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    Feb 2011

    Default Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Author's Introduction:
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    Hi there, I'm relatively new to these forums (I lurked in the Homebrew section for quite some time, enjoying some of the excellent work there, but recently registered), but I was working on this project on my own because I was curious what material was out there for this kind of character, and since it's spread across several books it was easier to compile a list, and I figure I should share it.

    Anyway, the history here is that I recently came across the Daelkyr half-blood race in the Magic of Eberron book, and I think they're awesome, but they're not terribly well-supported. So I've been on a hunt for more Symbionts, and while grafts are a bit different, they're still pretty cool and thematically related. A ton of grafts are aberrant in nature anyway, and in Eberron basically all aberrations are creatures created and/or controlled by the Daelkyr anyway.

    This list, then, is all of the official grafts, symbionts, and related feats that I could find, as well as several PrCs that have a similar theme — literally rebuilding oneself. I did not include things like ascension or lichdom (or else things like the Dragon Disciple and Dread Necromancer would be on the list), only things that literally involved physically (or magi-physically, I guess?) modifying your own body.

    I have included information that I believe to be well within legal boundaries as far as not pirating the material, but I'm no lawyer. In each case, I've included the name, the type (in the case of Grafts), a brief description that intentionally leaves out numerical specifics, and a book and page number. This is supposed to be a list to help you find the material in books you already own, not a way to get around buying the books. If a moderator would like me to modify the list in some way, please let me know, and I'll get right to that.


    First, here are the books I've checked for material so far:
    Spoiler
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    Actually had material:
    • Complete Arcane — Acolyte of the Skin and Green Star Adept prestige classes.
    • Book of Vile Darkness — Willing Deformity, Deformity (Clawed Hands), Deformity (Eyes), Deformity (Face), Deformity (Gaunt), and Deformity (Obese) feats, Demonic Graft Machine monster.
    • Dungeon Master's Guide — The Hand and Eye of Vecna major artifacts; Intelligent Items rules.
    • Eberron Campaign Setting — Living Breastplate, Tentacle Whip, and Tongueworm symbionts; Aura Mask, Crystalline Eye, Ectoplasmic Armor, Ectoplasmic Fist, Faceted Persona, Multifaceted Persona, Pathfinder, Shadowsight, and Talent quori embedded shard items.
    • Elder Evils — Abominable Form, Deformity (Eyes), Deformity (Face), Deformity (Gaunt), Deformity (Madness), Deformity (Parasite), and Reflexive Psychosis feats; Serving an Elder Evil and Vile Feats rules
    • Faiths and Pantheons — Ocular Adept prestige class.
    • Faiths of Eberron — Construct grafts.
    • Fiend Folio — Aboleth, Beholder, Fiendish, Illithid, Maug, Undead, and Yuan-ti grafts; Fiend of Corruption prestige class; Cerebral Hood, Fiendish Familiar, Ghostly Visage, Gutworm, Mind Leech, Psionic Sinew, and Soul Tick symbionts.
    • Fiendish Codes I: Hordes of the Abyss — Sibriex monster.
    • Heroes of Horror — Willing Deformity, Deformity (Skin), Deformity (Tall), Deformity (Teeth), and Deformity (Tongue) feats; Cadaver Golem monster.
    • Libris Mortis — Undead grafts; Pale Master prestige class.
    • Lords of Madness — Aboleth, Illithid, and Silthilar grafts; Fleshwarper prestige class.
    • Magic of Eberron — Daelkyr half-blood race; Deathless, Elemental, and Plant grafts; Breed Leech, Crawling Gauntlet, Shadow Sibling, Spellwurm, Stormstalk, Throwing Scarab, and Winter Cyst symbionts; Combat Instructor, Power Link, Power Repository, and Sustainer quori embedded shard items; Elemental Scion of Zilargo, Impure Prince, and Renegade Mastermaker prestige classes.
    • Magic of Incarnum — Strongheart Vest soulmeld. (Honorable Mention: the Totemist base class)
    • Races of the Dragon — Draconic grafts.
    • Tome of Magic — Binder base class; Naberius, the Grinning Hound vestige; Teeth of Dahlver-Nar items.


    Books that lack related material:
    • Book of Exalted Deeds
    • Cityscape
    • Complete Adventurer
    • Complete Champion
    • Complete Divine
    • Complete Mage
    • Complete Psionic
    • Complete Scoundrel
    • Complete Warrior
    • Draconomicon
    • Dragon Magic
    • Dragonmarked
    • Drow of the Underdark
    • Dungeonscape
    • Elder Evils
    • Exemplars of Evil
    • Explorer's Handbook
    • Fiendish Codex II: Tyrants of the Nine Hells
    • Five Nations
    • Frostburn
    • Magic Item Compendium
    • Miniatures Handbook
    • Planar Handbook
    • Player's Guide to Eberron
    • Races of Destiny
    • Races of Eberron
    • Races of Stone
    • Races of the Wild
    • Sandstorm
    • Secrets of Sarlona
    • Secrets of Xen'drik
    • Stormwrack
    • Tome of Battle


    Anyway, the list!
    • Artifacts, Major
      • The Eye of Vecna, Dungeon Master's Guide pg. 281 — Functions very similarly to a graft; continuous Darkvision and True Seeing; three times per day, can use Domination and Eyebite; once per day, can use Destruction and Unhallow.
      • The Hand of Vecna, Dungeon Master's Guide pg. 281 — Functions very similarly to a graft; gain a touch attack that deals Cold damage; three times per day, may inflict 1 point of ability drain (wielder's choice) and gain that point to the same score until the next sunrise; once per day, can use Blasphemy and Unholy Aura.
      • The Hand and Eye of Vecna, Dungeon Master's Guide pg. 281 — Gain bonus to the save DCs of the abilities of the Hand and Eye separately; gain bonus to Strength and Intelligence; once per day, can use Summon Monster IX (for Evil Outsiders only).

    • Base Class
      • Binder, Tome of Magic pg. 9-16 — Makes Pacts with spirits called Vestiges to gain certain abilities. Notably, a 1 level dip gains access to Naberius, the Grinning Hound; see below for details on this vestige.
      • Incarnate, Magic of Incarnum pg. 20-25 — Shapes the soul-stuff of Incarnum into Soulmelds. Gains native access to the Strongheart Vest soulmeld; see below for details on this soulmeld.

    • Feats
      • General
        • Elemental Smite, Magic of Eberron pg. 47 — Smite deals elemental damage based on the type of Elemental graft you have.
        • Shape Soulmeld, Magic of Incarnum pg. 40-41 — Can be used to gain the Strongheart Vest soulmeld without levels in a Meldshaping class. See below for the Strongheart Vest.
        • Symbiont Mastery, Magic of Eberron pg. 51 — Bonus to saves vs. Personality Conflict with a Symbiont; gain extra HP based on number of symbionts.

      • Deformity (Vile)
        • Willing Deformity, Book of Vile Darkness pg. 50 / Heroes of Horror pg. 125 — Bonus to Intimidate check; required for other Deformity feats.
        • Abominable Form, Elder Evils pg. 11-12 — Living creatures with fewer Hit Dice than you must save or become Shaken for a time based on your Con.
        • Deformity (Clawed Hands), Book of Vile Darkness pg. 48 — Essentially Improved Unarmed Strike, except the damage is higher and is presumably slashing/piercing and not bludgeoning.
        • Deformity (Eyes), Book of Vile Darkness pg. 48 / Elder Evils pg. 12 — Use See Invisibility for 1 minute per day.
        • Deformity (Face), Book of Vile Darkness pg. 48 / Elder Evils pg. 12-13 — Bonus on Intimidate, and bonus on Diplomacy while dealing with Evil creatures.
        • Deformity (Gaunt), Book of Vile Darkness pg. 48 / Elder Evils pg. 13 — Bonus to Dex for penalty to Con; bonus to Escape Artist and Intimidate.
        • Deformity (Obese), Book of Vile Darkness pg. 48-49 — Bonus to Con for penalty to Dex; bonus on Intimidate and saves vs. Poison.
        • Deformity (Madness), Elder Evils pg. 13 — Immunity to mind-affecting effects; immediate action to add half character level to a Will save once per minute; sizable penalty to Wis.
        • Deformity (Parasite), Elder Evils pg. 13 — Immediate action to negate a poison, nauseated on the next turn.
        • Deformity (Skin), Heroes of Horror pg. 121 — Minor bonus to Natural Armor.
        • Deformity (Tall), Heroes of Horror pg. 121 — Increased Reach.
        • Deformity (Teeth), Heroes of Horror pg. 121 — Gain a natural Bite attack.
        • Deformity (Tongue), Heroes of Horror pg. 121 — Gain taste-based Blindsense (like a snake).
        • Reflexive Psychosis, Elder Evils pg. 14 — Immediate action to gain DR/- but become Confused for one round.

