Table of Contents
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The Bio-Spark
"Settle down and let the doctor get to work, fufufu…"
Hit Die: d10
Skill Points: 6+Int
Class Skills: Appraise, Concentration, Craft*, Diplomacy, Disable Device, Handle Animal, Heal*, Hide, Forgery, Knowledge (Any), Move Silently, Ride, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival
- a Bio Spark automatically has Craft (Alchemy) and Heal at max ranks.
Proficiencies: The Bio Spark is proficient with light armor, but not shields. The Bio Spark is proficient with Simple and Martial weapons as well as all forms of Crossbow, the Alchemist Arrow, the Lantern Shield, and the Dire Syringe.
The Dire Syringe:
The Dire Syringe is a melee weapon that inflicts 1 point of Piercing damage, but can also be loaded with an alchemical preparation or Potion as if it were a Light Crossbow. A loaded charge can be injected into the target as a free action after any hit - causing its normal effects. The Dire Syringe (and whatever charge it delivers) threatens a critical on a 2-20 (yes, really). A Dire Syringe takes two hands to use.
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1 | +1 | +0 | +0 | +2 | Super Juice, Internal Alchemy, Rapid Reload, Fantastic Metabolism, Trap Finding |
2 | +2 | +0 | +0 | +3 | Brew Potion, Inner Fire |
3 | +3 | +1 | +1 | +3 | Better Criticals |
4 | +4 | +1 | +1 | +4 | Hidden Tongues, Personal Integrity 1 |
5 | +5 | +1 | +1 | +4 | Constitution Enhancement |
6 | +6/+1 | +2 | +2 | +5 | Inner Power, Craft Graft |
7 | +7/+2 | +2 | +2 | +5 | Better Criticals |
8 | +8/+3 | +2 | +2 | +6 | Hideous Minions, Personal Integrity 2 |
9 | +9/+4 | +3 | +3 | +6 | Heal, Spit of Defiance |
10 | +10/+5 | +3 | +3 | +7 | Super Duper Juice |
11 | +11/+6/+6 | +3 | +3 | +7 | Better Criticals, Tetanus Shot |
12 | +12/+7/+7 | +4 | +4 | +8 | Graftmaster, Personal Integrity 4 |
13 | +13/+8/+8 | +4 | +4 | +8 | Extract Lifeforce |
14 | +14/+9/+9 | +4 | +4 | +9 | Secrets of Potions Best Unmentioned |
15 | +15/+10/+10 | +5 | +5 | +9 | Better Criticals, Brain Surgery |
16 | +16/+11/+11/+11 | +5 | +5 | +10 | Inject Lifeforce, Personal Integrity 8 |
17 | +17/+12/+12/+12 | +5 | +5 | +10 | Horrible Bug Colony: Hellwasps |
18 | +18/+13/+13/+13 | +6 | +6 | +11 | Robo-Surgery |
19 | +19/+14/+14/+14 | +6 | +6 | +11 | Better Criticals, Dire Tetanus |
20 | +20/+15/+15/+15 | +6 | +6 | +12 | Horrible Bug Colony: Abyssal Ants, Personal Integrity 16 |
Super Juice (Ex):
The Bio Spark can coax greater effects out of alchemical products they use personally, causing them to act as if they were one size "bigger". So an acid flask thrown or injected by a Bio Spark would inflict a d8 of damage instead of a d6. When a Bio Spark uses an alchemical or potion related effect that allows a Save, she can substitute a Save DC of 10 + 1/2 Level + Charisma Modifier instead of whatever Save DC it would normally have.
Internal Alchemy (Su):
A Bio Spark can make alchemical preparations inside their own body and draw them out with a syringe or knife blade. Whenever a Bio Spark is injured by a slashing or piercing weapon, they may splash an alchemical preparation of their choosing in their square, and if they have a bottle and some time they can make a more conventional flask of it. Using a Dire Syringe, they can simply draw the goods out of their body with minimal damage and an attack action. In order to make these concoctions, the Bio Spark can and must "Take 10" on their Craft Alchemy test, though their body does count as masterwork tools for this purpose (providing the +2 bonus for such equipment).
Common Alchemy Projects | DC | Description |
---|---|---|
Acid | 15 | 1d6 Acid, Splash, Persists |
Healing Salve | 15 | Heals 1d6 hit points |
Alchemist Fire | 20 | 1d6 Fire, Splash, Ignites |
Smoking Oil | 20 | Creates area of smoke |
Motelight | 20 | Creates area of blinding light (Ref Save) |
Alchemist Frost | 25 | 1d6 Cold, Splash, Persists |
Antitoxin | 25 | Cures Poison |
Antibiotics | 25 | Cures Disease |
Shock Juice | 30 | 1d6 Electricity, shared with adjacent target |
Truth Serum | 30 | Target dazed for 1 round and Indifferent for 1 hour (Fort Save) |
Tranq | 30 | Target sleeps for 8 hours (Fort Save) |
Rapid Reload:
A Bio Spark gets Rapid Reload as a bonus feat at 1st level.
Fantastic Metabolism (Ex):
A Bio Spark is immune to any poison that does not affect constructs.
Trap Finding:
A Bio Spark can find and disable traps like a Rogue.
