Class Summary

Prime Requisite:INT and CHA
Requirements:None
Hit Dice:1d6
Maximum Level:14

Magebreeder

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Advanced Human class — see Classes for the full list.

A magebreeder is a member of a dedicated order that practices transformative crafts said to have grown from the arts of the Dragon House of Vitalia. Most devote their lives to their arts, finding delight in creating rare breeds of flowers, fruits, and fauna - animal breeding and husbandry by magical means. The boldest become adventurers, hunting down rare specimens to breed with or ancient secrets of their House that were lost in the Year of Trembling.


Magebreeder Level Progression

ExperienceLevelLevel TitleHit DiceCrossbreedingCrossbreeding Rate
01Lifetoucher1d6 + 116+5gp
1,5002Lifemender2d615+7gp
3,0003Lifetinker3d614+15gp
6,0004Lifemoulder4d613+25gp
12,0005Lifesplicer5d612+50gp
24,0006Lifeblender6d611+100gp
50,0007Lifesculptor7d610+200gp
100,0008Magebreeder8d69+400gp
200,0009Master Magebreeder9d68+600gp
300,00010Master Magebreeder, 10th level9d6 + 2*7+900gp
400,00011Master Magebreeder, 11th level9d6 + 4*6+1,750gp
500,00012Master Magebreeder, 12th level9d6 + 6*5+2,750gp
600,00013Master Magebreeder, 13th level9d6 + 8*4+5,250gp
700,00014Grand Magebreeder9d6 + 10*3+14,500gp

Magebreeder Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-213+13+13+14+15++0
3-412+12+12+13+14++1
5-611+11+11+12+13++2
7-810+10+10+11+12++3
9-109+9+9+10+11++4
11-128+8+8+9+10++5
13-147+7+7+8+9++6

Combat Characteristics

As they often are employed to capture or subdue ornery animals, magebreeders have combat training on par with that of a cleric or thief.

Combat Proficiencies: Magebreeders have weapon proficiency with dagger, dart, javelin, long bow, net, short bow, spear, and whip. They have armor proficiency with medium, light, and very light armor. They have fighting style proficiency with the weapon and shield style and two-handed weapon styles, but not with the dual weapon style.

Combat Progression: Magebreeders advance in attack throws and saving throws by two points every four levels of experience. They do not gain any bonus to damage as they advance in level. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).

Starting Class Powers

Animal Husbandry: Magebreeders are experts in caring for sick and wounded animals. They begin play with one free rank of Animal Husbandry.

Crossbreeding: Magebreeders can create fantastical crossbreeds by magically blending different progenitor creatures together, imbuing the resulting crossbreed with features and abilities drawn from either or both. The progenitor creatures must not have HD greater than the magebreeder’s class level, and cannot have more than one major special ability (*) plus one major special ability per point of the magebreeder’s bonus from Intellect.

Creating a crossbreed does not require any special components beyond the progenitor creatures themselves (who are slain in the process), but has a material and research cost of 2,000gp per HD of the crossbreed plus an additional 625gp per minor special ability and 5,000gp per major special ability. The material cost can be paid in gold or other valuables while the research cost must be paid by the crossbreeder (and/or his assistants, if any) by applying his research rate. A successful crossbreeding throw is required to create a crossbreed, with the target value increased by +1 for every 5,000gp of material cost. The magebreeder must have access to a crossbreeding laboratory at least equal in value to the cost of the crossbreed. For every 10,000gp of value above the minimum required for the crossbreed, the magebreeder gains a +1 bonus on his crossbreeding throw (up to a maximum +3 bonus).

At 1st level, a magebreeder can undertake 5gp of crossbreeding per day and can crossbreed with a proficiency throw of 16+ (modified by INT and proficiencies where applicable). The magebreeder’s crossbreeding rate and target values improve as he advances in level. He can work as an assistant to another magebreeder or spellcaster but only for purposes of crossbreeding. He can experiment when crossbreeding as if he were a mage of his class level.

