Author Topic: Undead Grafts  (Read 2714 times)

Offline Stratovarius

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Undead Grafts
« on: May 28, 2014, 08:27:21 PM »
Minor Grafts

Dessicating Hand
Minor Graft
Required Level: 1st
Grafting DC: 12
Slot: One hand
Benefit: The undead flesh of the grafted creature's new hand has a strange attraction for moisture. If he makes a successful grapple check, he deals 1d6 points of dessication damage to the victim. On each such successful attack, he gains 5 temporary hit points that last for up to 1 hour. These hit points do not stack.
Penalty: The host treats the ambient temperature as if it was two steps lower than it actually is
Desecration: For every two corpuscles, the grapple 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: Body
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: -5 ft penalty to speed
Desecration: For every two corpuscles, the host gains a natural armour bonus of +1.

Deathshrieker's Cry
Minor Graft
Required Level: 1st
Grafting DC: 12
Slot: Throat
Benefit: A throat of awful, pale, undead flesh, possessed of a strange authority. This attack affects all living creatures (other than the grafted creature) within a 30-foot spread centered on the grafted creature, or within a 60-foot cone extending from the grafted creature, at the creature’s option. Affected creatures must make a Will save or be stunned for 1d3 rounds. This is usable as a standard action, at will. This effect is so loud that normal conversation by affected creatures is impossible.
Penalty: If the grafted creature become deafened, it takes 1d10 points of damage.
Desecration: For every two corpuscles, the duration increases by 1 round.

Erratic Form
Minor Graft
Required Level: 2nd
Grafting DC: 15
Slot: One leg
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: -1 to all Wisdom-based skill checks
Desecration: For every three corpuscles, the host increases his base speed by 5 ft.

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.

Plague-filled Flesh
Minor Graft
Required Level: 2nd
Grafting DC: 15
Slot: Body
Benefit: Raw pustules form on the flesh of the grafted creature, just waiting to burst. Striking the grafted creature with any kind of non-reach melee weapon other than a bludgeoning weapon spews toxins at the attacker. The attacker must make a Fortitude save or contract the slimy doom disease immediately.
Penalty: -1 Wisdom
Desecration: For every corpuscle, the host receives 3 temporary hit points at the start of the day. These last for 24 hrs or until expended.

Stolen Eyes
Minor Graft
Required Level: 2nd
Grafting DC: 15
Slot: Head
Benefit: Extra eyes have been inserted around the head of the grafted creature, pale unblinking orbs of dead flesh. The eyes give the grafted creature a +4 bonus on Perception checks, and they can’t be flanked.
Penalty: -2 on saves against light-based attacks and gaze attacks.
Desecration: For every corpuscle, increase the bonus by 1.

Consuming Form
Minor Graft
Required Level: 3rd
Grafting DC: 18
Slot: Body
Benefit: A perpetual hunger radiates from the grafted creature, and a vague sense of being a lure. Whenever the grafted creature reduces a living humanoid foe of at least one size smaller than it to negative hit points, the foe must immediately make a Fortitude saving throw. On a failed save, the victim’s body is instantly absorbed into the form of the grafted creature, healing the grafted creature of points of damage equal to 3 * Hit Dice of the victim. This effect kills the victim.
Penalty: -2 penalty on saves against charm and compulsion effects.
Desecration: For every corpuscle, increase the amount healed by 1.

Eternal Dark
Minor Graft
Required Level: 3rd
Grafting DC: 18
Slot: Shoulders
Benefit: Shadows constantly hover and play around the grafted creature, a grim darkness that makes the world seem bleaker. A grafted creature effectively absorbs nearby magical and nonmagical light, creating a 60-foot emanation of shadow. All creatures within this area, including the grafted creature, gain concealment. Creatures with low-light vision or darkvision can see normally within the area of the emanation. Light sources within the area are suppressed, not dispelled. If a grafted creature moves out of range before the light source’s duration expires, the light source illuminates again (though its illumination still cannot extend within the area of the grafted creature’s eternal dark effect).
Penalty: -4 penalty on Perception checks.
Desecration: For every corpuscle, increase the area by 5 ft.