      • Item Creation
        • Construct Grafter, Faiths of Eberron pg. 145 — Create Construct grafts.
        • Deathless Fleshgrafter, Magic of Eberron pg. 46 — Create Deathless grafts.
        • Eldeen Plantgrafter, Magic of Eberron pg. 47 — Create Plant grafts.
        • Elemental Grafter, Magic of Eberron pg. 47 — Create Elemental grafts.
        • Graft Flesh, Libris Mortis pg. 27 / Fiend Folio pg. 207 / Lords of Madness pg. 216 — Create Aboleth, Beholder, Fiendish, Illithid, Maug, Silthilar, Undead, or Yuan-ti grafts (one type chosen at the time the feat is taken; feat lacks a Special entry allowing it to be taken more than once).
        • Wyrmgrafter, Races of the Dragon pg. 101 — Create Draconic grafts.

    • Grafts

      Note — There are two "types" of Graft, the original kind that require the Graft Flesh feat, and the new kind that started with Magic of Eberron that each have their own feats. The two are very similar in concept but have different rules.

      The "old" types are Aboleth, Beholder, Fiendish, Illithid, Maug, Silthilar, Undead, and Yuan-ti grafts. These terms refer to the type of creature that creates these grafts (for the most part), rather than the source of the grafts themselves. As exceptions to this, however, Beholder, Silthilar, and Undead grafts may be created by anyone who takes the Graft Flesh feat and chooses the corresponding type. There are absolutely no limitations on the types of creatures that can receive these grafts, however, nor is there any limit to the total number of grafts that one may receive beyond logic (you presumably can't have three different grafts that replace a leg unless you had three legs to begin with).

      The "new" types are Construct, Deathless, Draconic, Elemental, and Plant grafts. These may be created by anyone, provided they find a creature of the above types to donate (or, ya know, "donate") the particular body part used, but a creature that has any one of these types of Graft cannot have a Graft of any other type at all, and further can only have a maximum of five Grafts, one in each of five new "body slots" of a sort.

      The commonalities between the two types is that they usually hurt you somehow, which varies depending on the type of the graft, and they are non-magical in nature and are neither suppressed by antimagic fields nor require magic item body slots. All grafts are dead and useless if the creature they are attached to dies.

