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    Default Must Affix Everything to Everything! (Grafts That Don't Make Me Cry Myself To Sleep)

    The Xenoalchemist

    "On a scale of one to ten, how angry would you be if I cut off your hand and replaced it with a second head? Like, one that breathes fire. I mean, hypothetically."


    Image credit keithherrschaft of deviantart.com.

    There are a lot of weird and wild monsters out there. From aboleths to yrthaks, there are a metric ton of things in the wild that would like nothing more than to remove your skin and slurp out your insides like a Mountain Dew Blue Shock Slurpee (now available at 7-Elevens for a limited time). If you're very very lucky, some of these monsters might wait until after you're dead before laying their eggs inside of you and having their babies chew their way out of your brain cavity.

    Basically, the number of horrifying creatures in the wilderness right now that actively want to hunt down and eat every last humanoid on the planet is really high. A while ago, a clever adventurer decided that being humanoid just wasn't good enough anymore. It's a brutal campaign setting out there, and two arms, two legs and twenty nonlethal digits just don't cut it when the enemy has actual tentacles that dissolve your skin by touching you.

    That's where xenoalchemy comes in. Xenoalchemy is the careful scientific practice of chopping up strange and alien monsters and stapling their pieces onto people. If we're going to survive in this messed-up world we're going to need every advantage we can get, up to and including voltronning a frost worm's giant frigid mandibles to your torso. Why? BECAUSE WE CAN.

    Hit Die: d6
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Skills: A xenoalchemist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (all) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Rope (Dex).

    The Xenoalchemist
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Graft Level

    1st|+0|+0|+0|+2|Harvest material, surgical precision +1d6, xenoalchemy|
    1

    2nd|+1|+0|+0|+3|Bedside manner +1, postop procedure, thesis monster|
    1

    3rd|+2|+1|+1|+3|Accurate analysis, surgical precision +2d6|
    1

    4th|+3|+1|+1|+4|Combat medic, thesis monster|
    1

    5th|+3|+1|+1|+4|Surgical precision +3d6|
    2

    6th|+4|+2|+2|+5|Battlefield diagnosis, thesis monster|
    2

    7th|+5|+2|+2|+5|Steady hand, surgical precision +4d6|
    2

    8th|+6/+1|+2|+2|+6|Back on their feet, thesis monster|
    2

    9th|+6/+1|+3|+3|+6|Bedside manner +2, surgical precision +5d6|
    3

    10th|+7/+2|+3|+3|+7|Thesis monster, waste not want not|
    3

    11th|+8/+3|+3|+3|+7|Attack its weak point for massive damage, surgical precision +6d6|
    3

    12th|+9/+4|+4|+4|+8|Emergency action, thesis monster|
    3

    13th|+9/+4|+4|+4|+8|Surgical precision +7d6|
    4

    14th|+10/+5|+4|+4|+9|Advanced cryogenics, thesis monster|
    4

    15th|+11/+6/+1|+5|+5|+9|Conjoined grafts, surgical precision +8d6|
    4

    16th|+12/+7/+2|+5|+5|+10|Always on call, bedside manner +3, thesis monster|
    4

    17th|+12/+7/+2|+5|+5|+10|Surgical precision +9d6|
    5

    18th|+13/+8/+3|+6|+6|+11|Autoimmunity, thesis monster|
    5

    19th|+14/+9/+4|+6|+6|+11|Medical mastery, surgical precision +10d6|
    5

    20th|+15/+10/+5|+6|+6|+12|God will be cut, thesis monster|
    5

    [/table]

    Class Features

    All of the following are class features of the xenoalchemist.

    Weapon and Armour Proficiencies: A xenoalchemist is proficient with all simple weapons and light armour. They are not proficient with any kind of shield.

    Harvest Material (Ex): As a trained xenoalchemist you can quickly identify, catalogue and remove for future use the pieces of monsters which make them so dangerous. Harvesting remains requires two minutes of work with a helpless creature or recently dead (within one hour) corpse. It requires two skill checks.

    First, you must make a Knowledge check relating to the monster's type. The relevant Knowledge skill required is described under the uses of Knowledge, but since that's kind of obscure I'll just list them here for you. It's worth noting that if you don't know what type the monster was you can simply attempt a broad Knowledge check and the DM will choose the appropriate skill for you.

