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About Witness-of-Unity's-TruthWitness-of-Unity’s-Truth
Trained/Important Skills ( 4+INT= 9)
Class Abilities: Anatomist, Bioengineering, Bioengineered Greatwork: Genetic Lab(6 Gesigner Charges Cap), Biologist, Organic Prototypes (7[2+INT Mod+Each Level Beyond 1] Blueprints Known, 3 1st Level Organic Prototypes,), Flesh Repair 1d6 8/Day Blueprints Known
Personality: A true devotee of Telekt-Unth-Unsera, Witness is obsessed discovering the true nature of reality and the Universal Consciousness, with a focus on the biological intricacies that produce such a wide variety of life, for without such a variety of physical forms, how could there be such a wide variety of perspectives? Witness is a creature of paradox, at once treasuring the life of all creatures, yet willing to end life to advance it’s understanding of reality. It is not, however, an amoral butcher, but rather an idealist who is willing to do almost anything to achieve a goal that it views as the most worthy of them all. Witness has a voracious appetite for knowledge and sensations, soaking it up like a proverbial sponge. Despite an overwhelming devotion to it’s cause, Witness suffers from two major flaws, namely that it has something of a weakened ability to socialize with other creatures and that occasionally, Witness allows it’s appreciation for certain life forms to interfere with it’s scientific research. GM Information on the Fleshwraith Class:
FLESHWRAITH CLASS INFORMATION FOR THE GM
The fleshwraith’s class skills (and the key ability for each) are Appraise (Int), Craft (any) (Int), Intimidate (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis),Spellcraft (Int), Use Magic Device (Cha). Hit Die: d8 Skill Ranks per Level: 4 + Int modifier. Weapon and Armor Proficiency: A fleshwraith is proficient with simple weapons and natural weapons. She is only proficient with light armor. Heavier armor and shields impede her use of bioengineered prototypes. Anatomist (Ex): A fleshwraith adds ½ her level as a bonus to Heal checks. Bioengineering: A fleshwraith is an engineer who sees all living creatures as biological machines of diverse complexity. She learns the secrets of manipulating organisms to extract benefit from living objects. At 1st level, she receives prototypes and must select a greatwork like a machinesmith. Her prototypes, gadgets, and greatworks are genetically engineered by mixing energies with the essences of creatures, cultivating and crafting items with the traits of living beings. As such, most of the resulting items are amalgams of organs, bones, tendons, and pulsating goo. They often harbor animallike or racial-specific features like fur, tail, or eyes with a specific color and shape. For instance, a greatwork’s Darkvision may come from test-tube dwarven eyeballs stuck within glasses; her mechanus may look like an unnatural humanoid or animal; her mobius weapon could be a bone crossbow shooting phalanxes or vertebrae; an alarm prototype could look like an ear joined to two vocal cords. To craft such items, a fleshwraith only needs an alchemist’s kit instead of artisan tools, unless otherwise noted; using the alchemist’s kit does not modify the normal properties of her class features. Instead of possessing the traits of constructs or normal items, a fleshwraith’s greatworks and prototypes are treated as bioengineered constructs. Unless noted in its description, a bioengineered construct has the following features instead of the normal construct features: • d10 Hit Die. • Base attack bonus equal to total Hit Dice (fast progression). • No good saving throws. • No skill points or class skills. In addition, bioengineered constructs have the following traits, unless noted in their description: • Base Constitution value of 12. Bioengineered constructs and items receive bonus Hit Points from their Constitution modifier. They are subjected (like for living creatures) to bleed effects, necromancy effects, death effects, poison, ability damage, ability drain, fatigue, exhaustion, and energy drain. Unlike constructs, they receive no bonus hit points from their size category. • Immunity to disease, paralysis, sleep effects, stunning, and nonlethal damage. • +4 racial bonus on saving throws against