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Class record

Biochemist

Specialist

Tier
2
Difficulty
3 / 5
Main role
Specialist
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Alchemist mastered or Transmuter mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Riding, Appraise, Medicine, Magic, History, Animal Husbandry, Art or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning, Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Yanyan stood in front of the mirror. Her cat ears twitched nervously as she inspected herself. “Not good enough.” She murmured to herself. Camielelileananu would never notice her looking like that.

With a sigh she stepped away, the cat ears and tail disappearing as if they were never there. She laid down on the bed and began to browse through her large collection of information on her idol. Articles Camielelileananu had written, interviews with her and even just a map of where she traveled.

“She showed great loyalty and courage.” Yanyan read a comment from her about a dogfolk guard that saved a child. That was just praising an individual person, nothing to do with the race. Camielelileananu spent a lot of time around some slimes, but that was to be expected. One of the greatest minds in her field was a slimegirl after all.

Yanyan had studied this over a dozen times already, trying to figure just WHAT type of chimera her love was into. Her eyes fell onto the map again and landed on Houkaina. It was a country of Merfolk, relatively small. However, Camielelileananu had been there multiple times already for book signings. Could it be?…

She wasted no time. Yanyan immediately got up from her bed and began to pack her stuff. She couldn’t yet transform into a merfolk, but she knew where to get the samples required for that.

Tactical guidance

Playing Biochemist

The biochemist class is a specialist class that is very dependent on having the correct gene.

You can collect samples through… various methods and use them with Biohacking to temporarily have access to the gene. You will really want the increased gene limit from mastering the class to give yourself more options.

You activate these samples through Gene Activation, which gives you a temporary bonus. Your usefulness heavily depends on what genes you decided to bring with you.

Helix Siphon lets you work around the usual limit on genes, as long as you're fighting chimera's or are partied with some. Your power as biochemist greatly increases if you have allies with you that give you useful genes.

G. Shift is an encounter start that lets you mimic the effects of an elixir, at the cost of 1 extra AP or RP. It also still costs HP, so not necessarily what you'd want to use every fight but free elixirs are good.

Anima Synthesis Form is your secret art and it gives you the entire subrace for the whole encounter. Like with gene activation, it heavily depends on what gene you decided to bring. Some races are always good though, such as horse for horse step accel or harpy for flight.

Biochemist

Class features

Abilities unlocked

Complete rules for every ability granted by Biochemist.

Class feature

Benefit 1

You may use Biohacking.

Benefit 2

You can store up to one gene in your gene inventory.

0 RP
Range
Self

You transmute yourself, consuming a gene. You transform,  granting yourself a single chimera racial ability that corresponds with the gene. 

You are transformed until the end of your next turn. Doing this consumes the gene from your DNA. You can deactivate the transformation for 0 RP.

You cannot obtain and use abilities that require an IP or EP to use through this ability.

Requirements

Must have the required Gene in your gene inventory.

0 RP1 MP
Range
Melee Weapon Range or Touch

When you make a melee attack against an enemy that is a Chimera, you copy some of their DNA, granting you a gene for any ability of their race.

This gene is temporary and only lasts until the end of combat. Alternatively, you can touch an ally Chimera or downed enemy and copy a single gene.

Requirements

Melee attack deals damage against a known Chimera.

Ability

G. Shift

No listed cost
Range
Self
Keywords
Encounter Start

You take 11 true damage, then choose to either lose 1 RP or reduce your AP by 1 for your first turn. 

You temporarily mutate your body, granting an effect similar to one of the following Alchemy Elixirs:  Rabbit, Reaper, Shark, Tunnel, Bull, Bear. This effect does not stack with their corresponding Elixir Effect. This effect cannot be dispelled and lasts until the end of the encounter.

0 RP3 MP
Range
Self

You consume a gene and transform, granting yourself all abilities of the chimera subrace of that corresponding gene. 

This lasts until the end of the encounter. 

In addition, learning this skill grants you +1 to your gene inventory for the Biohacking skill. Despite being transformed, you can still use Gene Activation to add additional abilities.

You cannot obtain and use abilities that require an IP or EP to use through this ability.

Requirements

Must have the required gene in your gene inventory.