Crossbreed Bonding: Magebreeders build close relationships with the creatures they crossbreed. A magebreeder gains a +1 bonus to reaction rolls with crossbreeds he creates and a +1 bonus to loyalty rolls by crossbreeds he recruits as henchmen. He can retain one more henchman than his Charisma would otherwise permit, provided that at least one henchman is a crossbreed he created.

Friend of Birds and Beasts: The magebreeder is a friend of birds and beasts. He can identify plants and fauna with a proficiency throw of 11+ and understands the subtle body language and moods of birds and beasts (though they may not understand him). He gains +2 to all reaction rolls when encountering normal animals and can take animals as henchmen. If he also has the Beast Friendship proficiency, the throw to identify plants and fauna improves to 7+ and he may take one more henchman than his charisma would otherwise permit, provided at least one of those henchmen is an animal.

Measure of the Specimen: Years of mundane work in breeding and husbandry teach magebreeders to quickly measure the quality of a creature’s conformation and stock. By leveraging this knowledge, magebreeders can retain the best traits of progenitors when they crossbreed them. Taking the measure of a specimen is an ancillary activity. The specimen must either be willing (if sapient), tame (if bestial), or otherwise compelled or enchanted into subjecting itself to the examination. In order to take the measure of a specimen, the magebreeder must have the requisite proficiencies to harvest its special components. After expending one hour taking the measure of the specimen, the magebreeder must make a crossbreeding throw. If the throw succeeds, the magebreeder learns all of the specimen’s attributes scores. If the throw fails, the magebreeder learns just one random attribute score. If the throw fails on an unmodified 1-3, he learns nothing and cannot try again on that specimen until he has gained a class level. (Nothing precludes the magebreeder from deducing a creature’s attribute scores in other ways, but that doesn’t count as having measured the specimen for purposes of crossbreeding.)

When a magebreeder uses a measured specimen as the progenitor of a crossbreeding project, the magebreeder can choose to retain any or all of its attribute scores in the resulting crossbreed. If at least four of the progenitor’s attribute scores are retained along with its memory, personality, and alignment, then the crossbreeding might be deemed a crossgrafting instead, with organs and parts from the other progenitor (a donor, which perishes) grafted into the one whose four attributes were retained (the recipient, which survives if the throw succeeds). If so, the recipient also retains its age as well as any permanent wounds and side effects of tampering with mortality. Crossgrafting can be meaningful within the game world, socially, politically, and even metaphysically, and its availability for any given crossbreeding is left to the Judge’s discretion. In the even that an adventurer becomes the recipient of a crossgrafting that grants special abilities, but otherwise retains his HD and throw progressions, the amount of experience required for him to advance from 1st level to 2nd level is increased by 500 XP per major special ability gained and 62.5 XP per minor special ability, and by double that for each level thereafter (rounding values greater than 20,000 XP to the nearest 1,000 XP). However, if he acquires the HD and throw progressions of a monster, then he thereafter advances as a transformed character.

Personal Crossbreed: To complete their apprenticeships, magebreeders must display their mastery by creating personal crossbreeds. The magebreeder’s personal crossbreed can have up to 1 HD and can have up to one major special ability or eight minor special abilities. The magebreeder should build the crossbreed by choosing two progenitors from the table below and applying the crossbreeding rules to combine them. (At the Judge’s discretion, other progenitors of up to 1 HD can be used.) Regardless of its characteristics, the personal crossbreed is always deeply bonded to the magebreeder, counting as a follower with starting loyalty and morale scores of +4 (though sustained cruelty and mistreatment can erode those values).

Note that an animal receives up two senses (Night Vision, Acute Hearing, Acute Olfaction, and Acute Vision) as minor special abilities for free. A personal crossbreed made solely from animals retains this discount, but if other types of creatures are incorporated, all sensory abilities must be paid Winged cats, cliff-climbing jackals, and similar crossbreeds that have the movement abilities of multiple progenitors count each set of movement abilities after the first as a major special ability.

