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    Default Re: GiTP Pathfinder Grab Bag Competition XVI: Once More; with Feeling!

    Geneticist

    Spoiler: What I'm thinking
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    I want the class to be accessible from different base class combinations (alchemist + X). Alchemist/Druid is obvious, but any class that grants spells and a familiar works too. I want it to work with the otherwise self-nerfing packlord druid, super-mad Wizard/Druid/Alchemist crossovers, etc. So, the wording on spells/day and Favored companion is a little peculiar. But no summoner, because his companion is exotic enough as is.
    Personally, I think Alchemist/Witch would make a fun base, but I'd love to see someone pull off Alch/Antipaladin.

    They say that every creature in this world exists because it's stronger than the ones that came before...
    They say that in a few thousand years, we'll have beasts so powerful that we won't even be able to recognize them...
    I say... "Why wait?"

    The geneticist is a clever scientist, seeking new and exciting changes to share with his subjects. A geneticist is easily identifiable by his meager constitution, cunning intellect, and incredibly powerful pet.

    Role: The geneticist is a support-based class, which plays off the alchemist's mastery of science and empowering tactics. While the geneticist himself is fragile and ill-equipped for combat, the beasts he controls are a force to be reckoned with.

    Alignment: Any, although the geneticist's pursuit of knowledge leaves little time to extreme goals or alliances.

    Hit Die: d6

    Requirements
    To qualify to become geneticist, a character must fulfill all of the following criteria.
    Special: Mutagen class feature
    Special: Animal companion class feature or Improved familiar feat
    Spells: Ability to create/cast 2nd-level extracts or spells.
    Skills: 4 ranks in any 3 knowledge skills.

    Class Skills
    The geneticist's class skills (and the key ability for each skill) are Craft (any, Int), Heal (Wis), Knowledge (any, Int), Spellcraft (Int), Survival (Wis), Use magic device (Cha)

    Skill Ranks per Level: (6 + Int modifier)

    Geneticist
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells/Extracts per day
    1st
    +0
    +1
    +0
    +1
    Favorite Companion, Bestial mutagen
    +1 level of alchemist or existing spellcasting class
    2nd
    +1
    +1
    +1
    +1
    Uncanny evolution (lesser), Identify the uncommon
    -
    3rd
    +1
    +2
    +1
    +2
    Unnatural aspect
    +1 level of alchemist or existing spellcasting class
    4th
    +2
    +2
    +1
    +2
    Uncanny evolution (lesser)
    +1 level of alchemist or existing spellcasting class
    5th
    +2
    +3
    +2
    +3
    Sideline Mutagen
    +1 level of alchemist or existing spellcasting class
    6th
    +3
    +3
    +2
    +3
    Uncanny evolution (improved)
    -
    7th
    +3
    +4
    +2
    +4
    Optimized growth
    +1 level of alchemist or existing spellcasting class
    8th
    +4
    +4
    +3
    +4
    Uncanny evolution (improved)
    +1 level of alchemist or existing spellcasting class
    9th
    +4
    +5
    +3
    +5
    Common ancestry
    +1 level of alchemist or existing spellcasting class
    10th
    +5
    +5
    +3
    +5
    Uncanny evolution (grand)
    -

    Class Features
    All of the following are class features of the geneticist.

    Weapon and Armor Proficiencies: The geneticist gains no new weapon or armor proficiencies.

    Spells/Extracts per day
    At the indicated levels, a geneticist gains new spells or extracts per day as if he had also gained a level in alchemist or a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells/extracts per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a geneticist, or if he has a spellcasting class as well as levels in alchemist, he must decide to which class he adds the new level for purposes of determining spells or extracts per day.

    Favorite Companion (Ex): Choose one familiar or animal companion that you possess from a class you belonged to prior to the geneticist. This creature is now your "companion", and may gain the benefits of your bestial mutagen (see below). If this companion is ever lost or replaced, you must wait one additional day before acquiring another. Levels in this class stack with levels in the class that gave you your companion for determining the hit dice, abilities, and other attributes of this creature.
    If you have more than one eligible creature, you may have only one favored companion at first level. This choice cannot be changed until that creature is dismissed or killed, or otherwise eliminated. At 5th level, and again at 10th, you may designate an additional eligible creature as a favored companion. Those creatures may then gain additional hit dice or traits if your combined level (their original class + geneticist levels) is high enough.

    Bestial Mutagen (Ex): Levels in this class stack with levels in an existing class to determine the effects, duration, and other qualities of your mutagens.
    In addition, when you prepare a mutagen, you may choose to prepare it as a bestial mutagen. If you do so, the mutagen's duration becomes 1 day/level, though this does not let you have more than one prepared or active mutagen at a time. If you prepare or administer another mutagen during this time, then the previous, ongoing mutagen immediately ends.
    This mutagen behaves in all ways as a normal mutagen, except that it can only be safely administered to your companion, and the penalty is always applied to the companion's charisma. Any other creature attempting to consume the bestial mutagen is subject to the normal penalties for non-alchemists (possibly including nausea). Administering the mutagen to your companion takes 1 minute.

