TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
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  Flllllllllllleeeeeeeeeeeesssssssssssshhhhhhhhhhhhggggggggggggrrrrrrrrrrrraaaaaaaaaaaaffffffffffffttttttttttttssssssssssss            
   
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
      
      
  By 
  By 
  By 
  By T.H. Gulliver
  T.H. Gulliver
  T.H. Gulliver
  T.H. Gulliver    
  
   
  Rite Publishing Presents: 
   
  #30 Fleshgrafts  
   
  S
  SS
  Seth Brundle
  eth Brundle
  eth Brundle
  eth Brundle    (Design and Development): T.H. Gulliver 
  M
  M
  M
  Mr. Motley
  r. Motley
  r. Motley
  r. Motley (Editor, Layout, and Publisher):  
  Steven D. Russell 
  Christopher Carrion
  Christopher Carrion
  Christopher Carrion
  Christopher Carrion(Cover Artist): Joe Calkins    
  Mushizo
  Mushizo
  Mushizo
  Mushizo    (Interior Art): Joe Calkins and Public Domain    
   
  Dedication:   
  To those who brave the Tomb of the Emperor Gods.  
  Thanks for keeping me entertained. 
   
   
  “The flesh is the surface of the unknown.”  
  – Victor Hugo 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  #30 Fleshgrafts, Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
  
  1 
  Friend Owain Northway, 
   
  Many thanks again for your donation to my 
  library. Both volumes will be valuable additions 
  once the stench of the grave dissipates. 
   
  Now, to your question on the tentacled humanoid 
  you fought at the wharf … I have searched over 
  seventeen bestiaries and have reached a conclusion 
  as disturbing as it is unbelievable. The monster 
  was a member of the race that poses the greatest 
  threat to Questhaven. The creature was human.  
   
  A little history lesson, as always, is in order. Once 
  again, we find our history in what is now the 
  Many-Storied Empire. 
   
  When the dark rains began to fall upon the 
  northern kingdoms of old, most of the Tamar army 
  was marching east to launch a war that never 
  came—a tale I will save for another time. Fearing 
  the rain, the Tamar nobles, their slaves, and their 
  supplicants fled to the south. You know this as you 
  have visited their tombs in Rafikabeer, the Exalted 
  Necropolis. With both the military and the nobles 
  gone, the Great City of Ata’Tamar was almost 
  abandoned. Only its prisons remained full. 
   
  The viscous black substance that fell from the sky 
  seeped down the prison walls and both guards and 
  prisoners bathed in the foul waters. Thousands 
  died. The few that lived grew strange and in this 
  strangeness found advantages. Some grew longer 
  limbs. Others, thicker skins and sharper claws. A 
  few grew dozens of chattering mouths. 
   
  Through misfortune and neglect, the foulest 
  subjects of the northern kingdoms—patricidal sons, 
  rapists, and those who blasphemed the House of 
  Tamar—soon became gifted with surprising and 
  dangerous abilities. These powers were put to good 
  use in the difficult time that followed the Days of 
  Dark Rain. Their wardens rented out these 
  extraordinary killers to upstart kings and queens 
  in domains far and wide. 
   
  The wardens grew wealthy as merchants of death. 
  When the first generation of aberrant killers began 
  to die off, the wardens’ wizards became the first 
  fleshgrafters, creating assassins as aberrant as 
  those the dark rains had provided. The study of the 
  effects of the black rain, by this time provided a 
  basis for magical experimentation. From accident 
  grew an art—the art of augmenting creatures with 
  additional clawed limbs, eyes that see through 
  arcane trickery, and organs that give boons nature 
  denied.  
   
  Despite the advantages it offers to those who 
  accept the strange fruits of this arcane pursuit, 
  fleshgrafting is still rare outside of the blackened, 
  damned, and still almost empty center of the 
  Empire. Only those hungry for power or enslaved  
   
   
  by wealthy and malicious men would have their 
  bodies altered by this twisted magic. Most civilized 
  lands reject fleshgrafters when they are not 
  discreetly employing them. 
   
  Now, to your problem. Regarding the creature you 
  fought at the wharf, I fear your recent expedition 
  to Rafikabeer may have attracted some 
  undesirable attention from someone able to afford 
  an assassin augmented with fleshgrafts. Be 
  careful, friend Owain, for I believe you have made 
  a powerful enemy from the heart of the Many-
  Storied Empire—from The Darkened Heart. In the 
  attached journal, I include notes on the thirty 
  fleshgrafts detailed in my library. I add 
  supplementary but obviously incomplete notes on 
  fleshgrafters and their craft. 
   
  Yours, 
  Pers Veilborn,  
  Librarian. 
   
  Fleshgrafts
  Fleshgrafts
  Fleshgrafts
  Fleshgrafts    
   
  Fleshgrafts are similar in many ways to magic items 
  except that, with few exceptions, they must be 
  attached to the person for whom they are made—
  the host—at the time the fleshgrafter creates them 
  or if the fleshgraft is properly preserved (via say a 
  gentle repose spell) attached during a complex 
  procedure by a fleshgrafter. The host must spend 
  time in the laboratory or temple of the fleshgrafter 
  for a quarter of the crafting time (minimum 8 
  hours).  
   
  
  2 
  Unlike magic items, some fleshgrafts do not 
  produce an aura. Although the fleshgrafter used 
  magic in creating them, they are now completely 
  integrated into the body of their host. They are no 
  more magical than the host’s original eye or arm. 
  The auras of the magic involved in their creation 
  and grafting no longer linger and, therefore, do not 
  interfere with the auras of other magic items. Such 
  fleshgrafts do not take up magic item slots. Only 
  fleshgrafts that have an aura can have their abilities 
  suppressed by spells such as dispel magic as any 
  other magic item would. 
   
  Fleshgrafters
  Fleshgrafters
  Fleshgrafters
  Fleshgrafters    
   
  Most fleshgrafters are wizards. A few are sorcerers 
  or alchemists. However, all fleshgrafters must be 
  able to have access to healing spells. As a result, the 
  majority of fleshgrafters have cleric levels and some 
  of the most powerful are members of dark cults, 
  assassins’ guilds, or both, as is the case with ‘The 
  Wardens of the Darkened Heart.’ For such cultists, 
  fleshgrafts are often gifts that allow mortals to 
  resemble their dark masters.  
   
