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nickia
2013-08-01, 06:19 PM
So, I just spent a two semesters playing a Fleshwarper twice a week and I am pretty proud of my character and what he has become. Does any one else have a Fleshwarper character that they are proud of that they would be willing to share?

dantiesilva
2013-08-01, 09:57 PM
Well I built a fleshwarper/Acylote of the skin that looked real good one paper, never got to try it out sadly.

nickia
2013-08-02, 12:31 PM
Thats cool. Here was my design:


Name: Lom Level 10 Wizard/Level 10 Fleshwarper

Str 14

Dex 14 Move silently:3

Con 20 Concentration:9,

Int 20 Knowledge (arcana):10, Knowledge (planar):6, Knowledge (Dungeoneering):10, Search:5, Spellcraft:10, Decipher Script:3, Profession (Surgeon):5

Wis 16 Heal:38, Spot:6

Cha 15 Use Magic Devise:6, Diplomacy:9, Intimidate:1

HP: 159 Current HP:
Will Save: +15 Fortitude Save: +15 Reflex Save: +8

Base Attack Bonus +10
Base land speed of 30ft
Base Fly speed of 60ft
Medium
Alignment neutral good
Languages: Common, Undercommon, Draconic, Infernal, and Elven
Feats: Graft Flesh, Craft Wondrous Item, Aberration Banemagic, Summon Familiar, Scribe Scroll, Able Learner, Metaray, Maximize Spell, Spell Mastery [Teleport, Preserve Organ, Invoke the Cerulean Sign, Programed Image], Split Ray, Craft Magic Arms & Armour, Leadership, Flyby Attack, Hover, Mind Over Body

Secret of the Beholder: Six eyes protrude grotesquely from your head and move independently of each other similar to those of a beholder. You gain a +4 racial bonus on Search and Spot checks, and you can’t be flanked. You can use them to produce an eye ray as a minor action three times per day per stalk; the effect exactly duplicates one of a beholder’s smaller eye rays. An individual eye stalk can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the effect’s save DC is always 20. The ray has a range of 150 feet.

Secret of the Ooze: Your form becomes partially amorphous. You have a 25% chance to ignore the extra damage dealt by a critical hit or a sneak attack.

Grafts:
Metabolic Fire: You acquire the dragon’s devastating ability to breathe energy.
Activation: Using metabolic fire is a standard action.
Effect: You gain a breath weapon, usable once every 1d4 rounds. Lom has three types of breath weapon, a 6d8 line of acid that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round), or a cone of stupefying gas; a successful Reflex save (DC 10 + one-half your HD + your Con modifier) halves the damage, or 50-ft. cone, 12 points of Strength, Dexterity, and Constitution drain, Fortitude DC 25 negates. Creatures within the cone of stupefying gas must succeed on a Fortitude save or take 12 point of Intelligence damage that has a length of 60 feet. The breath weapon granted by metabolic fire deals 6d8 points of damage

Silthilar Heart: This complex graft adds several augmentations to the grafted creature’s heart and cardiovascular system. If the grafted creature drops below 1 hit points, the graft immediately generates a pulse of magic healing that cures 4d8+20 points of damage. A silthilar heart can generate this healing only once every 24 hours.

Flexible Spine: This invasive graft replaces the creature’s spine, including the spinal cord, with a much more flexible and efficient set of nerves and vertebrae. The graft grants a +4 racial bonus on initiative checks, Balance checks, Escape Artist checks, and Tumble checks.

Membranous Wings: Membranous wings resemble those of a succubus, pit fiend, or bat. The grafted creature can fly at a speed double to its land speed, with good maneuverability. The grafted creature gains fire and cold resistance 5.

Springing Legs: These extremely long legs are good for jumping. The creature gains a +60 racial bonus on Jump checks.

