The Biolinguist

Spoiler
Show
"I know words that would make your skin crawl. No, seriously. As in crawl across the floor."


Image credit Punchinello-Punch of deviantart.com.

There are words and then there are Words. Xenoalchemists seeking the secret of immortality may find that what they are searching for is the same thing that linguists and scholars have been searching for for eons: the True Language. This tongue is none other than the divine language that shaped the world when it was raw and new. Truespeech holds many secrets for the inquisitive mind, and a xenoalchemist is certainly that. Biolinguists are surgeons who have learned to use fragments of Truespeech to control the flesh and the body. Truespeech is a powerful and frightening tool, and those who know its secrets can perform many feats others might call... unnatural.

Requirements: To become a biolinguist you must meet all of the following criteria.
Skills: Heal 8 ranks, Knowledge (local) 8 ranks, Truespeak 6 ranks
Special: Combat medic class feature
Truenaming: Must be able to speak 1st level vocalizations
Xenoalchemy: Must be able to attach 1st level grafts

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Absolute Limit Increase at Each Additional Level: 3 + Int modifier

Class Skills: The biolinguist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

The Biolinguist
{table=head]Level|BAB|Fort|Ref|Will|Special |
Truenaming
|
Xenoalchemy

1st|+0|+0|+0|+2|Command flesh (miraculous), loquacious surgeon|
+1 level of existing truenaming class
|
+1 level of existing grafting class

2nd|+1|+0|+0|+3|Command flesh (back on their feet)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

3rd|+1|+1|+1|+3|Command flesh (reversed)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

4th|+2|+1|+1|+4|Command flesh (resilience)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

5th|+2|+1|+1|+4|Command flesh (stimulating)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

6th|+3|+2|+2|+5|Command flesh (beyond the pale)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

7th|+3|+2|+2|+5|Command flesh (lingering)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

8th|+4|+2|+2|+6|Command flesh (potent words)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

9th|+4|+3|+3|+6|Command flesh (invigorating)|
+1 level of existing truenaming class
|
+1 level of existing grafting class

10th|+5|+3|+3|+7|Command flesh (instantaneous), six words to make you live forever|
+1 level of existing truenaming class
|
+1 level of existing grafting class

[/table]

Class Features

All of the following are class features of the biolinguist.

Weapon and Armour Proficiency: The biolinguist gains no additional weapon or armour proficiency.

Command Flesh (Ex): A biolinguist's main talent is the power to use potent words of power to knit flesh and sinew back together. More cutting than any scalpel, your words can penetrate the body and restore your allies to fighting condition. Instead of using your combat medic class feature, you can now use this ability instead. This ability works like an utterance, and follows all of the same rules including line-of-sight range, move-action activation, and subject to the target's absolute limit. Allies, as usual, can choose to allow a vocalization to target them regardless of their absolute limit.

The base Truespeak DC to use the command flesh ability is 15. However, as you attain levels in the biolinguist class you learn valuable augments to this ability which you can add on to the ability by increasing the DC of the skill check. Unlike normal vocalizations there is no limit to the amount you can choose to increase the DC of this ability so long as you feel comfortable attempting the skill check. As previously mentioned, the normal benefit of the ability is to effect the benefits of the combat medic class feature. Your truenaming level stacks with your original xenoalchemist class levels to determine the health restored with this ability (as a reminder, the ability heals 1 hit point per class level or removes all nonlethal damage, and can be used on any given ally once every three hours). If the skill check fails there is no penalty aside from the wasted action, and the subject can be targeted with the ability again on subsequent actions (without waiting the full recharge time).

Miraculous: By increasing the DC of the check by 3, you can cause the healing factor to go further than the superficial wounds and assist in truly miraculous deep healing. You need only wait another 5 rounds before using this ability on the target again instead of three hours. Yes, this gives you unlimited out-of-combat healing.

Back on Their Feet: Starting at 2nd level, by increasing the DC of the check by 4 you can allow the target to immediately make another saving throw against an ongoing condition affecting them.

Reversed: Starting at 3rd level, by increasing the DC of the check by 5 you can reverse the vocalization, dealing negative energy damage as you cause the flesh to wither and die instead of being healed. This ability is probably the one most likely to be resisted, which means your absolute limit is important to keep in mind. As negative energy damage, this reversed ability heals the undead. This only reverses the normal health healed, and does not interact with the other augments. You can stack them together, but they still have their beneficial effects.

Resilience: Starting at 4th level, by increasing the DC of the check by 6 you can imbue the subject's body with preternatural resilience. They gain a +5 truespeak bonus on Fortitude saving throws for the next 5 rounds.

Stimulating: Starting at 5th level, by increasing the DC of the check by 7 you can cause the body to go into overdrive, boosting the subject to incredible levels of ability. They gain a +4 truespeak bonus to their physical ability scores (Strength, Dexterity and Constitution) for the next 5 rounds.

