| Charon Onozuka |
| 1 person marked this as a favorite. |
After seeing the description for the Fleshwarp Ancestry, I was kinda confused why it wasn't a versatile Heritage since the fleshwarping process is something that could theoretically happen to a member of any ancestry. So here is my attempt at creating a versatile heritage for Fleshwarp in my own games along with some homebrew feats I designed based on their heritages and PF1 Alchemist abilities with the body horror theme (and of course, all the normal Fleshwarp Feats would be available). Comments, suggestions, and criticism are all welcome.
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Fleshwarp Heritage
Your body and mind have been permanently altered, either by alchemical experimentation, mutation, or eldritch forces. You have unnatural or alien features that do not seem to match your base ancestry, though these may be obvious or subtle in nature. You gain the aberration trait, in addition to the traits from your ancestry. You gain resistance to mental damage equal to half your level (minimum 1). You also gain a +1 circumstance bonus to saves against diseases and poisons. You can select from Fleshwarp feats and feats from your ancestry whenever you gain an ancestry feat.
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Aberrant Familiar (Feat 1)
You mold part of your body into an entity that can act somewhat independently of you. You gain a familiar. This familiar looks like a mass of flesh vaguely resembling the type of animal you choose and gains the aberration trait. This familiar can meld into your body or separate itself as a single action, and while melded into your body it does not take damage from area of effect abilities. Unlike a normal familiar, you can change what type of animal your familiar resembles while selecting familiar and master abilities for the day.
Deep Vision (Feat 1)
Your vision is better suited for seeing in places with less light. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Special: If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision.
Fluidic Flesh (Feat 1)
Your flesh is capable of flowing together to make it easier to close your wounds. The DC for your checks to recover from persistent bleed damage is 10 instead of 15, and it’s reduced to 5 instead of 10 if you have particularly effective assistance recovering from the persistent damage. When you are treated with Treat Wounds, increase the Hit Points regained by half your level (minimum 1).
True Omnivore (Feat 1)
You are capable of consuming any sort of material in order to satisfy your hunger. As long as you are in an environment with objects small enough to consume, you can subsist without becoming fatigued due to lack of food. Additionally, your bonus from Fleshwarp Heritage increases to a +2 circumstance bonus to saves against diseases and poisons.
Purge Veins ◈◈ (Feat 5)
Requirements: You are afflicted by a disease or poison
You attempt to metabolize or flush all toxins out of your body. Attempt a saving throw against all ongoing diseases and poisons at their current stage. On a failure, the current stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1.
Store Poison ⤾ (Feat 5)
Trigger: You critically succeed a save against a poison
You isolate and store part of the poison within your body for later use. You can spend a single action to expend this poison and apply it to an unarmed attack. If your next Strike with that unarmed attack before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury.
Extra Limbs (Feat 9)
You grow an additional arm or an arm-length tentacle out of your body. This limb is fully under your control and cannot be concealed except with magic or bulky clothing. This limb can manipulate or hold items as well as either of your original arms.
If you choose to grow a tentacle, the limb is unable to attack with weapons, but can make a tentacle unarmed attack that deals 1d6 bludgeoning damage, has the agile, finesse, and grapple traits, and is in the brawling weapon group.
Special: You can take this feat multiple times. Each time you do, you grow an additional arm or tentacle.
Special: If you have the Mutate Weapon feat, you can apply its effects to a tentacle unarmed attack gained from Extra Limbs
Partitioned Brain (Feat 9)
By segmenting your brain into multiple regions, you can maintain multiple thought processes simultaneously. You can cast hypercognition as a 3rd-level occult innate spell once per day.
Nauseating Flesh (Feat 13)
Your body is suffused with poison. Any creature that bites, engulfs, or swallows you must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become slowed 2 for 1d4 rounds (or 2d4 rounds on a critical failure). You do not suffer the effect of the poison of your own nauseating flesh.
Redundant Organs (Feat 13)
You have multiple sets of vital organs and can somewhat shift their location inside your body, making it more difficult for foes to inflict mortal wounds. Attempt a DC 17 flat check whenever you would be critically hit or receive precision damage. On a success, a critical hit becomes a normal hit and precision damage is negated.
Special: You can take this feat twice. The second time you take this feat, the flat check DC becomes 14.
Sudden Growth (Feat 13)
You can cause your flesh to explosively grow out and form a barrier before disconnecting from you. You can cast wall of flesh once per day as an innate occult spell, though part of the wall must be adjacent to you when you use this ability. Because this wall is created from your own flesh, it recognizes you and does not attempt to grab or attack you, even if you end your turn within 5ft of the wall.
