Hi ghPs i oni c s
Flesh Crafting An d r e a sRö n n q v i s t
High Psionics: Fleshcrafting
High Psionics
Fleshcrafting Author: Andreas Rönnqvist Editor: Jeremy Smith Proofreading: Ryan Quinn, Michael Suttkus Design / Layout: Jeremy Smith Interior Illustrations: Linda Pitman, Claudio Pozas, Shaman Stock Art, V. Shane Cover Illustration: Rick Hershey, Standard Stock Art: Issue 3 by Empty Room Studios Publishing This edition of High Psionics: Fleshcrafting is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to High Psionics: Fleshcrafting, Untapped Classes: Society Mind, Untapped Potential: New Horizons in Psionics; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content. Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “High Psionics: Fleshcrafting” ©2009 Dreamscarred Press. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. Some artwork copyright Claudio Pozas, used with permission. Some artwork copyright Shaman Stockart, used with permission.
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High Psionics: Fleshcrafting
Fleshcrafting Fleshcrafting as an Art
undead of their flesh and graft it to a willing (or sometimes even unwilling) patient.
The art of the fleshcraft is about mastering the physical body, enhancing it, changing it, adding to it or removing from it. Most proficient fleshcrafters are Egoists, but there are also a number of them coming from the Psychic Warrior class, since many fleshcrafts (sometimes called grafts) enhance the physical form. Fleshcraft is made possible through the application of psionic focus, and sometimes even psionic power, allowing the fleshcrafter to force another body to accept additions to the host body which would normally be expelled. Implanting a fleshcraft is a grueling experience, both for surgeon and patient. It takes hours upon hours to finish, during which time the surgeon cannot stop for more than a few minutes or even be replaced because of the intense psionic concentration necessary to continuously reshape what the body can and cannot accept. In essence, a surgeon is not only performing complicated surgery, he is also training the recipient’s body to accept the implant and not reject it. After surgery has been completed, the recipient needs to rest for days as his body heals, and must remain under constant observation to make sure that the body does not reject the implant itself. Some proficient fleshcrafters use psionic powers to absorb the damage done to their patient and then heal themselves to hasten the process, but since fleshcrafting does not necessarily require psionic powers, such is not always the case. Fleshcrafting is not a single, allinclusive art; it is a diverse and sometimes even frightening art which has many different paths to walk. Most fleshcrafters begin by learning how to graft parts from animals and humanoids onto their patients, but some learn how to strip monsters, aberrations and even
Fleshcrafting Rules The prerequisites listed for each fleshcraft suggest one or more psionic powers that a would-be surgeon must possess in order to create the fleshcraft. However, a psionic fleshcrafter can ignore these prerequisites by adding +100% to the cost and time for creating and attaching the fleshcraft per prerequisite psionic power he does not wish to use. To use this
A fleshcrafter can alter the physical body in disturbing ways
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High Psionics: Fleshcrafting
Bestial Fleshcrafting [Item Creation, Psionic]
technique, the fleshcrafter must retain his psionic focus at all times when performing the surgery. In essence, this means that even psionic creatures without access to powers can create and attach fleshcrafts with enough time, equipment and money. The surgeon is allowed to lapse in his focus once per day (most often when he falls asleep). Fleshcrafts can be detected via the use of detect psionics and succeeding on a DC 25 Spot check. In essence, the viewer detects that something is amiss with the creature, that his energies do not flow as they should and that there is some form of phrenic interference interacting with this body. This is most similar to a psychometabolic effect such as metamorphosis and most inexperienced people assume that the user of invasive fleshcrafting techniques uses such a power.
After having mastered how humanoid and animal flesh integrates during your surgeries, you have now expanded your search and understanding to those who are somehow beyond the norm. Your ability to meld flesh from mythical beasts allows you access to a wide variety of new tools. Prerequisites: Concentration 4 ranks, Heal 10 ranks, Fleshcraft* Benefit: You can create and attach all bestial fleshcrafts to willing or unwilling patients. Attaching a bestial fleshcraft requires tools and a lab (a one time cost of 500 gp) and takes one hour for every 1000 gp the fleshcraft costs to create.
Cannibalize Fleshcraft [Psionic]
Generally a fleshcraft subtly feeds off the psionic aura and body of the user, but you have mastered the ability to turn this around on the fleshcraft to heal yourself by draining its energy away. Prerequisites: Autohypnosis 6 ranks, at least three fleshcrafts Benefit: You can force one of your fleshcrafts to become dormant, which means that you lose all benefits it would normally give you, to heal 2 hit points per character level. The fleshcraft stays dormant until the user has rested 8 hours.
Feats Presented below are several new feats to utilize the fleshcrafts presented beginning on page 4. Note: All of the Item Creation Fleshcrafting feats presented below also count as Craft Construct / Craft Psionic Construct for the purposes of creating a flesh golem. This flesh golem can be made according to the above rules about ignoring prerequisite powers (or in this case spells). Integrating a fleshcraft into a flesh golem is also much easier and this cuts the cost for implanting it in half.
Fleshcraft [Item Creation, Psionic]
Aberrant Fleshcrafting [Item Creation, Psionic]
You have mastered the art of using your psionic understanding to mentally alter the biotemplate of another creature during surgery, allowing you to attach parts that were never part of the original creature and even modify the structure of its body. Prerequisites: Concentration 4 ranks, Heal 10 ranks Benefit: You can create and attach all common fleshcrafts to willing or unwilling patients. Attaching a common fleshcraft requires tools and a lab (costs 500 gp) and takes one hour for every 1000 gp the fleshcraft costs to create.
You have mastered the alien flesh and biotemplates of the aberrations of the world, allowing you to integrate their weird biology into your patients or even transform parts of their physiology into the equivalent aberrant ones. Prerequisites: Concentration 4 ranks, Heal 10 ranks, Fleshcraft* Benefit: You can create and attach all aberrant fleshcrafts to willing or unwilling patients. Attaching an aberrant fleshcraft requires tools and a lab (a one time cost of 500 gp) and takes 2 hours for every 1,000 gp the fleshcraft costs to create. Special: If you are of the aberrant type, you can ignore the Fleshcraft feat prerequisite.
Fleshcraft Redundancy [Psionic]
So much of your body has been replaced with invasive fleshcrafts that you no longer function like a normal member of your species. You have multiple redundant organs in your fleshcrafts, allowing you to withstand damage that would cripple an ordinary
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High Psionics: Fleshcrafting
member of your kind.. Prerequisites: Base Fortitude save +6, at least ten fleshcrafts Benefit: You gain Damage Reduction X/-, where X is one-half the number of fleshcrafts you have attached to your body.
fleshcrafts to willing or unwilling patients. Attaching a phrenic fleshcraft requires tools and a lab (costs 500 gp) and takes 4 hours for every 1000 gp the fleshcraft costs to create.
Resistant Body [Psionic]
You have found a way to use your psionic abilities to enhance and strengthen how your body interacts with your fleshcrafts, allowing you to surgically implant more without drawbacks. Prerequisites: Autohypnosis 4 ranks Benefit: Your body can retain a total number of fleshcrafts equal to your Constitution score, regardless of where they are placed.
Improved Redundancy [Psionic]
At this stage, it is impossible to determine what kind of creature you originally were. Your fleshcrafts have transformed your body and mind to such a degree, that you have become almost immune to the vulnerabilities otherwise prevalent in your species. Prerequisites: Fleshcraft Redundancy*, base Fortitude save +10, at least fifteen fleshcrafts Benefit: You gain 50% fortification, allowing you to negate a critical hit or successful sneak attack and cause it to roll damage normally.
