| Thelemic_Noun |
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Fleshcrafting [Item Creation]
You can alter the physical form of a creature to grant it additional powers and abilities.
Prerequisites: Brew Potion, Craft Wondrous Item, Master Alchemist, Tenacious Transmutation
Benefit: You can alter a living creature via application of arcane magic, alchemical treatments, and chirurgery.
To use this feat, you must prepare a specialized workshop and laboratory costing 10,000 gp to establish. Using this feat on a particular subject costs 10,000 gp of supplies, plus 500 more gp of supplies for each additional consecutive check after the first. If more than 2 days pass between checks, you must pay the 10,000 gp again.
You choose one of the alterations from Table 1–1 and make a Craft (alchemy) check. You can only benefit from aid another once per check.
If a creature has damage reduction other than DR/slashing, fast healing, or regeneration, the DC increases by 5, and you must have a method of overcoming its regeneration and damage reduction, if any. When a check is attempted, its fast healing and regeneration cease functioning until it has healed all hit point and ability damage.
When you make the check, the creature must make a Fortitude save at the same DC. If it succeeds, it takes 2d6 points of damage, plus 1 point per hit die. If it fails, it takes 3d6 points of Constitution damage. A natural 1 on your check always results in a failure. If you roll a natural 1 on the check, or if the creature rolls a natural 1 on its saving throw, the creature takes 3d6 points of Constitution drain instead. Creatures immune to Constitution damage or drain instead take 2d4 or 3d6 points of lethal damage per hit die, respectively. Moment of prescience does not apply to this saving throw.
You can make a Heal check at the same time as the Craft (alchemy) check. The creature gains a circumstance bonus on the Fortitude save equal to 1/4th your Heal check result.
The patient must naturally heal all hit point and ability damage for the alterations to take effect. If magical healing is applied during this period, the alterations are undone, and the creature is disfigured (-2 on attacks, saves, and checks involving the body part in question for alterations such as granting claws, or a universal -2 penalty for full-body alterations like damage reduction). If the creature sustained ability drain, healing the ability drain at any time also undoes the alterations. A disfigured creature can be returned to normal with a regenerate spell.
Removing an alteration that has taken effect costs 500 gp, and a Craft (alchemy) check at the same DC. If you personally made the alteration, the DC is reduced by 5.
These alterations are not magical effects and are not subject to removal via break enchantment, greater dispel magic, true form, or mage’s disjunction, and true seeing does not reveal what the creature looked like before the alteration.
Many alterations can provide an increased effect with a higher check result. You must declare ahead of time what numerical result you hope to achieve, which thus determines the DC, and cannot achieve more than that on this attempt regardless of the check result.
Multiple alterations of the same type do not stack, so only the best applies. Alterations are alchemical bonuses, with the exception of ability score increases, which are enhancement bonuses to a creature's alchemical bonus to that ability score, allowing it to stack with mutagens.
Making the alteration requires a number of minutes equal to 10 times the DC.
The creature must be either paralyzed or unconscious if unwilling, or if willing, securely tied down and subject to a delay pain effect during this time. Once the procedure has begun, every round in which the subject is not immobilized imparts a cumulative -5 penalty on the Craft (alchemy) check and the target’s saving throw.
Once the process has begun, the creature is exhausted and staggered until all ability and hit point damage has been healed.
Base DC (add to this number +1 per 2 HD of the patient above 1)
15—Grant bite attack
15—Grant 2 claw or talon attacks
15—Grant slam attack
15—Grant gore attack
15—Grant hoof, tentacle, or wing attack
15—Grant pincer or tail slap attack
15—Grant sting attack
15—Grant immunity to disease
15—Grant the scent ability
15—Grant low-light vision
15—Grant resistance 5 to one energy type, or increase one existing energy resistance by 1*
20—Grant darkvision 60 feet, or increase existing darkvision by 20 feet*
20—Penalty of -1 on Fortitude and Will saves versus your spells and spell-like and supernatural abilities*
20—Grant trample (requires hoof natural weapon)
20—Grant web
20—Grant ferocity
20—Grant the compression ability
20—Grant a swim speed equal to its base land speed or increase its existing swim speed by 5 feet. If the creature does not have the aquatic subtype, it gains that subtype.**
20—Grant the amphibious special quality
20—Grant stench (as troglodyte)
20—Add 5 feet to base land speed (maximum of twice base land speed)***
20—Grant +1 natural armor, or a +1 alchemical bonus to existing natural armor****
20—Grant the breath weapon of one kind of wyrmling chromatic dragon*****
25—Grant immunity to poison
25—Grant all-around vision
25—Grant swallow whole (requires grab ability with a bite attack)
25—Grant grab with one type of primary natural weapon attack
25—Grant the constrict special attack with one natural weapon that already has the grab ability
25—Grant tremorsense 20 feet or increase existing tremorsense by 10 feet******
30—Increase or decrease size by 1 category*******
30—Grant DR 5/magic, or increase a creature’s existing DR/magic by 1 point********
30—Grant blindsight 30 feet, or increase existing blindsight by 10 feet*********
30—Grant spell resistance equal to creature’s hit dice +6, or increase its existing spell resistance by 3**********
30—Grant engulf (requires amorphous special quality)
30—Creature need not eat, breathe, or sleep, and is immune to sleep and inhaled poison effects
30—Grant fast healing 1, or increase fast healing by 1 point**********
35—Grant regeneration 1 (fire and acid)************
40—Grant the amorphous quality
DC 10 + Con mod of creature + Craft (alchemy) DC of poison—Grant one kind of contact or injury poison on one natural weapon and immunity to that poison