  Augmented Creatures
  Augmented Creatures
  Augmented Creatures
  Augmented Creatures    
  Many fleshgrafted creatures acquire fleshgrafts for 
  purely rational purposes to make them more 
  effective at their jobs. Others have a desire to 
  change their body in dramatic ways. For some, this 
  becomes an obsession. For these creatures, the need 
  to acquire new fleshgrafts leads them to a life of 
  theft and murder, selling themselves out to those 
  who have use of their abilities. A few fleshgrafted 
  creatures serve powerful masters. These may be 
  outfitted with fleshgrafts far beyond what they 
  could afford. 
  Fleshgrafts are expensive magic items and, yet, 
  cannot be looted from NPCs. If you are outfitting 
  your NPC villains with fleshgrafts, be sure to 
  provide the player’s with opportunities to gather an 
  equivalent amount of treasure elsewhere.  When the 
  cost of the fleshgraft exceeds the recommended 
  NPC gear, increase the CR of the creature 
  judiciously.  
   
  Gibberers
  Gibberers
  Gibberers
  Gibberers    
  While a fleshgrafter can produce any fleshgraft 
  without assistance as long as he or she meets the 
  requirements, some fleshgrafters take an aberrant 
  creature known as a gibberer as a familiar. A 
  gibberer resembles an immature gibbering 
  mouther, but has fewer abilities and is much less 
  dangerous. 
   
  A fleshgrafter can make minor incisions on the 
  surface of a gibberer and place material 
  components in the wounds. As the wounds heal, the 
  gibberer grows the required eyes, mouths, and 
  other organs in these spaces. The fleshgrafter then 
  extracts the fleshgraft and transplants it to the new 
  host. 
   
  Even with the aid of a gibberer, the crafting time 
  and cost remain the same. The fleshgrafter, 
  however, can work on multiple items at the same 
  time as the gibberer aids in their growth.  
   
  New Feat
  New Feat
  New Feat
  New Feat    
  Graft Flesh (Item Creation) 
  You can create fleshgrafts. 
  Prerequisites: Caster level 5th, Craft Wondrous 
  Items  
  Benefit: You can create and implant a variety of 
  fleshgrafts. Creating a fleshgraft takes 1 day for each 
  1,000 gp in its prices. To implant the fleshgraft 
  requires that the host be present for one-fourth of 
  the creation time. To create a fleshgraft, you must 
  use up raw materials costing half of its base price.  
   
  New Spell
  New Spell
  New Spell
  New Spell    
  Flesh Culture 
  School conjuration (healing);  
  Level cleric 3, sorcerer/wizard 3 
  Casting Time 1 standard action 
  Components V, S, M/DF (a piece of moldy bread 
  and bits of flesh) 
  Range touch 
  Target object 
  Duration 1 day/level 
  Saving Throw Will negates (object);  
  Spell Resistance yes (object) 
  You cause bits of dismembered flesh to grow or 
  expand. Dried flesh begins to return to its original 
  condition. Bits of organs grow into full and 
  complete organs. Fleshgrafters use this spell in the 
  preparation of flesh grafts. It cannot be used to 
  resurrect creatures or heal wounds. 
   
   
  30 Fleshgrafts
  30 Fleshgrafts
  30 Fleshgrafts
  30 Fleshgrafts    
   
  Claws and Fangs
  Claws and Fangs
  Claws and Fangs
  Claws and Fangs    
  All fleshgrafts that deal damage draw upon the 
  host’s existing musculature and add either the 
  host’s full strength bonus (for primary attacks) or 
  half the host’s strength bonus (for secondary 
  attacks) to both attack and damage. 
   
  Abyssal Barb 
  Aura strong conjuration; CL 15th 
  Slot hands; Price 32,000 gp; Weight none 
  Description 
  Made from a claw plucked from a bound bebelith, 
  an abyssal barb grows from the back of the host’s 
  hand. The barb is often turned backwards allowing 
  for a dangerous slashing attack. The barb is a +2 
  anarchic weapon dealing 1d6 points of damage and 
  an additional 2d6 points of damage against any 
  
  3 
  creatures of lawful alignment. It bestows one 
  permanent negative level on any lawful host and 
  cannot be overcome unless the barb is removed by a 
  fleshgrafter. Against creatures of the demon type, 
  an abyssal barb is treated as cold iron and good. 
  The host of an abyssal barb is never unarmed. 
  Construction 
  Requirements Graft Flesh, binding, summon 
  monster VII, grafter must be chaotic; Cost 16,000 
  gp 
   
  Leech Maw 
  Aura none; CL 9th 
  Slot none; Price 38,000 gp; Weight  
  Description 
  While most civilized people find fleshgrafts 
  abnormal, some fleshgrafts are more repulsive than 
  others. This fleshgraft involves the reshaping of the 
  mouth, teeth, and jaws into a leechlike maw. The 
  host gains a 1d4 bite attack as a primary attack. The 
  host also gains the grab ability, which allows the 
  host to deal damage normally on a successful bite 
  attack and start a grapple as a free action without 
  provoking an attack of opportunity. Each round 
  that it maintains a grapple, the host can attempt to 
  drain the target’s blood. At the end of each round 
  that the host maintains its grapple, the blood drain 
  causes 1 point of strength and constitution damage 
  to its target. 
  A leech-mawed humanoid that does not normally 
  drink blood must make a DC 20 Fortitude save at 
  the beginning of its turn or it must break the 
  grapple and vomit, becoming nauseated for 1d4 
  rounds. 
  Construction 
  Requirements Graft Flesh, polymorph; Cost 
  19,000 gp 
   
  Retractable Claws 
  Aura none; CL 6th 
  Slot none; Price 5,000 gp; Weight none 
  Description 
  A set of sharp thin retractable claws grows from the 
  host’s fingers (or toes). They are treated as natural 
  weapons for enhancement purposes. Instead of 
  doing 1d3 points of bludgeoning damage for an 
  unarmed strike (for a medium character), the host 
  can choose to do 1d4 points of slashing damage (1d3 
  if small; 1d6 if large). Monks with retractable claws 
  damage increase their unarmed damage by one 
  step. 
  Construction 
  Requirements Graft Flesh, cure serious wounds; 
  Cost 2,500 gp 
   
   
  Limbs and Limb Extensions
  Limbs and Limb Extensions
  Limbs and Limb Extensions
  Limbs and Limb Extensions    
  The fleshgrafts below are additional limbs that do 
  not replace existing limbs. A fleshgrafter could 
  replace an existing limb with these fleshgrafts, in 
  which case any secondary attacks below would 
  now become primary attacks. 
   