Grappling Vine: Green lines reminiscent of veins are visible beneath your skin, and a puckered opening along the front of your wrist allows you to launch the living vine within you at one of your enemies. The sticky green vine that emerges from your arm is about 2 inches in diameter. Though the vine is tough and woody, long veins run along its length, making it look more like flesh than plant. Activating the grappling vine is a standard action that does not provoke attacks of opportunity. Doing this requires a ranged touch attack (the vine has a reach of 10 feet). If you hit, you deal no damage but can attempt to start a grapple as a free action. The vine uses your own grapple modifier and is treated as if it had the Improved Grapple feat (+4 bonus on grapple checks). Success establishes a hold, pulls the target creature into your space, and deals constrict damage. You can only grapple creatures of your size category or lower with the grappling vine. The vine’s constrict ability (see page 307 of the Monster Manual) allows you to deal 1d6 points of damage plus your Strength modifier each time you succeed on a grapple check during successive rounds. If the ranged touch attack misses, or if the grapple ends, the vine automatically retracts into your arm. You can only use one vine at a time, though you can use a vine even if that hand already holds another object. You can also use the vine to grab and reel in unattended objects within 10 feet. With a successful ranged touch attack, you latch the vine onto such an object and snap it back into your empty hand. Any object you target must be small enough to hold in one hand. The vine isn’t strong enough to support your weight, and thus you cannot use it to help you climb. Each vine has hardness 5 and 20 hit points. A damaged vine heals entirely in 8 hours, while a severed vine regrows in one week. A regenerate spell regrows a severed vine immediately.

Darkwood Flesh
This graft strengthens your flesh like darkwood. You can ignore blows that would cripple lesser creatures, and you can draw on the essence of darkwood to heal yourself. When a critical hit or sneak attack is negated by your darkwood flesh, your flesh grows momentarily more dense and woody, almost like the flesh of a darkwood tree. When your fast healing is active, the wound that activated the fast healing exudes a small quantity of sticky green sap. Darkwood flesh is always active. The fast healing effect activates automatically when a critical hit or sneak attack is scored against you. Because your flesh is partially darkwood, you gain the ability to ignore some critical hits or sneak attacks. Whenever a successful sneak attack is made against you, or whenever a critical hit is confirmed, you have a 25% chance to ignore the extra damage dealt (though you still take the normal damage dealt by those attacks). If you are struck by a critical hit or sneak attack that is not negated by your darkwood flesh, the graft immediately activates fast healing 3 for a number of rounds equal to one-third the damage dealt by the attack (minimum 1 round). Multiple automatic activations of this ability stack (for example, if you are struck by two critical hits, you gain fast healing 6 for the combined duration determined by the damage of the two blows).

Dreammist Spores
Description: Your skin especially that of your back, neck, and thighs, is covered in fungus. You carry a faintly earthy smell, and the fungus on your body looks like and has a soft texture similar to the underside of a mushroom. However, no spores release from the fungus unless you will them to do so.
Activation: You can activate your fatigue spores once per minute as a swift action.
Effect: When you activate the graft, toxic spores spread from your body in a dark green cloud. All living creatures adjacent to you must succeed on a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or enthralled by exotic visions of incredible beauty for the next d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell. When the spores effects wear off, the target must succeed at a Will save (DC 17) or fall under a compulsion to do whatever is takes to repeat the experience (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading. If the target fails his first Fortitude save he must succeed at a Fortitude save (DC17) or suffer 1d4 points of Constitution damage and 1d4 points of Wisdom damage. A target that successfully saves against your spores cannot be affected again for 24 hours. Immunity or resistance to poison applies against the effect of the spores.
Variants: Rumors exist of other fungal spore grafts that grant their bearers all manner of effects, including those that corrode the flesh of nearby foes, cause fatigue, or send them into a deep slumber. The fatigue spores remain the most common variety among both the Wardens of the Wood and the Gatekeepers.

Healing Blood: This unique graft consists of a total transfusion of blood. The creature’s original blood supply is drained completely and replaced with a similar fluid that grants the grafted creature fast healing 2.

8 Eye Rays:
x2 Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
Charm Monster: The target must succeed on a Will save or be affected as though by the spell.
x2 Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell.
x2 Inflict Critical Wounds: This works like the spell, causing 4d8+20 points of damage (Will save for half). haha He was insanely fun to play.

Urpriest
2013-08-02, 01:07 PM
How did you guys handle the whole "new grafts vs. old grafts" thing?

Piggy Knowles
2013-08-02, 05:03 PM
I tossed together an aboleth mucus-focused Fleshwarper once when I was bored. I'll see if I can find the build kicking around any of my old google docs.

nickia
2013-08-04, 11:58 AM
How did you guys handle the whole "new grafts vs. old grafts" thing?