any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). fleshwraith Base Attack Fort Ref Will Prototypes per Day Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 1 +0 +2 +2 +0 Anatomist, Bioengineering, 1 Bioengined Greatworks, Organic Prototypes, Flesh Repair 1d6 2 +1 +3 +3 +0 Intelligent Design, 2 Fleshwraith Trick 3 +2 +3 +3 +1 Fleshcrafting, 3 Flesh Repair 2d6 4 +3 +4 +4 +1 Fleshwraith Trick 3 1 5 +3 +4 +4 +1 Biomechanist, Flesh Repair 3d6, 4 2 Upgrade 6 +4 +5 +5 +2 Fleshwraith Trick 4 3 7 +5 +5 +5 +2 Flesh Repair 4d6 4 3 1 8 +6/+1 +6 +6 +2 Fleshcrafting, Fleshwraith Trick 4 4 2 9 +6/+1 +6 +6 +3 Flesh Repair 5d6 5 4 3 10 +7/+2 +7 +7 +3 Fleshwraith Trick, Upgrade 5 4 3 1 11 +8/+3 +7 +7 +3 Flesh Repair 6d6 5 4 4 2 12 +9/+4 +8 +8 +4 Fleshwraith Trick 5 5 4 3 13 +9/+4 +8 +8 +4 Flesh Repair 7d6 5 5 4 3 1 14 +10/+5 +9 +9 +4 Fleshwraith Trick 5 5 4 4 2 15 +11/+6/+1 +9 +9 +5 Fleshcrafting, Flesh Repair 8d6, 5 5 5 4 3 Upgrade 16 +12/+7/+2 +10 +10 +5 Fleshwraith Trick 5 5 5 4 3 1 17 +12/+7/+2 +10 +10 +5 Flesh Repair 9d6 5 5 5 4 4 2 18 +13/+8/+3 +11 +11 +6 Fleshwraith Trick 5 5 5 5 4 3 19 +14/+9/+4 +11 +11 +6 Flesh Repair 10d6 5 5 5 5 5 4 20 +15/+10/+5 +12 +12 +6 Master Upgrade, 5 5 5 5 5 5 Fleshwraith Trick • Bioengineered constructs are mindless. As such, they are immune to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They are treated as constructs for the purposes of spells able to influence constructs. • Low-light vision. • Darkvision 30 feet. • Immune to death from massive damage. They are immediately destroyed when reduced to 0 hit points or less. • A bioengineered construct cannot be raised or resurrected. • No need to breathe, eat, or sleep, except to gain beneficial effects from one of these activities. For example, a bioengineered construct could drink potions to benefit from their effects or sleep in order to regain spells, but neither of these activities is required for the bioengineered construct to survive or stay in good health. • Can be healed with positive energy, exposure to a certain kind of effect (see the creature’s description for details), or by the Craft Construct feat. Bioengineered constructs can also be healed by spells such as make whole or by the fast healing special quality. • Proficient with its natural weapons only, unless generally humanoid in form, in which case it is proficient with any weapon mentioned in its entry.Has no armor proficiencies. Bioengineered Greatworks: Some bioengineered greatworks have specific properties that are not present in their clockwork counterparts. A fleshwraith’s greatworks have the following properties: • Mechanus: A bioengineered mechanus receives a brain (often of questionable origins, such as an enemy’s or departed loved one’s), similar to the bioconstruct modification of the same name with the following differences: Regardless of its origins, a brain grants the mechanus 10 Intelligence, skill points equal to 2 + Int modifier (minimum 1) per Hit Die, and a mind (along with vague memories of its past life). A bioengineered mechanus selects a single class skill related to its past life. When activated for the first time, the mechanus is only able to speak the fleshwraith’s main language. All mechani have Constitution 13, receive Toughness as a bonus feat with their first Hit Die, and gain a single attribute point to spend at 4th level then at every 4 additional levels. At 2nd level and every 5 levels later (7, 12, 17), the mechanus may gain a feat instead of selecting a machinesmith trick to share. • Mobius Weapon: A bioengineered mobius weapon is crafted out of biological components, reproducing the sturdiness of its original materials. It acts just like the original weapon, but receives bonus hit points from its Constitution modifier, a +2 bonus on saving throws against effects that target its base materials (like warp wood), and can be wielded as a weapon with the fragile quality (this choice is made as a free action after the results of an attack roll are known). • Mobius Puppet: All puppets receive a +1 natural armor bonus. Bioengineered mobius puppets receive 1 hp + their Constitution modifier per level. Tiny-sized puppets have 10 Constitution. Medium-sized puppets have 14 Constitution. (For Mobius Puppet greatwork rules, see The Secrets of Renegade Archetypes by Rite