Description: Biomancers have a great interest in the body and curative medicine. The biomancer exhibits a fascination with life and death that borders on obsession. Casual acquaintances may consider her cold or hostile, but those who befriend the biomancer may come to know her as a caring, complex individual whose emotions run deep. The biomancer can be a valued and trustworthy companion. Biomancers are unshakable in their determination to confront and extinguish evil and will join like- minded individuals to undertake these types of missions. Not only do biomancers wield unmatched power, their familiarity with life and death makes them virtually fearless. On the other hand, a biomancer, much to a leader's chagrin, does not always follow orders automatically; a biomancer who disagress with her party's strategy may simply strike out on her own.
Leader bonus: 5 SPR
Champion bonus: 5 SPR Avoids all of the nasty side effects of a biomantic fumble.
Guild choices for: Biomancer
Primary Guilds: Abjurer, Alchemist, Druid, Hand, Mage, Merchant, Monk, Psionicist, Templer
Secondary Guilds: Cleric, Lifemaster, Shaman, Telemancer, Toximancer
Stat potential:
Str: none (0/7)
Agi: none (0/7)
Dex: little (2/7)
Con: little (2/7)
Int: little (2/7)
Wis: little (2/7)
Per: little (2/7)
Cha: none (0/7)
Point Potential:
HP: small (3/7) HPR: small (3/7)
SP: average (4/7) SPR: average (4/7)
EP: little (2/7) EPR: little (2/7)
Category Bonuses:
Healing skill: small (3/7)
Alteration hermetic spell: small (3/7)
Healing hermetic spell: small (3/7)
Race Matches:
Good: Arcanus, Atomy, Boelir, Elf, Gnome, Goblin, Gremlin, Human, Kanku, Leprechaun, Saytr, Tortle and Vulpin.
Average: Centaur, Dragon, Gargoyle, Hephestian, Jinn, Kreen, Mummy, Myconoid, Titan and Vampire.