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    Default Re: Must Affix Everything to Everything! (Grafts That Don't Make Me Cry Myself To Sle

    The Nosomatic Chirurgeon

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    "'Do no harm' they said. And look where that's gotten us."


    Image credit graver13 of deviantart.com.

    One of the fundamental principles of medicine is to do no harm to the patient. Even xenoalchemists, with their twisted practices, firmly believe that every operation they make is to provide an advantage to the patient. A nosomatic chirurgeon is a xenoalchemist who understands that sometimes the only way to heal is to hurt. They use their xenoalchemical talents to develop and spread diseases in order to promote their agenda. No longer content to work with living flesh, they unleash biological weapons, which some people might deem unethical, in order to secure a future for them and their people.

    Requirements: To become a nosomatic chirurgeon you must meet all of the following criteria.
    Base Fortitude Save: +3
    Grafts: Must have a Disease Incubator graft attached to yourself
    Skills: Heal 9 ranks, Knowledge (nature) 9 ranks
    Special: Thesis monster class feature
    Xenoalchemy: Must be able to attach 2nd level grafts

    Hit Die: d6
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The nosomatic chirurgeon's class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), 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), Spot (Wis), and Survival (Wis).

    The Nosomatic Chirurgeon
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Xenoalchemy

    1st|+0|+2|+0|+2|Alpha strain, enhanced virulence|
    +1 level of existing grafting class

    2nd|+1|+3|+0|+3|Fast infection|
    +1 level of existing grafting class

    3rd|+2|+3|+1|+3|Multitudinous incubation, thesis monster|
    +1 level of existing grafting class

    4th|+3|+4|+1|+4|Beta strain|
    +1 level of existing grafting class

    5th|+3|+4|+1|+4|Targeted mutation, universal vaccine|
    +1 level of existing grafting class

    6th|+4|+5|+2|+5|Submolecular surgery, thesis monster|
    +1 level of existing grafting class

    7th|+5|+5|+2|+5|Gamma strain|
    +1 level of existing grafting class

    8th|+6|+6|+2|+6|Mutagenic rapidity|
    +1 level of existing grafting class

    9th|+6|+6|+3|+6|Divine plague, thesis monster|
    +1 level of existing grafting class

    10th|+7|+7|+3|+7|Magical adaptation, omega strain|
    +1 level of existing grafting class

    [/table]

    Class Features

    All of the following are class features of the nosomatic chirurgeon.

    Weapon and Armour Proficiency: A nosomatic chirurgeon gains no additional weapon or armour proficiencies.

    Alpha Strain (Ex): As a nosomatic chirurgeon, you cultivate and carefully manipulate disease to do what you want. Pick one single nonmagical disease that is currently being held in your Disease Incubator graft. This disease becomes your alpha strain, the first disease you will get to alter as you please. You get a number of upgrades equal to your Intelligence modifier, which you can use to modify the existing disease. You may purchase benefits for your strain from the Alpha List. Once modified you cannot change your alpha strain except to apply further benefits as you increase your Intelligence. You can choose to wait to distribute upgrades until a later point if you choose, or even to wait to select a base disease if you don't have one incubated that you want to or can develop. You are always immune to your alpha strain. If your Intelligence later drops you need to remove benefits, in the reverse order they were applied in.

    Alpha List

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    Compound Disease: Pick an associated ability score to the one your disease would normally damage (physical or mental). The disease now deals an equal amount of damage to each ability score, split evenly between them (roll for damage, and then divide the damage by two).

    Extra Damage: The disease now deals an additional die of ability damage, no matter what size. For example, a disease which deals 1d4 Strength damage now deals 2d4 Strength damage. You can purchase this upgrade more than once.

    Extra Virulence: The DC for your disease increases by +2. You can purchase this upgrade more than once.

    Vector (Ingestion): You can purchase this upgrade to allow your disease to be spread by ingestion. This means that it automatically affects anyone who consumes a contaminated piece of food. You can contaminate a food sample you're touching with a standard action.


    Enhanced Virulence (Ex): Your Disease Incubator is working overtime in order to make sure that your strains are continually evolving. The Infection DC for all of your strains is changed to the normal DC for your grafts instead of their base DC.

    Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

    Fast Infection (Ex): Your diseases now incubate incredibly fast, mutating rapidly to avoid eradication by the host. Starting at 2nd level the incubation period of each of your strains is reduced to 1/24 the original time, effectively changing every mention of 'day' to 'hour'. For example, a strain based off of filth fever now has an incubation period of 1d3 hours instead of 1d3 days. The aftereffects are similarly reduced, with a new check required every hour instead of every day.

    Multitudinous Incubation (Ex): Starting at level 3 you may now incubate a number of diseases in your Disease Incubator up to your class level, although you must find raw samples of each of them in the wild or in a body you examine for graft material. You can identify a disease present in any body (living or dead) with a DC 20 Knowledge (nature) check. Whenever you try to infect someone you may now choose which one of your incubated diseases you want to infect them with.

    Thesis Monster (Ex): At 3rd level, 6th level, and 9th level you gain a new thesis monster as described in the xenoalchemist class features.

    Beta Strain (Ex): At 4th level you get to develop a new disease of your very own, a beta strain. This beta strain must be based off of a normal nonmagical disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 1 + your Intelligence modifier. You may purchase benefits from the Beta List or the Alpha List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.

    Beta List

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    Durable: Your disease now requires three successful saving throws in a row in order to shake off instead of two.

    Second Stage: Your disease now has a second stage. If the victim fails their initial save against the disease, the disease incubates and they take the regular ability damage. However, their saves from now on are against both the ability damage and a secondary symptom chosen from the following: dazzled, fatigued, or sickened. If the target fails a subsequent roll the symptom lasts until they shake the disease, even if they receive the benefit of another effect which would normally cure the condition. You pick the condition when you first purchase the upgrade, and cannot change it later on.

    Upgraded Damage: The die size of your disease's ability damage increases in the following progression: d4, d6, d8, d10, d12, 2d6, 2d8, and so on in that fashion. You can purchase this upgrade more than once.

    Vector (Inhaled): Your disease is now spread by inhalation. As a standard action which provokes attacks of opportunity you can attempt to infect all breathing creatures within 5ft. of you. Creatures with scent can be infected from 10ft. away and take a -2 penalty on the saving throw.


    Targeted Mutation (Ex): You've learned how to specifically target your diseases to overcome the natural anatomy of a being whose biology you understand deeply.Starting at 5th level, if you have a thesis monster benefit which allows you to overcome an immunity to precision damage against a certain type of monster you can now have your diseases target them even if they would normally have immunity to disease by virtue of their type.

    Universal Vaccine (Ex): Thanks to your tireless research into disease, you've figured out a way to protect those you care about when you decide to initate a doomsday plague. Beginning at level 5, with an hour's effort and 100 gp in materials you can prepare a universal vaccine. This will protect someone permanently from all diseases, mundane or supernatural in nature. Once administered, however, this effect cannot be removed by any effect short of a wish or similar magic. You cannot administer the vaccine to yourself unless you wish to lose all of your other class features, since this vaccine would prevent you from being able to incubate diseases inside your body. This vaccine requires an hour to prepare, but can be administered as a standard action which provokes attacks of opportunity. If the target is unwilling, a melee touch attack is required to apply it.

    Submolecular Surgery (Ex): As an expert in viruses and medicine you can create a disease which can alter someone from the inside out. Starting at 6th level, whenever you would normally attach a graft you can instead infect the target with a special custom disease which causes their body to alter on its own, growing the graft for you. This has several effects:

    You no longer need to make a Concentration check to operate on yourself.
    The Heal check to perform surgery is replaced with a Knowledge (nature) check.
    The time required to attach a graft is reduced to only a single hour, no matter what level graft.
    Grafts attached in this way continually update themselves to your new xenoalchemy level, without requiring postop procedures.
    If a graft made in this way is cut off or removed it will grow back within an hour unless a new graft is attached instead.
    Multiple grafts can be made out of the same monstrous source material.
    Finally, anyone immune to disease cannot be operated on in this way.

    Gamma Strain (Ex): At 7th level you get to develop a new disease of your very own, a gamma strain. This gamma strain must be based off of a normal nonmagical disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 2 + your Intelligence modifier. You may purchase benefits from the Gamma List or any lower List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.

    Gamma List

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    Divine Immunity: Your diseases are now impossible to get ride of with a remove disease effect.

    Full Impact: Your disease must have the compound disease benefit to purchase this upgrade. It now deals its full ability damage to both ability scores targeted.

