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Rite Publishing Presents

#30 Fleshgrafts

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By T.H. Gulliver
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paizo.com #2004239, Konrad Riggan <[email protected]>, Mar 19, 2012

Rite Publishing Presents:

#30 Fleshgrafts
Seth Brundle (Design and Development): T.H. Gulliver
Mr. Motley (Editor, Layout, and Publisher):
Steven D. Russell
Christopher Carrion(Cover
Carrion Artist): Joe Calkins
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Mushizo (Interior Art): Joe Calkins and Public Domain

Dedication:
To those who brave the Tomb of the Emperor Gods.
Thanks for keeping me entertained.

“The flesh is the surface of the unknown.”


– Victor Hugo

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

#30 Fleshgrafts, Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

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Friend Owain Northway,

Many thanks again for your donation to my


library. Both volumes will be valuable additions
once the stench of the grave dissipates.

Now, to your question on the tentacled humanoid


you fought at the wharf … I have searched over
seventeen bestiaries and have reached a conclusion
as disturbing as it is unbelievable. The monster
was a member of the race that poses the greatest
threat to Questhaven. The creature was human.

A little history lesson, as always, is in order. Once


again, we find our history in what is now the
Many-Storied Empire.

When the dark rains began to fall upon the


northern kingdoms of old, most of the Tamar army
was marching east to launch a war that never
came—a tale I will save for another time. Fearing
the rain, the Tamar nobles, their slaves, and their
supplicants fled to the south. You know this as you
have visited their tombs in Rafikabeer, the Exalted
Necropolis. With both the military and the nobles
gone, the Great City of Ata’Tamar was almost
abandoned. Only its prisons remained full.
by wealthy and malicious men would have their
The viscous black substance that fell from the sky bodies altered by this twisted magic. Most civilized
seeped down the prison walls and both guards and lands reject fleshgrafters when they are not
prisoners bathed in the foul waters. Thousands discreetly employing them.
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strangeness found advantages. Some grew longer Now, to your problem. Regarding the creature you
limbs. Others, thicker skins and sharper claws. A fought at the wharf, I fear your recent expedition
few grew dozens of chattering mouths. to Rafikabeer may have attracted some
undesirable attention from someone able to afford
Through misfortune and neglect, the foulest an assassin augmented with fleshgrafts. Be
subjects of the northern kingdoms—patricidal sons, careful, friend Owain, for I believe you have made
rapists, and those who blasphemed the House of a powerful enemy from the heart of the Many-
Tamar—soon became gifted with surprising and Storied Empire—from The Darkened Heart. In the
dangerous abilities. These powers were put to good attached journal, I include notes on the thirty
use in the difficult time that followed the Days of fleshgrafts detailed in my library. I add
Dark Rain. Their wardens rented out these supplementary but obviously incomplete notes on
extraordinary killers to upstart kings and queens fleshgrafters and their craft.
in domains far and wide.
Yours,
The wardens grew wealthy as merchants of death. Pers Veilborn,
When the first generation of aberrant killers began Librarian.
to die off, the wardens’ wizards became the first
fleshgrafters, creating assassins as aberrant as
those the dark rains had provided. The study of the Fleshgrafts
effects of the black rain, by this time provided a
basis for magical experimentation. From accident Fleshgrafts are similar in many ways to magic items
grew an art—the art of augmenting creatures with except that, with few exceptions, they must be
additional clawed limbs, eyes that see through attached to the person for whom they are made—
arcane trickery, and organs that give boons nature the host—at the time the fleshgrafter creates them
denied. or if the fleshgraft is properly preserved (via say a
gentle repose spell) attached during a complex
Despite the advantages it offers to those who procedure by a fleshgrafter. The host must spend
accept the strange fruits of this arcane pursuit, time in the laboratory or temple of the fleshgrafter
fleshgrafting is still rare outside of the blackened, for a quarter of the crafting time (minimum 8
damned, and still almost empty center of the hours).
Empire. Only those hungry for power or enslaved

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Unlike magic items, some fleshgrafts do not extracts the fleshgraft and transplants it to the new
produce an aura. Although the fleshgrafter used host.
magic in creating them, they are now completely
integrated into the body of their host. They are no Even with the aid of a gibberer, the crafting time
more magical than the host’s original eye or arm. and cost remain the same. The fleshgrafter,
The auras of the magic involved in their creation however, can work on multiple items at the same
and grafting no longer linger and, therefore, do not time as the gibberer aids in their growth.
interfere with the auras of other magic items. Such
fleshgrafts do not take up magic item slots. Only
fleshgrafts that have an aura can have their abilities
New Feat
suppressed by spells such as dispel magic as any Graft Flesh (Item Creation)
other magic item would. You can create fleshgrafts.
Prerequisites: Caster level 5th, Craft Wondrous
Items
Fleshgrafters Benefit: You can create and implant a variety of
fleshgrafts. Creating a fleshgraft takes 1 day for each
Most fleshgrafters are wizards. A few are sorcerers 1,000 gp in its prices. To implant the fleshgraft
or alchemists. However, all fleshgrafters must be requires that the host be present for one-fourth of
able to have access to healing spells. As a result, the the creation time. To create a fleshgraft, you must
majority of fleshgrafters have cleric levels and some use up raw materials costing half of its base price.
of the most powerful are members of dark cults,
assassins’ guilds, or both, as is the case with ‘The
Wardens of the Darkened Heart.’ For such cultists, New Spell
fleshgrafts are often gifts that allow mortals to Flesh Culture
resemble their dark masters. School conjuration (healing);
Level cleric 3, sorcerer/wizard 3
Augmented Creatures Casting Time 1 standard action
Components V, S, M/DF (a piece of moldy bread
Many fleshgrafted creatures acquire fleshgrafts for and bits of flesh)
purely rational purposes to make them more Range touch
effective at their jobs. Others have a desire to Target object
change their body in dramatic ways. For some, this Duration 1 day/level
becomes an obsession. For these creatures, the need
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Saving Throw Will negates (object);


