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View Full Version : "What clumsy mechanism can rival the sublime complexities of flesh?" (PrC, 3.5, WIP)



Eurus
2010-02-27, 12:07 AM
Fleshcrafter
"Flesh is my mortar, bone is my steel. I extract use from the useless, life from the lifeless. My creations are not defiled, but honored, made useful and beautiful once more."

Necromancy is one of the most controversial of all magical practices, at least in many cultures. Something about the use of corpses as mindless drones strikes many as "desecration," and oftentimes a would-be necromancer has nowhere to procure materials besides robbing the local graveyard. Most Fleshcrafters arise when an apprentice, out of intact corpses, tries stitching together a few corpse fragments instead. The creature falls apart soon enough, so he tries reinforcing it with metal bands. Then he tries building an arm whole-cloth.

The mortal body is just an extremely complex machine. Most people deny this, but Fleshcrafters know it very well, and this is their greatest strength. By melding man and machine, they are capable of producing truly terrifying creations, incredibly durable and versatile.

Hit Dice: d4

Requirements
To become a Fleshcrafter, a character must meet the following criteria.
Feats: Corpsecrafter, Craft Construct.
Skills: Craft (Taxidermy) 13 ranks, Craft (Metalworking) 13 ranks, Heal 6 ranks, Knowledge: Arcana 6 ranks, Knowledge: Architecture and Engineering 6 ranks.
Spellcasting: Ability to cast Animate Dead, ability to cast 1st level infusions.

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Heal (Wis), Knowledge (all), Intimidate (Cha), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +0 | +0 | Mechanic of Flesh, Physician of Metal | +1 level of existing infusion using class/+1 level of existing spellcasting class
2nd | +1 | +0 | +0 | +0 | Incorporate Corpseforged Component | +1 level of existing infusion using class/+1 level of existing spellcasting class
3rd | +1 | +1 | +1 | +1 | Basic Augmentation | +1 level of existing infusion using class/+1 level of existing spellcasting class
4th | +2 | +1 | +1 | +1 | Bonus Feat | +1 level of existing infusion using class/+1 level of existing spellcasting class
5th | +2 | +1 | +1 | +1 | Masterpiece | +1 level of existing infusion using class/+1 level of existing spellcasting class
6th | +3 | +2 | +2 | +2 | Moderate Augmentation | +1 level of existing infusion using class/+1 level of existing spellcasting class
7th | +3 | +2 | +2 | +2 | Reanimate | +1 level of existing infusion using class/+1 level of existing spellcasting class
8th | +4 | +2 | +2 | +2 | Bonus Feat | +1 level of existing infusion using class/+1 level of existing spellcasting class
9th | +4 | +3 | +3 | +3 | Greater Augmentation | +1 level of existing infusion using class/+1 level of existing spellcasting class
10th | +5 | +3 | +3 | +3 | Union of Flesh and Steel | +1 level of existing infusion using class/+1 level of existing spellcasting class[/table]

Infusions: Each level of Fleshcrafter grants you an increase in caster level, extra infusions known, and extra infusions per day as if you had also gained a level in whatever infusion using class you belonged to before you entered the Fleshcrafter prestige class. Additionally, your effective caster level for item creation is equal to the combined sum of your Artificer levels + Fleshcrafter levels + any other spellcasting levels you possess. You do not, however, gain any other benefit a character of that class would have gained, such as a craft reserve.

Spells per Day/Spells Known: When a new Fleshcrafter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Fleshcrafter to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Mechanic of Flesh (Ex): A Fleshcrafter learns to blur the lines between the natural and the artificial, augmenting corpses by adding complex implants of clockwork, pneumatics, and magical technology.

First, a Fleshcrafter may use infusions on undead creatures as though they were constructs. This applies to all undead, not just those created by him.

Second, by spending time to "prepare" a corpse for animation, a Fleshcrafter may increase its power. This usually takes one hour and requires the expenditure of materials costing 50 gp per hit die of the corpse; corpses smaller than small size or larger than large require an extra hour.

The first benefit of doing this is that it allows the Fleshcrafter to repair even heavily damaged corpses; as long as 50% or more of the corpse remains, the Fleshcrafter can fill in the gaps with mechanics and pieces of other corpses. Corpses prepared in this way also have an extra 2 hit points per hit die, and receive a +2 bonus on fortitude saves. Finally, a corpse prepared in this way may be animated by an Animate Dead or Create (Greater) Undead spell without the use of any additional material components typical to those spells.

