Apex Biomancer icon

Luminary Subclass

Apex Biomancer

Architects of Evolution

History

The year 1890 CE marked the beginning of one of the darkest periods in the history of Adamah—the Arcane Collapse. As magic vanished internationally, societies were thrown into turmoil, prompting a sudden and desperate shift towards science and technology. In the United Aerlyth Federation (UAF), this abrupt departure from traditional magical practices catalyzed the birth of an entirely new discipline: Biomancy.

The once abundant flow of magical energies that powered daily life and advanced medical practices dwindled to mere trickles, causing widespread panic and societal breakdowns. Traditional healers and wizards found themselves powerless, and the UAF, a region heavily reliant on magical artifacts and enchantments, faced catastrophic healthcare crises and ecological disasters.

In response to this dire necessity, a group of visionary scientists at the newly founded Aerlyth Institute of Technology began exploring alternative means to replicate and surpass the capabilities once granted by magic. This led to the advent of Biomancy—a discipline grounded in the principles of genetic manipulation and biological enhancement. The scientists posited that if magic could no longer sustain their society, then mastery over the very essence of life could potentially replace it.

Dr. Elowen Tharrel, a geneticist and former Spell Weaver, pioneered the initial breakthroughs in Biomancy. She developed the first Biomantic Serums, designed to enhance human capabilities and resist diseases that had once been easily curable by magic. These serums combined cutting-edge genetic engineering with remnants of arcane knowledge, salvaged from the scraps of magical texts that survived the Collapse.

By 1950 CE, as the Arcane Collapse continued to ravage the globe, the Biomancers of UAF had begun to establish themselves as a new kind of elite. Their ability to reshape life itself made them invaluable in efforts to reclaim and rehabilitate lands left barren by the loss of magic. The Apex Biomancers—those who had mastered not only the creation of potent serums but also the art of self-transformation and Chimera Creation—rose as leaders in this new era.

The establishment of Biomancy coincided with a renaissance of technological innovation in the UAF, as the region sought to redefine itself in a world devoid of magic. Universities and research institutions flourished, funded by a government eager to position the UAF as a beacon of progress and stability. Biomantic studies became a cornerstone of academic and practical life in the UAF, drawing bright minds from across Adamah eager to explore this new frontier.

Subclass Breakdown

The Apex Biomancer is a master of genetic recombination and biological engineering. They create Chimera companions, craft powerful Nanite Potions, and can even reshape their own bodies through Hybrid Form—all fueled by Biomancy Points.

Base Class

Luminary

Core Ability

Cognition

Aptitude Dice

d6

MAB

6

Aptitude

Gain Aptitude with the First-Aid Skill. If you already have Aptitude, gain +2 Aptitude Points. Choose one Martial Weapon to gain Aptitude in.

Biomancy

Biomancy Points (BIO)

Total: 5 + your Level + Cognition Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

BIO Dice

Starts at 1d8. Deals Acid Damage (unless otherwise noted).

Bio Focus Roll

1d20 + MAB

Key Mechanics

Biomancy (Passive)

You've mastered the fundamentals of genetic recombination and mutation, enabling the creation and modification of biological materials.

Crafting Material (Passive)

Some Feats require a Material Cost which must be spent in the initial creation of the object used in the Feat unless otherwise specified. Material required for your creations can be obtained either through purchasing or Salvaging.

Salvage Check (Passive)

You can now add your Aptitude Dice to your Salvaging Check.

4

Genetic Mastery

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Genetic Overclock

AP: 1 | R | Range: 1 mCore Synergy

Choose a target within Range, for the rest of the Round they gain +1 to their next Defense Roll.

Chimera Creation

24 Hours | 5 BIO | Materials: 10 Standard Grade

Duration: Unit destroyed. Using Appendix B: Beast Shape Guide you can create a biologically engineered creature of Minor Threat Level. Chimera follow your commands, has 3 AP per Round, share your Initiative, acting immediately after your Turn. You may only maintain one Chimera at a time unless otherwise specified.

Genetic Transference

Short Rest | 5 BIO | Materials: 1 High Quality

Duration: Until end of next Long Rest. Grant yourself or an ally you can touch one Level 2–3 Base Bracket Pool Feat from any Base Class for the Duration. All prerequisites for the chosen Feat are waived. You may have a number of Genetic Transferences equal to your Cognition Modifier active at a time.