to acquire new fleshgrafts leads them to a life of Spell Resistance yes (object)
theft and murder, selling themselves out to those You cause bits of dismembered flesh to grow or
who have use of their abilities. A few fleshgrafted expand. Dried flesh begins to return to its original
creatures serve powerful masters. These may be condition. Bits of organs grow into full and
outfitted with fleshgrafts far beyond what they complete organs. Fleshgrafters use this spell in the
could afford. preparation of flesh grafts. It cannot be used to
Fleshgrafts are expensive magic items and, yet, resurrect creatures or heal wounds.
cannot be looted from NPCs. If you are outfitting
your NPC villains with fleshgrafts, be sure to
provide the player’s with opportunities to gather an
equivalent amount of treasure elsewhere. When the
cost of the fleshgraft exceeds the recommended
30 Fleshgrafts
NPC gear, increase the CR of the creature
judiciously. Claws and Fangs
All fleshgrafts that deal damage draw upon the
Gibberers host’s existing musculature and add either the
While a fleshgrafter can produce any fleshgraft host’s full strength bonus (for primary attacks) or
without assistance as long as he or she meets the half the host’s strength bonus (for secondary
requirements, some fleshgrafters take an aberrant attacks) to both attack and damage.
creature known as a gibberer as a familiar. A
gibberer resembles an immature gibbering Abyssal Barb
mouther, but has fewer abilities and is much less Aura strong conjuration; CL 15th
dangerous. Slot hands; Price 32,000 gp; Weight none
Description
A fleshgrafter can make minor incisions on the Made from a claw plucked from a bound bebelith,
surface of a gibberer and place material an abyssal barb grows from the back of the host’s
components in the wounds. As the wounds heal, the hand. The barb is often turned backwards allowing
gibberer grows the required eyes, mouths, and for a dangerous slashing attack. The barb is a +2
other organs in these spaces. The fleshgrafter then anarchic weapon dealing 1d6 points of damage and
an additional 2d6 points of damage against any
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creatures of lawful alignment. It bestows one


permanent negative level on any lawful host and
cannot be overcome unless the barb is removed by a
fleshgrafter. Against creatures of the demon type,
an abyssal barb is treated as cold iron and good.
The host of an abyssal barb is never unarmed.
Construction
Requirements Graft Flesh, binding, summon
monster VII, grafter must be chaotic; Cost 16,000
gp

Leech Maw
Aura none; CL 9th
Slot none; Price 38,000 gp; Weight
Description
While most civilized people find fleshgrafts
abnormal, some fleshgrafts are more repulsive than
others. This fleshgraft involves the reshaping of the
mouth, teeth, and jaws into a leechlike maw. The
host gains a 1d4 bite attack as a primary attack. The
host also gains the grab ability, which allows the
host to deal damage normally on a successful bite
attack and start a grapple as a free action without
provoking an attack of opportunity. Each round
that it maintains a grapple, the host can attempt to
drain the target’s blood. At the end of each round
that the host maintains its grapple, the blood drain
causes 1 point of strength and constitution damage
to its target.
A leech-mawed humanoid that does not normally
drink blood must make a DC 20 Fortitude save at
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grapple and vomit, becoming nauseated for 1d4


rounds. Choker
Construction Aura none; CL 13th
Requirements Graft Flesh, polymorph; Cost Slot none; Price 16,000 gp; Weight 10 lbs. (small
19,000 gp creatures, 6 lbs.; large creatures, 14 lbs.)
Description
This long coiling tentacle emerges from the host’s
Retractable Claws upper back or shoulder. It can make a secondary
Aura none; CL 6th
attack that deals 1d4 points of damage (1d3 if small;
Slot none; Price 5,000 gp; Weight none
1d6 if large) plus half the host’s strength bonus. A
Description
creature can become host to up to six chokers. A
A set of sharp thin retractable claws grows from the
creature with a choker can take the special attack
host’s fingers (or toes). They are treated as natural
grab instead of a feat.
weapons for enhancement purposes. Instead of
Construction
doing 1d3 points of bludgeoning damage for an
Requirements Graft Flesh, regenerate, animal
unarmed strike (for a medium character), the host
growth; Cost 8,000 gp
can choose to do 1d4 points of slashing damage (1d3
if small; 1d6 if large). Monks with retractable claws
damage increase their unarmed damage by one Mantid's Claws
step. Aura none; CL 13th
Construction Slot none; Price 36,000 gp; Weight 8 lbs. (4 lbs.
Requirements Graft Flesh, cure serious wounds; if small; 16 lbs. if large)
Cost 2,500 gp Description
This pair of mantis limbs extends from the host’s
midriff and is difficult to conceal. The host gains
two claw attacks (reach 10 ft.). These attacks are
Limbs and Limb Extensions primary attacks and deal 1d4 points of damage each
The fleshgrafts below are additional limbs that do (1d3 if small; 1d6 if large) plus strength modifier.
not replace existing limbs. A fleshgrafter could Construction
replace an existing limb with these fleshgrafts, in Requirements Graft Flesh, regenerate, gentle
which case any secondary attacks below would repose; Cost 18,000 gp
now become primary attacks.
3

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Ocean's Grasp
Aura none; CL 9th
Slot none; Price 48,000 gp; Weight 10 lbs. (small
creatures, 6 lbs.; large creatures, 14 lbs.)
Description
Four functioning tentacles, two per arm, extend
from just below the host’s elbows. These long arm
extensions can be easily hidden in flowing robes or
billowing sleeves. When used in an attack, they
extend the host’s reach by 5 ft. and allow secondary
attacks that do 1d4 points of damage on a successful
hit (1d3 if small; 1d6 if large). On a successful hit,
the host can commence a grapple attack against the
target. When grappling, the host can attempt to
constrict the target, doing 1d4 points of
bludgeoning damage per round while maintaining
the grapple.
Construction
Requirements Graft Flesh, polymorph; Cost
24,000 gp