      Anyway, the grafts, in alphabetical order:
      Spoiler
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      • Aboleth Tentacle, Fiend Folio pg. 208 — Bonus to Strength; gain a natural Tentacle attack that transforms creatures a la an Aboleth's actual tentacle.
      • Adamantine Body (Construct), Faiths of Eberron pg. 157 — Armor bonus to AC, DR/Adamantine, Light Fortification. Counts as Medium armor.
      • Added Tail (Yuan-Ti), Fiend Folio pg. 215 — Gain a Swim speed; bonus to Balance; Constrict against Small or smaller creatures.
      • Amphibious Skin (Aboleth), Lords of Madness pg. 215 — Gain amphibious special quality; requires Aquatic subtype.
      • Antennae Graft (Illithid), Fiend Folio pg. 212 — Tremorsense, 60 ft.
      • Aqueous Body (Elemental), Magic of Eberron pg. 130 — Water breathing; Concealment while underwater.
      • Arm of the Ancestor (Deathless), Magic of Eberron pg. 128 — Bonuses on Climb, Swim, Grapple, and melee damage rolls; ability to channel positive energy once per hour.
      • Bodak's Eye (Undead), Libris Mortis pg. 80 — Once per day, use a Gaze attack that may kill the target.
      • Bonemail (Undead), Libris Mortis pg. 79 / Fiend Folio pg. 214 — Grants Natural Armor bonus to AC.
      • Bone Plating (Deathless), Magic of Eberron pg. 128 — Minor increase in Natural Armor and Cold Resistance.
      • Breath of the Waves (Elemental), Magic of Eberron pg. 130-131 — Immunity to dehydration, including from magic effects; once per hour, remove any of several status conditions from a target.
      • Buffeting Fists (Elemental), Magic of Eberron pg. 131 — Gain the Deflect Arrows feat, except it works 1 + Dex times per round; once per day, bull rush all around you.
      • Buffeting Wings (Draconic), Races of the Dragon pg. 127-128 — Gain Fly (Average) speed, gain two natural Slam attacks with the wings while not flying.
      • Burrowing Claws (Illithid), Lords of Madness pg. 216 — Deal lethal damage with unarmed strikes; gain a Burrow speed.
      • Charming Eye (Fiendish), Fiend Folio pg. 210 — Gain Darkvision, even in magical darkness; gain a Gaze attack that can Charm targets.
      • Chitin Plating (Silthilar), Lords of Madness pg. 216 — Gain Natural Armor.
      • Clawed Arm (Fiendish), Fiend Folio pg. 210 — Bonus to Strength; gain a natural Claw attack.
      • Climbing Legs (Illithid), Fiend Folio pg. 212 — Gain ability to walk on walls or ceilings.
      • Crown of Eyes (Beholder), Fiend Folio pg. 208-209 — Gain Darkvision and all-around vision (immunity to flanking); bonus to Search and Spot.
      • Darkwood Flesh (Plant) — 25% chance to ignore Sneak Attack or critical hit; gain stacking Fast Healing every time a Sneak Attack or critical hit is not negated.
      • Darksight Eyes (Illithid), Lords of Madness pg. 216 — Gain Darkvision.
      • Deathless Flesh (Deathless), Magic of Eberron pg. 128 — 50% chance to avoid Sneak Attacks and Death effects.
      • Deathless Visage (Deathless), Magic of Eberron pg. 128-129 — Bonus to Knowledge checks; Standard-action Gaze attack that Frightens.
      • Dragonbone Legs (Draconic), Races of the Dragon pg. 128 — Bonus on Climb, Jump, and Swim checks.
      • Dragonheart Presence (Draconic), Races of the Dragon pg. 128 — Immunity to paralysis effects and draconic frightful presence; gain bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks involving dragonblooded creatures.
      • Dust Form (Elemental), Magic of Eberron pg. 131 — Once per minute, all adjacent creatures must save or be blinded as a move action.
      • Earth Glider (Elemental), Magic of Eberron pg. 131-132 — Gain a somewhat-limited Earth Glide.
      • Elemental Flesh (Elemental), Magic of Eberron pg. 132 — 50% chance to be immune to Sneak Attacks and Stunning.
      • Enervating Arm (Undead), Libris Mortis pg. 80 / Fiend Folio pg. 214 — Bonus to Strength; twice per day grant a Negative Level as a touch attack.
      • Extended Legs (Silthilar), Lords of Madness pg. 216 — Grow 5% in height (no size category change), and gain a bonus to Movement speed.
      • Eye of Flame (Undead), Libris Mortis pg. 80 — Once per day, use half-fire, half-divine Fireball.
      • Eye Stalk (Beholder), Fiend Folio pg. 209 — Three times per day, use one of the smaller eye rays used by Beholders (chosen by the grafter at the time of creation).
      • Fast Leg (Fiendish), Fiend Folio pg. 210 — Bonus to movement speed and to Climb and Jump checks.
      • Fatigue Spores (Plant), Magic of Eberron pg. 135 — Once per minute, as a swift action force all adjacent creatures to save or become Fatigued.
      • Fearsome Eye (Fiendish), Fiend Folio pg. 210 — Constant See Invisibility; gain a Gaze attack that can paralyze targets with fear.
      • Feathered Wings (Fiendish), Fiend Folio pg. 210 — Gain a Fly (Average) move speed; when not flying, make a Bluff check each round to disorient foes with wings to gain a bonus in combat.
      • Fiendish Ear (Fiendish), Fiend Folio pg. 210 — Gain bonus to Listen checks and the Blind-fight feat.
      • Fiendish Jaw (Fiendish), Fiend Folio pg. 210 — Gain a Gore natural attack.
      • Fiendish Skin (Fiendish), Fiend Folio pg. 210-211 — Increases Natural Armor; bonus to Dexterity; once per day, use Poison.
      • Flexible Arm (Fiendish), Fiend Folio pg. 211 — Arm makes a free attack once per round; once per day, cast Magic Missile.
      • Flexible Spine (Silthilar), Lords of Madness pg. 216 — Bonus to Initiative, Balance, Escape Artist, and Tumble.
      • Frightful Crest (Draconic), Races of the Dragon pg. 128 — Every attack or charge causes non-dragon creatures within 30 ft. that have less HD than you to save, or become panicked.
      • Gazing Eye (Beholder), Fiend Folio pg. 209 — Gain a Gaze attack that causes charming, sleep, petrification, or fear.
      • Ghostly Eye (Undead), Libris Mortis pg. 80 — Gain a natural touch attack.
      • Glaring Eye (Draconic), Races of the Dragon pg. 128-129 — Blindsense; bonus to Spot and Search; immunity to magical sleep.
      • Gleaming Scales (Draconic), Races of the Dragon pg. 129 — Gain natural armor and energy resistance depending on type of scales.
      • Goring Horn (Illithid), Fiend Folio pg. 212 — Gain a natural Gore attack.
      • Grappling Vine (Plant), Magic of Eberron pg. 135 — Basically turns you into Scorpion. The vine can be used to grapple (as with Improved Grab and Grapple, plus Constrict damage) as well as grab items, all at a range.
      • Grappling Tentacle (Fiendish), Fiend Folio pg. 211 — Bonus to Strength, and additional bonus to make (but not break) Grapples; gain a natural Claw attack.
      • Grasping Mandibles (Illithid), Fiend Folio pg. 212 — Gain a natural Bite attack that has the Improved Grab special quality.
      • Hands of Flame (Elemental), Magic of Eberron pg. 132 — Swift action to add Fire damage to all attacks for 1 round, usable at-will.
      • Hauling Back (Illithid), Fiend Folio pg. 212 — Treat yourself as a quadruped for the purposes of carrying capacity.
      • Healing Blood (Silthilar), Lords of Madness pg. 216 — Gain Fast Healing.
      • Healing Nodules (Plant), Magic of Eberron pg. 134 — Once per hour, create what amounts to a Potion of Cure Serious Wounds; once per day, effectively create a Potion of Remove Disease.
      • Heart of Steel (Construct), Faiths of Eberron pg. 157-158 — Immunity to disease, poison, and paralysis; half healing a la Warforged.
      • Heavy Legs (Construct), Faiths of Eberron pg. 158 — No penalties for being Fatigued, Exhausted gives the normal penalties of Fatigue instead.
      • Incendiary Skin (Elemental), Magic of Eberron pg. 132 — Fire resistance; Immediate action to deal Fire damage to all natural or unarmed attacks against you for the round.
      • Inksac (Aboleth), Lords of Madness pg. 215 — Once per minute, forms a large cloud of ink, blocking sight; only works underwater.
      • Legs of the Undying Marcher (Deathless), Magic of Eberron pg. 129 — Bonus to Reflex saves and against being Bull Rushed or Tripped; never tire from walking.
      • Locking Hand (Maug), Fiend Folio pg. 213 — Unarmed attacks deal lethal damage; bonus to avoid being disarmed, to prevent target from breaking a grapple, to catch yourself while falling, and to hold on when damaged while climbing.
      • Long Arm (Fiendish), Fiend Folio pg. 211 — Gain increased Reach.
      • Membranous Wings (Fiendish), Fiend Folio pg. 211 — Gain Fly (average) speed; gain fire and cold resistance.
      • Metabolic Fire (Draconic), Races of the Dragon pg. 129 — You gain a breath weapon.
      • Mighty Arms (Construct), Faiths of Eberron pg. 158 — Gain a natural Slam attack.
      • Mind Blast Relay (Illithid), Lords of Madness pg. 216 — Gain immunity to Illithids' Mind Blast; allows an Illithid to relay a Mind Blast through you to other creatures with the Mind Blast Relay to reach areas outside the Mind Blast's normal range.
      • Mohrg's Tongue (Undead), Libris Mortis pg. 80 — Gain a natural touch attack that paralyzes.
      • Mucus Projector (Aboleth), Lords of Madness pg. 215 — Make a ranged touch attack with Aboleth mucus once every few rounds.
      • Mucus Sheath (Aboleth), Fiend Folio pg. 208 — Increase Swim speed, bonus on Escape Artist checks.
      • Mummified Eye (Undead), Libris Mortis pg. 80 / Fiend Folio pg. 214 — Once per day, use Eyebite.
      • Mummified Hand (Undead), Libris Mortis pg. 80 — Gain a natural Slam attack; twice per day, inflict disease with that attack.
      • Oceanic Adaptation (Elemental), Magic of Eberron pg. 133 — Move through water freely; bonus to damage when you and target are both in water.
      • Paralyzing Arm (Undead), Libris Mortis pg. 80 / Fiend Folio pg. 214 — Bonus to Strength; twice per day, use a paralyzing touch attack.
      • Perception Seed (Plant), Magic of Eberron pg. 135 — Low-light vision; bonus on Spot and Search.
      • Plated Skin (Beholder), Fiend Folio pg. 209 — Large increase to Natural Armor.
      • Poison Fangs (Yuan-Ti), Fiend Folio pg. 215 — Inflict Con-damaging poison to grappled or helpless opponents, or with a natural Bite attack if you already have one.
      • Raking Tentacle (Illithid), Fiend Folio pg. 212 — Replaces arm with natural Tentacle attack that has reach.
      • Rending Claw (Illithid), Fiend Folio pg. 212-213 — Gain a natural Claw attack with improved critical hit multiplier.
      • Replacement Eye (Beholder), Fiend Folio pg. 209 — exactly identical to Eye Stalk except with a third of the range (same cost, too)
      • Replacement Tail (Yuan-Ti), Fiend Folio pg. 215 — Gain a Swim and a Climb speed; Constrict Small or smaller creatures.
      • Resilient Scales (Dragonic), Races of the Dragon pg. 129-130 — Gain considerable resistance to the energy type of the chosen dragon.
      • Rollers (Maug), Fiend Folio pg. 213 — Large increase in land movement speed; gain a natural Trample attack.
      • Rootlegs (Plant), Magic of Eberron pg. 136 — Drop movement speed to 5 ft. to gain +8 on checks to resist being moved (including bull rush, grapple, and trip attempts).
      • Rudimentary Eyespots (Silthilar), Lords of Madness pg. 216 — Immunity to flanking; bonus to Spot.
      • Scaly Skin (Yuan-Ti), Fiend Folio pg. 215 — Improves Natural Armor.
      • Scorching Gaze (Elemental), Magic of Eberron pg. 133 — Gaze attack that deals Fire damage.
      • Serpent Arm (Yuan-Ti), Fiend Folio pg. 215 — Replaces your hand with a cobra's head. Gain a natural Bite attack that inflicts Con-damaging poison.
      • Shoving Arm (Maug), Fiend Folio pg. 213 — Gain a natural attack that can make bull rush attempts with a bonus.
      • Shudder Plate (Maug), Fiend Folio pg. 213-214 — Tremorsense, 15 ft.
      • Silthilar Bones (Silthilar), Lords of Madness pg. 217 — Bonus to Constitution.
      • Silthilar Heart (Silthilar), Lords of Madness pg. 217 — Once per day, automatically heal large-ish chunk of damage if you're disabled or dying (but not dead outright).
      • Silthilar Muscles (Silthilar), Lords of Madness pg. 217 — Bonus to Strength.
      • Silthilar Tendons (Silthilar), Lords of Madness pg. 217 — Bonus to Dexterity.
      • Skeletal Arm (Undead), Libris Mortis pg. 80 — Gain a natural Claw attack.
      • Skum Eyes (Aboleth), Fiend Folio pg. 208 — Bonus to Spot checks that increases while underwater.
      • Skum Tail (Aboleth), Fiend Folio pg. 208 — Gain a natural Swim speed.
      • Smashing Tail (Draconic), Races of the Dragon pg. 130 — Gain a natural Slam attack with the tail.
      • Spike Stones (Maug), Fiend Folio pg. 214 — Can be used as spiked armor, adds bonus damage to attacks during a grapple.
      • Springing Leg (Fiendish), Fiend Folio pg. 211 — Gain massive bonus to Jump checks.
      • Sting Tail (Fiendish), Fiend Folio pg. 211 — Gain a free Sting attack once per round that also inflicts a Str-damaging poison.
      • Stone Spitter (Maug), Fiend Folio pg. 214 — Projectile weapon that does not require any hands to operate; six times per day can improve its own damage.
      • Stony Plating (Elemental), Magic of Eberron pg. 133 — Increased Natural Armor.
      • Strong Leg (Fiendish), Fiend Folio pg. 211 — Bonus to Constitution.
      • Taloned Arm (Draconic), Races of the Dragon pg. 130 — Gain a natural Claw attack.
      • Third Eye (Beholder), Fiend Folio pg. 209 — Three times per day, use antimagic field in a cone a la the Beholder's central eye.
      • Trampling Leg (Fiendish), Fiend Folio pg. 211 — Gain a natural Trample attack.
      • Treebark Carapace (Plant), Magic of Eberron pg. 136 — Increased Natural Armor; bonus against Polymorph effects.
      • Tremor Graft (Elemental), Magic of Eberron pg. 133 — Tremorsense, 20 ft.
      • Vampiric Fangs (Undead), Libris Mortis pg. 80 — Drain blood from pinned target, damaging the target and healing yourself.
      • Wakeful Mind (Construct), Faiths of Eberron pg. 158 — No longer need sleep; immunity to sleep and stunning.
      • Waterjet (Aboleth), Lords of Madness pg. 215 — Double existing Swim speed one round out of every minute.
      • Weakening Arm (Undead), Libris Mortis pg. 80 / Fiend Folio pg. 214 — Bonus to Strength; twice per day, deal Strength damage with a touch attack.
      • Weapon Graft (Illithid), Fiend Folio pg. 213 — Replace hand with any weapon, which becomes a natural attack and gains bonuses to attack and damage rolls.
      • Whip Tail (Fiendish), Fiend Folio pg. 211 — Full-round action to attack with considerable reach; target must save vs. Daze.
      • Whirlwind Form (Elemental), Magic of Eberron pg. 133-134 — Fly (Perfect), 20 ft.
      • Zombie Arm (Undead), Libris Mortis pg. 80 — Bonus to Strength; gain a natural Slam attack.

