Fleshwarper (Not Approved)

## **This class is not approved and will never be approved.**

~~Created by IK & Major Carnage, with special thanks to Chez the Paly Bro, the creator of the D&D 3.5 / Pathfinder Xenoalchemist class, upon which Fleshwarper was heavily based.~~

~~For some, the danger and power of the world’s countless threats inspires curiosity and imagination instead of dread and revulsion. What might man be capable of if we could inflict such terrors upon our enemies as our enemies inflict upon us? For the fleshwarper, this question has become a lifetime commitment to the pursuit of personal evolution. All things strange and weird that wander the world must be catalogued. Studied. Learned from and evolved through. To truly understand one’s foes, one must become like them, no matter the personal cost.~~

~~This class benefits from high INT and CON.~~

~~Hit Dice: D8~~

~~Skill rank: 6 + INT mod~~

~~Class Skills:~~

~~Appraise (Int),Craft (all)(INT),Knowledge(All)(INT),perception(wis),Intimidate(CHA),Survival (Wis),Sense Motive (Cha), Heal (Wis)~~

### ~~Weapon and Armour Proficiencies~~

~~The Fleshwarper is proficient with all simple weapons and light armour, but not with shields.~~

### ~~Carve Material~~

~~As a trained FleshWarper you can quickly identify, catalogue and remove for future use the pieces of monsters which make them so dangerous. Carving remains requires two minutes of work with a helpless creature or recently dead (within one hour) corpse. It requires Only One Knowledge check.~~

~~First, you must make a Knowledge check relating to the monster's type, with the DC equal to the target’s CR.~~

~~If the Knowledge check is successful, the DM shall describe to you the pieces available for Carving. In general, this consists of informing you about supernatural and extraordinary abilities, breath weapons, natural weapons, movement, and so on. This is a bit vague, but you can always request particular information about an aspect of the monster. If there is a piece of the monster you wish to Carve for one of your augments, you can move on to the second skill check. You can only Carving material if it's appropriate for a graft you currently have access to.~~

~~Once you decide which piece of the monster you want (each augment has a particular requirement in the original monster and you can harvest one augment's worth of material from any given monster) you make a Heal check at the same DC. If successful you manage to procure the material needed for the chosen graft.~~

~~If the Heal check is unsuccessful you cannot try again to harvest that material from the monster, but you can attempt additional pieces that you find useful. If you successfully harvest one, however, the rest of the monster becomes contaminated and unusable.~~

~~You can store as many of these monster pieces as you want, but the DM should decide on their weight and the space required to store them based on the monster they came from.~~

~~You can only harvest an augment if you are of the appropriate Fleshwarper level to have access to it.~~

### ~~Crafting Requirement~~

~~You only have access to tier 1 augments at 1st level, but at 5th level and every four levels thereafter you gain access to an additional tier of augments. In order to fully produce a Tier 2 or above Fleshwarper Augment, the Fleshwarper must make use of augments of a lower Tier to complete the creation process. Every augment of tier 2 and above lists at least 1 lower tier graft that serves as a requirement for its production. When creating these higher tier grafts, the fleshwarper must also possess at least 1 un-attached copy of each of the listed grafts, which are consumed like spell components to produce the new graft.~~

### ~~Fleshwarp~~

~~As a fleshwarper you know how to chop things up and stick parts of them onto other living things. Once you've crafted or harvested an augment as described above, you can attach it to a living being. The target must either be willing or helpless for the duration of the procedure in order to perform the augmentation. The procedure requires 1 minute per augment tier. You can attach an augment to yourself, but you must make a DC 20 Concentration check (CON based) to endure operating on your own body.~~

~~Augments have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two augments in the same body slot. Furthermore, a creature can only have at any one time a number of augments equal to 1 + their Constitution modifier (minimum 1). If a creature's Constitution is reduced so that they can no longer hold their current augments the augments are rejected, starting with the most recently acquired. Rejected augments are not destroyed, but all benefits they confer are lost until the owner’s Con Mod is restored enough to support them.~~

~~A Fleshwarper can remove an augment at a later point, either to replace it with a mundane body part (treated as a level 0 augment) or to make way for a different augment. This may or may not impose a penalty (see the Augment Rejection section at the bottom below for more information on empty body slots).~~

~~Performing a Fleshwarp Augmentation requires access to basic medical equipment (which might include things like bandages, knives, electroshock therapy, and so on at the player's discretion).~~

~~To Flesh warp you must craft at: 125 x tier x level. after which you can store the Augment in a cold area~~