* For every point of energy resistance above 5, increase the DC by 2
** For every additional 20 feet, increase the DC by 3.
*** For every additional -1, increase the DC by 3.
**** For every additional 5 feet, increase the DC by 5. Maximum of twice base land speed.
***** For every point of increase in natural armor, add +5 to the DC.
****** For each additional age category above wyrmling, increase the DC by 5
******* For every additional 10 feet, increase the DC by 4
******** For each increase or decrease in size category beyond the first, add 10 to the DC.
********* Increase the DC by 3 for every additional point of DR above 5
********** For every additional 10 feet, increase the DC by 5
*********** For every point of spell resistance above its hit dice +6, increase the DC by 3
************ For each additional point of fast healing above 1, increase the DC by 5
************* For each additional point of regeneration, increase the DC by 5
25—Str +1, Dex -1
25—Str +1, Con -1
25—Str +1, Int -1, Cha -1
25—Str +1, Int -1, Wis -1
25—Str +1, Wis -1, Cha -1
25—Dex +1, Str -1
25—Dex +1, Con -1
25—Dex +1, Int -1, Cha -1
25—Dex +1, Int -1, Wis -1
25—Dex +1, Wis -1, Cha -1
25—Con +1, Dex -1
25—Con +1, Int -1
25—Con +1, Wis -1
25—Con +1, Cha -1
25—Int +1, Wis -1
25—Int +1, Cha -1
25—Int +1, Str -1
25—Int +1, Con -1
25—Int +1, Dex -1
25—Wis +1, Int -1
25—Wis +1, Cha -1
25—Wis +1, Str -1
25—Wis +1, Con -1
25—Wis +1, Dex -1
25—Cha +1, Int -1
25—Cha +1, Wis -1
25—Cha +1, Str -1
25—Cha +1, Con -1
25—Cha +1, Dex -1
Altering ability scores: You grant the creature a +1 alchemical bonus to an ability score and a -1 racial penalty to one or more ability scores, as determined on the table. You can choose to add a higher bonus (and corresponding penalty or penalties), but the DC increases by 3 for each additional point of bonus up to a total increase of +4 to the ability, and by 4 for each additional point of bonus beyond +4. You cannot grant a bonus that exceeds your Intelligence modifier. You must declare ahead of time what numerical bonus you hope to achieve, which thus determines the DC, and cannot achieve more than that on this attempt regardless of the check result.
| AmyGames |
are these house-ruled or did they add actual rules to flesh crafting now
i really like these, but i feel like lower DC should have a lower cost
also, the way its worded it sounds like you need a new lab for every patient or every two days you don't do some flesh crafting
for the 10,000 gp cost of it, i feel like it should be a more permanent installation
i mean the players will still have to find a place to make the lab, the ability to do the anti-pain spell, and someone to keep watch on their butcher-shop while they are out adventuring
ive always loved the idea of flesh crafting, but it has negatives
first and most obvious is the physical changes
nobody likes when a human has big frickin claws and hooves and stuff
unless you build like a society of super-flesh-changed people, they'e going to be exiled by normal humans
just think, if you were just an average Joe, and then a 16 ft tall human with giant bat wings and like, giant mole claw hands for burrowing just came tromping through town, what would you do?
youd freak the frick frack right out of town
also, what if the patients body attempt to reject the physical changes?
id assume that after a while it'd get used to it, but at first your body will probably reject the strange stuff being done to it
youd have to force your body to accept it until it just let it be
| Thelemic_Noun |
It's nice that it was professional enough to be mistaken for potentially non-homebrew material. Thanks!
The point is to model processes like the creation of the owlbear or guulvorg, or produce a disguise that is impenetrable to true seeing. Yeah, players might try to use it on themselves, but the chance for something going wrong is very high.
The disguise rules are on the way.
The fact that there's a nonzero chance that you might take 3d6 Constitution damage means that you will typically not want to try it on PCs, because one failed roll can cost 6,100 gp.
| KestrelZ |
Using flesh crafting / flesh sculpting would be a great magical way of having fantasy plastic surgeons.
The dark side is of course, using such an ability to disfigure or damage the victim in some fashion (sealing the mouth, sealing the eyelids, making a limb vestigial, etc.).
| Thelemic_Noun |
Oh yeah, and having to raise a creature from the dead or use breath of life counts as magical healing.
Changing a creature's appearance in a way that does not affect its statistics costs only 500 gp per subject and is a DC 1 check that requires 8 hours.
Any changes that could be mimicked by combining disguise other and vocal alteration are possible. You make a Craft (alchemy) check with a +10 bonus, and the creature can then use that in place of their Disguise modifier for passing as the new appearance.
Unlike disguise self or vocal alteration, these changes are real and can't be dispelled or penetrated by true seeing. The alteration is biological as well as physical.
I'll have more rules for temporary age reversal later.
| Thelemic_Noun |
Hmmm....
The Craft Wondrous Item prerequisite was supposed to require the caster to take at least three levels of something like Transmuter or Sage sorcerer.
But I guess if a character plays a race with a spell-like ability they can single-class as alchemist and break this system wide open.
Damn, and here I thought everything I post at 10 o'clock at night is a good idea.