    Tertiary Stage: Your disease must have a second stage already to purchase this upgrade. It now has a third stage which becomes active after the third failed saving throw (the second stage still activates after the second failed save). This works like the second stage upgrade, but you can choose from the following list of conditions: blinded, confused, deafened, or exhausted.

    Vector (Injury): As a swift action you can infect all of your natural weapons with your disease. The next successful attack you make with each of them attempts to infect the target.


    Mutagenic Rapidity (Ex): Starting at 8th level, your diseases spread out of control. The incubation time for each of your strains is further reduced by 1/60 of their current incubation period, effectively changing each mention of 'hour' to 'minute'. For example, a strain based off of red ache now has an incubation period of only 1d3 minutes instead of 1d3 hours. The aftereffects are similarly reduced, with a new check required every minute instead of every hour.

    Divine Plague (Ex): Beginning at 9th level, your diseases automatically overcome anything with the divine health ability which would normally protect it from disease.

    Magical Adaptation (Su): At the height of your abilities your diseases transcend mere genetics. All of your strains are now supernatural diseases, and are thus immune to many of the normal ways you would treat disease.

    Omega Strain: The omega strain is your final masterpiece, a disease that has the potential to shake the world. At 10th level you get to develop a new disease of your very own, an omega strain. This omega strain must be based off of a normal magical or mundane disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 3 + your Intelligence modifier. You may purchase benefits from the Omega List or any lower List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.

    Omega List

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    Massive Damage: Double the ability damage your disease does after rolling all dice involved. The ability damage can now no longer be restored until the disease is shaken.

    Terminal Stage: Your disease must have a third stage already. It gains a fourth stage which becomes active after four failed saving throws. This works like the second stage upgrade, but you can pick from either straight up death, paralyzation, or petrification.

    Unlucky Fever: The first successful Fortitude save rolled against your disease must now be rerolled. In addition, natural 20s no longer automatically succeed on saving throws against it.

    Vector (Contact): Your disease is now spread by contact. Any creature who comes in contact with you in any way is infected with your disease.


    The Shadowstitcher

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    "A man once asked me how I could bear knowing the things I know and doing the things I do. I told him that it was not such a great burden as all that. This man would spend the rest of his life trapped in his frail old body, would never see the splendours of the worlds beyond, and would die cold and alone. All this knowing is the lighter load by far."


    Image credit RiNymph of deviantart.com.

    For some xenoalchemists, the variety of monsters found on the Material Plane is not enough. Many go searching throughout the Planes for something more potent which can turn the tide in humanity's perpetual war for survival. But some of these planewalkers find something they never could have expected. The pull of the Plane of Shadow is deep and insidious, and it twists even the most benevolent desires into something darker. A shadowstitcher is a xenoalchemist who has experienced the power of pure darkness, and has now brought its power back to the Prime Material. Perhaps a shadowstitcher starts off with noble intentions, but unless he can master shadow's power he may find that the shadows will soon master him.

    Requirements: To become a shadowstitcher you must meet all of the following criteria.
    Mysteries: Must be able to cast 2nd level mysteries
    Skills: Heal 8 ranks, Knowledge (the Planes) 8 ranks, Spellcraft 8 ranks
    Special: Surgical precision +1d6, thesis monster class feature
    Xenoalchemy: Must be able to attach 1st level grafts

    Hit Die: d6
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skill: The shadowstitcher's class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), Decipher Script (Int), 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), Spellcraft (Int), Spot (Wis), and Survival (Wis).

    The Shadowstitcher
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Shadowcasting
    |
    Xenoalchemy

    1st|+0|+0|+0|+2|Hands of darkness, harvest shadow|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    2nd|+1|+0|+0|+3|Surgical precision +1d6, thesis monster|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    3rd|+2|+1|+1|+3|Knit shade|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    4th|+3|+1|+1|+4|Surgical precision +2d6, thesis monster|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    5th|+3|+1|+1|+4|Shadow grafts|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    6th|+4|+2|+2|+5|Surgical precision +3d6, thesis monster|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    7th|+5|+2|+2|+5|Graft of initiation|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    8th|+6|+2|+2|+6|Surgical precision +4d6, thesis monster|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    9th|+6|+3|+3|+6|Sever untouchable|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    10th|+7|+3|+3|+7|Dark procedure, surgical precision +5d6, thesis monster|
    +1 level of existing mystery-using class
    |
    +1 level of existing grafting class

    [/table]

    Class Features

    All of the following are class features of the shadowstitcher.