### ~~Preferred Foe~~

~~At 1st level, a Fleshwarper gains the ability to designate a single enemy as their prefered foe, once per day. They gain a +2 bonus Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the specified creature, and gains a +2 bonus on weapon attack and damage rolls against it. A fleshwarper may make Knowledge skill checks untrained when attempting to identify these creatures.~~

~~At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against a prefered foe increases by +2, including attack and damage, and the times per day the Fleshwarper can use Prefered foe increase by +1. For a total +10, 5 times per day at level 20.~~

### ~~Rogue Talent~~

~~The Fleshwarper gains one Rogue talent every 2 levels, treating Prefered Foe as Sneak Attack for the purposes of meeting talent prerequisites or activating talents.~~

### ~~Learned Professional~~

~~At 2nd level, a Fleshwarper has honed their study of all manner of monsters. When making a Knowledge check, they may add their Intelligence bonus on the check a second time. Thus, a Fleshwarper with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The Fleshwarper can also use this ability when making an Intelligence check to remember something. Starting at level 8, the Fleshwarper may apply their INT as a bonus to Heal Checks made to harvest augments.~~

### ~~Augmented Defense~~

~~Starting at level 3 with +2 and increasing by 1 every other level thereafter, when wearing light or no armor and not using a shield, a Fleshwarper adds 1 point of their Intelligence mod (if any) as a dodge bonus to their Armor Class while wielding a melee weapon. If a Fleshwarper is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. This ability stacks with Canny Defense if the Fleshwarper takes the Duelist prestige class.~~

### ~~Anatomical Familiarity~~

~~Beginning with level 8 you have learned how to more carefully remove harvestable materials from your kills, and as a result the bounty of your harvests have doubled. You can remove up to 2 augment components from a single corpse before the remains are rendered unusable.~~

### ~~Improved Augmentations~~

~~Beginning at 10th level you have gained greater knowledge of how to attach augments to yourself and others. Both the fleshwarper and people they augment can have twice as many augments! (2 \* CON Mod)~~

### ~~Greater Improved Augmentations~~

~~Beginning at 15th level the fleshwarper has become so familiar with their own anatomy they can safely augment themselves twice in the same body slot (2 augments per augment slot instead of 1). This ability only works on the Fleshwarper and can not be used to give others more slots than those provided by Improved Augmentations.~~

### ~~Experienced Hunter~~

~~You have become a master of the hunt, and are well versed in where all the local monsters love to hide. Beginning at level 12, the downtime days it takes you to hunt monsters for tier 1 and 2 augments is decreased to 50% of the target’s CR, rounded up.~~

### ~~Mutable Immunity~~

~~You have augmented yourself so extremely, your anatomy is barely human any more.~~

~~At level 20, whenever you take energy damage, you gain immunity to that specific type of energy damage until you take another form of energy damage. This Ability always starts without any selected elemental immunity at the start of a session, but does not reset during one.~~

## ~~Augments~~

### ~~1st Tier Augments~~

#### ~~Bite Attack~~

~~Level: 1~~

~~Body Slot: Head~~

~~Monster Requirement: Must have a bite natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Ghoul, winter wolf~~

~~You gain a natural bite attack which deals 1d6 damage.~~

#### ~~Bone Armor~~

~~Level: 1~~

~~Body Slot: Body~~

~~Monster Requirement: Any Undead with a natural armour bonus (and a skeleton)~~

~~Crafting Requirement: -none~~

~~Example Monsters: Skeleton~~

~~You gain a stacking natural armour bonus of +1, gaining an additional + 1 for every four fleshwarper levels. This is a subcutaneous graft that typically results in exposed bone shaped like a set of natural armor.~~

#### ~~Claws~~

~~Level: 1~~

~~Body Slot: Hands~~

~~Monster Requirement: Any living creature that has a claw natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Bear, badger~~

~~You gain 2 natural claw attacks which deals 1d6 slashing damage each. This graft can be freely stacked upon itself in the hand slot for every 2 functional arms you possess. It can not grant additional attacks per round if the augmented arms already possess a claw attack.~~

#### ~~Sound Mimicry~~

~~Level: 1~~

~~Body Slot: Throat~~

~~Monster Requirement: Must have the mimicry special ability~~

~~Crafting Requirement: -none~~

~~Example Monsters: Green hag, kenku~~

~~You gain the Sound Mimicry ability. You can perfectly imitate certain sounds or even specific voices. This augmentation cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know. To use this ability, the user makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The user has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes.~~

#### ~~Gore~~

~~Level: 1~~

~~Body Slot: Head~~

~~Monster Requirement: Must have a gore natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Minotaur, rhinoceros~~