Hybrid Form

AP: 2 | CA | 3 BIO

Duration: 4 Rounds or until ended with a Neutralizing Serum. For the Duration: Gain +20 THP, +3 m Speed, Darkvision 20 m, and +2 on Scent- or Sight-based Awareness Skill Checks. Your Physical Strikes deal 1 BIO Dice + Strength Modifier of Slashing Damage. Select one Sense and one Beast Trait from the Appendix B: Beast Shape Guide. You cannot wield weapons or wear armor in this form. You suffer 1 Level of Exhaustion if the form lasted the full Duration.

Nanite Potions

AP: 2 | CA | 1 BIO

You gain Aptitude with the Alchemist Toolkit and +3 to Crafting Skill Checks for Potions. When you craft Nanite Potions you can add one of the following benefits to it: Serums of Healing: Restores 1 BIO Dice of HP per Turn for 2 Rounds. Serum of Decay: Deals 1 BIO Dice directly to HP per Turn for 2 Rounds. Serum of Neutralizer: Immediately ends one Condition. Serum of Pain Suppressor: Negates effects from Minor Injuries. Serum of Speed: Gain +4 Movement and +1 AP per Turn for 2 Rounds.

Fast Injector

AP: 2 | CA

You swiftly administer a prepared Nanite Potion through a Physical Strike. Make an Unarmed Attack Roll; on hit, the Potion immediately takes effect.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Genetic Mastery

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your biomantic power. Your path grants abilities at levels 6, 8, and 10.

Path of the Beastmaster

Chimera Customization / Versatile Support. You and your Chimera are inseparable, a bond forged through genetic engineering and battlefield trust.

Passive: While within 50 m of your Chimera, you gain +2 to Awareness Skill Checks.

Guard Dog

Passive | Range: 15 m

When your Chimera are within Range you can not be taken by Surprise and you gain +1 to your Reflex Defense Rolls.

Level 8

Temporary Adaptation

AP: 2 | CA | 3 BIO | Materials: 2 Standard Grade

Duration: 5 Rounds. You may grant your Chimera a non-permanent feature. Choose one additional Beast Feat from the Beast Shape Guide to modify your Chimera for the Duration.

Level 10

Coordinated Assault

Passive

Whenever you and at least one of your Chimeras attack the same creature this Round, you and all Chimera gain +2 to Attack Rolls and +1 BIO Dice of damage against that target until the end of your next Turn.

Path of Chemical Warfare

Serum Delivery / Advanced Technology. You weaponize your Nanite Potions, turning healing serums into battlefield hazards.

Passive: Gain Aptitude with the Gunsmith Toolkit.

Combat Chemist

AP: 2 | CA | 1 BIO | Materials: 2 Standard Grade per Canister

Range: 6 m. Radius: 2 m. You craft and throw a Nanite Potion-filled Inhalation Canister that bursts on impact, dispersing its contents in a concentrated cloud. Choose one Nanite Potion to fill the canister. On impact, all creatures in the Radius must make a Fortitude Defense Roll against your BIO Focus Roll. On failure, they suffer the Potions effects. The cloud lingers for 1 Round, affecting any creature that enters or ends their Turn in the Radius.

Level 8

Infused Bullets

AP: 1 | QA | 1 BIO | Materials: 1 piece of Basic Ammunition

Using your Gunsmith Toolkit, infuse a single piece of Basic Ammunition with a Nanite Potion. Only 1 Serum can be applied per Round. On hit, the target suffers the Potion’s effect. A creature can only be affected by one infused bullet per Round. Bullets expire after a Long Rest.

Level 10

Gas Launcher

Passive | Materials: 5 Standard Grade

You’ve engineered a specialized weapon designed explicitly for aerosol deployment of Nanite Potions. Simple Ranged Weapon (Range: 10 x 5 m cone). Can be loaded with one type of Nanite Potion which is consumed on use. All creatures in the Cone must make a Fortitude Defense Roll against your BIO Focus Roll. On failure, they suffer the Nanite Potions effects. The cloud lingers for 1 Round, affecting any creature that enters or ends their Turn in the Radius.