Wings
Fleshgrafters find it very difficult to acquire wings
of good quality and an appropriate size to allow
flight. The best quality wings are crafted in part
from the host’s own flesh. The poorest quality
wings are harvested from dead creatures of an Slot none; Price 50,000 gp; Weight 12 lbs. (small
appropriate size. All wings are bulky and difficult creatures, 6 lbs.; large creatures, 18 lbs.)
to conceal. Description
This pair of wings is of the highest quality and
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Tattered Wings merges seamlessly with the flesh of the host. The 496073

Aura none; CL 7th host gains the ability to fly at a speed of 60 ft. per
Slot none; Price 20,000 gp; Weight 8 lbs. (small round or 40 ft. per round with medium
creatures, 4 lbs.; large creatures, 16 lbs.) encumbrance. Fly becomes a class skill for the host.
Description The fleshgrafter grows these wings specifically for
This shabby pair of wings allows the host to fly at a the host and they take on an appearance suited to
speed of 40 ft. per round or 20 ft. per round with the host’s personality and race.
medium encumbrance. They are usually either the Construction
moulting feathered wings of a harpy or the mottled Requirements Graft Flesh, regenerate, gentle
wings of a skavling. repose; Cost 30,000 gp
Construction
Requirements Graft Flesh, cure serious wounds;
Cost 10,000 gp
Glands and Internal Organs
Organs
Wings These fleshgrafts are less obvious than many of the
others. While a DC 10 Heal check would allow
Aura none; CL 7th
anyone familiar with the host’s race to recognize
Slot none; Price 30,000 gp; Weight 8 lbs. (small
that there is something unusual about the host,
creatures, 4 lbs.; large creatures, 16 lbs.)
only a DC 20 Heal check would identify the
Description
function of these fleshgrafts.
These wings are of good quality and allow the host
to fly at a speed of 50 ft. per round or 30 ft. with
medium encumbrance. Fly becomes a class skill for Spinneret Glands
the host. The wings appear to be either the Aura none; CL 3rd
feathered wings of a giant eagle or the dragon-like Slot none; Price 10,800 gp; Weight none
wings of a manticore. Description
Construction Fleshgrafters can implant a spinneret—a silk
Requirements Graft Flesh, cure serious wounds; spinning organ of the size and type of those
Cost 15,000 gp possessed by giant spiders—anywhere on a host’s
body. Each spinneret gland is able to produce
enough silk to throw webs (DC 15, hp 5) three times
Wondrous Wings
per day. Webs are able to support the host and one
Aura none; CL 13th
other creature of the same size as the host.
4

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Each web can be thrown a maximum range of 50


feet with a range increment of 10 feet and are
effective against targets up to one size category
larger than the host. An entangled creature can
escape with a successful Escape Artist check or
burst the web with a Strength check. Attempts to
burst a web by those caught in it suffer a –4 penalty.
Otherwise, this gland functions as the web ability
described in the universal monster rules.
Construction
Requirements Graft Flesh, cure moderate
wounds, flesh culture; Cost 5,400 gp

Spitter
Aura none; CL 7th
Slot none; Price 18,000 gp; Weight 1 lb.
Description
Many creatures possess the ability to spit acid at
those who threaten them and this fleshgraft
attempts to share that particular advantage with
those less favored by nature or the gods. The host
gains an acidic breath weapon and can make a
ranged touch attack that does 2d4 damage. The host
also gains immunity to damage from their own
breath attack and the ability to resist acid damage,
ignoring the first 5 points of damage from any acid
attack.
Construction This pair of startling totally white eyes without
Requirements Graft Flesh, cure serious wounds, irises replaces the host’s original eyes. As a free
flesh culture, gentle repose, resist energy; Cost action, the host can use these eyes to see magic
10,500 gp auras within 120 feet as the spell arcane sight. The
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host can use this power up to five times per day for 496074

Troll's Gland up to ten minutes per time with a maximum of 30


Aura strong conjuration; CL 13th minutes per day.
Slot chest; Price 80,800 gp; Weight none Construction
Description Requirements Graft Flesh, arcane sight, cure
A fleshgrafted troll’s gland causes a patch of boils to light wounds, flesh culture; Cost 10,500 gp
appear under the host’s arm or on their side.
Lancing the boils releases an infusion of troll Eyes of Insight
hormones into the host’s body allowing them to Aura faint divination; CL 1st
recover from wounds or even grow back severed Slot eyes; Price 3,000 gp; Weight none
limbs or other body parts as the spell regenerate. Description
The patch of lanced boils grows back somewhere This pair of silver-grey eyes replace the host’s own
else on the host within 24 hours. eyes. The eyes continually detect auras around
Construction good-aligned creatures or magical objects. Unlike
Requirements Graft Flesh, flesh culture, the spell detect good, the creature or object must be
regenerate; Cost 40,400 gp present for the aura to be detected and it is detected
immediately. The auras appear as a silver light
around a good-aligned creature. When confronted
Eyes with an overwhelming aura, the pupils contract to
narrow vertical slits much like a cat’s to protect the
The eyes below replace one or both of the host’s host from the brightness of the aura.
original eyes. They continue to function as the Construction
host’s original, even allowing access to low light Requirements Graft Flesh, cure light wounds,
vision or darkvision if the host originally had these detect good, flesh culture; Cost 1,500 gp
abilities.
Eyes of Truesight
Eyes of Arcane Sight Aura moderate divination; CL 11th
Aura faint divination; CL 5th Slot eyes; Price 26,400 gp; Weight none
Slot eyes; Price 21,000 gp; Weight none Description
Description This vibrant purple eye replaces one of the host’s
own eyes. It functions like a normal eye but once

