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Fleshcrafting

Description Source: Horror Adventures
Fleshcrafting involves the same processes and applications as true fleshwarping, but is used to modify only a single portion of a living creature. Fleshcrafts are living pieces of tissue that can be attached to any corporeal, living creature via a graft or grown by a consumed elixir. Once attached, a fleshcraft immediately begins functioning and grants its listed abilities to the grafted creature. While a fleshcraft is partially magical in genesis, it doesn’t radiate magic or have a caster level, regardless of whether it has been grafted to the subject or supplied via an elixir.

Fleshcraft Grafts: Creating a fleshcraft graft requires the Fleshwarper feat and an alchemy lab worth at least 1,000 gp as well as 1 pound of living tissue per 1,000 gp value of the graft to be created. Creating a fleshcraft graft is like creating a magic item and requires 1 day of crafting time per 1,000 gp of the graft’s value.

Applying a fleshcraft graft to a target requires a 1-hour surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against the graft’s listed DC. Failure indicates the patient’s body rejects the graft and the graft dies. Regardless of the surgery’s success, the subject takes 1d4 points of Constitution damage and 1d4 points of Wisdom damage (or 1d8 points of sanity damage, if employing the sanity system on page 12). Although fleshcraft grafts are not magical, some occupy a magic item slot on the body, preventing that slot from being used for any magic item or other graft.

A fleshcraft graft can be removed with another hour-long surgery and a successful Heal check against the original DC. On a failure, either the graft remains or the surgeon removes the graft, destroying it and killing the subject (surgeon’s choice). Alternatively, the surgeon can remove the graft more delicately and use healing magic to save the subject, attempting a DC 15 Heal check and applying a heal or regenerate spell immediately afterward. Failing this Heal check always results in the destruction of both graft and subject. A successful surgery removes and destroys the graft. Regardless of the method used and the surgery’s success, the subject takes 1d4 points of Constitution damage and 1d4 points of Wisdom damage (or 1d8 points of sanity damage, if using the sanity system).

Fleshcraft Elixirs: A creature with the Fleshwarper feat can also create fleshcraft elixirs. Doing so requires an alchemy lab worth at least 1,000 gp as well as 1 pound of living tissue per 1,000 gp value of the elixir, just like creating a graft, but the components are distilled into the elixir. Creating a fleshcraft elixir is like creating a magic item and requires 1 day of crafting time per 1,000 gp of the graft’s value. These potionlike concoctions can bestow the effect of an individual fleshcraft graft (a creature can’t benefit from more than one at a time), but for a limited period of time. Imbibing a fleshcraft elixir works similarly to imbibing other potions or elixirs, except that it’s slow acting, taking effect the round after it is imbibed (as if the imbiber were casting a 1-round casting time spell). Fleshcraft elixirs are foul and potentially dangerous. A fleshcraft elixir is keyed to a specific type of fleshcraft, and each elixir provides a Fortitude save that the imbiber must succeed at in order to gain that graft’s effect for the limited duration. On a failed saving throw, the imbiber gains only the graft’s penalty for its duration, and if the imbiber fails the saving throw by 5 or more, the imbiber also takes 1d6 points of Constitution damage. While not strictly magical (and not applicable for reuse with alchemical allocationAPG), they count as both transmutation and poison effects that affect only living creatures for the purposes of saving throws and resistances.

Sample Fleshcrafts

Below are some examples of fleshcrafts. In addition to the name, slot, and effect, each fleshcraft presents information for both the elixir and the graft versions. Each category of information is explained below.

Temporary Duration: This is the length of time the fleshcraft lasts if the recipient is merely imbibing a fleshcraft elixir for its limited effects. This does not apply to a permanent fleshcraft such as a graft. If the graft has a limited number of uses per day, a creature affected by its corresponding elixir can use the ability the same number of times during the elixir’s duration.

Saving Throw: This is the DC of the Fortitude saving throw the imbiber must succeed at to gain the benefits rather than just the penalties of the fleshcraft when imbibing a fleshcraft elixir. A creature imbibing a corresponding elixir that fails this saving throw by 5 or more also takes 1d6 points of Constitution damage.

Penalty: This is the penalty that a creature takes while benefiting from a fleshcraft graft or elixir, or takes if it fails the saving throw after imbibing a fleshcraft elixir.

Antennae

Source Horror Adventures pg. 167, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 70,000 gp; Elixir Price 1,250 gp
Saving Throw DC 20; Slot eyes; Temporary Duration 10 minutes
The subject's eyes are replaced by antennae that sprout from its eye sockets. The creature gains blindsight to a range of 30 feet.
Penalty: The subject is blinded.

