They call me a killer, a monster, a terrorist... I am all of these things
The assimilating abomination is a form of taint which arose from beyond the Far Realm. This taint causes its host to become a shapeshifter known as a Grim Wight, who evolves and adapts through the "noble" art of combat. By assimilating the corpses of the fallen he can warp his body into new and improved forms.
Through this taint they can turn their arms into blades, cover themselves in a exoskeleton of bone, lash out with a tendril, and accend walls with a step. Despite this taint, they can hide in society through use of their shapeshifting.
Grim Wights act as a frontline fighter who use mobility and fast movement to their advantage. Using their natural weapons they can deal out large amounts of damage while surviving against enemy strikes because of their hard exoskeleton.
Grim Wights often succumb to evil acts in an effort to continue to evolve, though any alignment is possible.
The Grim Wight's class skills are Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis) and Tumble (Dex).
Skill Points at First Level:
(4 + Int modifier)
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Adaptions||Graft Level||Priciples|
|Adaption, Consume, Natural Flesh||1||1||0|
|Fast Movement, Natural Outfit||2||1||0|
|Assimilate the Body, Natural Armour +1||3||1||0|
|Baccalaureate Biollurgy, Endurance||3||2||1|
|Assimilate the Mind, Assimilate Weapon||4||2||1|
|Natural Armour +2, Run||5||2||1|
|Disguise Memento, Mobile Polymorph||6||2||1|
|Biostructural Step, DR 5/-, Magisterial Biollurgy||6||3||2|
|Efficient Carnivore, Natural Armour +3, Unnatural Mobility||7||3||2|
|Resist Taint, Tainted Strength||8||3||2|
|Assimiliate Armour, Warped Biostructure||9||3||2|
|Doctorate Biollurgy, Natural Armour +4||9||4||3|
|DR 10/-, Tendril Grip||10||4||3|
|Immediate Polymorph, Natural Armarments||11||4||3|
|Mettle of the Mountain, Natural Armour +5||12||4||3|
|DR 15/-, Pack Leader||14||5||4|
|Improved Mettle of the Mountain||15||5||4|
|Abomination, Masterful Unnatural Mobility||15||5||5|
All of the following are class features of the Grim Wight.
Weapon and Armor Proficiencies:
A Grim Wight is proficient with all simple weapons, light armor, and shields (except tower shields).
When a graft is gained through the Consume ability, the Grim Wight may add it to an acceptable empty body slot, or add it to his list of adaptions. A graft which is an adaption isn't normally active on the Grim Wight, but as a full-round action he can replace any of his grafts with an adaption which can apply to the same body slot.
Any or all of these Adaptions can be dismissed as a free action, which returns your normal grafts to the body slots.
A Grim Wight can have a number of Adaptions equal to the number indicated on the Grim Wight Table + his Wisdom bonus (minimum 0). Any new Adaptions which would place the Grim Wight over his maximum replaces one Adaption of his choice.
If the Grim Wight has any Adaptions which don't have a Graft, they count as level 0 Grafts when activated, temporarily returning it to a normal body part.
A Grim Wight can absorb the organic matter of other living creatures. This functions as a Coup de Grace except for the following:
Natural Flesh (Ex):
- The attack must be with an unarmed or natural attack.
- It can affect creatures immune to Critical Hits.
- If he succeeds in killing the creature the Grim Wight heals 1d4 hit points for every size category the target is over tiny, and 1 hit point if the target is tiny or smaller.
- If he succeeds in killing the creature the Grim Wight may select one Graft which the creature fills the prerequistes of and gains this Graft. This Graft must be of a level equal or below the Grim Wight's Graft Level.
Through the use of his shapeshifting abilities, the Grim Wight can return his warped body to normal. As a free action, the Grim Wight may remove any of his current grafts he possesses, turning the body slot back to its natural state (Counts as a level 0 Graft).
Also, because of his bodies natural tendancy to agressively revert to its default biostructure, any grafts he gains through the Xenoalchemy ability are automatically affected by this ability after one week.
Fast Movement (Ex):
Grim Wights subtly manipulate their forms as they move, allowing for better mobility. Upon reaching 2nd level, a Grim Wight gains an enhancement bonus to his speed, as shown on the table below. A Grim Wight in medium or heavy armour or carrying a medium or heavy load loses this extra speed.
Natural Outfit (Ex):
A Grim Wight of 2nd level and above, can warp his own flesh into clothing. This requires expending a move-action and a making Control Shape check. The DC of this is equal to 10 plus the weight of the outfit.
This clothing cannot be removed, nor does it grant any mechanical benefits and acts as though you weren't wearing anything. This ability can mimic armour, though as normal it acts as though you weren't wearing the armour.
This clothing can be changed or removed with additional uses of this ability, (DC of removing Natural Outfit is 10).
Assimilate the Body (Ex):
At 3rd level, the Grim Wight can take on the shape of the fallen. This functions as the Change Shape ability except for the following:/
Natural Armour (Ex):
- It requires expending a full-round action.