Necrotic Touch
Minor Graft
Required Level: 3rd
Grafting DC: 18
Slot: One hand
Benefit: Rotten flesh bound with iron replaces one hand, somehow functioning as it should but with malign properties. If a grafted creature hits a living creature with its touch attack, it deals damage equal to 1d6 + 1 per 2 HD of the grafted creature. Undead are instead healed by the same amount, gaining any hit points over their full normal total as temporary hit points that last for up to 10 minutes. This is a standard action.
Penalty: -1 to all Strength-based skill checks
Desecration: For every corpuscle, increase the damage by 2.

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. 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).
Penalty: The grafter creatue must make a DC 5 Will save or forgo either their standard or move action for the round.
Desecration: For every two corpuscles, the host receives an additional +2 bonus to Strength. If four or more corpuscles are invested in this graft, the Will save is no longer necessary.

Deadflesh Sinews
Minor Graft
Required Level: 4th
Grafting DC: 21
Slot: One leg
Benefit: Necromantically enhanced sinew is grafted into the legs of the host, giving them an enhanced ability to maneuver about the battlefield. They recieve a +6 bonus to Acrobatics and Athletics, treat all jumps as running jumps, and suffer no penalty to movement speed from armour.
Penalty: The grafted creature can no longer take a 5 foot step.
Desecration: For every corpuscles, increase the bonus to Acrobatics and Athletics by 2.

Regenerative Cyst
Minor Graft
Required Level: 4th
Grafting DC: 21
Slot: Body
Benefit: This throbbing sac of undead flesh continually works to heal the grafted creature, granting fast healing 1.
Penalty: The grafted creature takes a -4 penalty to all Charisma and social skills checks.
Desecration: For every two corpuscles, the fast healing increases by 1.

Uttercold Eye
Minor Graft
Required Level: 4th
Grafting DC: 21
Slot: Face
Benefit: This freezing blue eye, formed of swirling dark ice, allows the grafted creature to deal 2d3 cold and 2d3 negative energy damage once per round as a swift action to a single target within 60 feet.
Penalty: The grafted creature is permanently dazzled
Desecration: For every two corpuscles, the damage increases by 1d3 cold and 1d3 negative energy.

Thought Sense
Minor Graft
Required Level: 4th
Grafting DC: 21
Slot: Head
Benefit: A strange organ has been grafted to the back of the host's head, allowing him enhanced perception of the living. The grafted creature does not need to make Perception checks to pinpoint the location of a living creature with an Intelligence of 3 or higher within 20 feet. Any opponent the grafted creature cannot see still has total concealment against the grafted creature, and the grafted creature still has the normal miss chance when attacking foes that have concealment. The grafted creature is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. A grafted creature need not have line of effect to a creature to detect it. A grafted creature’s thought sense ability can penetrate barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any creature immune to mind-reading effects (such as a character under the effect of mind blank) can’t be detected with thought sense.
Penalty: The grafted creature takes a -1 penalty to mind-affecting saves.
Desecration: For every corpuscle, increase the radius by 5 feet.

Eyetheft Tongue
Minor Graft
Required Level: 5th
Grafting DC: 22
Slot: Throat
Benefit: A lashing tongue of barbaric form with necromantic energy hovering all around it. A grafted creature can use its lashing tongue to magically steal a creature’s ability to see. This ability has no effect on creatures that lack sight. A creature struck by the tongue must succeed on a Fortitude save. On a failed save, the creature’s eyes become covered with thick, milky cataracts. The creature cannot see farther than 60 feet, and all melee and ranged attacks it makes within this range have a 20% miss chance. This effect can be removed only with greater restoration or miracle, or by killing the grafted creature that stole the victim’s sight. A grafted creature can see through the eyes of a creature whose eyes it drinks, using the victim’s full, normal sight. It does not suffer the restrictions and penalties imposed on a victim of eye drinking. The range and duration of this ability have no limit, though the grafted creature can view through only one victim’s eyes at a time. A grafted creature uses its own Perception skill to view details through the victim’s eyes. Stealing sigh is a swift action usable on an adjacent creature.
Penalty: -4 penalty on all saves against poison.
Desecration: For every three corpuscles, reduce the sight range of the affected creature by 10 ft.

Reaching Arm
Minor Graft
Required Level: 5th
Grafting DC: 22
Slot: One arm
Benefit: A long narrow arm of bone, it has a strangely liquid appearance in motion. It extends the reach of that arm by 10 ft. To use a two-handed weapon with this improved reach, both arms must be reaching arms.
Penalty: -4 penalty on all checks to resist being grappled, tripped, or disarmed.
Desecration: For every three corpuscles, the reach increases by 5 ft.