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per day the host can use it to see things as they truly causes petrification, these third eyes allow the host
are as the spell true seeing. The effect lasts for to cast flesh to stone 3 times per day with a range of
eleven minutes. 30 feet (DC 19 Fortitude save negates). Coating an
Construction affected creature with the blood of a basilisk cures
Requirements Graft Flesh, cure light wounds, the affliction. The fleshgrafter must place the third
flesh culture, true seeing; Cost 38,600 gp eye high on the host’s forehead.
Construction
True Seeing Eye Dog Requirements Graft Flesh, cure serious wounds,
Aura moderate divination; CL 11th flesh culture, flesh to stone; Cost 40,600 gp
Slot eyes; Price 52,800 gp; Weight none
Description Creeper Peeper
This mutual fleshgraft involves the exchange of eyes Aura none; CL 5th
between ‘master’ and ‘pet’ hosts. Each host takes an Slot wrist; Price 12,800 gp; Weight none
eye from the other creature. These grafts allow the Description
master host to see through the eye of the pet host. This small milky white eye is grafted into the inside
Five times per day for a period of seven minutes of the host’s wrist but remains shut when not in use.
each time, the master while viewing through the When open, the eye allows the host to see perfectly
pet’s eyes can see things as they actually are as the in darkness much like a dark creeper. This includes
spell true seeing. While dogs are the most common magically created darkness such as that created by
animal for this mutual fleshgraft, almost any animal the spells darkness and deeper darkness. The wrist
can serve as a pet host. For this ability to work, the must be free and uncovered in order to function.
animal must be within 120 ft. and have its eyes Using the hand for any vigorous action while
open. The animal controls the direction it is seeing. keeping the eye open makes the host dizzy. Each
The controller must concentrate to see through the round the eye is opened and the host uses that
pet's eye. hand, the host must make a DC 15 Will save or
Construction become sickened for 1d3 rounds.
Requirements Graft Flesh, cure serious wounds, Construction
flesh culture, true seeing; Cost 26,400 gp Requirements Graft Flesh, cure serious wounds,
flesh culture; Cost 6,400 gp
Third Eyes
Third eyes are eyes that do not replace one of the
Eye of the Abyss
Aura strong enchantment; CL 13th
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host’s original eyes.


Slot headband, hand, or chest; Price 36,000 gp;
Weight none
Abomination Description
Aura moderate necromancy; CL 7th This third eye opens in the middle of the host’s
Slot headband; Price 41,600 gp; Weight none forehead, left hand, or chest. Three times per day,
Description the eyelid can open, revealing a swirling darkness in
This eye is grafted into the host’s forehead where it place of a pupil. The eye terrifies all those who see it
is usually covered by a hairless eyelid. When the eye as a gaze attack with a 30 ft. range. The eye affects
is opened, the abomination grants +2 to intimidate targets as the spell fear (DC 16 Will save partial) for
checks and can see in darkness for a distance of 60 13 rounds. Once per day, the host can focus its
ft. Three times per day, the host can use the eye to mind-warping gaze on a single target for 3 rounds
generate a cone of terror with a range of 30 ft. that affecting that target as the spell insanity (DC 20
causes any living creature in the area to become Will negates). The target must be helpless and
panicked as the spell fear (DC 16 Will save partial). unable or unwilling to close its eyes in order for this
Abominations, originally made from the eyes of effect to function.
yetis, generates intense cold and the host must be Construction
protected by endure elements or suffer 1d6 points of Requirements Graft Flesh, flesh culture, insanity,
damage per day. regenerate; Cost 15,000 gp
Construction
Requirements Graft Flesh, cure critical wounds,
endure elements, flesh culture, fear; Cost 20,800 Skins
gp Greypatch
Aura faint necromancy; CL 7th
Cock's Eye Slot neck; Price 22,000 gp; Weight none
(or Eye of the Serpent King) Description
Aura moderate transmutation; CL 11th Pinkish flesh prone to bleeding rings this patch of
Slot headband; Price 80,200 gp; Weight none grey skin at the back of host’s neck. The grey flesh is
Description grafted from that of an undead creature and is only
Given the name "Cock's Eye" by the uninformed prevented from spreading by the protective raw and
that do not know it is the cockatrice's bite that bloody ‘circle of roses’ around it. The undead flesh

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allows the host to hide from unintelligent undead


creatures as the spell hide from undead. Against
intelligent undead creatures, the host gains a +10
bonus to Disguise checks to appear dead or undead.
Construction
Requirements Graft Flesh, animate dead, gentle
repose; Cost 11,000 gp

Hides
Aura none; CL 5th
Slot none; Price 2,000 gp, 8,000 gp, 18,000 gp,
32,000 gp, 50,000 gp; Weight 1 lb., 4 lbs., 9 lbs.,
16 lbs., 25 lbs.
Description
The most common type of fleshgraft involves the
grafting and growing of a protective hide. The hides
provide a range of natural protection from +1 to AC
to +5 to AC. The hides usually resemble those of the
creatures from which they were adapted. The hides
do not need to cover the face or hands for the
creature to gain the full bonus to AC.
Construction
Requirements Graft Flesh, cure serious wounds;
Cost 1,000 gp, 4,000 gp, 9,000 gp, 16,000 gp,
25,000 gp

Skin Colony
Aura faint transmutation; CL 1st Miscellaneous
Slot varies; Price 800 gp; Weight none
Description Angel's Blood
The fleshgrafter can place this patch of skin Aura faint abjuration; CL 3rd
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scratch the patch of skin causing it to blister, itch, Description


and spread. Soon, the skin has spread over the This fleshgraft resembles a potion, but is created
entire surface of the host’s body, changing the host’s from an infusion that requires the blood of an
skin to resemble that of the original donor’s. If the aasimar or other good-aligned outsider. The
original donor was of a different race, then other alignment of any creature drinking this infusion
minor surface features of the race such as ear appears to be good for a period of 24 hours. Any
cartilage or body hair will also appear. The effect that targets or benefits good-aligned
fleshgraft grants a +10 bonus to Disguise checks. It creatures effects this creature.
does not grant any natural armor bonuses or racial Construction
abilities. The skin sheds on its own after 24 hours or Requirements Graft Flesh, Brew Potion; Cost
after ten minutes of rough scrubbing with a cloth or 4,500 gp
brush.
Construction Bullheaded
Requirements Graft Flesh, polymorph; Cost 400 Aura none; CL 9th
gp Slot none; Price 56,000 gp; Weight 16 lbs.
Description
Ugothol's Mask This set of horns and surrounding musculature
Aura none; CL 5th allow the host to make a gore attack as a primary
Slot none; Price 20,000 gp; Weight none attack. The gore attack does 1d6 points of damage
Description (1d4 if small; 1d8 if large). Powerful Charge
A fleshgrafter inserts patches of flesh grown from becomes available as a feat for hosts with this
that of faceless stalkers into the host’s face through fleshgraft,
a series of incisions. The host can expand, shrink, Construction
and change the shape of these patches of flesh as a Requirements Graft Flesh, polymorph; Cost
standard action granting a +10 bonus to Disguise 28,000 gp
checks. The host can maintain the disguise even
while sleeping. Chatterer
Construction Aura moderate enchantment; CL 7th
Requirements Graft Flesh, cure light wounds, Slot chest; Price 56,000 gp; Weight none
flesh culture; Cost 10,000 gp Description