- Can only turn into the last Humanoid Creature you killed with Consume.
- It requires a successful Control Shape check (DC 10 + 1/2 targets CR + targets Fortitude save).
- Can be dismissed as a free action.
As a Grim Wight slowly adapts to the world, his flesh adapts to the threats of combat. A Wight of 3rd level gains a +1 bonus to Natural Armour. This bonus increases by +1 at 6th level and every three levels thereafter until 15th level (Maximum +5 Natural Armour at 15th level).
Upon reaching 4th level, and again whenever indicated on your class table, you learn a new principle from the disciple of Biollurgy. Principles are supernatural (Su) abilities which bend or break the laws of physics, but not quite in the same way that most magic does. Principles can be used whenever you have the time, materials and inclination; they are effectively usable at-will if you are in an appropriate situation. Principles come in three grades: Baccalaureate, Magisterial, and Doctorate. You gain access to these higher grade principles as shown on your class table. Once you achieve the Doctorate level (at your 12th class level) you may refer to yourself as a doctor of your that discipline. You cannot put off learning a principle; if you do not qualify for one when you would otherwise receive it, it's lost. The Grim Wight can learn biollurgy principles marked [Specialist], as if they were a specialist in that discipline.
A principle is not cast, it is prepared. By preparing a principle multiple times, you can change the volume or size of the target affected. For example, if a principle targets 1 cubic foot of material, by preparing it twice (and thus spending twice as long on it) you could target 2 cubic feet of the material instead. A special case is made for bubbles, which are spherical effects. For more information on the size of bubbles, refer to the miscellaneous section at the end of this document.
If a principle requires materials, you need extra materials every time you prepare it. You can also improve a principle later on my adding more materials to it (if applicable) and by spending more time on it. This also forces you to make a new control shape check on it. In the same vein, you can take 20 on control shape checks made to prepare a principle, but you can never take 10 on them. Bear in mind that taking 20 means taking 20 times as long as you normally would, which for gramarie can be very long indeed.
Regardless of the normal Key Skill of Biollurgy being Heal, a Grim Wight counts Control Shape as its Key Skill.
A Biollurgical Chassis you create cannot be given any Grafts you do not currently possess or have as an Adaption.
At 4th level, the Grim Wight gains Endurance as a bonus feat.
Assimilate the Mind (Ex):
Upon attaining 5th level, a Grim Wight can absorb the minds and memories of the fallen. When the Wight uses Consume and kills the target, the Grim Wight can gain the benefits of one of the following, at the cost of not gaining a Graft:
Assimiliate Weaponry (Ex):
- +1 Insight bonus to attack rolls, saves, or skill checks for one round.
- Add a Weapon or Armour Proficiency, which the target possessed to the Grim Wight list of Proficiencies.
- Learn a Language that the target knew.
- He can read the memories of the target, this functions as Speak with Dead except it has a casting time of a free action, and the duration of 1 round. The Caster Level is equal to halve his Grim Wight Level.
A Grim Wight of 5th level can spend a swift action to merge a weapon made of Biostructure into his biology, this requires a successful Control Shape check (DC 15). This turns the weapon into a graft, which takes the Hands Body Slot. When gained it can be added directly to the body slot, or turned into an Adaption.
The Weapon Graft continues to function as a normal weapon except it counts as a natural weapon for the purposes of spells and effects. If the weapon was enchanted, it retains its enchantments.
To use a Weapon Graft, you must have proficiency with the weapon or you suffer penalties as normal when using it. This Weapon Graft cannot be "disarmed".
At 6th level, the Grim Wight gains Run as a bonus feat.
Upon reaching 7th level, the Grim Wight can turn into any of the last three Humanoid Creatures you killed with Consume when using Assimilate Body.
Mobile Polymorph (Ex):
A Grim Wight of 7th level can use activate his Adaptions (Detailed above), as a Standard action instead of a Full-Round action.
Biostructural Step (Su):
Upon attaining 8th level, the Grim Wight may pass through Biostructure as a fish in water. This can be used to travel horizontally, and vertically. For a Wight to travel through Biostructure like this, it must be able contain his volume.
While travelling this way, he doesn't need to breath as long as the Biostructure he is in, is breathing.
If you end your movement in Biostructure, you must make a Control Shape check (DC 20) or be forced out to the nearest empty square, and dealt 1d10 damage for every 5 ft. of biomass you are forced out through.
At 8th level, the Grim Wight's form is hardened and highly resistant to attack, gaining Damage Reduction 5/-. Subtract 5 from the damage the Wight takes each time he is dealt damage from a weapon or a natural attack. At 13th level this increases to DR 10/-, and at 18th level it increases to DR 15/-.
Damage reduction can reduce damage to 0 but not below 0.