Necromantic Repository
Minor Graft
Required Level: 5th
Grafting DC: 22
Slot: Head
Benefit: A pustulent ball of flesh bound into the skull of the grafted creature, the repository serves to enhance their necromantic casting. At the beginning of the day, the grafted creature gains bonus grave tokens equal to half his character level.
Penalty: -2 Intelligence.
Desecration: For every corpuscle, the bonus grave tokens increase by 1.

Secondary Brain
Minor Graft
Required Level: 5th
Grafting DC: 22
Slot: Head
Benefit: Two heads is better than one, and in this case, that's exactly what the grafted creature has - or at least a second brain, crammed into what little space remained. +2 enhancement bonus to Intelligence, and to all Intelligence-based skill checks.
Penalty: -2 Wisdom, -2 Charisma.
Desecration: For every two corpuscles, the bonus increases by 1.

Lesser Grafts

Breath of Dessication
Lesser Graft
Required Level: 6th
Grafting DC: 24
Slot: Throat
Benefit: There is no place for moisture in the form of the grafted creature, his every motion drawing it from the environment. He can emit a 15-foot cone of desiccating air every 1d4 rounds that exhausts struck creatures, Fortitude negates. (Creatures with the water subtype take a –4 penalty on this save.) In addition, any successful natural attacks cause the enemy to save or become fatigued. The effect from the claws cannot stack to exhausted.
Penalty: 50% extra damage from water spells or creatures.
Desecration: For every three corpuscles, increase the range on the cone by 5 feet.

Cold of Unlife
Lesser Graft
Required Level: 6th
Grafting DC: 24
Slot: Body
Benefit: There is a dark, cold, core to the grafted creature's form, giving him resistance to all that would freeze his soul. A cold attack heals a grafted creature of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause grafted creature to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour.
Penalty: 50% extra damage from fire damage.
Desecration: For every three corpuscles, increase the amount healed by 1 for every 3 points of damage he would receive.

Vampire Fangs
Lesser Graft
Required Level: 6th
Grafting DC: 24
Slot: Face
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: Casting a spell or necro 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.

Grave Drain
Lesser Graft
Required Level: 7th
Grafting DC: 26
Slot: One arm
Benefit: Negative energy flows through the arm from a special organ inserted into the muscles, suffusing the weapon held there. Whenever an attack or natural attack with a weapon held in this arm successfully hits an opponent, the soiled wound deals an extra 2d4 points of negative energy damage on the round after to its delivery.
Penalty: If he strikes a creature immune to negative energy damage, the grafted creature takes the damage instead as the energy rebounds.
Desecration: For every two corpuscles, this deals an extra 1d4 damage.

Heat-Draining Aura
Lesser Graft
Required Level: 7th
Grafting DC: 26
Slot: Shoulder
Benefit: Fire is anathema to the graft, stolen from a grafted creature, and the essence of that heat-consuming creature is bound within the host. All living creatures (except those immune to cold damage) that approach within 10 feet of a grafted creature are subject to its heat-draining aura. Victims must make a Fortitude save. If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1d6 hit points per round that they remain in the radius.
Penalty: The chill affects even the grafted creature, and he takes a -4 penalty to initiative.
Desecration: For every two corpuscles, increase the cold damage by 3.

Mohrg's Tongue
Lesser Graft
Required Level: 7th
Grafting DC: 26
Slot: Throat
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 attacks made with the tongue, and a +1 bonus on the save DC.

Raking Limb
Lesser Graft
Required Level: 7th
Grafting DC: 26
Slot: One leg
Benefit: Vicious claws have been attached to the end of the host's leg, letting it rip into its foe. The grafted creature gains a 1d8 rake attack.
Penalty: The grafted creature must wear specially crafted boots (double the cost) or lose the rake attack.
Desecration: For every corpuscle, the host receives a +1 bonus on attacks and damage with the rake attack.

Dirge of Tears
Lesser Graft
Required Level: 8th
Grafting DC: 28
Slot: Throat
Benefit: A constant crying and blubbering emanates from the grafted creature. When it chooses, a grafted creature can spend a free action each round crying and blubbering. All who hear the grafted creature’s awful, grave-born sorrow must make a Will save or be shaken for the duration of the encounter. Once a particular creature saves against a grafted creature’s dirge, that creature cannot be affected again for 24 hours.
Penalty: The grafted creature takes a -10 penalty to Stealth checks.
Desecration: For every two corpuscles, increase save DC by 1.

Suffocation Vise
Lesser Graft
Required Level: 8th
Grafting DC: 28
Slot: Shoulders
Benefit: A void bound to the grafted creature makes him seem to walk in near silence and emptiness. A grafted creature’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the grafted creature have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide). The grafted creature no longer needs to breathe.
Penalty: The grafted creature takes 1 extra damage per die from electricity damage.
Desecration: For every four corpuscles, increase the radius by 5 ft.

Visage of Despair
Lesser Graft
Required Level: 8th
Grafting DC: 28
Slot: Face
Benefit: A hideous and warped visage, stolen from an undead creature, has been stitched over the grafted creature. Anyone viewing the visage must make a successful Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that target cannot be affected again for 24 hours.
Penalty: Creatures flanking the grafted creature gain an additional +4 bonus on their attacks.
Desecration: For every four corpuscles, increase the duration by 1d4.

Face Theft
Lesser Graft
Required Level: 8th
Grafting DC: 28
Slot: Face
Benefit: The dead lie not quietly as the grafted creature comes by. A grafted creature can, as a free action, take on the form of someone it has killed within the last round. A grafted creature in an assumed identity gains a +20 bonus on Acting checks made to pass as the victim. It also gains proficiency in the skills of the victim; treat this as an enhancement bonus to the skill check equal to the number of ranks the victim had in life. The grafted creature does not gain the victim’s extraordinary, supernatural, or spell-like abilities, nor does it gain any spellcasting powers of the victim. The grafted creature retains its own ability scores, special attacks, and special qualities. This effect lasts for 24 hours, though the grafted creature can dismiss it at will. While a grafted creature is in the form of its victim, that victim can’t be returned to life except by a true resurrection spell (which also immediately ends the effect on the grafted creature). After 24 hours, or if the identity is dismissed, the soul is damaged, and the victim can be returned to life only by a miracle or wish spell followed by a true resurrection.
Penalty: While in a stolen form, the grafted creature takes a -2 penalty to Constitution as its grafts conflict with the new identity.
Desecration: For every four corpuscles, increase the duration by one day.

Petrifying Cloud
Lesser Graft
Required Level: 9th
Grafting DC: 30
Slot: Shoulders
Benefit: A small cloud of dust constantly surrounds the grafted creature. Insects and other vermin that fly into it drop to the ground, dead. Any living creature that comes within 5 feet of the grafted creature must succeed on a Fortitude save or become petrified one round later. During  the intervening round, the petrification can be halted by stone shape or move earth. A creature who saves successfully against the petrifying cloud can’t be affected again by for 24 hours.
Penalty: Reduce the hardness of all items held by the grafted creaure by half
Desecration: For every five corpuscles, the radius increases by 5 ft.

Rotten Wings
Lesser Graft
Required Level: 9th
Grafting DC: 30
Slot: Shoulders
Benefit: The grafted creature gains a flight speed of 50 feet (poor).
Penalty: The grafted creature is more awkward on the ground, and takes a -2 penalty to Reflex saves when not flying
Desecration: For every two corpuscles, the speed increases by +10 ft.

Unholy Resurrection
Lesser Graft
Required Level: 9th
Grafting DC: 30
Slot: Body
Benefit: Bound within the grafted creature is a secret reserve of necromantic energy, ready to restore them when needs most. When destroyed, a grafted creature explodes in a 30-foot-radius spread that deals damage
equal to 1d6 + 1 per 2 HD of the grafted creature to all living creatures in the area. Undead are instead healed by the same amount, gaining any hit points over their normal total as temporary hit points that last for up to ten minutes. 24 hours later, the grafted creature is returned to life with 1 hit point. He otherwise takes no penalty. He can use this ability once per week.
Penalty: The grafted creature takes half again as much (+50%) damage as normal from good-aligned weapons and spells.
Desecration: For every corpuscle, the grafted creature returns with 10 more hit points.

Wasteland Leg
Lesser Graft
Required Level: 9th
Grafting DC: 30
Slot: One leg
Benefit: A constant writhing mass seems visible beneath the skin of the grafted creature's leg. The grafted creature gains tremorsense out to 60 ft. Once per day as an immediate action, the leg can disgorge a bone rat swarm (Libris Mortis p88).
Penalty: The constant presence of the rats is a distraction, and the grafted creature must make a DC 15 Mentalism check to successfully cast a necro while in combat.
Desecration: For every two corpuscles, the rats may be released one more time per day.

