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Fleshsculpter

An obsession with the workings of the body have driven you to understand it through any means necessary, leading you down the horrific path of the fleshshaper.

Sculpting Touch (Su)

Your research has taught you how to infuse yourself with the chaotic energies of creation, allowing you to temporarily warp flesh or mind with merely a touch.

At 1st level, you gain a melee touch attack that you can use against a creature as a standard action. When you successfully hit a target using this attack you painfully disfigure them, dealing 1d6 points of damage per promethean level + your Intelligence modifier. This damage is supernatural in origin and bypasses resistances and immunities. The struck creature must then make a Will saving throw (DC 10 + 1/2 your promethean level + your Intelligence modifier). If they fail this saving throw you warp its form, causing it to take one of the following penalties for 1 round, + 1 round per two promethean levels. You may select from:

  • -1 penalty on attack rolls and CMB.
  • -1 penalty to a single saving throw.
  • -1 penalty to AC and CMD.
  • -1 penalty to the DC of the target’s spells, spell-like ability, and veils.
  • -1 penalty to the DC of a specific supernatural or extraordinary ability.
  • -2 penalty to one skill.
  • One mode of movement is reduced by 5 feet (to a minimum of 5 feet).

At 5th level, and every 4 levels thereafter, the penalties imposed by your sculpting touch increase by -1, and the reduction to movement increases by 5 feet.

This ability is a [curse] effect. You cannot apply the same penalty twice to an individual creature, but you may affect them with multiple different penalties through multiple uses of this ability. The exceptions are penalties to skills, movement speeds, saving throws, and DC penalties: you can apply these effects multiple times, but each application must affect a different skill, mode of movement, saving throw, or supernatural or extraordinary ability. Once per round when the affected creature receives magical or supernatural healing, they may make a new saving throw against the effects of this ability, removing their penalties on a successful save. If they are suffering from multiple penalties, they only make a single saving throw against all of them.

Creatures not formed of flesh or a flesh-like substance (such as most golems, and incorporeal undead) and objects take half damage from your sculpting touch, and are not otherwise affected by the debilitating effects of your sculpting touch.

Fleshsculpting (Ex)

By implementing forbidden rituals and occult surgeries you can sculpt the body and mind of yourself and your allies, improving specific attributes at the cost to another.

At 1st level, you can sculpt the bodies and minds of yourself and your allies. By spending 1 hour, or as part of your meditation to prepare your veils, you can sculpt the flesh of a number of creatures equal to your Intelligence modifier. These creatures must be present for the entire duration of the hour. Upon the completion of this procedure, you grant the creature one ability from the following list:

  • 30 foot swim speed, a +8 racial bonus to swim checks, and the ability to breathe water as well as air.
  • 30 foot base land speed (20 feet for small or smaller creatures), the ability to breathe air as well as water, and the ability to survive on dry land.
  • Darkvision 60 feet and low-light vision.
  • One of the following natural attacks that deals damage appropriate to the creature’s size: one bite, two claws, one slam, or two secondary tentacles.
  • +3 racial bonus to one skill. This bonus increases by +1 at 5th level, and every 4 levels thereafter.
  • +1 racial bonus to attack rolls, CMB, and CMD. This bonus increases by an additional +1 at 9th, and 17th level.
  • +1 racial bonus to weapon damage rolls. This bonus increases by an additional +1 at 5th level, and every 4 levels thereafter.
  • +1 racial bonus to the saving throw DCs of their spells, supernatural, and spell-like abilities. This bonus increases by an additional +1 at 9th, and 17th level.
  • +1 to natural armor that stack with other sources of natural armor. This bonus increases by an additional +1 at 9th, and 17th level.
  • +5 bonus to one mode of movement. This bonus increases by an additional +5 at 9th and 17th level.
  • The scent special ability.
  • +1 racial bonus to all skills keyed off of a single ability score (such as all Charisma-based skills) and to ability score checks of the chosen ability score. This bonus increases by an additional +1 at 9th, and 17th level.
  • Swap two of the creature’s ability scores. This includes racial bonuses and ability increases gained through level up, but not size bonuses or penalties, or any other permanent bonuses or penalties. You cannot swap an ability score a creature does not possess, such as creatures with an Int or Con of —.
  • You can alter the creature’s appearance as part of the fleshsculpting. This allows you to change the color of their eyes, skin, or hair, or to adjust their height by plus or minus 6 inches. You can also edit the features of their body, such as changing their facial features, their sex, their voice, rounding or pointing their ears, etc. This ability does not change their weight, so making themselves shorter makes them bulkier, and making themselves taller makes them thinner. This ability can allow the creature to appear as a different race, sex, or age category for the purposes of Disguise checks, negating those penalties. This fleshsculpting is purely cosmetic, providing no mechanical benefits.