Subtle Changes [Psionic]
For some reason, your body adapts and transforms even the worst fleshcrafts, making them seem less invasive, less horrifying to outsiders. Some claim that this is a mental effect, while others say that it’s a subconscious control over the body that allows this. Regardless, you are less terrifying than others. Prerequisites: Autohypnosis 4 ranks, Concentration 4 ranks, Cha 13 Benefit: You reduce your total Terrifying rating by 1 for each point of Charisma bonus you have.
Phrenic Fleshcrafting [Item Creation, Psionic]
You have mastered an obscure art even amongst the fleshcrafters - the art of creating phrenic fleshcrafts. These fleshcrafts are powerful nerve bundles, psionically active nodes and most often formed from brain matter or nerves from unwilling donors. With these, you enhance the psionic powers of the patient. Prerequisites: Concentration 12 ranks, Heal 12 ranks, Fleshcraft* Benefit: You can create and attach all phrenic
Surging Fleshcraft [Psionic]
A fleshcraft requires a low-key psionic aura be continually present, which means that they can generally be forced into dormancy inside antimagic auras or null psionics fields. You have a deeper connection to your fleshcrafts, allowing them to stay active even in such areas. Prerequisites: Concentration 10 ranks, at least three fleshcrafts Benefit: By expending your psionic focus, you can keep your fleshcrafts active for 10 rounds inside an anti-magic field or null psionics field.
Fleshcraft And The Biotemplate Fleshcrafting works by allowing a trained and accomplished surgeon to consciously merge an implant with the subject’s biotemplate, adding it to a sort of mental blueprint that would otherwise reject an implant of the sort immediately. For more information about the biotemplate concept, see The Mind Unveiled.
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High Psionics: Fleshcrafting
The Terror That Is Fleshcrafting
Activation: Weight: -
Invasive surgery that melds the physical forms of more than one creature is a horrifying practice for those unaccustomed to it. Therefore using and adding fleshcrafts often gives the user a penalty on his interaction checks. For every fleshcraft that has the “Terrifying I” keyword, the user takes a -1 penalty to all Charisma checks, except Intimidate, which the user receives a +1 bonus to. This stacks and especially horrifying and intrusive fleshcrafts can be noted as “Terrifying II” or “Terrifying III” in which case you count it two or three times (respectively) for the purpose of penalties.
Sharp claws formed from bone are attached and bonded to the fingertips, together with extended muscles that allow the claws to be extracted or retracted at will, much like a cat’s claws. The user gains two claw attacks as natural attacks that deal 1d6 + Strength bonus. The user also suffers a -1 penalty to Open Locks & Disable Device as his fingertips become insensible due to the added cartilage and claws. Prerequisites: Fleshcraft, claws of the beast Cost to Create: 1,250 gold, 100 XP, 3 days
Fleshcrafts and the Body A normal creature can have a number of fleshcrafts equal to ½ his Constitution score and cannot have more than one fleshcraft in any body slot without suffering additional penalties. For every additional fleshcraft in an already occupied body slot or above ½ his Constitution score, the user takes a -1 penalty to his Fortitude saves. This is referred to as Fleshcraft Syndrome.
Gliders
Price (Item Level): 5,000 gp (9th) Body Slot: Bracers Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: Large fleshy wings are attached along the back, down the legs, and out along the outside of the arms. Also added is a bunched muscle, which can extend a long bone spur to expand the area of the wings enough to make them useful. These gliding wings can be used to glide downwards, or if the user is really skilled, to glide up on hot airstreams, but generally they are used to break falls. The wings fold towards the body when not in use and are generally hard to spot unless someone knows what to look for. As long as the user is conscious, he takes no damage from falling, regardless of the height as he can unfold the wings and circle down without being harmed. With a Balance check (DC 25), the user can also glide forward if he starts from at least 15 feet off the ground. This counts as if he has a fly speed of 20 ft and weak maneuverability. The user has to make this Balance check every turn to find updrafts, if he fails, he loses 15 feet of altitude. Prerequisites: Fleshcraft, psionic overland flight Cost to Create: 2,500 gold, 200 XP, 5 days
Common Fleshcrafts
Common fleshcrafts are created from donations from humanoids or animals, creatures readily available both for experimentation and in numbers on the Material Plane. Unless they are of some strange, alien type, most fleshcrafters begin their careers by learning and understanding how humanoids and animals work, together with an in-depth training in how to influence their biotemplates. These fleshcrafts are usually durable and very basic, adding capabilities most often found in other humanoids or the many variants of animals that exist, including the dire variants. Some fleshcrafts are designed to improve on existing traits, such as adding additional, phrenically active, muscle tissue or extending the use of an existing appendage or body part.
Clawgrafts
Price (Item Level): 2,500 gp (5th) Body Slot: Hands Manifester Level: 5th Aura: Weak; (DC 14+½ manifester level) psychometabolism
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High Psionics: Fleshcrafting
Internal Redundancy
muscles either from an animal, humanoid or other form of living creature. This increases the strength of the user, but also makes him look strange and distended, as if the muscles beneath his skin were somehow wrong. These fleshcrafts come in three variants, giving a +2, +4, or +6 enhancement bonus to Strength, while at the same time giving an equally large penalty (-2, -4 or -6) to all Diplomacy checks the user makes. Prerequisites: Fleshcraft, animal affinity Cost to Create: +2 - 1500 gp , 120 XP, 3 days, +4 - 6,000 gp, 480 xp, 12 days, +6 - 13,500 gp, 1,080 XP, 27 days
Price (Item Level): +2 - 3,000 gp (6th), +4 12,000 gp (9th), +6 - 27,000 gp (12th) Body Slot: Manifester Level: +2 - 6th, +4 - 9th, +6 - 12th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: This is one of the most invasive and gruesome of the basic fleshcrafts, splaying the user open so that the fleshcrafter can enhance his internal biology by strengthening and replacing internal organs, sometimes even adding redundant organs such as a secondary heart. Usually the bones are also replaced or at least improved by injecting them with a fast acting solidifier that makes the bones harder than normal. These fleshcrafts come in three variants, giving a +2, +4, or +6 enhancement bonus to Constitution, as well as giving an equal bonus to Autohypnosis skill checks. Prerequisites: Fleshcraft, animal affinity Cost to Create: +2 1500 gp , 120 XP, 3 days, +4 - 6,000 gp, 480 xp, 12 days, +6 - 13,500 gp, 1,080 XP, 27 days
Neural Fleshcrafts
Price (Item Level): 12,000 gp (9th) Body Slot: Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
This is the most painful of the basic fleshcrafts because the surgery involves opening up the nerve bundles to have additional, more powerful, nerve threads be grafted onto the normal bundles. This process took a long time to develop and Muscle Grafts premier fleshcrafters are Price (Item Level): +2 - 3,000 gp working on a way to (6th), +4 - 12,000 gp (9th), +6 completely replace 27,000 gp (12th) the nerve system of Body Slot: a humanoid being, Manifester Level: +2 - 6th, +4 using psionic power to 9th, +6 - 12th enhance the replacements. Aura: Weak; (DC 14+½ So far the progress is manifester level) Muscle grafts can greatly augment the body slow however and these psychometabolism neural fleshcrafts are the second best thing. These Activation: fleshcrafts are completely invisible and are even Weight: undetectable by powers such as detect psionics which would otherwise note a fleshcraft. Muscle grafts work in the manner that the These fleshcrafts increases the Initiative rating of fleshcrafter surgically removes the original the user by +4 and gives a +2 insight bonus to all muscles of the user, replacing them with stronger
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High Psionics: Fleshcrafting
Reflex saves as her improved neural network allows her to react to threats faster than was previously possible for her. Prerequisites: Fleshcraft, animal affinity Cost to Create: 6,000 gold, 480 XP, 12 days
enemies. Anyone with a gladitorial tailgraft gains a natural attack that does 1d10 piercing and bludgeoning damage, as well as denying enemies any bonuses from flanking him. The natural attack can be used either as a primary or a secondary natural attack. Terrifying I. Prerequisites: Fleshcraft, animal affinity, claws of the beast Cost to Create: 2,500 gold, 200 XP, 5 days
Tailgraft (Agile)
Price (Item Level): 7,500 gp (10th) Body Slot: Manifester Level: 10th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Tailgraft (Grasping)
Price (Item Level): 3,750 gp (7th) Body Slot: Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
This gruesome fleshcraft is attached to the lower back of the user and is often small, thin, and furry, much like the tails of monkeys and other animals. The tail is primarily used for keeping balance or as an aid in climbing, but there is a small bony knob at the end as well. This allows the user to either swing it as an improvised natural weapon, or to constantly wave it behind himself, something that comes naturally from balancing in combat, making him harder to flank. Anyone with an agile tailgraft gains a +4 bonus to Balance and Climb checks. They also have the choice of using the knob as a secondary natural attack (at -5 to attack), that deals 1d4 bludgeoning damage, or deny enemies that flank him any bonus. Terrifying I. Prerequisites: Fleshcraft, animal affinity Cost to Create: 3,750 gold, 300 XP, 8 days
