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To the drow, all the world is but a tool or plaything for their personal use. Perhaps the ultimate expression of this belief is the art of fleshcrafting, in which subjects’ bodies are changed to better conform to the needs of the drow who requests the crafting. Whether as a means of punishment or in order to augment the abilities of a slave or gladiator, fleshcrafting is a popular art in many drow cities within entire guilds dedicated to the perfection and preservation of this ancient magical art.
At its most basic, fleshcrafting is the use of magic to transmogrify subject bodies. Increases in sophistication of the art, however, also led to enhanced complexity. Now, subjects may appear unchanged, while their nervous systems or sensory organs are actually completely handcrafted. The inclusion of foreign objects (especially weapons and armour) is another favourite of the drow and their slaves, with gladiators often resembling bizarre patchworks of man and metal.
Drow with any say in the matter prefer not to undergo visible fleshcrafting to any significant extent. The changes wrought by this magical art can be somewhat unpredictable and easily lead to disgusting side effects. While a drow might willingly change the way his eyes work or implant a wand between the bones of his forearms, the more radical transformations are inflicted only upon slaves, gladiators, and the occasional adventurer with more power-hunger than sense.
In this section, you will find the systems you need to add fleshcrafting to your campaign. Everything from simple cosmetic changes to complete body transmogrifications are presented here, along with the rules needed to handle the changes and the possible side-effects resulting from such body sculpting.
The primary skill of the fleshcrafter is the Craft (flesh) skill; this skill can only be taken by those who also take the Fleshcrafter feat, which indicates a natural ability to mould the flesh of others. Any fleshcrafter with fewer than five ranks in this skill is considered an apprentice. Apprentices spend most of their time pulling people apart and sticking them back together in unfortunate ways, a popular punishment in drow society and a good learning experience for fleshcrafters as they quickly pick up the way not to do things.
While most apprentices progress on to working on patients who actually want the fleshcrafting (and therefore demand an experience which does not leave them screaming in horror at the results), a few never get over their fascination with the destructive aspects of their art. These find work with drow governments, serving as torturers and feared executioners. In addition to the Craft (flesh) skill, fleshcrafters can benefit a great deal from the Disguise and Healing skills. A fleshcrafter with at least 5 ranks in Disguise receives a +2 synergy bonus when performing any cosmetic operation, while those with at least 5 ranks in the Healing skill receive a +2 synergy bonus to all Craft (flesh) checks.
All fleshcrafting, regardless of how extreme it is, follows the same basic steps. First, the subject is restrained and the fleshcrafter spends some time familiarizing himself with the flesh. This normally takes a full day – the subject must remain restrained and available for the poking and prodding of the fleshcrafter. Very often, the subject is given a powerful sedative and muscle relaxant (such as dreamspittle, see Tools of the Drow) in order to allow the fleshcrafter to go about his business without interruption or resistance from the subject. Because most fleshcrafters believe they are entitled to the entire body of the subject during the time of the operation, the subjects are often quite grateful to be sedated. Slaves are almost never given the option of sedation, while those who pay for their own fleshcrafting usually pay for their sedatives, as well.
Once exploration of the subject’s body is finished, the fleshcrafter gets to the real work. Depending on the type of fleshcrafting performed, the actual operation takes anywhere from a few hours to a few days to accomplish. More intricate or extreme operations take much longer to complete, and cost commensurately more. Not every fleshcrafting experience is successful, either, making this stage very risky for those who cannot afford the very best fleshcrafters available. After the operation is completed, whether successful or not, the subject is given a few days of convalescence during which the injuries caused by the operation are healed up and the subject’s body is watched for signs of reversion. If the subject evidences no complications at the end of this time, the process is complete and the subject is allowed to return home.
In some cases, infections occur, which is the most common problem faced during the process. If an infection presents itself during convalescence, local clerics or healers can easily heal it and save the subject from a horrible, rotting agony. A few infections do not present themselves until much later, or until after a subject suffers an injury to a transmogrified portion of his body. These types of infections often go unnoticed until the subject is seriously ill and can be much more difficult to treat without the aid of magical intervention. The fleshcrafted are warned against such possibilities and many take infusions of various plants and fungi throughout their life to stave off this risk.