Upon reaching 9th level, whenever the Grim Wight succeeds in killing a creature with Consume, the Wight heals 1d6 hit points for every size category the target is over tiny, and 1d4 hit points if the target is tiny or smaller.
Unnatural Mobility (Ex):
At 9th level, the Grim Wight gains a +10 bonus to Climb, Jump and Tumble checks.
At Twentieth level, this bonus increases to +20.
Resist Taint (Ex):
Upon reaching 10th level, the Grim Wight gains a bonus on saves equal to half his Wight level against Diseases and Poisons.
Tainted Strength (Ex):
At 10th level, the Grim Wight is counted as one size larger for the purposes of carry capacity, and the Rock Throwing ability.
Assimilate Armour (Ex):
A Grim Wight of 11th level can spend a swift action to merge armour made of Biostructure into his biology, this requires a successful Control Shape check (DC 20). This turns the weapon into a graft, which takes the Body Slot. When gained it can be added directly to the Body slot, or turned into an Adaption.
The Armour Graft continues to function as a normal armour except it grants a bonus to natural armour instead of a normal armour or shield bonus. If the armour was enchanted, it retains its enchantments.
To use a Armour Graft, you must have proficiency with the armour or you suffer penalties as normal when using it. While this graft active, this armour cannot be removed.
Warped Biostructure (Ex):
Being a shapeshfting clump of biomass, he has several immunities granted to him. A Grim Wight of 11th level is immune to fall damage and sneak attacks.
Tendril Grip (Ex):
Using thin tendrils the Grim Wight can grip to nearly any surface. As of 13th level, the Wight can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The Grim Wight doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.
Immediate Polymorph (Ex):
A Grim Wight of 14th level can use activate his Adaptions (Detailed above), as an Immediate action instead of a Move or Full-Round action.
Natural Armarments (Su):
As a Grim Wight's body is made of a material similiar to Biostructure, he can mimic metallic qualities. As a move-action he can make his natural weapons a special material. This requires a Control Shape check, the DC is determined by which material you want to mimic.
*The following are Plantary Metals: Copper, Gold, Lead, Mercury, Iron, Silver, and Tin.
Mettle of the Mountain (Ex):
At 15th level and higher, a Grim Wight can resist even magical and unusual attacks with great stamina and effort. If he succeeds a Fortitude saving throw against an effect that still has a partial effect on a successful save, he instead takes no effect. A helpless Grim Wight does not gain the benefit of Mettle of the Mountain.
Biollurgical Bomb (Ex):
If a Grim Wight of 16th level uses Consume, he may chose to turn the target into Biollurgical Bomb. This forces the Target to make Fortitude save, with the DC determined by an opposed Control Shape check.
If the target fails, they explode in a mass of tendrils. This attack has a radius of 5 ft. per hit die of the target (Maximum 60 ft.), and deals 1d10 points of bludgeon and slashing for every size category the target is over tiny, and 1 hit point if the target is tiny or smaller.
Every creature in the radius other than the Grim Wight is automatically hit by this attack, but the damage is halved on a successful reflex save (DC 10 + 1/2 Grim Wight's Level + Wisdom Modifier).
The body of the target is destroyed with this ability and cannot be resurrected by anything less than a Miracle
, True Resurrection
, or Wish
spell. If this ability is used; the you are not healed for using consume, you don't gain a graft, cannot use Assimilate the Body, and cannot use Assimilate the Mind.
Biollurgical Travel (Ex):
A Grim Wight of 17th level can travel through Biostructure. To do this the Wight must expend a Move-Action, while in contact with Biostructure. This allows the Grim Wight to appear at any other empty square adjacent to the biostructure he is touching, to a maximum range of 1 mile per Grim Wight Level.
Attempting this requires a Control Shape check, with the DC equal to the number of miles traveled times 10 (Minimum 10). Failure results in no movement, and 1d8 damage per mile intended to travel.
If you are currently using Biostructural Step, you count as being in contact with Biostructure.
Pack Leader (Ex):
Upon a Grim Wight reaching 18th level, he can control any Biollurgical Chasis he creates. This functions as the Dominate Monster
spell, except the duration is permanent. This abilities Caster Level is equal to your Grim Wight level.
Pack Leader does not allow the Grim Wight to use this ability on Biollurgical Chassis he created before gaining it.
Improved Mettle of Mountains:
A 19th level Grim Wight can resist even the most powerful afflictions. This ability works like mettle of mountains, except that while the Grim Wight still takes no effects on a successful fortitude saving throw against attacks he henceforth takes only the partial effect on a failed save. A helpless Wight does not gain the benefit of improved mettle of the mountains.
Upon reaching the pinnacle of his power, the Grim Wight has truly become a monster. This grant several traits:
- For the purposes of spells and effects, his type is Aberration if it would be benefical.
- He gains immunity to Death from Massive Damage.
- He gains immunity to all forms of magical and non-magical disease.
- He gains immunity to petrification and polymorph effects.
- He stops aging any further, and cannot be magically aged.