The grasping tailgraft is the only one without any natural offensive capabilities, because attached to the end of this sinuous tail is something resembling a stunted humanoid hand with four fingers, opposite to each other in pairs. This allows the user to grasp things with the tail and wield them as if he had a third arm. Grasping tailgrafts can be equipped with weapons or shields, although it always counts as the off-hand for the purpose of attacks. It can be used to pick up items and even allow the wearer to use it to hang from roof or wall (with appropriate handles) as long as he is strong enough to carry his own weight in what amounts to one arm. Terrifying I. Prerequisites: Fleshcraft, animal affinity Cost to Create: 1,875 gold, 150 XP, 4 days
Tailgraft (Gladitorial)
Price (Item Level): 5,000 gp (9th) Body Slot: Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Tailgraft (Stinger)
Price (Item Level): 10,000 gp (12th) Body Slot: Manifester Level: 12th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
This fleshcraft is attached to the lower back of the user and takes the form of a large, muscular and powerful lizard tail with four sharp bones sticking out at the very end, not unlike that of a stegosaurus. This makes the user hard to flank and gives him a powerful attack that will crush and pierce most
While the other tailgrafts may look like something that might be appropriate for some humanoids, the stinger tailgraft does not. It is an enormous bloated
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High Psionics: Fleshcrafting
being grappled) as a swift action that automatically hits and deals 1d6 + Strength modifier points of damage. If the user manages to damage his enemy for 2 rounds in a row, he begins swallowing parts of the enemy, dealing 2d6 points of acid damage to him on each consecutive round. Terrifying III. Prerequisites: Aberrant Fleshcrafting, bite of the wolf, dissolving touch Cost to Create: 1500 gold, 120 XP, 3 days
tail with carapace armor and a stinger dripping venom, not unlike that of scorpions. This stinger is most often used as a primary weapon in combat to deliver its strength-draining poison, but it also helps defend the user against flanking attacks and even provides a small measure of armor. The user gains a primary natural attack and does 2d6 points of piercing damage. Once per encounter, it can deliver a potent venom (DC 15 + wielder’s Con modifier) that deals 1d6/2d6 points of Strength damage if it affects a target. The tail also defends the user against flanking (giving the enemies no bonuses) and provides him with a +1 bonus to his natural armor. Terrifying II. Prerequisites: Fleshcraft, animal affinity, thicken skin, prevenom Cost to Create: 5,000 gold, 400 XP, 10 days
Elastic Arms
Price (Item Level): 6,000 gp (9th) Body Slot: Arms Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Aberrant Fleshcrafts
Aberrant fleshcrafts are so inhuman and strange that they require specialized training. The metabolisms and physiologies that spawned the donors of these fleshcrafts are so incompatible with more naturally occurring life forms that one must forcibly meld flesh together. This means that implanting aberrant fleshcrafts is harder, takes longer, and inflicts more pain on the patient than common fleshcrafts.
Replacing the user’s arms with the same muscle and tissue that constitutes the body of a choker, this fleshcraft allows him to extend his arms to abnormal lengths as well as making the user a much more capable grappler, capable of using the chokers signature ability to choke their victims to death. These arms are usually gray or black with a certain, flubbery, feel to them that distinguishes them. The user gains another 5 feet of reach, but only for the purposes of initiating a grapple maneuver. While performing a grapple, the user gains a +4 bonus to all his grapple checks and if he successfully grapples, or retains a grapple each round, the user deals 1d8+Strength modifier damage to the target as he begins to choke him. Terrifying I. Prerequisites: Aberrant Fleshcrafting, claws of the beast Cost to Create: 3,000 gold, 240 XP, 6 days
Abdominal Feeder
Price (Item Level): 3,000 gp (7th) Body Slot: Body Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: Inspired primarily by the fearsome otyugh and using most of its internal form, this fleshcraft replaces the users abdomen with a huge toothed feeding maw, not unlike that of the otyugh. Whenever the user grapples and the maw isn’t covered, it can be used to tear apart enemies, and creative fleshcrafters have noticed the synergy between certain fleshcrafts and the abdominal feeder. Almost impossible to hide except under metal armor, this fleshcraft is both visible and often disconcerting to viewer. The user can make a bite attack when grappling (or
Eyestalks
Price (Item Level): 5,600 gp (7th) Body Slot: Eyes Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) clairsentience Activation: Weight: These grafts are attached to the user’s eye
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High Psionics: Fleshcrafting
than 4 tentacles attached to his head, he also gains the improved grab special ability when attacking with the tentacles. Terrifying II (or Terrifying III if the user has more than 4 tentacles attached). Prerequisites: Aberrant Fleshcrafting, grip of iron Cost to Create: 1,500 gold, 120 XP, 3 days
sockets, hiding a long muscular stalk inside their skull. This allows the user to extend one or both of their eyes to peer into small openings, underneath a door or around a corner. Except when in use, these fleshcrafts are almost impossible to detect with the naked eye, although they are obvious once they extend. While extended the eyestalks give the character an effective 360 degrees of vision, making it almost impossible to sneak up on him. He gains a +3 bonus to Spot and Search checks as well as being immune to flanking while they are extended. A critical hit will sever at least one of these eyestalks, causing blindness until healed. Terrifying II (while extended). Prerequisites: Aberrant Fleshcrafting, ubiquitous vision Cost to Create: 2,800 gold, 224 XP, 6 days
Formthief
Price (Item Level): 56,000 gp (7th) Body Slot: Body; see below Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: This fleshcraft requires extensive and extremely invasive surgery, replacing not only the skin, but most muscles and bones inside the user with a special form of cartilage that can change shape and form at the user’s behest. These
Feeding Tentacles
Price (Item Level): 3,000 gp (7th) Body Slot: Head Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
fleshcrafts allow the user to essentially steal someone’s These long tentacles attach physical form, but it is to the neck and face of the difficult to use user, looking like some twisted and requires conglomeration of an eel and the user to squid tentacle. Strange mouths filled with razor-sharp, needleslay the person like teeth dot the inside of each or creature whose form is to tentacle, instantly attaching to be stolen. Except any flesh that comes close. These The formthief fleshcraft can allow the when in the middle fleshcrafts are generally impossible to hide wearer to assume unusual forms unless the user covers his entire head in of a transformation, some form of deep hood and does not interact too this fleshcraft is impossible to detect with the naked closely with those around him. For the purposes of eye. the number of fleshcrafts, all feeding tentacles only To use the formthief fleshcraft, the user must count as one, regardless of how many are attached first kill the target creature he wants to turn into (maximum 6). and then smear himself with the creature’s blood. Each tentacle attached (to a maximum of six Over the next hour, the user undergoes a painful tentacles attached to the face), gives the character transformation that turns him into the person or a natural attack that does 1d4 points of damage (no creature whose blood was used. The user will look, Strength bonus). Each tentacle also gives the user sound, and even move like the creature. For all +2 to grapple checks and, if the character has more intents and purposes, treat this as a manifestation
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High Psionics: Fleshcrafting
These long tentacles attach to the chest and abdomen of the character, and are thin enough to hide underneath a tunic or even inside armor. They can slide out through openings in some armor to attack enemies with powerful paralyzing fibers. Its touch is somewhat like that of an electric eel, but achieved by long, flowing, fleshy hairs that penetrate the skin and deliver a paralyzing poison and a shock. By using a move action to make a touch attack, the user can try to paralyze an adjacent enemy. Anyone touched must succeed on a DC 19 Fortitude save or be paralyzed for 1d6 rounds. Terrifying I (after having been exposed). Prerequisites: Aberrant Fleshcrafting, inflict pain Cost to Create: 2,500 gold, 200 XP, 5 days
of the metamorphosis power, only with the added benefit of it being capable of exactly copying another creature. A user with the formthief fleshcraft cannot have any other fleshcrafts or symbiotes attached, even to other slots. Prerequisites: Aberrant Fleshcrafting, metamorphosis Cost to Create: 28,000 gold, 2,240 XP, 56 days
Grickmane
Price (Item Level): 12,000 gp (7th) Body Slot: Head Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Poisonous Slime