Path of the Shape Shifter

Real-Time Mutation / Adaptive Combat. Your Hybrid Form is not a static shell—it’s a living weapon that evolves mid-fight.

Passive: While Hybrid Form is active and you take the Physical Strike Action, you may make two attacks instead of one. These can target the same or two different creatures within Reach.

Venomous

AP: 1 | QA | 2 BIO

Duration: 3 Rounds. While Hybrid Form is active, when you deal damage with a Physical Strike, the target takes 1 BIO Dice of damage at the start of each of their Turns. This does not stack; only one can be active per creature at a time.

Level 8

Metamorphic

AP: 1 | QA | 2 BIO

While Hybrid Form is active, choose one of the following benefits: Enhanced Reflexes: Gain +2 to your Reflex Modifier. Predator’s Strike: Your Physical Strikes deal +1 BIO Dice of damage.

Level 10

Adaptive Evolution

AP: 1 | QA | 2 BIO

While Hybrid Form is active, choose one of the following: Elemental Skin: Gain Resistance to one Elemental Damage Type: Thermal, Cryo, Electric, Acid, or Poison. Regenerative Adaptation: At the start of each of your Turns, regain HP equal to your Maximum Aptitude Bonus (MAB).

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Nanite Potions

Amplified Genetics

Nanite Potion | Materials: 2 Standard Grade

Duration: Until Short Rest. The user gains +3 to Skill Checks using a chosen Skill.

ARC Booster

Nanite Potion | Materials: 5 High Quality

Instant. The user regenerates ARC equal to 1 BIO Dice Roll.

Gene Therapy

Nanite Potion | Materials: 5 Standard Grade

Duration: Until Short Rest. The user gains +1 to any one Ability Score for the Duration.

Genotype Mimicry

Nanite Potion | Materials: 4 Standard Grade

Duration: Hours equal to your Cognition Modifier. The user assumes the physical appearance of another creature of the same size. This does not grant Innate Abilities or Feats. To mimic a specific target, you must possess their genetic material.

Performance Enhancer

Nanite Potion | Materials: 4 Standard Grade

Duration: Rounds equal to your Cognition Modifier. For the Duration the user gains: +1 to Fortitude and Reflex Defense Rolls. +2 to Speed. +1 to Attack Rolls.

Stasis Serum

Nanite Potion | Materials: 4 Standard Grade

Duration: Until end of their next Turn. When a creature is at 0 HP, they cryogenically freeze preventing any damage they might take for the Duration. At the end of the Duration, the creature gains THP equal to twice your Cognition Modifier.

Path-Specific Feats

Brain Fog

PassiveShape Shifter

When you deal damage to a creature while Venomous is active, they become Stunned and Confused for the Duration.

Fetch

PassiveBeastmaster

Once a day your Guard Dog Chimera bring you one item from the Gear and Equipment Appendix under 500€ and 1d4 Exotic Salvaged Crafting Material.

Toxic Cloud Network

PassiveChemical Warfare

When two or more Inhalation Canisters are active within 6 m of each other, their effects last an additional Round. Any creature that enters two overlapping Radii in the same Turn automatically fails their first Fortitude Defense Roll.

Utility Feats

Adept BIO Dice Upgrade

Passive

Your BIO Dice are now 2d6 (Treated as 1 BIO Dice). Increase your Cognition Ability Score by +1.

Degenerative Genetics

Nanite Potion | Materials: 3 Standard Grade

Duration: 2 Rounds. When crafting a Nanite Potion, select one of the following effects. Once administered, it remains active for the Duration: Hindered Movement: Speed is halved. Impaired Regeneration: Cannot regain HP by any means. Crippling Defense: Suffers –2 to Fortitude, Reflex, or Will Defense Rolls.

Immune Booster

Passive

Whenever you regain HP from any source you regain the maximum possible and Heal 1 Minor Injuries.

Hybrid Resilience

Passive

While in Hybrid Form, when making a Fortitude Defense Roll against an attack you do not suffer Overflow Damage or Minor Injuries.

Pack Courage

Passive | Range: 2 m

When you or any ally are within Range of a Chimera gain +2 against the Frightened Condition.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Genetic Overclock Upgrade

Passive

Now grants +2 to their next Defense Roll.

