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Veilweaving

Fleshwarp Descriptor

Rather than manifesting as constructs of magical energy, fleshwarp veils physically alter the body of the veilweaver who shapes them. Fleshwarp veils are extraordinary effects after being shaped, rather than supernatural. They are not subject to spell resistance, and cannot be dispelled or suppressed by effects that suppress magic. Fleshwarp veils can be used while polymorphed, modifying the flesh of any forms the veilweaver might take. When not invested with essence they almost-seamlessly merge with your body, rather than being nearly invisible, allowing them to be disguised as easily as a normal veil. A veilweaver can sleep while having a fleshwarp veil shaped that creates armor or counts as armor without penalty. Fleshwarp veils otherwise function using all the same properties as a normal veil.

Acidic Mass

Descriptors: Acid, Fleshwarp

Class: Daevic, Eclipse, Promethean

Slot: Belt

Save: Reflex (see text)

Your skin calcifies as acid-filled tumors grow from your flesh, utilizing your own bodies fortuitousness to bolster your defenses and retaliate against your foes.

Shaping this veil armors your flesh and allows you to retaliate against your foes with acid. Your armored flesh acts as medium armor, granting you a natural armor bonus equal to 4 + your Constitution modifier, while lowering your movement speed as if wearing medium armor and imposing a -4 Armor Check Penalty, a +0 Maximum Dex Bonus, and a 25% Arcane Spell Failure Chance. This bonus to natural armor stacks with other sources. You are always considered to be proficient with this veil, even if you lack proficiency with medium armor.

Whenever you are struck by a melee attack and take damage, as an attack of opportunity you may retaliate against that creature with acid. The foe who struck you takes a number of points of acid damage equal to your Constitution modifier (Reflex half). When determining the saving throw DC of this effect, you may use the higher of your veilweaving modifier or your Constitution modifier.

Armor impedes the functions of this veil (including other veils that count as armor): you take the worse of the veil’s and your armor’s Armor Check Penalty, Maximum Dex Bonus, and Arcane Spell Failure Chance, and you only benefit from the higher of either the armor’s bonus to AC (or natural armor, for other veils similar to this one), or the veil’s natural armor bonus when determining your AC.

Essence: For each point of essence invested in this veil you deal an extra 1d4 points of damage with your retaliatory acid. For each odd point invested, you gain an extra attack of opportunity each round that may only be used with this veil. For each even point invested, the natural armor granted by this veil increases by +1.

Chakra Bind (Belt): Binding this veil to your Belt chakra grants you greater control over your acid. In addition to the base effects of this veil, whenever you successfully strike a target with a melee weapon attack or melee touch attack, you may spend an attack of opportunity to add acid damage equal to your Constitution modifier to your damage roll. This damage increases by +1 per point of essence invested in this veil.

Boneplate Vambraces

Descriptors: Fleshwarp

Class: Daevic, Guru, Kheshig, Promethean, Stormbound

Slot: Wrists

Save: None

Plates of spiked bone sprout from your arms, augmenting your unarmed strikes and allowing you to leverage your might to deflect attacks.

Shaping this veil grants you plates of bone that armor your arms. These plates act as light armor, granting you a natural armor bonus equal to 2 + your Strength modifier, a +0 Maximum Dex Bonus, and a 10% Arcane Spell Failure chance. You are always considered to be proficient with this veil, even if you lack proficiency with light armor.

These plates of bone also empower your unarmed strikes: you gain the benefits of the Improved Unarmed Strike, and your unarmed strikes deal 1d6 points of bludgeoning and piercing damage (1d4 small), or your base unarmed strike damage if it is higher.

Armor impedes the functions of this veil (including other veils that count as armor): you take the worse of the veil’s and your armor’s Armor Check Penalty, Maximum Dex Bonus, and Arcane Spell Failure Chance, and you only benefit from the higher of either the armor’s bonus to AC (or natural armor, for other veils similar to this one), or the veil’s natural armor bonus when determining your AC.

