[FONT="]Intro[/FONT][FONT="]
“A wizard did it” is a reoccurring theme for quite a few monsters. However the creation of new monsters is poorly covered in the rules. Maybe a Wish or a Miracle would do, but generally creation of new monsters is often mentioned but not covered. This Prestige Class is done for two reasons: To give a solid reason how new monsters are created within the game mechanics and also to bring something new to the table. Now everyone can create new monsters in high-level games. “A wizard did it” is a decent reason for everything but now that wizard can also be a player character.[/FONT]
[FONT="]Hit Die[/FONT][FONT="]: 1d4[/FONT]
[FONT="]Requirements[/FONT]
[FONT="]To qualify to become a hybridizer, a character must fulfill all the following criteria.[/FONT]
[FONT="]Skills[/FONT]
[FONT="]Knowledge (arcana) 15 ranks, Knowledge (nature) 8 ranks, Craft (alchemy) 4 ranks, Heal 4 ranks, Profession (midwife) 2 ranks.[/FONT]
[FONT="]Feats[/FONT]
[FONT="]Spell Focus (transmutation), Greater Spell Focus (transmutation), Craft Wondrous Item. [/FONT]
[FONT="]Languages[/FONT]
[FONT="]Any four.[/FONT]
[FONT="]Spells[/FONT]
[FONT="]Ability to cast 2nd-level arcane spells from the transmutation school.[/FONT]
[FONT="]Class Skills[/FONT]
[FONT="]The hybridizer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (midwife) (Wis) and Spellcraft (Int).[/FONT]
[FONT="]Skill Points at Each Level[/FONT]
[FONT="]2 + Int modifier[/FONT]
[FONT="]

Class Features[/FONT]
[FONT="]All the following are Class Features of the hydridizer prestige class.[/FONT]
[FONT="]Weapon and Armor Proficiency[/FONT]
[FONT="]Archmages gain no proficiency with any weapon or armor.[/FONT]
[FONT="]Spells per Day[/FONT]
[FONT="]When a new hybridizer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.[/FONT]
[FONT="]If a character had more than one arcane spellcasting class before she became a hybridizer, she must decide to which class she adds each level of hybridizer for the purpose of determining spells per day.[/FONT]
[FONT="]Arcane Breeding[/FONT]
[FONT="]A hybridizer can help creatures to artificially breed. She requires an alchemist's laboratory, 100 gp worth of materials and a sample of blood from the aspiring father. Performing a ritual requiring 24 hours of uninterrupted magical research with an aspiring mother will successfully impregnate her with the father’s blood. Both creatures must be able to normally breed together.[/FONT]
[FONT="]Monster Knowledge[/FONT]
[FONT="]Starting from 2nd level a hybridizer can identify monsters even if she is untrained in that knowledge. She also adds +2 to all checks to identify monsters.[/FONT]
[FONT="]Improved Arcane Breeding[/FONT]
[FONT="]Same as Arcane Breeding, but race and sex are no longer factors. Size of the child is same of the mother and the newborn will be infertile. All other stats are up to DM.[/FONT]
[FONT="]Bonus Elixir of Love[/FONT]
[FONT="]A hybridizer more or less accidently creates one elixir of love (cost-free), even if she doesn’t meet the requirements.[/FONT]
[FONT="]Create Life[/FONT]
[FONT="]A hybridizer can create new creatures. She requires a special version of an alchemist's laboratory which costs at least 4000 gp.[/FONT]
[FONT="]The CR of the new creature is maximum one third of caster level (rounded down).[/FONT]
[FONT="]Creation of is the same as creating a wondrous item. A creature is a use-activated or continuous “item” requiring CL 3rd. Spell level is the same as creatures CR. If the creature is infertile, the price is halved.[/FONT]
“A wizard did it” is a reoccurring theme for quite a few monsters. However the creation of new monsters is poorly covered in the rules. Maybe a Wish or a Miracle would do, but generally creation of new monsters is often mentioned but not covered. This Prestige Class is done for two reasons: To give a solid reason how new monsters are created within the game mechanics and also to bring something new to the table. Now everyone can create new monsters in high-level games. “A wizard did it” is a decent reason for everything but now that wizard can also be a player character.[/FONT]
[FONT="]Hit Die[/FONT][FONT="]: 1d4[/FONT]
[FONT="]Requirements[/FONT]
[FONT="]To qualify to become a hybridizer, a character must fulfill all the following criteria.[/FONT]
[FONT="]Skills[/FONT]
[FONT="]Knowledge (arcana) 15 ranks, Knowledge (nature) 8 ranks, Craft (alchemy) 4 ranks, Heal 4 ranks, Profession (midwife) 2 ranks.[/FONT]
[FONT="]Feats[/FONT]
[FONT="]Spell Focus (transmutation), Greater Spell Focus (transmutation), Craft Wondrous Item. [/FONT]
[FONT="]Languages[/FONT]
[FONT="]Any four.[/FONT]
[FONT="]Spells[/FONT]
[FONT="]Ability to cast 2nd-level arcane spells from the transmutation school.[/FONT]
[FONT="]Class Skills[/FONT]
[FONT="]The hybridizer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (midwife) (Wis) and Spellcraft (Int).[/FONT]
[FONT="]Skill Points at Each Level[/FONT]
[FONT="]2 + Int modifier[/FONT]
[FONT="]


Class Features[/FONT]
[FONT="]All the following are Class Features of the hydridizer prestige class.[/FONT]
[FONT="]Weapon and Armor Proficiency[/FONT]
[FONT="]Archmages gain no proficiency with any weapon or armor.[/FONT]
[FONT="]Spells per Day[/FONT]
[FONT="]When a new hybridizer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.[/FONT]
[FONT="]If a character had more than one arcane spellcasting class before she became a hybridizer, she must decide to which class she adds each level of hybridizer for the purpose of determining spells per day.[/FONT]
[FONT="]Arcane Breeding[/FONT]
[FONT="]A hybridizer can help creatures to artificially breed. She requires an alchemist's laboratory, 100 gp worth of materials and a sample of blood from the aspiring father. Performing a ritual requiring 24 hours of uninterrupted magical research with an aspiring mother will successfully impregnate her with the father’s blood. Both creatures must be able to normally breed together.[/FONT]
[FONT="]Monster Knowledge[/FONT]
[FONT="]Starting from 2nd level a hybridizer can identify monsters even if she is untrained in that knowledge. She also adds +2 to all checks to identify monsters.[/FONT]
[FONT="]Improved Arcane Breeding[/FONT]
[FONT="]Same as Arcane Breeding, but race and sex are no longer factors. Size of the child is same of the mother and the newborn will be infertile. All other stats are up to DM.[/FONT]
[FONT="]Bonus Elixir of Love[/FONT]
[FONT="]A hybridizer more or less accidently creates one elixir of love (cost-free), even if she doesn’t meet the requirements.[/FONT]
[FONT="]Create Life[/FONT]
[FONT="]A hybridizer can create new creatures. She requires a special version of an alchemist's laboratory which costs at least 4000 gp.[/FONT]
[FONT="]The CR of the new creature is maximum one third of caster level (rounded down).[/FONT]
[FONT="]Creation of is the same as creating a wondrous item. A creature is a use-activated or continuous “item” requiring CL 3rd. Spell level is the same as creatures CR. If the creature is infertile, the price is halved.[/FONT]