Fleshforger
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The Alienist's Handbook
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Rather than focusing on equipment, fleshforgers rebuild their own bodies and those of their allies, transforming them into amalgamations of many components.

Physiological Tinker

The fleshforger gains Heal as a class skill. This does not prevent compatibility with other archetypes that change class skills.

Body Modifications (Ex)

Starting at 1st level, the fleshforger learns how to create a variety of grafts, internal cybernetics, and other body modifications which grant inhuman capabilities.

Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the fleshforger can set aside a small period of time to install or repair these modifications without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first.

The fleshforger may select a different maintenance for each ally to be affected.

Additional Sensory Organs

Additional eyes, ears, photosensitive skin cells, or other components are installed on the creature’s body. The affected creature gains a +2 circumstance bonus on Perception checks. This bonus increases by 1 at 5th level and every 5 levels thereafter. At 5th level, this body modification also grants the affected creature darkvision out to 60 feet. At 10th level, this body modification can grant the affected creature all-around vision or scent in place of darkvision.

Armor Plating

Scales, chitin, or chemical secretions make a creature’s skin harder to pierce. The affected creature gains a +1 natural armor bonus to AC. This bonus increases by 1 at 5th level and every 5 levels thereafter. This does not stack with a creature’s existing natural armor.

Breathing Apparatus

Gills or internal oxygen tanks help a creature to survive without air. The affected creature may treat their Constitution score as though it were 2 points higher when determining how long they can hold their breath, plus an additional 2 points for every 5 class levels the blacksmith possesses.

At 5th level, affected creatures can breathe underwater as easily as they could on land (or if they naturally breathe underwater, they can breathe on land with the same ease). At 10th level, affected creatures gain the no breath universal monster ability and can survive in the vacuum of space.

Convenient Limb

A tail or arm is installed somewhere on the affected creature’s body. This limb does not come with any natural attacks nor provide additional attacks. It may hold objects, but is not strong enough to be used to hold shields or make attacks, nor possess the dexterity needed to fulfill somatic requirements. It does not count as an arm or hand for the purposes of traits (or similar effects or abilities) which require arms or hands.

Cosmetic Reworking

The fleshforger alters the appearance of the affected creature, granting them a +2 circumstance bonus on Disguise checks. This bonus increases by 2 at 5th level and every 5 levels thereafter.

Fortified Immune System

The fleshforger installs respirators, additional stomachs, enhanced lungs, or other features which make a creature more durable. All creatures affected by this body modification gain a +2 competence bonus to saving throws against poison and disease effects; at 5th level and every 5 levels thereafter this bonus increases by 1.

Increased Flexibility

Bones are reconfigured, organs replaced, and other adjustments made to increase a creature’s agility. The affected creature gains a +2 circumstance bonus on Escape Artist checks. This bonus increases by 2 at 5th level and every 5 levels thereafter. At 5th level, the affected creature gains the compression special quality.

Maneuverability Organs

Additional limbs, fins, claws, or wings are installed to facilitate movement. The affected creature either increases their base land speed by 5 feet, or gains a climb or swim speed equal to their base land speed. These bonuses to speed or the speed of these new forms of movement increase by 5 feet at 5th level and every 5 levels thereafter. At 5th level, the affected creature may instead gain a burrow speed equal to half their base movement speed or a fly speed equal to their base land speed with clumsy maneuverability. The maneuverability of this fly speed improves to poor at 10th level, good at 15th level, and perfect at 20th level.

Mechanical Physiology

The affected creature’s body has enough artificial parts to be modified as a machine. The affected creature can be repaired or damaged as if it were a construct in addition to its normal creature type.

Natural Weapon

The affected creature gains a bite attack, 2 claw attacks, 2 slam attacks, or a gore attack which deal normal damage for their size. These are all considered primary natural attacks. If a creature already possesses one or more natural attacks, they may forgo the original natural attack granted by this ability to select one of the following properties.