We just used the old rules for the old grafts and the new rules for the new grafts. How else would I get a character who can leap buildings in a single bound, fly, shoot death touch rays from 8 eyes, and shoot clouds of addictive hallucinogenic spores all while casting 9th level spells. Mwahahahahaaa

Biffoniacus_Furiou
2013-08-04, 05:40 PM
The prerequisites for Fleshwarper (http://www.wizards.com/default.asp?x=dnd/ex/20050408a&page=10) are a bit poorly planned. The class itself requires Heal 4 ranks, indicating you can qualify by 5th level with that as a cross-class skill, but then you need Graft Flesh which requires Heal 10 ranks. Luckily, Graft Flesh is tagged [Item Creation], meaning you can take it as a Wizard bonus feat.

You can go Wizard 4/ Master Specialist 1/ Divine Oracle 1/ Wizard 1/ Fleshwarper, get four cross-class ranks in your first five levels, add five ranks at Divine Oracle 1, and another rank for two skill points at your fifth Wizard level to take Graft Flesh with your Wizard bonus feat. Divine Oracle can be replaced with any prestige class that advances spellcasting at its first level and also has Heal as a class skill, but there aren't many choices. You can get the feat prerequisite for Divine Oracle via the Frog God's Fane in Complete Scoundrel without spending a feat on it.

nickia
2013-08-08, 06:14 PM
The prerequisites for Fleshwarper (http://www.wizards.com/default.asp?x=dnd/ex/20050408a&page=10) are a bit poorly planned. The class itself requires Heal 4 ranks, indicating you can qualify by 5th level with that as a cross-class skill, but then you need Graft Flesh which requires Heal 10 ranks. Luckily, Graft Flesh is tagged [Item Creation], meaning you can take it as a Wizard bonus feat.

or if you are a human wizard you can take the Able Learner feat from Races of Destiny and then cross-class skills dont cost any extra.

Piggy Knowles
2013-08-08, 06:20 PM
or if you are a human wizard you can take the Able Learner feat from Races of Destiny and then cross-class skills dont cost any extra.

They don't cost any extra, but unless you have it as a class skill, you still can't exceed the skill cap. A single-classed wizard couldn't have 10 ranks in Heal until ECL 14, even with Able Learner.

There might be some ways around that - pretty sure one of the draconic heritages grants heal as a class skill, and maybe there's some random wizard ACF that gets it - but overall that skill limit is a hard cap.

Venger
2013-08-08, 06:28 PM
They don't cost any extra, but unless you have it as a class skill, you still can't exceed the skill cap. A single-classed wizard couldn't have 10 ranks in Heal until ECL 14, even with Able Learner.

There might be some ways around that - pretty sure one of the draconic heritages grants heal as a class skill, and maybe there's some random wizard ACF that gets it - but overall that skill limit is a hard cap.

Gold draconic heritage gives heal as a class skill, but that only works for sorcerers unless you invest further resources by taking dragontouched

glimmerskin halflings also treat heal as a class skill regardless of class

there are no other ways to obtain heal as a class skill.

Biffoniacus_Furiou
2013-08-08, 06:37 PM
You still need to be 7th level to take Graft Flesh, regardless of how you get Heal as a class skill. That means you need to be able to take an item creation feat at 7th level, so delaying Wizard 5 until then via Master Specialist and whatever else is probably going to be your best course of action.

If you want to go with shenanigans, get a few Bloodline levels (at 1,000 xp apiece) prior to 5th level and spend your Wizard 5 bonus feat on it, to start taking Fleshwarper at 6th level.

Bonzai
2013-08-09, 09:39 AM
Can't find the exact build at the moment, but I went Sorcerer/Blood Magus/Fleshwarper for a boss in a short campaign. Aside from the pre-reqs and things, he also had leadership and the mother cyst feat.

Essentially he was a cult leader that grafted things on to his followers, and implanted them with cysts. He made for an extremely creepy villian.

Sheogoroth
2013-08-09, 12:51 PM
Shrimpy Lippowitz: the tiny master of evil.

I like this story, so I'm going to tell the whole thing.