Physician of Metal (Ex): A Fleshcrafter's strange practices work both ways, and there is little difference, to them, between the living and the dead. First, a Fleshcrafter may use any infusion or spell that would repair hit point damage to a construct to instead heal half that many hit points to a living or undead creature. Creatures healed in this way may acquire superficial mechanical traits, such as a metallic sheen to restored flesh. These alterations are temporary, but unnerving; creatures so repaired take a -1 morale penalty on attacks, saves, and skill checks for 24 hours. When using such a spell or infusion on themselves, they instead receive the full benefit and suffer no penalty (although they still appear semi-mechanical for 24 hours). Furthermore, they may replace appropriate Craft checks with Heal checks when repairing constructs, and vice-versa when healing living creatures.

Incorporate Corpseforged Component (Ex): Once a Fleshcrafter has learned to combine necromancy with mechanics, the next step is to begin including magic items in their shambling frames. When preparing a corpse with Mechanic of Flesh, a Fleshcrafter of 2nd level or higher may add a non-consumable item (or combination of items) with a total price of no more than 500 gold pieces per hit die of the undead created to the corpse, even without the appropriate item creation feats. These items are treated as embedded warforged components, except that shields and armor can be grafted as well and they cannot be removed even after the undead in question dies. Even mindless undead are capable of activating embedded items on command.

Adding these components increases the preparation time to however long it would normally take for the Fleshcrafter to create those items, but because they draw energy from the undead in which they are incorporated the costs are greatly reduced; the Fleshcrafter must only spend 1/10th of the items' normal price in gold pieces, and no experience points.

For example, a Fleshcrafter creates an 8-HD mummy, and may add up to 4,000 gold pieces worth of items to it. He chooses to turn one arm into a +1 tower shield (1,180 gp) and grafts armor plating equivalent to +1 half-plate to its body (1,750 gp). He also adds a +1 cloak of resistance (1,000 gp). This comes to a total of 3,930 gold pieces, so it takes him 4 days and costs him 393 gold pieces worth of materials in addition to the 400 required to prepare the mummy in the first place.

Basic Augmentation (Ex): At 3rd level, a Fleshcrafter learns to achieve more varied effects. When crafting a construct or preparing an undead creature, the Fleshcrafter may select one ability from the following list to give to his creation, by paying the listed cost:

{table=head]Ability | Price
+5 hit points | 100
DR 5/magic | 200
+10 ft. speed | 200
Climb or swim speed equal to half land speed | 200
Energy resistance 10 | 350
4 ranks in one str or dex-based skill | 350
Remove zombie's "single actions only" ability | 500
Remove energy vulnerability | 500
Spell immunity bypass | 500
Feat from list | 500
+2 Str or Dex | 600[/table]

Feat list: Power Attack, Combat Reflexes, Point-Blank Shot, Weapon Focus, Improved Grapple, Improved Initiative, Mobility, Weapon Finesse, Armor Proficiency (any), Shield Proficiency, Tower Shield Proficiency, Exotic Weapon Proficiency, Lightning Reflexes, Iron Will, Great Fortitude, Weapon Focus.

Spell Immunity Bypass: A construct with Spell Immunity, such as most golems, can use this ability on command to suppress their immunity for one round as a standard action. This is generally used to allow the Fleshcrafter to buff or magically repair his creations.

Bonus Feats: At 4th and again at 8th level, a Fleshcrafter gains a bonus feat. This may be chosen from the Artificer bonus feat list, any item creation feat for which he qualifies, or any feat with Corpsecrafter as a prerequisite.

Masterpiece (Ex): At 5th level, a Fleshcrafter may incorporate all that he has learned so far into a single creation, an advanced prototype that serves as companion, inspiration, and guardian. To create this undead magnum opus, the Fleshcrafter must select one corpse as a "base"; many spend years searching for rare or templated creatures worthy of their attention. This corpse may not have more than twice the Fleshwarper's hit dice. To this base corpse, he may add parts of up to two different corpses; each secondary corpse used may replace the primary's strength or dexterity score with its own, replace the primary's natural armor with its own, add one extraordinary movement mode or special attack that the primary lacked, or add one additional limb.

The Fleshcrafter's Masterpiece keeps all of its extraordinary special attacks and qualities (as well as any added by the secondary corpses). Its type changes to undead and its hit dice to d12s, and it loses its constitution score. It becomes mindless (causing it to lose all feats and skill points) and its charisma becomes 1, while its wisdom becomes 10. It is totally loyal to him and cannot be disowned or taken control of by another, and it counts toward the limit of undead that the Fleshcrafter may control.

The Masterpiece may have grafted items of total value equal to its hit dice times 750 gp, 50% more than a normal undead creature. It may have one additional augmentation of the highest level available to the Fleshwarper in addition to any others. Also, it grows in power as its master does; the Fleshcrafter may advance his Masterpiece's hit dice until it has twice as many hit dice as him, at the cost of 50 gp per hit die and 24 hours of work. When doing so, he may add more item grafts or augmentations (up to the Masterpiece's maximum). And finally, for every five hit dice that the Masterpiece possesses, the Fleshcrafter may give it one feat (despite it being mindless) at the cost of an extra 100 gold.