These abilities warp the sculpted creature’s shape in a way you decide. This change in appearance must coincide with the changes given, and must allow the creature to logically use the ability. For example, a creature granted a swim speed may grow an elongated finned tail and gills, or its limbs may become finned.

Each time you use this ability, you can change the affected ability scores and granted ability, or remove the effects from a creature.

This magic of your fleshsculpting fades over time without your maintenance, requiring you maintain it each day to preserve its effects. Maintaining your fleshsculpting takes the same amount of time as fleshsculpting new creatures, and you can maintain a number equal to your Intelligence modifier each time you do so. If an ability granted by your fleshsculpting provides a racial bonus, it is reduced by 1 for every 24 hours it isn’t maintained. If it grants a mode of movement, it is reduced by 10 feet for every 24 hours it isn’t maintained. If the fleshsculpting grants an ability that doesn’t provide a racial bonus or a movement speed, the effect fades after 7 days without maintenance. Once a fleshsculpting ability has one of its abilities completely fade, all of the effects of the fleshsculpting are lost.

Improved Fleshsculpting (Ex)

Your studies have revealed further techniques to sculpt the flesh of your allies.

At 5th level, when you use your fleshsculpting on your allies you can grant them a second effect from the list available at 1st level. Alternatively, you can replace two abilities granted by your fleshsculpting with a single ability from the following list:

  • 20 foot fly speed with poor maneuverability. This fly speed cannot be used to hover. If the creature granted this ability does not use a move action to fly at least 5 feet during each of their turns while flying, they fall.
  • +2 racial bonus to one ability score. This bonus doesn’t stack with any ability score bonuses from the creature’s race. For example, an elf who has a +2 bonus to Dexterity and Intelligence and a -2 penalty to Constitution from their race cannot use this ability to gain a +2 racial bonus to Dexterity or Intelligence, but could use it to negate their Constitution penalty.
  • 30 foot climb speed and a +8 racial bonus to climb checks.
  • Blindsense 15 feet.
  • The ferocity special ability.
  • The creature no longer needs to sleep, and is immune to magical sleep. They only need to meditate for 2 hours per day to gain the benefits of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells or to refresh their spell slots to do so after only 2 hours, but this does not allow a spellcaster to prepare spells or refresh their spell slots more than once per day.
  • Telepathy with a range of 60 feet.
  • The compression special ability.
  • The creature can be healed by negative energy, and is harmed by positive energy.
  • The creature can be healed by positive energy, and is harmed by negative energy.
  • The stench special ability, using your promethean level in place of the sculpted creature’s hit dice and your Intelligence in place of the creature’s Constitution when determining its DC.
  • The ability to vomit acid in a 15-foot line as a standard action that deals 1d6 + 1d6 acid damage per two promethean levels, halved on a successful Reflex save (DC 10 + 1/2 the promethean’s level + the sculpted creature’s Intelligence modifier). Once used, it cannot be used again for 1d6 rounds.
  • The web special ability, using your promethean level in place of the sculpted creature’s hit dice and your Intelligence in place of the creature’s Constitution when determining its DC.

In addition, you gain the ability to permanently sculpt the flesh of creatures. This process takes one week, requiring 8 hours of work each day, and allows you to grant a single creature the permanent benefits of a single ability granted by your fleshsculpting at 1st level. This process takes 2,000 gp worth of expensive alchemical components. A creature can only be granted by a single ability granted at 1st level, and can only be affected by a single permanent fleshsculpting. Any permanent fleshsculpting that provides increases in power based on your promethean level uses the creature’s hit dice when determining the ability instead. Any permanent fleshsculpting that grants an ability with a saving throw that uses your promethean level and Intelligence modifier to determine the DC instead uses the creature who gained the ability’s hit dice and Constitution modifier to determine the DC. You, or another fleshsculpter, can change or remove the granted ability by spending another week and another 2,000 gp. A single creature can be affected by both a permanent and temporary fleshsculpting.

An exception to the above is purely cosmetic fleshsculpting that only alters a creature’s appearance; it can be performed for 200 gp, and can be combined with an additional permanent fleshsculpting.

Table 1-3: Fleshsculpter Services
Fleshsculpter Level Abilities Granted Price
1st One 1st-level 400 gp
5th Two 1st-level or one 5th-level 3,000 gp
13th Three 1st-level or one 1st-level and one 5th level or one 13th-level 10,000 gp
20th Same options as 13th level, in addition affected creatures no longer need to eat, drink, sleep or breathe, and don’t age while under the effects of the fleshsculpting. 20,000 gp

Warping Touch (Su)

Your continued obsessions with understanding and changing the mortal form has unlocked numerous revelations, particularly when it comes to warping the forms of your foes.

At 9th level, the duration of your sculpting touch increases to 1 minute + 1 minute per two promethean levels. In addition, when a creature fails their Will saving throw against your sculpting touch they suffer from two penalties, and when they succeed on their Will saving throw they suffer from a single penalty of your choice until the end of your next turn.

