
SnowHeart |

I've been trying to find rules for fleshwarping and, aside from an item creation feat and a creature template, have not had any luck.
The process gets a fair amount of narrative description in Wayfinder #9 (which I have but is non-canon fan fluff, albeit excellent fluff) and is apparently referenced/described in Pathfinder #16: Endless Night (which I do not own but couldn't find any rules in the pfsrd aside from those above). It seems to me that this is begging for some feats or a PrC, but I can't find anything. I just wanted to double-check/confirm that what I'm looking for does not exist or, if it does, ask for someone to point me in the right direction.
Thanks!

Luthorne |
Fleshwarping is covered in brief in Inner Sea Magic, giving a general approximation of costs, time, and what's required, as well as the Craft (alchemy) DC required, and the saves the creature or creatures undergoing the process must take to survive the harrowing process. The Fleshwarped template is given there as a possible outcome, as well as also suggesting either building a completely new creature from scratch, or using the amalgam creature template from Green Ronin's Advanced Bestiary, particularly when using fleshwarping to fuse two creatures together to form a new monster. It is admittedly somewhat sparse, only a page of information, but the rules do exist. I'm not sure they're available anywhere on the Pathfinder SRD, though.

Luthorne |
Indeed, but considering the wide variety of creatures reputed to have been created by fleshwarping, ranging all the way from CR 1 (reefclaw) to CR 15 (lamia hungerer), I can see why they might be hesitant to develop it into a fully fleshed-out system that has the flexibility to allow everything that fleshwarping has already accomplished, much less restrict themselves in regards to what they might want to use fleshwarping for in the future.
Not to mention, despite my own personal interest in the concept, I feel it's rather niche in regards to player use; after all, players generally kill monsters, rather than create them, and opening up too much could lead to abuse as players design their own optimized murderbeasts if they don't get the balance right. As a narrative device with a few guidelines and rules, DMs can utilize it if they should choose, players can potentially work something out with their DM in regards to it, whether creating existing creatures known to already be creations of fleshwarping, or attempting to run your own personal creation past the DM...much like creating constructs, really.
Not that I'm not saying I wouldn't be happy to see a book come out later that more thoroughly fleshes out fleshcrafting, creating your own original constructs, providing new feats and archetypes to support it, and so on and so forth, but realistically, I'm not expecting it.

SnowHeart |

Yeah, I see your point. I don't disagree. Sounds like it's intended more as a background/fluff/atmospheric thing for the Drow than as an option for PCs ("Oh, I need a giant vat of chemicals and a lot of time... Yeah, that's viable for an adventurer."). Could have made for a neat racial archetype for the Advanced Race Guide, maybe similar to animating/creating undead or crafting constructs. If it were done, it would probably be incredibly un-optimized... I just think it would be cool flavor-wise.
As it is, I suppose I could do some sort of Vivisectionist/Oenopion Researcher, add in the fleshcrafter poison feat and wind up a similar vibe.