Author Topic: Flesh Grafting Feats  (Read 1774 times)

Offline Stratovarius

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Flesh Grafting Feats
« on: May 28, 2014, 09:30:02 PM »
Feats

Graft Feats

All Legs [Graft]
Prerequisites: Extra Leg x2
Benefit: The fleshgrafter gains all the benefits of being a quadruped, and a +4 bonus on all Acrobatics and Athletics checks. In addition, the fleshgrafter gets two secondary hoof attacks on a charge that deal 1d6 damage each.

Bad Touch [Graft]
Prerequisites: Two or more hand grafts.
Benefit: Any creature of struck by two or more attacks from the fleshgrafter's grafts in a single round must make a Fortitude save (DC 10 + ½ fleshgrafter's character level + fleshgrafter's Strength modifier) or be sickened for 1 round.

Brute Force [Graft]
Prerequisites: One or more arm grafts, Power Attack
Benefit: Whenever you use Power Attack, you get a profane bonus on damage equal to the number of grafts affecting you. You gain this same bonus to the roll to confirm critical hits.

Drink Deeply [Graft]
Prerequisites: One graft feat, Constitution 13, at least one graft using a touch attack
Benefit: At the end of each round in which the fleshgrafter successfully strikes with a graft that requires a melee touch attack, he heals a number of hit points equal to the graft's level as he siphons off a little of the vitality of the struck creature.

Enhanced Support [Graft]
Prerequisites: Heal 6
Benefit: A servant must simply be better than what they are in order to meet the needs of the master. A fleshgrafter can now apply grafts to his necromantic companions. Each companion can host one graft for every three levels the companion has, and the maximum level of the graft that can be applied is 1/2 that of the fleshgrafter that is their master.

Excision [Graft]
Prerequisites: 3 or more grafts, BAB +3
Benefit: Three times per day, the fleshgrafter can attempt to permanently excise a feature from an enemy. He gains a bonus on the attack roll equal to his Constitution modifier and a bonus on the damage roll equal to 1/2 the highest level graft affecting him. If he hits and the enemy fails a Fortitude save against a DC of 10 + 1/2 the highest level graft affecting the fleshgrafter + his Con mod, that enemy permanently loses one extraordinary ability he has (fleshgrafter's choice).

Expanded Torso [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: You vastly expand the size of your torso, granting you a +2 bonus on all constitution-based skill checks and a +1 bonus to Fortitude saves. You get the choice of one extra body or shoulders graft.
Special: You can choose this feat multiple times. Each time you do, you expand your torso ever further, granting one more slot choice, and gain all bonuses mentioned above.

Extra Arm [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: You gain a third arm, granting you a +2 bonus on all strength-based skill checks and all grapple checks. This does not give you extra natural attacks or allow you to wield extra weapons or items. You get the choice of one extra hand or arm graft.
Special: You can choose this feat multiple times. Each time you do, you gain another arm, and all bonuses mentioned above.

Extra Leg [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: You gain a third leg, granting you a +2 bonus on all dexterity-based skill checks and 5 ft increase to base speed. It provides another leg slot for grafts.
Special: You can choose this feat multiple times. Each time you do, you gain another leg, and all bonuses mentioned above.

Extra Head [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: You gain a second (presumably) head, granting you a +2 bonus on all wisdom and intelligence-based skill checks. This does not give you extra natural attacks, if your normal head has one. You get the choice of one extra face, head, or throat graft.
Special: You can choose this feat multiple times. Each time you do, you gain another head, and all bonuses mentioned above.

Experimentation [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: There is a certain limitation for a fleshgrafter, in that they can normally only experiment on themselves. Some, however, have pushed beyond this limit. The fleshgrafter can choose to apply grafts to other willing creatures, up to a maximum number of grafts equal to half the total (round down) that the fleshgrafter has access to. Grafts attached to other creatures still count against his personal total. Thus, a third level vivisector can apply one graft to a single willing creature. Total allowed level of grafts is counted separately for the fleshgrafter and for any individual willing ally.

