Xenoalchemy Association
Level |
Graft Level |
Special |
Starter |
0 |
Harvest Material |
1 |
1 |
Xenoalchemy, Surgical Insight |
2 |
1 |
|
3 |
1 |
Accurate Analysis |
4 |
1 |
|
5 |
1 |
Postop Procedure |
6 |
1 |
|
7 |
1 |
Battlefield Diagnosis |
8 |
1 |
|
9 |
2 |
Steady Hand |
10 |
2 |
|
11 |
2 |
Critical Insight |
12 |
2 |
|
13 |
2 |
Waste Not, Want Not |
14 |
2 |
|
15 |
2 |
Advanced Cryogenics |
16 |
2 |
|
17 |
3 |
Conjoined Grafts |
18 |
3 |
|
19 |
3 |
Self-Experimentation |
Xenoalchemist Skills: Add Heal to your Trissociate class skill list.
Harvest Material (Ex): As a trained xenoalchemist you can quickly identify, catalogue and remove for future use the pieces of monsters which make them so dangerous. Harvesting remains requires two minutes of work with a helpless creature or recently dead (within one hour) corpse. It requires two skill checks.
First, you must make a Knowledge check relating to the monster's type. The relevant Knowledge skill required is described under the uses of Knowledge, but since that's kind of obscure I'll just list them here for you. It's worth noting that if you don't know what type the monster was you can simply attempt a broad Knowledge check and the DM will choose the appropriate skill for you.
Knowledge Skill |
Monster Types |
Knowledge (arcana) |
Constructs, dragons, magical beasts |
Knowledge (dungeoneering) |
Aberrations, oozes |
Knowledge (local) |
Humanoids |
Knowledge (nature) |
Animals, fey, giants, monstrous humanoids, plants, vermin |
Knowledge (religion) |
Undead |
Knowledge (the Planes) |
Outsiders, elementals |
The DC for the Knowledge check is equal to 10 + the monster's HD. You can always attempt these checks, even untrained thanks to your broad training in general monstrous physiology.
If the Knowledge check is successful, the DM shall describe to you the pieces available for harvest. In general, this consists of informing you about supernatural and extraordinary abilities, breath weapons, natural weapons, movement modes, and so on. This might seem a little vague, but you can always request particular information about an aspect of the monster. If there is a piece of the monster you wish to harvest for one of your grafts, you can move on to the second skill check. You can only harvest material if it's appropriate for a graft you currently have access to.
Once you decide which piece of the monster you want (each graft has a particular requirement in the original monster and you can harvest one graft's worth of material from any given monster) you make a Heal check at the same DC. If successful you manage to procure the material needed for the chosen graft. The material is usable for about three days. If it's not used before then it begins to go rancid and becomes unusable unless you store it in a freezing environment (time spent in such a state effectively pauses the time limit).
If the Heal check is unsuccessful you cannot try again to harvest that material from the monster, but you can attempt additional pieces that you find useful. If you successfuly harvest one, however, the rest of the monster becomes contaminated and unusable.
You can store as many of these monster pieces as you want, but the DM should decide on their weight and the space required to store them based on the monster they came from.
Surgical Insight: As a swift action you can study a creature within 30ft. of you. You immediately make a Knowledge check, as if for harvesting materials (as described above). For the next three rounds, you can make surgical precision attacks against your target - this doesn't give you bonus damage, but will trigger xenoalchemist abilities.
(I kind of don't like this name...)
Xenoalchemy (Ex): Here's what you showed up for. As a xenoalchemist you know how to chop things up and stick them onto other things. Once you've harvested a piece of a monster as described above, you can attach it to a living being. The target must either be willing or helpless for the duration of the procedure in order to perform the graft. The procedure requires 1d3 hours + 1/2 hour per graft level. You can attach a graft to yourself, but you must make a DC 20 Concentration check to endure operating on your own body. If you fail this skill check the time for the operation is wasted but your monstrous material is not.
You only have access to level 1 grafts at 1st Association level, and gain access to new levels according to the table above. Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to 1 + their Constitution modifier (minimum 1). If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are destroyed, and all benefits they confer are lost. A creature can only have a single 5th level graft at a time.
A xenoalchemist can remove a graft at a later point, either to replace it with a mundane body part (treated as a level 0 graft) or to make way for a different graft. This may or may not impose a penalty (see the Graft Rejection section below for more information on empty body slots).
Performing xenoalchemy requires access to basic medical equipment (which might include things like bandages, knives, electroshock therapy, and so on at the player's discretion). If you would also like to make a loud ka-chunk sound effect as you perform the operation you may do so as you see fit.
Accurate Analysis (Ex): Beginning at 3rd Association level whenever you make a surgical precision attack, you can add your Intelligence modifier to any attack rolls that you make against your target in the next three rounds in addition to the normal ability modifier.
Postop Procedure (Ex): The initial operation is only the beginning. A graft's effects are often based on the level of the xenoalchemist. Since a xenoalchemist might increase in level after the procedure has been performed, it's nice to have the graft increase in power along with the surgeon's skills. Beginning at 5th Association level as a ten minute procedure you can touch up a graft so that the xenoalchemist level of the graft is adjusted to your current xenoalchemy level.
Battlefield Diagnosis (Ex): Beginning at 7th Association level, whenever you succeed on an attack with your surgical precision class feature, you automatically analyse the target for harvesting. The time required to harvest materials from the monster drops to only a single standard action now that you know just what to take.
Steady Hand (Ex): Beginning at 9th Association level your skills with the knife progress. Thanks to your razor calm you can salvage the worst situations. If you botch the Heal check to remove a piece of a monster's corpse you can retry the check by taking an additional ten minutes.
Critical Insight (Ex): You can now add your intelligence modifier to critical confirmation rolls and damage rolls when making surgical precision attacks.
(Not sure about this one... it's just filling the level, but it might be nice to make surgical precision more painful.)
Waste Not Want Not (Ex): Starting at 13th Association level you have learned how to more carefully remove monster bits so as to more efficiently get what you want. You can remove up to two graft components from a given corpse before the entire thing becomes unusable.
Advanced Cryogenics (Ex): Starting at 15th Association level you have devised a special technique which preserves body parts indefinitely. Your monster parts no longer go bad after three days, and instead can be kept around as long as you please.
Conjoined Grafts (Ex): Starting at 17th Association 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.
Self-Experimentation: While you are not as skilled as a specialized xenoalchemist, you are still growing in knowledge and daring. You gain a +4 bonus to Concentration checks to operate on yourself and may attach a single level 4 graft to yourself. If you'd like, you can remove that graft and attach a different level 4 graft, but you can only have one level 4 graft that you've attached yourself at any one time. If you gain the ability to attach level 4 or higher grafts from another source (such as a prestige class or epic levels), this limitation no longer applies.