Personal Crossbreed Progenitors

ProgenitorCharacteristics
BatSpd 120’ fly, AC 3, HD ¼, at 1, Dmg 1, echolocation (##)
CatSpd 210’, AC 3, HD ½, at 3, Dmg 1/1/1, acute hearing & olfaction (# each), agile (#), skilled climber 6+ (#), pounce (#), naturally stealthy (#)
Crow/RavenSpd 330’ fly, AC 3, HD ¼, at 1, Dmg 1d2-1, acute vision (#)
DeerSpd 240’, AC 2, HD 1, at 1, Dmg 1d4, acute hearing (#)
Eagle/HawkSpd 480’ fly, AC 3, HD ½, at 2, Dmg 1d2/1d2, acute vision (#), alertness (#), dive (#)
GoatSpd 150’, AC 2, HD 1, Dmg 1d4, acute hearing (#), skilled climber 2+ (#)
JackalSpd 180’, AC 2, HD 1-1, at 1, Dmg 1d4, acute hearing & olfaction (# each), tracking (#)
MonkeySpd 120’/120’ climb, AC 2, HD 1, at 1, Dmg 1d3
OwlSpd 300’ fly, AC 3, HD ¼*, at 2, Dmg 1/1, acute hearing & vision (# each), alertness (#), dive (#), night vision (#), sneak 6+ (#)
RatSpd 120’/60’ swim, AC 2, HD ½, at 1, Dmg 1d3, acute hearing (#), skilled climber 5+ (#)
Tokay GullSpd 150’ fly, AC 2, HD ½*, at 1, Dmg 1d3, bark (##), night vision (#), natural climber (##)
VultureSpd 300’ fly, AC 3, HD ½*, at 2, Dmg 1d2/1d2, acute olfaction & vision (# each), dive (#), immunity (mundane disease, poison) (# each)

Each time the magebreeder advances in level he can crossbreed his personal crossbreed with another progenitor to create an even better personal crossbreed. (In lieu of creating a better personal crossbreed, he can use his Measure of the Specimen power to crossgraft parts from a donor creature into his personal crossbreed, but he is still limited to doing so once per level.) If his personal crossbreed has been slain, he can instead crossbreed two fresh progenitors to create a new personal crossbreed. In either case, the progenitors can have HD up to his newly-acquired class level and major special abilities up to his Intellect bonus +1. When (re)making his personal crossbreed, he must obey the standard rules for crossbreeding each time, but reduces the material and research cost by 7,000gp and automatically succeeds on the crossbreeding throw. The minimum time required to make the personal crossbreed is the lesser of 1 day or the actual time required to pay the research cost without the discount. The new crossbreed always retains the personality, memory, and morale and loyalty scores of the personal crossbreed.

Personal Study: Each magebreeder studies the craft in their own way. The character chooses one additional class proficiency at first level, as a bonus proficiency.

Additional Class Powers

Beast Mode (3rd): The magebreeder gains the ability to temporarily grant extraordinary might and size to any animal. The character may cast growth, beast once per day, as the spell.

Vivarium (9th): By building or otherwise acquiring a vivarium (hospital, laboratory, etc.) worth at least 15,000gp, the magebreeder can attract followers to his service. 1d6 apprentice magebreeders of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the vivarium. If the magebreeder already has a vivarium, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in crossbreeding. If performing crossbreeding, the apprentices must be provided food and lodging, but need not be paid wages. (If asked to accompany the magebreeder on adventure, the apprentices must be paid wages as henchmen.) If the magebreeder builds a menagerie near his vivarium, monsters will start to arrive to dwell within. Except as otherwise noted, vivaria and menageries function like mages’ sanctums and dungeons

Mass Crossbreeding (11th): It is said that the great magebreeders of old could mold masses of creatures at once, but such knowledge is now possessed by only the most powerful of the craft. The magebreeder can work on as many identical crossbreeding projects at once as desired. A crossbreeding project is considered identical if the progenitor creatures used and crossbred creatures created have the same physical and mental characteristics (though not necessarily attribute scores).