    {table=head]Knowledge Skill|Monster Types
    Knowledge (arcana)|Constructs, dragons, magical beasts
    Knowledge (dungeoneering)|Aberrations, oozes
    Knowledge (local)|Humanoids
    Knowledge (nature)|Animals, fey, giants, monstrous humanoids, plants, vermin
    Knowledge (religion)|Undead
    Knowledge (the Planes)|Outsiders, elementals[/table]

    The DC for the Knowledge check is equal to 10 + the monster's HD. You can always attempt these checks, even untrained thanks to your broad training in general monstrous physiology.

    If the Knowledge check is successful, the DM shall describe to you the pieces available for harvest. In general, this consists of informing you about supernatural and extraordinary abilities, breath weapons, natural weapons, movement modes, and so on. This might seem a little vague, but you can always request particular information about an aspect of the monster. If there is a piece of the monster you wish to harvest for one of your grafts, you can move on to the second skill check. You can only harvest material if it's appropriate for a graft you currently have access to.

    Once you decide which piece of the monster you want (each graft has a particular requirement in the original monster and you can harvest one graft's worth of material from any given monster) you make a Heal check at the same DC. If successful you manage to procure the material needed for the chosen graft. The material is usable for about three days. If it's not used before then it begins to go rancid and becomes unusable unless you store it in a freezing environment (time spent in such a state effectively pauses the time limit).

    If the Heal check is unsuccessful you cannot try again to harvest that material from the monster, but you can attempt additional pieces that you find useful. If you successfuly harvest one, however, the rest of the monster becomes contaminated and unusable.

    You can store as many of these monster pieces as you want, but the DM should decide on their weight and the space required to store them based on the monster they came from.

    Surgical Precision (Ex): Although a xenoalchemist is a lover not a fighter, he's trained in physiology and can quickly determine how a monster's body is put together. As a swift action you can study a creature within 30ft. of you. You immediately make a Knowledge check, as if for harvesting materials (as described above). If the check passes then the next successful weapon attack you make against that creature within the following three rounds deals an extra +1d6 damage. This damage is precision-based, which means it is not effective against creatures without a discernable anatomy or who are immune to effects such as sneak attacks or critical hits.

    At 3rd level, and every second level thereafter the extra damage granted by this ability increases by +1d6.

    Xenoalchemy (Ex): Here's what you showed up for. As a xenoalchemist you know how to chop things up and stick them onto other things. Once you've harvested a piece of a monster as described above, you can attach it to a living being. The target must either be willing or helpless for the duration of the procedure in order to perform the graft. The procedure requires 1d3 hours + 1/2 hour per graft level. You can attach a graft to yourself, but you must make a DC 20 Concentration check to endure operating on your own body. If you fail this skill check the time for the operation is wasted but your monstrous material is not.

    You only have access to level 1 grafts at 1st level, but at 5th level and every four levels thereafter you gain access to an additional level of grafts. Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to 1 + their Constitution modifier (minimum 1). If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are destroyed, and all benefits they confer are lost. A creature can only have a single 5th level graft at a time.

    A xenoalchemist can remove a graft at a later point, either to replace it with a mundane body part (treated as a level 0 graft) or to make way for a different graft. This may or may not impose a penalty (see the Graft Rejection section below for more information on empty body slots).

    Performing xenoalchemy requires access to basic medical equipment (which might include things like bandages, knives, electroshock therapy, and so on at the player's discretion). If you would also like to make a loud ka-chunk sound effect as you perform the operation you may do so as you see fit.

    Bedside Manner (Ex): As a medical professional you're expected to remain calm and in control at all times. At 2nd level you gain a +1 bonus on all Fortitude saves, and you can use a calm emotions effect on yourself at will with a caster level equal to your Hit Dice. This bonus increases to +2 at 9th level and +3 at 16th level.

    Thesis Monster (Ex): Your studies take you far and wide, and you'll end up seeing a lot of monsters. At 2nd level and every 2nd level thereafter you can select a thesis monster type. In order to pick a thesis monster type, you must have successfully analysed at least two monsters of that type previously. Choosing a thesis monster gives you access to a special technique. If the technique requires a saving throw, the Difficulty Class is 10 + 1/2 your xenoalchemy level + your Intelligence modifier. You can only use a single thesis monster technique on an attack, and you must choose which one to use before declaring the attack roll.