Publishing.) Fleshwraith Greatworks: In addition to machinesmith greatworks, a fleshwraith adds two greatworks from the following list (a machinesmith has no access to these greatworks) to those that she may choose from at 1st level: • Genetic Lab (Su): A genetic lab is a customized set of test-tubes, samples, enzymes, and components used to manipulate living tissue using micro-organisms. Unlike machinesmiths who craft mobius energy cores out of their own magical essence, fleshwraiths use this energy to influence and quicken the growth of super-viruses, mosses, and bacteria collectively called “gesigner cells.” As such, any fleshwraith with this greatwork may produce a new genetic lab by working for one week with collected hazardous natural materials like poisonous fungi, rotting plant matter, and contaminated earth; they may also create one in 8 hours by spending 100gp per level in alchemical products and tools. A genetic lab receives “charges” granted by these gesigner cells, which the fleshwraith may use for various purposes like food purification, healing, or transfusion of racial traits. As she gains experience, she also learns how to preserve more gesigner cells and use them in new ways. A genetic lab may hold up to ½ the fleshwraith’s level + her Intelligence modifier charges of gesigner cells. To fully replenish charges, the fleshwraith must rest for 8 hours, and then work on her cultures for 1 hour, typically by infusing them with energy and regulating their environment. • Biologist: When selecting a genetic lab as her greatwork at 1st level, a fleshwraith adds half her class level (minimum 1) to all Knowledge (nature) checks. To craft poisons, she may use her ranks and bonuses in the Knowledge (Nature) skill instead of her Craft (alchemy) skill. Finally, she receives the poison use ability, and as such cannot accidentally poison herself. A genetic lab grants the following at-will spell-like abilities – stabilize, purify food and drink; costing 1 charge – prestidigitation, remove sickness. Hivemind (Su): Some fleshwraiths develop an interest in crawling, flying, creeping insects, seeing these creatures as both the simplest and most efficient in the animal world. These fleshwraiths compulsively collect insects and develop a symbiotic relationship between their body and the hives of vermin that they study, feed, and govern—not unlike a queen directing her minions. Fleshwraiths with the hivemind greatwork use their magical essence like royal jelly to empower their alpha bugs and maintain a deadly army of followers. As such, any fleshwraith with this greatwork may produce a new hivemind out of insects collected over one week of work; they may also produce one in 8 hours by spending 100gp per level in nourishment and loam. A hivemind receives “charges” represented by alpha bugs called hivemasters, which the fleshwraith may use to protect herself, help allies, or impair enemies. As the fleshwraith gains experience, she also learns how to influence natural selection to receive more hivemasters and expand their functions. A hivemind may produce up to ½ the fleshwraith’s level + her Intelligence modifier of hivemaster charges each day. To fully replenish charges, the fleshwraith must rest for 8 hours, and then work for 1 hour on her hivemind, typically by isolating the brood’s alpha bugs and feeding them with her magic energy. • Vermin Companion: When selecting a hivemind as her greatwork at 1st level, a fleshwraith receives an animal companion like a druid of her class level. She must select this companion from available vermin companions. A fleshwraith with the hivemind greatwork can crudely communicate with vermin with jangling and pheromones. Although mindless, the vermin have basic instincts like general direction, food, danger, fear, and reproduction. A hivemind grants the following at-will spell-like abilities – acid splash, dancing lights; 1/day costing 1 hivemaster charge – summon nature’s ally I (giant centipede or fire beetle only). Organic Prototypes: A fleshwraith must select her prototype blueprints from the following list: 1st-Level Fleshwraith Organic Prototypes: alarm, ant haul*, aspect of the falcon*, beguiling gift*, bristle*, enlarge person, exoskeleton growth, expeditious retreat, feather fall, grant evolution, grease, guardian