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Seven mouths are grafted onto the host’s


chest and stomach. As a free action, the
host can allow the mouths to make a
cacophony of sounds similar to those
made by gibbering mouthers. The
mouths must be uncovered for the attack
to work. The cacophony has the same
effect as a confusion spell on all people in
a 15-ft.-radius (DC 16 Will save negates).
The effect can last for as long as the
mouths are allowed to gibber, but those
effected are allowed another saving throw
after four rounds. The host is not affected
by the mouths, but cannot take any other
actions while the mouths gibber.
Construction
Requirements Graft Flesh, cure serious
wounds, confusion; Cost 28,000 gp

Gills
Aura none; CL 5th
Slot none; Price 30,000 gp; Weight
none
Description
This set of gills allows the host to breath
in water as well as in air. Swim becomes a
class skill for any creature with gills. The
gills must be place on the neck or chest.
Construction
Requirements Graft Flesh, cure serious
wounds, grafter must have 10 ranks of
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Knowledge (nature); Cost 15,000 gp 496077

Slider The host can activate a wand kept in its wandsleight


Aura faint transmutation; CL 5th as if the host held the wand in her or her hand. The
Slot body; Price 14,500 gp; Weight none magical effects of the wand do not harm the host
Description and, if any of the effects are visible, they appear to
The host gains increased flexibility due to a series of emerge from the host’s hand. The wandsleight
injections of a substance drawn from gibbering
mouthers. This flexibility grants a +10 bonus to
Escape Artist checks and +2 to Acrobatics checks. grants a +10 bonus to Sleight of Hand checks to
Once per day, the host can become as malleable and conceal a wand or similarly sized object.
shapeless as a gibbering mouther for a period of 5 Construction
rounds achieving an amorphous state that allows Requirements Graft Flesh, cure moderate
the host to move through an area as small as one- wounds; Cost 6,500 gp
quarter its space without squeezing or one-eighth
its space when squeezing. Waterborn
Construction Aura none; CL 13th
Requirements Graft Flesh, polymorph; Cost Slot none; Price 32,800 gp; Weight 20 lbs.
7,250 gp Description
The shoreline limits and contains the civilizations of
Wandsleight those races that thrive on land. This set of
Aura faint conjuration; CL 3rd fleshgrafts aids those who would overcome these
Slot wrist; Price 13,000 gp; Weight none boundaries or act as emissaries to the ocean
Description kingdoms. Hosts gain fins and larger webbed feet
A small sphincter in the host’s forearm opens to one and hands that give them a +8 bonus to Swim
inch in diameter when prodded by any object with a checks and a swim speed of 60 ft. Swim becomes a
magical aura. When opened, the sphincter allows class skill for the host creature.
the host to slip an object into a pouch of flesh Construction
hidden beneath the muscle. The pouch is long Requirements Graft Flesh, regenerate, creator
enough to hold most wands. must have 15 ranks of Swim and 15 ranks of
Knowledge (nature); Cost 16,400 gp

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Gibberer CR 1/2
This mound of formless flesh, eyes, and mouths
coos and burbles constantly.
XP 200
N Tiny aberration
Init +2; Senses all-around vision, darkvision 60
ft.; Perception +8

Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural,
+2 size)
hp 3 (1d8-1)
Fort -1, Ref +2, Will +3
Defensive Abilities amorphous; Immune
critical hits, precision damage

Offense
Speed 10 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 2, Dex 14, Con 8, Int 2, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 6 (can’t be tripped) in cities across the empire and beyond aiding their
Feats Stealthy assassins and gathering information. Greater
Skills Escape Artist +4, Perception +8, Stealth +12; Wardens establish themselves in the courts of
Racial Modifiers +4 Perception mighty monarchs or seize small strongholds. As
long as they continue to send a tribute to the
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Ecology Darkened Heart, the Greater Wardens have few 496078

other obligations.
Environment any underground
Organization solitary
Treasure none Hajen Po, Lesser Warden of the
Darkened Heart
Special Abilities Hajen Po, the sickly son of a merchant from the
All-Around Vision (Ex) A gibberer sees in all Many-Storied Empire, is a devotee of Abb, the
directions at once. It cannot be flanked. entity that the Wardens of the Darkened Heart
Amorphous (Ex) A gibberer’s body is malleable believe caused the Days of Dark Rain. He serves the
and shapeless. It is immune to precision damage Wardens as a spy and resident fleshgrafter in
(like sneak attacks) and critical hits, and can move Questhaven. Her responsibilities include ensuring
through an area as small as one-quarter its space the safe passage of assassins owned by the
without squeezing or one-eighth its space when Wardens.
squeezing.
Hajen Po CR 12
Wardens of the Darkened Heart
Heart Male Human Cleric 10 Wizard 3
The Wardens of the Darkened Heart rule one of the LE Medium Augmented Humanoid (Human)
largest and deadliest networks of mercenaries and Init +4; Senses Perception +12
assassins in the Many-Storied Empire. Their --------------------
success is mostly due to their ability to augment DEFENSE
those in their employ with fleshgrafts that enhance --------------------
their natural abilities. The assassins and AC 13, touch 10, flat-footed 13 (+3 natural)
mercenaries alike are referred to as Prisoners hp 52 (10d8+3d6-13)
regardless of their rank or esteem within the Fort +7, Ref +4, Will +14
organization. --------------------
There are three classes of wardens: guardians, OFFENSE
lesser wardens, and greater wardens. Guardians --------------------
study and work in the Darkened Heart except when Spd 30 ft.
sent on missions with their assassins. Lesser Melee Sickle +10/+5 (1d6+2/20/x2) and
Wardens must spend three years out of five serving Retractable Claws +10/+5 (1d4+2/20/x2)
9