    Spoiler
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    An Inside Job [Outsiders]: As planar intruders, outsiders remain fundamentally tied to their home Plane. You can use this to your advantage. With a successful surgical precision attack against a monster native to another Plane you can attempt to cut their astral connection to the Prime Material. In order to use this ability you must be wielding a silver weapon and be on the Material Plane. The target must make a Will save or be subject to a dismissal effect. This technique upgrades to a banishment effect at 13 HD. In addition, you gain 5 false Hit Dice for the purposes of any effects such as holy word whose effects are based on the number of Hit Dice you possess. You also gain a +2 bonus on Knowledge (the Planes) checks. You must have 7 HD to select this technique.

    Arcane Intervention [Magical Beasts]: Magical beasts are some of the only beasts in nature to turn the forces of magic against humanoids. Luckily you know how their arcane magic moves around their bodies. With a successful surgical precision attack against a creature with one or more spell-like abilities you can disrupt one of them. You can either select a spell-like ability you know the creature has or let the DM select one by chance or by decee. After you make your decision, the monster loses one charge of the ability. If the ability selected is at-will, the monster instead cannot use it until the start of your next turn. A successful Will save avoids this effect. In addition, you gain a +2 bonus on saves against spells and spell-like abilities and a +2 bonus on Knowledge (arcana) checks.

    Black Thumb [Plants]: Plants aren't any less complex than humanoids, just different. You've spent enough time dissecting monstrous vegetation to see just what's going on in there. You can now deal precision damage to plants. With a successful surgical precision attack you can disrupt an enemy's fast healing. The target must make a Fortitude save or stop recovering health for the following 5 rounds. At 17 HD this effect upgrades, now disrupting regeneration for the duration of the effect (although this version only lasts for 1 round). In addition, you gain a +2 bonus on Knowledge (nature) checks.

    Deconstructionism [Constructs]: After spending some time rooting around inside of clockwork creatures you know what makes them... TICK. You can now deal precision damage against constructs. With a successful surgical precision attack against a mindless construct you can instill new arcane programming in it. If you use the programmed constructs variant you can cause a replace command effect (using your xenoalchemy level as your caster level). If you don't use that variant (since you probably don't, though you really should) you can instead give one plain English sentence command of ten words or less to the construct, which will attempt to follow it to the best of its ability. This effect (the second) lasts for 3 rounds, at which point the construct's innate programming will overwrite your command. In addition, you gain 25% fortification, as well as a +2 bonus on Knowledge (arcana) checks.

    Faerie Tail Collector [Fey]: The fae are sly and subtle folk who slip into our world sideways. You must have had a heck of a time finding a few to dissect, but it's paying off now. If you make a successful surgical precision attack against a shapeshifted creature you force it to resume its normal form. This covers anything from illusory glamours (such as alter self) all the way up to major shapechanging (lycanthropy, shapechange, and so on). A Will save avoids this effect. In addition, you gain damage reduction 5/cold iron and a +2 bonus on Knowledge (nature) checks. You must have 11 HD to select this technique.

    Monstrous Manhunter [Monstrous Humanoids]: Monstrous humanoids come in all shapes and sizes, and have a variety of weaknesses. You've had a chance to look at how they derive these special protections, and have found some methods to circumvent them. When you deliver a successful surgical precision attack against a creature with damage reduction the damage reduction is reduced by the number of extra damage dice your attack carries. This penalty lasts for the duration of the encounter, but does not stack with itself for multiple uses. A succesful Fortitude save negates this effect. In addition, you can select any two languages spoken by monstrous humanoids to immediately learn and also gain a +2 bonus on Knowledge (nature) checks.

    Primordial Precision [Elementals]: You have discerned the way elemental energies bind together into living entities, and in turn can unbind them. You can now deal precision damage against elemental enemies. If you make a successful surgical precision attack you can disable one of the following abilities in an enemy: burn, push, vortex, or whirlwind. If the enemy possesses one of these abilities they must make a Fortitude save or lose access to the ability until they spend a move action reassembling their elemental components. In addition, you gain fire and cold resistance 5 and a +2 bonus on Knowledge (the Planes) checks.