   
  Choker 
  Aura none; CL 13th 
  Slot none; Price 16,000 gp; Weight 10 lbs. (small 
  creatures, 6 lbs.; large creatures, 14 lbs.) 
  Description 
  This long coiling tentacle emerges from the host’s 
  upper back or shoulder. It can make a secondary 
  attack that deals 1d4 points of damage (1d3 if small; 
  1d6 if large) plus half the host’s strength bonus. A 
  creature can become host to up to six chokers. A 
  creature with a choker can take the special attack 
  grab instead of a feat. 
  Construction 
  Requirements Graft Flesh, regenerate, animal 
  growth; Cost 8,000 gp 
   
  Mantid's Claws 
  Aura none; CL 13th 
  Slot none; Price 36,000 gp; Weight 8 lbs. (4 lbs. 
  if small; 16 lbs. if large) 
  Description 
  This pair of mantis limbs extends from the host’s 
  midriff and is difficult to conceal. The host gains 
  two claw attacks (reach 10 ft.). These attacks are 
  primary attacks and deal 1d4 points of damage each 
  (1d3 if small; 1d6 if large) plus strength modifier.  
  Construction 
  Requirements Graft Flesh, regenerate, gentle 
  repose; Cost 18,000 gp 
   
  
  4 
  Ocean's Grasp 
  Aura none; CL 9th 
  Slot none; Price 48,000 gp; Weight 10 lbs. (small 
  creatures, 6 lbs.; large creatures, 14 lbs.) 
  Description 
  Four functioning tentacles, two per arm, extend 
  from just below the host’s elbows. These long arm 
  extensions can be easily hidden in flowing robes or 
  billowing sleeves. When used in an attack, they 
  extend the host’s reach by 5 ft. and allow secondary 
  attacks that do 1d4 points of damage on a successful 
  hit (1d3 if small; 1d6 if large). On a successful hit, 
  the host can commence a grapple attack against the 
  target. When grappling, the host can attempt to 
  constrict the target, doing 1d4 points of 
  bludgeoning damage per round while maintaining 
  the grapple. 
  Construction 
  Requirements Graft Flesh, polymorph; Cost 
  24,000 gp 
   
  Wings
  Wings
  Wings
  Wings    
  Fleshgrafters find it very difficult to acquire wings 
  of good quality and an appropriate size to allow 
  flight. The best quality wings are crafted in part 
  from the host’s own flesh. The poorest quality 
  wings are harvested from dead creatures of an 
  appropriate size. All wings are bulky and difficult 
  to conceal. 
   
  Tattered Wings 
  Aura none; CL 7th 
  Slot none; Price 20,000 gp; Weight 8 lbs. (small 
  creatures, 4 lbs.; large creatures, 16 lbs.) 
  Description 
  This shabby pair of wings allows the host to fly at a 
  speed of 40 ft. per round or 20 ft. per round with 
  medium encumbrance. They are usually either the 
  moulting feathered wings of a harpy or the mottled 
  wings of a skavling.  
  Construction 
  Requirements Graft Flesh, cure serious wounds; 
  Cost 10,000 gp 
   
  Wings 
  Aura none; CL 7th 
  Slot none; Price 30,000 gp; Weight 8 lbs. (small 
  creatures, 4 lbs.; large creatures, 16 lbs.) 
  Description 
  These wings are of good quality and allow the host 
  to fly at a speed of 50 ft. per round or 30 ft. with 
  medium encumbrance. Fly becomes a class skill for 
  the host. The wings appear to be either the 
  feathered wings of a giant eagle or the dragon-like 
  wings of a manticore. 
  Construction 
  Requirements Graft Flesh, cure serious wounds; 
  Cost 15,000 gp 
   
  Wondrous Wings 
  Aura none; CL 13th 
   
   
  Slot none; Price 50,000 gp; Weight 12 lbs. (small 
  creatures, 6 lbs.; large creatures, 18 lbs.) 
  Description 
  This pair of wings is of the highest quality and 
  merges seamlessly with the flesh of the host. The 
  host gains the ability to fly at a speed of 60 ft. per 
  round or 40 ft. per round with medium 
  encumbrance. Fly becomes a class skill for the host. 
  The fleshgrafter grows these wings specifically for 
  the host and they take on an appearance suited to 
  the host’s personality and race.  
  Construction 
  Requirements Graft Flesh, regenerate, gentle 
  repose; Cost 30,000 gp 
   
   
  Glands and Internal O
  Glands and Internal O
  Glands and Internal O
  Glands and Internal Organs
  rgans
  rgans
  rgans    
  These fleshgrafts are less obvious than many of the 
  others. While a DC 10 Heal check would allow 
  anyone familiar with the host’s race to recognize 
  that there is something unusual about the host, 
  only a DC 20 Heal check would identify the 
  function of these fleshgrafts. 
   
  Spinneret Glands 
  Aura none; CL 3rd 
  Slot none; Price 10,800 gp; Weight none 
  Description 
  Fleshgrafters can implant a spinneret—a silk 
  spinning organ of the size and type of those 
  possessed by giant spiders—anywhere on a host’s 
  body.  Each spinneret gland is able to produce 
  enough silk to throw webs (DC 15, hp 5) three times 
  per day. Webs are able to support the host and one 
  other creature of the same size as the host.  
  
  5 
  Each web can be thrown a maximum range of 50 
  feet with a range increment of 10 feet and are 
  effective against targets up to one size category 
  larger than the host. An entangled creature can 
  escape with a successful Escape Artist check or 
  burst the web with a Strength check. Attempts to 
  burst a web by those caught in it suffer a –4 penalty. 
  Otherwise, this gland functions as the web ability 
  described in the universal monster rules. 
  Construction 
  Requirements Graft Flesh, cure moderate 
  wounds, flesh culture; Cost 5,400 gp 
   
  Spitter 
  Aura none; CL 7th 
  Slot none; Price 18,000 gp; Weight 1 lb. 
  Description 
  Many creatures possess the ability to spit acid at 
  those who threaten them and this fleshgraft 
  attempts to share that particular advantage with 
  those less favored by nature or the gods. The host 
  gains an acidic breath weapon and can make a 
  ranged touch attack that does 2d4 damage. The host 
  also gains immunity to damage from their own 
  breath attack and the ability to resist acid damage, 
  ignoring the first 5 points of damage from any acid 
  attack. 
  Construction 
  Requirements Graft Flesh, cure serious wounds, 
  flesh culture, gentle repose, resist energy; Cost 
  10,500 gp 
   
  Troll's Gland 
  Aura strong conjuration; CL 13th 
  Slot chest; Price 80,800 gp; Weight none 
  Description 
  A fleshgrafted troll’s gland causes a patch of boils to 
  appear under the host’s arm or on their side. 
  Lancing the boils releases an infusion of troll 
  hormones into the host’s body allowing them to 
  recover from wounds or even grow back severed 
  limbs or other body parts as the spell regenerate. 
  The patch of lanced boils grows back somewhere 
  else on the host within 24 hours. 
  Construction 
  Requirements Graft Flesh, flesh culture, 
  regenerate; Cost 40,400 gp 
   
   
  Eyes
  Eyes
  Eyes
  Eyes    
  The eyes below replace one or both of the host’s 
  original eyes. They continue to function as the 
  host’s original, even allowing access to low light 
  vision or darkvision if the host originally had these 
  abilities. 
   