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Ranged Crossbow, Heavy +8/+3 (1d10/19-20/x2) --------------------


Spell-Like Abilities Artificer's Touch (7/day), Abomination (Su) Hajen has a third eye grafted
Rebuke Death (7/day) in the center of her forehead that allows him to
Cleric Spells Known (CL 10, 10 melee touch, 8 intimidate and terrify. For more details, see the
ranged touch): abomination fleshgraft.
5 (2/day) Summon Monster V, Breath of Life (DC Acid Dart (5/day) (Su) 30' Ranged touch attack
19), Command, Greater (DC 19) deals 1d6+1 Acid damage.
4 (4/day) Poison (DC 18), Cure Critical Wounds Artificer's Touch (1d6+5) (7/day) (Sp) Melee
(DC 18), Giant Vermin, Giant Vermin, Planar Ally, touch attack deals 1d6+5 damage to objects or
Lesser constructs, bypassing 10 hardness.
3 (4/day) Bestow Curse (DC 17), Cure Serious Aura (Ex) The Cleric has an aura corresponding to
Wounds (DC 17), Glyph of Warding (DC 17), her deity's alignment.
Summon Monster III, Wind Wall Blind-Fight Re-roll misses because of
2 (5/day) Bull's Strength (DC 16), Cure Moderate concealment, other benefits.
Wounds (DC 16), Enthrall (DC 16), Status (DC 16), Channel Negative Energy 5d6 (6/day) (DC
Summon Monster II, Undetectable Alignment (DC 18) (Su) A good cleric can channel positive energy
16) to heal the living and injure the undead; an evil
1 (5/day) Command (DC 15), Cause Fear (DC 15), cleric can channel negative energy to injure the
Cure Light Wounds (DC 15), Endure Elements (DC living and heal the undead.
15), Obscuring Mist, Sanctuary (DC 15) Chatterer (Su) Hajen has the seven mouths
0 (at will) Resistance (DC 14), Detect Poison, Purify grafted onto her chest and stomach. See the
Food and Drink (DC 14), Stabilize chatterer fleshgraft.
Wizard Spells Known (CL 3, 10 melee touch, 8 Cleric Domain: Artifice Granted Powers: You
ranged touch): can repair damage to objects, animate objects with
2 (2/day) Detect Thoughts (DC 14), Summon life, and create objects from nothing.
Monster II, Summon Swarm Cleric Domain: Healing Granted Powers: Your
1 (3/day) Mage Armor (DC 13), Unseen Servant, touch staves off pain and death, and your healing
Cause Fear (DC 13), Infernal Healing magic is particularly vital and potent.
0 (at will) Touch of Fatigue (DC 12), Read Magic Conjuration The conjurer focuses on the study of
(DC 12), Detect Magic, Bleed (DC 12) summoning monsters and magic alike to bend to
-------------------- her will.
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STATISTICS Dancing Weapons (1/day) (Su) Grant weapons 496079

-------------------- the dancing power.


Str 14, Dex 10, Con 8, Int 14, Wis 18, Cha 13 Deliver Touch Spells Through Familiar (Su)
Base Atk +8; CMB +10; CMD 20 Your familiar can deliver touch spells for you.
Feats Blind-Fight, Craft Fleshgraft, Craft Empathic Link with Familiar (Su) You have an
Wondrous Item, Deceitful, Extra Channel, empathic link with your Arcane Familiar.
Improved Channel, Improved Initiative, Improved Healer's Blessing (Su) Your cure spells are
Unarmed Strike, Scribe Scroll, Wizard Weapon empowered for free.
Proficiencies Hide (Ex) Hajen has a scaly hide over much of her
Skills Appraise +12, Bluff +3, Craft (Leather) +10, body that grants him a +3 natural armor bonus to
Diplomacy +7, Disguise +15, Fly +12, Heal +12, her AC.
Knowledge (Nature) +7, Knowledge (Planes) +7, Illusion You must spend 2 slots to cast spells from
Knowledge (Religion) +7, Linguistics +12, the Illusion school.
Perception +12, Sense Motive +12, Spellcraft +12, Improved Unarmed Strike Unarmed strikes
Survival +7 don't cause attacks of opportunity, and can be
Languages Aboleth, Aklo, Common, Draconic, lethal.
Dry-tongue, Giant, Infernal, Orc, Salt-tongue, Rebuke Death (7/day) (Sp) Heal 1d4+5 damage
Undercommon to creatures at negative HP
SQ Abomination (Fleshgraft) (3/day), Acid Dart Share Spells with Familiar The wizard may cast
(5/day) (Su), Arcane Bond (gibberer familiar a spell with a target of "You" on her familiar (as a
named Chomps), Aura (Ex), Channel Negative touch spell) instead of on himself. A wizard may
Energy 5d6 (6/day) (DC 18) (Su), Chatterer cast spells on her familiar even if the spells do not
(Fleshgraft), Cleric Domain: Artifice, Cleric normally affect creatures of the familiar's type
Domain: Healing, Conjuration, Dancing Weapons (magical beast).
(1/day) (Su), Deliver Touch Spells Through Familiar Spontaneous Casting The Cleric can convert
(Su), Empathic Link with Familiar (Su), Healer's stored spells into Cure or Inflict spells.
Blessing (Su), Hide (+3) (Fleshgraft), Illusion, Summoner's Charm (+1r) (Su) Increase
Share Spells with Familiar, Spontaneous Casting, duration of summoning spells by 1/2 level
Summoner's Charm (+1r) (Su), Transmutation (permanent at 20).
Combat Gear Crossbow, Heavy, Sickle; Transmutation You must spend 2 slots to cast
-------------------- spells from the Transmutation school.
SPECIAL ABILITIES