Beyond the Pale: Starting at 6th level, by increasing the DC of the check by 8 you can revive a subject who has recently died. If you use this ability within 1 round of their death (assuming their body is not destroyed) you can revive them to 0 hit points and stable. This overwrites the normal health you would restore to them.

Lingering: Starting at 7th level, by increasing the DC of the check by 9 you can cause your words to linger in the subject's body. To use this ability you must know the subject's truename, as well as at least one recitation. You can grant the benefits of one recitation you know to the subject, although this consumes an additional move action on the same turn in order to speak the second vocalization. The recitation lasts for 5 rounds, and you need to make a Truespeak check to speak it correctly as well.

Potent Words: Starting at 8th level, by increasing the DC of the check by 10 you can heal twice the normal amount of health. For each additional +10 modifier applied to the DC you can heal an additional hit point per level (for example, by increasing the DC by 30 you can heal four hit points per level). Any hit points above the target's maximum health are granted as temporary hit points (although like normal temporary hit points they don't stack with multiple applications). The temporary hit points last for ten minutes.

Invigorating: Starting at 9th level, by increasing the DC of the check by 11 you can grant the benefits of the iron heart surge martial maneuver to the target.

Instantaneous: Starting at 10th level, by increasing the DC of the check by 12 you can attempt to use this ability as an immediate action.

Loquacious Surgeon (Ex): With your talent for truespeech you have no need for mundane tools. You can perform surgery with your voice alone, substituting Truespeak checks for all Heal checks.

Truenaming: At every level you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Six Words to Make You Live Forever (Ex): The ultimate goal of the biolinguist is to discover the words from the dawn of time which the gods spoke to ascend. At 10th level you have discovered a tiny part of this divine speech, which grants the lesser benefit of immortality. You learn six Words, each of which can be spoken with a DC 65 Truespeak check. Each Word grants immortality (immunity to aging, disease and death by old age) to one target of your choice whose truename you know. Each Word can only be used once.


The Fleshwarper

Spoiler
Show
"It's like a parakeet but with a second nose that spews acid. Awesome, right?"


Image credit Wayne Reynolds for WotC, 2004.

Although most xenoalchemists prefer to use their abilities to enhance their allies' abilities to fight monsters, a fleshwarper is interested in knowledge for its own sake. Their studies range from arcane spellcasting to the secrets of xenoalchemy and a fleshwarper knows how to blend the two disciplines together. A fleshwarper usually uses their arcane familiar as a guinea pig for their grafting, which usually ends up turning it into a horrifying monstrosity. But some sacrifices have to be made in the name of SCIENCE.

Requirements: To become a fleshwarper you must meet all of the following criteria.
Feat: Improved Familiar
Skills: Heal 7 ranks, Knowledge (dungeoneering) 7 ranks, Spellcraft 7 ranks
Spellcasting: Must be able to cast 2nd level arcane spells
Xenoalchemy: Must be able to attach 1st level grafts

Hit Die: d4
Skill Points at Each Additional Level: 4 + Int modifier

Class Skills: A fleshwarper's class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).

The Fleshwarper
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spellcasting
|
Xenoalchemy

1st|+0|+0|+0|+2|Familiar advancement, spellgrafting (1st)|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

2nd|+1|+0|+0|+3|Familiar experimentation|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

3rd|+1|+1|+1|+3|Spellgrafting (2nd)|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

4th|+2|+1|+1|+4|Familiar experimentation|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

5th|+2|+1|+1|+4|Spellcrafting (3rd)|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

6th|+3|+2|+2|+5|Familiar experimentation|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

7th|+3|+2|+2|+5|Spellgrafting (4th)|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

8th|+4|+2|+2|+6|Familiar experimentation|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

9th|+4|+3|+3|+6|Spellgrafting (5th)|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

10th|+5|+3|+3|+7|Aberrant apotheosis, familiar experimentation|
+1 level of existing arcane spellcasting class
|
+1 level of existing grafting class

[/table]

Class Features

All of the following are class features of the fleshwarper.

Weapon and Armour Proficiency: A fleshwarper gains no additonal weapon or armour proficiencies.

Familiar Advancement: Levels in fleshwarper stack to determine the benefits of having a familiar.

Spellcasting: At every level you gain new spells per day as if you had also gained a level in whatever arcane spellcasting class you belonged to previously. You do not, however, gain any other benefit a character of that class would have gained. This means that you add the level of fleshwarper to the level of one other arcane spellcasting class you have levels in, then determine spells per day and caster level accordingly.