    Rest in Pieces [Undead]: Undead may not have working metabolisms anymore, but pure negative energy sustains them instead. By interrupting the flow of this energy you can disable their function. You can now deal precision damage against undead enemies. If you make a successful surgical precision attack against a mindless undead you can disconnect their necrotic senses, causing them to be stunned until the beginning of your next turn. A successful Will save avoids this effect, even though mindless creatures are normally immune to any effect requiring a Will save and undead are normally immune to stunning. In addition, you gain a +2 bonus on saves against death effects and a +2 bonus on Knowledge (religion) checks.

    Take Your Breath Away [Dragons]: With a successful surgical precision attack against a monster with a breath weapon you can remove the monster's ability to use it. The target must make a Fortitude save or have their breath weapon be used up, with the normal recharge time. If the breath weapon doesn't have a recharge time, the monster must instead wait 1d4 rounds before using it again. This technique cannot be used if the monster doesn't have a breath weapon available to use. In addition, you gain a +2 bonus on Reflex saves and a +2 bonus on Knowledge (arcana) checks.

    The Bigger They Are [Giants]: You can turn the tables on the big folk and bring them to their knees. With a successful surgical precision attack you can cut vital tendons and ligaments in big creatures (at least one size categories bigger than yourself). The target must make a Fortitude save or have their base land speed cut in half and lose one attack of opportunity each round. This effect lasts for 5 rounds or until the start of your next turn if the target has the regeneration special ability. In addition, you gain a +4 bonus on defending grapple checks and a +2 bonus on Knowledge (nature) checks.

    They Call Me the Exterminator [Vermin]: Some people kill vampires. You kill rats. Maybe not as glamourous, but someone's got to do it. You're definitely not messing around, though. You know how to get the job done even when the place is crawling with pests. You deal full damage to swarms with all weapon attacks and can even deal precision damage to swarms. In addition, you are immune to distraction and gain a +2 bonus on Knowledge (nature) checks.

    Unknowable Amputation [Aberrations]: You've put your sanity at risk by examining the horrific beings that come from the Far Realms, and you've gleaned a few scraps of knowledge from the ordeal. You've begun to see a reason to the madness, and can discern the way these beings bend reality to their will. With a successful surgical precision attack you can fight back, damaging an aberration in such a way that it loses access to a single supernatural ability of your choice. Unlike other such effects you must name the ability you would like to disable. If you choose an ability the creature does not possess this effect is wasted. However, if you correctly guess a supernatural ability which the creature has in its repertoire they must make a Fortitude save or lose access to the ability until they are subject to a regenerate effect (you're basically slicing off the body part which activates the power). If you don't know the name of the ability you can describe its effects, but it must be sufficiently specific to convince the DM that you know what you're talking about. In addition, you gain a +2 bonus to your AC against rays and a +2 bonus on Knowledge (dungeoneering) checks. You must have 13 HD to select this technique.

    Wasting Slime [Oozes]: Oozes are some of the creepiest and weirdest creatures out there, since nobody really knows what they are. Except you, of course. Thanks to your long study of the ooze anatomy you have discerned some vital components to its internal operation. You can now deal precision damage to oozes. With a successful surgical precision attack against a creature with the split special ability you can remove its ability to split until the start of your next turn. There is no save to avoid this effect. In addition, you gain a +2 bonus on saves against paralysis and being engulfed. You also gain a +2 bonus on Knowledge (dungeoneering) checks.


    Postop Procedure (Ex): The initial operation is only the beginning. A graft's effects are often based on the level of the xenoalchemist. Since a xenoalchemist might increase in level after the procedure has been performed, it's nice to have the graft increase in power along with the surgeon's skills. Beginning at 2nd level as a ten minute procedure you can touch up a graft so that the xenoalchemist level of the graft is adjusted to your current xenoalchemy level.

    Accurate Analysis (Ex): Beginning at 3rd level whenever you use your surgical precision class feature you can add your Intelligence modifier to the attack roll in addition to the normal ability modifier.