Chimera Creation Upgrade

Passive

You can create a Chimera of Moderate Threat Level or maintain up to 2 Minor Threat Level Chimera simultaneously. Chimera can now wear Light Armor. They gain +10 HP, +1 to all Defense Rolls. You may now spend 5 BIO Points to regrow a destroyed Chimera over a Short Rest.

Genetic Transference Upgrade

Passive

You can now choose Feats from the level 7–9 Bracket Pool of another Subclass.

Hybrid Form Upgrade

Passive

35 THP. 4 m Speed, and +3 on Scent- or Sight-based Awareness Skill Checks. Your Physical Strikes deal 2 BIO Dice + Strength Modifier of Slashing Damage. Select an additional Beast Trait from the Beast Shape Guide. You can now wield Melee Weapons and wear Light armor you have Aptitude in. You no longer suffer Exhaustion when Hybrid Form ends. You may extend Hybrid Form to 6 Rounds by spending +1 BIO Point.

Nanite Potion Upgrade

Passive

Add the following Serum options: Serum of Adrenal Spike: Grants +2 on all Skill Checks. Serum of Nerve Sever: Target has –2 on their next Attacks. You may now have two different Serum effects active on a creature at once.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

Hallucinogenic Mist

AP: 1 | R | Range: 3 mMaster Synergy

When an ally within Range is attacked, release a disorienting aerosol. The attack is redirected to a different creature within Range.

Path of the Bio-Augmenter

Genetic Enhancement / Biological Potential. You push the boundaries of what biology can achieve, crafting serums that rewrite the very code of life.

Passive: You may store one Nanite Potion in your bloodstream. Once per Long Rest, you may activate it as a Free Action, immediately gaining its effects for the standard Duration.

Beast Traits

AP: 1 | QA | 4 BIO | Materials: 1 High Quality

Duration: 2 hours. This Nanite Potion grants a creature one Innate Ability of a chosen Beast Phylum, plus: One Sense and one Beast Feat of your choice. Appearance subtly alters to reflect the spliced genetics.

Level 13

Monster Maker

AP: 1 | QA/R | 5 BIO | Materials: 5 High Quality

Duration: 3 Rounds. A Nanite Potion that transforms a creature into a Moderate Threat Level Beast of your choice. If the Beast Shape is reduced to 0 HP, they revert back with the same HP they had prior to transformation. Retains mental faculties unless otherwise specified but loses access to all its Feats and Abilities.

Level 15

Bigger, Faster, Scarier

Passive

Monster Maker may now create a Beast Shape of Significant Threat Level or lower.

Path of the Pack Leader

Chimera Enhancement / Pack Tactics. Your Chimera are not mere tools—they are an extension of your will, fighting as a coordinated pack.

Passive: Your Chimera gain +1 Beast Feat and Sense.

Tactical Formation

AP: 2 | SA | 2 BIO | Range: 5 m

You command all your Chimera to move up to 4 m and make an Attack against a target in Range. All Chimera gain +1 to Attack and Defense Rolls per creature within Range (Max +3). Each attack deals +1 BIO Dice.

Level 13

Replicator

Passive

You may now control 2 Moderate TL or 3 Minor TL Chimeras. Your Chimeras may now wear Medium Armor.

Level 15

Beastial Mastery

Passive

All Chimera you craft have access to the following Actions:

Chimaric Fury

AP: 3 | CA | 4 BIO

The Chimera makes four separate Melee Attacks against a single target, each doing +1 BIO Dice of damage.

Stolen Opportunity

AP: 1 | R

If an hostile creature within Melee Range misses the Chimera with an attack, the Chimera can attempt to attack that hostile creature at a +2 to their Attack Roll.

Path of the Primal Shifter

Bio-Mechanical Protection / Adaptive Defense. Your Hybrid Form becomes an impenetrable fortress of living armor and reactive biology.

Passive: While you are in Hybrid Form you can not be targeted by Opportunity Attacks.

Adaptive Armor

AP: 1 | R | 4 BIO

Duration: 5 Rounds or until THP is depleted. While Hybrid Form is active, gain: THP equal to 10 + your Level. Resistance to the last Damage Type you took.