    Weapon and Armour Proficiency: A shadowstitcher gains no additional weapon or armour proficiency.

    Hands of Darkness (Su): With your initiation into the mysteries of shadowcasting you can touch what was once beyond your grasp. You can interact fully with incorporeal creatures, effectively adding the ghost touch enchantment to yourself and any natural weapons you possess. If you achieve incorporeality you can use this ability to interact normally with the Material Plane, giving you the best of both possibilities.

    Harvest Shadow (Su): Meat is heavy, awkward stuff. To harvest darkness is much simpler. Whenever you make use of the harvest remains ability you can choose to instead steal the mere shadow of the organic material. This works exactly the same, but the material harvested has no expiration date and takes up no space, nor does it weigh anything. However, you can only carry around a maximum number of shadow graft materials equal to your class level.

    Mysteries: At every level you gain new mysteries and an increase in caster level as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one shadowcasting class before becoming a shadowstitcher, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known.

    Surgical Precision (Ex): You may be studying the dark secrets of the cosmos, but it's important to keep in practice at your day job. At 2nd level and every two levels thereafter you gain an additional 1d6 damage with your surgical precision ability.

    Thesis Monster (Ex): If anything, your study of darkness has added to your knowledge of monstrosities. At 2nd level and every two levels thereafter you gain an additional thesis monster type, chosen from the list available to a xenoalchemist.

    Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

    Knit Shade (Su): As a shadowstitcher you know how to steal the shades of your victims. Whenever you deliver a thesis monster technique with your surgical precision ability, you can activate this ability as a free action in order to steal a portion of your victim's shadow. The effect depends on the thesis monster technique used.

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    • An Inside Job: If the target has an alignment component to their type (such as Outsider [Good]) you can activate this ability to gain the effects of a magic circle against x spell effect, where x represents the chosen alignment component. Your caster level for this effect is equal to your mystery caster level.
    • Arcane Intervention: You gain a single use of the disrupted spell-like ability, which must be used within 1 minute. This only works for spell-like abilities of 8th level and below. All effects, such as caster level and save DC are identical to the original target's spell-like ability.
    • Black Thumb: You gain the fast healing the enemy loses, for 5 rounds (that is, until the enemy regains their healing factor). At 17 HD you now steal their regeneration, with the same vulnerability (if any) that the enemy had.
    • Deconstructionism: So long as your command remains active you can communicate with the target through telepathy (200ft. maximum range) and change the command as a free action (although changing the command does not reset the duration).
    • Faerie Tail Collector: You can activate the illusion or alternate form the enemy was assuming, with exactly the same change in statistics (if any). This effect lasts for 5 rounds, or until the target reassumes the same form.
    • Monstrous Manhunter: You gain the damage reduction stolen from the enemy, with the same vulnerability (if any). This lasts until the end of the encounter or until the monster is killed, whichever comes first.
    • Primordial Precision: You gain a bit of the elemental nature of your enemy. You gain immunity to critical hits, flanking, and precision damage until the enemy takes the time to reassemble their elemental components (or 5 rounds, whichever comes first).
    • Rest in Pieces: You can enhance your own senses at the expense of your enemy's. You gain lifesense out to 120ft., allowing you to immediately pinpoint all living and undead creatures, even through obstructions or barriers. You can tell the difference between living and undead by sight during this effect. This lasts for 5 rounds.
    • Take Your Breath Away: You gain a single use of the breath weapon disabled, which must be used before the enemy regains their own. The range, effect, and save DC (if any) are all identical to the enemy's original ability.
    • The Bigger They Are: You steal the shadow of your enemy's grandeur, making you seem much bigger than you really are. You gain all size modifiers appropriate to the size of your target, replacing your original size modifiers. This effect lasts for 5 rounds or until the enemy regains their mobility.
    • They Call Me the Exterminator: You steal the legion nature of your foe. Many shadowy copies of you seem to flicker through the air around you. Unlike normal illusions these copies really exist, which means that divination magic such as true seeing cannot penetrate them. You gain the benefits of the Swarm subtype for 5 rounds. Note that this effect can be activated whenever you deal surgical precision damage to a swarm, even though there is no dedicated technique against them.
    • Unknowable Amputation: You gain a single use of the supernatural ability you steal. You must use the ability within 5 rounds or it's lost to no effect. If you try to copy Manipulate Form or some other ridiculously broken ability the DM has the right to hit you over the head as hard as he can with the Dungeon Master's Guide and refuse your request. All effects, such as save DC and range, are identical to the way it would be used by the target.
    • Wasting Slime: You can steal the oozelike nature of your enemy. For 5 rounds you can assume an aqueous form, squeezing through holes as small as 1/2" without having to make Escape Artist checks. If you're still in a hole like this when the effect ends, I have some bad news for you.