Creation Requirements

Cost 35,000 gp
Fleshwarper, Craft (alchemy) 15 ranks; Heal DC 25; Elixir Cost 625 gp

Blinding Spittle Glands

Source Horror Adventures pg. 167, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 2,000 gp; Elixir Price 600 gp
Saving Throw DC 13; Slot head; Temporary Duration 1 hour
The subject produces viscous black spittle that can temporarily blind creatures within 30 feet. If the subject succeeds at a ranged touch attack with this spittle, it blinds the target for 1d4 rounds. The subject can use this ability three times per day.
Penalty: The subject cannot speak or cast spells, use command word or spell-completion magic items, or cast spells with verbal components.

Creation Requirements

Cost 1,000 gp
Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 18; Elixir Cost 300 gp

Burrowing Claws

Source Horror Adventures pg. 167, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 22,500 gp; Elixir Price 500 gp
Saving Throw DC 15; Slot hands; Temporary Duration 1 hour
The subject’s hands are replaced with hooked, clawed appendages. A Medium creature can use the claws as natural weapons that deal 1d6 points of slashing damage (1d4 points if Small). The claws grant the subject a burrow speed of 5 feet.
Penalty: The subject has a hard time wielding manufactured weapons and performing precision-based tasks involving hands (such as opening locks). Attacks with such weapons and skill checks and ability checks for such tasks take a –2 penalty.

Creation Requirements

Cost 11,250 gp
Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 250 gp

Camouflage Flesh

Source Horror Adventures pg. 167
Price 30,000 gp; Elixir Price 1,000 gp
Saving Throw DC 18; Slot body; Temporary Duration 1 hour
A glaze of strange, malleable skin wraps around the subject, granting it the ability to use Stealth in any natural terrain, whether or not it has cover or concealment.
Penalty: The subject takes a –4 penalty on Perception checks.

Creation Requirements

Cost 15,000 gp
Fleshwarper, Craft (alchemy) 13 ranks; Heal DC 23; Elixir Cost 500 gp

Carapace

Source Horror Adventures pg. 167, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 18,000 gp; Elixir Price 600 gp
Saving Throw DC 19; Slot body; Temporary Duration 1 hour
A chitinous carapace covers the subject’s body, attached by a collection of fibrous nerves. This grants a +4 enhancement bonus to the subject’s natural armor bonus.
Penalty: The inflexibility of the plates or the stiffness of a failed transformation imposes a –4 armor check penalty, which stacks with all other armor check penalties.

Creation Requirements

Cost 9,000 gp
Fleshwarper, Craft (alchemy) 14 ranks; Heal DC 24; Elixir Cost 300 gp

Cerebral Husk

Source Horror Adventures pg. 167
Price 6,000 gp; Elixir Price 500 gp
Saving Throw DC 17; Slot headband; Temporary Duration 24 hours
A cerebral husk forms on the back of the subject’s head, burrowing synaptic fibers into the base of the skull. Once per day, when the subject fails a saving throw against a mind-affecting effect, it can shunt the effect into the cerebral husk. While the subject is not affected by that mind-affecting effect, it causes the husk to spasm, dealing 1d6 points of Constitution damage that the subject can recover from only by resting.
Penalty: The subject takes a –2 penalty on Intelligence-based checks.

Creation Requirements

Cost 3.000 gp
Fleshwarper, Craft (alchemy) 12 ranks; Heal DC 22; Elixir Cost 250 gp

Claw Gauntlet

Source Horror Adventures pg. 168
Price 32,000 gp; Elixir Price 1,600 gp
Saving Throw DC 20; Slot hand; Temporary Duration 1 hour
The subject’s hands are replaced with clawed appendages that can be used as natural weapons that a Medium creature can use to deal 1d8 points of slashing damage (1d6 points if Small). The subject gains a +4 bonus on grapple combat maneuver checks with the gauntlet.
Penalty: The subject can’t use the clawed hand to wield a weapon or manipulate objects. It takes a –4 penalty when performing precision-based tasks involving hands (such as opening locks) if attempting to do so with one hand.

Creation Requirements

Cost 16,000 gp
Fleshwarper, Craft (alchemy) 13 ranks; Heal DC 23; Elixir Cost 800 gp

Darksight Eyes

Source Horror Adventures pg. 168
Price 6,000 gp; Elixir Price 300 gp
Saving Throw DC 15; Slot eyes; Temporary Duration 24 hours
Bulging eyes cover the subject’s own, augmenting the existing organs. Fibrous nerve tissue grafts to the eyes, fusing them in place and linking the subject’s vision to these new, bulbous appendages. The subject gains darkvision with a range of 60 feet.
Penalty: The subject gains light blindness (Pathfinder RPG Bestiary 301).