It was my first D&D campaign, made from the ground up by my DM.
I played Shrimpy Lippowitz, the tiny master of evil. A 4ft. napoleon complexed human wizard with a penchance for mayhem.

The campaign was going along, and eventually the DM drops the Deck of Many Things into our collective laps.

We greedy four draw like there's no tomorrow to mixed, and appropriate results. Gender swaps, alignment shifts, archnemeses created, stats buffed- one of us even got a lackey(Buster Peabody Esquire Extrodinaire, the elven ranger.)
Until we get the wish card- one lucky roll later and we have three bonafide wishes: one for each of us.
The cleric grabbed some minor evil cleric nuking artifact. -boring!
The Monk had his fists enchanted with fire damage. -Unintended hilarious consequences, but yawn!
But I had been looking through the monster manual when he said this, and I had the most intriguing idea. My DM had basically said that a young dragon familiar is the limit, since these wishes came from an artifact.(we play by the rule that a wish's power scales with it's caster, such that a diety could grant something a level 20 wizard could not.)
So what I came up with: A beholder eye stalk growing in my stomach, that didnt' cause suffocation when regurgitated as a free action, and functioned under my control.
"Wut?"
"You heard me."

He pleaded with me to just take blasting eyes or something, but the effect of disentigrating someone via eye laser from the mouth was just too wonderful.
Each of which was accompanied by a loud BLEEEAAAARGH! on my part.

Anyway, I loved the idea so much of stapling monster parts onto my character, that I took fleshwarper!

Long-term, I 'wanted' to get the Eyeball improved familiar that is my avatar and improve it using the class/staple on the right parts to the point in which it had as many eyes as a Gauth, then enlarge it and ride atop my Beholder steed as we blasted forth into victory

nickia
2013-08-10, 06:44 PM
They don't cost any extra, but unless you have it as a class skill, you still can't exceed the skill cap. A single-classed wizard couldn't have 10 ranks in Heal until ECL 14, even with Able Learner.

There might be some ways around that - pretty sure one of the draconic heritages grants heal as a class skill, and maybe there's some random wizard ACF that gets it - but overall that skill limit is a hard cap.

I just realized their is a way to bypass this by advancing as a wizard until you have accumulated Heal 4 ranks then prestige into a Osteomancer which gives you heal as a class skill, allows you to advance (at a slower rate) in spell casting, and gives you the ability to create bone spikes, become temporarily boneless, immunity to all diseases, and create any weapon out of your bones as a free action that count as natural weapons.

nickia
2013-08-13, 09:57 PM
Here is the new Lom! Now more bizarre and frightening than ever!

Name: Lom Level 10 Wizard/Level 10 Fleshwarper/Level 4 Osteomancer/Level 10 Flux Adept

Str 14

Dex 14 Move silently:9

Con 20 Concentration:10,

Int 20 Knowledge (arcana):20, Knowledge (planar):15, Knowledge (Dungeoneering):16, Search:9, Spellcraft:20, Decipher Script:8, Profession (Surgeon):7

Wis 19 Heal:40, Spot:10

Cha 15 Use Magic Devise:9, Diplomacy:9, Intimidate:7
0 skill points to spend

HP: 230 Current HP:
Will Save: +17 Fortitude Save: +17 Reflex Save: +15

Base Attack Bonus +17
Base land speed of 30ft
Base Fly speed of 60ft
Medium
Alignment neutral good
Languages: Common, Undercommon, Draconic, Infernal, and Elven
Feats: Graft Flesh, Craft Wondrous Item, Aberration Banemagic, Summon Familiar, Scribe Scroll, Able Learner, Metaray, Maximize Spell, Spell Mastery [Teleport, Preserve Organ, Invoke the Cerulean Sign, Programed Image], Split Ray, Craft Magic Arms & Armour, Leadership, Flyby Attack, Hover, Mind Over Body

Class Features -
Secret of the Beholder: Six eyes protrude grotesquely from your head and move independently of each other similar to those of a beholder. You gain a +4 racial bonus on Search and Spot checks, and you can’t be flanked. You can use them to produce an eye ray as a minor action three times per day per stalk; the effect exactly duplicates one of a beholder’s smaller eye rays. An individual eye stalk can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the effect’s save DC is always 20. The ray has a range of 150 feet.