Spellgrafting (Su): As a fleshwarper you can combine your arcane spellcasting with your talent for xenic biology. You can attach grafts to people which are charged with an arcane spell. In order to use this ability you need to select a single 1st level arcane spell you can cast. You can attach a graft which grants use of that spell as a spell-like ability once per day in any body slot. As long as the graft is attached you permanently lose one 1st level spell slot per day. The spell selected cannot require costly material components or an XP cost. The graft is treated as a 1st level graft, and the save DC (if any) is calculated the same way as other grafts.

Every two levels thereafter you can graft a higher level spell as indicated on the class table. It still only requires a 1st level graft.

Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Familiar Experimentation (Su): Thanks to your ongoing experiments and study you continue to make improvements on your familiar. The two of you share a special bond, and attaching wings and a venomous stinger really just strengthens that bond. Every time you gain this ability you can make a magical alteration to your familiar. This takes the form of a free graft at a level you can access that you can attach to your familiar without having to find the neccessary monster pieces first. These grafts don't count against the normal limit of grafts on your familiar (1 + Con).

These grafts are explicitly supernatural in nature.

Aberrant Apotheosis (Ex): You have altered your physiology so deeply that you are no longer strictly speaking a person. You gain the Aberration type and darkvision to 60ft. Your familiar gains this feature as well.


The Medicineer

Spoiler
Show
"Somebody, at some point, has wondered what it would be like if their broom had a venomous buzzsaw attached to it. Today we answer that question."


Image credit nicop1 of deviantart.com.

Xenoalchemists as a rule are tinkerers and scientists, but among this league of mad geniuses it takes a truly special individual to pioneer new advances in magical biology. A medicineer is a thinker of all persuasions, both an engineer and a surgeon. Talented in many different fields, medicineers are trying things nobody has ever tried before, and are constantly inventing new biomagical contraptions. If attaching bits of monsters to other people isn't enough for you, the medicineer combines crafting and grafting into one big exercise in invention.

Requirements: To become a medicineer you must meet all of the following criteria.
Skills: Heal 8 ranks, Knowledge (architecture and engineering) 8 ranks
Special: Metabolic Jump vocation, precision class feature, surgical precision +1d6
Xenoalchemy: Must be able to attach 1st level grafts

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: The medicineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (all) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Rope (Dex).

The Medicineer
{table=head]Level|BAB|Fort|Ref|Will|Special |
Innovation
|
Xenoalchemy

1st|+0|+1|+0|+2|Crafter vitae, masterful precision +1/+1d6|
2
|
+1 level of existing grafting class

2nd|+1|+1|+0|+3|Vocation|
4
|
+1 level of existing grafting class

3rd|+2|+2|+1|+3|Xenoforgemaster|
6
|
+1 level of existing grafting class

4th|+3|+2|+1|+4|Masterful precision +2/+2d6, vocation|
8
|
+1 level of existing grafting class

5th|+3|+3|+1|+4|Crafter aberrant|
10
|
+1 level of existing grafting class

6th|+4|+3|+2|+5|Vocation|
12
|
+1 level of existing grafting class

7th|+5|+3|+2|+5|Masterful precision +3/+3d6|
14
|
+1 level of existing grafting class

8th|+6|+4|+2|+6|Vocation|
16
|
+1 level of existing grafting class

9th|+6|+4|+3|+6|Magical biomechanic|
18
|
+1 level of existing grafting class

10th|+7|+5|+3|+7|Crafter egoist, masterful precision +4/+4d6, vocation|
20
|
+1 level of existing grafting class

[/table]

Class Features

All of the following are class features of the medicineer.

Weapon and Armour Proficiency: A medicineer gains no additional weapon or armour proficiencies.

Crafter Vitae (Ex): You are trained both in an engineer's crafting skills and the biology disciplines of a xenoalchemist. Combining the two, you can create tools and weapons that are actually alive. This requires crafting an item or piece of equipment like normal, and also requires organic material. This material can seriously come from any creature as long as it was attached to a living body within the last 24 hours.

During the crafting, you must make a Heal check in addition to any other checks. The DC is 25 for this check, and benefits from the crafter extraordinaire class feature of the engineer. If you fail this check the crafting can proceed as normal but you lose the benefits of this ability and the organic material is wasted.

A living item has damage reduction (DR/) instead of hardness, and fast healing 1 as it knits its flesh back together. It's treated as an object or a living creature, whichever is more helpful at the time.

Innovation: Medicineers benefit from being able to think fast and apply those thoughts to their actions. You receive innovation points in the amount listed on the class table, plus your Intelligence modifier, on a daily basis. You must rest uninterrupted for 8 hours to recharge this amount. A medicineer's pool of innovation stacks with innovation gained through engineer levels.

Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

Masterful Precison (Ex): A medicineer has an incredibly analytical mind, a keen knowledge of anatomy, and a penchant for finding the weak point in an enemy's defenses. Whenever you use the engineer's precision ability you gain the benefits of the surgical precision class feature without having to spend a swift action. In addition, the benefits of your precision ability increase by +1, and the benefits of your surgical precision ability increase by +1d6. These benefits advance again at 4th level, 7th level, and 10th level as indication on the class table.