  Eyes of Arcane Sight 
  Aura faint divination; CL 5th 
  Slot eyes; Price 21,000 gp; Weight none 
  Description 
   
   
   
  This pair of startling totally white eyes without 
  irises replaces the host’s original eyes.  As a free 
  action, the host can use these eyes to see magic 
  auras within 120 feet as the spell arcane sight. The 
  host can use this power up to five times per day for 
  up to ten minutes per time with a maximum of 30 
  minutes per day.  
  Construction 
  Requirements Graft Flesh, arcane sight, cure 
  light wounds, flesh culture; Cost 10,500 gp 
   
  Eyes of Insight 
  Aura faint divination; CL 1st 
  Slot eyes; Price 3,000 gp; Weight none 
  Description 
  This pair of silver-grey eyes replace the host’s own 
  eyes. The eyes continually detect auras around 
  good-aligned creatures or magical objects. Unlike 
  the spell detect good, the creature or object must be 
  present for the aura to be detected and it is detected 
  immediately. The auras appear as a silver light 
  around a good-aligned creature. When confronted 
  with an overwhelming aura, the pupils contract to 
  narrow vertical slits much like a cat’s to protect the 
  host from the brightness of the aura. 
  Construction 
  Requirements Graft Flesh, cure light wounds, 
  detect good, flesh culture; Cost 1,500 gp 
   
  Eyes of Truesight 
  Aura moderate divination; CL 11th 
  Slot eyes; Price 26,400 gp; Weight none 
  Description 
  This vibrant purple eye replaces one of the host’s 
  own eyes. It functions like a normal eye but once 
  
  6 
  per day the host can use it to see things as they truly 
  are as the spell true seeing. The effect lasts for 
  eleven minutes. 
  Construction 
  Requirements Graft Flesh, cure light wounds, 
  flesh culture, true seeing; Cost 38,600 gp 
   
  True Seeing Eye Dog 
  Aura moderate divination; CL 11th 
  Slot eyes; Price 52,800 gp; Weight none 
  Description 
  This mutual fleshgraft involves the exchange of eyes 
  between ‘master’ and ‘pet’ hosts. Each host takes an 
  eye from the other creature. These grafts allow the 
  master host to see through the eye of the pet host. 
  Five times per day for a period of seven minutes 
  each time, the master while viewing through the 
  pet’s eyes can see things as they actually are as the 
  spell true seeing. While dogs are the most common 
  animal for this mutual fleshgraft, almost any animal 
  can serve as a pet host. For this ability to work, the 
  animal must be within 120 ft. and have its eyes 
  open. The animal controls the direction it is seeing. 
  The controller must concentrate to see through the 
  pet's eye.  
  Construction 
  Requirements Graft Flesh, cure serious wounds, 
  flesh culture, true seeing; Cost 26,400 gp 
   
  Third Eyes
  Third Eyes
  Third Eyes
  Third Eyes    
  Third eyes are eyes that do not replace one of the 
  host’s original eyes. 
   
  Abomination 
  Aura moderate necromancy; CL 7th 
  Slot headband; Price 41,600 gp; Weight none 
  Description 
  This eye is grafted into the host’s forehead where it 
  is usually covered by a hairless eyelid. When the eye 
  is opened, the abomination grants +2 to intimidate 
  checks and can see in darkness for a distance of 60 
  ft. Three times per day, the host can use the eye to 
  generate a cone of terror with a range of 30 ft. that 
  causes any living creature in the area to become 
  panicked as the spell fear (DC 16 Will save partial). 
  Abominations, originally made from the eyes of 
  yetis, generates intense cold and the host must be 
  protected by endure elements or suffer 1d6 points of 
  damage per day. 
  Construction 
  Requirements Graft Flesh, cure critical wounds, 
  endure elements, flesh culture, fear; Cost 20,800 
  gp 
   
  Cock's Eye  
  (or Eye of the Serpent King)  
  Aura moderate transmutation; CL 11th 
  Slot headband; Price 80,200 gp; Weight none 
  Description 
  Given the name "Cock's Eye" by the uninformed 
  that do not know it is the cockatrice's bite that 
  causes petrification, these third eyes allow the host 
  to cast flesh to stone 3 times per day with a range of 
  30 feet (DC 19 Fortitude save negates). Coating an 
  affected creature with the blood of a basilisk cures 
  the affliction. The fleshgrafter must place the third 
  eye high on the host’s forehead.   
  Construction 
  Requirements Graft Flesh, cure serious wounds, 
  flesh culture, flesh to stone; Cost 40,600 gp 
   
  Creeper Peeper 
  Aura none; CL 5th 
  Slot wrist; Price 12,800 gp; Weight none 
  Description 
  This small milky white eye is grafted into the inside 
  of the host’s wrist but remains shut when not in use. 
  When open, the eye allows the host to see perfectly 
  in darkness much like a dark creeper. This includes 
  magically created darkness such as that created by 
  the spells darkness and deeper darkness. The wrist 
  must be free and uncovered in order to function. 
  Using the hand for any vigorous action while 
  keeping the eye open makes the host dizzy. Each 
  round the eye is opened and the host uses that 
  hand, the host must make a DC 15 Will save or 
  become sickened for 1d3 rounds.  
  Construction 
  Requirements Graft Flesh, cure serious wounds, 
  flesh culture; Cost 6,400 gp 
   
  Eye of the Abyss 
  Aura strong enchantment; CL 13th 
  Slot headband, hand, or chest; Price 36,000 gp; 
  Weight none 
  Description 
  This third eye opens in the middle of the host’s 
  forehead, left hand, or chest. Three times per day, 
  the eyelid can open, revealing a swirling darkness in 
  place of a pupil. The eye terrifies all those who see it 
  as a gaze attack with a 30 ft. range. The eye affects 
  targets as the spell fear (DC 16 Will save partial) for 
  13 rounds. Once per day, the host can focus its 
  mind-warping gaze on a single target for 3 rounds 
  affecting that target as the spell insanity (DC 20 
  Will negates). The target must be helpless and 
  unable or unwilling to close its eyes in order for this 
  effect to function.  
  Construction 
  Requirements Graft Flesh, flesh culture, insanity, 
  regenerate; Cost 15,000 gp 
   
  Skins
  Skins
  Skins
  Skins    
  Greypatch 
  Aura faint necromancy; CL 7th 
  Slot neck; Price 22,000 gp; Weight none 
  Description 
  Pinkish flesh prone to bleeding rings this patch of 
  grey skin at the back of host’s neck. The grey flesh is 
  grafted from that of an undead creature and is only 
  prevented from spreading by the protective raw and 
  bloody ‘circle of roses’ around it. The undead flesh 
  
