Replacement (Template)

A **Replacement** is a physical duplicate of a specific humanoid, called a primary.

Although a replacement does not gain the specific life experiences of its primary, it can easily mimic the demeanor and general behavior of the primary, enabling it to fill the same general role as the primary. A replacement will resist being told to harm itself or allow it self to be harmed even by its owner or creator.

## Making a Replacement

Generally, a GM does not need to go into detail about the process of the replacement growth, but on occasion player characters may need to become more familiar with the details or they may want to try to make a replacement. Any humanoid can be replaced. The GM may allow animals, alien races, and other types of creatures depending on the technology available and the setting. Replacements may last 1 to 4 years.

**First:** A Wealth check of 48 is needed to purchase the appropriate materials.
**Second:** An appropriate laboratory is needed to grow the replacement. This may require an additional Wealth check.
**Third:** A sample of the primary's subdermal tissue is needed. Dead skin cells, hair, nail clippings and other external tissue will not be enough.
**Fourth:** The growth of an adult takes 2 months. A successful Craft (pharmaceutical) check (DC 50). The check must be made 1 month into the replacement’s growth period, and a failed roll indicates the premature death of the replacement.
### Give-aways

A replacement is identical in appearance to the primary. The GM may choose to add an obvious sign that the replacement is not who they were made to mimic. Otherwise, a Disguise check is not generally needed to fool most people who know the primary. Different color blood, jet-black eyes with no visible irises, intentional markings at time of creation, or even behavioral ques may all be ways another person could know that the replacement is just that.

## Template Traits

“Replacement” is an inherited template that can be added to any humanoid (referred to hereafter as the primary). A replacement uses all the primary’s statistics except as noted here.

**Challenge Rating:** Same as the primary –1.

**Hit Dice:** Change to one die type smaller than the primary. i.e. if the primary is a d8, then the replacement is a d6.

**Special Qualities:** A replacement gains all of the primary's extraordinary abilities but none of its supernatural or spell-like abilities (including psionics). A replacement gains none of the primary's other special qualities or talents. A replacement knows that it lacks some of the abilities of the primary and occasionally feels resentful toward the primary for this reason.

In addition to its inherited extraordinary abilities, a replacement has the following special quality:

**Limited Existence (Ex):** A replacement has a programmed natural life span of one to four years (the creator must specify the life span when the project to create the replacement begins). Once the replacement reaches the end of its programmed life span, it must make a Fortitude save (DC 25) once per day. Each failed save drains the replacement of 1d6 points of Constitution. This ability drain cannot be restored by any means. When its Constitution drops to 0, the replacement dissolves into a mass of protoplasmic goo. A replacement that dies before this time retains the shape of the original.

**Allegiances:** A replacement’s first allegiance is to its creator or owner. This allegiance cannot be broken unless the creator or owner does something to break it (such as by attacking the replacement).

**Saves:** As the original, modified by altered ability scores (see Abilities, below).

**Action Points:** Replacements do not acquire or amass action points.

**Abilities:** As the original, except ability scores cannot exceed 12. Ability scores of 13 or higher for the original are reduced to 12 for the replacement. A replacement that gains levels can never raise an ability score above 12.

**Skills:** A replacement has access to any skill in which the original has ranks, and all of a replacement’s skills are class skills even if they are cross-class skills for the original. A replacement gets a number of skill points per Hit Die equal to 4 + the replacement’s Intelligence modifier (minimum 1 skill point per Hit Die). The replacement can never have more ranks in a skill than the original. The replacement gains a +4 species bonus on Disguise checks when impersonating the original. The bonus increases to +10 if the replacement wears contact lenses that hide its distinctive black eyes.

**Feats:** A replacement gains the original’s feats but cannot use any feat for which it no longer meets the prerequisites.

**Automatic Languages:** A replacement can read, write, and speak any language known by the original. Advancement: By character class.