The material below is Open Game Content
Game Rule Information
Flesh mages have all the following game statistics.
Abilities: Wisdom determines the maximum spell level the flesh mage can access along with the DC of the spells he uses. To cast a spell, a flesh mage must have a Wisdom score of 10 + the spell's level. The flesh mage gains bonus spells based on his Wisdom score, and DC necessary to resist his spells equals 10 + the spell's level + the flesh mage's Wisdom modifier. A high Dexterity is also important to the flesh mage, because he must use Dexterity to accurately sculpt the changes he makes in his subjects.
Starting Money: 3d4 x 10 gp
Hit Die: d8
The flesh mage's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
|Base||Fort||Ref||Will||Spells per Day|
|1||+0||+0||+0||+2||Flesh crafter, flesh magic, know the flesh, summon familiar||5||3||-||-||-||-||-||-||-||-|
All of the following are class features of the flesh mage.
Weapon and Armor Proficiency: Flesh mages are proficient with all simple weapons. If they learn how to use armor, they can use their abilities while wearing armor, unlike other spellcasters.
Flesh Magic: Flesh magic is different in many respects from arcane magic. The flesh mage is able to cast spells spontaneously from the spells he knows, similar to a sorcerer, but flesh magic in practice is quite different from casting arcane spells. Spells cast by a flesh mage are identical to their arcane counterparts with the following exceptions.
Flesh magic requires the mage to directly sense the subtle energies of his subject's body. To focus his will a flesh mage must touch his target when casting a spell. As a result, to cast spells against an unwilling target, the flesh mage must make a successful melee touch attack. Spells listed with any range other than Touch have their range changed to Touch when cast by a flesh mage.
Flesh magic is so different from traditional spellcasting that spell resistance will not work against it. Furthermore, the spells dispel magic, greater dispelling, and remove curse have no effect on the work of a flesh mage. Only flesh mages can undo each other's works with these spells. However, spells such as limited wish, miracle, and wish can undo the effects of flesh magic, along with spells that are the counter to a particular spell. For example, stone to flesh cast by a wizard still counters flesh to stone cast by a flesh mage. Furthermore, any Spellcraft checks to identify flesh magic spells receive a -5 penalty.
Flesh magic does not work on certain type of creatures. Aberrations, constructs, elementals, oozes, outsiders, plants, and undead creatures are immune to the effects of flesh magic. However, at high levels, the flesh mage can learn how to affect some types of those creatures.
Since the flesh mage uses only his intuition and force of will when performing his art, his spells require no material components. Material component requirements for a spell are ignored by practitioners of flesh magic. The flesh mage islimited to casting a certain number of spells of each level per day, but he need not prepare those spells in advance. The number of spells he can cast is improved by his bonus spells, if any. For instance, a 1st level flesh mage can cast three 1st level spells per day, plus a number of bonus spells determined by his Wisdom. He may use a higher level slot to cast a lower-level spell if he chooses. For example, if an 8th level flesh mage has used up all his 3rd level spell slots for the day, but wants to cast another one, he could use a 4th level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.
Because flesh mages use only the forces of their will to cast their spells, channeling and focusing the inner energies of themselves and their subjects, they are unaffected by the use of armor and shields. As a result, they are not subject to arcane spell failure when wearing armor or carrying a shield.
The abilities of a flesh mage still require great concentration; therefore flesh mages must make all Concentration checks as normal. Any attacks or circumstances that would impede a spellcaster's ability to use somatic components could hinder the flesh mage's efforts.
Flesh mages may not use metamagic feats to alter their spells, as their effects are not like traditional magic in nature. Feats such as Spell Focus function as normal.
Flesh mages may construct flesh golems without knowing the normally required feats and spells. They need only know the spell create flesh golem. All other requirements and costs remain the same. They take great pride and care in personally constructing the golem's body, if they choose to make one. A flesh golem is the only type of construct that flesh mages can affect with their spells.
Flesh Crafter: The flesh mage may make his spell effects with an otherwise limited duration semi-permanent. To do this, the flesh mage must spend XP equal to the spell level x 100, with a minimum of 100. The spell effect is then permanent so long as the flesh mage tends to it. For example, a flesh mage could bestow barkskin on himself permanently by spending 200 XP. This ability only affects spells with non-instantaneous limited duration. Multiple versions of the same flesh magic spell cannot affect a given subject. For example, a flesh mage could not cast multiple barkskin spells on the same subject.