    • Monster
      • Cadaver Golem, Heroes of Horror pg. 149-151 — Similar to the flesh golem, except that it can graft new body parts from humanoids it slays to gain their skills and abilities.
      • Demonic Graft Machine, Book of Vile Darkness pg. 119-120 — Gives a character a randomly-selected graft; the options do not have names, but are effectively very similar to the Flexible Arm, the Clawed Arm, the Strong Legs, the Fast Legs, and the Fiendish Familiar symbiont.
      • Sibriex, Fiendish Codex I: Hordes of the Abyss pg. 52-54 — This obyrith can be called with Greater Planar Binding, and three times per day can apply any fiendish graft to a target instantly and for free.

    • Quori Embedded Dragonshards, Eberron Campaign Setting, pg. 263-264.
      • Aura Mask, Eberron Campaign Setting pg. 264 — Permanent Misdirection.
      • Combat Instructor, Magic of Eberron pg. 115 — 3/day, use Offensive Precognition.
      • Crystalline Eye, Eberron Campaign Setting pg. 264 — Put an extra eye on any part of your body; may allow you to see around corners or handle monsters with Gaze attacks with less risk. Four make you immune to being Flanked.
      • Ectoplasmic Armor, Eberron Campaign Setting pg. 264 — Provides an Armor bonus to AC, and stacks with itself up to +10 AC, which is quite impressive. Makes you look like a Quori monster, though.
      • Ectoplasmic Fist, Eberron Campaign Setting pg. 264 — Can make unarmed strikes without provoking attacks of opportunity; effectively one size category larger for Unarmed Strike damage.
      • Faceted Persona, Eberron Campaign Setting pg. 264 — +2 enhancement bonus to one Ability score.
      • Multifaceted Persona, Eberron Campaign Setting pg. 264 — As Faceted Persona, except 5 Power Points can change which Ability score it improves.
      • Pathfinder, Eberron Campaign Setting pg. 264 — Know Direction and Location at-will.
      • Power Link, Magic of Eberron pg. 115 — 3/day, gives 2 free Power Points for Augmenting a Psionic Power. These 2 points do not count towards your maximum number of Power Points spent. Multiple Power Links stack to give even more extra Power Points, though still only 3/day.
      • Power Repository, Magic of Eberron pg. 116 — 1/day, swap a Power Known for whatever Psionic Power is in the Repository. The swapped Power must be the same level as the one in the Repository. Effectively gives you an extra Power Known.
      • Shadowsight, Eberron Campaign Setting pg. 264 — Darkvision, at far too high a price.
      • Sustainer, Magic of Eberron pg. 115-116 — Continual Sustenance.
      • Talent, Eberron Campaign Setting pg. 264 — +5 competence bonus on one of: Balance, Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble.

    • Other Items
      • Teeth of Dahlver-Nar, Tome of Magic pg. 77-79 — So-called because Dahlver-Nar is most famous for having used these teeth, there is actually a separate Tooth of Dahlver-Nar for each Vestige, including Dahlver-Nar himself, who became a Vestige after having used them. Each replaces one of your natural teeth, but otherwise serves as a slot-less magical item.

    • Prestige Class
      • Acolyte of the Skin, Complete Arcane pg. 19-21 — Arcanist replaces his skin with that of a demon.
      • Elemental Scion of Zilargo, Magic of Eberron pg. 68-73 — Your Elemental graft becomes sentient; you gain the ability to grow a Large elemental; you may become any Elemental you summon or grow.
      • Fleshwarper, Lords of Madness pg. 189-194 — Master grafter gains a Graft Reserve similar to the Artificer's Craft Reserve, becomes more and more of an aberration, and can graft things that usually require being a certain species.
      • Fiend of Corruption, Fiend Folio pg. 202-204 — Fiend that excels at manipulating mortals through the offers of gifts and power; one such gift is the ability to grant a free fiendish graft or symbiont to a willing mortal.
      • Green Star Adept, Complete Arcane pg. 41-44 — Arcanist transforms himself into a living statue of starmetal.
      • Impure Prince, Magic of Eberron pg. 73-77 — Ranger-type uses Symbionts to hunt down aberrations, most especially the Daelkyr themselves.
      • Ocular Adept, Faiths and Pantheons pg. 200-201 — Beholders sometimes implant the eye of a Beholderkin into the forehead of misguided humanoid devotees of the Great Mother, granting him some of the spell-like abilities of Beholders.
      • Pale Master, Libris Mortis pg. 47-49 — Arcane necromancer becomes more and more undead through necromancy and undead grafts.
      • Renegade Mastermaker, Magic of Eberron pg. 81-85 — Humanoid arcanist turns himself into Warforged.

    • Race
      • Daelkyr Half-blood, Magic of Eberron pg. 37-39 — May grow a free Symbiont that levels with the character; receives Symbiont Mastery as a bonus feat.

    • Soulmelds
      • Strongheart Vest, Magic of Incarnum pg. 89 — Reduce any ability damage taken; can mitigate or eliminate the costs of using symbionts. Arguably might prevent you from using the symbiont, however.

    • Symbionts
      • Breed Leech (Daelkyr), Magic of Eberron pg. 154-155 — Extra HP and bonus to Fortitude saves.
      • Cerebral Hood (Cerebral), Fiend Folio pg. 217 — Mind Blast, Blindsight, immunity to inhaled dangers, no need to breathe, eat, or drink. Deals 1 point of daily Intelligence damage, plus another point each time Mind Blast is used.
      • Crawling Gauntlet (Daelkyr), Magic of Eberron pg. 155-156 — Gain natural Claw attack.
      • Fiendish Familiar (Fiendish), Fiend Folio pg. 219 — Gain an additional free spell when taking a Wizard level; learn spells as other casters; treat your ability bonus for the purpose of determining bonus spells as one higher than it actually is.
      • Ghostly Visage (Fiendish, Undead?), Fiend Folio pg. 222 — Gain a Gaze attack that paralyzes with fear, immunity to mind-affecting effects.
      • Gutworm (Fiendish), Fiend Folio pg. 220 — Bonus to Constitution, Rage at will, Neutralize Poison once per day, causes various hunger-related penalties.
      • Living Breastplate (Daelkyr), Eberron Campaign Setting pg. 299-300 — Medium armor, high AC, reasonable Armor Check Penalty and Max Dex, moderate Arcane Spell Failure rate. Damage reduction bypassed by unique material, bonus to Constitution, Light Fortification, automatically stabilizes host.
      • Mind Leech (Cerebral), Fiend Folio pg. 217-218 — Mind Blast and several other Psi-like Abilities, all of which deal Intelligence damage to you when used. Fills the neck slot.
      • Psionic Sinew (Cerebral), Fiend Folio pg. 217 — Blindsight; Bonus to Strength; Armor bonus to AC; Claws of the Bear and Vigor as PLAs that deal Dex damage to the host.
      • Shadow Sibling (Daelkyr), Magic of Eberron pg. 156 — Immediate action to gain 50% concealment against a single attack.
      • Soul Tick (Fiendish), Fiend Folio pg. 220-222 — Free Empower Spell on certain spells, other spells require Spellcraft check to cast at all, constant Protection from Chaos and Good, treated as Evil for spells even if not, deals daily Constitution damage.
      • Spellwurm (Daelkyr), Magic of Eberron pg. 156-157 — Gain a few spells known.
      • Stormstalk (Daelkyr), Magic of Eberron pg. 157 — Gain a Gaze attack that deals Electricity damage.
      • Tentacle Whip (Daelkyr), Eberron Campaign Setting pg. 300 — Attacks on its own or can be used as a Whip, requires no proficiency, bonus to Disarm attempts, no offhand penalties, attacks inflict Dex-damaging poison.
      • Throwing Scarab (Daelkyr), Magic of Eberron pg. 157-158 — Gain a free throwing weapon that does slashing and acid damage, once per round.
      • Tongueworm (Daelkyr), Magic of Eberron pg. 300-301 — Gain a natural Sting attack, inflicts paralyzing poison; gain immunity to poison.
      • Winter Cyst (Daelkyr), Magic of Eberron pg. 158 — Gain a Gaze attack that deals Cold damage.

    • Vestiges
      • Naberius, the Grinning Hound, Tome of Magic pg. 41-42 — When bound by a Binder (rather than with the Bind Vestige feat), heals ability damage at a very fast rate. Can allow symbiont abilities to be used without damage.

    • Other
      • Cerebral Symbionts, Fiend Folio pg. 216 — Flavor text for symbionts presumed to have been created by Illithids.
      • Daelkyr Symbionts, Eberron Campaign Setting pg. 298-299 — Flavor text for symbionts created by the Daelkyr.
      • Fiendish Symbionts, Fiend Folio pg. 218-219 — Flavor text and common rules of symbionts that are, themselves, Fiends.
      • Intelligent Items, Dungeon Master's Guide pg. 271- / SRD — Rules for handling intelligent items. Symbionts use these rules when attached to a host.
      • Serving Elder Evils and Vile Feats, Elder Evils pg. 10 — Among other things, serving an Elder Evil can get you free Vile feats, including Deformity feats.
      • Symbionts and Grafts as Treasure, Magic of Eberron pg. 154 — Suggests rules for handling symbionts and grafts found on NPCs that the players face, and for determining how much a Symbiont is "worth" in terms of WBL. Only covers Symbionts from Eberron Campaign Setting and Magic of Eberron.
      • Symbiont Traits, Eberron Campaign Setting pg. 299 / Fiend Folio pg. 215-216 / Magic of Eberron pg. 153-154 — Effects of the (Symbiont) subtype.


