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#30 Fleshgrafts
#30 Fleshgrafts
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#30 Fleshgrafts
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By T.H. Gulliver
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#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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Dedication:
To those who brave the Tomb of the Emperor Gods.
Thanks for keeping me entertained.
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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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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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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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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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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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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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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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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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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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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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)
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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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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)
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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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OPEN GAME LICENSE Version 1.0a element of that Product Identity. You agree not to indicate
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