Secret of the Ooze: Your form becomes partially amorphous. You have a 25% chance to ignore the extra damage dealt by a critical hit or a sneak attack.

Boneless (Su): At will, as a full-round action, an osteomancer may dissolve or restore his own skeleton.
He becomes able to travel at a speed of 10 feet through] muscular control taught to all novice osteomancers (he may not run). The osteomancer may now fit in minute spaces and crawl under barriers, with one important caveat: the osteomancer must at all times take care to protect his organs, making sure they are not squashed or crushed. For simplicity's sake, assume the osteomancer cannot travel through any space smaller than 6 inches in diameter.
While in this form, the osteomancer is considered prone. He cannot use a shield, and loses his Dexterity tonus to Armor Class. He can't attack or cast spells with verbal, somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the osteomancer might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)

Immunity to Disease (Ex): Due to their phenomenal understanding of bone and the role it plays in the immune system, osteomancers are immune to disease, including supernatural and magical diseases.

Skeletal Shift (Ex): As a standard action, 2nd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.

Bone Spurs (Su): The 3rd-level osteomancer may, as a free action, cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The osteomancer is automatically proficient in the weapons forged directly from his own skeleton, but not the normal weapons of the same type.
Note that while normal bone is far more fragile than any forged weapon, the osteomancer's supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will. As natural weapons, the osteomancer's bone spurs cannot be sundered.

Unnerve (Su): As an extension of the above ability, an osteomancer may sculpt his protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the osteomancer attempting to strike or otherwise directly attack the osteomancer, even with a targeted spell, must attempt a Will save (DC 10 + osteomancer level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular osteomancer's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the osteomancer for the next 24 hours. A creature only has to make one save against a particular osteomancer per 24 hour period. This is a mind-affecting, fear effect.

Enlarge/Reduce (Sp): Beginning at 4th level, once per day, the osteomancer may cast enlarge person or reduce person on himself as cast by a sorcerer of the osteomancer's class level. He gains one daily use of each spell.

Iron Bones (Su): A 4th-level osteomancer's bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.

Grace Through Will (Ex): Lom has learned the means to precisely control all of the body's muscles. Lom adds half his flux adept level to all Balance, Climb, Escape Artist, and Tumble skill checks.

Pheromonic Control (Ex): Lom knows that beauty is more than skin deep—it lies at least as deep as the glands. Three times per day, Lom may create an affect that functions like eagle's splendor, as cast by a sorcerer of Lom’s flux adept class level. In addition, the flux adept gains an additional +2 bonus on any Charisma-based skill check made against a creature with the scent ability.

Thermoregulation (Su): A 2nd-level flux adept can, at will, vary his skin and blood to cope with extremes of temperature, even when these extremes have magical origins. Lom gains a +2 bonus on all saves against fire or cold effects, as well as Fortitude saves made in cold or very hot conditions (DUNGEON MASTER'S Guide, pages 302-303). At 7th level, the bonus increases to +4, and the flux adept is immune to the effects of cold and hot conditions.

Iron Stomach (Su): Lom may draw nutrients out of any substance: bark, grass, stone, gold, and even ash. Lom gains no benefit against poisons delivered by an attack as a result of this ability, but becomes immune to all ingested poisons (DUNGEON MASTER'S Guide, page 297).

Bitter Tides (Ex): Lom commands the composition of all fluids produced by the glands and ducts of his body, such as tears, sweat, and saliva. He gains the ability to make such fluids acidic, and can do so a number of times per day equal to 3 plus his Constitution modifier (minimum 1). With this ability, the flux adept may either spit a single concentrated bolus of acidic saliva or sweat acid for 10 minutes. The acidic spittle deals 3d6 points of acid damage on a successful ranged touch attack (range increment 10 feet). His acidic sweat deals 1 point of acid damage per round to any object he touches and wishes to affect. In addition, any creature that hits him with a natural weapon suffers 1 point of acid damage per hit. For each minute that he touches an item (such as ropes or shackles binding him, or a wooden door that blocks her path), his acidic sweat ignores 1 point of the object's hardness.