    Thanks:
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    • AtomicKitKat — Pointing out the Demonic Graft Machine monster; pointing out the Fiend of Corruption and Ocular Adept prestige classes; write-up of graft and symbiont stacking suggestions.
    • Gralamin — Pointing out the Hand and Eye of Vecna.
    • JaronK — Pointing out the Sibriex monster.
    • Steveotep — Pointing out the Deformity feats in the Book of Vile Darkness and Elder Evils.
    • Sydonai — Pointing out the Cadaver Golem in Heroes of Horror.
    • Thurbane — Pointing out the Teeth of Dahlver-Nar in Tome of Magic.


    Dragon Magazine
    • Grafts
      • Eye of the Murky Deep, #318* — Minimum vision of 20 ft. underwater, regardless of natural condiditions; eye is immune to Gaze attacks.
      • Golden Dancing Pegleg, #318* — Gain Mobility and Sprint Attack feats; bonus to Perform (dance).
      • Hot Iron Hook, #318* — Treated as a weapon, deals bonus fire damage; once per day use Mark of Justice.
      • Kolyarut Hand, #315‡ pg. 46 — Three times per day, use Vampiric Touch.
      • Leg of Squid, #318* — Gain Improved Grapple plus an additional bonus; bonus to Swim.
      • Mutineer's Eye, #318* — +1d6 Sneak Attack damage vs. targets who can Sneak Attack themselves.
      • Ossified Pegleg, #318* — Continuous Hide from Undead; once per day, Command Undead.
      • Sailor's Hook, #318* — Bonus to Use Rope and Climb.
      • Spyglass Eye, #318* — No distance penalties on Spot checks out to 150 ft., penalty is -10 per 10 ft. past that.
      • Teakwood Pegleg, #318* — Has a secret compartment; bonus to Swim and Balance.
      • Zelekhut Wings, #315‡ pg. 46 — Gain Fly (average) speed.

    • Symbionts
      • Backwatcher Carapace, #308† pg. 58 — Gain Natural Armor, All-Around Vision, Uncanny Dodge.
      • Fastbreak, Carapace #308† pg. 56 — Gain Natural Armor; bonus to Dexterity.
      • Hardy Carapace, #308† pg. 56 — Gain Natural Armor; bonus to Constitution.
      • Mnemonicus, #308† pg. 58-60 — Operates similarly to a Pearl of Power or Memento Magica; casts as a 3rd level Sorcerer using its own actions.
      • Silent Carapace, #308† pg. 57-58 — Gain Natural Armor; temporarily gain the Silent Moves armor special property.
      • Slippery Carapace, #308† pg. 56-57 — Gain Natural Armor; temporarily gain the Slick armor special property.
      • Strongarm Carapace, #308† pg. 56 — Gain Natural Armor; bonus to Strength.
      • Wriggler, #308† pg. 60 — Gain four natural Tentacle attacks.

    * I do not own Dragon #318; thanks to hamishspence for these entries (and to zagan for pointing out that they exist).
    † I do not own Dragon #308; thanks to Alleine for these entries.
    ‡ I do not own Dragon #315; thanks to Blackjackg for these entries.

    Third Party Books:
    • Life-Shaping Handbook (Athas.org) — Full Review. The grafts contained in this book are quite usable, but most are pretty mundane. The life-shaped creatures are absurdly broken. The rest of the book is pretty strongly specific to the Jagged Cliffs region of Dark Sun; that, or completely worthless (like the Prestige Classes).
    • High Psionics: Fleshcrafting (Dreamscarred Press) — review coming soon
    Last edited by Veyr; 2011-06-26 at 02:43 PM.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Homebrew material:
    • Campaign Settings
      • Fleshforge Legacy, Admiral Squish — Campaign setting dominated by its "shaper" overlords.

    • Base classes:
      • Xenoalchemist, Kellus — An entirely new system based around grafts, treating them as spells or martial maneuers. Incompatible with existing grafts, but excellent work nonetheless.

    • Prestige classes:
      • Biolinguist, Kellus — Dual-progression of Kellus's Truenaming and Xenoalchemy systems, the Biolinguist gains the ability to command the very flesh of his allies and enemies.
      • Chirugeon, Realms of Chaos — Surgery-based nightmare fuel, the Chirugeon can warp and graft creatures with terrifying skill.
      • Daelkyr Bloodlord, EdroGrimshell — A master of Symbionts with a bit of its own spellcasting on the side.
      • Fleshwarper, Kellus — Dual-progression of arcane spellcasting and Kellus's Xenoalchemy system, and a remake of the Lords of Madness PrC.
      • Medicineer, Kellus — Dual-progression of Lappy9000's Engineering and Kellus's Xenoalchemy systems, the Medicineer can create living machines.
      • Nosomatic Chirurgeon, Kellus — A Xenoalchemist who specializes in diseases.
      • Shadowstitcher, Kellus — Dual-progression of shadow mysteries and Kellus's Xenoalchemy system, the Shadowstitcher makes use of shadows as other grafters use flesh.
      • Super Soldier, Kellus — The "gish" of the Kellus's Xenoalchemy system, the Super Soldier focuses on improving his battle prowess.
      • Xenomorph, Kellus — Dual-progression of Kellus's Xenoalchemy and Realm of Chaos's Xenotheurgy system, the Xenomorph warps his body into its very own little Far Realm.

    • Races:
      • Sarlithids, Edge — Illithids' brawnier, flesh-warping cousins.

    • Racial Paragon Classes
      • Daelkyr Half-blood, DragoonWraith — Gain ability to take other racial paragon classes, enhance symbionts as if they were magic items, gain a second Symbiont.
      • Daelkyr Half-blood, Warforged Goblin — Become more of an aberration, improve Symbiont Mastery, gain a second Symbiont.

    • Racial Substitution Levels:
      • Sarlithid Artificer, Edge — Artificer can improve their symbionts and switch around their grafts and symbionts.
      • Sarlithid Warblade, Edge — Warblade gains the Far Realms discipline and may add his Constitution bonusto damage rolls.

    • Symbionts:
      • Angel Claw, EdroGrimshell et al. — Gain a pair of natural Claw attacks.
      • Eldritch Claw, EdroGrimshell et al. — Gain a natural Claw attack; gain Eldritch Blast of a Warlock; gain Empower Spell-like Ability feat; channel touch or ray spell into the Eldritch Blast.
      • Flame Glove, EdroGrimshell et al. — Gain a natural Claw attack that does bonus Fire damage; 1/round deal ranged fire damage.
      • Restless Armor, EdroGrimshell et al. — Light armor, +3 AC, no Armor Check Penalty, +10 max Dex, and 5% Arcane Spell Failure.
      • Spellknight, EdroGrimshell et al. — Gain +5 Armor bonus to AC; gain many many SLAs.
      • Skull Mantle, EdroGrimshell et al. — Gain a natural Tail attack; gain a Climb speed of 20 ft., Low-light Vision, Darkvision 60 ft., Scent, and the Track feat.
      • Sky Scourge, EdroGrimshell et al. — Gain Fly (Good) 60 ft; gain Flyby Attack and Hover feats.

    • Templates
      • Daelkyr Heir, Seidaku — turns Daelkyr Half-blood (and then some) into an LA +2 Template.

    • Other
      • Expanded Personal Symbiont and Symbionts as Treasure Tables, Veyr — Suggests how to include the Symbionts from Fiend Folio into Magic of Eberron's Daelkyr Half-blood Personal Symbiont and Symbionts as Treasure tables.
    Last edited by Veyr; 2011-06-29 at 12:00 PM.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Thank you, that's a great ressource !
    My only reproche is that I would have prefer to see the graft separate by type instead of all grouped together (and perhaps also seprate the eberon symbiont from the fiend follio one).
    Still really good work, I will bookmark it.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Very important: There's a monster in Fiendish Codex 1 which can give you up to three fiendish grafts free of charge, instantly, and can be summoned with Greater Planar Binding. This is the only thing that makes some of the fiendish grafts worthwhile... otherwise they're horribly overpriced.

    JaronK

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    Quote Originally Posted by zagan View Post
    Thank you, that's a great ressource !
    My only reproche is that I would have prefer to see the graft separate by type instead of all grouped together (and perhaps also seprate the eberon symbiont from the fiend follio one).
    Still really good work, I will bookmark it.
    Thanks for the praise!

    Yes, I would have put it by type too, in hindsight. When I started, I didn't realize how many grafts there actually were — I knew there were a few outside Magic of Eberron, but turned out that there were a lot out there.

    Quote Originally Posted by JaronK View Post
    Very important: There's a monster in Fiendish Codex 1 which can give you up to three fiendish grafts free of charge, instantly, and can be summoned with Greater Planar Binding. This is the only thing that makes some of the fiendish grafts worthwhile... otherwise they're horribly overpriced.

