HGd10PHB - OptClass - Biomancer

The Biomancer is a mage who wields the power over the physical body. Biomancers may focus on healing, on curing poisons or flushing out toxins. They may also focus on enhancements to the body increasing the physical characteristics such as Strength, Agility, Beauty, Constitution, Speed, Life, and so on. Biomancers have powerful self-healing and regenerative capabilities and so often make great off tanks, though they tend to eschew armor and can eventually be worn down relying too much on their magic.

Basic Skill: Mysticism

Source: Inner Spirit (MYR Recommended)

Must Take Foible: Opaque Mind - Body Only

Below are recommended minimums for building an Biomancer. Characteristics or Skills not listed are not prohibited, but not considered essential to an Biomancer build.

Characteristic Minimums
CON 10 - Constitution is the basis for Body spectrum magic. It is also the Primary Characteristic for Aid and Defense, two of Body magic's go-to Purposes. CON is also used to calculate LIFE, so a high CON means more LIFE and better tanking.

Optional Builds

AGL 8 - Agility is used to calculate many Movement skills as well as ranged combat. A Biomancer who chooses to remain back from the front line may enhance their ranged attacks and a high AGL to begin with is an excellent platform to work from.

BEA 8 - Some Biomancers may focus on using their power to alter their physical beauty as appropriate for social situations. These Biomancers may take Alluring Presence as a Trait to allow their physical attractiveness, enhanced by their magic, to navigate social situations even if their personality isn't all that appealing.

PRC 8 - A lesser used aspect of Biomancy is an enhancement of the senses. However, the wily Biomancer who focuses on PRC makes a great scout or investigator or even craftsman.

STR 8 - Strength is the PC for the Attack Purpose. Since Biomancers may choose to use their physical abilities to tank, a higher STR is useful for physical attacks. If the Biomancer is not tanking and/or not Attacking with their spells much, they may not need as high a STR.

Total = 18

Skills
Typically, an Biomancer will tend towards skills based in above recommended Characteristics, especially those based in the physical characteristics.

Melee Combat - Biomancers may focus on Hand to Hand combat trusting in their bodies to be the weapon rather than some external device. Those who used enhanced strength, however, may choose to wield oversized weapons for the intimidation factor.

Ranged Combat - Biomancers who focus on AGL might be expert marksmen with bow or gun. While it is rare for them to use their magic at range the way other Spectra is used, it is possible.


 * Bows
 * Crossbows & Guns

Physical Defense


 * Usually No Armor.
 * Dodge
 * Sometimes Light Armor made of leather or other formerly living thing.

Mysticism - The heart of the Biomancer is Mysticism. One simply cannot be an Biomancer without this skill.


 * Spectrum: Body
 * Purposes:
 * Aid
 * Attack
 * Defense
 * Movement
 * Transformation

Crafting - Biomancer will often focus on only a few Crafting skills if any. Those that are enhanced by their natural characteristics or pertain to living things are the ones they most use. They will likely only have one or two of the following, usually a gathering ability and a related refining or production skill.


 * Crafting: Carpentry
 * Crafting: Farming
 * Crafting: Hunting
 * Crafting: Leatherworking
 * Crafting: Mining/Smelting
 * Crafting: Ranching
 * Crafting: Smithing

Knowledge - Biomancers sometimes have a reputation for being meatheads and lacking in intelligence or wisdom due to their focus on the body. However, many of them are intelligent, especially those that offer aid, healing, or those who are scouts or tacticians.


 * First Aid
 * Science: Biology
 * Surgeon

Movement - With a high CON, Biomancers have a high endurance and speed. They are able to outperform many when it comes to athletic endeavors even without their magic.


 * Acrobatics
 * Balance
 * Climb
 * Concentration
 * Dance
 * Dodge
 * Flying
 * Juggle
 * Jump
 * Ride: Any
 * Sport: Any
 * Stealth
 * Swim

Social - Biomancers who focus on physical beauty may take the Alluring Visage trait and have more Social Skills than any other kind.


 * Cosmetology
 * Defiance
 * Disguise
 * Intimidate
 * Investigate
 * Perform
 * Persuade
 * Provoke
 * Romance
 * Sense Motive
 * Senses
 * Survival
 * Tactics

Combat Equipment

 * Hand to Hand
 * No Armor
 * Oversized melee weapons
 * Any ranged weapon

Traits and Foibles
These Traits are a recommended list for Biomancers to choose from that would be particularly beneficial to Biomancers. They are not limited to the non-Mystical Traits listed. Mystical Traits in italics are limited to the Body Spectrum:


 * Agile Fighter
 * Alluring Visage
 * Ambidextrous
 * Brave
 * Immunity: Poison/Toxin
 * Regeneration
 * Empower Body
 * Enlarge Body
 * Extend Body
 * Maximize Body
 * Mystical Energy Reserve (MYR)
 * Body Affinity
 * Widen Body

Regular Foibles are unlimited for Biomancers based on the player's preferences. Mystical Foibles in italics are limited to those listed below:


 * Encumbered Caster
 * Weakness: Mind
 * Backfire
 * Complex Gestures: Body
 * Depowered Spectrum: Body
 * Expensive Spectrum: Body
 * Extended Time: Body
 * Limited MYR
 * Minimize Spectrum: Body
 * Narrowed Spectrum: Body
 * Opaque Mind: Body Only
 * Opposed Spectrum: Mind
 * Quick Burn Spectrum: Body
 * Reduced Spectrum: Body
 * Tongue-tied

Incarnate - Biomancers who never cast a spell of any other spectrum and reach 100 in Total Skill Bonus (TSB) in Body can make a pact with the Realm of Body and become Incarnate, the living embodiment of Body-based magic.

Loar

 * Yane Umsombinna
 * Judissa Si'pa
 * Kodd Jul
 * Xamby Mon

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement