Cogwheel
2007-09-12, 02:07 AM
Mordainian fleshweaver
prerequisites: Able to cast transmutation and necromancy spells of atleast 3rd level, non-good alignment, atleast six ranks each in heal, spellcraft and knowledge: arcane.
special: must have been passed the test given by another fleshweaver, and recieved one month's training from them. (the test is assumed to be an automatic pass if the character meets the prereqs).
It’s ALIIIIIIIIIIIIIIIIVE!-an unknown mordainian fleshweaver, roughly five seconds before he wasn't.
There are those who fear them, there are those who distrust them, and there are those who would serve them. These are the mordainian fleshweavers, those who have blended the arts of necromancy and transmutation into a harmonious whole. The tradition began long ago, with the life-long study of a necromancer by the name of Mordain who sought to further his power by surgically attaching dead body parts from monsters, gaining their strengths. Though he took care to keep his secrets, his apprentice betrayed him, and his rivals had soon destroyed the great necromancer, fearing his power. Yet his studies have survived, and the art now lives on in the minds of many arcanists across the world.
When a promising candidate makes theirselves known, a master fleshweaver will visit them secretly, and take them to a remote location to test their skills. Those that pass the test are given status as a full-fledged fleshweaver, as well as all the teaching they may require. Those that fail...well, we don't talk about those, do we now?
Mordainian fleshweaver - class features
Hit dice: d4
Class skills:Alchemy, concentration, craft, heal, knowledge, profession, scry, speak language, spellcraft.
Skill points: (2+int mod) per level
Mordainian Fleshweaver
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Natural Attack 1d4|+1 level of existing spellcasting class
2nd|
+1|
+0|
+0|
+3|Natural Armour+1, Graft 1|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Natural Attack 1d6, Remove Graft|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Natural Armour +2, Graft 2|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Natural Attack 1d8, Madness? Medicine!||
6th|
+3|
+2|
+2|
+5|Natural Armour+3, Graft 3|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Natural Attack 1d10, Flip The Third Switch, Igor!|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Natural Armour +4, Graft 4||
9th|
+4|
+3|
+3|
+6|Natural Attack 1d12|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Natural Armour +5, Graft 5, The Miracle Of Medicine|+1 level of existing spellcasting class [/table]
Natural attack: By spending a day operating on themselves or another, the fleshweaver may grant a natural attack that does the listed damage (a claw attack, generally) or adding that much damage if the target is a monk or already has a natural attack. A creature that gains a natural attack in this way cannot gain natural armour or the miracle of medicine. If the fleshweaver gains another rank of natural attack after the surgery, they may spend another day to “upgrade” the attack.
Natural armour; Identical to natural attack, except that it grants natural armour instead.
Graft:This ability may be used to create fleshweaver grafts, as shown below. Only the fleshweaver may use these, and each one imposes a cumulative -2 penalty to charisma. The fleshweaver may have an amount of grafts equal to half their fleshweaver level (round down).
remove graft; through a 3-day surgery costing 200 xp and 1000 gold, the fleshweaver may remove one graft of their choice, freeing up space for another.
Madness? Medicine!: At 5th level, the fleshweaver gains a stitched flesh familiar (as per dread necromancer) that advances using their highest caster level.
Flip the third switch, Igor!: At 7th level, the fleshweaver's mastery over their art becomes so great that you may halve your XP and gold cost for crafting flesh golems.
The Miracle of Medicine: At 10th level, the fleshweaver reaches the pinnacle of their art, gaining the ability to, through a one day surgery, grant the pseudonatural template (complete arcane). Any non-fleshweaver who already possesses natural attack or armour may not gain this template through this method. The subject of a surgery will gain the template as +1 LA, while the fleshweaver gains it without an LA upon attaining level 10.
prerequisites: Able to cast transmutation and necromancy spells of atleast 3rd level, non-good alignment, atleast six ranks each in heal, spellcraft and knowledge: arcane.
special: must have been passed the test given by another fleshweaver, and recieved one month's training from them. (the test is assumed to be an automatic pass if the character meets the prereqs).
It’s ALIIIIIIIIIIIIIIIIVE!-an unknown mordainian fleshweaver, roughly five seconds before he wasn't.
There are those who fear them, there are those who distrust them, and there are those who would serve them. These are the mordainian fleshweavers, those who have blended the arts of necromancy and transmutation into a harmonious whole. The tradition began long ago, with the life-long study of a necromancer by the name of Mordain who sought to further his power by surgically attaching dead body parts from monsters, gaining their strengths. Though he took care to keep his secrets, his apprentice betrayed him, and his rivals had soon destroyed the great necromancer, fearing his power. Yet his studies have survived, and the art now lives on in the minds of many arcanists across the world.
When a promising candidate makes theirselves known, a master fleshweaver will visit them secretly, and take them to a remote location to test their skills. Those that pass the test are given status as a full-fledged fleshweaver, as well as all the teaching they may require. Those that fail...well, we don't talk about those, do we now?
Mordainian fleshweaver - class features
Hit dice: d4
Class skills:Alchemy, concentration, craft, heal, knowledge, profession, scry, speak language, spellcraft.
Skill points: (2+int mod) per level
Mordainian Fleshweaver
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Natural Attack 1d4|+1 level of existing spellcasting class
2nd|
+1|
+0|
+0|
+3|Natural Armour+1, Graft 1|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Natural Attack 1d6, Remove Graft|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Natural Armour +2, Graft 2|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Natural Attack 1d8, Madness? Medicine!||
6th|
+3|
+2|
+2|
+5|Natural Armour+3, Graft 3|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Natural Attack 1d10, Flip The Third Switch, Igor!|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Natural Armour +4, Graft 4||
9th|
+4|
+3|
+3|
+6|Natural Attack 1d12|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Natural Armour +5, Graft 5, The Miracle Of Medicine|+1 level of existing spellcasting class [/table]
Natural attack: By spending a day operating on themselves or another, the fleshweaver may grant a natural attack that does the listed damage (a claw attack, generally) or adding that much damage if the target is a monk or already has a natural attack. A creature that gains a natural attack in this way cannot gain natural armour or the miracle of medicine. If the fleshweaver gains another rank of natural attack after the surgery, they may spend another day to “upgrade” the attack.
Natural armour; Identical to natural attack, except that it grants natural armour instead.
Graft:This ability may be used to create fleshweaver grafts, as shown below. Only the fleshweaver may use these, and each one imposes a cumulative -2 penalty to charisma. The fleshweaver may have an amount of grafts equal to half their fleshweaver level (round down).
remove graft; through a 3-day surgery costing 200 xp and 1000 gold, the fleshweaver may remove one graft of their choice, freeing up space for another.
Madness? Medicine!: At 5th level, the fleshweaver gains a stitched flesh familiar (as per dread necromancer) that advances using their highest caster level.
Flip the third switch, Igor!: At 7th level, the fleshweaver's mastery over their art becomes so great that you may halve your XP and gold cost for crafting flesh golems.
The Miracle of Medicine: At 10th level, the fleshweaver reaches the pinnacle of their art, gaining the ability to, through a one day surgery, grant the pseudonatural template (complete arcane). Any non-fleshweaver who already possesses natural attack or armour may not gain this template through this method. The subject of a surgery will gain the template as +1 LA, while the fleshweaver gains it without an LA upon attaining level 10.