Spiked Torso
Lesser Graft
Required Level: 10th
Grafting DC: 32
Slot: Body
Benefit: Twisting bone spikes protrude from all across the grafted creature's body, many of them viciously barbed and hooked. If the grafted crature has successfully grappled a creature of one size category or more smaller than it, it can attempt to impale the creature on its spikes by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the grafted creature successfully impales an enemy, the creature takes 4d8+15 points of damage and is considered pinned. Each round, that enemy takes another 2d8 points of damage as the movement of the grafted creature causes additional pain to the impaled foe. The foe cannot break free unless it makes a DC 28 Strength check. Success indicates the creature is free of the spike but takes an additional 2d8 points of damage in the process. Failure means the creature takes 4d8 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 20 Strength check. Once the grafted creature has an enemy impaled on its spikes, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its natural attacks against impaled opponents. The grafted creature may have two enemies impaled at a time.
Penalty: Cannot wear armour
Desecration: For every corpuscle invested, the grafted creature gets +1 natural armor.

Enervating Arm
Lesser 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.

Spirit Shadow
Lesser Graft
Required Level: 10th
Grafting DC: 32
Slot: Head
Benefit: The dead flicker into temporary life around the grafted creature, called from their hallowed halls by means most foul and unpleasant. The grafted creature receives concealmeant 20%. In any round in which he kills a creature, increase the concealment to 50%. Once per day as a standard action he can briefly animate a creature he has slain. Restore that creature to life under the grafted creature's control for two rounds. All abilities that were expended before its death remain expended, and it no longer has access to any spellcasting it once had.
Penalty: -2 Wisdom from the constant chittering and moaning of the dead.
Desecration: For every three corpuscles, the creature remains animated for one more round.

Hulking Grasp
Lesser Graft
Required Level: 10th
Grafting DC: 32
Slot: One hand
Benefit: A thickly oversized hand of pulsating undead flesh swells from the end of a thin arm. The grafted creature gains a slam attack (1d6 as a medium creature). If he successfully hits with the slam, he can attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins a grapple check after a successful slam attack he establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack deals damage equal to twice his slam attack.
Penalty: The stupidity of the donor creature bleeds into the host, and it takes a -3 penalty on all Wisdom and Intellligence-based skill checks.
Desecration: For every three corpuscles, increase the die size of the slam attack by one.

Major Grafts

Salt-Cured Flesh
Major Graft
Required Level: 11th
Grafting DC: 34
Slot: Body
Benefit: The skin of the grafted creature is imbued with preservative agents, much like mummification, killing it off but making it resilient to damage. This gives the grafted creature damage reduction 10/bludgeoning and magic.
Penalty: All water deals damage to the grafted creature as if it were holy water and the grafted creature was undead.
Desecration: For each corpuscle invested in this graft, increase the damage reduction by 1.

Mummified Eye
Major Graft
Required Level: 11th
Grafting DC: 34
Slot: Face
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.

Abhorrent Leg
Major Graft
Required Level: 12th
Grafting DC: 36
Slot: One leg
Benefit: Necromantic energy sparkles up and down the leg of the grafted creature, drawing the eye. The grafted creature recieves a +6 bonus to Dexterity, and can stomp the ground as a standard action to create a burst of decay. All objects within the area except for his own take 2d10+2 damage, ignoring hardness.
Penalty: -2 penalty to Constitution
Desecration: For every two corpuscles invested in this graft, the host gains +1 Dexterity and deals 4 more damage to objects.

Bite of the Blaspheme
Major Graft
Required Level: 12th
Grafting DC: 36
Slot: Face
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: -2 Charisma
Desecration: For every two corpuscles, the strength damage increases by +1.