Feign Death (Ex): Lom is able to turn off his metabolism (requiring no food, water, or even air) by entering a deep trance that resembles death. He can remain in this dormant state for up to 24 hours, and shows all the physical signs of death. He may enter this trance as a standard action. Awakening from the trance takes a full round. Upon entering a trance, Lom must designate up to three triggers that will awaken her prematurely. A trigger can only be an event that somehow affects the Lom (such as being touched, slapped, or damaged), and cannot be something tied to the time of day (such as the sun rising or setting). Triggers cannot depend on Lom perceiving his surroundings, such as hearing a sound. If none of his triggers are set off during his trance, the Lom remains in this state for the full 24 hours. After a full 24 hours of rest in this state, the Lom heals 2d8 damage and 2 points of damage to each ability score. While in this inert state, his body slowly repairs damage it has suffered.

Taste of Truth (Ex): the hormones of the body are now so familiar to you that you can actually read a creature's emotions by tasting its infinitesimal hormonal secretions in the air. Against living creatures, you receive a bonus on all Bluff and Sense Motive checks equal to your flux adept class level. Conditions that would prevent a creature from using the scent ability prevent a flux adept from using this ability.

Haste (Ex): Twice per day as a free action, you may control your adrenaline and muscles to the extent she can act as if she was under the effect of a haste spell, as cast by a sorcerer of your flux adept level.

Boiling Blood (Ex): You have such mastery over your body chemistry that you can cause your hands to bloat with your body's primal power. His hands become over-sized claws that grant him a natural attack. This grants you two claw attacks that deal 1d4 points of damage plus her Strength modifier. If you also chooses to use your bitter tides ability, you deals +1 point of acid damage per claw attack. The flux adept can maintain this effect for up to 1 round per level as a free action and may use it a number of times per day equal to 1 plus her Constitution modifier (minimum 1 per day).
Polyhaemia (Su): This ability allows the 9th-level flux adept to resynthesize potions in her own blood fromthose that she has consumed in the last 24 hours. Once synthesized, the potion immediately affects the flux adept as if she had just drunk it. This ability requires a Craft (alchemy) check with a DC equal 20 + double the spell's level. For example, a flux adept attempting to duplicate a potion of blur would need to succeed at DC 22 Craft (alchemy) check. The flux adept may use this ability a number of times per day equal to 1 plus her Constitution modifier (minimum 1 per day). A failed Craft (alchemy) check still consumes a use of the ability. Each use requires a fullround action that provokes an attack of opportunity.

Regeneration 1 (Ex): Your mastery of the immune and repair systems of the body is such that she gains regeneration 1. Cold, electricity, fire, and sonic deal normal damage to a flux adept. A flux adept can regrow a lost limb or body part in 4d6 days, but cannot reattach the severed member by holding it to the stump.

Grafts:
Metabolic Fire: You acquire the dragon’s devastating ability to breathe energy.
Activation: Using metabolic fire is a standard action.
Effect: You gain a breath weapon, usable once every 1d4 rounds. Lom has three types of breath weapon, a 6d8 line of acid that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round), or a cone of stupefying gas; a successful Reflex save (DC 10 + one-half your HD + your Con modifier) halves the damage, or 50-ft. cone, 12 points of Strength, Dexterity, and Constitution drain, Fortitude DC 25 negates. Creatures within the cone of stupefying gas must succeed on a Fortitude save or take 12 point of Intelligence damage that has a length of 60 feet. The breath weapon granted by metabolic fire deals 6d8 points of damage

Silthilar Heart: This complex graft adds several augmentations to the grafted creature’s heart and cardiovascular system. If the grafted creature drops below 1 hit points, the graft immediately generates a pulse of magic healing that cures 4d8+20 points of damage. A silthilar heart can generate this healing only once every 24 hours.

Flexible Spine: This invasive graft replaces the creature’s spine, including the spinal cord, with a much more flexible and efficient set of nerves and vertebrae. The graft grants a +4 racial bonus on initiative checks, Balance checks, Escape Artist checks, and Tumble checks.

Membranous Wings: Membranous wings resemble those of a succubus, pit fiend, or bat. The grafted creature can fly at a speed double to its land speed, with good maneuverability. The grafted creature gains fire and cold resistance 5.

Springing Legs: These extremely long legs are good for jumping. The creature gains a +60 racial bonus on Jump checks.

