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    Titan in the Playground
     
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    Default Re: Simic Biomancer (M:tG based, Base Class Challenge winner, PEACH if you dare)

    Grafts and Evolutions which may be Granted by Spells


    Certain spells grant cytoplasmic grafts (thrive), evolutions (forced adaptation), or both (Burst of Strength). All these spells draw from the same two lists of grafts and evolutions which may be granted via spells. As these lists are large and the post size limit relatively small I have given these lists their own post. Each list is divided by the minimum spell level the spell must be to grant the specific graft or evolution.

    Evolutions Grantable by Spells:
    Spoiler
    Show
    Level 1st
    • Scent (Ex): A creature with this evolution gains the Scent special quality.
    • Night Eyes (Ex): A creature with this evolution gains Low-Light Vision, a second instance grants Superior Low-Light Vision.
    • Cave Eyes (Ex): A creature with this evolution gains Darkvision 60-ft, or its darkvision range increases by 30-ft. Each instance of this evolution beyond the first extends the creatureís darkvision range by 30-ft.
    • Armored Hide (Ex): A creature with this evolutionís natural armor is increased by 1 per instance of this evolution (this is not an enhancement bonus).
    • Energy Resistance (Ex): A creature with this evolution gains energy resistance 5 against each energy type, each additional instance of this evolution increases this energy resistance by 5.
    • Evolved Speed (Ex): A creature with this evolution gains a +10-ft increase to all its speeds per instance of this evolution.
    • Adaptive Resilience (Ex): Whenever a creature with this evolution fails a saving throw they gain a cumulative +1 untyped bonus to saves of that type until they go 1 minute without making one. Multiple instances of this evolution stack increasing the save bonus up to a maximum of +3. Voluntarily failed saves do not trigger this evolutionís effect.
    • Spyís Eyes (Su): Gains a +2 bonus to Spot and Search checks and the ability to use Detect Magic as a spell-like ability at-will. Each time after the first this evolution is gained the bonus to Spot and Search increases by +2 and it gains one of the following as a continuous, self only, spell-like ability: see invisibility, detect good, detect evil, detect chaos, detect law, arcane sight, greater arcane sight (requires arcane sight), true seeing (requires any 4 others), detect undead.
    • Resilience (Ex): The creature gains 2 temporary hit points per hit die. Multiple instances of this graft stack.
    • Evolved [Skill] (Ex): When you bestow this evolution select a skill; each skill is treated as a different evolution. The creature gains a +2 untyped bonus to the selected skill, each instance of this evolution beyond the first increasing this bonus by +2.
    • Voice Mimicry (Ex): A creature with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language.


    Level 2
    • Fangs (Ex): This evolution grants the creature a bite attack (if it has a mouth) dealing 1d6 damage if the creature is medium or increases the damage of an existing bite natural weapon by 1 die size. This natural weapon is a primary natural weapon unless another is used as the primary natural weapon.
    • Claws (Ex): This evolution grants the creature a pair of claw attacks with its hands or front legs (if it lacks hands/front legs it gains no benefit) each dealing 1d4 damage if the creature is medium, or increases the damage of existing claw attacks by 1 die size. This natural weapon is secondary unless the creature possesses no other natural weapons.
    • Spell Talent: A creature with this evolution gains the ability to use a single 1st level spell known to the caster of the spell creating this evolution as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
    • Iron Hide (Ex): A creature with this evolution gains DR X/- equal to half their DR overcome by magic.
    • Gills (Ex): A creature with this evolution gains the ability to breathe water as easily as air.
    • Krasis Fins (Ex): A creature with this evolution gains a swim speed equal to one-half their base land speed.


    Level 3:
    • Evolved Strength (Ex): The creature gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
    • Instinctual Weapon Mastery (Ex): The creature gains proficiency in all martial and exotic weapons. In addition each instance of this evolution grants the creature a single Fighter bonus feat; the creature is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
    • Stampede (Ex): If the creature has four or more legs it gains a trample attack dealing 1d6+1-1/2 Str bonus damage if the creature is medium sized (Ref DC is Strength based). Each instance of this evolution beyond the first increases the damage from the trample attack by 1d6.
    • Crocanura Tongue: A creature with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. A creature with this evolution and the evolve ability may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.