A grickmane requires the fleshcrafter to attach the signature tentacles of a grick as a mane around the user’s head. Most often, these tentacles are placed and molded to look like large dreadlocks made out of flesh or some other form of cosmetic fleshcrafting rather than the weapons they are. If the user wears a normal hood or even a specially fitted helm, these tentacles become effectively invisible. These tentacles are popular amongst most adventurers, not only because they are easy to hide or even make cosmetic, but because they allow the user a natural way to overcome the damage reduction of many creatures. This fleshcraft gives the user four tentacle attacks that each deal 1d4 + Strength modifier points of damage. These tentacles are also treated as magic and psionic weapons for the purpose of overcoming damage reduction. Terrifying II (after being exposed). Prerequisites: Aberrant Fleshcrafting, metaphysical claw, claws of the beast Cost to Create: 6,000 gold, 480 XP, 12 days
Price (Item Level): 6,000 gp (7th) Body Slot: Body Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: This fleshcraft can only be attached to someone already using the slime skin fleshcraft (see below) and is an exception to the normal rule of only one fleshcraft per body slot. By adding small poison nodules to the skin of the user, the slime covering him will turn poisonous and can therefore be used both as an attack and as an effective defense against anyone touching the user. This fleshcraft is not any more obvious than the slime skin fleshcraft itself, which is quite visible. The slime from the slime skin fleshcraft becomes poisonous, allowing the user to make one touch attack per day (+1 per point of Constitution bonus), which delivers a contact poison (DC 18, 1d6 Con / 1d6 Con, 1 minute). In addition, anyone striking the user with a natural weapon or performing a grapple must also make a save against the poison, regardless of previous uses. Prerequisites: Aberrant Fleshcrafting, thicken skin, prevenom Cost to Create: 3,000 gold, 240 XP, 6 days
Paralyzing Tentacles
Price (Item Level): 5,000 gp (9th) Body Slot: Body Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
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High Psionics: Fleshcrafting
Slime Skin
webbers to make a ranged touch attack (range 30 feet). If this attack hits, the target is entangled for 2d4 rounds. Terrifying I (when full). Prerequisites: Aberrant Fleshcrafting, entangling ectoplasm Cost to Create: 900 gold, 72 XP, 2 days
Price (Item Level): 12,000 gp (10th) Body Slot: Body Manifester Level: 10th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Phrenic Fleshcrafts
These fleshcrafts are some of the most complex and dangerous to implant because they often require the surgeon to interfere both with the brain and how the nerves and muscles interact throughout the body. However, these fleshcrafts are also some of the most potent, giving the user completely supernatural abilities that would be impossible to impart with other fleshcrafts.
Using foul techniques to harvest the slimy skin of an aboleth, either through psychometabolism or by hunting them down, this fleshcraft replaces the user’s normal skin with that of an aboleth. This skin makes the user much more comfortable in water, allowing them to exist there for days without surfacing for air, as well as giving a bonus against those who would grapple the user. This fleshcraft is extremely obvious to anyone viewing the user and cannot be hidden in any way or form. The user can stay underwater for 1 day (+1 for every point of Constitution bonus) before he needs to surface for air once again. Anyone trying to grapple the user takes a -4 penalty and the user gains a +4 bonus to all Escape Artists checks. Terrifying I. Prerequisites: Aberrant Fleshcrafting, thicken skin Cost to Create: 6,000 gold, 480 XP, 12 days
Enthralling Threads
Price (Item Level): 24,000 gp (12th) Body Slot: Hands Manifester Level: 12th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: The puppeteer uses long fleshy strands to assume control over its host creature. An ingenious fleshcrafter can attach such strands harvested from a puppeteer to the nerve system of a user, allowing them a similar effect as that of the puppeteer. If the user is in physical contact with a creature that he then targets with psionic charm or psionic dominate, that creature takes a -3 penalty to their Will save against either of these powers. He also gains the use of psionic charm 1/day as a psi-like ability (manifester level equal to Hit Dice). Prerequisites: Phrenic Fleshcrafting, psionic charm, psionic dominate Cost to Create: 12,000 gold, 960 XP, 24 days
Webbers
Price (Item Level): 1,800 gp (5th) Body Slot: Hands Manifester Level: 5th Aura: Weak; (DC 14+½ manifester level) metacreativity Activation: Weight: Taking a cue from certain aberrant monsters like driders and ettercaps, this fleshcraft implants small webbers on the forearms of the user. These webbers manifest a webbing not unlike that of true spiders, but since it is also powered by phrenic energies, it has certain ectoplasmic qualities to it. When full, a webber looks like some form of infection or swelling just under the skin by the elbows of the user. After it is used, the swelling disappears completely. Once per encounter, the user may use these
Eyes of the Slayer
Price (Item Level): 7,500 gp (13th) Body Slot: Eyes Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
10
High Psionics: Fleshcrafting
can turn one of his crystalic fleshcrafts inert, transforming it into a regular part of his body. The exact changes depend on the invasiveness of the fleshcraft – wings might meld into the users back, while a crystalic limb simply turns into one made from flesh. This inert form lasts for 1 hour (+1 hour per Constitution bonus). All crystalic fleshcrafts loose their Terrifying traits when liquefied. Prerequisites: Phrenic Fleshcrafting, bite of the wolf, dissolving touch Cost to Create: 3,000 gold, 240 XP, 6 days
This implant requires the use of the eyes from a thought slayer, which means that acquiring the basic essences for this fleshcraft to work is a dangerous and deadly ordeal. Most fleshcrafters demand that the patient acquire these ingredients himself, considering the danger a thought slayer presents to any sentient beings. Once acquired and attached, these fleshcrafts are extremely insidious as they appear to be regular eyes until one studies them closely. If one does so, one can see that the eyes are slightly incorporeal and that you can actually see the skull of the user inside. However, few get a chance to do this. When having had the eyes of the slayer implanted, the user gains the ability to see all incorporeal creatures. In addition, he can choose to shift into the Ethereal Plane, once per day, by expending his psionic focus as a full-round action. He stays inside the Ethereal Plane for 3 rounds, before being shunted back into the Material Plane. If he is inside a solid object when he shunts out, he moves to the first open square and takes 1d6 points of damage for every 5 feet to that open square. Prerequisites: Phrenic Fleshcrafting, ethereal jaunt, my light, sense link (forced) Cost to Create: 3,750 gold, 300 XP, 8 days
Mole Converters
Price (Item Level): 3,000 gp (7th) Body Slot: Chest Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: Mole converters are large fleshy pulps of the internal glands of the brain mole that attaches to the small of the back of the user. These phrenic glands are what the brain mole uses to heal and sustain itself when it has ample supply of psionic power to feed from. A psionic user of the mole converters can use his own reserves of power to heal and sustain himself, or couple this fleshcraft with that of the thieving Phrenic Battery. A user with mole converters attached can spend 1 power point as a move action to heal 1 hit point, or spend 2 power points to gain the equivalent nourishment that he needs for one day. Prerequisites: Phrenic Fleshcrafting, body adjustment, sustenance Cost to Create: 1500 gold, 120 XP, 3 days
Liquifier
Price (Item Level): 6,000 gp (9th) Body Slot: Body Manifester Level: 9th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: The fologlub has the ability to transform gems and crystals into sludge, which it uses to feed itself. Fleshcrafters experimenting with crystalic fleshcrafts have come up with a way to utilize the foluglubs ability to liquefy crystals and their own mastery over flesh. With a liquefier, the user of crystalic fleshcrafts can hide his crystalic fleshcrafts by liquefying them and reabsorbing them into his body, using psionic energy to substitute it with flesh for short while. To be able to use the liquefier, the user needs at least one crystalic fleshcraft (called grafts in other sourcebooks). Three times per day, the user
Phrenic Battery (Thieving)
Price (Item Level): 30,000 gp (7th) Body Slot: Chest Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: Most phrenic creatures have the ability to store and channel psionic energy, but none more so than
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High Psionics: Fleshcrafting
the brain mole. By transplanting the phrenically active parts of its body into what looks like a starshaped bulge or swollen tattoo on the user’s chest, they gain the ability to steal power from others and store it themselves. When you have implanted this fleshcraft, you gain the use of the power leech power as an at-will psi-like ability (ML 5, Will Save: DC 14) and you can store an additional power point in your pool per manifester level. Terrifying I (when exposed). Prerequisites: Phrenic Fleshcrafting, power leech Cost to Create: 15,000 gold, 1,200 XP, 30 days
even though they still move mostly within normal physical and biological boundaries.