Entropic Touch
Major Graft
Required Level: 13th
Grafting DC: 38
Slot: One hand
Benefit: A writhing black blade replaces the hand on one of the grafted creature's limbs, and its very touch causes chaos in the soul of the creature touched. With a successful melee touch attack as a standard action,  the victim must make a Fortitude save or be overcome with searing pain, as the victim’s form melts, flows, writhes, and boils. During this entropic state, the victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round spent in this entropic state, the victim takes 1 point of Wisdom drain from mental
shock. If the victim’s Wisdom score falls to 0, it discorporates into nothingness. A victim can gain control over itself by taking a standard action to attempt a DC 21 Charisma check. Success renders the victim immune from the entropic state for 1 minute. On a failure, the victim can still repeat this check each round until successful. The entropic state is not a disease or a curse, so it is hard to remove. A shapechange or stoneskin spell does not
cure an afflicted creature but fixes its state for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained points of Wisdom). This can be used three times per day, and missed touch attacks or successful saves do not count against this total.
Penalty: If the victim successfull saves, roll a d20. On a result of 1, the grafted creature is affected by the entropic state unless they make a saving throw against it.
Desecration: For each corpuscle invested in this graft, the host can use the ability one more time per day.

Bodak Eye
Major Graft
Required Level: 13th
Grafting DC: 38
Slot: Face
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.

Vile Plague
Major Graft
Required Level: 13th
Grafting DC: 40
Slot: One arm
Benefit: A deathly force tears apart victims of the grafted creature, watching them die in slow and agonizing ways. As a standard action, the grafted creature can imbue a curse with a melee touch attack. The cursed creature takes 2d6 vile damage for a number of rounds equal to the character level of the grafted creature.
Penalty: Takes 50% extra divine or holy damage
Desecration: For each corpuscle invested in this graft, increase the damage each round by 1.

Bone Consumption
Major Graft
Required Level: 15th
Grafting DC: 42
Slot: Face
Benefit: Terrible jaws of bone sprout from the face of the grafted creature, the appendages clearly hollow and designed to siphon life from the a struck creature. Whenever a grafted creature successfully bites a foe, the victim must make a Fortitude save (except for undead victims, which make Will saves). On a failed save, the victim’s bones begin to melt away from the body to meld with the form of the grafted creature. The victim takes 2d4 points of damage to Constitution, Dexterity, and Strength. This ability works only on creatures that possess a skeletal structure (so it works on many undead, but it is useless against constructs, elementals, oozes, and plants).
Penalty: For every two days the grafted creature does not consume bone, he takes 1d6 Wisdom damage.
Desecration: For every four corpuscles, the damage increases by +1.

Forbidden Knowledge
Major Graft
Required Level: 15th
Grafting DC: 42
Slot: Head
Benefit: This graft is the stolen mind of a rival necromancer, slain in such a way that its knowledge is still intact and able to be shared. The grafted creature gains knowledge of one 1st level, one 2nd level, one 3rd level, and one 4th level necro from a single vein. He can cast these even if he would not normally have access to that vein.
Penalty: The constant energy needed to subdue the second brain means the grafted creature is permanently fatigued, although this cannot stack or increase to exhausted.
Desecration: For every two corpuscles, increase the caster level of the granted necros by 1.

Apex Grafts

Life's Leech
Apex Graft
Required Level: 16
Grafting DC: 45
Slot: Shoulders
Benefit: The mere presence of the grafted creature slowly leeches the life out of those around it. This effect is a 30-foot-radius emanation centered on the grafted creature, and it is always active. Every creature within the area must make a Fortitude save each round or take 1d2 points of Constitution damage. A creature brought to a Constitution score of 0 in this manner turns completely to stone.
Penalty: You take a -6 penalty to Dexterity and move at half speed.
Desecration: For every five corpuscles, the Con damage increases by 1.

Pustulating Sores
Apex Graft
Required Level: 16
Grafting DC: 45
Slot: Body
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 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 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. The save to resist is 10 + 1/2 character level + Constitution modifier.
Penalty: -4 Charisma
Desecration: For every two corpuscles, the pool of rot deals 1d6 more damage.

Soul Drinker
Apex Graft
Required Level: 17
Grafting DC: 47
Slot: One hand
Benefit: A black nimbus of energy surrounds the grafted creature's hand, thirsting for life. As an attack action, the grafted creature can touch an opponent, bestowing two negative levels upon them with no save. If a creature dies from this drain, it returns one round later as a wight under the control of the grafted creature.
Penalty: If the grafted creature is not undead, it is treated as undead for the purpose of all spells.
Desecration: For every five corpuscles, the touch attack drains one additional level.

