Circumstances Primary Hand Off Hand Third Limb Additional
Limb
Normal -6 -10 -14 -16 per limb
All non-primary
weapons are light -4 -8
-12 (if weapon in this limb is also light, otherwise –14)
-15 Two Weapon Fighting
feat -4 -4 -8 -12
Ambidexterity Feat and two-weapon fighting feat and Multiattack feat
-4 -4 -12 -14
All non-primary weapons are light and Two-Weapon Fighting feat
-2 -2 -4 -8
FLESHCRAFTING
operation and then undergo fleshcrafting again to add a modification to the new limb.
Location: Torso
DC: 20 + 5 per additional limb after the first Penalty: Working nerve tissues into the new limbs can have extremely detrimental effects for the subject.
During any stressful situation, there is a chance the subject’s nervous system breaks down and begins sending faulty impulses. Whenever the subject suffers damage as a result of being attacked, he must immediately make a Will save (DC equal to the damage caused by the attack) or suffer a –2 penalty to all Attack, Damage, and skill checks until he spends at least 3 rounds without take any action or suffering any damage.
Armour Integration: Flesh is actually grown through the armour, binding it permanently to the subject’s body to provide protection at all times. Though this
is hardly comfortable, it is actually considerably more comfortable than wearing armour day and night. Up to medium armour can be integrated into the form of the subject, providing its full Armour bonus at all times.
Location: Torso DC: 25
Penalty: The armour penalties for the armour grafted to the subject are doubled.
Flesh Replacement: Most of the exposed flesh of the subject is replaced with a mixture of armour plates and extruded bones. This provides a great deal of protection to the subject, but is extremely painful. Any armour can be used for the process and transfers any magical properties of the armour are transferred to the subject at the time the operation is completed. The armour bonus provided by the armour used to replace the flesh is increased by 2 as a result of this operation, due to the addition of bone spikes and calcified flesh to
fill in the gaps.
Location: Torso DC: 30
Penalty: The subject’s movement rate is reduced by 5 feet per round and the armour penalties for the grafted armour are doubled, as well.
Systemic
Fleshcrafting
While the visible changes to a subject’s body are certainly useful and highly entertaining to the drow who inflict them upon their slaves, there is a growing trend toward using virtually invisible fleshcrafting to remake the nervous systems and internal organs of the subject. Though quite dangerous to perform, this systemic fleshcrafting is capable of subtle and powerful effects and is rapidly gaining acceptance amongst drow nobles, who are otherwise notorious for their disdain of the fleshcrafted.
Systemic fleshcrafting is considerably more taxing on the subject than functional fleshcrafting and is much more prone to reversion and catastrophic shock if the subject is subjected to repeated stress.
Though some have devised meditation techniques and use drugs to maintain their stress level to prevent these occurrences, the danger of complications cannot be completely removed.
Unlike functional or cosmetic fleshcrafting, systemic fleshcrafting leaves no visible signs of the changes to the subject. The work is entirely internal and hidden from view, though subjects who suffer reversion or catastrophic shock will almost surely suffer horrific disfigurement and potential death.
The Process
Systemic fleshcrafting requires one day for every 5 full points of the DC. At the end of this time, the fleshcrafter must make a Craft (flesh) skill check against the listed DC. If he succeeds, he has performed the operation adequately and the transmogrification occurs and works as intended. Systemic fleshcrafting only very rarely has any affect on the outward appearance of the subject, though botched operations and reversion can result in some particularly horrific results.
Failing the Craft (flesh) skill check by less than 5 indicates an aborted operation. Realizing the operation is going poorly, the fleshcrafter stops the process, leaving no visible scars and causing no harm to the subject. In the unfortunate event the failure is by 5 or more, a horrid mistake is made and the subject becomes hideously disfigured. The transmogrification permanently scars the individual, as with a cosmetic fleshcrafting botch, see above.
The Cost
Fleshcrafters normally charge 1000 gp per rank they possess in the Craft (flesh) skill per day required for the operation. Thus, a fleshcrafter with 15 ranks in the Craft (flesh) skill adding a set of poison filters to a drow assassin (15 ranks times 500 gp) for three days (DC 15 divided by 5), for a total of 7,500 gp for the operation. The price is paid whether the operation succeeds or fails – the fleshcrafter’s time is his
commodity and few will part without unless well paid.