drone°, jump, keen senses*, longstrider, magic fang, magnify vision°, obscuring mist, reduce person, sticky net, transcribe° 2nd-Level Fleshwraith Organic Prototypes: acid arrow, animal aspect*, barkskin, blade drone°, blood transcription*, bear’s endurance, bull’s strength, cat’s grace, caustic spit, fog cloud, glitterdust, lockjaw*, program feat°, shatter, spider climb, toxin graft, web 3rd-Level Fleshwraith Organic Prototypes: beast shape I, bioconversion, blood biography*, bloody claws*, greater animal aspect*, greater magic fang, lesser simulacrum*, monstrous physique I*, poison, sculpt sound°, stinking cloud, spit venom*, vermin shape I*, water breathing, water walk 4th-Level Fleshwraith Organic Prototypes: beast shape II, black tentacles, blight, cluster bomb°, discern lies, fleshworm infestation*, hocus mucus, malfunction*, monstrous physique II*, plant shape I, rusting grasp, solid fog, thorn body*, touch of slime*, vampiric touch 5th-Level Fleshwraith Organic Prototypes: beast shape III, calcific touch*, cloudkill, infuse brain, life bubble*, monstrous physique III*, pocket army°, plague storm*, plant shape II, polymorph, simulacrum*, suffocation*, telekinesis, vermin shape II* 6th-Level Fleshwraith Organic Prototypes: acid fog, beast shape IV, blade barrier, blood mist*, cocoon clone, eyebite, hunter seeker drones°, mass suffocation*, monstrous physique IV*, plant shape III, repulsion, transformation °: Louis Porter Jr. Design: Classes of NeoExodus: Machinesmith *: Pathfinder Resource Document Flesh Repair (Su): A fleshwraith may heal injuries with a mere touch. A number of times per day equal to 3 + her Intelligence modifier, a fleshwraith may heal 1d6 damage on a living creature (including bioengineered constructs) with a melee touch attack made as a standard action. This healing is not positive energy, but rather an elaborate way of mending wounds; thus, it cannot be used to damage creatures sensitive to positive energy like undead. At 3rd level, then at every odd level (5th, 7th...), Flesh Repair heals an additional 1d6, up to 10d6 at 19th level. Intelligent Design (Ex): At 2nd level, a fleshwraith’s expertise in living things allows her to influence evolution by protecting specific creatures and adopting their most useful traits. She receives a pool of evolution points equal to ½ her level, which she may spend and redistribute whenever gaining a new level, like a summoner’s eidolon; using her level as her summoner level for the purposes of qualifying for feats. She must meet the normal prerequisites of an evolution to select it (for example, she could not select Pounce without being a quadrupedal race). She may select the Extra Evolution feat, applying it to herself only instead of her eidolon Fleshwraith Tricks: At 2nd level, then every two levels later (4th, 6th...), a fleshwraith receives a trick. She may select them from the machinesmith tricks and from the following entries. This ability is treated as the machinesmith tricks class feature for all other purposes: Augmentations (Genetic Lab) A fleshwraith with the genetic lab greatwork may select the following augmentations when she receives a fleshwraith trick: • Biomutagens (Ex): The fleshwraith discovers how to produce specific magic effects from elaborate endocrine secretions. She adds one alchemist extract of a level up to the highest prototype spell level she may prepare to her blueprint list. From now on, instead of selecting a fleshwraith trick, a fleshwraith may select an alchemist extract of a level equal or lower to the highest prototype level she can craft. A fleshwraith may prepare and imbibe these extracts as an alchemist, using her alchemist’s kit. • Gut Flora (Su): As a standard action that provokes attacks of opportunity, the fleshwraith may spend 1 charge of gesigner cells to devour a single bioengineered prototype containing a spell up to 4th spell level that she has not expended yet. This prototype acts as a potion containing a “cure” spell of appropriate spell level (1st: cure light wounds; 2nd: cure moderate wounds, etc.) as if it were crafted at the lowest possible spellcaster level. • Spore Infection (Ex): As a standard action that provokes attacks of opportunity, the fleshwraith may imbibe one dose of inhaled poison or drug and exhale