    Level 4
    • Expanded Cognition (Ex): Each time this evolution is selected the creatureís Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the spell casterís Intelligence. If this increases a creatureís Intelligence to 6 or higher it may speak one language the spellcaster is fluent in, plus one language per point of Intelligence bonus it possesses.
    • Seaborne (Ex): A creature with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
    • Batís Ears (Ex): Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
    • Blade Turning Hide (Su): The creature gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
    • Mind Poison (Ex): A creature with this evolution gains a poison which it can inflict with a type of natural weapon it possesses which deals piercing damage and it selects when it gains this evolution. This poisonís initial and secondary damage are both 1d6 Wisdom damage; the Fortitude DC is Constitution based.


    Level 5
    • Aura of Terror (Su): A creature with this ability manifests a palpable aura of dread. Enemy creatures within 10-ft of it must make a Will save each round (DC is Charisma based) or be Shaken for 1 round. Each instance of this evolution increases this effects range by 10-ft and its duration by 1 round although multiple failures against the same creatureís aura of terror cannot increase a creature to frightened or higher instead prolonging the duration (although combined with another fear effect they could cause a creature to become frightened/panicked/cowering).
    • Lionís Legs (Ex): A creature with this evolution gains the Pounce special attack allowing it to make a full attack on the end of a charge.
    • Raking Claws (Ex): A creature must have the claws evolution to gain this one. A creature with this evolution gains a pair of claws on its hind legs allowing it to make a pair of rake attacks whenever it charges if it has pounce, and against grappled foes. These hind claws deal the same base damage as their foreclaws but as a rake attack is always treated as a primary natural weapon to determine to hit and damage bonuses.
    • Grasping Jaw (Ex): A creature with this evolution gains the Improved Grab ability with its Bite. They are able to use this ability on creatures up to one size category smaller than they are.
    • Size Increase: The creature increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A creature may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
    • Hasty Krasis (Su): As a free action a creature with this evolution may invoke a state identical to the Haste spell on themselves. This state lasts 1 round per instance of this evolution they possess and then they must wait 2 rounds before activating it again.
    • Recuperative Enzymes (Ex): A creature with this evolution gains Fast Healing 4 per instance of this evolution.
    • Poisonous Blood (Ex): A creature with this evolution has blood which acts as a contact poison. Whenever the creature takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + Ĺ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the creature with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poisonís damage by 1.


    Level 6
    There are none.


    Cytoplasmic Grafts which may be granted by Spells
    Spoiler
    Show
    Level 1:
    • Skilled (select skill): Grafted creature gains a +2 competence bonus to selected skill, each instance of this graft beyond the first increases this bonus by +2.
    • Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
    • Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
    • Chameleon Hide: The graft bearerís flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
    • Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
    • Reflex Augmenters: Cytoplasm roots itself in the graft-bearerís brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
    • Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
    • Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
    • Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearerís hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thievesí tools (preventing any penalty for not having thievesí tools), but do not stack with the bonus granted by mw thievesí tools. Each additional instance of this graft improves these bonuses by +2.
    • Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
    • Scope Eye: Cytoplasmic lenses form near the creatureís eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.


    Level 2:
    • Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearerís body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearerís Fast Healing by 2, but it remains only active when at less than half-health.
    • Concealing Sporecloud: Cytoplasm sprouts from the creatureís back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
    • Optical Battle Analytic: Cytoplast in the bearerís eyes track movement and observe a creatureís location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
    • Shielding Vines: Vines of cytoplasm spread across the bearerís back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
    • Scope Eye: Cytoplasmic lenses form near the creatureís eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
    • Sprinting Legs: Cytoplasmic structures run through the graft-bearerís legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearerís run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
    • Rooting Cytoplasm: Cytoplasm in the graft-bearerís feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
    • Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
    • Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
    • Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearerís skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
    • Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
    • Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
    • Cyto-chitin: The graft bearerís flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
    • Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.