    Shadow Grafts (Su): Pure shadowstuff does strange things to a person, and it's stranger still when the shadow is stitched to their living flesh. Starting at 5th level, whenever you attach a graft using shadow material harvested with your harvest shadow ability the graft works differently than normal. Being made of pure shadowstuff it is fully supernatural in nature, which means among other things that in areas of antimagic the graft temporarily disappears. However, shadow is insidious by nature, and the grafts find themselves taking on a life of their own. Whenever a shadow graft is used and forces a saving throw, the DC for the save is increased by your Charisma modifier at the time of grafting (although this can be updated later with the postop procedure ability).

    Graft of Initiation (Su): Your grafts are made of pure darkness and having one attached draws people closer into the Plane of Shadow. Starting at 7th level whenever you attach a shadow graft to someone they gain a single fundamental that you know, which they can use three times a day with their Hit Dice as the caster level. If you attach such a graft to yourself you can stack fundamental uses you already have or choose a new fundamental you don't know yet. These fundamentals are always used as Supernatural abilities.

    Sever Untouchable (Ex): Your descent into shadow has brought you to the point where creatures of darkness are merely another xenoform of many to be understood. You gain a new thesis monster ability at 9th level which relates to the subtype of incorporeal creatures.

    You can now deal precision damage to incorporeal creatures, no matter what their actual type or immunities. In addition, with a successful surgical precision attack you can disrupt the creature's ties to darkness, removing its incorporeality for 5 rounds. You also gain a +2 bonus to your incorporeal touch AC and a +2 bonus on Knowledge (arcana) checks. Thanks to your knit shade ability, this ability confers incorporeality on you for the duration of the effect.

    Dark Procedure (Su): At the peak of your talent you can undertake a dark procedure which stitches someone's shadow into their very soul. Starting at 10th level you can undertake this surgery This is treated as a xenoalchemical grafting procedure, for a graft of 1st level. You do not need to collect any organic material for this graft, since you're using the subject's own shadow. The graft, once attached, occupies the Shoulders body slot for grafts, and confers the Dark template described in the Tome of Magic with no need for level adjustment. This graft cannot be removed or replaced like most grafts.

    If you perform this procedure on yourself, in so doing you tie an unbreakable bond with the Plane of Shadow. Your mortality is sacrificed in the name of progress, and you will never age further than you already have.


    The Supersoldier

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    "I always try to be the better man."


    Image credit kael360 of deviantart.com.

    In the perpetual war against monstrosities, it's pretty clear that humanoids aren't winning. If they were, adventurers wouldn't be going off and dying in dragon's lairs and lich's tombs. Xenoalchemists help in the fight by turning monsters' weapons against them. They rip pieces off of the beasts and attach them to humanoids to give them a fighting chance. Some xenoalchemists, however, want to get into the fight themselves. They're no longer content to sit on the sidelines and wait to see if their people will survive the next umber hulk assault. These brave individuals strap themselves into the patient's chair and turn their scalpel towards their own flesh. With their knowledge of biology these supersoldiers are constantly tuning their body to the singular purpose of ripping apart every monster they can find.

    Requirements: To become a supersoldier you must meet all of the following criteria.
    Base Attack Bonus: +5
    Skills: Heal 9 ranks, Knowledge (any two) 9 ranks
    Type: Humanoid
    Weapon Proficiency: Proficient with all simple and martial weapons
    Xenoalchemy: Must be able to attach 1st level grafts

    Hit Die: d10
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: A supersoldier's class skills (and the key ability for each skill) are Climb (Str), Concentrate (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Ride (Dex), and Swim (Str)

    The Supersoldier
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Xenoalchemy

    1st|+1|+2|+0|+0|Beyond mortal limits +1, narrow focus|
    +1 level of existing grafting class