Creation Requirements

Cost 3,000 gp
Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 150 gp

Grasping Tendril

Source Horror Adventures pg. 168
Price 22,500 gp; Elixir Price 500 gp
Saving Throw DC 16; Slot see below; Temporary Duration 1 hour
The subject gains a grasping tendril. If grafted as a replacement for a lost arm, this tendril functions as an arm, and if it isn’t holding anything, a Medium creature can use the tendril as a secondary natural attack dealing 1d4 points of damage. If grafted elsewhere on the body (using the chest slot), the tendril can retrieve stowed objects on the subject’s person and deliver them to an empty hand as a swift action, but cannot hold, use, or otherwise wield items. If the subject has no empty hand when the tendril retrieves a stowed item, the item harmlessly drops into the subject’s space. A fleshcraft elixir granting a grasping tendril always transforms an arm, granting the first benefit.
Penalty: If the tendril replaces an arm, the subject has a hard time wielding manufactured weapons and performing precisionbased tasks involving hands (such as opening locks). Attacks with such weapons and skill or ability checks for such tasks take a –2 penalty. There is no penalty if the tendril is grafted elsewhere.

Creation Requirements

Cost 11,250 gp
Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 250 gp

Poison Fangs

Source Horror Adventures pg. 168, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 12,000 gp; Elixir Price 800 gp
Saving Throw DC 16; Slot head; Temporary Duration 10 minutes
The subject’s teeth are replaced by strange, crooked fangs. A Medium creature gains a bite natural attack that deals 1d4 points of damage (1d3 points if Small). Three times per day, the subject can envenom the fangs as a free action before making the bite attack; the bite deals its normal damage plus poison (Fortitude DC = 15 + the subject’s Constitution modifier; frequency 1/round for 3 rounds; effect 1d3 Str; cure 1 save). If the attack misses, the poison is wasted. The subject is immune to its own poison, but not other poisons (including the poisons of other creatures with poison fangs).
Penalty: The subject takes a –2 penalty on all Charisma-based skill checks except Intimidate checks.

Creation Requirements

Cost 6,000 gp
Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 400 gp

Retractable Spines

Source Horror Adventures pg. 168, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 24,000 gp; Elixir Price 650 gp
Saving Throw DC 15; Slot wrists; Temporary Duration 1 hour
Serrated, reptilian spines run along portions of the subject’s arms. As a standard action, the subject can extend or retract a spine in one or both of its forearms. A Medium creature can use these spines as natural weapons that deal 1d6 points of piercing damage (1d4 points if Small), though as with claws, an attack with the spines uses the corresponding hand. The subject also gains a +2 bonus on grapple combat maneuver checks when both spines are extended.
Penalty: The subject has a hard time wielding manufactured weapons and performing precision-based tasks involving hands (such as opening locks) while the spines are extended. Attacks with such weapons and skill or ability checks for such tasks take a –2 penalty. If the subject gains this penalty because of a failed saving throw after drinking a fleshcraft elixir, the skin of its arms calcifies and it takes this penalty for the entire duration, even though it does not gain the use of the spines.

Creation Requirements

Cost 12,000 gp
Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 325 gp

Shark Gills

Source Horror Adventures pg. 168
Price 9,000 gp; Elixir Price 500 gp
Saving Throw DC 20; Slot neck; Temporary Duration 1 hour
The gills and some of the glands of a shark are grafted to the subject’s neck and into its lungs, changing the way its respiratory system works. While it benefits from this fleshcraft, the subject can breathe water.
Penalty: The subject can no longer breathe air.

Creation Requirements

Cost 4,500 gp
Fleshwarper, Craft (alchemy) 15 ranks; Heal DC 25; Elixir Cost 250 gp

Stinging Tail

Source Horror Adventures pg. 169, Pathfinder #16: Endless Night pg. 63 (Amazon)
Price 12,000 gp; Elixir Price 800 gp
Saving Throw DC 16; Slot belt; Temporary Duration 10 minutes
The subject gains a large scorpion-like tail that sprouts from its lower back. A Medium creature can use its fleshwarped stinger as a natural weapon that deals 1d6 points of piercing damage (1d4 points if Small). Three times per day, the subject can envenom the stinger as a free action before making the attack; the stinger deals its normal damage plus poison (Fortitude DC = 15 + the subject’s Constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 1 save). If the attack misses, the poison is wasted. The subject is immune to its own poison, but not other poisons (including the poisons of other creatures with stinging tails).
Penalty: The subject takes a penalty of –5 feet to its land speed and a –2 penalty on Acrobatics checks.

Creation Requirements

Cost 6,000 gp
Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 400 gp

Wings of Darkness

Source Horror Adventures pg. 169
Price 36,000 gp; Elixir Price 600 gp
Saving Throw DC 20; Slot shoulders; Temporary Duration 10 minutes
The subject gains leathery, batlike wings on its back, granting it a fly speed of 60 feet (with an average maneuverability) as well as a +5 competence bonus on Fly checks.
Penalty: The subject takes a –2 penalty on all Dexterity-based skill checks and ability checks except Fly checks.

Creation Requirements

Cost 18,000 gp
Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 18; Elixir Cost 300 gp