Level 13

Savage Strikes

Passive

When you deal damage with a Physical Strike or Melee Weapon, the target is knocked Prone.

Level 15

Overdrive

AP: 1 | QA | 5 BIO

Duration: 3 Rounds or ended early as QA. While Hybrid Form is active, gain: Movement Speed is tripled. +2 to all Attack Rolls. Melee Attacks deal +3 BIO Dice. You suffer 1 Level of Exhaustion if Overdrive lasts the full Duration.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defense & Offensive Feats

Chimera Rampage

AP: 2 | CA | 3 BIO

All creatures within Melee Range of a chosen Chimera must make a Fortitude Defense Roll against your BIO Focus Check. On a failure, creatures take +2 BIO Dice of damage and are knocked Prone.

Nanite Potions

Arcane Suppression

Nanite Potion | Materials: 5 High Quality Grade

Target loses 1d4 ARC/Creature Charges.

Cortical Lockdown

Nanite Potion | Materials: 10 Standard Grade

Duration: 2 Rounds. Cure a creature of any active Charm, Domination, and Frightened Conditions affecting them and give them Immunity to those Conditions for the Duration.

Crippling Venom

Nanite Potion | Materials: 20 Standard Grade

Duration: 5 Rounds. When crafting select one of the following effects, which lasts for the Duration: Poisoned: Creatures take 3 BIO Dice of Poison Damage per Turn, and –2 to Attack Rolls. Hindered: Creature’s Movement Speed is reduced to 0, and they are unable to use Reflex for Defense Rolls. Weakened: The Critical Range against the target is 17–20.

Neurogenetic Optimization

Nanite Potion | Materials: 10 Standard Grade

Duration: 2 hours. When crafting choose one of the following: Increases one of the target’s Ability Scores by +2. Increase two of the target’s Ability Scores by +1.

Necrotized Genetics

Nanite Potion | Materials: 5 High Quality

Duration: 3 Rounds. When creating Serum of Decay you can now select one of the following effects that lasts for the Duration: Sapped Vitality: The target’s maximum HP is reduced by 3 BIO Dice and they suffer –2 on all Fortitude Defense Rolls. Impaired Regeneration: The target is unable to regain HP in any way. Diminished Mental Acuity: The target suffers –3 on Will Defense Rolls.

Unbridled Rage

Nanite Potion | Materials: 4 High Quality

Duration: Rounds equal to your Cognition Modifier. The affected creature loses control of their emotion and must spend each Turn for the Duration attacking the nearest creature.

Viral Infusion

Nanite Potion | Materials: 4 High Quality

Duration: 3 Rounds. Affected target takes 2 BIO Dice of damage at start of their Turn. If within 1 m of another creature, that creature rolls a Fortitude Defense or becomes infected. Spreads up to two additional times.

Path-Specific Feats

Bone Spikes

PassivePrimal Shifter

While Adaptive Armor is active any creature that deals Melee Damage to you takes 1 BIO Dice of damage.

Monster Factory

PassiveBio-Augmenter

When using Monster Maker you can create a clone of any creature of Threat Level Moderate or lower that you have Salvaged genetic material from.

You gave it a gun?

PassivePack Leader

You can equipped a Chimera with any Simple Weapon of your choice that you have Aptitude in.

Utility Feats

Evolutionary Splice

Passive

Each time you enter Hybrid Form, select one additional Sense and Beast Trait.

Genetic Archive

Short Rest | 6 BIO | Materials: 2 Rare

Duration: Until end of next Long Rest. Choose two additional Feats when using Genetic Transference.

Master BIO Dice Upgrade

Passive

Your BIO Dice are now 2d8 (Treated as 1 BIO Dice). Increase any Ability Score by +1.

Dermal Patch

AP: 2 | CA | 3 BIO | Materials: 5 Standard Grade

Infuse any Nanite Potion into a single-use patch that can be worn and activated as a Reaction to immediately apply the effect.

Rapid Strain Deployment

Passive

When you use Fast Injector, you may inject two different Nanite Potions at the same time.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your biomantic mastery, granting abilities at levels 16, 18, and 20.

I’m Helping!