    2nd|+2|+3|+0|+0|Ability experimentation|
    +1 levels of existing grafting class

    3rd|+3|+3|+1|+1|Bonus feat|
    +1 level of existing grafting class

    4th|+4|+4|+1|+1|Beyond mortal limits +2|
    +1 level of existing grafting class

    5th|+5|+4|+1|+1|Ability experimentation|
    +2 levels of existing grafting class

    6th|+6|+5|+2|+2|Bonus feat, conjoined grafts|
    +1 level of existing grafting class

    7th|+7|+5|+2|+2|Beyond mortal limits +3|
    +1 level of existing grafting class

    8th|+8|+6|+2|+2|Ability experimentation|
    +1 level of existing grafting class

    9th|+9|+6|+3|+3|Bonus feat|
    +1 level of existing grafting class

    10th|+10|+7|+3|+3|Beyond mortal limits +4, superhumanoid|
    +2 levels of existing grafting class
    [/table]

    Class Features

    All of the following are class features of the supersoldier.

    Weapon and Armour Proficiency: The supersoldier is always proficient with any natural attacks from his grafts, but otherwise gains no additional proficiencies.

    Beyond Mortal Limits (Ex): As a biologically superior specimen, a supersoldier's body can take further modification than a normal humanoid. You can attach one additional graft to yourself beyond the normal limit (1 + Con). At 4th level, 7th level, and 10th level you can attach another additional graft beyond this limit.

    Narrow Focus (Ex): You have given up exploring general grafting in favour of altering your own body for battle. Xenoalchemist levels gained in this class don't apply to determine the maximum level of graft you can attach to others.

    Xenoalchemy: At every level (and twice at 5th level and 10th level) you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

    Ability Experimentation (Ex): When you push your body to the limit, it starts to push with you. At 2nd level, 5th level, and 8th level, your continual modification of your body enhances your innate abilities. You can enhance one of your physical ability scores by +2 as a racial modifier that adds to any existing racial modifiers.

    Bonus Feat: It's important to keep up with your training; natural (and unnatural) ability can only get you so far. At 3rd level, 6th level, and 9th level you can select a bonus fighter feat you meet the requirements for.

    Conjoined Grafts (Ex): Starting at 6th 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 on your own body.

    Superhumanoid (Ex): At 10th level you have become so much more than what you were. You become a Monstrous Humanoid (Augmented Humanoid) and gain darkvision to 60ft. In addition, you can handle having two 5th level grafts attached to your body instead of the normal limit of one.


    The Xenomorph

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    "Don't worry, I promise it's a big surprise."


    Image credit *COVENS-OZ of deviantart.com.

    For some xenoalchemists, hunting down bizarre and alien creatures for their body parts is enough of a delve into the unknown. For a xenomorph, it's not. These savants study the secrets of the Far Realms, a twisted and alien landscape where physical laws have no meaning and cause and effect are redundant. Their research inevitably consumes them, until their minds and bodies are twisted in the image of that maddening place. For those with a strong enough stomach and a hard enough will, they might return from their studies with frightening new powers, but part of them will always reside in another world.

    Requirements: To become a xenomorph you must meet all of the following criteria.
    Skills: Heal 8 ranks, Knowledge (arcana) 6 ranks, Knowledge (the Planes) 8 ranks
    Xenoalchemy: Must be able to attach 1st level grafts
    Xenotheurgy: Must have access to 5 different murmurs

    Hit Die: d6
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The xenomorph's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

    The Xenomorph
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Murmurs
    |
    Xenoalchemy

    1st|+0|+0|+0|+2|Warp growth|
    |
    +1 level of existing grafting class

    2nd|+1|+0|+0|+3|Disturbance|
    +1
    |
    +1 level of existing grafting class

    3rd|+2|+1|+1|+3|Unleash warp|
    |
    +1 level of existing grafting class

    4th|+3|+1|+1|+4|Disturbance|
    +1
    |
    +1 level of existing grafting class

    5th|+3|+1|+1|+4|Warp graft|
    |
    +1 level of existing grafting class

    6th|+4|+2|+2|+5|Disturbance|
    +1
    |
    +1 level of existing grafting class

    7th|+5|+2|+2|+5|Maddening procedure|
    |
    +1 level of existing grafting class

    8th|+6|+2|+2|+6|Disturbance|
    +1
    |
    +1 level of existing grafting class

    9th|+6|+3|+3|+6|Whispering implant|
    |
    +1 level of existing grafting class

    10th|+7|+3|+3|+7|Disturbance, strange shape|
    +1
    |
    +1 level of existing grafting class

    [/table]

    Class Features

    All of the following are class features of the xenomorph.