a 10-foot wide cloud of toxic spores around herself. All creatures within the area of this cloud must perform a Fortitude saving throw against the effects of the poison or drug. The fleshwraith naturally receives a +4 alchemical bonus against the effect of these spores. Augmentations (Hivemind) A fleshwraith with the hivemind greatwork may select the following augmentations when she receives a fleshwraith trick: • Crypsis (Ex): As a standard action, the fleshwraith may imitate her surroundings, granting her body (including equipment) the overall look of her environment. She receives a +5 bonus on Stealth checks as long as she moves at half her base speed or below. If she remains immobile or uses this ability while wearing only bioengineered items, she receives an additional +5 bonus. • Queen’s Nest (Sp): Once per day, the fleshwraith may cast the web shelter spell as a spell-like ability, using her level as caster level. This web is customized so that any Fine vermin she produces may pass through it without getting caught in the webbing. • Vermin Heart (Ex): The fleshwraith receives the Vermin Heart feat and may use wild empathy on vermin as a druid. Fleshcrafting (Ex): At 3rd level, once per day, the fleshwraith may reattribute up to 1 evolution point from her pool to another evolution as a standard action. At levels 8 and 15, she may use this ability once more per day than before (or replace the evolution with one of +1 cost). Whenever crafting any item, she may create it with the traits of a bioengineered construct. Biomechanist (Ex): At 5th level, the fleshwraith receives the Craft Construct feat. She may only craft bioengineered constructs using this feat. Beginning at 8th level, the fleshwraith may craft flesh golems with the normal requirements, though she may ignore the normal spell prerequisites by replacing any spell she doesn’t have access to with an equal amount of costly material components (per the price of a scroll of this spell, plus the price of a casting from a dedicated caster—see the rules for scrolls and spellcasting prices). Greatwork upgrade: At 5th level, then every 5 levels later, the fleshwraith gradually upgrades her greatwork with upgrade 1 (5th), then 2 (10th), 3 (15th), and the greatwork’s master upgrade (20th).The abilities granted by a fleshwraith’s genetic lab or hivemind greatwork upgrades are as follows: • Genetic Lab Upgrade 1, Gene Therapy: The fleshwraith’s genetic lab evolves to receive a genetic pool able to store a number of racial traits (per Race Builder rules) equal to her Intelligence modifier. This pool may be used to store any amount of racial traits, like a dwarf’s greed, a gnome’s small size, or a human’ bonus feat (in which case it is the donor’s bonus feat). The total RP cost cannot exceed the maximum amount of points in the genetic pool (minimum 1). To store racial traits in her genetic pool, the fleshwraith must secure a sample of bodily fluids or parts (skin, hair bulbs, blood, saliva, etc.) from the creature whose features she wishes to store, and then work for 4 hours to extract the creature’s essence. Once the creature’s racial traits have been analyzed, the fleshwraith may choose which traits in her current pool to replace, store, or forsake. As a standard action that provokes attacks of opportunity (as if casting a touch attack spell), the fleshwraith may prepare a mixture of gesigner cells imprinted with a single racial trait stored within her genetic lab’s pool. She may then perform a 5-foot step and inject it as a free melee touch attack into an adjacent creature as part of using this ability. The injected creature must share the base same type as the creature the racial trait was extracted from (humanoid, monstrous humanoid, outsider, etc.) or the injection has no effect. This ability can only change the size of a willing creature, in which case it acts as an enlarge person or reduce person spell. Using gene therapy costs 1 charge per point of the racial trait(s) granted and lasts for 1 hour per level. The genetic lab now grants the following spell-like abilities costing 2 charges – cure light wounds, create food and water; 1/day costing 2 charges – alter self (if the fleshwraith possesses the necessary racial traits extracted from a specific creature, she may assume its