  7 
  allows the host to hide from unintelligent undead 
  creatures as the spell hide from undead. Against 
  intelligent undead creatures, the host gains a +10 
  bonus to Disguise checks to appear dead or undead.  
  Construction 
  Requirements Graft Flesh, animate dead, gentle 
  repose; Cost 11,000 gp 
   
  Hides 
  Aura none; CL 5th 
  Slot none; Price 2,000 gp, 8,000 gp, 18,000 gp, 
  32,000 gp, 50,000 gp; Weight 1 lb., 4 lbs., 9 lbs., 
  16 lbs., 25 lbs. 
  Description 
  The most common type of fleshgraft involves the 
  grafting and growing of a protective hide. The hides 
  provide a range of natural protection from +1 to AC 
  to +5 to AC. The hides usually resemble those of the 
  creatures from which they were adapted. The hides 
  do not need to cover the face or hands for the 
  creature to gain the full bonus to AC. 
  Construction 
  Requirements Graft Flesh, cure serious wounds; 
  Cost 1,000 gp, 4,000 gp, 9,000 gp, 16,000 gp, 
  25,000 gp 
   
  Skin Colony 
  Aura faint transmutation; CL 1st 
  Slot varies; Price 800 gp; Weight none 
  Description 
  The fleshgrafter can place this patch of skin 
  anywhere on the host. Once per day, the host can 
  scratch the patch of skin causing it to blister, itch, 
  and spread. Soon, the skin has spread over the 
  entire surface of the host’s body, changing the host’s 
  skin to resemble that of the original donor’s. If the 
  original donor was of a different race, then other 
  minor surface features of the race such as ear 
  cartilage or body hair will also appear. The 
  fleshgraft grants a +10 bonus to Disguise checks. It 
  does not grant any natural armor bonuses or racial 
  abilities. The skin sheds on its own after 24 hours or 
  after ten minutes of rough scrubbing with a cloth or 
  brush.  
  Construction 
  Requirements Graft Flesh, polymorph; Cost 400 
  gp 
   
  Ugothol's Mask 
  Aura none; CL 5th 
  Slot none; Price 20,000 gp; Weight none 
  Description 
  A fleshgrafter inserts patches of flesh grown from 
  that of faceless stalkers into the host’s face through 
  a series of incisions. The host can expand, shrink, 
  and change the shape of these patches of flesh as a 
  standard action granting a +10 bonus to Disguise 
  checks. The host can maintain the disguise even 
  while sleeping. 
  Construction 
  Requirements Graft Flesh, cure light wounds, 
  flesh culture; Cost 10,000 gp 
   
   
  Miscellaneous
  Miscellaneous
  Miscellaneous
  Miscellaneous    
  Angel's Blood 
  Aura faint abjuration; CL 3rd 
  Slot body; Price 9,000 gp; Weight none 
  Description 
  This fleshgraft resembles a potion, but is created 
  from an infusion that requires the blood of an 
  aasimar or other good-aligned outsider. The 
  alignment of any creature drinking this infusion 
  appears to be good for a period of 24 hours. Any 
  effect that targets or benefits good-aligned 
  creatures effects this creature. 
  Construction 
  Requirements Graft Flesh, Brew Potion; Cost 
  4,500 gp 
   
  Bullheaded 
  Aura none; CL 9th 
  Slot none; Price 56,000 gp; Weight 16 lbs. 
  Description 
  This set of horns and surrounding musculature 
  allow the host to make a gore attack as a primary 
  attack. The gore attack does 1d6 points of damage 
  (1d4 if small; 1d8 if large). Powerful Charge 
  becomes available as a feat for hosts with this 
  fleshgraft, 
  Construction 
  Requirements Graft Flesh, polymorph; Cost 
  28,000 gp 
   
  Chatterer 
  Aura moderate enchantment; CL 7th 
  Slot chest; Price 56,000 gp; Weight none 
  Description 
  
  8 
  Seven mouths are grafted onto the host’s 
  chest and stomach. As a free action, the 
  host can allow the mouths to make a 
  cacophony of sounds similar to those 
  made by gibbering mouthers. The 
  mouths must be uncovered for the attack 
  to work. The cacophony has the same 
  effect as a confusion spell on all people in 
  a 15-ft.-radius (DC 16 Will save negates). 
  The effect can last for as long as the 
  mouths are allowed to gibber, but those 
  effected are allowed another saving throw 
  after four rounds. The host is not affected 
  by the mouths, but cannot take any other 
  actions while the mouths gibber. 
  Construction 
  Requirements Graft Flesh, cure serious 
  wounds, confusion; Cost 28,000 gp 
   
  Gills 
  Aura none; CL 5th 
  Slot none; Price 30,000 gp; Weight 
  none 
  Description 
  This set of gills allows the host to breath 
  in water as well as in air. Swim becomes a 
  class skill for any creature with gills. The 
  gills must be place on the neck or chest. 
  Construction 
  Requirements Graft Flesh, cure serious 
  wounds, grafter must have 10 ranks of 
  Knowledge (nature); Cost 15,000 gp 
   
  Slider 
  Aura faint transmutation; CL 5th 
  Slot body; Price 14,500 gp; Weight none 
  Description 
  The host gains increased flexibility due to a series of 
  injections of a substance drawn from gibbering 
  mouthers. This flexibility grants a +10 bonus to 
  Escape Artist checks and +2 to Acrobatics checks. 
  Once per day, the host can become as malleable and 
  shapeless as a gibbering mouther for a period of 5 
  rounds achieving an amorphous state that allows 
  the host to move through an area as small as one-
  quarter its space without squeezing or one-eighth 
  its space when squeezing. 
  Construction 
  Requirements Graft Flesh, polymorph; Cost 
  7,250 gp 
   
  Wandsleight 
  Aura faint conjuration; CL 3rd 
  Slot wrist; Price 13,000 gp; Weight none 
  Description 
  A small sphincter in the host’s forearm opens to one 
  inch in diameter when prodded by any object with a 
  magical aura. When opened, the sphincter allows 
  the host to slip an object into a pouch of flesh 
  hidden beneath the muscle. The pouch is long 
  enough to hold most wands.  
   