Acid Spray
Price (Item Level): 10,000 gp (7th) Body Slot: Head Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: Fleshcrafts are, by their very nature, invasive. The acid spary fleshcraft, however, is often found to be gruesome and the putrid smells it gives off easily drive away both man and animal. This one means changes to both digestive system, throat and mouth, distending them all as new organs are implanted. Its use is however not to be underestimated as it allows its user to issue forth a spray of flesh dissolving acid, taken directly from the Digester itself. The user of this fleshcraft can, once per encounter, make an acid spray attack. This attack is a 20foot cone dealing 4d8 points of acid damage to everything in the area. The user can also produce a concentrated stream of acid that deals 8d8 points of acid damage to a single target within 5 feet. In either case, a Reflex save (DC 10 + ½ user level + Con modifier) halves the damage. Terrifying II. Prerequisites: Bestial Fleshcrafting, dissolving touch Cost to Create: 5,000 gold, 400 XP, 10 days
Phthisic Mandibles
Price (Item Level): 24,000 gp (12th) Body Slot: Head Manifester Level: 12th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: A phthisic is a fearsome and horrible creature that is formed from the most awful memories and broken minds, taking physical form to share its misery with the world around them. Brave, or insane, adventurers have harvested parts from the phthisic and fleshcrafters have found uses for its mandibles. Using these mandibles, the fleshcrafted user can devour the mind and personality of anyone they manage to bite. The user with phthisic mandibles gains a natural bite attack that deals 1d6 points of damage and forces the victim to make a Will save (DC 19) or take 1 point of Intelligence and Charisma damage. Terrifying II. Prerequisites: Phrenic Fleshcrafting, bite of the wolf, ego whip Cost to Create: 12,000 gold, 960 XP, 24 days
Additional Limbs (Insectile)
Price (Item Level): 16,000 gp (10th) Body Slot: Abdomen Manifester Level: 10th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Bestial Fleshcrafts
Regardless of what kind of additions fleshcrafters can, and do, add to their patients, few evoke such revulsion and fear as adding additional insectile limbs. Most users add two pairs of limbs around their abdomen, allowing them to carry more items while also helping them when they climb. These are non-combat limbs, not capable of making any
Whereas the common fleshcrafts use humanoid and animal donors, the bestial ones are formed by stealing flesh from the more paranormal of creatures such as chimera, hippogriffs and ankhegs. Their origins are somehow infused with additional energy, allowing them to do things that would otherwise not be quite possible in the natural world,
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High Psionics: Fleshcrafting
attacks and while they can be used to hold things, it would require extensive neural surgery to add the ability to use these limbs as effectively as the ones the user is born with. The user gains a climb speed equal to ½ his normal movement and a +8 bonus to all Climb checks he makes. He can also carry up to 50% more (in each category) before becoming encumbered. In addition, when grappling these limbs give the user a +4 bonus to grapple checks. Terrifying II. Prerequisites: Bestial Fleshcrafting, grip of iron, wall walker Cost to Create: 8,000 gold, 640 XP, 16 days
Activation: Weight: Implanting bestial fleshcrafts into a foreign body often means that the body must adapt to new and strange physiologies, but there is one fleshcraft that does almost the opposite. This fleshcraft is extremely invasive, adding thousands of small nodules, organs and intestines to that of the user. Through the use of these, the user becomes more resilient against drugs, poison and other attacks on his physiology, as well as allowing him to release nerve stimulants, natural pain killers and adrenaline at will. The user of this fleshcraft gains a +2 bonus to all his Fortitude saves and once per encounter he can give himself a +4 bonus to any one singular save or ability check as a free action. Prerequisites: Bestial Fleshcrafting, biofeedback Cost to Create: 6,000 gold, 480 XP, 12 days
Armor Plating
Price (Item Level): 3,000 gp (7th) Body Slot: Body Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
Wyvern Wings
Price (Item Level): 10,000 gp (8th) Body Slot: Abdomen Manifester Level: 8th Aura: Weak; (DC 14+½ manifester level) psychometabolism Activation: Weight: -
This fleshcraft is one of the most common, due to its general usefulness. These armor plates provide the user with a permanent, irremovable armor that protects him from enemy attacks. The wearer of this armor plating gains a +2 armor bonus that does not stack with normal armor. This fleshcraft can be applied up to five times, each time increasing the armor bonus by +2. If the user has 2 or more armor plating fleshcrafts, this counts as light armor and if he has 4 or more, it counts as medium armor. This fleshcraft only counts as one fleshcraft for the purpose of Fleshcraft Syndrome. Terrifying I (if the user has 4 or more armor plating fleshcrafts). Prerequisites: Bestial Fleshcrafting, toughen skin, inertial armor Cost to Create: 1500 gold, 120 XP, 3 days
Unlike whatever the common fleshcrafts can produce, these beastial fleshcrafts are like those of a dragon, wyvern or other large flying beast of greater proportions. These wings are grafted onto the back to the user and gives him what is in effect a second pair of limbs - granting him the ability of free flight. The user of these wings gain Fly 40 ft (Perfect) and gains a natural attack (Wing Slam, 1d8 + Str damage). However, he takes a -1 penalty to AC and attack rolls since the wings effectively make him easier to hit and get in the way of his attacks. Terrifying I. Prerequisites: Bestial Fleshcrafting, psionic flight Cost to Create: 5,000 gold, 400 XP, 10 days
Enhanced Metabolism
Price (Item Level): 12,000 gp (7th) Body Slot: Chest Manifester Level: 7th Aura: Weak; (DC 14+½ manifester level) psychometabolism
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High Psionics: Fleshcrafting
Fleshcrafter
from all your classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves except those from spells and/or powers. • AC: The Fleshcraft Familiar has the same Dexterity and Natural Armor bonus to its Armor Class as its master has. It has a +4 cover bonus to AC and a +2 size bonus to AC (tiny). • Share: You can have any spell or power affecting you also affect your Fleshcraft Familiar if you so choose, even if it has a range of Personal and/or cannot normally be used on familiars. • Invest Life Energy: A character must invest a portion of his life force into his Fleshcraft familiar to bring it to sentience and life, but also receiving bonus XP in return. These XP are actually part of the fleshcraft, however, so if the it is removed or destroyed, the character loses not only the bonus but a quantity of his existing XP as well. When a character chooses to invest his life energy into his Fleshcraft familiar, his current XP total and all future XP awards increase by 10%. However, if the character loses the fleshcraft, he loses all bonus XP gained, plus an additional 200 XP per character level. • Invest Power: A character with a Fleshcraft Familiar may choose to invest some of his psionic power in it, receiving a greater boost in return. Every time a character’s maximum power points increases (either by gaining a level or raising his primary manifesting ability) he may choose to invest 3 power points in his Fleshcraft Familiar, gaining a total of 4 power points. No more than 3 power points can be invested each time, but there is no upper limit to how many power points the Familiar can hold. The Fleshcrafter may spend power points either from his own power pool, or from his Fleshcraft familiar, as if he was spending power points inside a Cognizance Crystal. For every 10 points invested into the Fleshcraft Familiar, the character also gains an additional power point (ie 1 for every 10 invested). If the character has the Fleshcraft Familiar removed or it is destroyed, all of these power points and the bonus power points related to them are lost. • Sapience: When the character reaches 4th level in this class, his Fleshcraft gains rudimentary
Entry Requirements To qualify to become a flescrafter, a character must fulfill all of the following requirements. Skills: Knowledge (psionics) 6 ranks, Autohypnosis 4 ranks, Heal 8 ranks Feat: Fleshcrafting* Special: Must know at least four psychometabolism powers. Must not have a psicrystal or its equivalent (psicrystal weapon, etc). CLASS SKILLS Class Skills (4 + Int modifier per level): Autohypnosis, Concentration, Craft, Heal, Knowledge (all skills taken individually), Search, Speak Language, Psicraft, and Use Psionic Device. CLASS FEATURES Fleshcraft Reserve: You receive a pool of points you can spend instead of experience points when creating a new fleshcraft with a Fleshcrafting feat. Each time you gain a class level, you receive a new fleshcraft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your fleshcraft reserve to supplement the XP cost of a fleshcraft you are creating, taking a portion of the cost from your fleshcraft reserve and a portion from your XP. Fleshcraft Familiar: As the first step towards completely understanding the secrets of the flesh, you impart sentience into a fleshcraft which you attach to your body. This fleshcraft is similar to a familiar and adds certain benefits to you and your form, but its constant bond to your mind also makes it a liability should someone remove it. You gain your Fleshcraft Familiar at first level. • Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level to determine HD. • Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. • Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated
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sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or GM’s choice) are 10 and one is 12. The Fleshcraft Familiar can also see and hear in a 60-foot radius as if it were a creature. It does not normally make Spot or Listen checks separately from its master, but its master gains the benefit of the Alertness feat. If he already has the Alertness feat he can re-roll one Spot or Listen check every day, representing the Fleshcraft Familiars ability to perceive its surroundings. A Fleshcraft Familiar also begins to communicate with its master using basic emotions or feelings. The familiar may try to tell the master of danger, for example, by putting forth a feeling of fear. • At 7th and 10th level, the Fleshgrafter can choose one of the following abilities to manifest in his Fleshcraft Familiar: • Improved Senses: A familiar empowered with this special ability confers darkvision out to 60 feet to its master. • Greater Senses: A familiar empowered with this special ability confers blindsense out to 30 feet to its master. The familiar must already have the improved senses special ability to take this ability. • Increased Sapience: A Fleshcraft familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores. The Fleshcraft can now communicate telepathically in a recognizable language
with the master out to 120 feet and can speak audibly in Common. It can speak, read, and understand one additional language per point of Intelligence bonus. A character may select this special ability multiple times, each time improving all three of the Grafts ability scores and increasing the number of languages it can speak, read, and understand. • Resilience: A Fleshcraft familiar empowered with this special ability confers light fortification to its master, having become such a large part of the internal structure of the Fleshcrafter. Personal Fleshcraft: Your continuous selfexperimentation in grafting results in occasional improvements to your form. At 2nd level and every three levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle or less subtle way. Choose one personal fleshcraft from those described below when you reach 2nd, 5th, and 8th level. Each Personal Fleshcraft can only be taken once, unless otherwise noted. • Touch of Aberrations: You fleshcraft poison sacks to your arms, allowing you to infect others with a transformational poison which turns people into monsters. To use this ability you must make a melee touch attack as a full round action. A creature hit must succeed on a Fortitude save (DC 10 + Graftmaster level + Constitution modifier) or begin to transform over the next 1d4+1 minutes, the skin
Table 1: The Fleshcrafter
HD: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fleshcraft Reserve
Manifestering
1st
+0
+2
+0
+0
Fleshcraft Familiar
500
-
2nd
+1
+3
+0
+0
Personal Fleshcraft
700
+1 level of existing class
3rd
+1
+3
+1
+1
Fleshcraft
900
+1 level of existing class
4th
+2
+4
+1
+1
Crafting Expert
1,200
+1 level of existing class
5th
+2
+4
+1
+1
Personal Fleshcraft, Fleshcraft
1,500
+1 level of existing class
6th
+3
+5
+2
+2
Rapid Fleshcrafting
2,000
+1 level of existing class
7th
+3
+5
+2
+2
Fleshcraft
2,500
+1 level of existing class
8th
+4
+6
+2
+2
Personal Fleshcraft
3,000
+1 level of existing class +1 level of existing class +1 level of existing class
9th
+4
+6
+3
+3
Aberrant Body, Forbidden Knowledge 4,000
10th
+5
+7
+3
+3
Fleshcraft Apotheosis
15
5,000
High Psionics: Fleshcrafting
Fortification (as from armor). For example, a Fleshcrafter with Integral Fortification and an armor with Light Fortification has two 25% chances to avoid a critical hit or sneak attack. • Apotheosis: Your shielding becomes good enough to save you more often, and your rerouting of your neural pathways give you Medium Fortification and immunity to stunning. • Crystal Capacitors: You fleshcraft deep crystal into your own body, attaching your nervous system to them and allowing you to store greater amounts of psionic power than normally. This gives you 11 additional power points each day. • Apotheosis: Your entire body becomes a capacitor for your psychic energy, which grants you more power and a greater understanding of your own capabilities. You gain 1 power of any level you can use and 11 additional power points beyond those provided by the base personal fleshcraft. • Fleshwhip: You fleshcraft a length of sticky muscle tissue into one of your arms and create a launching cavity close to your hand. This fleshcraft lets you fire a strand with a range of 50 feet which then attaches to the target. To hit with a strand, make a ranged touch attack. If you hit with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 19 + Str modifier). The Escape Artist DC includes a +4 racial bonus. You can draw in a creature within 5 feet of yourself and attack in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a strand does not provoke an attack of opportunity. If the strand is currently attached to a target, you take a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to you. A severed Fleshwhip is restored when the user is fully healed. • Special: You can take this fleshcraft once for each arm you have. • Apotheosis: Your strands can sap an
gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). Once a week the victim can make a new Fortitude save to free himself from this poison. A remove disease spell will restore an afflicted creature to normal. • Apotheosis: Your poison becomes even stronger and no longer can your victims escape your powerful ability. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. • Deep One: You fleshcraft skin between your fingers and toes, giving them a webbed appearance. The fleshcrafts continue by adding a vestigial lung and gills, allowing you to swim as if you had a Swim speed equal to your normal speed. You gain +8 racial bonus to all Swim checks and can always “take 10” on Swim checks, regardless of the reason. These gills allow you to breathe underwater and gives you the (amphibious) subtype. • Apotheosis: You fleshcraft new membranes to your eyes, giving you darkvision out to 60 feet. • Winged Aberrant: You fleshcraft extra muscles to your chest and add enormous wings to your back. These fleshcrafts allow you to fly as if you had a Fly speed equal to your normal speed with a (Good) maneuverability. Your carrying capacity while flying is half your normal. These large wings make you easier to hit in combat though and you receive a -1 size penalty to your AC. • Apotheosis: You bond your wings even closer to yourself and you add muscles and new joints to them. This means your maneuverability is (Perfect) and you no longer receive a -1 size penalty to your AC. • Integral Fortification: Your understanding of the fleshcrafting techniques allow you to protect and shelter your internal organs, moving them to places where they normally aren’t. This means that you have the benefits of Light Fortification but this stacks with other types of
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High Psionics: Fleshcrafting
Initiative and a +1 bonus to Reflex saves. • Apotheosis: Your connection to your Graft Familiar is now so good that you are almost like two minds within one body. You can focus your familiar as a swift action and your bonus increases to +4 to Initiative and +2 to Reflex saves. • Tentacled Aberration: You fleshcraft foul writhing tentacles to your face, allowing you to use them to attack foes. Unfortunately they are constantly moist, giving you a -2 penalty to all Fortitude saves vs dehydration. You gain 4 tentacle attacks (1d4 damage + Strength modifier), these are natural attacks. • Apotheosis: Your grafting now allows the tentacles to bore through the skulls of your enemies and devour their psionic powers. You gain the Improved Grab special ability and once you have established a grapple with all of your tentacles, you drain 1d6 power points from a psionic creature each round. Non-psionic creatures take 1 point of Wisdom damage each round. For every round in which you drain power, you gain 1 power point. Aberrant Body: You no longer have a limits on the number of fleshcrafts you can attach to yourself. Forbidden Knowledge: You gain a new feat from pages 2-4 without needing to meet the prerequisites. Crafting Expert: You can create a fleshcraft even if you do not have access to the prerequisite spells or powers. You must make a Heal check (DC 20 + caster level needed to create the Fleshcraft) to emulate each spell/power normally needed to create the fleshcraft. You can make one check each day it takes to fleshcraft the item and one extra final check, if you haven’t succeeded by then all the XP and gold spent to create the fleshcraft are lost and you have to start over from the start again. Fleshcraft Apotheosis: You have mastered the art of fleshcrafting. You can choose to activate the “Apotheosis” part of any one Personal Fleshcraft you already have. When determining your XP cost for a fleshcraft, reduce that amount by 25%.