Essence: For each odd point of essence invested in this veil, the damage increase to your unarmed strikes granted by this veil increases by one step on the following track:  1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 3d6 -> 3d8 -> 4d6. For each even point invested, the natural armor bonus granted by this veil increases by +1.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to actively deflect incoming blows using an unarmed strike. When a creature within the reach of your unarmed strikes attacks you, you may make an unarmed strike against that creature as an immediate action. Compare the results of your attack roll to your enemies attack roll; if your attack roll beats theirs, you deflect the attack and take no damage. If this attack also beats the creature’s AC, you deal damage to that creature with your unarmed strike (whether or not you successfully deflected the attack).

Buzzing Cloak

Descriptors: Fleshwarp, Sonic

Class: Daevic, Huay, Promethean, Vizier

Slot: Shoulders

Save: Fortitude (see text)

The muscles of your shoulders twist under your flesh before bursting forth to form a pair of insectile wings that drape across your back.

Shaping this veil grants you a pair of insectile wings which you can use to break your fall or buzz to distract and deafen those around you. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 10 feet you fall.

Additionally, you can vibrate these wings to create an aura of deafening buzzing within 10 feet. Creatures other than you within this aura suffer a -2 penalty on hearing-based Perception checks and on concentration checks. Activating this aura is a standard action and deactivating it is a free action. If you lose the ability to take free actions on your turn, this aura automatically ends. While using this ability, the Perception DC to hear you is decreased by -10.

Essence: For each point of essence invested in this veil, the penalties to creatures suffering from your buzzing aura worsen by -1. For every even point invested, the maximum radius of your aura increases by 5 feet. Each round on your turn, you can change the size of your aura (10 feet minimum).

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra strengthens your wings, allowing you to fly and allowing you to focus your buzzing to damage and deafen a foe.

You gain a fly speed of 30 feet with poor maneuverability. For each point of essence invested in this veil, this fly speed increases by 5 feet. For every 3 points of essence invested the maneuverability of this flight increases by 1 step, to a maximum of perfect maneuverability with 9 essence invested.

While your buzzing aura is active, you can focus your destructive sonic energies upon a single creature within the aura as a standard action. That creature suffers 1d6 points of sonic damage per point of essence invested in this veil, and is deafened for 1 round per point of essence invested in this veil. A successful Fortitude saving throw halves this damage and causes them to not become deafened.

Corrosive Phlegm

Descriptors: Acid, Fleshwarp

Class: Nexus, Promethean, Vizier, Volur

Slot: Neck

Save: Reflex (see text)

Your throat swells as your muscles warp around rapidly growing nodules of acid-filled phlegm.

Shaping this veil allows you to spit corrosive acid at your foes. This counts as a primary ranged natural attack that takes up your mouth, meaning it cannot be used in the same round as a bite natural attack. This acid spit has a range of 30 feet, and a maximum range increment of 5. Creatures struck suffer 1d6 points of acid damage, and 1 point of acid damage at the end of their next turn. Creatures adjacent to that target are splashed by this acid whether the attack hits or misses, taking 1 point of acid damage, and 1 point of acid damage at the end of their next turn. A successful Reflex save negates this splash damage. If you use your acid spit as a secondary natural attack, the saving throw DC is treated as 5 lower. Ongoing acid damage inflicted by this veil stacks with itself.

Ranged natural attacks function similarly to normal natural attacks, save that they use your Dexterity when making attack rolls with them and they provoke attacks of opportunity when used in melee. Ranged natural attacks do not add your Strength or Dexterity modifiers to their damage rolls unless stated by the attack. They can be combined with other natural attacks as part of a full attack as normal, but if combined with a manufactured weapon they are treated as secondary natural attacks. They do not need to be reloaded, and automatically produce their own ammunition for each attack.

Essence: For each point of essence invested in this veil the initial damage of your acid spit increases by 1d6, the splash damage of your acid spit increases by 1, and the ongoing damage of your acid spit increases by 1 and lasts an additional round.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to fire a greater volume of acidic phlegm at once. Whenever you make an attack using your acid spit as part of a standard or full-round action, you may make an additional attack using your spit at a -5 penalty.

Fleshling Growth

Descriptors: Fleshwarp

Class: Promethean

Slot: Shoulders, Belt, Body

Save: None

A being linked to your consciousness grows within your body.