AP: 1 | R | Range: 5 mPinnacle Synergy

When an ally within Range deals damage to a creature, you lob a volatile bottle of hydrogen peroxide, causing it to detonate in a blaze of bubbling white mist. The creature takes 1d12 Psychic Damage.

Path of the Ascended Form

Ultimate Hybrid Transformation. You transcend the limits of biological mutation, ascending into a form that blurs the line between mortal and monster.

Passive: While in Hybrid Form you are Immune to the Frightened and Charmed Conditions.

Ascended Hybrid Form

AP: 2 | CA | 8 BIO

While Hybrid Form is active, you extend its Duration by 3 Rounds and gain the following: Resistance to all Non-magical Physical Damage. Your Maximum HP is increased by an amount equal to your level + your MAB. You may now wear Medium Armor.

Level 18

Overclocked

AP: 1 | QA | 2 BIO

While Ascended Hybrid Form is active: You may make two Attacks per Core Action. Gain +2 to all Physical Strike and Melee Attack Rolls. Gain +2 to all Fortitude and Reflex Defense Rolls.

Level 20

Bio-Terminus Ascension

PassiveBio-Terminus

While Overclocked is active: Gain +2 AP per Round. Gain +20 HP. Your first attack each Round deals +3 BIO Dice of damage and Stuns the target creature.

Path of Bio-Weaponry

Organic Mutation / High-Tech Weaponry Fusion. You merge living tissue with advanced firearms, creating weapons that breathe, bleed, and kill.

Passive: You gain +1 to Weapon Attack Rolls and your Critical Range expands by 1 (e.g., 19–20).

Bio-Fused Firearm

Short Rest | Materials: 15 High Quality

You integrate a poison delivery system into a Firearm you have Aptitude with. The weapon deals +3 BIO Dice of Poison Damage on hit. You may infuse one Nanite Potion into the weapon; its effects apply on the first successful hit. You may only have one Bio-Fused Weapon active at a time.

Level 18

Bio-morphic Firearm

Passive

The first time each Round you deal damage with a Bio-Fused Weapon, the target becomes Paralyzed until the end of their next Turn.

Level 20

Bio-Terminus Explosive Bio-Rounds

Passive | Radius: 3 mBio-Terminus

When a Bio-Fused Weapon deals damage: It explodes in a 3 m Radius, dealing 4 BIO Dice of Acid or Poison Damage (your choice) to all other creatures in the area. A bio-infused cloud remains for 3 Rounds and any creature that enters or ends its Turn in the area takes 3 BIO Dice of damage of the chosen type. You and your allies are immune to the cloud.

Path of Genetic Dissonance

Mutagenic Spores / Living Vector / Entropy. You become a walking plague, your very presence unraveling the genetic stability of everything around you.

Passive: You are Immune to Poison Damage and the Poisoned Condition.

Mutagenic Field

AP: 2 | CA | 8 BIO

Duration: 5 Rounds. Range: Self. Radius: 4 m. You release a cloud of mutagenic spores, all creatures in the Radius must make a Fortitude Defense Roll against your BIO Focus: On failure, they suffer Vulnerability to Physical Damage. Each time they move they take 1 BIO Dice of Poison or Acid Damage (your choice).

Level 18

Neural Collapse

AP: 2 | CA | 4 BIO

When Mutagenic Field is active, creatures in the Radius take 3 BIO Dice of Psychic Damage and must succeed a Will Defense Roll against your Bio Focus Roll. On failure, they become Paralyzed and can not speak until the end of their next Turn.

Level 20

Bio-Terminus Codebreak Plague

AP: 2 | CA | 4 BIOBio-Terminus

Duration: 3 Rounds. When a hostile creature starts their Turn while within the Radius of Mutagenic Field they must roll a Fortitude or Will Defense Roll (your choice) against your Bio Focus Roll. On failure, they suffer 4 BIO Dice of damage, lose 1 AP, and suffer –2 on their next Attack Roll. Creatures that fail twice in the same activation become Incapacitated until the start of their next Turn.

Path of Life Bond

Chimera Symbiosis / Cellular Bond. The line between you and your Chimera dissolves—you share pain, power, and life itself.

Passive: Your Chimeras now have 4 AP and can ignore Opportunity Attacks.