Reversion is a much more serious problem – there are times when the will of the subject’s flesh is simply too strong to tolerate fleshcrafting and the magic used in the transmogrification is undone by the subject’s own vitality. While the pain from the experience is quite intense, there are no other ill effects – other than the wasted time and money. Fleshcrafters often offer a discount to subjects who suffer reversion, but only for their next attempt at fleshcrafting.
There are no guarantees with this art, and the more extreme modifications are sometimes simply blown apart by the flesh of the subject. While repeated transmogrifications can erode the ability of the body to resist fleshcrafting, doing so can lead to even worse side effects than normal.
The following sections describe the various types of fleshcrafting and the rules needed for each. They are presented in the following format:
Type: The type of fleshcrafting discussed, with a brief description.
Possible Transmogrifications: The types of changes a fleshcrafter can perform using this type of fleshcrafting. A sample list is provided along with Difficulty Classes to be used as a guideline.
The Process: Discusses the manner in which the fleshcrafting is performed, the time required to complete the operation, required skill checks, and the results of successful or failed skill checks.
The Cost: This section details the fee for the fleshcrafter (usually a function of the time required to perform the operation and the skill of the fleshcrafter), as well as any additional costs associated with the fleshcrafting operation. These costs can consist of additional gold needed to pay alchemists’ fees, side effects of the operation, or anything else which is not beneficial and comes as a result of an operation. Review these carefully before surrendering your character into the none-too-tender ministrations of a fleshcrafter.
Reversion: This section details the chance of a subject suffering reversion and the effects if reversion does occur.
Drow can be very petty. Noble houses have been toppled because of a dress worn at the wrong time or a favourite slave injured during inter-house games. Fortunes have been lost on whimsical bets, and political careers sabotaged because a drow simply did not look the part. Because of this, drow spend a great deal of time thinking about and altering their appearances to conform to the ideal drow appearance. This can be very tricky – in cities where fleshcrafting is common, fashionable drow can expect at least two bouts of fleshcrafting each year to make sure they are in tune with the latest fashions. One year may require ears tapering to a ridiculously high point while the next season calls for scalloped edges and elongated lobes. These types of changes can be very important to drow who watch such things, and many of the bored and jaded nobles do indeed pay careful attention to the styles of the day.
Fleshcrafting can also be used to entirely change the face of a subject, but there has been virtually no success in duplicating another face. The fleshcrafters’ art is able to radically alter existing features so they appear completely different than their original shape, but the fine control needed to craft an identical set of features to those possessed by an existing face has proved elusive. That in mind, cosmetic fleshcrafting is capable of doing the following. Note that these are examples that show the sorts of things that it can accomplish, but is not all-inclusive. Games Masters should use the information listed here as a guideline for the difficulty of making other types of cosmetic changes.
† Change eye colours, even to those not found in nature. DC 5
† Change facial appearance drastically, in a decidedly unnatural way (adding twisting runes of bone, creating additional pairs of lips, etc.). DC 10
† Create superfluous extra digits and/or appendages. Note that these appendages are incapable of doing anything useful and are for appearances only. Examples include spider fangs, extra fingers on each hand, a pair of bat-like wings. DC 15
† Sculpt specific portions of the body to desirable standards. DC 15 each body part must be done individually, however.
† Change facial appearance completely, while retaining a natural appearance. DC 20
† Change essential body shape, removing fat, adding ‘muscle’ or generally slimming or increasing the body size. DC 20
† Create raised patterns, similar to ritual scars but smoother and more elaborate. DC 20
† Increase the overall attractiveness of the subject. DC 20
† Create additional joints in arms or legs, including reverse-knee configurations (like those found in canines and other animals). DC 20
† Change the sex of the subject, for appearances only. DC 25
Cosmetic fleshcrafting requires one hour for every 5 full points of the DC. At the end of this time, the fleshcrafter must make a Craft (flesh) check against the listed DC. If he succeeds, he has performed the operation adequately and the cosmetic change is made and looks good. If he succeeds by more than 5, his work is good enough to pass for natural, regardless of how horrible the change might actually be – even horns and a tail could be made to look as if they grew from the skull and spine of the subject naturally.
