Author Topic: Undead Grafts [Fleshgrafting]  (Read 893 times)

Stratovarius

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Undead Grafts [Fleshgrafting]
« on: June 21, 2017, 07:19:24 PM »
Minor Grafts
 
 Ghostly Arm
 Minor Graft
 Required Level: 1st
 Grafting DC: 12
 Slot: One arm
 Benefit: This gray, incorporeal arm can’t be used to manipulate solid objects. However, the grafted creature can use the ghostly arm to deliver an incorporeal touch attack that deals 1d6 points of damage, the equivalent of a ghost’s corrupting touch attack. Treat the arm as a secondary weapon, but because it is incorporeal the arm has no Strength score and therefore gains no bonus or penalty on damage rolls from the user’s Strength.
 Penalty: Arm cannot manipulate corporeal objects
 Desecration: For every two corpuscles, the touch attack deals an additional 1d6 damage.
 
 Skeletal Hand
 Minor Graft
 Required Level: 1st
 Grafting DC: 12
 Slot: One hand
 Benefit: The grafted creature can use this bony hand to make claw attacks. The damage dealt is the same as that dealt by a skeleton of the creature’s size (1d4 on a Medium creature).
 Penalty: -1 to all Dexterity-based skill checks
 Desecration: For every two corpuscles, the claw attack increases by one size.
 
 Undead Skin
 Minor Graft
 Required Level: 1st
 Grafting DC: 12
 Slot: None
 Benefit: This mottled gray hide grants the grafted creature 25% resistance to critical hits and sneak attacks, similar to armor of light fortification. This resistance doesn’t stack with similar abilities.
 Penalty: -1 to all Dexterity-based skill checks
 Desecration: For every two corpuscles, the host gains a natural armour bonus of +1.
 
 Regenerative Cyst
 Minor Graft
 Required Level: 1st
 Grafting DC: 12
 Slot: None
 Benefit: This throbbing sac of undead flesh continually works to heal the grafted creature, granting fast healing 1.
 Penalty:
 Desecration: For every two corpuscles, the fast healing increases by 1.
 
 Erratic Form
 Minor Graft
 Required Level: 2nd
 Grafting DC: 15
 Slot: None
 Benefit: The grafted creature can make one turn of up to 90 degrees during a charge. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. The grafted creature must have line of sight to a targeted opponent at the start of its turn.
 Penalty:
 Desecration:
 
 Mummified Hand
 Minor Graft
 Required Level: 2nd
 Grafting DC: 15
 Slot: One hand
 Benefit: This withered hand is swathed in the remnants of funereal wrappings. The grafted creature can use the mummified hand to deliver a slam attack; the damage dealt is the same as that dealt by a zombie of the creature’s size. In addition, three times per day the grafted creature can deliver mummy rot with a slam attack. The choice to use mummy rot must be made before the attack is rolled; if the attack misses, the daily use is lost. The Fortitude save to resist is 10 + 1/2 character level + Charisma modifier.
 Penalty: Any action using the withered hand takes a -1 penalty.
 Desecration: For each corpuscle invested in this graft, the host can use the ability one more time per day. For every two corpuscles, he receives an additional +2 bonus to Strength.
 
 Zombie Arm
 Minor Graft
 Required Level: 3rd
 Grafting DC: 18
 Slot: One arm
 Benefit: A zombie arm is a perpetually rotting limb. It grants a +2 inherent bonus to the grafted creature’s Strength, but also permanently reduces the grafted creature’s Dexterity by 2. The grafted creature can use the zombie arm to make slam attacks; the damage dealt is the same as that dealt by a zombie of the creature’s size (1d6 for a Medium creature). This graft replaces one of the recipient's existing arms.
 Penalty: -1 Dexterity
 Desecration: For every two corpuscles, the host receives an additional +2 bonus to Strength.
 
 
Lesser Grafts
 
 Vampire Fangs
 Lesser Graft
 Required Level: 6th
 Grafting DC: 24
 Slot: Mouth/Teeth
 Benefit:  This set of sharp teeth replaces the creature’s existing teeth. The grafted creature gains the ability to drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round. On each such successful drain attack, the grafted creature gains 5 temporary hit points that last for up to 1 hour.
 Penalty: Any spell or other action is increased by one step (standard -> full, for example).
 Desecration: For each corpuscle invested in this graft, the host gains a +1 bonus on the grapple check, and gains 1 more temporary hit point for each 1d4 Con drained.
 