Shaping this veil grants you a fleshling, a sentient being grown from your flesh that is linked to your consciousness and aligned to your goals. When you shape this veil, choose a single tiny or diminutive familiar available to the wizard; your fleshling uses the statistics of that familiar, treating your veilweaving level as your familiar level. If the fleshling’s natural reach is less than 5 feet, its mutable form increases its natural reach to 5 feet. Your fleshling has an appearance similar to the chosen base familiar, though it appears to be made of flesh rather than that familiar's normal appearance.

Your fleshling does not gain the share spells or deliver touch spells abilities, you instead gain the ability to communicate telepathically with your fleshling while you are within Medium range (100 feet + 10 feet per veilweaver level) of it.

While your fleshling is sharing your space, it can merge or unmerge with your body as a standard action. While merged, it cannot act (save for unmerging itself), though it can still perceive and speak (if it has the ability to), and you still gain the passive benefits granted by a familiar. It gains fast healing 1 while merged with you. If your fleshling dies, you can grow it anew within your body in a process which takes one hour, returning it to 1 hit point.

Essence: For each point of essence invested in this veil, the fleshling’s fast healing while merged with you increases by 2. For every even point of essence invested, it gains a +1 insight bonus to attack rolls, saving throws, Intelligence score and to its natural armor.

Chakra Bind (Shoulders): Binding this veil to your Shoulders slot allows you to share the power of one of your veils with your fleshling. When you bind this veil, choose another veil you have shaped; the fleshling gains the benefits of having shaped that veil. If you have bound that veil, the fleshling gains the bind benefits as well. You cannot choose a veil using this ability that would grant the fleshling a companion, summon, or familiar. If the chosen veil has abilities chosen when you shape it, the fleshling uses the same choices as you.

The fleshling uses your essence capacity and veilweaving level and its Intelligence as its veilweaving modifier when determining the effects of the veil, but otherwise uses its own statistics. The fleshling also gains a number of points of essence equal to the essence invested in this veil. Should you remove essence from this veil, the fleshling loses that essence as well.

Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all the benefits of the Shoulders bind, save that you now choose two veils to share with your fleshling. This second veil follows all the restrictions of the first.

Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of the Shoulders bind, save that you now choose three veils to share with your fleshling. These additional veils follow all the restrictions of the first.

Insectocorpus

Descriptors: Fleshwarp

Class: Daevic, Guru, Promethean, Volur, Vizier

Slot: Body

Save: None

Pain envelopes you like a shroud as you feel your inside boiling and churning, bones and muscle shaping themselves anew into a more streamlined and practical form.

Shaping this veil fundamentally alters your body. From the outside it is as if nothing has changed, but just beneath the surface of your skin now lies hardened chitin in place of bone, and a combination of fluid-based hydraulics and streamlined muscle in place of flesh.

This internal chitin acts as light armor, granting you a +2 natural armor bonus.  This bonus to natural armor stacks with other sources. You are always considered to be proficient with this veil, even if you lack proficiency with medium armor.

Armor impedes the functions of this veil (including other veils that count as armor): you take the worse of the veil’s and your armor’s Armor Check Penalty, Maximum Dex Bonus, and Arcane Spell Failure Chance, and you only benefit from the higher of either the armor’s bonus to AC (or natural armor, for other veils similar to this one), or the veil’s natural armor bonus when determining your AC.

Your newly formed anatomy grants you other benefits as well; inhuman joints allow you to effortlessly squeeze through spaces most creatures would find impossible, allowing you to move through an area as small as one-quarter your space without squeezing or one-eighth your space when squeezing, and granting you a +2 insight bonus to Escape Artist. You also gain a +5 bonus to your base land speed.

Essence: For each point of essence invested in this veil the bonus to Escape Artist granted by the veil increases by +2. For every odd point invested, your base land speed increases by an additional +5 feet. For every even point invested, the natural armor bonus granted by the veil increases by +1.

Chakra Bind (Body): Binding this veil to your Body chakra fully warps your body into that of an insectile horror, fundamentally altering you to your very core.

Your movements become inhumanly swift and unsettling, granting you a +4 bonus to your Dexterity score. You can now squeeze through any space larger than 1” wide, and may move through spaces one-eight your size without squeezing. Your body's circulatory system is also altered, granting you immunity to bleed and poison.