Feast for the Dead [Graft]
Prerequisites: Grasp of the Dead, a bite attack
Benefit: The fleshgrafter can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes damage equal to the bite attack + 1d10 acid damage every round. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The fleshgrafter can swallow one opponent at a time.

Focused Graft [Graft]
Prerequisites: Must host at least 1 graft
Benefit: There's certain parts of the fleshgrafters form that he is very fond of. The fleshgrafter chooses a graft when taking this feat, and the choice cannot be changed later. He gains three corpuscles to invest in the graft and can count the graft as one level lower than it is for the purposes of the maximum total level of grafts that can affect the fleshgrafter. If the chosen graft is ever removed or lost, this feat becomes worthless.

Graft Mastery [Graft]
Prerequisites: Focused Graft in the chosen graft.
Benefit: The duration for any effects from the chosen graft are doubled.

Graft Undead Flesh [Graft]
Prerequisites: Heal 4
Benefit: This allows you to apply undead grafts to yourself and to others, following all rules described here.
Special: Create a new version of this feat for each type of graft that exists.

Graft Warrior [Graft]
Prerequisites: Lingering Abomination, one other graft feat, Constitution 13, at least one graft granting a natural attack
Benefit: Double the threat range of all natural attacks as if they were keen. If the fleshgrafter hits with two or more natural attacks against the same foe in the same turn, he rends for 2d6 + 1.5 Strength modifier damage.

Grasp of the Dead [Graft]
Prerequisites: One or more grafts from Desiccating Hand, Reaching Arm, Vampire Fangs, Spiked Torso, Hulking Grasp
Benefit: Undead do not like to let the living escape easily. Grapple checks from the fleshgrafter's grafts do not provoke attacks of opportunity, and he gains a +4 bonus on all of those checks. In addition, whenever the fleshgrafter successfully performs an action during a grapple, he may move up to half his speed (this brings anyone he is grappling with him). A fleshgrafter does not lose his dexterity bonus while grappling.

Greater Desecration [Graft]
Prerequisites: Hosting at least 1 graft
Benefit: When you take this feat for the first time, you add 2 more corpuscles to your daily total.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of corpuscles you gain increases by 1.

Infect the Wound [Graft]
Prerequisites: Lingering Abomination, one other graft feat, Constitution 13, at least one graft granting a natural attack
Benefit: Whenever the fleshgrafter successfully strikes an enemy with a natural attack, that enemy must save against the emanation or suffer its full effects again.

Lingering Abomination [Graft]
Prerequisites: One or more shoulder grafts
Benefit: Any ongoing emanation from a graft now lingers, befouling the place where it once lay. Emanations from grafts now affect areas that they overlaid for one round after the fleshgrafter has moved on.

Mortician's Touch [Graft]
Prerequisites: Heal 6
Benefit: You have studied in the art of affixing grafts, and are supremely talented in that regard. You reduce the amount of time required to attach a graft by half. Finally, you receive a +4 bonus on all Heal checks made to attach a graft. Once per day, any graft you have attached using Mortician's Touch can choose to gain a +1 bonus on the next roll made with it.

Savage Rage [Graft]
Prerequisites: One or more arm grafts, Power Attack
Benefit: You may make a coup-de-grace against any creature, including those immune to critical hits, as a standard action. This does not provoke an attack of opportunity. Creatures slain by this attack provide the fleshgrafter with a number of temporary corpuscles equal to 1/2 the slain creature's hit dice. These can be invested immediately, and last for one minute.

Servitor [Graft]
Prerequisites: Hosting at least 1 graft, Knowledge (Religion) 4
Benefit: Having others who can do work the fleshgrafter does not want to do can make for an easier division of labour. Each day, each necromantic companion the fleshgrafter has can cast a single necros as if he was the fleshgrafter. This uses the fleshgrafter's necromant level, grave token pool, feats, class features, and all other particulars. 