    Combat Medic (Ex): Starting at 4th level you're adept at providing medical attention to your allies in tight conditions. By making a successful Heal check (DC 10 + their HD) as a standard action you can remove all nonlethal damage on an adjacent ally or heal them 1 hit point per class level. You can only provide this benefit to an ally once every three hours. You can treat yourself with this ability, but within the same time restriction. This ability provokes attacks of opportunity.

    Battlefield Diagnosis (Ex): Beginning at 6th level, whenever you succeed on an attack with your surgical precision class feature, you automatically analyse the target for harvesting. The time required to harvest materials from the monster drops to only a single standard action now that you know just what to take.

    Steady Hand (Ex): Beginning at 7th level your skills with the knife progress. Thanks to your razor calm you can salvage the worst situations. If you botch the Heal check to remove a piece of a monster's corpse you can retry the check by taking an additional ten minutes.

    Back On Their Feet (Ex): Beginning at 8th level when you successfully treat someone with your combat medic class feature you provide far more than a few bandages. With the whole of your medical expertise you can also allow them to make a new saving throw against any ongoing condition affecting them. You can now provide aid to a given creature once per hour.

    Waste Not Want Not (Ex): Starting at 10th level you have learned how to more carefully remove monster bits so as to more efficiently get what you want. You can remove up to two graft components from a given corpse before the entire thing becomes unusable.

    Attack its Weak Point for Massive Damage (Ex): No matter how big or tough a monster is, there's always a vulnerability. Starting at level 11, whenever you deliver a surgical precision attack the enemy's natural armour bonus to AC is reduced by the number of extra damage dice you deal (to a minimum of +0 natural armour). This effect lasts until the end of the encounter or until the target is subject to a regeneration effect. If the target has the regeneration special ability, the bonus returns at the start of your next turn. This effect stacks with itself, and thus can be used multiple times against the same enemy.

    In addition, your surgical precision class feature can now be used at a distance of 60ft.

    Emergency Action (Ex): Beginning at 12th level, you can use your combat medic class feature to save an ally a lesser surgeon might have lost. If you can perform this ability on an ally who has died within two rounds of their death you can bring them back from the brink with no penalty. Your combat medic ability now heals 2 hit points per class level and can be used on a given creature once every ten minutes.

    Advanced Cryogenics (Ex): Starting at 14th level you have devised a special technique which preserves body parts indefinitely. Your monster parts no longer go bad after three days, and instead can be kept around as long as you please.

    Conjoined Grafts (Ex): Starting at 15th level you have mastered the art of fusing two disparate grafts together. You can now attach up to two grafts to the same body slot.

    Always on Call (Ex): Beginning at 16th level you can provide aid to your allies perpetually with your combat medic class feature. You can now use the ability as often as you like.

    Autoimmunity (Ex): Starting at 18th level your body is now used to changing conditions and wildly different states of being. Whenever you receive energy damage you can activate this ability as an immediate action to gain immunity to that energy type (after receiving the initial damage). The effect lasts until you change to a different energy type.

    Medical Mastery (Ex): Starting at 19th level you're a master of life and death, and probably the best doctor in the world. Whenever you use your combat medic class feature you restore the target to full hit points plus an additional ten percent temporary hit points.

    God Will Be Cut (Ex): A xenoalchemist of 20th level has reached the pinnacle of her craft. Once you achieve this impressive milestone you get the incredibly cool ability to chop up gods and attach their pieces to people. You can remove pieces from a god's body just like from a normal monster, using the Knowledge (religion) skill to analyse it. Unlike a normal creature, you can remove as many pieces from the god as they had salient divine abilities.

    Basically, the grafts that you can make using godly tissues grant the salient divine abilities the god possessed. Treat these as 6th level grafts that you can attach, even though your class table states that you only have access to 5th level grafts. Unlike normal grafts, godly grafts can be attached to any body part thematically appropriate to the salient divine ability (such as inserting a god's eye to grant the Clearsight divine ability). All effects of the divine abilities granted are based on the divine rank of the god at the time of death. They do not grant a divine rank to the recipient of the graft.

    All deific grafts grant a +5 perfection bonus to a single ability score, chosen at the time of grafting. You can only have a single deific graft at a time.
    Last edited by Kellus; 2011-08-19 at 10:56 AM. Reason: Typo