Magic Items

Fleshwarping (Item Creation)

You can create creatures through an abominable alchemical process.

Prerequisites: Craft (alchemy) 5 ranks, Heal 5 ranks, evil alignment.

Benefit: You can create fleshwarped creatures and fleshcraft grafts and elixirs (see below). A newly created fleshwarped creature has average hit points for its Hit Dice.

Fleshcrafting

Fleshcrafting involves the same processes and applications as true fleshwarping, but is used to modify only a single portion of a living creature. Fleshcrafts are living pieces of tissue that can be attached to any corporeal, living creature via a graft or grown by a consumed elixir. Once attached, a fleshcraft immediately begins functioning and grants its listed abilities to the grafted creature. While a fleshcraft is partially magical in genesis, it doesn’t radiate magic or have a caster level, regardless of whether it has been grafted to the subject or supplied via an elixir.

Fleshcraft Grafts: Creating a fleshcraft graft requires the Fleshwarper feat and an alchemy lab worth at least 1,000 gp as well as 1 pound of living tissue per 1,000 gp value of the graft to be created. Creating a fleshcraft graft is like creating a magic item and requires 1 day of crafting time per 1,000 gp of the graft’s value.

Applying a fleshcraft graft to a target requires a 1-hour surgical procedure, during which time the subject must be either willing or helpless. At the end of the hour, the surgeon must attempt a Heal check against the graft’s listed DC. Failure indicates the patient’s body rejects the graft and the graft dies. Regardless of the surgery’s success, the subject takes 1d4 points of Constitution damage and 1d4 points of Wisdom damage (or 1d8 points of sanity damage, if employing the sanity system on page 12). Although fleshcraft grafts are not magical, some occupy a magic item slot on the body, preventing that slot from being used for any magic item or other graft.

A fleshcraft graft can be removed with another hour-long surgery and a successful Heal check against the original DC. On a failure, either the graft remains or the surgeon removes the graft, destroying it and killing the subject (surgeon’s choice). Alternatively, the surgeon can remove the graft more delicately and use healing magic to save the subject, attempting a DC 15 Heal check and applying a heal or regenerate spell immediately afterward. Failing this Heal check always results in the destruction of both graft and subject. A successful surgery removes and destroys the graft. Regardless of the method used and the surgery’s success, the subject takes 1d4 points of Constitution damage and 1d4 points of Wisdom damage (or 1d8 points of sanity damage, if using the sanity system).

Fleshcraft Elixirs: A creature with the Fleshwarper feat can also create fleshcraft elixirs. Doing so requires an alchemy lab worth at least 1,000 gp as well as 1 pound of living tissue per 1,000 gp value of the elixir, just like creating a graft, but the components are distilled into the elixir. Creating a fleshcraft elixir is like creating a magic item and requires 1 day of crafting time per 1,000 gp of the graft’s value. These potionlike concoctions can bestow the effect of an individual fleshcraft graft (a creature can’t benefit from more than one at a time), but for a limited period of time. Imbibing a fleshcraft elixir works similarly to imbibing other potions or elixirs, except that it’s slow acting, taking effect the round after it is imbibed (as if the imbiber were casting a 1-round casting time spell). Fleshcraft elixirs are foul and potentially dangerous. A fleshcraft elixir is keyed to a specific type of fleshcraft, and each elixir provides a Fortitude save that the imbiber must succeed at in order to gain that graft’s effect for the limited duration. On a failed saving throw, the imbiber gains only the graft’s penalty for its duration, and if the imbiber fails the saving throw by 5 or more, the imbiber also takes 1d6 points of Constitution damage. While not strictly magical (and not applicable for reuse with alchemical allocationAPG), they count as both transmutation and poison effects that affect only living creatures for the purposes of saving throws and resistances.