The magebreeder only has to pay the research cost for the project once regardless of the number of creatures being crossbred. However, he must provide progenitors and pay the material cost for each, and have sufficient laboratory capacity to support all of the projects. The difficulty of the crossbreeding throw is based on the research cost, not the total material cost, and just one throw is made for the entire batch.

Class Proficiencies

Proficiency Progression: At 1st level, magebreeders select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Magebreeder Proficiency List: Alchemy, Alertness, Ambushing, Animal Husbandry, Beast Friendship, Combat Reflexes, Combat Trickery (incapacitate, wrestling), Command, Endurance, Experimenting, Fighting Style Specialization, Healing, Land Surveying, Laying on Hands, Loremastery, Magical Engineering, Martial Training, Poisoning, Precise Shooting, Riding, Running, Sensing Power, Skirmishing, Survival, Swashbuckling, Transmogrification, Weapon Finesse

Magebreeder Templates

Templates

3d6TemplateProficienciesStarting Equipment
3 – 4MutatorExperimenting
Knowledge (occult)
Alchemy
Transmogrification
Chipped dagger, leather armor, shield, ragged tunic and pants, embossed belt, low boots, rucksack, waterskin, 1 week’s iron rations, 3gp (enc. 4 3/6 st)
5 – 6WranglerCombat Trickery (wrestling)
Trapping
Intimidation
Running
Dagger, net, leather armor, shield, sweat-stained tunic and pants, high boots, 1lb birthwort, 1lb woundwort, backpack, waterskin, 1 week’s iron rations (enc. 5 5/6 st)
7 – 8FormularyLoremastery
Alchemy
Alchemy 2
Alchemy 3
Short bow, quiver with 20 arrows, whip, leather armor, shield, brown cassock, belt, high shoes, 1lb comfrey, backpack, waterskin, 1 week’s iron rations, 25gp (enc. 5 st)
9 – 10HospitalistLaying on Hands
Healing
Healing 2
Laying on Hands 2
Spear, 5 darts, leather armor, shield, white robe, belt, high boots, 1lb aloe, 1lb comfrey, backpack, tinderbox, 6 torches, waterskin, 1 week’s iron rations, 35gp (enc. 7 st)
11 – 12VulnerarySkirmishing
Manual of Arms
Healing
Combat Reflexes
Spear, 3 javelins, scale armor, metal shield, grey armiger’s tunic, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 60gp (enc. 7 st)
13 – 14SpagyristPoisoning
Naturalism
Healing
Land Surveying
Short bow, quiver with 20 arrows, dagger, scale armor, shield, green armiger’s tunic and pants, high boots, 1 dose centipede poison, grappling hook, 50’ rope, backpack, waterskin, 1 week’s iron rations, 3gp (enc. 7 1/6 st)
15 – 16MenageristBeast Friendship
Animal Husbandry 2
Animal Husbandry 3
Alertness
Silver dagger, whip, chain mail armor, shield, black tunic and pants, embossed belt, low boots, war dog, waterskin, 1 week’s iron rations (enc. 6 3/6 st)
17 – 18ProtogenistTransmogrification
Knowledge (history)
Riding
Precise Shooting
Long bow, quiver with 20 arrows, spear, chain mail armor, shield, red armiger’s tunic and pants, white cloak, long gloves, high riding boots, 1lb birthwort, 1lb comfrey, 1lb horsetail, backpack, medium riding horse, riding saddle and tack, saddlebag, waterskin, 1 week’s iron rations, 18gp (enc. 8 st with rations on horse)
Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency. The bonus proficiency that each template begins with is noted third. For characters with INT of less than 13, delete the third proficiency. For characters with INT higher than 15, select the appropriate number of additional general proficiencies.
Each template’s choice of Personal Study is noted in bold