Failing by fewer than 5 indicates an aborted operation. The fleshcrafter realized he was going to about to make a horrible mistake and stopped before things got out of hand, and undid the work he had started. In the unfortunate event the failure is by 5 or more, a horrid mistake has been made and the subject suffers a visible disfigurement. Misaligned eyes, jutting jaws, and other unpleasant physical characters result, with the precise deformity decided upon by the Games Master as appropriate for the type of fleshcrafting being done. In general, this deformity should tie directly into the type of work being done – if eye color is being changed, perhaps the character loses the whites of his eyes, if the fleshcrafter is attempting to switch the physical gender characteristics of the character, the result is a hermaphroditic mess.
Fleshcrafters normally charge 10 gp per rank they possess in the Craft (flesh) skill per hour required for the operation. Thus, a fleshcrafter with 14 ranks in the Craft (flesh) skill adding a three-pronged tail to a drow dominatrix will charge 140 gp (14 ranks times 10 gp) for three hours (DC 15 divided by 5), for a total of 420 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 with it 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.
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. For every successful Fleshcrafting procedure the subject has endured in the past (which did not result in a reversion), the DC of this save is increased by 5.
Reversion from cosmetic fleshcrafting is painful, but not damaging. The subject's body throws off the effects of the reversion completely, returning to its normal state. This process requires 1d3 days, during which the subject suffers a -2 circumstance penalty to all skill checks and attack and damage rolls. At the end of this time, the subject is free of all fleshcrafting changes from the reverted process- it is as if the fleshcrafting never occured and this attempt does not count toward the total number of times the subject has been fleshcrafted
Aside from cosmetic fleshcrafting, which is indulged in by all manner of drow in order to look as they wish, functional fleshcrafting is the most common type of operation performed. In this case, the body of the subject is not simply changed cosmetically, but becomes functionally different in one or more areas. Fleshcrafting operations of this type can vary from the relatively minor and inconspicuous to disgustingly overt. Subjects who undergo this level of fleshcrafting exhibit side effects, both mental and physical, and suffer reversion much more regularly than those who are subjected to cosmetic fleshcrafting. As deeper and more profound physical changes take place, the subject’s body is much more likely to reject the effects entirely.
Functional 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) check against the listed DC. If he succeeds, he has performed the operation adequately and the transmogrification occurs and works as intended. Functional fleshcrafting never looks natural, regardless of the skill of the fleshcrafter, most often appearing decidedly alien and raw, even at a distance.
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 a visible scar but otherwise 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.
Fleshcrafters normally charge 500 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 300 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 with it 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.
The chance for reversion is moderate when functional fleshcrafting is performed. Immediately after the operation is completed, the subject must make a Fortitude save (DC 25). If this save is successful, the target will suffer reversion in 1d3 days. See the section on Reversion, below, for more information. For every successful Fleshcrafting procedure the subject has endured in the past (which did not result in a reversion), the DC of this save is increased by 5.
When reversion occurs, the subject immediately suffers 1d3 points of temporary Constitution damage. His body struggles to throw off the effects of the reversion, literally tearing itself apart in an attempt to free itself of the alterations. The reversion process occurs over the course of 2d4 days – the subject suffers the initial damage, above, on the first day, and an additional 1 point of temporary Constitution damage at the start of each subsequent day.
During the reversion process, the subject suffers a -2 circumstance penalty to all skill checks and attack and damage rolls. At the end of this time, the subject is free of all fleshcrafting changes from the reverted process – it is as if the fleshcrafting never occurred and this attempt does not count toward the total number of times the subject has been fleshcrafted.
In some ways, these transmogrifications are much more localized than those available through cosmetic fleshcrafting. Each operation is only able to add a single, very specific type of functionality to a subject, and this functionality is tied to a specific body part. Thus, only one transmogrification is available for each of a subject’s hands, one for each eye, one for the head, and so on. The sections below detail the number of transmogrifications available for each body area, as well as the types of transmogrifications that can be applied to those areas. Immediately following these sections are descriptions of the available transmogrifications.
Acidic Mucus: The flesh surrounding the subject’s wrist is crafted to include several tube-like orifices, into which are grafted mucus membranes removed from the bodies of giant slugs. The skin of the subject’s hands are toughened through forced calcification, protecting them from the acid that constantly flows across their surfaces. This transmogrification enhances the subject’s hand-to-hand combat abilities and all unarmed attacks the subject makes cause an additional 1d4 hit points of acid damage in addition to any other damage caused by the melee attack.
Penalty: The subject suffers a –2 penalty on any actions taken that require fine dexterity or motor control, such as picking pockets, disarming traps, opening locks, or certain Craft skill checks decided upon by the Games Master. In addition, the subject may not wear gloves of any type, as the acid corrodes normal materials (such as leather and cloth) within 24 hours. Metal or magical gloves or gauntlets do not allow the acid to flow freely, causing the corrosive substance to build up and begin consuming the flesh of the subject, who suffers 1 point of temporary Constitution damage each day. This damage may be magically healed but does not heal naturally, as the acid prevents the flesh from restoring itself naturally.
Web Glands: Once per day per level, the subject may vomit a web from a pair of glands inserted inside his mouth and neck. This web has a range of 30 feet and is treated as an attack with a net. It is capable of affecting a creature up to one size larger than the subject. The subject is not considered proficient with this attack form unless he takes the Transmogrified Expertise feat.
Penalty: The subject’s orifices (including his mouth, nostril, and ears) emit spurts of webbing at irregular and unpredictable intervals. This is very distracting, to say the least, and the subject suffers a –2 natural penalty to any Concentration or Spot skill checks.
Grappling Arm: The subject’s limb becomes supple and rope-like. Though it retains some natural strength, the bones in the limb are replaced with flexible cartilage and the entire limb is elongated. The subject receives a +2 natural bonus to any grappling checks he makes, other than those used to escape from a grapple. If a subject with this fleshcrafted modification takes the Transmogrified Expertise feat, he no longer suffers attacks of opportunity when attempting a grapple.
Location: Either arm
Penalty: Because the limb is not as sturdy as an arm with normal muscular and bone structure, the subject suffers a –2 natural penalty to his Strength for all actions not related to grappling.
Constricting Hand: This modification is made to both of the subject’s hands- elongating the fingers, increasing the width of the palm, and increasing the muscle mass and strength in the hands. When grappling, the target can use can inflict 1d4 (plus his Strength modifier) hit points of damage in addition to the damage normally caused by grappling.
Penalty: The subject suffers periodic muscle spasms and uncontrollable tremors as a result of the transmogrifications performed on his hands. This results in an overall lack of muscular control and minor seizures. The subject suffers a –2 penalty to all Dexterity related skills as a result of these muscular tremors.
Venomous Blisters: The salivary glands in the subject’s mouth are replaced with poison-producing blisters that constantly leak a small amount of venom. Once per day, per level, the subject may rupture a few of these blisters to generate a substantial quantity of poison. This venom may either be delivered through a bite attack (provided he has the Biter feat) or used to smear a weapon. The poison must be injected, so is only useful with slashing or piercing weapons and persists for one round per level or until the subject damages a target, at which point the poison is removed from the weapon. The poison causes a variable amount of damage based on your current level as shown on the poison table. The poison begins with a DC of 15, which increases as shown on the table above, beginning at level 16.
|Character Level||Poison Damage||Character Level||Poison Damage|
|6||1d3/1d4||16||2d6/2d6 (+2 DC)|
|7||1d4/1d4||17||2d6/2d6 (+4 DC)|
|8||1d4/1d6||18||2d6/2d6 (+6 DC)|
|9||1d6/1d6||19||2d6/2d6 (+8 DC)|
|10||1d6/1d8||20||2d6/2d6 (+10 DC)|
The damage caused by this poison must be applied to Strength, Dexterity, or Constitution and the affected ability must be determined at the time the transmogrification occurs. The initial damage caused by the poison is the first number listed in the table above, while secondary damage is shown after the slash in the above table. The affected ability may be changed by another fleshcrafting operation on the same location, replacing the existing poison ability.