   
  The host can activate a wand kept in its wandsleight 
  as if the host held the wand in her or her hand. The 
  magical effects of the wand do not harm the host 
  and, if any of the effects are visible, they appear to 
  emerge from the host’s hand. The wandsleight  
   
   
  grants a +10 bonus to Sleight of Hand checks to 
  conceal a wand or similarly sized object.   
  Construction 
  Requirements Graft Flesh, cure moderate 
  wounds; Cost 6,500 gp 
   
  Waterborn 
  Aura none; CL 13th 
  Slot none; Price 32,800 gp; Weight 20 lbs. 
  Description 
  The shoreline limits and contains the civilizations of 
  those races that thrive on land. This set of 
  fleshgrafts aids those who would overcome these 
  boundaries or act as emissaries to the ocean 
  kingdoms. Hosts gain fins and larger webbed feet 
  and hands that give them a +8 bonus to Swim 
  checks and a swim speed of 60 ft. Swim becomes a 
  class skill for the host creature.  
  Construction 
  Requirements Graft Flesh, regenerate, creator 
  must have 15 ranks of Swim and 15 ranks of 
  Knowledge (nature); Cost 16,400 gp 
  
  9 
  Gibberer CR 1/2
  Gibberer CR 1/2
  Gibberer CR 1/2
  Gibberer CR 1/2    
  This mound of formless flesh, eyes, and mouths 
  coos and burbles constantly. 
  XP 200 
  N Tiny aberration 
  Init +2; Senses all-around vision, darkvision 60 
  ft.; Perception +8 
   
  Defense
  Defense
  Defense
  Defense    
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, 
  +2 size) 
  hp 3 (1d8-1) 
  Fort -1, Ref +2, Will +3 
  Defensive Abilities amorphous; Immune 
  critical hits, precision damage 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 10 ft. 
  Melee bite +4 (1d3–4)  
  Space 2-1/2 ft.; Reach 0 ft. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 2, Dex 14, Con 8, Int 2, Wis 11, Cha 10 
  Base Atk +0; CMB +0; CMD 6 (can’t be tripped) 
  Feats Stealthy 
  Skills Escape Artist +4, Perception +8, Stealth +12; 
  Racial Modifiers +4 Perception  
   
  E
  E
  E
  Ecology
  cology
  cology
  cology    
  Environment any underground 
  Organization solitary 
  Treasure none 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  All-Around Vision (Ex) A gibberer sees in all 
  directions at once. It cannot be flanked. 
  Amorphous (Ex) A gibberer’s body is malleable 
  and shapeless. It is immune to precision damage 
  (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter its space 
  without squeezing or one-eighth its space when 
  squeezing. 
   
  Wardens of the Darkened Hea
  Wardens of the Darkened Hea
  Wardens of the Darkened Hea
  Wardens of the Darkened Heartrtrtrt    
  The Wardens of the Darkened Heart rule one of the 
  largest and deadliest networks of mercenaries and 
  assassins in the Many-Storied Empire. Their 
  success is mostly due to their ability to augment 
  those in their employ with fleshgrafts that enhance 
  their natural abilities. The assassins and 
  mercenaries alike are referred to as Prisoners 
  regardless of their rank or esteem within the 
  organization.   
  There are three classes of wardens: guardians, 
  lesser wardens, and greater wardens. Guardians 
  study and work in the Darkened Heart except when 
  sent on missions with their assassins. Lesser 
  Wardens must spend three years out of five serving  
   
   
  in cities across the empire and beyond aiding their 
  assassins and gathering information. Greater 
  Wardens establish themselves in the courts of 
  mighty monarchs or seize small strongholds. As 
  long as they continue to send a tribute to the 
  Darkened Heart, the Greater Wardens have few 
  other obligations. 
   
  Hajen Po, Lesser Warden of the 
  Hajen Po, Lesser Warden of the 
  Hajen Po, Lesser Warden of the 
  Hajen Po, Lesser Warden of the 
  Darkened Heart
  Darkened Heart
  Darkened Heart
  Darkened Heart    
  Hajen Po, the sickly son of a merchant from the 
  Many-Storied Empire, is a devotee of Abb, the 
  entity that the Wardens of the Darkened Heart 
  believe caused the Days of Dark Rain. He serves the 
  Wardens as a spy and resident fleshgrafter in 
  Questhaven. Her responsibilities include ensuring 
  the safe passage of assassins owned by the 
  Wardens. 
   
  H
  H
  H
  Hajen Po
  ajen Po
  ajen Po
  ajen Po    
  CR 12 
  CR 12 
  CR 12 
  CR 12     
  Male Human Cleric 10 Wizard 3  
  LE Medium Augmented Humanoid (Human)  
  Init +4; Senses Perception +12  
  --------------------  
  DEFENSE  
  --------------------  
  AC 13, touch 10, flat-footed 13 (+3 natural)  
  hp 52 (10d8+3d6-13)  
  Fort +7, Ref +4, Will +14  
  --------------------  
  OFFENSE  
  --------------------  
  Spd 30 ft.  
  Melee Sickle +10/+5 (1d6+2/20/x2) and  
  Retractable Claws +10/+5 (1d4+2/20/x2)  
  