Vocation (Ex): Although you have diversified somewhat you still maintain your engineer's training and approach. At 2nd level and every two levels thereafter you may learn a new vocation, selected from the engineer list, the archiater list, or from the following list. Alternatively, you may select a new thesis monster.

Spoiler
Show
Biochemistry
Prerequisite: Chemistry, metabolic jump
Description: You're practiced in matters concerning hormones and metabolisms, and can alter peoples' physiologies. By spending 3 Innovation points you can cast cat's grace, cure serious wounds, gaseous form, or poison as a spell-like ability with a caster level equal to half the sum of your engineer level and your xenoalchemist level.

Insanity Algorithm
Prerequisite: Neuroarcanics
Description: You've discerned equations governing the mathematics of madness. This has given you insight into the madness behind the physical world. By spending 2 Innovation points you can cast confusion, hypnotic pattern, rage, or shatter as a spell-like ability with a caster level equal to half the sum of your engineer level and your xenoalchemist level.

Mutation Cannon
Prerequisite: Chemistry, dynamo cannon
Description: Your dynamo cannon has been upgraded in order to massively alter the victim's genome. Whenever you fire your dynamo cannon you can use this ability instead of one of the normal enhancements by spending 3 Innovation points. The dynamo cannon deals normal damage, and forces the target to make a Fortitude save (DC 10 + 1/2 the sum of your engineer level and your xenoalchemy level + your Int modifier). On a failed save the target's form mutates out of control, giving them a -2 penalty on all saving throws. They also gain the benefit of a graft of 1st to 4th level, determined randomly (roll 1d4 to determine the level of the graft and roll 1d20 to determine the actual graft inflicted). Both effects last for 1 minute before the creature's form reverts to its natural state. This graft does not count against the normal limit of grafts on a single creature, and can be placed even if the appropriate body slot is already filled with another graft.

Ultravision Implants
Prerequisite: Surveyor, ultravision lenses
Description: Having mastered the secrets of ultravision you can now use your knowledge of anatomy to implant ultravision lenses into the retinas of your allies. You can grant the benefits of the ultravision vocation as if it were a graft of 1st level that occupies the Eyes body slot. You don't need any organic material to attach this graft. Allies with ultravision can activate their see invisibility spell-like ability once per day at a caster level equal to the sum of your engineer class levels and xenoalchemy levels.


Xenoforgemaster (Su): As of 3rd level you've been hand-on with so many bodies of magic beasts and other supernatural creatures that you can use their magic to your advantage. You gain a caster level equal to your xenoalchemy level for the purposes of crafting magic items. If you need a spell for the creation of a magic item, you can substitute monstrous material taken from a creature with that spell as a spell-like ability. This can be harvested as if appropriate for a 1st level graft.

Crafter Aberrant (Ex): Starting at 5th level, whenever you create a living item with the crafter vitae ability, you can add an extra capability to the creation. This requires using material for a graft instead of generic organic material during the crafting. The graft must be of a level you can access, and the Heal check DC becomes 10 + the HD of the monster it was taken from.

If the grafting is successful during the creation process, the tool grants the benefits of the graft when used. If the tool is an item to be worn, the graft chosen must fit the body slot of the item. Grafts attached to worn items count against the graft limit (1 + Constitution), but held grafted tools have no limitation aside from being wielded. Otherwise, these grafts work exactly like normal grafts created by xenoalchemy. You can only attach grafts of levels 1 to 5 with this ability.

Magical Biomechanic (Su): Using your knowledge of magical tools and xenoalchemy you can control magic items by sensing and manipulating the arcane life pulsing through them. Starting at 9th level you can substitute Heal checks for Use Magic Device checks. In addition, you can always take 10 on these checks, even if stres or distraction would normally prevent you from doing so, and even though Use Magic Device cannot normally be used that way. Making this kind of check uses 3 points of innovation.

Crafter Egoist (Su): The true master of xenoforging can create items that think and feel for themselves. At 10th level, whenever you use your crafter vitae ability you can create an intelligent item by using organic material from a sentient creature (Int of 3 or greater). This material can be harvested as if appropriate for a 5th level graft. This intelligent item, above and beyond the normal things it does, has one lesser power and one greater power available. It has the mental ability scores of the monster the material came from, but the personality and memories are not preserved in the grafting. If you wish you can instill a special purpose into the item at the time of crafting.

You can use this in conjunction with the crafter aberrant class feature, but as fair warning the benefit of the graft is under the control of the intelligent item. Attaching a graft to the intelligent item adds +2 ego points during crafting. You must pay the additional cost for the lesser and greater powers for the item as normal.