can only use them under strict conditions. To gain additional Improve Mutation points for use in bestowing any one spell-like ability, you must obtain these points by "drawing essence" from a living and corporeal creature that can use that power. In game terms this comes in the form of Constitution damage equal to the lowest full-caster spell level of the creature's or creatures' particular spell-like ability plus additional costs for daily use. Any and all points gathered in this method could only be applied to granting one of the creature's spell-like abilities, but multiple creatures of the same variety can be used to avoid over-taxing it. The spell-like ability or abilities are then distilled into the form mutative serums. Each serum costs 300 gold pieces per mutation point and categorized by base creature. For example: a standard unicorn has five spell-like abilities with costs, cure light wounds three times per day is worth 3 points, cure moderate wounds once per day is worth 2 points, neutralize poison once per day is worth 3 points, detect evil at will and a a standard action is worth 7 points and greater teleport once per day is also worth 7 points. All together, the spell-like abilities are worth a total of 22 improve mutation points and 22 points of Constitution damage.

Skill Mastery: The geneticist becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills, from her class skill list, equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A geneticist may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Greater Mutation (Su): The geneticist can now double the bonuses gained from use of his or her Improved Mutation class ability. However this only affects 3 + her Intelligence modifier in mutation points per week.
*I don't like the idea of any player character class having less than four skill points per level, especially wizards.

DracoDei
2007-11-09, 03:22 PM
Well, as a straight power-up to necromantic specialists it doesn't seem that bad... no drawbacks to this compared to the standard necromantic specialist and only COMPARATIVELY slight advantages... if you want a drawback I recommend saying that they have to pick one of the following:
1.) Ban a third school.
2.) Can't cast spells that create undead, and caster level reduced by one for all necromantic spells that specifically effect undead (Command Undead, Control Undead, Halt Undead, Disrupt Undead, etc).

Duke Malagigi
2007-11-09, 04:36 PM
I'll require prohibiting one more school. Also, could anyone see using this class variant in a game?

Duke Malagigi
2007-11-10, 02:33 PM
I modified Improve mutation if anyone is interested.

Azerian Kelimon
2007-11-10, 02:59 PM
I must ask for a grace: What exactly does Improved mutation do? Could you explain it?

Also, this seems too small to be a full class. I'd make it a PrC and be done with it.

Duke Malagigi
2007-11-10, 03:23 PM
I must ask for a grace: What exactly does Improved mutation do? Could you explain it?

Simple, it boosts the power of all mutation or other genetics involved necromancy spells on a one to one basis. Spells affected by this power are I]false life[/I] (additional temporary hit points), contagion (bonuses to ability damage), cause mutation (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4) (mutation points) and clone (each bonus subtracts one week from the clone development time to a minimum of two months).


Also, this seems too small to be a full class. I'd make it a PrC and be done with it.

How is it too small?

Azerian Kelimon
2007-11-10, 03:28 PM
Sorry, but...you're banning one whole extra school for bonuses on 4 spells? Four spells which are not a ray, the polymorph line, or a d10 blasting spell? It's CERTAINLY too small for a full class. Now, for a PrC of 5 levels, Geneticist could be great, but as is, it can fit smugly in the common nonemo necromancer. It's just too lacking in special features to be useful or to deserve 20 levels. Maybe you could expand the list of spells it affects to make it more interesting? I'm more than sure there are other spells that affect things on a genetic basis (and false life doesn't seem to concern 'netics at all).

Duke Malagigi
2007-11-10, 06:28 PM
I've gotten rid of the ban an extra school requirement so it isn't too weakned. Now what should I add to this class?

Azerian Kelimon
2007-11-11, 02:44 PM
Well, maybe extend the list of spells that can be boosted to, say, 20something. A benefit to four spells is not worth a whole class, a benefit to a number large enough to be your whole spell selection is something different altogether.

Duke Malagigi
2007-11-11, 06:34 PM
Okay then I'll just have to find a few more spells to add to the list.

Duke Malagigi
2007-11-13, 02:15 AM
I've added new spells under the Improve Mutation class ability. In addition also took the liberty of extending the spell awaken to arcane spellcasters but at two levels higher and under a different school. My revisions to awaken are below.

Awaken
Necromancy
Level: Drd 5, Sor/Wiz 7
Components: V, S, DF*, XP
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

As the core spell by the same name but with the above differences.

XP Cost
250 XP.

*Not required for arcanists.

Also, by my definition any spell that soley effects organic creatures or the souls of the living or the dead fall under necromancy. Bestow curse doesn't count for either.

Duke Malagigi
2007-11-16, 02:48 AM
I'm also thinking about giving geneticists a 6th or 10th level class feature called Geneticist Expertise. It basically functions as a geneticist parallel to the rogue class's special ability.

Geneticist Expertise: On attaining X level, and at every three levels thereafter (Xth, Xth, and Xth), a geneticist gains a special ability of her choice from among the following options.

These are just ideas for two special abilities from this class feature.

Quickened mutation and cloning.
Essentially the geneticist can reduce the casting time of any spell that can be effected by Improve Mutation by half. Doing so either takes up a spell slot two levels higher or raises the spell's casting DC by 15.