 Weakening Arm
 Lesser Graft
 Required Level: 6th
 Grafting DC: 24
 Slot: One arm
 Benefit: A weakening arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a weakening touch. A living creature touched takes 1d6 points of Strength damage. A touch that misses does not count against the daily limit. This graft replaces one of the recipient's existing arms.
 Penalty: -1 Fortitude save
 Desecration: For each corpuscle invested in this graft, the host can use the weakening touch ability one more time per day. For every two corpuscles, he receives an additional +2 bonus to Strength.
 
 Mohrg's Tongue
 Lesser Graft
 Required Level: 7th
 Grafting DC: 26
 Slot: Mouth/Tongue
 Benefit: This long, cartilaginous tongue bears sharp claws at its tip. The grafted creature can make touch attacks with the tongue (treat it as a secondary weapon). A successful touch paralyzes the target for 1d4 minutes. The Fortitude save to resist is 10 + 1/2 character level + Charisma modifier.
 Penalty: -1 Charisma
 Desecration: For every two corpuscles, the host receives a +1 bonus to on attacks made with the tongue, and a +1 bonus on the save DC.
 
 Rotten Wings
 Lesser Graft
 Required Level: 9th
 Grafting DC: 30
 Slot: None/Wings
 Benefit: The grafted creature gains a flight speed of 50 feet (poor).
 Penalty:
 Desecration: For every two corpuscles, the speed increases by +10 ft.
 
 
Major Grafts
 
 Enervating Arm
 Major Graft
 Required Level: 10th
 Grafting DC: 32
 Slot: One arm
 Benefit: An enervating arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use an enervating touch. A living creature touched gains 1d4 negative levels. A touch that misses does not count against the daily limit.
 Penalty: -1 Fortitude save, and an additional -1 against any negative energy or death effects.
 Desecration: For each corpuscle invested in this graft, the host can use the ability one more time per day. For every two corpuscles, he receives an additional +2 bonus to Strength.
 
 Mummified Eye
 Major Graft
 Required Level: 12th
 Grafting DC: 36
 Slot: One eye
 Benefit: This hard, round orb fits into a creature’s empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket. The grafted creature can use the eyebite spell as a caster of his character level once per day.
 Penalty: 5% miss chance on all attacks.
 Desecration: For each corpuscle invested in this graft, the host can use the ability one more time per day.
 
 Bite of the Blaspheme
 Major Graft
 Required Level: 12th
 Grafting DC: 36
 Slot: Mouth
 Benefit: The grafted creature gains a 1d8 bite attack (Medium) as a primary natural attack. When the grafted creature bites a nonevil creature, the creature is dazed for 1 round and takes 1d6 points of Strength damage. There is no saving throw against this effect.
 Penalty:
 Desecration: For every two corpuscles, the strength damage increases by +1.
 
 Bodak Eye
 Major Graft
 Required Level: 13th
 Grafting DC: 38
 Slot: One eye
 Benefit: This white, empty eye fits into a creature’s empty eye socket and allows the grafted creature to make a death gaze attack once per day. The creature must use a standard action to target a creature with the gaze, and the range of the effect is 30 feet. The Fortitude save to resist is 10 + 1/2 character level + Charisma modifier.
 Penalty: -2 Wisdom
 Desecration: For each corpuscle invested in this graft, the host can use the ability one more time per day.
 
 
Apex Grafts
 
 Pustulating Sores
 Apex Graft
 Required Level: 16
 Grafting DC: 45
 Slot: None
 Benefit: Rivulets of vile corruption stream from the grafted creature’s body, constantly regenerating and renewing a pool of odiferous rot all around the creature. A grafted creature’s pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a DC 20 Reflex saving throw each round or take 5d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay. The creature must also succeed on a subsequent DC 20 Will saving throw (regardless of whether it succeeds on the first save) or be nauseated for 1 round. In each round that a creature takes damage from the rotting aura, the grafted creature heals 5 points of damage per victim. This save DC is charisma based.
 Penalty:
 Desecration: For every two corpuscles, the pool of rot deals 1d6 more damage.