Greater Sculpting (Ex)

Your mastery over the ability to sculpt the flesh of your allies improves, allowing you to grant them truly monstrous abilities.

At 13th level, when you use your fleshsculpting on your allies you can grant them a third effect from the list available at 1st level. Alternatively, you can replace three abilities granted by your fleshsculpting with a single ability from the following list:

  • +4 racial bonus to one ability score, and a -2 penalty to another ability score. This bonus doesn’t stack with any ability score bonuses from the creature’s race. You can, however, stack the penalty with a penalty granted from the creature’s race.
  • 60 foot fly speed with perfect maneuverability. At 20th level, this fly speed allows the creature to travel through the void of space at incredible speeds. Although exact travel times vary, a trip within a single solar system takes 3d20 months and a trip beyond takes 3d20 years (or more, at your GM’s discretion) — provided the creature knows the way to their destination. However, this ability alone does not grant the creature the ability to survive in space.
  • Blindsight 15 feet.
  • Tremorsense 60 feet.
  • Immunity to mind-affecting and fear effects.
  • 30 foot burrow speed, with the earth glide special ability.
  • Regeneration 1. Choose two of the following damage types: acid, cold, electricity, or fire. Whenever the affected creature is subject to the chosen damage, they lose the benefits of their regeneration for 1 round. You cannot choose a damage type the creature is naturally resistant or immune to.
  • Your fleshsculpting now fades much more slowly. The racial bonus and movement speeds provided are reduced after each week instead of after every 24 hours, and other abilities fade after 1 month instead of 1 week.

In addition, when you grant a creature a permanent fleshsculpting ability, you can increase the time it takes to do so by 1 week and the material component costs by 13,000 gp to instead grant them a single ability available to be granted at 5th level. Removing this ability only takes 1 week and 2,000 gp, as normal.

Fleshsculpters willing to sell their skills are rarely found, but in those cases their work doesn’t come cheap.

Permanent fleshsculpting costs twice the cost of the materials to purchase from a non-player character. Purchasing a 1st-level fleshsculpting costs 4,000 gp, and purchasing a 5th-level fleshsculpting costs 30,000 gp. An entirely cosmetic 1st-level fleshsculpting only costs 400 gp.

The price to hire an NPC fleshsculpter to remove a permanent fleshsculpting is 4,000 gp.

It is nearly impossible to find a fleshsculpter who has the ability to grant 13th-level permanent fleshsculptings and is also willing to sell their work, but in such a rare case it would cost 100,000 gp. Adding the negation of the need to eat, drink, sleep, breathe and aging increases the price by a further 100,000 gp.

Fleshsculpters are often more willing to sell temporary fleshsculpting. Purchasing a temporary fleshscuplting costs an amount of gold based on the fleshsculpter’s class level, as per Table 1:3: Fleshsculpter Services.

Transfiguring Touch (Su)

Your tireless obsession has revealed to you the secrets of nearly full control over the flesh of your target.

At 17th level, whenever a creature fails a Will saving throw against your sculpting touch you can invest a point of essence into the creature as a free action. As long as your point of essence is invested, the duration of the effects applied by that sculpting touch do not expire, and the effects of that sculpting touch cannot be cured by providing the target with magic healing. If the creature is subject to a successful remove curse (or another ability that removes curses), the point of essence invested in that creature is burned and the effect is removed. You may only invest a total number of essence using this ability at any time equal to your essence capacity, and you can recover this essence at any time as part of reinvesting your essence.

While a creature has essence invested in it from this ability, its flesh is continuously linked to your mind and essence, allowing you to use your sculpting touch on the creature without requiring you to make a touch attack against it, and at any range. This requires a standard action, and the damage dealt by your sculpting touch is halved if the creature succeeds on its Will saving throw against the effect.

Fleshsculpter’s Pinnacle

You have reached the pinnacle of your art, allowing you to effortlessly warp the flesh and minds of living beings, shaping them into their most perfect form.

At 20th level, creatures affected by your temporary fleshsculpting have been perfected: they no longer need to eat, drink, sleep or breathe, and don’t age while under the effects of your fleshsculpting. An affected creature can meditate for 2 hours to gain the benefits of 8 hours of sleep.

Your fleshsculpting now fades much more slowly. The racial bonus and movement speeds provided are reduced after each month instead of after every week, and other abilities fade after 4 months instead of 1 month.

In addition, when you grant a creature a permanent fleshsculpting ability, you can increase the time it takes to do so by 2 weeks and the material component costs by 50,000 gp to instead grant them an ability available to be granted at 13th level. You can further increase the time it takes when permanently fleshsculpting a creature by an additional week and the costs by an additional 50,000 gp to cause that creature to no longer need to eat, drink, sleep or breath to survive, and to halt their aging as well.

Removing these abilities only takes 1 week and 2,000 gp, as normal.