If the operation is particularly difficult (in general, if the fleshcrafter cannot succeed with a roll of 10 on his skill check), the fleshcrafter demands payment up front to avoid having to deal with those who attempt to stiff him when an operation does not turn out as desired.
Reversion
The chance for reversion is very minor when cosmetic fleshcrafting is performed. Immediately after the operation is completed, the subject must make a Fortitude save (DC 35). If this save is successful, the target will suffer reversion in 1d3 days. See the section on Reversion, below, for more information.
Possible Transmogrifications
Where cosmetic fleshcrafting involves very visible changes to all or part of the subject’s body and functional fleshcrafting focuses on creating specific additions or alterations to the way the subject’s body works, systemic fleshcrafting is more interested in wholly changing one or more aspects of the individual’s physical being. Functional fleshcrafting can give you an extra arm, systemic fleshcrafting can rewire your nervous system so it is faster.
The differences between functional and systemic fleshcrafting are a bit blurry, but the differences are generally one of overall effect and appearance. If you can see it and it has an effect outside of your body, it is most likely a functional transmogrification rather than a systemic fleshcrafting operation.
Regenerative Consumption: Your body is able to devour pieces of itself in order to heal critically damaged organs or seal ruptured blood vessels. While it will not allow you to grow back a limb or survive a beheading, regenerative consumption will prevent you from bleeding away your life as a result of a massive trauma that leaves you unconscious, and can greatly accelerate the healing process. The downside, of course, is your need for fresh meat, and a lot of it, to replace the tissue your body destroys while healing vital structures.
Whenever your hit points fall below zero, your body immediately begins patching itself together, using whatever materials it can scavenge from the undamaged portions of your flesh and bone. You automatically stabilize during the same round in which you fall below zero hit points and your condition steadily improves each round thereafter. At the beginning of any round during which you have fewer than zero hit points, you gain a number of hit points equal to your current Constitution modifier. This healing will not increase your current hit point totals above 1, however.
In addition to preventing you from dying when you are rendered unconscious, regenerative consumption also increases your natural healing rate. Each day you gain an additional number of hit points equal to your current Constitution modifier, as long as all of the costs for the penalty (see below) are paid.
DC: 25
Penalty: Hunger is your worst enemy. Your body constantly tears down and repairs itself, its cells devouring one another in an endless cycle of death and
FLESHCRAFTING
means that you must eat a ridiculous amount of food in order to sustain your system and prevent yourself from falling into a starvation coma. Each day, you must consume at least three pounds of fresh meat, any type of meat, or immediately suffer one point of temporary Constitution damage and the loss of the benefits of Regenerative Consumption until you begin eating your daily allotment of meat again.
Unborn Saviour: The drow are brutal creatures who have no qualms about sacrificing their young in order to preserve their own lives. The unborn saviour is the ultimate expression of this drow drive to survive. A basic uterine pouch is created amongst the drow’s internal organs and magic is used to spark a spontaneous pregnancy within this artificial womb.
Because the child is never intended to come to term, the artificial uterine pocket has no connection to the outside and is quite small – the drow gestates the foetus for up to 20 weeks, at which point his body attacks and digests the tiny parasite, breaking it down and passing it on to the digestive system for disposal.
The benefit of this transmogrification is the ability to use the unborn child as the target of a spell, shielding the drow from a potentially deadly magical attack. Any spell requiring a Will or Fortitude save may be transferred to the unborn saviour at anytime, even after the fleshcrafted dark elf fails his saving throw. When a spell is transferred, the infant is immediately destroyed, absorbing the spell in the process. Note that only spells targeting the drow, specifically, can be redirected in this way; spells with an area of effect or that affect the drow only as a result of affecting his environment may not be redirected to the unborn saviour.
Whenever the unborn saviour dies (as a result of having a spell redirected at it or after 12 weeks of gestation), the tiny body is passed through the semi-permeable membrane separating the faux uterus and the stomach. This causes the drow to vomit uncontrollably, passing the half-digested corpse in 1d6 rounds. A new foetus begins developing on the following day, and may be used as a target for spells one week after its gestation begins.