Voice of the Banshee
Apex Graft
Required Level: 17
Grafting DC: 47
Slot: Throat
Benefit: A horrible keening issues from the throat of the grafted creature when desired, causing all those around it to shriek and die. This attack can slay up to eighteen living creatures within a 30-foot spread centered on the grafted creature, or within a 60-foot cone extending from the grafted creature, at the creature’s option. A successful Fortitude save negates the effect. The wail can be used once per day as a standard action.
Penalty: -10 to all Move Silently checks. Any creature within 60 ft of the host who makes a successful Listen check can pinpoint the host's location, even if they are invisible or otherwise hidden.
Desecration: For every three corpuscles, this can be used one more time per day.

Horrific Step
Apex Graft
Required Level: 18
Grafting DC: 49
Slot: One leg
Benefit: An almost insubstational leg replaces one of those original to the grafted creature. Made of the captured stuff of dreams, it allows travel of a sort never imagined. Whenever the grafted creature kills an enemy, he can teleport as a free action, either as per dimension door, or as per teleport without error, caster level equal to his character level.
Penalty: Whenever he teleports, the grafted creature is affected by the spell Nightmare.
Desecration: For every corpuscle, he gains a +1 bonus on the save against Nightmare.

Mien of Terror
Apex Graft
Required Level: 18
Grafting DC: 49
Slot: Face
Benefit: A horrific illusion wraps itself around the grafted creature's face, leaping out at any who would dare look upon it. Any creature looking upon the grafted creature first gets a Will save to recognize the illusion as unreal. If that save fails, the creature must succeed on a Fortitude save or die.
Penalty: The grafted creature must roll a 1d20 each round. If he rolls a 1, he is affected by confusion for that round.
Desecration: For every two corpuscles, increase the DC of the saves by 1.

Death's Presence
Apex Graft
Required Level: 19
Grafting DC: 51
Slot: Shoulders
Benefit: A horrific presence surrounds the grafted creature, constantly consuming living energy and converting it into its rival. The grafted creature projects a continual field of negative energy in a 100-foot-radius emanation. The area within this field is under the effect of a double-strength desecrate spell (caster level 15th), as if the grafted creature is a permanent feature dedicated to its own deity. Each turning attempt within this area has a –6 profane penalty. Further, each undead creature in the area is entitled to a +2 profane bonus on its attack rolls, damage rolls and saving throws, as well as +2 hit points per HD.
Penalty: Can no longer heal magically, and if undead, takes double damage from all postive energy spells.
Desecration: For every four corpuscles, the profane bonus and hit point bonus increases by 1.

Form of the Dying
Apex Graft
Required Level: 19
Grafting DC: 51
Slot: Body
Benefit: The grafted creature has converted himself into an engine of destruction, a killing machine with little thought for any but slaughter. The grafted creature gains a permanent bonus of +4 to Strength and Constitution, along with a -6 penalty to Wisdom. Whenever he is struck by a melee attack, he may immediately make an attack of opportunity at his highest BAB to attack the creature that struck him.
Penalty: The grafted creature must attack the nearest enemy until all enemies are dead or have fled.
Desecration: For every three corpuscles, he gains one additional attack of opportunity a round.

Mote of Death
Apex Graft
Required Level: 20
Grafting DC: 53
Slot: Head
Benefit: A tiny, vaguely humanoid creature is stitched to the back of the host's neck, where it watches, shivering. The grafted creature can take an extra standard action or move action during its turn each round.
Penalty: Treat all natural attacks the grafted creature possesses as if they were one size smaller.
Desecration: For every two corpuscles, increase his base speed by 5 ft.

Death God's Touch
Apex Graft
Required Level: 20
Grafting DC: 53
Slot: Shoulders
Benefit: The physical manifestation of Lledrith's blessing, this gift is only bestowed upon either the luckiest, or the most cursed, of all. A 30-foot-radius spread negative energy aura spreads from the grafted creature. All undead in the field are treated as if having turn resistance +10 and a negative energy version of fast healing 10. Living creatures in the aura are treated as having five negative levels unless they have some sort of negative energy protection. Creatures with 5 or fewer HD or levels perish (and, at the grafted creature’s option, rise as spectres under the grafted creature’s command 1 minute later).
Penalty: -6 Constitution
Desecration: For every two corpuscles, increase the turn resistance and the fast healing by 1.

Archived 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.
« Last Edit: October 02, 2020, 03:07:46 PM by Stratovarius »