10

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Designer Note: The languages dry-tongue and salt-


tongue are trade languages of the trade routes in the
Many-Storied Empire. Dry-tongue is spoken by
many of those who live along the caravan routes.
Salt-tongue is common among

Kril’ana,
Kril’ana, Prisoner of the Darkened
Heart
At the age of 10, Kril’ana joined her father in raiding
ships on the Broken Coast. When her father was
captured, the boy, now 14, was sentenced to hang
with the rest of the pirates, but proclaiming it an act
of mercy, her captors sold Kril’ana to the Wardens
of the Darkened Heart.
The Wardens of the Darkened Heart trained
Kril’ana to serve them as a spy, and later as an
assassin, on board ships and in coastal towns. To
prepare him for some more difficult missions, they
enhanced him with fleshgrafts.
She now has a leechlike mouth, four long tentacles,
scaly skin and fins. Kril’ana delights in her
fleshgrafts and the tasks they allow her to perform.
With each new fleshgraft, she becomes less human
and more like the sea creatures she envies. --------------------
The Wardens of the Darkened Heart dispatch TACTICS
Kril’ana to destroy ships and slay targets at sea. --------------------
Many of her missions simply involve the recovery of Before Combat Kril’ana's endurance and
an item from a ship's cargo but Kril’ana delights in fleshgrafts enable her to lie in wait, just below the
terrifying those on board long after she has located water line or on the side of a ship until the target
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and obtained the object. approaches. She prefers to eliminate one target at a 496080

It was on one of these missions that Kril’ana briefly time and allow the sea to hide the evidence.
fought Owain Northway. During Combat Kril’ana prefers close, silent, and
brutal combat. If she feels it is safe to take time, she
chokes the life out of a target with her tentacles. If
Kril’ana CR 11 she is in a hurry, she uses her knife or trident and
dispatches the target quickly but without
Male Human Assassin 5 Ranger 2 Rogue 5 enjoyment.
NE Medium Augmented Humanoid (Human) Morale When at sea, Kril’ana slips away any time
Init +7; Senses Perception +14 she falls below two thirds of her hit points, but
-------------------- quickly attacks again. On land, Kril’ana feels less
DEFENSE confident in her ability to locate her targets again
-------------------- and will not break off pursuit unless she falls below
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) one third of her hit points.
hp 101 (2d10+10d8+36) --------------------
Fort +8, Ref +13, Will +3 STATISTICS
Defensive Abilities Evasion, Improved Uncanny --------------------
Dodge (Lv >=14), Trap Sense +1; Resist +2 Save Str 17, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Bonus against Poison Base Atk +8; CMB +11; CMD 24
-------------------- Feats Assassin Weapon Proficiencies, Athletic,
OFFENSE Improved Initiative, Lunge, Point Blank Shot,
-------------------- Rogue Weapon Proficiencies, Self-sufficient,
Spd 30 ft.; Swim 60 ft. Stealthy, Storm-Lashed, Toughness +12, Weapon
Melee Dagger +11/+6 (1d4+3/19-20/x2) and Bite Focus: Tentacle
+11 (1d4+3 plus grab) and 4 Tentacles +7/+2 Skills Acrobatics +8, Appraise +8, Bluff +8, Climb
(1d4+1) or +20, Craft (Ships) +8, Disable Device +14, Disguise
Trident +11/+6 (1d8+3/20/x2) ) and Bite +11 +8, Escape Artist +14, Heal +8, Intimidate +3,
(1d4+3 plus grab) and 4 Tentacles +7/+2 (1d4+1) Knowledge (Geography) +8, Perception +14,
Ranged Blowgun +11/+6 (1d2/20/x2) Profession (Sailor) +8, Stealth +20, Survival +14,
Reach 10 ft. Swim +28
Special Attacks Blood Drain, Death Attack (DC Languages Common, Salt-tongue
16), Grab, Sneak Attack +6d6 SQ Enemies: Humanoids (Human) (+2 bonus)
11

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(Ex), Gills (fleshgraft), Hidden Weapons +5 (Ex), Wild Empathy +1 (Ex) Improve the attitude of
Hide (+4) (fleshgraft), Ocean’s Grasp (fleshgraft), an animal, as if using Diplomacy.
Poison Use, Resiliency (1/day) (Ex), Track +1,
Trapfinding +2, True Death (DC 20) (Su),
Waterborn (fleshgraft), Wild Empathy +1 (Ex)
Combat Gear Blowgun, Dagger, Trident;
--------------------
SPECIAL ABILITIES
--------------------
+2 Save Bonus against Poison +2 bonus to
saves vs Poison.
Blood Drain (Ex) The Leech Maw fleshgraft
allows Kril’ana to drain blood upon a successful bite
attack followed by a successfully maintained
grapple. See the Leech Maw fleshgraft for details.
Death Attack (DC 16) (Ex) You can kill or render
a target helpless for 1d6+5 rounds with a prepared
sneak attack.
Enemies: Humanoids (Human) (+2 bonus)
(Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for
half damage, you take none instead.
Gills (Ex) This fleshgraft enables Kril’ana to
breath in water as well as air.
Hidden Weapons +5 (Ex) You gain +5 to Sleight
of Hand checks made to hide weapons on your
person.
Hide (+4) (Ex) Thick silvergrey scales cover
Kril’ana’s entire body giving her a fishlike
appearance and a +4 natural armor bonus to AC.
Improved Uncanny Dodge (Lv >=14) (Ex)
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cannot be flanked unless the attacker is Level 14+.