Penalty: The flesh of the subject is covered in suppurating sores caused by the course of poison through his system. As the poison moves through the surface capillaries, it breaks down the tissues, necrotizing skin and muscle. This causes 1d6 hit points of damage at the beginning of each day and prevents any natural healing.
Glide Membranes: The subject’s flesh is stretched and its flexibility increased by treatment with alchemical substances to form membranes extending from his wrists to his ankles, allowing him to glide. Subjects who undergo this type of fleshcrafting are unable to wear armour heavier than light armour and even this must be custom-tailored (doubling the cost of new armour or requiring the expenditure of 150% of the value of existing armours to tailor them; magical armour may not be tailored in this way after its creation). The distance a fleshcrafted subject may glide is based on his starting altitude – for every 10 feet of movement, the glider drops by 10 feet, as well. Gliders can travel at speeds between 20 feet and 40 feet per round, but cannot hover. Gliders have a manoeuvrability class of good.
Penalty: The subject can only wear modified armour, as noted in the description above.
Leaping Legs: The muscles in the subject’s legs are infused with the ichor of giant spiders and other insects, strengthening the muscles and increasing their size. This modification grants the subject a +10 natural bonus to all Jump skill checks. In addition, subjects who take the Transmogrification Expertise feat may make an attack at the end of their jump (provided they leap at least 10 feet). This is treated as a charge, with a +4 bonus to the attack roll rather than the standard +2 bonus.
Penalty: The subject has difficulty moving normally and periodically hops, leaps, and shuffles rather than walking normally. This causes a –5 penalty to all Balance and Acrobatics skill checks.
Bone Blades: Applied to either an arm or the legs of the subject, this transmogrification provides a natural weapon of reinforced bone and cartilage. The bone blade may be of either the slashing or piercing damage type, and causes 1d6 hit points of damage on a successful strike. The weapon is considered small for all purposes, but may not be broken or disarmed (unless, of course, the limb to which it is attached is severed). This weapon is treated as a martial weapon for purposes of proficiency – targets without the martial weapon proficiency feat may instead take the Transmogrification Expertise feat to become proficient with this weapon. Subjects with a bone blade who wear armour must have the armour tailored around their blade, with the same costs as those listed for the Glide Membrane, above.
Location: Either arm or legs
Penalty: In order to harden the bone and provide it with the proper sharpness, the structure of all the bones in the subject’s body were altered. From time to time, the sharpened edges of the bones slice through the surrounding flesh, injuring the subject. Whenever the subject rolls a 1 while making an Attack roll, he immediately suffers 1d6 hit points of damage as the vigorous motion causes one or more bones to saw away at tissues.
Spell Storage: This nodule of magically altered flesh contains a spell matrix capable of temporarily holding a spell of up to 3rd level. The spell must be cast into the nodule by a willing ally of the subject and remains contained within the flesh until it is cast or the subject loses consciousness. For each day the spell remains in the node after the first, the subject suffers 1d6 hit points of damage that cannot be healed until the spell is released. When released, the spell acts just as if it were cast by the spellcaster who originally stored it in the subject’s nodule, though the subject must make any attack rolls (either ranged or touch attacks) needed to target the spell.
Penalty: While a spell is stored in the nodule, the subject becomes much more susceptible to harmful magical effects. During this time the subject suffers a –2 penalty to all Saving throws required by any spell affecting the subject.
Toxin Filter: Thick, fungal membranes are grown in crucial portions of the subject’s body and are used to filter the blood as it flows through the veins in tissues. This provides a +2 natural bonus to any saving throws made to resist any poisons entering the subject’s body.
Penalty: The filters in the body periodically over-react to the flow of blood through the subject’s system, removing vital nutrients and converting them into waste products. At the beginning of each day, roll 1d10 – on a result of 1, the subject suffers a –2 penalty to his Strength and Intelligence as a result of the reduced blood volume and nutritional deficiencies.