  10 
  Ranged Crossbow, Heavy +8/+3 (1d10/19-20/x2)  
  Spell-Like Abilities Artificer's Touch (7/day), 
  Rebuke Death (7/day)  
  Cleric Spells Known (CL 10, 10 melee touch, 8 
  ranged touch):  
  5 (2/day) Summon Monster V, Breath of Life (DC 
  19), Command, Greater (DC 19)  
  4 (4/day) Poison (DC 18), Cure Critical Wounds 
  (DC 18), Giant Vermin, Giant Vermin, Planar Ally, 
  Lesser  
  3 (4/day) Bestow Curse (DC 17), Cure Serious 
  Wounds (DC 17), Glyph of Warding (DC 17), 
  Summon Monster III, Wind Wall  
  2 (5/day) Bull's Strength (DC 16), Cure Moderate 
  Wounds (DC 16), Enthrall (DC 16), Status (DC 16), 
  Summon Monster II, Undetectable Alignment (DC 
  16)  
  1 (5/day) Command (DC 15), Cause Fear (DC 15), 
  Cure Light Wounds (DC 15), Endure Elements (DC 
  15), Obscuring Mist, Sanctuary (DC 15)  
  0 (at will) Resistance (DC 14), Detect Poison, Purify 
  Food and Drink (DC 14), Stabilize  
  Wizard Spells Known (CL 3, 10 melee touch, 8 
  ranged touch):  
  2 (2/day) Detect Thoughts (DC 14), Summon 
  Monster II, Summon Swarm  
  1 (3/day) Mage Armor (DC 13), Unseen Servant, 
  Cause Fear (DC 13), Infernal Healing  
  0 (at will) Touch of Fatigue (DC 12), Read Magic 
  (DC 12), Detect Magic, Bleed (DC 12)  
  --------------------  
  STATISTICS  
  --------------------  
  Str 14, Dex 10, Con 8, Int 14, Wis 18, Cha 13  
  Base Atk +8; CMB +10; CMD 20  
  Feats Blind-Fight, Craft Fleshgraft, Craft 
  Wondrous Item, Deceitful, Extra Channel, 
  Improved Channel, Improved Initiative, Improved 
  Unarmed Strike, Scribe Scroll, Wizard Weapon 
  Proficiencies  
  Skills Appraise +12, Bluff +3, Craft (Leather) +10, 
  Diplomacy +7, Disguise +15, Fly +12, Heal +12, 
  Knowledge (Nature) +7, Knowledge (Planes) +7, 
  Knowledge (Religion) +7, Linguistics +12, 
  Perception +12, Sense Motive +12, Spellcraft +12, 
  Survival +7  
  Languages Aboleth, Aklo, Common, Draconic, 
  Dry-tongue, Giant, Infernal, Orc, Salt-tongue, 
  Undercommon  
  SQ Abomination (Fleshgraft) (3/day), Acid Dart 
  (5/day) (Su), Arcane Bond (gibberer familiar 
  named Chomps), Aura (Ex), Channel Negative 
  Energy 5d6 (6/day) (DC 18) (Su), Chatterer 
  (Fleshgraft), Cleric Domain: Artifice, Cleric 
  Domain: Healing, Conjuration, Dancing Weapons 
  (1/day) (Su), Deliver Touch Spells Through Familiar 
  (Su), Empathic Link with Familiar (Su), Healer's 
  Blessing (Su), Hide (+3) (Fleshgraft), Illusion, 
  Share Spells with Familiar, Spontaneous Casting, 
  Summoner's Charm (+1r) (Su), Transmutation  
  Combat Gear Crossbow, Heavy, Sickle;  
  --------------------  
  SPECIAL ABILITIES  
  --------------------  
  Abomination (Su) Hajen has a third eye grafted 
  in the center of her forehead that allows him to 
  intimidate and terrify. For more details, see the 
  abomination fleshgraft. 
  Acid Dart (5/day) (Su) 30' Ranged touch attack 
  deals 1d6+1 Acid damage.  
  Artificer's Touch (1d6+5) (7/day) (Sp) Melee 
  touch attack deals 1d6+5 damage to objects or 
  constructs, bypassing 10 hardness.  
  Aura (Ex) The Cleric has an aura corresponding to 
  her deity's alignment.  
  Blind-Fight Re-roll misses because of 
  concealment, other benefits.  
  Channel Negative Energy 5d6 (6/day) (DC 
  18) (Su) A good cleric can channel positive energy 
  to heal the living and injure the undead; an evil 
  cleric can channel negative energy to injure the 
  living and heal the undead.  
  Chatterer (Su) Hajen has the seven mouths 
  grafted onto her chest and stomach. See the 
  chatterer fleshgraft.  
  Cleric Domain: Artifice Granted Powers: You 
  can repair damage to objects, animate objects with 
  life, and create objects from nothing.  
  Cleric Domain: Healing Granted Powers: Your 
  touch staves off pain and death, and your healing 
  magic is particularly vital and potent.  
  Conjuration The conjurer focuses on the study of 
  summoning monsters and magic alike to bend to 
  her will.  
  Dancing Weapons (1/day) (Su) Grant weapons 
  the dancing power.  
  Deliver Touch Spells Through Familiar (Su) 
  Your familiar can deliver touch spells for you.  
  Empathic Link with Familiar (Su) You have an 
  empathic link with your Arcane Familiar.  
  Healer's Blessing (Su) Your cure spells are 
  empowered for free. 
  Hide (Ex) Hajen has a scaly hide over much of her 
  body that grants him a +3 natural armor bonus to 
  her AC. 
  Illusion You must spend 2 slots to cast spells from 
  the Illusion school.  
  Improved Unarmed Strike Unarmed strikes 
  don't cause attacks of opportunity, and can be 
  lethal.  
  Rebuke Death (7/day) (Sp) Heal 1d4+5 damage 
  to creatures at negative HP  
  Share Spells with Familiar The wizard may cast 
  a spell with a target of "You" on her familiar (as a 
  touch spell) instead of on himself. A wizard may 
  cast spells on her familiar even if the spells do not 
  normally affect creatures of the familiar's type 
  (magical beast).  
  Spontaneous Casting The Cleric can convert 
  stored spells into Cure or Inflict spells.  
  Summoner's Charm (+1r) (Su) Increase 
  duration of summoning spells by 1/2 level 
  (permanent at 20).  
  Transmutation You must spend 2 slots to cast 
  spells from the Transmutation school. 
   
  
  11 
  Designer Note: The languages dry-tongue and salt-
  tongue are trade languages of the trade routes in the 
  Many-Storied Empire. Dry-tongue is spoken by 
  many of those who live along the caravan routes. 
  Salt-tongue is common among 
   
   
  Kril’ana
  Kril’ana
  Kril’ana
  Kril’ana, Prisoner of the Darkened 
  , Prisoner of the Darkened 
  , Prisoner of the Darkened 
  , Prisoner of the Darkened 
  Heart
  Heart
  Heart
  Heart    
  At the age of 10, Kril’ana joined her father in raiding 
  ships on the Broken Coast. When her father was 
  captured, the boy, now 14, was sentenced to hang 
  with the rest of the pirates, but proclaiming it an act 
  of mercy, her captors sold Kril’ana to the Wardens 
  of the Darkened Heart. 
  The Wardens of the Darkened Heart trained 
  Kril’ana to serve them as a spy, and later as an 
  assassin, on board ships and in coastal towns. To 
  prepare him for some more difficult missions, they 
  enhanced him with fleshgrafts. 
  She now has a leechlike mouth, four long tentacles, 
  scaly skin and fins. Kril’ana delights in her 
  fleshgrafts and the tasks they allow her to perform. 
  With each new fleshgraft, she becomes less human 
  and more like the sea creatures she envies. 
  The Wardens of the Darkened Heart dispatch 
  Kril’ana to destroy ships and slay targets at sea. 
  Many of her missions simply involve the recovery of 
  an item from a ship's cargo but Kril’ana delights in 
  terrifying those on board long after she has located 
  and obtained the object. 
  It was on one of these missions that Kril’ana briefly 
  fought Owain Northway. 
          
