Witness-of-Unity's-Truth's page

99 posts. Alias of Divinitus.


Full Name

Witness-of-Unity's-Truth

Race

Telekt

Classes/Levels

Fleshwraith 1

Gender

Asexual

Size

Tiny

Age

Just Grown

Special Abilities

See Statblock

Alignment

True Neutral

Deity

Telekt-Unth-Unsera, 'The Consciousness of Unity'

Location

Starship

Languages

Telekt

Occupation

Scienist and Philosopher

Strength 3
Dexterity 10
Constitution 10
Intelligence 20
Wisdom 18
Charisma 11

About Witness-of-Unity's-Truth

Witness-of-Unity’s-Truth
Telekt Fleshwraith 1
True Neutral Tiny Aberration
Init +1; Senses Perception +8, Blindsight 30 ft.
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DEFENSE
_ _ _ _ _ _ _
AC 15, Touch 12, Flat Footed 15, Flatfooted Touch 12
HP 8/8 (1d8); DR5/Magic and Adamantine
FORT +2, REF +2, WILL +6; Resist Fire 5
_ _ _ _ _ _ _
OFFENSE
_ _ _ _ _ _ _
Speed 30 ft.
Melee: Claw +0 (1d3-4) OR
Melee: 4 Claws +0 (1d3-4)
Ranged: N/A
_ _ _ _ _ _ _
STATISTICS
_ _ _ _ _ _ _
STR03 DEX10 CON10 INT20 WIS18 CHA11
Base Attack Bonus +0; CMB -2; CMD +8
Feats Iron Will, Skill Focus: Heal, Weapon Finesse

Trained/Important Skills ( 4+INT= 9)
Craft: Alchemy +9
Heal +12
Knowledge: Arcana +9
Knowledge: Dungeoneering +9
Knowledge: Geography +9
Knowledge: Nature +9
Knowledge: Telekt Technology +9
Perception +8
Stealth +14
Telekt Modifications
Parietal Lobe-Spatial Mapping Module, Stealth Class
Occipital Lobe-Advanced Visual Cortex Training
Brainstem-Adaptive Brainstem
Frontal Lobe- Ventromedial Cortex Enlargement
Membrane-Trauma-Resistant Membrane
Temporal Lobe- Rapid Language Acquisition Implant
Languages Telekt
Language Bank (0/4)

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
1st: Ant Haul, Beguiling Gift, Feather Fall, Guardian Drone, Reduce Person, Sticky Net, Transcribe
2nd: N/A
3rd: N/A
4th: N/A
5th: N/A
6th: N/A

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.