    Weapon and Armour Proficiency: You gain no additional weapon or armour proficiencies.

    Warp Growth (Su): As a xenomorph you can internalize the warp energies of the Far Realms in a way lesser xenotheurgists cannot. Using your knowledge of biology you can store warp points inside graft slots on your body. These graft slots cannot be occupied by a graft in order to store energy. You can store a single warp point in each unoccupied slot, up to a maximum of 1 + your Cha modifier (minimum 1). When a warp point is stored in a warp growth you lose all the effects of it as if you had never gained it. Primarily, this means that the save DC of your breaches does not increase because of it.

    Storing a warp point is a free action. Warp points stored in body slots do not automatically disappear along with most warp points when you rest. Instead you need to make a Will saving throw when you sleep for each warp growth (DC 20). Failure on such a check means the warp point in question remains in your body until the next time you rest, when you can try again.

    Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

    Disturbance (Su): At 2nd level and every two levels thereafter, you become the cause of a new disturbance. For more information, see the xenotheurgist ability of the same name.

    Murmurs (Su): At 2nd level and every two levels thereafter, you gain access to a new murmur along with a new incursion. For more information, see the xenotheurgist ability of the same name.

    Unleash Warp (Su): Starting at 3rd level you can unleash the powerful alien energy of the warp. In order to use this ability you must have a warp point stored in a warp growth. The warp point is burned off to increase the save DC of any ability gained from a graft by +5 or to increase the effective xenoalchemist level of all of your grafts by +5 for one round. However, there is always a price for immediate power. The next Will save you make from using a breach takes a -5 penalty. Unleashing a warp point is a free action, but you can only do it once per turn.

    Warp Graft (Su): Starting at 5th level your mastery of your xenoform has advanced to the point where you can store your warp points in occupied graft slots. The grafts which house the warp energy become twisted and chaotic with the infusion. While occupied in this way, you can replace the save DC for the effect of such a graft with the save DC for the highest DC breach save you have available. You are still limited to a number of warp points stored in graft slots equal to 1 + your Cha modifier (minimum 1).

    Maddening Procedure (Su): At 7th level you can initiate others into the secrets of the Far Realms. When you attach a graft to someone, you can choose to store a warp point in it much like you store them in your own grafts. However, without a way to harness the energies of the Far Realms the subject begins to change themselves in its image. They gain a single disturbance you possess, as well as access to a single murmur you have access to as if they were an afflicted xenotheurgist. A creature can only receive a single graft of this type; the second one drives them completely, permanently insane. This requires that you have a warp point on hand to transplant to them at the time of surgery.

    Whispering Implant (Su): At 9th level you can perform a procedure on yourself which forges a permanent connection with the Far Realms. Choose one of your graft slots which is unoccupied. That slot is now permanently filled with your whispering implant, which is a part of your body that has begun to twist and shape itself in alien ways. You must choose a single inactive murmur you have access to at this point, which will form the bridge between your whispering implant and the Far Realms.

    From now on, that murmur is always active for you, in addition to the normal maximum of three active murmurs. You cannot change murmurs later on. If the graft is ever removed, the flesh evaporates as soon as it loses contact with your body with a loud scream. The graft regrows 1d4 rounds later, with no change in statistics. You cannot store warp points in your whispering implant.

    Strange Shape (Su): Your body has become broken and twisted by the energies of the Far Realms. Whenever all of your graft slots are occupied (Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist) with either a graft or a warp point, you gain the effects of this ability.

    Your alien anatomy grants you full (100%) fortification, protecting you from effects such as critical hits and sneak attacks. The bizarre form is also able to thrive off of the foreign energies of the Far Realms. When you internalize your disturbances they now actually bolster your mental control, granting you a cumulative +1 bonus on Will saves.

    However, you now require an additional 2 hours sleep every night above and beyond the 2 additional hours xenotheurgists normally require. You only ever have nightmares, and you always remember them perfectly. This effect occurs whether your slots are full or not.
    Last edited by Kellus; 2012-09-13 at 11:27 PM. Reason: Typo