opponent’s strength. Anyone grabbed by a strand must succeed on a DC 15 (+ your Constitution modifier) Fortitude save or take 2d8 points of Strength damage. • Scaled Aberration: You fleshcraft scales onto your skin and graft small amounts of reptilian flesh underneath, which make you tougher and harder to harm. Your natural armor improves by 4 and you gain a +2 bonus to your Fortitude saves. • Apotheosis: Your scales fuse together allowing you better protection while still retaining your flexibility. Your natural armor improves by 2 more and you gain Fast Healing 1. • Fleshrending Aberrant: You extend or add huge, wicked claws to your hands, which can be retracted into your hand or fingers. You gain 2 claw attacks (1d6 damage + Strength modifier), these are natural attacks. • Apotheosis: Grafting new muscles and terrible claws sharpened by psychic powers your claws become even deadlier. Your claw attacks do 2d6 damage (as if you were 2 sizes larger). • Aberrants Hunger: You fleshcraft powerful muscles to your jaws and add sharp teeth that allow you to bite and tear into your victims. You gain a bite attack (1d8 + Strength modifier), which is a natural attack. • Apotheosis: You can extend your mouth to disturbing width and you have crafted even more vicious teeth into your terrible jaws. Your bite attack does 3d6 damage (as if you were 2 sizes larger). • Metapsionic Familiar: You join your Fleshcraft Familiar to your neural network, enhancing your ability to simultaneously maintain and use your mental focus and allowing you to react faster to threats by tapping into its awareness of the surrounding area more directly. You can spend an action (the same as focusing yourself) attempting to psionically focus your Fleshcraft Familiar. At any time when you need to expend your psionic focus, you can expend your Fleshcraft Familiars psionic focus instead. Psionically focusing your Fleshcraft Familiar works just like focusing yourself. The familiar cannot focus itself. You also gain a +2 bonus to
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High Psionics: Fleshcrafting
Khraan
life is the arrival of minds that have died and are finding their way into empty bodies. Since Khraani souls don’t merge perfectly with their human bodies the number of stillborn children was always much higher than normal, something which recently changed with the coming of the Reborn. These children grow up with already formed personalities; they are the Reborn, minds channeled from the Well of Minds into the bodies of children who lacked natural souls and would have been stillborn otherwise. The Reborn have formed a kind of priesthood around the Well of Minds, having formed a relationship with it while being inside. Many Reborn are Locada or Geldar and they move among the Khraan as the tangible force of the Well.
The Khraan are aliens in human bodies, a race born of an invasion into this Material Plane almost 500 years ago. A powerful society based on explorative magics and portals were investigating nearby dimensions when they opened a portal to the Khraani home world, a world that was dying. The Khraani minds flowed through this portal like an unstoppable river, possessing human bodies and invading the society. The war raged for half a decade before the explorers were destroyed and left their homeland, devastated by the powers unleashed by both sides, controlled by the Khraan. The Khraan tried to adapt to their new forms, with souls not made for their bodies, they began rebuilding their own civilization over the ruins of that of humanity. In time they began experimenting with their new bodies, trying to make them feel and look more like the souls inside of them, turning to extreme body modifications to achieve the effect. Tattoos, piercings, implants and even fleshcrafts are a normal part of their culture and children receive their first tattoo at the age of three. This teaches them how much pain their ancestors lived through to give them all a future and begins the path of change that defines a Khraan for life as much as his family does. After the portal to their home world closed and the Khraan had completed their invasion, they realized that one very important thing had changed beyond their bodies. When a Khraan died, there was no afterworld waiting, for they had left their gods and cosmology behind. The dead drifted in pain and the families that formed the Council of Lords tried to come up with a solution to this strange affliction, until the outcast Locada family offered a suggestion which would change their society forever. Under Locada leadership the Khraani created the Well of Minds, a repository for all the dead Khraan where their minds were given a place to reside and find contentment. The Well is a powerful symbol, showing that the Khraan not only form their own destiny, they have conquered even the concept of death, never bowing to a hostile world. The Well is a source of great psionic power for the Council of Lords, but the sentient Well also chooses one Magistrate to sit on the Council to represent the dead minds. One of the most recent changes in the Khraan
Khraan Racial Abilities: • Medium: as Medium creatures, Khraani have no special bonuses or penalties due to their size. • Speed: Khraan base land speed is 30 feet. • Language: Khraan. The Khraani never start with other languages and have to spend skill points to learn additional languages. • -2 Charisma: the Khraan are aliens to this world and have a hard time both relating to humans and human emotions, but also to connect. • Inhuman Legacy: The Khraani are teeming with psionic power but are unaccustomed to magic. This means that they have 1 power point per level. However, their alien minds also interfere with their ability to access the magic of the world, giving them a -4 racial penalty to Use Magic Device and a -1 penalty to caster level for any arcane spellcasting class. • Fleshcraft Affinity: The Khraani constantly experiment with their bodies and make great use of bodily modifications (tattoos, piercings, carvings, scarring, implants) and have perfected the use of the fleshcrafting technique. A Khraan can take the Fleshcraft feat at 1st level, ignoring the prerequisites normally associated with that feat. Khraan are also considered to be comfortable around fleshcrafts for the purpose of Terrifying. • Family Talent: A Khraan can choose one Talent based on his choice of Family as an (additional) power known (see below). He
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High Psionics: Fleshcrafting
• Favored
can manifest this power using his power points with a manifester level equal to his Hit Dice regardless of what class he has. If he takes a Psionic Class, this power is added as a bonus to his powers known. • Family Legacy: A Khraan gets a bonus based on his choice of Family (see below). • Favored Class: Varies based on Family choice (see below). • Level Adjustment: +0
Class: Psychic Warrior
Athin: The Athin were a family of artists when their domain (a large island) became the first of many casualties as the planet began to die. A large volcano threatened to destroy everything on the island and for centuries they managed to keep the volatile energies at bay, the cost of doing so meant loosing every ounce of power within the Khraani culture. Now, without the need to defend their home, they have become masters of the elements and were crucial in the founding of the Well of Minds. • Family Talent: Control Object, Control Flames, Control Light, Create Sound, Matter Agitation, or Energy Ray
Families Nothra: The noble defenders of the Khraan Empire and chosen Imperial Guards, the Nothra are a martial family where the leader is chosen, once every year, through martial combat. Children grow up learning of the great warrior-heroes of the family, the myriad expeditions their family has lead against the monsters of this world and how to use a weapon. • Family Talent: Call Armor, Call Weaponry, Force Shield, Inertial Armor, Metaphysical Weapon, or Prevenom Weapon. • Family Legacy: +1 manifester level when determining bonus power points from the highest class. • Favored Class: Halo Knight. Umshara: The bestial Umshara act as rangers and woodland scouts for the Khraan. Their family domain lies deep within the conquered jungles in the north where they constantly battle the different monsters created by the empire they ousted when they first invaded. Each Umshara is granted a beast totem from their home world which they call upon when they do battle, thus earning them their bestial powers. • Family Talent: Thicken Skin, Claws of the Beast, Biofeedback, Bite of the Wolf, Vigor, or Prevenom. • Family Legacy: +1 manifester level when manifesting powers with a range of Personal.