~~You augment your head to possess a pair of massive horns, or one big one in the middle of your forehead. You gain a natural gore attack which deals 1d6 piercing damage.~~

#### ~~Compression~~

~~Level: 1~~

~~Body Slot: Shoulders~~

~~Monster Requirement: Must have the Compression special ability.~~

~~Crafting Requirement: -none~~

~~Example Monsters: Delver~~

~~You are now much more flexible and can squeeze into tiny spaces. You count as two size categories smaller to determine the spaces you can squeeze through.~~

#### ~~Low Light Vision~~

~~Level: 1~~

~~Body Slot: Eyes~~

~~Monster Requirement: Must have low-light vision~~

~~Crafting Requirement: -none~~

~~Example Monsters: Elf, giant owl~~

~~You gain low-light vision.~~

#### ~~Magic Eye~~

~~Level: 1~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Must have detect magic as a supernatural ability or spell-like ability~~

~~Crafting Requirement: -none~~

~~Example Monsters: Ethereal filcher, rakshasa~~

~~You can use detect magic at will with a caster level equal to your Fleshwarper level.~~

#### ~~Mephit Breath Weapon~~

~~Level: 1~~

~~Body Slot: Throat (Su)~~

~~Monster Requirement: Any mephit~~

~~Crafting Requirement: -none~~

~~Example Monsters: Dust mephit, salt mephit~~

~~You gain the breath weapon of a Mephit, with the type of damage depending upon the harvested Mephit. The save DC is Con-based and the weapon can be used once every 1d4 rounds.~~

#### ~~Energy Lance~~

~~Level: 1~~

~~Body Slot: Body~~

~~Monster Requirement: Any monster capable of dealing energy damage at range that is not a Dragon's breath weapon.~~

~~Crafting Requirement: -none~~

~~Example Monsters: Ankheg, arrowhawk~~

~~You get a natural energy weapon that you can discharge as a ranged touch attack with a range increment of 20ft. This attack deals the same kind of energy damage that the harvested monster was able to deal (acid, cold, electricity, fire, or sonic). With a successful ranged touch attack you can deal 1d6 energy damage, with an additional 1d6 damage per three Fleshwarper levels.~~

#### ~~Scent~~

~~Level: 1~~

~~Body Slot: Head~~

~~Monster Requirement: Anything with the scent special ability~~

~~Crafting Requirement: -none~~

~~Example Monsters: Hydra, shark~~

~~You gain the Scent ability, and can can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.~~

~~When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.~~

~~A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.~~

#### ~~Slam~~

~~Level: 1~~

~~Body Slot: Shoulders~~

~~Monster Requirement: Must have a slam natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Vampire, zombie~~

~~By augmenting the muscles in your shoulders, you gain a natural slam attack that deals 1d6 bludgeoning damage.~~

#### ~~Stench Gland~~

~~Level: 1~~

~~Body Slot: Any~~

~~Monster Requirement: Must have the stench special ability~~

~~Crafting Requirement: -none~~

~~Example Monsters: Ghoul, troglodyte~~

~~You get the stench special ability. All living creatures without the stench ability within 30ft. must make a Fortitude save (Con-based) or be sickened for 10 rounds. Creatures that save cannot be affected by the stench for 24 hours.~~

#### ~~Slow and Steady~~

~~Level: 1~~

~~Body Slot: Legs~~

~~Monster Requirement: Must be a form of dwarf (the race)~~

~~Crafting Requirement: -none~~

~~Example Monsters: Duergar, dwarf~~

~~This augmentation grants you the power of dwarves, you gain the stability ability, granting you a +4 bonus to avoid being bull rushed or tripped while on the ground. You also gain the dwarf special ability to move at your base land speed even when wearing medium or heavy armour or when carrying a medium or heavy load.~~

#### ~~Tail Attack~~

~~Level: 1~~

~~Body Slot: Waist~~

~~Monster Requirement: Must have a tail slap natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Ravid, salamander~~

~~You gain a tail that gives you a natural tail slap attack that deals 1d6 bludgeoning damage. It also gives you a +2 racial bonus on Balance and Climb checks.~~

#### ~~Tentacle~~

~~Level: 1~~

~~Body Slot: Any~~

~~Monster Requirement: Must have a tentacle natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Kraken, octopus~~

~~You gain a natural tentacle attack which deals 1d6 bludgeoning damage. The tentacles can seriously be attached to any body part. You  can only have a maximum of four tentacle augments on your body at any time, regardless of what kind of tentacle augments they are, and none can share the same body slot at the same time.~~