Disease Glands: Fibrous, external glands are grafted onto the subject’s back and chest. The glands absorb diseases that enter the subject’s body, helping him resist their effects. The subject of this transmogrification receives a +2 bonus to all Saving throws made to resist the effects of disease, or to avoid contracting a disease.
Penalty: Diseased tissue, corrupted lymphatic fluids, and depleted blood cells periodically build up in the glands and need to be lanced. Whenever the subject fails a Fortitude saving throw, for any reason, he immediately suffers an acute infection as a result of the glands backing up into his system. This causes an immediate but temporary loss of 1d3 points of Constitution as the gland voids and cleans itself out into the body of the subject. This damage heals normally, and may be magically healed, as well.
Weapon Graft: The subject may have one hand replaced with a weapon of his choice, provided he can wield the weapon in one hand. The subject never need draw the weapon, as it is always at the ready, nor may he drop the weapon or be disarmed (unless the limb to which the weapon is attached is severed). Of course, the subject can never use the hand replaced by the limb and any task that requires two hands (as determined by the Games Master but including tasks such as disabling devices, grappling, or climbing) suffer a –4 circumstance penalty.
Location: Either hand
Penalty: The hand cannot be used any longer, for anything other than holding the weapon grafted into it.
Wand Sleeve: In this gruesome procedure, the subject has a channel burrowed through his flesh, typically in the chest. The channel heals into a scarred tube, into which a wand (Or similarly shaped object) can be dropped. Any wand in this channel can be used by the subject as if it was in the subject’s hand, and the effect blazes forth from the subject’s eyes. Thus, a drow with a wand sleeve and a wand of fireball stored inside it could use and target the wand even if bound hand and foot, as long as he was not also blindfolded.
Penalty: The sleeve often breaks out into sores that are open to infection. There is a 10% chance each week of an outbreak occurring (randomly determine which day during the weak the outbreak occurs). If the subject does anything other than receive bed rest during this time period, he does not heal naturally at all and suffers 1 point of temporary Constitution damage each day. Outbreaks last 1d6 days and cannot be magically healed – the sores are a result of the magic used in the transmogrification reacting poorly with the subject’s flesh.
Additional Limb: Targets may have an additional limb grafted to their body. This limb is useful, but is of limited dexterity – while it can make attacks or hold objects, it is not skilful enough to replace the use of a natural hand. The limb may be used to hold a weapon, in which case the target gains an additional attack with the penalties detailed on the table below. A subject may never have more additional limbs than his Dexterity modifier. If this modifier changes, any limbs in excess of the current modifier become non-functional – the subject simply lacks the dexterity to control them adequately. Additional limbs cannot be further transmogrified – you cannot, for example, receive an additional limb operation and then undergo fleshcrafting again to add a modification to the new limb.
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.
Additional Limbs Penalties Table
|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 inthis 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|
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.
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.
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.
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.
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.
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.
The chance for reversion is high when systemic fleshcrafting is performed. Immediately after the operation is completed, the subject must make a Fortitude save (DC 15). If this save is successful, the target will suffer reversion in 1d3 days. See the section on Reversion, below, for more information.
When reversion occurs, the subject immediately suffers 1 point of permanent Constitution damage. These deeply rooted changes are more difficult for the body to shake off and it is nearly as likely the subject will die as survive. For the next 2d4 days, the reversion process continues and the subject must make a Fortitude save (DC 20) at the beginning of each. If this save fails, the subject immediately suffers an additional point of permanent Constitution damage. Damaged suffered in this way cannot be healed in any way until the reversion process has ended.
During the reversion process, the subject suffers a -2 circumstance penalty to all skill checks and attack and damage rolls. At the end of this time, the subject is free of all fleshcrafting changes from the reverted process – it is as if the fleshcrafting never occurred and this attempt does not count toward the total number of times the subject has been fleshcrafted.
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.
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 rebirth. While this certainly has its benefits, it also 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.
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.
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 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.
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.