The Khraan experitment with their forms, making use of fleshcrafting
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High Psionics: Fleshcrafting
• Family
Omason have a reputation for withstanding pain, since they use themselves to create the fleshgrafts, which are then cut out of the donor and implanted into the receiving Khraan. • Starting Power: Thicken Skin, Hammer, Synesthete, Vigor, My Light, Empty Mind Legacy: +1 manifester level • Family when manifesting powers from the Egoist (Psychometabolism) discipline list • Favored Class: Psion (Egoist)
Legacy: +1 manifester level when manifesting powers from the Kineticist discipline list • Favored Class: Psion (Kineticist) Eilor: The Eilor are the lawgivers and prophets of the Khraan culture. The Eilor were the ones who discovered the transdimensional portal and scouted the alien world. Here, their powers allow them to seek out criminals and understand the grand designs around them. They are also the explorers and their family has recently sponsored a large number of shipbuilding efforts and exploratory expeditions. Talent: Precognition, Destiny • Family Dissonance, Offensive Precognition, Defensive Precognition, Offensive Prescience, Detect Psionics • Family Legacy: +1 manifester level when manifesting powers from the Seer discipline list • Favored Class: Psion (Seer)
Wepito: The driving force behind the Khraan economy, the Wepito family were once considered to be nothing more than workers. After the family fled the home world, their ability to create almost anything lead them to become the premier bankers and producers of the fledgling Empire. They began their ascension when the Khraan had just arrived; being able to provide everything their society needed from the very start, they gained leverage with the other houses. • Starting Power: Astral Construct, Minor Creation, Bolt, Entangling Ectoplasm, Ecto Protection, Crystal Shard Legacy: +1 manifester level • Family when manifesting powers from the Shaper (Metacreativity) discipline list • Favored Class: Psion (Shaper)
Gelbra: The very reason the Khraan escaped their home world and began the invasion, the Gelbra are masters of time and space. A Gelbra spends at least a year in his youth trekking the Empire and the surrounding mountains to learn of the meaning of time and distance. Allies with the Umshara since time immemorial, the Gelbra are one of the most influential families in the Council of Lords, largely due to their instrumental role in the Exodus. • Family Talent: Burst, Catfall, Deceleration, Far Hand, Know Direction and Location, or Skate • Family Legacy: +1 manifester level when manifesting powers from the Nomad discipline list • Favored Class: Psion (Nomad)
Locada: The only family banned from the Council of Lords, the Locada are the keepers of the Well of Minds and the most dangerous of manipulators. In the very beginning of the invasion, the Locada were the primary force behind every infiltration and, when the war ended, they tried to usurp control of the entire Khraan nation. The other families banded together to stop them and with the threat of seeing their entire female population murdered, they backed down. Since that day, they’ve been banned from the Council, but regained much status and power by being instrumental in the creation of the Well, status they now retain by sustaining and expanding it. Since then, they also act as the lore keepers of the Khraan, documenting both history and present, discoveries and new theories. • Starting Power: Charm Person, Mindlink,
Omason: Pioneers of the arts of body modifications and fleshcrafting, this family has really come into its own after the invasion. Here, they focus on providing the community with familial tattoo markings, implanting bone and metal beneath the skin and grafting harvested flesh into their brethren. The
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High Psionics: Fleshcrafting
Attraction, Telempathic Projection, Empathy, Call to Mind. • Family Legacy: +1 manifester level when manifesting powers from the Telepath (Telepathy) discipline list • Favored Class: Psion (Telepath)
Khraan, for they are the ones who must keep the pain and anguish of the monumental loss inside them and, thus, they suffer. This suffering has lead the Mihlar to seek a release for their suffering, turning to darker pursuits in their hope for peace. • Starting Power: Demoralize, Call to Mind, Create Sound, Empathy, Disable, Object Reading. • Family Legacy: +1 effective level for all effects pertaining to Thoughtsong. • Favored Class: Thoughtsinger
Eshon: As the invasion ended the Eshon family saw their power diminishing and helped form the idea of the Council of Lords to preserve some of their authority. During the invasion they had worked side by side with the Locada family, infiltrating and assassinating key enemy figures. Since then, they have become the secret inquisition of the Khraan Empire, seeking out dissidents among the Khraan, finding pockets of resistance in the jungles or being part of the exploratory expeditions mounted to find other cultures. • Starting Power: Skate, Sense Link, Conceal Thoughts, Elfsight, Distract, Catfall • Family Legacy: +1 manifester level when manifesting powers with a range of Personal • Favored Class: Morphean
Geldar: The Geldar are an anomaly among the Khraan. They are a resurfaced family, once destroyed on their home world it seems that splinters of their minds passed through the gate at the beginning of the invasion and invaded a precious few human hosts. When the war was over these Geldar presented themselves to the other families and were accepted as a sign of their manifest destiny and charged with the welfare of their new home. Since then, the Geldar have walked among their fellow Khraani and touched every heart, every mind with their newly awakened powers. The Geldar bind the nation together in a subtle way, allowing people to come to terms with each other by acting as mediators or letting their souls touch each other, sharing feelings and growing closer. • Starting Power: Attraction, Telempathic Projection, Skills as One, Primal Terror, Missive, Detect Psionics. • Family Legacy: +1 manifester level when manifesting powers with the [Network] descriptor • Favored Class: Society Mind
Mihlar: The only family who tried to convince the others to bargain with the humans instead of forcefully ejecting them, the Mihlar were always the peacekeepers and loremasters of the old Khraan home world. Here, they found that they instead became the beacons of hope and memories, slowly losing their position as diplomats. For centuries, the Mihlar have been instrumental in keeping the stories and memories of their lost homeworld alive and this has lead them to hold a position of great respect. They are viewed with great sorrow by the
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High Psionics: Fleshcrafting
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