#### ~~Venom Bladder~~

~~Level: 1~~

~~Body Slot: Body, Torso or Waist~~

~~Monster Requirement: Must be able to deal poison with a natural attack~~

~~Crafting Requirement: -none~~

~~Example Monsters: Homunculus, purple worm~~

~~You get a bladder inside you that you can fill with poison to use with a natural attack. To start with it's filled with a single charge of the donating monster's poison, but you can fill it with other poisons that you purchase or make yourself. Your bladder can hold three separate poison charges at a time, and you can coat a natural weapon with one of them as a swift action.~~

### ~~2nd Tier Augments~~

#### ~~Constricting Tail~~

~~Level: 2~~

~~Body Slot: Waist~~

~~Monster Requirement: Must have constrict damage~~

~~Crafting Requirement: Tier 1) Tail Attack~~

~~Example Monsters: Chuul, monstrous scorpion~~

~~You get constrict damage from your incredibly muscular tail. On a successful grapple check you deal extra damage equal to 2d6 + your Strength modifier. This damage increases by 1d6 for every six Fleshwarper levels.~~

#### ~~Darkvision Eye~~

~~Level: 2~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Any with Darkvision of at least 60ft~~

~~Crafting Requirement: Tier 1) Low Light Vision~~

~~Example Monsters: Gnolls, etc~~

~~Your new eye reflects light in the darkness like a cat's. You gain darkvision out to 60ft. You can graft 2 of these at the same time, but the additional eye does not grant any further enhancement.~~

#### ~~Disease Incubator~~

~~Level: 2~~

~~Body Slot: Body~~

~~Monster Requirement: Any creature that naturally carries disease~~

~~Crafting Requirement: Tier 1) Stench Gland or Venom Bladder~~

~~Example Monsters: Barbazu, dire rat~~

~~You get a strange organ implanted inside of you which can carry and incubate disease without infecting you. You can store any nonmagical disease in it, and normally it comes already filled with the disease carried by the donating monster. You can replace the disease inside at will if you come into contact with any other disease and succeed on the Fortitude saving throw to avoid infection (or you can store it anyway after you shake it off).~~

~~Once you have a disease incubating you can activate it at will depending on the infection vector.~~

~~Vector (Contact): The disease is spread by contact. Any creature who comes in contact with you in any way is infected with your disease.~~

~~Vector (Ingestion): The disease is spread by ingestion. This means that it automatically affects anyone who consumes a contaminated piece of food. You can contaminate a food sample you're touching with a standard action.~~

~~Vector (Inhaled): The disease is spread by inhalation. As a standard action which provokes attacks of opportunity you can attempt to infect all breathing creatures within 5ft. of you. Creatures with scent can be infected from 10ft. away and take a -2 penalty on the saving throw.~~

~~Vector (Injury): The disease is spread through injuries. As a swift action you can infect all of your natural weapons with the disease. The next successful attack you make with each of them attempts to infect the target.~~

~~The Fortitude save required for your disease is Con-based.~~

#### ~~Elemental Infusion~~

~~Level: 2~~

~~Body Slot: Arms (Su)~~

~~Monster Requirement: Must have the heat special ability~~

~~Crafting Requirement: Tier 1) Mephit Breath Weapon (Type corresponding to desired element)~~

~~Example Monsters: Fire elemental, salamander~~

~~Your arms are now coated in an aura of elemental energy (Fire, Cold, Acid, or Electricity). You can turn this energy on and off as a free action. While active you deal 1d6 extra energy damage with natural attacks and metal weapons. This damage increases by 1d6 damage per six fleshwarper levels. You may only be augmented with one variation of this augment at a time.~~

#### ~~Rock Throw~~

~~Level: 2~~

~~Body Slot: Arms~~

~~Crafting Requirement: Tier 1) Slam~~

~~Monster Requirement: Any giant with rock throwing and rock catching (ie all of them)~~

~~Example Monsters: Frost giant, storm giant~~

~~You gain the rock throwing and rock catching ability of giants, with a range increment of 30ft for your rocks.~~

#### ~~Grasping Bite~~

~~Level: 2~~

~~Body Slot: Head~~

~~Monster Requirement: Any with the grab ability~~

~~Crafting Requirement: Tier 1) Bite~~

~~Example Monsters: Monstrous scorpion, tojanida~~

~~Your bite attack gains the Grab ability. After successfully attacking with a bite attack, you can initiate a grapple as a free action that does not provoke an AoO provided the target of your grapple is of equal size or smaller to you. If you do not have a bite attack, you gain one as part of this graft that does normal damage for your size category.~~