Draw essence. [Basic idea]
Prerequisite: must know the spell Cause Mutation or one of the Origin of Species line.
You can obtain more Improve Mutation points than your level would allow but you can only use them under strict conditions. To gain additional Improve Mutation points for use in bestowing any one spell-like ability, you must obtain these points by "drawing essence" from a living and corporeal creature that can use that power. In game terms this comes in the form of Constitution damage equal to the lowest full-caster spell level of the creature's or creatures' particular spell-like ability. Any and all points gathered in this method could only be applied to granting one of the creature's spell-like abilities, but multiple creatures of the same variety can be used to avoid over-taxing it. The spell-like ability or abilities are then distilled into the form mutative serums. Each serum costs 300 gold pieces per mutation point and categorized by base creature. The recipient of any one of these spell-like abilities can use it the same number of time per day as the original creature. For example: a standard unicorn has five spell-like abilities, cure light wounds, cure moderate wounds, neutralize poison, detect evil and greater teleport. Each spell-like ability is worth 1, 2, 3, 1 and 7 points respectively, for a total of 14 points and 14 points of Constitution damage.

These are just preliminary ideas of course.

Duke Malagigi
2007-11-18, 08:13 PM
I just added Geneticist Expertise directly into the text. Now what do you think?

Duke Malagigi
2007-11-19, 08:17 PM
Is anyone else still paying attention to this thread?

Duke Malagigi
2007-11-22, 03:05 AM
I just added both a race and religion notation.

Azerian Kelimon
2007-11-22, 08:53 AM
Seems complete now. I think it's ready for making a link for it and getting it into one of the stickies.

Duke Malagigi
2007-11-22, 12:37 PM
Seems complete now. I think it's ready for making a link for it and getting it into one of the stickies.

Thank you. But I do have a question, what stickies are you talking about?

Duke Malagigi
2007-11-23, 02:30 AM
Also Azerian, how do I get this class into one of the stickies?

Inyssius Tor
2007-11-23, 06:42 PM
You post a link to it here (http://www.giantitp.com/forums/showthread.php?t=10247&page=13), in basically the same format that everyone else is using, and someone with editing privileges will put it in the Compendium.

The other sticky doesn't take submissions anymore.

Duke Malagigi
2007-11-23, 07:24 PM
You post a link to it here (http://www.giantitp.com/forums/showthread.php?t=10247&page=13), in basically the same format that everyone else is using, and someone with editing privileges will put it in the Compendium.

The other sticky doesn't take submissions anymore.

Thank you. I just posted this class and few other creations of mine.

Duke Malagigi
2008-01-09, 10:29 PM
As you see the Epic geneticist progression is based off of the wizard's Epic progression. This makes sense since the geneticist class is simply a variant of the standard wizard class. Please tell me what if any thing should I add or deduct.

EPIC GENETICIST

Hit Die: d4.

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

Spells: The geneticist’s caster level is equal to her class level. The wizard’s number of spells per day does not increase after 20th level. Each time the geneticist achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Familiar: The geneticist’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.

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

Epic Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting*, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Increased Mutation Point Reserves [New], Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.

Table: THE EPIC GENETICIST
{table=head]Geneticist Level|Special
21st|-
22nd|-
23rd|Bonus feat
24th|Improve mutation: thirty points a week
25th|-
26th|Bonus feat
27th|-
28th|Improve mutation: thirty-five points a week
29th|Bonus feat
30th|-
31st|-
32nd|Improve mutation: fourty points a week, bonus feat
33rd|-
34th|-
35th|Bonus feat
36th|Improve mutation: fourty-five points a week
37th|-
38th|Bonus feat
39th|-
40th|Improve mutation: fifty points a week
41st|Bonus feat
42nd|-
43rd|-
44th|Improve Mutation: fifty-five points a week, bonus feat
+3|Bonus feat
+4|Improve Mutation +five[/table]

Increased Mutation Point Reserves [Epic]
Prerequisites: Int 25, Knowledge (biology) 29 ranks, Augmented Alchemy, the Greater Mutation class feature and ability to cast 9th level necromancy spells as a wizard.
Benefit: Your skill as a geneticist has reached a record high. This means that you now have a greater reserve of Improve Mutation points than before taking this additional training. In game terms you multiply your Improve Mutation rank by your Intelligence bonus plus five to determine your weekly Improve Mutation Pool. Your Improve Mutation Rank is equal to your geneticist level divided by four.
Special: This replaces the standard Improve Mutation Pool for geneticists.

*If using the stanard Epic Spellcasting system.

Duke Malagigi
2008-01-09, 10:39 PM
Two additional spells inspired by Joltz's cause mutation (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4) spell. No formulas were used in the creation of these spells; I just eyeballed them a bit. Enjoy.

Improved Cause Mutation
Transmutation or Necromancy*
Level: Sor/Wiz 9, Druid 8
Targets: Up to three creatures.

As cause mutation but grants two mutation points per three caster levels instead of one per three caster levels. Points may be spread among multiple recipients.

Supreme Cause Mutation
Transmutation or Necromancy*
Level: Sor/Wiz 12, Drd 11

As improved cause mutation but grants one mutation points per caster level instead of two mutation points per three levels.

*Barring only one school doesn't prevent you from casting the spell.