For some xenoalchemists, hunting down bizarre and alien creatures for their body parts is enough of a delve into the unknown. For a xenomorph, it's not. These savants study the secrets of the Far Realms, a twisted and alien landscape where physical laws have no meaning and cause and effect are redundant. Their research inevitably consumes them, until their minds and bodies are twisted in the image of that maddening place. For those with a strong enough stomach and a hard enough will, they might return from their studies with frightening new powers, but part of them will always reside in another world.
Requirements: To become a xenomorph you must meet all of the following criteria.
Skills: Heal 8 ranks, Knowledge (arcana) 6 ranks, Knowledge (the Planes) 8 ranks
Xenoalchemy: Must be able to attach 1st level grafts
Xenotheurgy: Must have access to 5 different
murmurs
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: The xenomorph's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
The Xenomorph
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special |
Murmurs
|
Xenoalchemy
1st|+0|+0|+0|+2|Warp growth|
–
|
+1 level of existing grafting class
2nd|+1|+0|+0|+3|Disturbance|
+1
|
+1 level of existing grafting class
3rd|+2|+1|+1|+3|Unleash warp|
–
|
+1 level of existing grafting class
4th|+3|+1|+1|+4|Disturbance|
+1
|
+1 level of existing grafting class
5th|+3|+1|+1|+4|Warp graft|
–
|
+1 level of existing grafting class
6th|+4|+2|+2|+5|Disturbance|
+1
|
+1 level of existing grafting class
7th|+5|+2|+2|+5|Maddening procedure|
–
|
+1 level of existing grafting class
8th|+6|+2|+2|+6|Disturbance|
+1
|
+1 level of existing grafting class
9th|+6|+3|+3|+6|Whispering implant|
–
|
+1 level of existing grafting class
10th|+7|+3|+3|+7|Disturbance, strange shape|
+1
|
+1 level of existing grafting class
[/table]
Class Features
All of the following are class features of the xenomorph.
Weapon and Armour Proficiency: You gain no additional weapon or armour proficiencies.
Warp Growth (Su): As a xenomorph you can internalize the warp energies of the Far Realms in a way lesser xenotheurgists cannot. Using your knowledge of biology you can store warp points inside graft slots on your body. These graft slots cannot be occupied by a graft in order to store energy. You can store a single warp point in each unoccupied slot, up to a maximum of 1 + your Cha modifier (minimum 1). When a warp point is stored in a warp growth you lose all the effects of it as if you had never gained it. Primarily, this means that the save DC of your breaches does not increase because of it.
Storing a warp point is a free action. Warp points stored in body slots do not automatically disappear along with most warp points when you rest. Instead you need to make a Will saving throw when you sleep for each warp growth (DC 20). Failure on such a check means the warp point in question remains in your body until the next time you rest, when you can try again.
Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.
Disturbance (Su): At 2nd level and every two levels thereafter, you become the cause of a new disturbance. For more information, see the xenotheurgist ability of the same name.
Murmurs (Su): At 2nd level and every two levels thereafter, you gain access to a new murmur along with a new incursion. For more information, see the xenotheurgist ability of the same name.
Unleash Warp (Su): Starting at 3rd level you can unleash the powerful alien energy of the warp. In order to use this ability you must have a warp point stored in a warp growth. The warp point is burned off to increase the save DC of any ability gained from a graft by +5 or to increase the effective xenoalchemist level of all of your grafts by +5 for one round. However, there is always a price for immediate power. The next Will save you make from using a breach takes a -5 penalty. Unleashing a warp point is a free action, but you can only do it once per turn.
Warp Graft (Su): Starting at 5th level your mastery of your xenoform has advanced to the point where you can store your warp points in occupied graft slots. The grafts which house the warp energy become twisted and chaotic with the infusion. While occupied in this way, you can replace the save DC for the effect of such a graft with the save DC for the highest DC breach save you have available. You are still limited to a number of warp points stored in graft slots equal to 1 + your Cha modifier (minimum 1).
Maddening Procedure (Su): At 7th level you can initiate others into the secrets of the Far Realms. When you attach a graft to someone, you can choose to store a warp point in it much like you store them in your own grafts. However, without a way to harness the energies of the Far Realms the subject begins to change themselves in its image. They gain a single disturbance you possess, as well as access to a single murmur you have access to as if they were an afflicted xenotheurgist. A creature can only receive a single graft of this type; the second one drives them completely, permanently insane. This requires that you have a warp point on hand to transplant to them at the time of surgery.
Whispering Implant (Su): At 9th level you can perform a procedure on yourself which forges a permanent connection with the Far Realms. Choose one of your graft slots which is unoccupied. That slot is now permanently filled with your whispering implant, which is a part of your body that has begun to twist and shape itself in alien ways. You must choose a single inactive murmur you have access to at this point, which will form the bridge between your whispering implant and the Far Realms.
From now on, that murmur is always active for you, in addition to the normal maximum of three active murmurs. You cannot change murmurs later on. If the graft is ever removed, the flesh evaporates as soon as it loses contact with your body with a loud scream. The graft regrows 1d4 rounds later, with no change in statistics. You cannot store warp points in your whispering implant.
Strange Shape (Su): Your body has become broken and twisted by the energies of the Far Realms. Whenever all of your graft slots are occupied (Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist) with either a graft or a warp point, you gain the effects of this ability.
Your alien anatomy grants you full (100%) fortification, protecting you from effects such as critical hits and sneak attacks. The bizarre form is also able to thrive off of the foreign energies of the Far Realms. When you internalize your disturbances they now actually
bolster your mental control, granting you a cumulative +1 bonus on Will saves.
However, you now require an additional 2 hours sleep every night above and beyond the 2 additional hours xenotheurgists normally require. You only ever have nightmares, and you always remember them perfectly. This effect occurs whether your slots are full or not.