Amorphous Anatomy (Feat 17)
Prerequisites: Fluidic Flesh
Your body can reshape and remake itself with a little effort. You gain regenerate as a 7th-level occult innate spell that you can cast once per day. Unlike the spell, this ability can only target yourself and does not have the positive trait.
Undying Flesh (Feat 17)
You can prepare a resurrection method for yourself that activates if you are slain. By spending a week of downtime and 2,000gp worth of alchemical reagents, you create a pulsating mass of flesh of your size category. If you die, the pulsating mass of flesh twists itself into an exact copy of you, as if you had used the clone ritual.
You can only have one pulsating mass of flesh active at a time, and it does not need to be preserved as long as it is not subjected to extreme heat or cold. If attacked, treat the pulsating mass of flesh as having AC 10, Hardness 5, and 130 Hit Points.
| pixierose |
| 2 people marked this as a favorite. |
I think this is overall very cool and a neat alternative to the ancestry, and the extra feats are super neat and I can see them being used with either the base ancestry or your homebrew heritage.
I think the idea behind the fleshwarp being its own ancestry is that the mutation transforms you to a point you are no longer that ancestry. I do think the ancestry fleshwarp should have some kind of ancestry feat that lets get adopted ancestry and ignore the ban on physical based ancestry feats as a way to be like a reverse versatile heritage.
| Charon Onozuka |
I think the idea behind the fleshwarp being its own ancestry is that the mutation transforms you to a point you are no longer that ancestry.
Fair. Part of the appeal seems to be playing as a horrible (and possibly eldritch) mutated creature - so it'd be completely reasonable to say they were mutated to such an extent as to not be recognizable as part of their original ancestry. Though this is a fairly odd situation where both a normal ancestry & versatile heritage seem like they could be appropriate to represent different entries into the concept.
Also while working on other homebrew ancestry content, I ended up making/modifying some more custom feats for Fleshwarpers since I love their eldritch theme and figured I'd share for anyone who'd consider using them in their own games.
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Third Eye (Feat 1)
You have a third eye on your forehead, which provides perception beyond just ordinary sight. You can cast the detect magic cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up. When using this feat, you detect magic in a 30ft cone in front of you rather than as a 30ft emanation.
Conceal Abnormality ◈◈ (Feat 5)
Traits: Concentrate, Occult, Polymorph, Transmutation
You've learned how to mold your flesh to appear as a normal member of society. Your obviously aberrant traits disappear, including any claws, tentacles, and extra limbs, though hints remain (claws turn into jagged nails or eyes retain an odd hue, for instance). You're still recognizably yourself, but now appear as a typical, non-fleshwarper member of your base ancestry. Using Conceal Abnormality counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of your base ancestry; only creatures actively rolling Perception to examine you might notice the disguise. While in this form you can't use unarmed attacks, innate spells, or other abilities that require physical features you receive from a Fleshwarper ancestry feat. You can remain in your alternate form indefinitely, and you can shift back to your Fleshwarper form by using this action again.
Hideous Mutation (Feat 9)
Traits: Concentrate, Emotion, Fear, Mental, Nonlethal, Occult, Polymorph, Transmutation, Visual
Prerequisites: Conceal Abnormality
Shifting from your concealed shape to your Fleshwarper form is visually disturbing. The first time a non-aberration creature witnesses you shift back to your Fleshwarper form when using Conceal Abnormality, they must succeed at a Will saving throw against your class DC or spell DC, whichever is higher, or take 2d4 mental damage (2d6 mental damage and frightened 1 on a critical failure). This mental damage is nonlethal, so the damage doesn’t cause the creature to become dying.
Mold Flesh (Feat 9)
Your innate magic helps you to change and mold your own form. You can cast slough skin and humanoid form once per day each as 2nd-level occult innate spells.
Rebreathing (Feat 9)
Your lungs are capable of synthesizing their own waste materials to extend use of your internal oxygen supply. When you hold your breath, you can do so for an additional hour. After using this ability, it takes 10 minutes of exposure to breathable air before you can use this ability again.
Inflict Madness (Feat 17)
You can feel the minds of those around you, and destabilize them. You gain warp mind as a 7th-level occult innate spell that you can cast once per day. For the purpose of the incapacitation trait, treat the spell's level as equal to half your level, rounded up.
Internal Breath (Feat 17)
Prerequisites: Rebreathing
Your body has developed to completely rely on its own synthesized oxygen without requiring outside air. You do not need to breathe, and are immune to effects that would affect breathing creatures.