Grappling Vine: Green lines reminiscent of veins are visible beneath your skin, and a puckered opening along the front of your wrist allows you to launch the living vine within you at one of your enemies. The sticky green vine that emerges from your arm is about 2 inches in diameter. Though the vine is tough and woody, long veins run along its length, making it look more like flesh than plant. Activating the grappling vine is a standard action that does not provoke attacks of opportunity. Doing this requires a ranged touch attack (the vine has a reach of 10 feet). If you hit, you deal no damage but can attempt to start a grapple as a free action. The vine uses your own grapple modifier and is treated as if it had the Improved Grapple feat (+4 bonus on grapple checks). Success establishes a hold, pulls the target creature into your space, and deals constrict damage. You can only grapple creatures of your size category or lower with the grappling vine. The vine’s constrict ability (see page 307 of the Monster Manual) allows you to deal 1d6 points of damage plus your Strength modifier each time you succeed on a grapple check during successive rounds. If the ranged touch attack misses, or if the grapple ends, the vine automatically retracts into your arm. You can only use one vine at a time, though you can use a vine even if that hand already holds another object. You can also use the vine to grab and reel in unattended objects within 10 feet. With a successful ranged touch attack, you latch the vine onto such an object and snap it back into your empty hand. Any object you target must be small enough to hold in one hand. The vine isn’t strong enough to support your weight, and thus you cannot use it to help you climb. Each vine has hardness 5 and 20 hit points. A damaged vine heals entirely in 8 hours, while a severed vine regrows in one week. A regenerate spell regrows a severed vine immediately.

Darkwood Flesh
This graft strengthens your flesh like darkwood. You can ignore blows that would cripple lesser creatures, and you can draw on the essence of darkwood to heal yourself. When a critical hit or sneak attack is negated by your darkwood flesh, your flesh grows momentarily more dense and woody, almost like the flesh of a darkwood tree. When your fast healing is active, the wound that activated the fast healing exudes a small quantity of sticky green sap. Darkwood flesh is always active. The fast healing effect activates automatically when a critical hit or sneak attack is scored against you. Because your flesh is partially darkwood, you gain the ability to ignore some critical hits or sneak attacks. Whenever a successful sneak attack is made against you, or whenever a critical hit is confirmed, you have a 25% chance to ignore the extra damage dealt (though you still take the normal damage dealt by those attacks). If you are struck by a critical hit or sneak attack that is not negated by your darkwood flesh, the graft immediately activates fast healing 3 for a number of rounds equal to one-third the damage dealt by the attack (minimum 1 round). Multiple automatic activations of this ability stack (for example, if you are struck by two critical hits, you gain fast healing 6 for the combined duration determined by the damage of the two blows).

Dreammist Spores
Description: Your skin especially that of your back, neck, and thighs, is covered in fungus. You carry a faintly earthy smell, and the fungus on your body looks like and has a soft texture similar to the underside of a mushroom. However, no spores release from the fungus unless you will them to do so.
Activation: You can activate your fatigue spores once per minute as a swift action.
Effect: When you activate the graft, toxic spores spread from your body in a dark green cloud. All living creatures adjacent to you must succeed on a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or enthralled by exotic visions of incredible beauty for the next d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell. When the spores effects wear off, the target must succeed at a Will save (DC 17) or fall under a compulsion to do whatever is takes to repeat the experience (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading. If the target fails his first Fortitude save he must succeed at a Fortitude save (DC17) or suffer 1d4 points of Constitution damage and 1d4 points of Wisdom damage. A target that successfully saves against your spores cannot be affected again for 24 hours. Immunity or resistance to poison applies against the effect of the spores.
Variants: Rumors exist of other fungal spore grafts that grant their bearers all manner of effects, including those that corrode the flesh of nearby foes, cause fatigue, or send them into a deep slumber. The fatigue spores remain the most common variety among both the Wardens of the Wood and the Gatekeepers.

Healing Blood: This unique graft consists of a total transfusion of blood. The creature’s original blood supply is drained completely and replaced with a similar fluid that grants the grafted creature fast healing 2.

8 Eye Rays:
x2 Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if its saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
Charm Monster: The target must succeed on a Will save or be affected as though by the spell.
x2 Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell.
x2 Inflict Critical Wounds: This works like the spell, causing 4d8+20 points of damage (Will save for half).