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Andion Isurand
2011-09-24, 10:51 PM
Racial bonuses from grafts stack with other racial bonuses tied to the recipient's true form and other grafts.

Bio-electric Flesh-filaments: This extensive graft is grown throughout the recipient, enabling it to better withstand and deliver electric shocks. The subject gains a +2 racial bonus on saving throws against electricity spells and effects, as well as Electricity Resistance 5 (or its existing Electricity Resistance improves by 5). Once per round, the grafted creature may discharge energy from the graft, dealing 1d4 electricity damage to one other creature or object as part of a grapple, melee touch attack, or melee attack using an unarmed strike, a natural or manufactured weapon. Alternatively, a conscious recipient may instead discharge this energy when grappled or struck by a creature delivering a melee touch attack, or melee attack using an unarmed strike, a natural or manufactured weapon.
Graft Flesh (Silthilar), shocking grasp; Price 32,000 gp

Silthilar Adrenals: This graft involves implanting a miniscule pair of additional adrenal glands in the recipient. Once per day, the grafted creature may ignore the effects of the fatigued condition (or upgrade the the effects of the exhausted condition to those of fatigue) for 1 minute.
Graft Flesh (Silthilar), lesser restoration; Price 1,200 gp

Silthilar Appendix: This graft involves attaching a small gland to the digestive system of the recipient, helping them to glean more nourishment from their food. Such a creature only needs to eat half as much food in order to meet demand. The grafted creature gains a +2 racial bonus on saving throws against ingested poisons and can readily digest fibrous plant matter.
Graft Flesh (Silthilar), purify food and drink; Price 2,500 gp

Silthilar Ears: This graft augments sensory structures within the recipient's ears. The grafted creature gains a +2 racial bonus on Balance and Listen checks.
Graft Flesh (Silthilar), clairaudience/claivoyance; Price 3,200 gp

Silthilar Kidneys: This graft augments the fluid filtering structures of the recipient, helping them to recycle and process fluids much more efficiently. Such a creature only needs to drink half as much water in order to meet demand. The grafted creature gains a +2 racial bonus on saving throws against ingested poisons and may drink fresh and salt water without difficulty. Recipients that live or breathe underwater may do so equally well in both fresh and salt water if they couldn't already.
Graft Flesh (Silthilar), purify food and drink; Price 3,600 gp

Silthilar Lymphnodes: This graft involves implanting a few miniscule glands throughout the recipient, which help one to overcome disease and infection. The grafted creature gains a +4 racial bonus on saving throws against all disease effects, including magical ones.
Graft Flesh (Silthilar), remove disease; Price 7,400 gp

Silthilar Nostrils: This graft augments the sensory structures within, and folds the interior of, the recipient's nasal cavities. The grafted creature gains the Scent ability (at twice the range if it already has Scent as an extraordinary ability).
Graft Flesh (Silthilar), embrace the wild (SpC 79); Price 24,000 gp