    Level 3:
    • War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearerís BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
    • Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originatorís Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
    • Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearerís body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
    • Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originatorís hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
    • Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
    • Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft.
    • All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
    • Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graftís creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
    • Mirrored Eyes: Cytoplasm layers over the graft-bearerís eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
    • Krasis Fins: Cytoplasm forms a series of fins across the bearerís body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
    • Implanted Gills: Cytoplasm infiltrates the bearerís lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
    • Artificial Lung: Cytoplasm infiltrates the bearerís lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
    • Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
    • Spell Relay: A cytoplasmic cyst forms across the bearer acting as a relay for the graft-originatorís spells. If a creature bearing this graft is within range of a spell the graft-originator casts they may treat the spell as originating from the graft-bearerís space and recalculate the maximum range accordingly. For example if the graft-originator was casting Totally Lost which has a range of ďCloseĒ if the graft-bearer was within the range (50-ft at minimum caster level) the caster could treat themselves as being in that square and target a creature within 50-ft of the graft-bearer instead of within 50-ft of themselves. It is theoretically possible to chain a spell in this way (to continue the above, if there was a graft-bearer 30-ft away and another 70-ft away in the same direction, it would be possible to chain it off the first to the second to a target within 50-ft of the second).
    • Thought Shield: A framework of cytoplasm forms a cage around the graft-bearerís brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creatureís intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creatureís ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
    • Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to Ĺ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks.
    • Web Caster: The bearer of this graft gains the ability to cast web up to 3 times a day per instance of this graft. This functions as a monstrous spiderís ability to cast a web but the DC to escape the web is 10 + 1/2 the graft bearing creatureís hit dice + the number of web caster grafts the creature bears + Ĺ (rounded down) of the total number of grafts the creature has; the DC to burst out with a strength check includes an additional bonus equal to the number of web caster grafts the user bears to a maximum of +4. With one graft the bearerís webs can be used on targets of up to Medium size and each instance beyond the first increases the maximum size of creature that can be caught by the web by 1 size category.


    Level 4
    • Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability.
    • Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearerís own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
    • Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearerís back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
    • Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creatureís body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other.
    • Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the graft originator provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs.
    • Lightning Cannon: A creature with this graft is able to generate electrical blasts. As a standard action it may release an electrical blast dealing 1d6 electric damage per hit die of the graft bearing creature (Reflex save halves) in a 60-ft line. Each additional instance of this graft increases the damage dealt by 3d6.
    • Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage.
    • Ionized Air Shield: Cytoplasmic growths form on the graft bearerís body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess.
    • Graft Magnet (Su): This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the (graft magnet) graft bearing creature, or the (graft magnet) graft originator, must pay 4 colorless mana; the graft originator may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a character with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + Ĺ graft bearing creatureís hit dice, + instances of this graft + Ĺ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
    • Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
    • Plant Charmer Cytoplasm (Sp): A creature bearing this graft gains the ability to channel mana through it to perform an array of effects upon plants based upon the instances of this graft born. Activating any of the abilities requires a standard action and each ability requires 1 green mana to be expended either by the graft creator or graft bearer each round (as a free action) or it ends immediately. With one instance of this graft the bearer can use it to speak with plants (as the spell). With two instances the user can invoke an effect identical to the Entangle spell. With three instances you can influence plant creatures as if with the Command Plants spell, except: each use can influence only one creature; you can influence a single plant creature regardless of its hit dice but may not influence a total of more than 2 HD of plant creatures per character level you possess if you use multiple simultaneous activations of this ability; you may not influence a single plant creature for longer than 1 hour each day with this ability; and any creature which successfully saves against this ability is immune to it for 10 minutes. With four instances you can influence plant creatures as if with the Control Plants spell with the same limitations as applied to Command Plants above and with the additional cost of a second Green mana a round for each use. Five or more instances of this graft have no cumulative effect.


    Level 5:
    • Plaxcaster (Su): As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft originatorís caster level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer).
    • Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft originatorís caster level plus 3 per instance of this graft.


    Level 6:
    There are none.
    Last edited by Zaydos; 2015-08-14 at 08:54 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Old: My homebrew (updated 9/9)