    JaronK
    Oooh, yeah, that would help; I'll look for that and add it. Thanks! I should also list the sidebar in Magic of Eberron describing how to handle grafts and symbionts as treasure.

    For the record, though, the most overpriced graft, must be the Silthilar graft "Healing Blood". It's disgusting.


    Anyway, if anyone knows of any other resources I've missed, or wants to suggest some homebrew, I'm all ears!

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    You are forgetting the draconic grafts from either Races of the Dragon or Dragon Magic (I forget which), the ones that use the wyrmgrafter feat.

    Never mind, you got everything.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Thanks anyway, because that actually reminds me: I should include a "books checked" list, if only for my own sanity. Thanks!

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by Veyr View Post
    ...Second, some homebrew I've come across most recently: plaguewraith's Daelkyr Bloodlord, a Prestige Class and several new symbionts...
    Glad to see you like the first draft i made (i used to use plaguewraith for my username obviously), however, i recently updated it and added some more symbionts since then.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Hey, nice project.

    What would be the most powerful combination of these?
    (whether for yourself or a lackey, gp cost is no concern)

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Added the Sibriex per JaronK's suggestion; went through quite a few books' Tables of Contents to cross them off the list (didn't really expect to find anything in Races of the Wild, for example, but it didn't hurt to check).

    Quote Originally Posted by EdroGrimshell View Post
    Glad to see you like the first draft i made (i used to use plaguewraith for my username obviously), however, i recently updated it and added some more symbionts since then.
    Aha! Thank you very much, I shall update the list! I really need to do some more searching for homebrew.

    Quote Originally Posted by Sydonai View Post
    Hey, nice project.

    What would be the most powerful combination of these?
    (whether for yourself or a lackey, gp cost is no concern)
    Well, several of the "old" grafts are ridiculous: the Aboleth Tentacle and Mucus Projector are both extremely dangerous (check the SRD for info on exactly what Aboleth mucus does - these grafts allow you to use the stuff very regularly), for example. Quite a few of the grafts give decent, untyped, permanent bonuses to Strength, plus they give you a natural attack (usually Claw). If money's no object, you could stack a very large number of natural attacks through grafts, which might be quite dangerous when put on top of a Totemist or King of Smack-type build.

    The Eldeen Plantgrafter is very interesting, though; Darkwood Bark and Healing Tentacle are both quite good. I don't like the limitations on both sets of feats: almost all of the cool "old" grafts require that you get them done to you by a member of one of several powerful and unpleasant races (Aboleths, Illithids, Fiends, etc), while the "new" grafts limit you to only five grafts plus you can't get grafts of any other type once you have them. Of the other "new" grafts, nothing immediately comes to mind, though.

    For the symbionts, the Living Breastplate is one of a great armor, the Tentacle Whip is an excellent weapon (especially for an offhand weapon), and if you're not using your Swift/Immediate Actions, the Shadow Sibling would give you a constant 50% miss chance. Tonguworm gives you yet another natural attack, too. The symbionts from Fiend Folio are even more powerful (two of them give you the Illithid's Mind Blast), but they tend to hurt more (Int or Wis damage every time you use an ability seems common). Of course, a level of Binder (grab Naberius) fixes that right up...

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Would This PrC qualify?
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by Veyr View Post
    Added the Sibriex per JaronK's suggestion; went through quite a few books' Tables of Contents to cross them off the list (didn't really expect to find anything in Races of the Wild, for example, but it didn't hurt to check).


    Aha! Thank you very much, I shall update the list! I really need to do some more searching for homebrew.


    Well, several of the "old" grafts are ridiculous: the Aboleth Tentacle and Mucus Projector are both extremely dangerous (check the SRD for info on exactly what Aboleth mucus does - these grafts allow you to use the stuff very regularly), for example. Quite a few of the grafts give decent, untyped, permanent bonuses to Strength, plus they give you a natural attack (usually Claw). If money's no object, you could stack a very large number of natural attacks through grafts, which might be quite dangerous when put on top of a Totemist or King of Smack-type build.

    The Eldeen Plantgrafter is very interesting, though; Darkwood Bark and Healing Tentacle are both quite good. I don't like the limitations on both sets of feats: almost all of the cool "old" grafts require that you get them done to you by a member of one of several powerful and unpleasant races (Aboleths, Illithids, Fiends, etc), while the "new" grafts limit you to only five grafts plus you can't get grafts of any other type once you have them. Of the other "new" grafts, nothing immediately comes to mind, though.

    For the symbionts, the Living Breastplate is one of a great armor, the Tentacle Whip is an excellent weapon (especially for an offhand weapon), and if you're not using your Swift/Immediate Actions, the Shadow Sibling would give you a constant 50% miss chance. Tonguworm gives you yet another natural attack, too. The symbionts from Fiend Folio are even more powerful (two of them give you the Illithid's Mind Blast), but they tend to hurt more (Int or Wis damage every time you use an ability seems common). Of course, a level of Binder (grab Naberius) fixes that right up...
    The Fleshwarper PrC allows you to avoid that little "must be a member of this race" issue. And wouldn't you not be able to get more than to hand grafts unless it explicitly gives you a new appendage?

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    Quote Originally Posted by Realms of Chaos View Post
    Would This PrC qualify?
    It most certainly does! OK, starting the actual homebrew list, then!

    Quote Originally Posted by Sydonai View Post
    The Fleshwarper PrC allows you to avoid that little "must be a member of this race" issue. And wouldn't you not be able to get more than to hand grafts unless it explicitly gives you a new appendage?
    Ah, good point on the Fleshwarper; honestly I only skimmed it. As for the hand grafts: true, but you can get a lot of different natural weapons. Tongues, tails, claws, trampling, etc etc. Working out what does and doesn't stack can be difficult (like, really difficult; anyone who's tried to run a Totemist knows about this), but I'm pretty sure Grafts would have a fair amount to add to a Totemist and/or King of Smack. Worth it, though, I'm not sure - they can be very expensive.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Are you only doing the 3.5 list? Because there's a lot of 3.25/3.0 material.

    I have to disagree with a couple of assessments.

    Book of Vile Darkness first introduced the concept of Grafts, I think. Had a machine that implanted them(but tore off your old limb first, so you'd have to survive the damage). You also missed Deformity(Hands), also from BoVD. Here we go. Page 119. Demonic Graft Machine. Had the 3-fingered Flexible Arm, the Clawed Arm, the Strong(+2 Con) Legs(plural), Fast(+10 feet movement when lightly/mediumly encumbered/armoured) Legs(again, plural). Also Fiendish Familiar Symbiote. Technically, the Cancer Mage should qualify as well, since he gets a Sentient Tumour. Likewise, Mother Cyst Feat from Libris Mortis. So yeah, BoVD is totally not lacking in "related material".

    Fiend Folio had the Fiend of Corruption Prestige Class able to provide free Fiendish Grafts once per month upon reaching 4th level in the class.

    Also, the way I read it, if it doesn't explicitly say that the Graft replaces an existing organ/limb, it's in addition. Eg, you can have unlimited Eye Stalk Grafts(until you run out of skull space), but only 2 Replacement/Gazing Eyes. Unless you use the Crown of Eyes and claim that they are considered "one of your own eyes". Other examples include Aboleth Tentacle.

    Quote Originally Posted by Aboleth Tentacle Graft
    An aboleth tentacle typically replaces an arm or forelimb on the grafted creature, though sometimes it is attached just above a forelimb or below an arm.
    What's not helpful though, is the implication that they can
    be added only to skum or to creatures that have already undergone transformation as a result of being hit by an aboleth's tentacles.
    However, a RAW interpretation means that if you were at any point in your history transformed by an aboleth's tentacles, you qualify. [i]Even if you have since been transformed back into your usual self.[i]

    I do believe Faiths and Pantheons or something similar had a Prestige Class devoted to the Great Mother Beholder who had one of each of the Beholder's Eyes added as Grafts to their skulls every level. However, if they ever stepped out of line, the Great Mother would fry them with a Disintegrate via the Eyes.

    I guess I should summarise which Grafts are additional and which are replacement. Note that certain limb Grafts, like Tails and Wings, are Additional on humanoid(not the creature type, the shape definition type; head, 2 arms, 2 legs) creatures, but would probably be Replacement on others(Lizardfolk, Raptorans). For ease of reference, they're going to be placed under Additional(presumably, you can't add more wings than you have back space/space for them to flap. Tails though...). Not everything under Replacement actually replaces a body part. Some just modify the surrounding flesh so you can't justify adding another.

    From Fiend Folio

    Additional
    Spoiler
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    Aboleth
    Skum Tail
    Beholder
    Crown of Eyes
    Eye Stalk
    Third Eye(text suggests only 1 may be implanted, I guess it depends on the size of your forehead. Beware the Conehead bearing Third Eye Grafts!)
    Fiendish
    Feathered Wings
    Membranous Wings
    Sting Tail
    Whip Tail
    Illithid
    Antennae Graft
    Maug
    Stone Spitter(primitiveMagi-tech Shoulder-mounted Missile pack!)
    Yuan-Ti
    Added Tail(name says it all, really, but due to the wording, you can only add more tails to the end of this tail, creating a tail that is over 9000' long!)