In order to maintain these spells, the flesh mage must tend to each effect once per day. The flesh mage infuses his permanent spells with additional magical power, tends to their growth and development, and otherwise maintains their effect. The flesh mage must spend a total of an hour per day in contact with the people or creatures who have one of his permanent alterations. Each day that a permanent spell goes untended, there is a 25% chance that the spell fades. Make this check on midnight of the day the spell goes without maintenance.
A flesh mage may make one spell semi-permanent per each level he has in this class. The following spells are eligible for this use:
- resistance, virtue
- barkskin, claws of the tiger, ears of the prey, endure elements, enlarge, eyes of the eagle, jump, reduce, spider climb
- bull's strength, cat's grace, darkvision, endurance, resist elements
- prehensile tail, water breathing
- alter features, giant vermin, giant's strength, greater endurance, speed of the viper
- animal growth , bone spines, face wipe
When the flesh mage uses a spell in this manner, he uses a combination of magic and surgery to modify his subject. He may only use this effect on creatures that can be affected by his spells. If a spell allows more than one target, the flesh mage may only apply the permanent effect to one creature. For example, animal growth may affect more than one creature when it is cast. However, if the flesh mage wishes to apply it permanently to an animal he must use one application for each creature he wishes to permanently apply the spell to. The flesh mage's modifications are always obvious and rather alien-looking. A creature with a permanent bull's strength wrought by a flesh mage have bulging, asymmetric muscles. One with cat's grace is jittery and moves with swift but jerky motions. Each time a creature is granted a permanent spell, it suffers a -2 penalty to its Charisma. This penalty disappears when the modification is removed.
In addition to the XP cost for sculpting a creature, the flesh mage must spend 1 day and 100 gp per spell level working with his subject. The flesh mage may spend one hour of work to remove a spell from one of his subjects. Of course, the mage may grant abilities to himself.
Know the Flesh: The flesh mage's understanding of the body and its energies allow him to heal with great skill. He gains a +4 competence bonus to all Heal checks. Furthermore, a flesh mage gains a +1 caster level bonus when casting cure spells.
By the same token this understanding allows the flesh mage to unravel the flesh of his enemies. He gains a +1 caster level bonus when casting all inflict spells.
Summon Familiar: The flesh mage may summon a familiar exactly as a sorcerer. As flesh mages gain knowledge and power, they augment their familiars with special changes. The flesh mage's close attachment to his familiar allows him to grant it permanent effects that do not count against his normal maximum of flesh sculpted effects.
Unfamiliar Flesh: At 5th, 10th, 15th, and 20th level, the flesh mage may learn how to affect creatures that are otherwise unaffected by their magic. He may learn how to affect one from the following list of creatures types: aberrations, constructs, elementals, oozes, outsiders, plants, and undead. The chosen creature type is no longer immune to the flesh mage's spells. However, for the flesh mage to learn this new ability, he must have a subject of the chosen type to study. The subject need not be living or functional. One full day of study is required. If the creature dissolves or is otherwise completely destroyed when it is killed, then the study is useless.
Flesh Mage Spell List
- cure minor wounds, inflict minor wounds, resistance, virtue
- barkskin, claws of the tiger, cure light wounds, ears of the prey, endure elements, enlarge, eyes of the eagle, expeditious retreat, inflict light wounds, jump, magic fang, ray of enfeeblement, reduce, shocking grasp, spider climb
- aid, alter self, blindness/deafness, bull's strength, cat's grace, cure moderate wounds, darkvision, endurance, ghoul touch, hold person, inflict moderate wounds, resist elements
- cure serious wounds, fly, greater magic fang, inflict serious wounds, negative energy protectioin, neutralize poison, poison, prehensile tail, remove blindness/deafness, remove disease, water breathing
- alter features, cure critical wounds, death ward, divine strength, giant vermin, giant's strength, greater endurance, hold monster, inflict serious wounds, modify memory, speed of the viper, stoneskin
- animal growth, bone spines, face wipe, feeblemind, healing circle, righteous might, slay living
- flesh to stone, harm, heal, liquefaction, stone to flesh
- create flesh golem, destruction, finger of death, power word (stun), regenerate, resurrection
- greater liquefaction, horrid wilting, iron body, mass heal
- energy drain, power word (kill), shapechange, temporal stasis