Brew Potion:
A Bio Spark gains Brew Potion at level 2 as a bonus feat. She may use her ranks in Craft (Alchemy) in lieu of a caster level for making potions, and may bypass any requirements for any spell from the Wizard, Cleric, or Druid list as if she had them prepared. Brewing Potions does not in fact use XP when a Bio Spark does it, merely time and money.
Inner Fire:
A 2nd level Bio Spark has Cold, Acid, and Fire resistance equal to her class level.
Better Criticals:
Starting at 3rd level, the Bio Spark inflicts better criticals, increasing the critical modifier of any weapon she uses by +1. This bonus further increases by +1 more every four levels forever.
Hidden Tongues (Ex):
A 4th level Bio Spark can speak with Vermin and Aberrations as if she spoke their language. Intelligent creatures can have their attitudes adjusted with Diplomacy, and more bug-brained critters have their attitudes influenced with Handle Animal instead.
Personal Integrity (Ex):
At 4th level, the Bio Spark can make a saving throw to end any effect they are currently under that allows a save to begin with. This extra save may be made once per round. They also gain Fast Healing 1. This Fast Healing doubles every 4 levels.
Constitution Enhancement:
Starting at 5th level, the Bio Spark has an Enhancement Bonus to Constitution. This bonus is 1/3 of their level, rounded up (no max).
Inner Power (Su):
At 6th level, a Bio Spark is healed instead of damaged by Electricity.
Craft Graft:
At 6th level, the Bio Spark gains Craft Graft as a bonus feat, and is able to draw off of any of the Aberration or Undead graft lists, using her ranks in Heal as her caster level, and bypassing any specific racial, power, or spell requirements. Note: in the Yuan'ti game, she can also draw off the Yuan'ti list. It'd be stupid not to have that option.
Hideous Minions (Ex):
From 8th level on, a Bio Spark can attract a cadre of hideous monsters and assistants. She gains a main companion who might be a bodyguard, a mount, an assistant, or a friend. It is an Aberration or Vermin with a CR no more than 3 less than the Spark's. It grows or levels when she does. In addition, she attracts followers as if she had an appropriate [Leadership] feat, using her Heal modifier for her Leadership Score. Followers may themselves be Vermin or Aberrations, but they might also be disaffected Kua-Toa or whatever. Finally, an 8th level Bio Spark gains Mentor as a bonus feat.
Heal (Sp):
A 9th level Bio Spark can use heal as a spell-like ability. This may be used a number of times per day equal to the base number of attacks allowed by her BAB (so twice a day at BAB +9, increasing to 3/day at BAB +11).
Spit of Defiance (Su):
As a Swift Action, a 9th level Bio Spark can spit an alchemical concoction from their body, either as a touch attack against a target within 5' or just on the ground or into a container or whatever.
Super Duper Juice:
Starting at 10th level, the Bio Spark's alchemical and potion use is now two sizes "Bigger" instead of just one. Also the save DC of such items (if any) is increased by +2.
Tetanus Shot (Su):
Whenever the 11th level Bio Spark successfully deals damage with a Dire Syringe, the target must make a Fort Save (DC 10 + half HD + Charisma mod) or contract a particularly aggressive strain of Filth Fever, taking ability damage instantly and needing to save again every hour for a day.
Graftmaster (Su):
At level twelve, the Bio Spark can just use a Full Round Action to apply a Graft to someone, paying zero costs of any kind. She may grant up to six of these per day, and at night will often waste the leftovers by grafting faces and claws onto trees and steamrollers onto lizards. Allies should count their limbs upon waking up.
Extract Lifeforce (Ex):
The thirteenth level Bio Spark can jab someone with an empty Dire Syringe, and suck the Hit Points right out of them. This deals damage as normal, plus her Heal modifier, which is multiplied as usual on the inevitable critical hit. This can be injected into someone to grant them an equal amount of healing.
Secrets of Potions Best Unmentioned:
At 14th level, the Bio Spark suddenly learns how to brew the potion of Tainted Ones and Broodguard, along with potions that convert humans into Skum.
Brain Surgery (Ex):
A 15th level Bio Spark can alter the memories and personality of a dead or comatose target by fiddling with their brains. In the case of a dead target, this will only have any effect if they're brought back to life via Raise or Resurrect: if they are brought back via a True Resurrection, they're fully restored, and if they're not brought back at all… they're too dead for it to matter.
Inject Lifeforce (Sp):
At level sixteen, the Bio Spark is able to inject life into recent corpses. Effectively, by injecting Extracted Lifeforce into a corpse that has been dead for no more than a week, she can bring it back to life with no level loss, however it is treated as being Raised for the purpose of Brain Surgery. She can only do this once per day.
Horrible Bug Colony (Su):
At level seventeen, the Bio Spark gains a new thing she can create inside her body and inject into people: a Hellwasp Swarm. The swarm will deal full effects every round until the target is slain or someone deals at least 20 points of Slashing damage to the target - either one causing them to burst free. She can only produce one such swarm per hour. At level twenty, she can create Abyssal Ant Swarms instead.
Robo-Surgery (Ex):
The eighteenth-level Bio Spark gains the ability to apply Maug grafts to things. She can also construct Golems and other Constructs, and can go completely nuts with this.
Dire Tetanus (Su):
At nineteenth level, the disease injected by the Bio Spark becomes Slimy Doom, though the Save DC, immediate effects and frequency of attacks remain the same. The attacks resume for a full week.