    Replacement
    Spoiler
    Show

    Aboleth
    Mucus Sheath
    Beholder
    Gazing Eye
    Replacement Eye
    Fiendish
    Charming Eye(See if you can persuade your DM to increase the save DC if you get both your eyes replaced with this)
    Fearsome Eye(As above, having both eyes replaced with this should negate the penalty to save DC)
    Fiendish Ear
    Fiendish Jaw
    Fiendish Skin
    Springing Leg(As with the eyes, ask for penalty removal if you have both replaced)
    Illithid
    Goring Horn
    Grasping Mandibles
    Hauling Back
    Raking Tentacle
    Weapon Graft(Note: Logic should trump text here. If you have more than 2 hands, replacing only one of them should not give you the penalty on the use of hands. Also, doing stuff that requires only 1 hand should likewise not suffer the penalty)
    Maug
    Locking Hand
    Rollers
    Shudder Plate
    Spike Stones
    Undead
    Bonemail
    Yuan-Ti
    Poison Fangs(I don't care how many teeth you have, Mr Busey, you will not get more than 1 poison delivery per bite!)
    Replacement Tail(obviously)
    Scaly Skin


    Can be either one.
    Spoiler
    Show

    Aboleth
    Aboleth Tentacle(both are possible)
    Skum Eyes(text is unclear)
    Beholder
    Plated Skin(text is unclear)
    Fiendish
    Clawed Arm
    Fast Leg
    Flexible Arm
    Grappling Tentacle
    Long Arm
    Strong Leg(It lacks the text about any discrepancies between legs)
    Trampling Leg(As above)
    Illithid
    Climbing Legs(Hard to say for sure due to unclear text. However, this is one graft that should really not be giving the Illithid Graft penalties)
    Rending Claw
    Maug
    Shoving Arm(text does not mention replacing, so if it helps, think of it as a chest plate that springs forwards to shove opponents aside)
    Undead
    Enervating Arm
    Mummified Eye(It can be argued that you graft the entire eye, including the socket, onto your body. Possibly even your hand.)
    Paralysing Arm
    Weakening Arm
    Yuan-Ti
    Serpent Arm


    Symbiont limits
    1 per customer:
    Cerebral Hood
    Mind Leech
    Gutworm(really useful for not having to take Barbarian levels, while being able to deliver Intimidating/Instantaneous Rages)
    2 per customer:
    Psionic Sinew(you could have 1 per limb, I guess, but it only affects your arms, except for the Strength boost, which is all over, but not stackable even with items).
    As many as you can fit in/on your body:
    Fiendish Familiar
    Soul Tick
    Unlimited:
    Ghostly Visage(This was one of Lord of Procrastination's many, many weird combos that were really nasty. Possibly one of the Nasty Gentlemen, even)

    If you'd like I can do the same organisation for all of the other Classic Grafts.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Wow, that's a huge post, haha. Looks like you know far more about this than I do.

    Quote Originally Posted by AtomicKitKat View Post
    I have to disagree with a couple of assessments.
    Kay.

    Quote Originally Posted by AtomicKitKat View Post
    Book of Vile Darkness first introduced the concept of Grafts, I think. Had a machine that implanted them(but tore off your old limb first, so you'd have to survive the damage). You also missed Deformity(Hands), also from BoVD. Here we go. Page 119. Demonic Graft Machine. Had the 3-fingered Flexible Arm, the Clawed Arm, the Strong(+2 Con) Legs(plural), Fast(+10 feet movement when lightly/mediumly encumbered/armoured) Legs(again, plural).
    Aha, I missed that/those... though I'm pretty sure I have all of those grafts, though. (but maybe the "legs" makes a difference?)

    Quote Originally Posted by AtomicKitKat View Post
    Also Fiendish Familiar Symbiote.
    That I definitely have, from Fiend Folio. I'll add the page number for BoVD though.

    Quote Originally Posted by AtomicKitKat View Post
    Technically, the Cancer Mage should qualify as well, since he gets a Sentient Tumour. Likewise, Mother Cyst Feat from Libris Mortis.
    Ehh... similar; I could see it. But then I'd have to add the Quori "host" feats and then probably the Quori and Kalashtar themselves... and if I keep going down that line, I might end up including the Eternal Blade (I kid... sort of). I'll reread those two. I'm loathe to recommend the Cancer Mage for any reason, though.

    Quote Originally Posted by AtomicKitKat View Post
    So yeah, BoVD is totally not lacking in "related material".
    'Tis what I get for skimming the Table of Contents.

    Quote Originally Posted by AtomicKitKat View Post
    Fiend Folio had the Fiend of Corruption Prestige Class able to provide free Fiendish Grafts once per month upon reaching 4th level in the class.
    Will add.

    Quote Originally Posted by AtomicKitKat View Post
    Also, the way I read it, if it doesn't explicitly say that the Graft replaces an existing organ/limb, it's in addition. Eg, you can have unlimited Eye Stalk Grafts(until you run out of skull space), but only 2 Replacement/Gazing Eyes. Unless you use the Crown of Eyes and claim that they are considered "one of your own eyes". Other examples include Aboleth Tentacle.
    I'd say that's likely true. Other than the limited numbers and "only one type" restriction, I actually prefer the new graft rules just because they clarify this sort of thing.


    Quote Originally Posted by AtomicKitKat View Post
    What's not helpful though, is the implication that they can

    However, a RAW interpretation means that if you were at any point in your history transformed by an aboleth's tentacles, you qualify. Even if you have since been transformed back into your usual self.
    True.

    Quote Originally Posted by AtomicKitKat View Post
    I do believe Faiths and Pantheons or something similar had a Prestige Class devoted to the Great Mother Beholder who had one of each of the Beholder's Eyes added as Grafts to their skulls every level. However, if they ever stepped out of line, the Great Mother would fry them with a Disintegrate via the Eyes.
    Interesting; I'll look into it.

    Quote Originally Posted by AtomicKitKat View Post
    I guess I should summarise which Grafts are additional and which are replacement. Note that certain limb Grafts, like Tails and Wings, are Additional on humanoid(not the creature type, the shape definition type; head, 2 arms, 2 legs) creatures, but would probably be Replacement on others(Lizardfolk, Raptorans). For ease of reference, they're going to be placed under Additional(presumably, you can't add more wings than you have back space/space for them to flap. Tails though...). Not everything under Replacement actually replaces a body part. Some just modify the surrounding flesh so you can't justify adding another.
    Thanks, this is very useful!

    Quote Originally Posted by AtomicKitKat View Post
    Charming Eye(See if you can persuade your DM to increase the save DC if you get both your eyes replaced with this)
    Fearsome Eye(As above, having both eyes replaced with this should negate the penalty to save DC)
    Actually, on this: can you explain that rule? I saw the text there, but it seemed to indicate a +2 bonus to the save DC for having only one eye... which makes no sense and is confusing.

    Quote Originally Posted by AtomicKitKat View Post
    If you'd like I can do the same organisation for all of the other Classic Grafts.
    The which ones?

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Ahh, there we go. Ocular Adept, Faiths and Pantheons, page 200. Apparently, it's just the singular central eye of an Eyeball Beholderkin(like a lesser Beholder), and yet somehow it gains the ability to fire all 10 rays of a regular Beholder.

    Quote Originally Posted by Veyr View Post
    Actually, on this: can you explain that rule? I saw the text there, but it seemed to indicate a +2 bonus to the save DC for having only one eye... which makes no sense and is confusing.
    They just mean that the figure is lower than it should be by 2 points(ie, it should really be 18, but you only have the one eye gazing, so 16). So it stands to reason that if both your eyes have been replaced by this(or if you're some kind of Triclops, presumably only need 2 of your eyes replaced), the save DC should thusly be raised by 2(ie, ignoring the +2 bonus/-2 penalty to the save DC)

    Likewise, one of the Fiendish Leg Grafts has the line about uneven legs reducing your speed. So just grab the Fast Leg to neutralise this, or else graft 2 Fast Legs.

    Quote Originally Posted by Veyr View Post
    The which ones?
    The ones in the other books: Libris Mortis, Lords of Madness(not sure which others). I don't care much for the New Generation Grafts(and don't have much experience reading up on them), so somebody else can do those.

    Edit: Also, may want to edit your first post to add the part about Draconic Grafts being under "New Grafts" along with Construct/Deathless/Elemental/Plant.
    Last edited by AtomicKitKat; 2011-03-11 at 01:39 PM.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by AtomicKitKat View Post
    Ahh, there we go. Ocular Adept, Faiths and Pantheons, page 200. Apparently, it's just the singular central eye of an Eyeball Beholderkin(like a lesser Beholder), and yet somehow it gains the ability to fire all 10 rays of a regular Beholder.
    Mmm. And Beholders give this to non-beholders? Seems like an odd thing for them to do.