If a Fleshcrafter's Masterpiece is destroyed, he may attempt to repair it (if anything remains) by paying half the cost it took to create it in the first place and spending 24 hours working. Until he either does so or one week passes, the Fleshcrafter takes a -2 penalty to all skill checks due to depression. After that week passes, he may create a new Masterpiece.

Moderate Augmentation (Ex): A Fleshcrafter's augmentation ability improves at 5th level. Now, when creating a construct or undead creature, he may choose one ability from the following list or two abilities from the basic list.

{table=head]Ability | Price
Energy aura | 750
Fast Healing 1 | 750
Wings | 750
Extra appendage | 750
Extra legs | 800
Poison | 800
Spell Resistance | 800
Increased size | 1000
Improved grab | 1000
Feat from list | 1000[/table]

Energy Aura: Choose fire, cold, acid, or electricity when choosing this ability. The creature deals an extra 1d6 points of damage of that energy type with its natural attacks, and 1d6 per round to any creature it grapples. It also gains resistance 5 to that energy type.

Wings: The creature gains a fly speed equal to its base land speed.

Extra appendage: The creature gains a tail, tentacle, or other extra appendage that it can use as a secondary natural attack. It deals the same damage as its normal slam or claw attack, but the creature adds only half its strength modifier to damage. This attack has a reach of 5 ft. more than the creature's normal reach.

Extra legs: The creature gains two extra legs. It gets +4 to resist any effect that would move it against its will or knock it prone, its land speed increases by 20 feet, and it gains the benefits of the Run feat. It gains the ability to trample creatures that it successfully overruns, dealing 1d8 + str modifier damage. It may be used as a mount by creatures at least one size category smaller than it.

Poison: Choose one natural weapon possessed by the creature. It now bestows an injury poison with this attack. The DC is 10 + 1/2 the creature's hit dice + your charisma modifier. Choose one ability score when selecting this enhancement; the poison's primary and secondary damage are 1d4 points of damage to that ability (or 1d2 if targeting constitution). Alternately, you may have the primary damage be unconsciousness for one minute, and the secondary be unconsciousness for 1d4 hours.

Spell resistance: 10 + hit dice, may be suppressed on command even by mindless undead/constructs.

Increased size: This ability may only be applied to a creature of medium or smaller size. Its size increases by one category, giving it +4 strength and -2 dexterity.

Improved grab: As normal, on any successful natural attack.

List of feats: Spring Attack, Whirlwind Attack, Rapid Shot, Multiattack, Two-Weapon Fighting, Multiweapon Fighting, Mounted Archery

Reanimate (Sp): At 7th level, a Fleshcrafter's mastery of the mortal frame is great enough that he can restore even the most damaged of corpses to true life, not just undeath. As long as at least half of the corpse remains (regardless of how many pieces it's in), the Fleshcrafter can spend eight hours and 5,000 gp worth of components rebuilding it, at which point he floods it with enough electricity to kill a dragon. This gruesome process effectively mimics a resurrection spell, except that rather than losing a level the subject instead permanently loses two points of constitution that can never be recovered. This process even allows the Fleshcrafter to revive an unwilling subject, wrenching their soul kicking and screaming back into its body.

An adventurous Fleshcrafter can even add augmentations and magical grafts to the body before reviving it, although this is dangerous and difficult. First, he must spend the full amount of XP and GP that it would normally cost to craft the items (although he still does not need the normal item creation feats). Second, the subject must make a fortitude save, DC 10 + 2 for each 500 gp worth of additions. Failure means that the reanimation fails, and the items are destroyed. Even a successful upgrade, however, does not give the subject the normal bonus to hit points and fort saves that preparing a corpse normally does.

Greater Augmentation (Ex): The Fleshcrafter's ability to augment his creations improves yet again at 9th level. Now he may choose one ability from the following list, or two abilities from the moderate list (either or both of which may be substituted with two abilities from the minor list).

{table=head]Ability | Price
Pounce | 1500
Constrict | 1500
Breath Weapon | 1750
Extra arms | 2000[/table]

Constrict: The creature has the improved grab ability. In addition, on a successful grapple check, it deals 1d8 + Str modifier damage.

Breath Weapon: Choose fire, cold, acid, electricity, or poison when choosing this ability, and either a 30-foot cone or 60-foot line. The creature may spew the chosen breath weapon, dealing 1d6 points of damage per two hit dice (reflex DC 10 + 1/2 the creature's hit dice + your cha modifier). If you chose poison, all targets are instead exposed to the toxin (see Poison on the moderate augmentation list for details). The breath weapon may not be used again for 1d4 rounds.