    Uncanny Evolution (Ex): At 2nd level, and again at every even level thereafter, the geneticist gains one uncanny evolution from the list below. Prior to level 6, he is restricted to "lesser" evolutions only. At level 6, he may instead begin selecting "improved" evolutions, and may take "grand" evolutions upon reaching 10th level.
    Uncanny evolutions are modifications made to a creature's genetic fiber through the medium of alchemist's mutagens. Adding the effects of an evolution to a bestial mutagen takes 2 hours of work and costs an additional 500 gold in materials. The effects of the evolution last for the duration of the mutagen, and the creature loses the benefits of the evolutions immediately if its mutagen ends.
    These evolutions function almost exactly as creature templates, and adjust your companions as such. You can apply any evolution to any type of favored companion, unless otherwise stated, regardless of whether the template it mimics is an inherited or When an evolution changes the creature's type, do not recalculate health, BAB, or saves. That creature's hit-dice will remain as they were before, and it will continue to advance as an animal companion or familiar of its type. When a template includes both quick rules and rebuild rules, use the effects of the rebuild rules. For any effect based on CR, use the creature's Hit Dice instead.

    Uncanny Evolutions - Lesser
    Stunted Growth: This evolution functions as the young template.
    Fearsome Infusion: This evolution functions as the terror creature template, except there is no change in alignment.
    Excessive Pigmentation: This evolution functions as the shadow creature template.
    Ferric Carapice: This evolution functions as the ironskinned template.
    Marine Aspects: This evolution functions as the aquatic creature template, thought the creature retains its base land and fly speeds.
    Thick Winter Coat: This evolution functions as the arctic creature template, except you may choose whether or not the creature will turn white. If you do, the creature gains the template's stealth bonus in snowy terrain, but suffers a -2 penalty to stealth in other types of terrain.
    Night Hunter: This evolution grants the creature any two of the following, chosen at the time of administration: scent 60 ft., low-light vision, darkvision 60 ft., blindsense 30 ft., or blindsight 10 ft.

    Uncanny Evolutions - Improved
    Sanctified Infusion: This evolution functions as one of the following four templates: celestial, Fiendish, Entropic, or Resolute. This decision must be made at the time that the mutagen is prepared, and you may not select a template that is of an alignment opposed to your own. If the creature's alignment is opposed to the alignment of the chosen, then the affected creature's alignment shifts one step toward the alignment of the chosen template.
    Improved Winter Coat: This evolution functions as the Winter Coat evolution, but includes the benefits of the boreal creature template.
    Accelerated Growth: This evolution functions as the giant creature template.
    Twisted Muscles: This evolution functions as the gnarled creature template.

    Uncanny Evolutions - Grand
    Fey Aspects: This evolution funtions as the fey animal template, but may be applied to any companion, regardless of alignment. The creature affected by this evolution gains only a +2 increase to Intelligence, and cannot speak.
    Optimized Development: This evolution functions as the advanced creature template.
    Toxic Nature: This evolution functions as the poisonous creature template, except that the affected creature does not gain the detect anti-poison ability.
    Elemental Infusion: This evolution functions as the element-infused creature template, though it does not gain the elemental body extraordinary ability. The geneticist must determine what element to infuse the creature with when he prepares the bestial mutagen.

    Identify the uncommon (Ex): When attempting to identify a creature with a knowledge check, the geneticist may spend a swift action to take 10 on that check, even if stress or the environment would otherwise interfere. By instead spending a move action, the geneticist may take 10 on the check and add 1/2 his class level to the result. If he chooses to spend a full-round action studying a creature, he may take 20 to identify it, and he adds his class level to determine success.
    If the geneticist successfully identifies a creature and succeeds by 5 or more, he also recognizes any uncommon templates that have been applied to that creature.

    Unnatural aspect (Ex): The geneticist adds animal aspect to his list of extracts (if alchemist), spells known (if a spontaneous caster), spellbook or familiar (if prepared arcane caster), or class spell list (if prepared divine caster). Furthermore, when he prepares a bestial mutagen, he may choose to add the effects of this spell to the effects of the mutagen. The decision for which aspect to choose must be made at the time of administration, and cannot be changed for the duration of the mutagen. A creature cannot benefit from an animal aspect that is similar to its own in nature (so an ape companion can't have gorilla arms, etc.).
    At level 8, this instead behaves as greater animal aspect.

    Sideline mutagen (Ex): The geneticist may now prepare multiple bestial mutagens at once. He may have a total number of simultaneously prepared or active bestial mutagens equal to his intelligence modifier (minimum 1). A single creature cannot benefit from simultaneous bestial mutagens for more than a minute; administering a second mutagen to a creature already under the effects of a bestial mutagen causes the initial mutagen's effects to end after 1d10 rounds. Administering a bestial mutagen to your companion is now a full round action that provokes attacks of opportunity against both the geneticist and his companion.

    Optimized growth (Ex): Extensive experimentation on his companions has led the geneticist to interesting results. His favored companions take a -2 penalty to constitution from an excess of chemicals in their blood, but their hit points are recalculated as if they received the maximum result from every hit die. Companions with an intelligence "--" or less than 2 gain a +1 inherent bonus to intelligence, and all favored companions gain a +1 alchemical bonus to their highest ability score. He may choose a different ability score for each companion.

    Common Ancestry (Su): Realizing that he's nothing more than an advanced animal, the geneticist takes his experiments a little closer to home. Beginning at level 9, the geneticist may prepare bestial mutagens for personal use. He must still succeed a fortitude save to consume the mutagen without incident, but he is only sickened for 2d4 rounds if he fails.
    While under the effects of a bestial mutagen, the geneticist gains the benefits of his uncanny evolutions, optimized growth and unnatural aspect abilities. This is otherwise treated like a normal mutagen, and the effects will expire immediately if the geneticist consumes another mutagen. Bestial mutagens crafted for this purpose have a duration of 4 hours from the time of consumption, but may be kept in storage for up to 1 day/level.
    Last edited by gr8artist; 2014-04-28 at 06:12 PM.
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