Life Link

AP: 2 | CA | 6 BIO

Duration: 5 Rounds. For the Duration: You and your Chimeras gain 25 THP. Chimeras share your bonuses to Attack and Defense Rolls. When you receive healing, each Chimera regains HP equal to half that amount.

Level 18

Bonded for Life

Passive

While Life Link is active: If damage dealt to a Chimera would drop it to 0, you can use a Free Action to redirect the damage to be shared between you and other active Chimera. If you are Bleeding to Death, you gain a –2 per each active Chimera when rolling against Falling Unconscious. If you utilize the Overcome action, you gain a +2 per each active Chimera.

Level 20

Bio-Terminus Apex Symbiosis

AP: 2 | CA | 14 BIOBio-Terminus

Duration: 4 Rounds. For the Duration, all active Chimera gain: +2 AP. +10 Movement Speed. Ignore Challenging Terrain. Immune to the Paralyzed Condition. Resistance to all Physical Damage. Resistance to three Elemental/Magical Damage types of your choice. Regain HP equal to 1 BIO Dice each Round.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defense & Offensive Feats

Dermal Armor

AP: 1 | QA/R | 5 BIO

Duration: 5 Rounds or until THP is depleted. Your skin grows a hard chitin like substance +20 THP, generates 1 BIO Dice of extra THP per Turn.

Nanite Potions

Genetic Mimicry

Nanite Potion | Materials: 2 Rare

You can now completely change the Genotype and Lineage of a target creature. The target gains the appearance, physical traits, and any non-magical innate abilities of the chosen creature or individual. If you desire it to change into a specific individual you must have a sample of their genetics.

Neurospike

Nanite Potion | Materials: 2 Rare

Duration: 3 Rounds. For the Duration the target gains: Gain +2 to Reflex Defense Rolls. Gain +1 AP per Round. Once per Turn, the Target can ignore one instance of being Grappled, Restrained, or Incapacitated. If the target is affected by one of these Conditions, they have a +5 to Defense Rolls when attempting to Overcome it.

Spinal Bloom

Nanite Potion | Materials: 10 Standard Grade

Duration: Until THP is depleted. Grants +25 THP and Resistance to Non-Magical Physical Damage for the Duration.

Synthetic Adaptation

Nanite Potion | Materials: 2 Rare

Duration: 3 Rounds. You locate the bio-marker for a unique adaptation allowing you to become temporarily Immune to one Damage Type for the Duration.

Path-Specific Feats

Bio-fused Smith

PassiveBio-Weaponry

You can now grant the benefits of Bio-Fused Firearm to any weapon you have Aptitude in.

Bite Your Friends

AP: 2 | CA | 5 BIOAscended Form

Duration: 1 Round. When Ascended Hybrid Form is active, bite one willing ally and grant them the benefits from Hybrid Form for the Duration.

Circle, Circle, Dot, Dot

PassiveGenetic Dissonance

Your allies are now Immune to the Effects of Mutagenic Field.

Chimera Paramedic

Passive | Range: 2 mLife Bond

While Life Link is active all Overflow Damage and Minor Injuries is redirect from you to the nearest Chimera within Range.

Utility Feats

Chimera Creations

Passive | Materials: 10 High Quality Per Chimera

You may now create Chimeras of Significant Threat Level or maintain one Significant TL Chimera or two Moderate TL Chimeras at once. Your Chimeras gain +10 HP and +1 to all Defense Rolls.

Pinnacle BIO Dice Upgrade

Passive

Your BIO Dice are now 2d10 (Treated as 1 BIO Dice). Increase your Bio Focus Rolls by +2.

Omega Hybrid

Passive

Hybrid Form Upgrades: Select 3 of the Senses and 3 Beast Feats. You are Considered a Huge Creature. Gain +60 HP. Your Physical Strikes deal 3 BIO Dice + STR Modifier as Slashing Damage. Gain +2 Agility, Endurance and Strength Ability Score. Speed Increases by +6. You can wear Heavy Armor. At the End of the Duration you no longer experience Exhaustion.

Master Helix

Long Rest | 10 BIO | Materials: 10 Exotic

You may now permanently replace one Bracket Pool Feat from an ally with any other Base Class or Subclass Bracket Pool Feat. The Feat becomes a permanent feature of the character. All prerequisites are waived.