Extra arms: The creature has two extra arms. These provide two extra slam or claw attacks, or can wield weapons.

Union of Flesh and Steel (Ex): At 10th level, a Fleshcrafter's art reaches its pinnacle. After a procedure taking 24 hours and 1,000 gold pieces worth of materials, the Fleshcrafter permanently alters themselves into an abomination of flesh and metal, sustained by magic and their own willpower.

Such a Fleshwarper's type changes to Living Construct, but he gains the immunities of an undead creature. He no longer accrues aging penalties (although bonuses continue to accumulate) and no longer heals naturally, but may repair himself in the same manner as a Warforged. Both positive and negative energy spells now heal him, and he may use warforged components.


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Yes, it's yet another artificer hybrid prestige class. What can I say, I've always liked steampunk necromancers. :smallbiggrin:

PEACHing is much appreciated; the costs for the various abilities were chosen more or less at a whim, and I have no idea if the mechanics for the Masterpiece make it insanely overpowered or totally worthless. Ideas for more augmentations and for how to fill out those last dead levels are also appreciated, as is a better name for the whole thing.

DracoDei
2010-02-27, 12:23 AM
Like the overall concept, but you had a real clunker in there...


Furthermore, they may replace appropriate Craft checks with Heal checks when repairing humans, and vice-versa when healing humans.
Replace "humans" with "living creatures"... or if for some odd reason you want to be very picky about it "humanoids". I don't see why this shouldn't work just as well on the neighbor girl's kitten as it does on the neighbor girl herself...

Eurus
2010-02-27, 12:25 AM
Whoops, my bad. Curse my human-centric brain. :smallredface:

Solaris
2010-02-27, 12:27 AM
I, too, enjoy the concept. It speaks of mad science and makes me cackle maniacally.

One problem: Are the costs for the augmentations listed in XP or GP? If GP, they're too low compared to similar effects.

Eurus
2010-02-27, 12:29 AM
They are in GP, and purposely underpriced; if it was full-priced, what would be the point of getting it as a class feature? You're already being charged for most of your class abilities, and it really adds up when you're dealing with a few dozen zombies. That said, if they seem so underpriced as to be imbalanced, or to not be internally consistent, I'll raise or tweak them.

Milskidasith
2010-02-27, 12:54 AM
I think the costs are fine. You are paying WBL to create temporary minions to use, there is no need to make them expensive, considering you lose them when you die anyway.

Solaris
2010-02-27, 01:36 AM
I think the costs are fine. You are paying WBL to create temporary minions to use, there is no need to make them expensive, considering you lose them when you die anyway.

Upon further review I must agree with you.

Eurus
2010-02-27, 01:48 AM
Well that's encouraging. :smallbiggrin: Still working on extra abilities to fill out those levels, though. I'm considering some sort of discount Resurrection ability, and perhaps the ability to replicate Animate Dead and Create (Greater) Undead spells with excessive amounts of electricity.

Solaris
2010-02-27, 01:50 AM
Well that's encouraging. :smallbiggrin: Still working on extra abilities to fill out those levels, though. I'm considering some sort of discount Resurrection ability, and perhaps the ability to replicate Animate Dead and Create (Greater) Undead spells with excessive amounts of electricity.

Basically re-creating the subject as non-mindless undead/construct?

Eurus
2010-02-27, 01:56 AM
Not quite, because tacking on all of those immunities would be problematic; more like the ability to spend 5,000 gp worth of materials and a few hours to repair a damaged corpse and revive it, trading the normal level loss for 2 points of permanently lost constitution (like what normally happens when you raise a level 1 character). So it would be like a half-price Resurrection, with a longer casting time and a different cost to the revived character.

Eurus
2010-02-27, 02:31 AM
Reanimation is up, criticisms appreciated. Is the ability to "upgrade" other characters too full of potential abuse?

Eurus
2010-02-27, 01:12 PM
I went the easy route and gave it two bonus feats to fill the gaps. I get the feeling these things will be feat-starved -- it's only barely possible for nonhumans without flaws to qualify at 9th level already.

Zeta Kai
2010-02-27, 02:37 PM
Fleshcrafters: Reanimating your corpses in about an hour. :smallamused:

Eurus
2010-02-27, 03:07 PM
Or more. As any Fleshcrafter will tell you, perfection takes time. :smallbiggrin:

Dante & Vergil
2010-02-27, 03:50 PM
Frankenstein and his monster. That is all.

Eurus
2010-02-27, 03:53 PM
That was one of the inspirations, yes. :smallsmile:

katarl
2010-02-27, 05:48 PM
I approve of this class, the best compliment i can pay to such a class is to put it to the use for which it was designed.