Leech Maw (Ex) Kril’ana’s mouth and jaw
resemble those of a giant leech enabling her a bite
attack as a primary attack. See the Leech Maw
fleshgraft for more details.
Lunge -2 to AC for +5' reach
Ocean’s Grasp (Ex) Kril’ana has four tentacles
that give her an additional 5 ft. of reach and make
secondary attacks. See the Ocean’s Grasp fleshgraft.
Point Blank Shot +1 to attack and damage rolls
with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself
with blades.
Resiliency (1/day) (Ex) 1/day at 0 HP, gain 5
temporary HP.
Sneak Attack +6d6 +6d6 damage if you flank
your target or your target is flat-footed.
Storm-Lashed Ignore many of the effects of bad
weather
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and
AC against traps.
Trapfinding +2 +2 to find or disable traps.
True Death (DC 20) (Su) Casting Raise Dead on
a victim of your death attack requires a successful
DC 20 caster level check.
Waterborn (Ex) An array of related fleshgrafts
give Kril’ana fins and enlarged webbed feet and
hands. These fleshgrafts enable her to swim faster
and with greater skill.

12

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OPEN GAME LICENSE Version 1.0a element of that Product Identity. You agree not to indicate
The following text is the property of Wizards of the Coast, Inc. and is compatibility or co-adaptability with any Trademark or Registered
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Trademark in conjunction with a work containing Open Game
Reserved. Content except as expressly licensed in another, independent
1. Definitions: (a)"Contributors" means the copyright and/or Agreement with the owner of such Trademark or Registered
trademark owners who have contributed Open Game Content; Trademark. The use of any Product Identity in Open Game Content
(b)"Derivative Material" means copyrighted material including does not constitute a challenge to the ownership of that Product
derivative works and translations (including into other computer Identity. The owner of any Product Identity used in Open
languages), potation, modification, correction, addition, extension, Game Content shall retain all rights, title and interest in and to that
upgrade, improvement, compilation, abridgment or other form in Product Identity.
which an existing work may be recast, transformed or adapted; (c) 8. Identification: If you distribute Open Game Content You must
"Distribute" means to reproduce, license, rent, clearly indicate which portions of the work that you are distributing
lease, sell, broadcast, publicly display, transmit or otherwise are Open Game Content.
distribute; (d)"Open Game Content" means the game mechanic and All Logos, Book Titles, Introduction text, Lore and Images
includes the methods, procedures, processes and routines to the are product identity all other content is open gaming
extent such content does not embody the Product Identity and is an content.
enhancement over the prior art and any additional content clearly Open Content is the designated as follows: all feats, spells,
identified as Open Game Content by the Contributor, and means any npc statblocks, monsters and fleshgrafts, and their
work covered by this License, including translations and derivative Descriptions, include all their names.
works under copyright law, but specifically excludes Product 9. Updating the License: Wizards or its designated Agents may
Identity. (e) "Product Identity" means product and product line publish updated versions of this License. You may use any authorized
names, logos and identifying marks including trade dress; artifacts; version of this License to copy, modify and distribute any Open
creatures characters; stories, storylines, plots, thematic elements, Game Content originally distributed under any version of this
dialogue, incidents, language, artwork, symbols, designs, depictions, License.
likenesses, formats, poses, concepts, themes and graphic, 10 Copy of this License: You MUST include a copy of this License
photographic and other visual or audio representations; names and with every copy of the Open Game Content You Distribute.
descriptions of characters, spells, enchantments, personalities, 11. Use of Contributor Credits: You may not market or advertise the
teams, personas, likenesses and special abilities; places, locations, Open Game Content using the name of any Contributor unless You
environments, creatures, equipment, have written permission from the Contributor to do so.
magical or supernatural abilities or effects, logos, symbols, or graphic 12 Inability to Comply: If it is impossible for You to comply with any
designs; and any other trademark or registered trademark clearly of the terms of this License with respect to some or all of the Open
identified as Product identity by the owner of the Product Identity, Game Content due to statute, judicial order, or governmental
2063405
and which specifically excludes the Open Game Content; (f) regulation then You may not Use any Open Game Material so 496082

"Trademark" means the logos, names, mark, sign, motto, designs affected.
that are used by a Contributor to identify itself or its products or the 13 Termination: This License will terminate automatically if You fail
associated products contributed to the Open Game License by the to comply with all terms herein and fail to cure such breach within 30
Contributor (g) "Use", "Used" or "Using" days of becoming aware of the breach. All sublicenses shall survive
means to use, Distribute, copy, edit, format, modify, translate and the termination of this License.
otherwise create Derivative Material of Open Game Content. (h) 14 Reformation: If any provision of this License is held to be
"You" or "Your" means the licensee in terms of this agreement. unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content that necessary to make it enforceable.
contains a notice indicating that the Open Game Content may only be 15 COPYRIGHT NOTICE
Used under and in terms of this License. You must affix such a notice Open Game License v 1.0a Copyright 2000–2005, Wizards of the
to any Open Game Content that you Use. No terms may be added to Coast, Inc. d20 System Reference Document Copyright
or subtracted from this License except as described by the License 2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet,
itself. No other terms or conditions may be applied to any Open Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Game Content distributed using this License. Noonan, Rich Redman, and Bruce R. Cordell, based on original
3.Offer and Acceptance: By Using the Open Game Content You material by E. Gary Gygax and Dave Arneson.
indicate Your acceptance of the terms of this License. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
4. Grant and Consideration: In consideration for agreeing to use this Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
License, the Contributors grant You a perpetual, worldwide, royalty- Cook, and Skip Williams.
free, non-exclusive license with the exact terms of this License to The Book of Experimental Might. Copyright 2008, Monte J. Cook.
Use, the Open Game Content. All rights reserved.
5.Representation of Authority to Contribute: If You are contributing Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
original material as Open Game Content, You represent that Your Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
Contributions are Your original creation and/or You have sufficient Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
rights to grant the rights conveyed by this License. Patrick Lawinger, and Bill Webb; Based on original content from
6.Notice of License Copyright: You must update the COPYRIGHT TSR.
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, #30 Fleshgrafts Copyright 2011 Steven D. Russell; Author T.H.
modifying or distributing, and You must add the title, the copyright Gulliver
date, and the copyright holder's name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each

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paizo.com #2004239, Konrad Riggan <[email protected]>, Mar 19, 2012

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