Any-purpose Graspers

Price 2,000 gp; Elixir Price 200 gp

Saving Throw DC 13; Slot Hands; Temporary Duration 24 hours

Your hands are replaced by humanoid-looking hands formed of hardened chitin. Rather than filled with muscle and blood, these hands function using a complicated system of natural joints and hydraulics that allows them to unfurl and reorient themselves into a number of useful tools. Your hands can freely change their shape, causing you to always be treated as if you had a set of masterwork artisan’s tools and masterwork thieves tools on hand. These artisan’s tools can be used for any Craft skill, and are resistant to the dangers necessary for those crafts. If such an effect would affect your hands without affecting the rest of your body, you gain resistance 10 to acid, cold, electricity, and fire damage against that source of damage. This does not grant you elemental resistance to any effect that doesn’t only target your hands. This allows you to safely utilize your graspers to perform checks that normal hands could not (such as grabbing a sword from a forge, or transferring acid between two containers), and grants you protection against elemental effects that would directly deal damage to your hands (such as heat metal being cast on a metal object you are holding, or trying to grab an item from a shallow pool of acid).

Penalty: The physical makeup of your graspers has drastically lowered your grip strength causing you to suffer a -4 penalty to your CMD against disarm attempts

Construction Requirements

Cost 1,000 gp

Fleshwarper, Craft (alchemy) 6 ranks; Heal DC 17; Elixir Cost 100 gp

Bioluminescent Flesh

Price 750 gp; Elixir Price 50 gp

Saving Throw DC 11; Slot Body; Temporary Duration 24 hours

The outer layer of your flesh is enhanced with bioluminescent organs which you can control the glow, pattern, and color of. You can cause your flesh to glow as bright as a torch (20 foot bright light, 20 foot dim light beyond that range) to as dim as you wish. You can change the brightness, color, and pattern of your flesh as a swift action on your turn. You must have a portion of your skin visible to use this ability at maximum brightness (such as one of your arms). Having less visible skin reduces the brightness, as determined by your GM.

Penalty: Your flesh always has a slight latent glow, causing you to stand out in darkness. When making Stealth checks, creatures treat your check as 10 lower when attempting to spot you using their sight in dim light or darkness if you have any visible skin.

Construction Requirements

Cost 375 gp

Fleshwarper, Craft (alchemy) 5 ranks; Heal DC 15; Elixir Cost 25 gp

Bladed Pinions

Price 40,000 gp; Elixir Price 1,000gp

Saving Throw DC 20; Slot shoulders; Temporary Duration 1 hour

Your shoulders sprout a pair of wings that end in blades of sharpened bone. You gain a wing slam secondary natural attack that deals 1d6 points of slashing and piercing damage (1d4 for a small creature) and has a critical threat range of 19-20x3.

You also gain a fly speed of 40 feet with average maneuverability.

Penalty: These wings are particularly cumbersome, granting you a -2 penalty to all skills affected by Armor Check Penalties, except for Fly.

Construction Requirements

Cost 20,000 gp

Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 500 gp

Hidden Spine

Price 1,000 gp; Elixir Price 100 gp

Saving Throw DC 11; Slot wrists; Temporary Duration 24 hours

One of your wrists is fitted with a retractable spine of sharpened bone which seamlessly hides itself within your flesh when not in use. You can cause this spine to burst out of your wrist as a swift action, which allows you to wield it as if it were a masterwork shortsword. Retracting this spine back into your flesh is a standard action. A hidden spine can be further enhanced using magic as if it were a mundane masterwork shortsword.

While retracted, you gain a +10 bonus to Sleight of Hand to conceal the spine.

Penalty: While your spine isn’t retracted you cannot wield weapons using the arm in which the spine is embedded.

Special: You can gain this fleshcraft for each of your arms. You can cause all of your spines to burst outwards as a swift action, and retract all of them as a standard action.

Construction Requirements

Cost 500 gp

Fleshwarper, Craft (alchemy) 5 ranks; Heal DC 15; Elixir Cost 50 gp

Feats

Fleshcraft Resilience

Through sheer force of will or merely a natural resistance, your body compensates for the drawbacks of fleshcraft.

Prerequisites: Must have at least one grafted fleshcraft or possess the fleshwarped template.

Benefit: You do not suffer the penalties from fleshcraft grafted to you. If you have the fleshwarped template, you ignore one of the -4 penalties on one of your ability scores caused by the template. These benefits do not apply to temporary fleshcraft gained from fleshcraft elixirs.

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