Shatter the Soul [Graft]
Prerequisites: 3 or more grafts, BAB +3
Benefit: The fleshgrafter is well aware of the mystical connection between soul and body. And how to destroy it. Any time you successfully strike an opponent, that opponent must make a Fortitude save against a DC of 10 + 1/2 the highest level graft affecting the fleshgrafter + his Con mod or be unable to use any supernatural ability for one round. If an opponent successfully saves against this ability, he cannot be disrupted again for one minute.

Undead Attunement [Graft]
Prerequisites: Hosting at least 1 undead graft
Benefit: For a number of rounds equal to your constitution modifier, you can ignore the penalty from a single undead graft. These rounds do not need to be used consecutively. The limit resets daily.
Special: Create a new version of this feat for each type of graft that exists.

Undead Concurrence [Graft]
Prerequisites: Hosting at least 3 undead grafts, Undead Attunement
Benefit: For a number of rounds equal to your constitution modifier, you can ignore the penalty from all undead grafts. These rounds do not need to be used consecutively. The limit resets daily.
Special: Create a new version of this feat for each type of graft that exists.

Unhealthy Knowledge [Graft]
Prerequisites: Heal 6
Benefit: A fleshgrafter knows the mannerisms of the flesh all too well, and even in unfamiliar form, he can spot the ways in which it might move. By making a DC 15 Heal check against a living creature within 60 feet to whom he has line of sight, the fleshgrafter can grant all allies who can hear him a bonus to weapon damage rolls made against the target creature equal to 1d6 points of damage. If the fleshgrafter succeeds on his Heal check by 10 or more, then this bonus increases to 2d6. If the fleshgrafter succeeds on his Heal check by 20 or more, then this bonus increases to 3d6. This lasts for the duration of the encounter. The fleshgrafter can use this ability once per encounter upon a single creature.

Unholy Strikes [Graft]
Blade and graft in harmony.
Prerequisites: Two graft feats, 3 or more grafts, base attack bonus +3.
Benefits: You have melded your grafts into your combat style, and the blend offers you new options in combat.
Unbalanced Form: Whenever you take a full attack action, one of those attacks may be a touch attack graft. You must declare which attack will be the touch attack before you roll.
Vicious Riposte: Whenever you have the chance to take an attack of opportunity, you may instead attack that creature with a touch attack graft. This still uses up your attack of opportunity for the round.
Acquired Reactions: Amongst your grafts, there is a swift creature or two, and you gain a bonus against touch attacks equal to the number of grafts affecting you.

General Feats

First Step
Prerequisites: Cannot have any fleshgrafting ability.
Benefit: You gain one graft. That grafts level must be lower than your own (min 1), and a maximum of a second level graft. You gain no corpuscles or any other features of being a fleshgrafter.

Racial Feats

Grotesque Knowledge
Prerequisites: Casglwyr race
Benefit: The bits and pieces of flesh that accumulate to the average Casglwyr seem to retain a tiny mote of the knowledge they once would have had in life. The Casglwyr gains a bonus on all Knowledge checks equal to twice the number of grafts affecting them.

Vivisector's Skill
Prerequisites: Casglwyr race
Benefit: There are little tips and tricks that acculumate over the years, and Casglwyr have a great deal of racial knowledge. Once per day per three character levels as an action taking one minute, the Casglwyr can reallocate all invested corpuscles as if it was the beginning of the day.

Ancestral Advice
Prerequisites: Casglwyr race
Benefit: Unlike in most races, where such a thing would mean praying to the departed, for the Casglwyr it's more immediate - they've grafted part of their parent to their form. Once per day per three character levels as an immediate action, the Casglwyr can choose one of the following benefits: Take 10 on their next skill check, gain an immediate move action, treat a graft as if it had the the maximum number of corpuscles invested in it for one round, or reroll a failed save.
« Last Edit: August 10, 2020, 09:06:04 AM by Stratovarius »