DC: 30
Penalty: Keeping the gestating foetus alive is draining. The transmogrified subject requires an additional 4 hours of rest each night and one-third more food and water than is normal.
In addition, the subject is stunned during the
time he spends passing the deceased foetus from his digestive tract, which occurs immediately after this transmogrification’s benefit is used. Finally, this transmogrification prevents the forming of any new demonic bonds and nullifies existing demonic bonds just as if the conditions of the bond were broken.
Protected Organs: Your internal tissues are surrounded by extra layers of fat and calcified flesh, which form padded cages to protect sensitive organs from traumas. This reduces critical threat ranges of all piercing or slashing attacks made against by 2, though critical hits from blunt or energy weapons are resolved normally.
DC: 30
Penalty: The price of having all your organs rearranged and encased in thick, protective padding forged from your own innards is a reduction in your overall physical capacity. The changes in your body
Aerilis twitched and hurled herself sideways, easily dodging the blast of magical energy. The bolt of power crunched into the wall behind her, charring the calcified construction webbing and sending ripples through the heavy weaves.
Angered at the miss, Kulizir flexed his fingers and began weaving another intricate pattern of arcane energy, grinning wildly as the eldritch poison began taking shape before him. Aerilis smirked and came in low, her kukri narrowly missing the flesh of the wizard as he deftly stepped away from her attack. Kulizir spent too many hours on the battlefield for such a simple tactic to disrupt his spellcasting.
A spray of sizzling green poison leapt from his fingers, showering Aerilis with deadly venom even as she attempted to throw herself clear of his attack. With a screech of pain and aggravation, the dark elf monk tumbled back away from her foe, somersaulting away clumsily as the poison ate at her flesh and gnawed on her nerves.
Blinded by the burning poison, she could only sense the movements of her foe and hear his quiet murmuring as he prepared yet another spell. She hastily turned sideways to the noise, doing her best to shield her hands from the prying eyes of her target. If he could not see what she was up to, he could not attempt to stop her before she had it completed.
The kukris were old and enchanted with a powerful spell, but the divine energies they contained could only be activated by her death. Fighting to concentrate against the pain, Aerilis finally managed to slot the kukris together and felt the first cold touches of death swarm out from their hilts to embrace her. Like a clot of ice in her chest, her death weighed heavily upon her.
Kulizir lashed out with his own magic and a column of shrieking lightning burst from his palms. The electrical blast took Aerilis in the chest and sent her tumbling backward, her flesh blackened and her eyes burst in their sockets by the flow of current. But Kulizir’s shout of triumph turned to one of horror as the young monk’s kukris suddenly burst into a blossom of bilious green smoke and a tongue of death suddenly darted toward the wizard.
All his protections were as nothing as the envenomed smoke blasted up his nose and past his lips, filling his lungs with a deadly toxin. He could feel himself falling from the world as the poison saturated his blood and crept into his tissues. Only a matter of moments remained to him, he knew, but he struggled to remain conscious, to will his body to obey.
Valves slammed shut against the poison, directing it down and inward. It filtered through the crude placenta surrounding his unborn saviour and plunged into the unborn flesh. A ripple of pain washed out from the dying foetus, and a flicker of sorrow accompanied it through Kulizir. Then the pain passed and the vomiting began, chunks of slick and undefined flesh, gray and black with poison, splashing onto the floor.
reduce your Strength by 2 points and you suffer a –1 penalty to all Fortitude saves.
Shortened Nervous System: To decrease your reaction times and increase your ability to respond to threats, the paths of your nerves have been magically reduced in length. When surprised, you react quickly and smoothly, though often violently. Your senses are not any more acute than normal, your reactions to perceived threats occur faster. You receive a +4 natural bonus to Initiative checks and a +2 bonus to all Reflex saving throws made.
DC: 25
Penalty: Your reaction to surprise is always to attack or cast a damaging spell. Whenever surprised, you are able to act in the same round as the creatures who surprise you, though you act after all surprising creatures have had their turn. You must take an attack action or cast a harmful spell at the creatures who surprise you, however, or begin moving toward them if you cannot do either of the above.