  Kril’ana
  Kril’ana
  Kril’ana
  Kril’ana    
  CR 11 
  CR 11 
  CR 11 
  CR 11     
  Male Human Assassin 5 Ranger 2 Rogue 5  
  NE Medium Augmented Humanoid (Human)  
  Init +7; Senses Perception +14  
  --------------------  
  DEFENSE  
  --------------------  
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)  
  hp 101 (2d10+10d8+36)  
  Fort +8, Ref +13, Will +3  
  Defensive Abilities Evasion, Improved Uncanny 
  Dodge (Lv >=14), Trap Sense +1; Resist +2 Save 
  Bonus against Poison  
  --------------------  
  OFFENSE  
  --------------------  
  Spd 30 ft.; Swim 60 ft.  
  Melee Dagger +11/+6 (1d4+3/19-20/x2) and Bite 
  +11 (1d4+3 plus grab) and 4 Tentacles +7/+2 
  (1d4+1) or 
  Trident +11/+6 (1d8+3/20/x2) ) and Bite +11 
  (1d4+3 plus grab) and 4 Tentacles +7/+2 (1d4+1)  
  Ranged Blowgun +11/+6 (1d2/20/x2)  
  Reach 10 ft.  
  Special Attacks Blood Drain, Death Attack (DC 
  16), Grab, Sneak Attack +6d6  
  --------------------  
  TACTICS  
  --------------------  
  Before Combat Kril’ana's endurance and 
  fleshgrafts enable her to lie in wait, just below the 
  water line or on the side of a ship until the target 
  approaches. She prefers to eliminate one target at a 
  time and allow the sea to hide the evidence.  
  During Combat Kril’ana prefers close, silent, and 
  brutal combat. If she feels it is safe to take time, she 
  chokes the life out of a target with her tentacles. If 
  she is in a hurry, she uses her knife or trident and 
  dispatches the target quickly but without 
  enjoyment.  
  Morale When at sea, Kril’ana slips away any time 
  she falls below two thirds of her hit points, but 
  quickly attacks again. On land, Kril’ana feels less 
  confident in her ability to locate her targets again 
  and will not break off pursuit unless she falls below 
  one third of her hit points.  
  --------------------  
  STATISTICS  
  --------------------  
  Str 17, Dex 16, Con 14, Int 12, Wis 10, Cha 8  
  Base Atk +8; CMB +11; CMD 24  
  Feats Assassin Weapon Proficiencies, Athletic, 
  Improved Initiative, Lunge, Point Blank Shot, 
  Rogue Weapon Proficiencies, Self-sufficient, 
  Stealthy, Storm-Lashed, Toughness +12, Weapon 
  Focus: Tentacle  
  Skills Acrobatics +8, Appraise +8, Bluff +8, Climb 
  +20, Craft (Ships) +8, Disable Device +14, Disguise 
  +8, Escape Artist +14, Heal +8, Intimidate +3, 
  Knowledge (Geography) +8, Perception +14, 
  Profession (Sailor) +8, Stealth +20, Survival +14, 
  Swim +28  
  Languages Common, Salt-tongue  
  SQ Enemies: Humanoids (Human) (+2 bonus) 
  
  12 
  (Ex), Gills (fleshgraft), Hidden Weapons +5 (Ex), 
  Hide (+4) (fleshgraft), Ocean’s Grasp (fleshgraft), 
  Poison Use, Resiliency (1/day) (Ex), Track +1, 
  Trapfinding +2, True Death (DC 20) (Su), 
  Waterborn (fleshgraft), Wild Empathy +1 (Ex)  
  Combat Gear Blowgun, Dagger, Trident;  
  --------------------  
  SPECIAL ABILITIES  
  --------------------  
  +2 Save Bonus against Poison +2 bonus to 
  saves vs Poison. 
  Blood Drain (Ex) The Leech Maw fleshgraft 
  allows Kril’ana to drain blood upon a successful bite 
  attack followed by a successfully maintained 
  grapple. See the Leech Maw fleshgraft for details. 
  Death Attack (DC 16) (Ex) You can kill or render 
  a target helpless for 1d6+5 rounds with a prepared 
  sneak attack.  
  Enemies: Humanoids (Human) (+2 bonus) 
  (Ex) +2 to rolls vs Humanoids (Human).  
  Evasion (Ex) If you succeed at a Reflex save for 
  half damage, you take none instead.  
  Gills (Ex) This fleshgraft enables Kril’ana to 
  breath in water as well as air. 
  Hidden Weapons +5 (Ex) You gain +5 to Sleight 
  of Hand checks made to hide weapons on your 
  person.  
  Hide (+4) (Ex) Thick silvergrey scales cover 
  Kril’ana’s entire body giving her a fishlike 
  appearance and a +4 natural armor bonus to AC. 
  Improved Uncanny Dodge (Lv >=14) (Ex) 
  Retain DEX bonus to AC when flat-footed. You 
  cannot be flanked unless the attacker is Level 14+.  
  Leech Maw (Ex) Kril’ana’s mouth and jaw 
  resemble those of a giant leech enabling her a bite 
  attack as a primary attack. See the Leech Maw 
  fleshgraft for more details.  
  Lunge -2 to AC for +5' reach  
  Ocean’s Grasp (Ex) Kril’ana has four tentacles 
  that give her an additional 5 ft. of reach and make 
  secondary attacks. See the Ocean’s Grasp fleshgraft. 
  Point Blank Shot +1 to attack and damage rolls 
  with ranged weapons at up to 30 feet.  
  Poison Use You don't accidentally poison yourself 
  with blades.  
  Resiliency (1/day) (Ex) 1/day at 0 HP, gain 5 
  temporary HP.  
  Sneak Attack +6d6 +6d6 damage if you flank 
  your target or your target is flat-footed.  
  Storm-Lashed Ignore many of the effects of bad 
  weather  
  Track +1 +1 to survival checks to track.  
  Trap Sense +1 (Ex) +1 bonus on reflex saves and 
  AC against traps.  
  Trapfinding +2 +2 to find or disable traps.  
  True Death (DC 20) (Su) Casting Raise Dead on 
  a victim of your death attack requires a successful 
  DC 20 caster level check.  
  Waterborn (Ex) An array of related fleshgrafts 
  give Kril’ana fins and enlarged webbed feet and 
  hands. These fleshgrafts enable her to swim faster 
  and with greater skill.  
  Wild Empathy +1 (Ex) Improve the attitude of 
  an animal, as if using Diplomacy.  
   
   
   
  
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  Reserved. 
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  extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) 
  "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that 
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  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  All Logos, Book Titles, Introduction text, Lore and Images 
  are product identity all other content is open gaming 
  content. 
  Open Content is the designated as follows: all feats, spells, 
  npc statblocks, monsters and fleshgrafts, and their 
  Descriptions, include all their names. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this 
  License. 
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the 
  Coast, Inc. d20 System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR. 
   
  #30 Fleshgrafts Copyright 2011 Steven D. Russell; Author T.H. 
  Gulliver 
  
  On Sale Fall 2011!
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/30 Series/30 Fleshgrafts.pdf