  • The creature gains another natural attack from the above list.
  • One of the creature’s natural attacks gains the trip property.
  • One of the creature’s natural attacks gains the grab property.
  • One of the creature’s natural attacks is treated as one size larger for the purpose of determining damage.
  • The creature’s natural attacks are considered cold iron or silver.
  • The creature gains a constrict attack with base damage equal to the damage on one of their natural attacks.

Pain Suppressors

Painkillers, neuron interfaces, and a variety of other internal augmentations enable the affected creature to remain in control in extreme situations. All creatures affected by this body modification gain a +2 competence bonus to saving throws against pain and mind-affecting effects; at 5th level and every 5 levels thereafter this bonus increases by 1.

Redundant Organs

Additional hearts, veins, bone plates, or layers of skin prevent significant injury. Affected creatures gain a 10% chance to negate the effects of critical hits and sneak attacks against them as if they were wearing light fortification armor. This does not stack with fortification armor or similar abilities. This chance to negate critical hits and sneak attacks increases by 10% at 5th level and every 5 levels thereafter.

Reinforced Lining

The affected creature’s skeleton and veins do not easily falter. This body modification reduces bleed damage, ability damage, ability drain, and temporary ability penalties the affected creature takes by 1 point (minimum 0). If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), this body modification reduces the damage, drain, or penalty for all ability scores. This reduction increases by 1 at 10th level and every 10 levels thereafter. This body modification does not make the creature immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.

If the body modification prevents any damage, drain, or penalties that are associated with a beneficial effect, it also negates the beneficial effect.

This replaces maintenances

Body Manipulator (Ex)

Starting at 2nd level, the fleshforger may use Heal in place of all Craft and Spellcraft checks made to create, modify, repair, and enchant compounds, grafts, cybernetics, and any magic item which would be grafted onto a creature or installed internally. He gains a competence bonus equal to 1/2 his class level (minimum 1) on all Heal checks. In addition, the fleshforger gains the medical training class feature of a scholar of his fleshforger level. The amount of healing increases to 2 hit points +2 for each point by which the fleshforger exceeds the DC at 5th level and 3 hit points +3 for each point by which the fleshforger exceeds the DC at 9th level. This does not grant the advanced medical training or expert medical training class features at higher levels. The fleshforger uses their practitioner modifier in place of the Intelligence modifier to determine uses per day.

This replaces skilled craftsman but can be replaced as if it were skilled craftsman by other archetypes.

Manifold Alterations (Ex)

At 9th, 13th, and 17th level, the fleshforger may maintain 1 additional body modification during an 8 hour rest (for a total of 4 maintenances per affected creature at 17th level).

This replaces rapid maintenance.

The Next Stage (Ex)

At 20th level, the fleshforger learns to use the body as a phenomenally versatile canvas. He may select a single creature per day and apply any number of body modifications to that creature. He may only apply one instance of each body modification to each creature.

This replaces smith’s masterpiece.

Promethean Insights

The fleshforger has exclusive access to the following smithing insights:

Contingency Implants

Creatures with one or more of the fleshforger’s body modifications gain the benefits of the Diehard feat so long as their body modifications are maintained.

Distinct Physiology

When the fleshforger applies the mechanical physiology maintenance to a creature, the affected creature is treated as either an aberration or a construct (chosen at the time the body modification is installed) rather than a their original type for the purpose of effects which would have different effects based on creature type (for example, harmful spells which target only humanoids such as charm person or hold person will automatically fail unless the creature specifically chooses otherwise; rangers will not be able to use favored enemy against them unless they have both the creature’s original type or subtype and either constructs or aberrations as favored enemies, in which case the creature suffers the lesser bonus of the two).

Expanded Natural Armaments

The fleshforger may apply a second instance of the natural weapon maintenance to a creature. This counts as a separate maintenance from the first instance for the purpose of how many the fleshforger can maintain.

Strengthened Limb

The fleshforger may apply a second instance of the convenient limb maintenance to improve the strength of a limb such that it can wield weapons and shields, provide somatic components, and make attacks.


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