    Quote Originally Posted by AtomicKitKat View Post
    They just mean that the figure is lower than it should be by 2 points(ie, it should really be 18, but you only have the one eye gazing, so 16). So it stands to reason that if both your eyes have been replaced by this(or if you're some kind of Triclops, presumably only need 2 of your eyes replaced), the save DC should thusly be raised by 2(ie, ignoring the +2 bonus/-2 penalty to the save DC)

    Likewise, one of the Fiendish Leg Grafts has the line about uneven legs reducing your speed. So just grab the Fast Leg to neutralise this, or else graft 2 Fast Legs.
    I get your argument, I was more confused by the text in the book. It seemed to be referencing some default rule somewhere else, and it was really unclear that they translated the +2 bonus to targets' saving throws into the -2 penalty to the DC (like, doing that makes sense, it just wasn't clear to me that this was what they were doing).

    Quote Originally Posted by AtomicKitKat View Post
    The ones in the other books: Libris Mortis, Lords of Madness(not sure which others). I don't care much for the New Generation Grafts(and don't have much experience reading up on them), so somebody else can do those.
    Ah, sorry, that makes sense. Yeah, sure; I still need to figure out how I'm going to integrate those lists (you'll receive full credit), but they are handy.

    The new grafts don't require that, since they all explicitly take one of five "slots" for them (arms, legs, flesh, eye, and... something else?). I don't like how you can only have one in each slot (and that there are only 5 slots), nor do I like the "only one type of graft" rule, but thus far the new grafts have struck me as more reasonable and the rules less vague.

    Quote Originally Posted by AtomicKitKat View Post
    Edit: Also, may want to edit your first post to add the part about Draconic Grafts being under "New Grafts" along with Construct/Deathless/Elemental/Plant.
    Good call, I'll do that now.


    Also, I ran across LordOfProcrastination's Nasty Gentleman TO build - wow. That thing is disgusting.

    Anyway, some homebrew I've come across, all related to the Daelkyr half-blood: I wouldn't call myself the best judge of balance, so I was hoping to get some opinions on these before I add them to the list. Notably, I found two different Daelkyr Half-blood Racial Paragon Classes (yet amusingly, both give the same feature — the ability to generate a second symbiont).

    • Template:
      • Daelkyr Heir (Seidaku) — turns Daelkyr Half-blood (and then some) into an LA +2 Template. It does a lot, but LA +2 is huge, so I don't know. With buy-off in higher-level games, absolutely worth it, though.
    • Racial Paragon Classes
      • Daelkyr Half-blood (DragoonWraith) — Enhance symbionts as if they were magic items, gain a second Symbiont.
      • Daelkyr Half-blood (Warforged Goblin) — Become more of an aberration, gain a second Symbiont.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Would adding Dragon Magazine material to this be acceptable? It adds to the meager support, and from what I can tell it isn't horribly unbalanced like most Dragon material.

    Thanks for making this list
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by Alleine View Post
    Would adding Dragon Magazine material to this be acceptable? It adds to the meager support, and from what I can tell it isn't horribly unbalanced like most Dragon material.

    Thanks for making this list
    I've seen references to Dragon #308 having some material, but I don't have it. If you can get me a citation (page number, etc), I'll include it.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Ok, here they are!

    Strongarm Carapace, Dragon #308 pg. 56 — Nat. Armor, str bonus
    Fastbreak Carapace, Dragon #308 pg. 56 — Nat. Armor, Dex bonus
    Hardy Carapace, Dragon #308 pg. 56 — Nat. Armor, Con bonus
    Slippery Carapace, Dragon #308 pg. 56-57 — Nat. Armor, can gain the Slick armor property temporarily
    Silent Carapace, Dragon #308 pg. 57-58 — Nat. Armor, can gain the Silent Moves armor property temporarily
    Backwatcher Carapace, Dragon #308 pg. 58 — Nat. Armor, all around vision, uncanny dodge
    Mnemonicus, Dragon #308 pg. 58-60 — recall spell levels/power points
    Wriggler, Dragon #308 pg. 60 — grants tentacle attacks
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    So a Mnemonicus acts like a Pearl of Power/Memento Magica? How many tentacles does the Wriggler add?

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    You've managed to forget the oldest grafts (Though they weren't called such): The Hand and Eye of Vecna.

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    Quote Originally Posted by Veyr View Post
    So a Mnemonicus acts like a Pearl of Power/Memento Magica? How many tentacles does the Wriggler add?
    The Wriggler adds four tentacles onto your face, by piercing your nose and penetrating your brain the same way an Illithid would.

    The Mnemonicus acts like a sorcerer/wilder stuck to the back of your head, it gets access to your spells/powers known and casts/manifests them on its own, it also has an Ego score in the high teens.

    (memory is a bit spotty right now, could be wrong)

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    If you're including dragon mag graft there's also a few pirated themed one, but I don't remember which one.
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by zagan View Post
    If you're including dragon mag graft there's also a few pirated themed one, but I don't remember which one.
    Dragon 318:

    Eye of the Murky Deep ( penalty to Spot and Search, but if you cover the other eyes, you're immune to gaze attacks. Also, minimum 20 ft Underwater vision, regardless of lighting conditions (darkness and blinding spells block it as normal)

    Golden Dancing Pegleg (grants benefits of Mobility, Spring Attack, and competence bonus to all Perform (dance) checks.)

    Hot Iron Hook (+1d4 fire damage over a normal hook, once per day Mark of Justice- brands the victim with the hook, rather than writing on them).

    Leg of Squid (halves normal speed, grants Improved Grapple and a bonus to grapple, competence bonus to Swim)

    Mutineer's Eye ( Spot penalty, +1d6 sneak attack, but only to anyone that can make sneak attacks)

    Ossified Pegleg (continuous Hide From Undead, Command Undead 1/day)

    Sailor's Hook (competence bonus to Use Rope and Climb)

    Spyglass Eye (no distance penalty to Spot checks within 150 ft: beyond that, penalty accrues at -10 per extra 10 ft.)

    Teakwood Pegleg ( competence bonus to Swim & Balance, has a small secret compartment)

    EDIT: Exact numbers removed- since I'm not sure how much detail you're allowed to include when quoting from Dragon.
    Last edited by hamishspence; 2011-03-12 at 07:46 AM.
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    Quote Originally Posted by Gralamin View Post
    You've managed to forget the oldest grafts (Though they weren't called such): The Hand and Eye of Vecna.
    Haha, right you are! Hmm... where are the actual stats for those? Found em; figures they wouldn't make it to the SRD.

    Quote Originally Posted by Sydonai View Post
    The Wriggler adds four tentacles onto your face, by piercing your nose and penetrating your brain the same way an Illithid would.

    The Mnemonicus acts like a sorcerer/wilder stuck to the back of your head, it gets access to your spells/powers known and casts/manifests them on its own, it also has an Ego score in the high teens.

    (memory is a bit spotty right now, could be wrong)
    Whoa, the Mnemonicus sounds really good.

    Quote Originally Posted by zagan View Post
    If you're including dragon mag graft there's also a few pirated themed one, but I don't remember which one.
    Quote Originally Posted by hamishspence View Post
    Dragon 318:

    Eye of the Murky Deep ( penalty to Spot and Search, but if you cover the other eyes, you're immune to gaze attacks. Also, minimum 20 ft Underwater vision, regardless of lighting conditions (darkness and blinding spells block it as normal)

    Golden Dancing Pegleg (grants benefits of Mobility, Spring Attack, and competence bonus to all Perform (dance) checks.)

    Hot Iron Hook (+1d4 fire damage over a normal hook, once per day Mark of Justice- brands the victim with the hook, rather than writing on them).

    Leg of Squid (halves normal speed, grants Improved Grapple and a bonus to grapple, competence bonus to Swim)

    Mutineer's Eye ( Spot penalty, +1d6 sneak attack, but only to anyone that can make sneak attacks)

    Ossified Pegleg (continuous Hide From Undead, Command Undead 1/day)

    Sailor's Hook (competence bonus to Use Rope and Climb)

    Spyglass Eye (no distance penalty to Spot checks within 150 ft: beyond that, penalty accrues at -10 per extra 10 ft.)

    Teakwood Pegleg ( competence bonus to Swim & Balance, has a small secret compartment)

    EDIT: Exact numbers removed- since I'm not sure how much detail you're allowed to include when quoting from Dragon.
    Neat-o, will add!
    Last edited by Veyr; 2011-03-13 at 12:10 PM.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    [QUOTE=Veyr;10547178]Whoa, the Mnemonicus sounds really good.
    QUOTE]

    It isn't, I read the description again. It jumps onto your face and forces you to make a will-save, if you fail you get permanent intelligence drain as it scoops out bits of your brain, after that it acts like a third-level sorcerer and also lets you recast up to nine levels of spells(or up to 18 power-points), but it has an ego score of 19.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Well, free spellcasting is free spellcasting; it's not awful, provided you can handle the Will save and Ego issues...

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    There are more Willing Deformity feats in Book of Vile Darkness: Deformity (clawed hands), eyes, face, gaunt and obese.

    Elder Evils give Vile feats away for free including in the Willing Deformity line: Abominable Form, Deformity (eyes), face, gaunt, madness, parasite and Relexive Psychosis. Some overlap with BoVD there.

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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    And that's what I get for deciding to add the Vile feats after having gone through a bunch of books. Thanks, Steveotep! I'll start working on adding those.

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