shape). • Genetic Lab Upgrade 2, Transgenics: This upgrade allows a fleshwraith to infuse traits into a creature of a different type than the donor (humanoid, monstrous humanoid, outsider, etc.). As this process is unstable, it costs twice the normal amount of charges and the infused trait(s) only last up to 1 round per level. A prototype crafted by the fleshwraith may be bound to an ally of her choice, granting both the fleshwraith and ally the ability to use this prototype as if casting the spell it holds. This choice is made when crafting the prototype. The genetic lab now grants the following spell-like abilities costing 3 charges – cure moderate wounds, gentle repose; 1/day costing 3 charges – reincarnate (the fleshwraith must provide both the brain of the deceased creature and a brainless replacement body instead of rolling randomly, otherwise this spell has no effect). • Genetic Lab Upgrade 3, Recycling: This upgrade grants the fleshwraith the ability to recycle biological matter for new purposes. Over 24 hours, the fleshwraith may turn the equivalent of 1 medium-sized corpse into 1 bonus charge of gesigner cells that lasts for 24 hours, when the body is stripped down to a skeleton, or until expended. The genetic lab now grants the following spell-like abilities costing 4 charges – cure serious wounds, fungal infestation; 1/day costing 4 charges – baleful polymorph. • Genetic Lab Master Upgrade, Gesigneer: When using gene therapy, the fleshwraith may turn any trait granted into a permanent effect. The granted trait replaces one or several traits of the targeted creature with a total RP cost equal to that of the granted trait (the fleshwraith must have the traits she wishes to replace in her genetic pool). Finally, traits granted through the transgenics upgrade now last up to 1 hour per level. The genetic lab now grants the following spell-like abilities costing 5 charges – cure critical wounds; 1/ day costing 5 charges – greater polymorph (adjacent creature only). • Hivemind Upgrade 1, Hatchery: The fleshwraith’s hivemind grows bigger and more diverse, granting her both the ability to summon dangerous vermin and force their evolution. As a swift action made as part of casting a summon spell-like ability or as a touch attack made as a standard action, the fleshwraith may implant a hivemaster into a single vermin to grant it an evolution she possesses from the intelligent design class feature, spending 1 hivemaster charge for each point of evolution she wishes to provide. For this evolution to take effect, the vermin must meet all of its normal prerequisites (it uses the fleshwraith’s caster level for level-based prerequisites). This evolution lasts for 10 minutes per level. The hivemind now grants the following spell-like abilities costing 2 hivemaster charges – vomit swarm; 1/day costing 2 charges – summon nature’s ally III (soldier ant only). • Hivemind Upgrade 2, Swarm Overlord: By selecting this greatwork upgrade, the fleshwraith becomes immune to swarms and their abilities. She may mount a vermin or a vermin swarm of her size or larger as she would ride any other animal. By spending 1 hivemaster charge as a swift action, she may deal 1d8 damage to a swarm in her square to recover an equal amount of hit points. The hivemind now grants the following spell-like abilities costing 3 hivemaster charges – cape of wasps, insect plague; 1/day costing 3 charges – summon nature’s ally V (army ant swarm or ogre spider only). • Hivemind Upgrade 3, Chitinous Skin: With this greatwork upgrade, the fleshwraith receives a permanent +4 natural armor bonus to AC. The hivemind now grants the following spell-like abilities costing 4 hivemaster charges – creeping doom, swarm skin; 1/day costing 4 charges – summon nature’s ally VII (titan centipede only). • Hivemind Master Upgrade, Broodwar: All vermin and vermin swarms summoned by the fleshwraith have maximum hit points. As a standard action, the fleshwraith may jump from two swarms as if using the dimension door spell. The starting and ending squares must be within the swarms and cannot be greater than 120 feet away from each other. The hivemind now grants the following spell-like abilities costing 5 hivemaster charges – resurgent transformation; 1/day costing 5 charges – summon elder worm. |