#### ~~Heightened Senses~~

~~Level: 2~~

~~Body Slot: Head~~

~~Monster Requirement: Must have blindsense~~

~~Crafting Requirement: Tier 1) Sound Mimicry~~

~~Example Monsters: Bat, shark, batshark~~

~~You gain the blindsense special ability within 30ft.~~

#### ~~Wall Climber~~

~~Level: 2~~

~~Body Slot: Torso or Body~~

~~Monster Requirement: Anything with 8 or more legs or Spider Climb as a supernatural or spell-like ability~~

~~Crafting Requirement: Tier 1) Compression~~

~~Example Monsters: Giant Spider~~

~~You attach four extra limbs to your torso that let you crawl up walls. You gain the spell Spider Climb as a permanent effect so long as you are augmented with this graft. These limbs can not be used for any purpose other than wall climbing, and do not have grasping appendages.~~

#### ~~Supernatural Might~~

~~Level: 2~~

~~Body Slot: Any (Su)~~

~~Monster Requirement: Any monster that has at least Dr 10 /magic~~

~~Crafting Requirement: Tier 1) Bone Armor~~

~~Example Monsters: Grick, lich~~

~~Your natural weapons gain Greater Magic Fang as a constant effect while you are augmented by this augment, with a caster level equal to your Fleshwarper level.~~

#### ~~Powerful Charge~~

~~Level: 2~~

~~Body Slot: Head~~

~~Monster Requirement: Must have powerful charge~~

~~Crafting Requirement: Tier 1) Gore~~

~~Example Monsters: Minotaur, rhinoceros~~

~~Your horn(s) are larger than normal. You get the powerful charge ability. Whenever you make a charge attack with your gore natural weapon you deal an extra 2d6 damage + 1.5 x your Strength modifier. This damage increases by 1d6 for every six Fleshwarper levels. If you do not have a Gore attack you gain one as part of this graft.~~

#### ~~Trample~~

~~Level: 2~~

~~Body Slot: Legs~~

~~Monster Requirement: Must have the trample special ability~~

~~Crafting Requirement: Tier 1) Slow and Steady~~

~~Example Monsters: Gorgon, razor boar~~

~~You get the trample special ability. Your trample deals 2d6 damage + 1.5 x your Strength modifier. Your trample has a Reflex save (Str-based) for half damage.~~

#### ~~Nightmare's Smoke~~

~~Level: 2~~

~~Body Slot: Throat~~

~~Monster Requirement: Anything with the smoke special ability~~

~~Crafting Requirement: Tier 1) Stench Gland~~

~~Example Monsters: Cauchemar, nightmare~~

~~As a Free Action after taking damage from a hostile source, you can fill a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. The smoke also fills your square, although you are immune to the effects. Anyone in the cone must succeed on a Fortitude save (Con-based) or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1d3 rounds.~~

~~As long as you remain in the cone,you have concealment against creatures 5ft. away and total concealment against creatures 10ft. or farther away. The smoke does not obscure your vision at all.~~

#### ~~Raking Claws~~

~~Level: 2~~

~~Body Slot: Hands~~

~~Monster Requirement: Must have the rake special ability~~

~~Crafting Requirement: Tier 1) Claws~~

~~Example Monsters: Dire tiger, sphinx~~

~~You get the rake ability. Whenever you are grappling an enemy you can make two extra claw attacks against them each round at the normal -4 penalty for attacking with a natural weapon in a grapple. You have to begin your turn grappling to use the rake ability.~~

#### ~~Shredding Claws~~

~~Level: 2~~

~~Body Slot: Hands~~

~~Monster Requirement: Must have rending damage~~

~~Crafting Requirement: Tier 1) Claws~~

~~Example Monsters: Dire ape, troll~~

~~Your claws become much sharper. If you hit with all your claw attacks on the same round you deal extra damage equal to 2d6 + 1.5 x your Strength modifier. This damage increases by 1d6 every six fleshwarper levels. You must have 2 claw attacks from a source other than the Fleshwarper class's Claws augment to take this augmentation.~~

#### ~~Vampiric Fangs~~

~~Level: 2~~

~~Body Slot: Head~~

~~Monster Requirement: Must have the blood drain ability~~

~~Crafting Requirement: Tier 1) Bite~~

~~Example Monsters: Dire weasel, gibbering mouther~~

~~Your bite attack has been upgraded with giant fangs. Whenever you're grappled with an enemy you automatically deal 1d2 points of Constitution damage every round. This damage increases by 1d2 for every 5 Fleshwarper levels. You gain a bite attack as part of this augment if you did not have 1 already.~~

#### ~~Wolf's tail~~

~~Level: 2~~

~~Body Slot: Waist~~

~~Monster Requirement: Must have the trip ability~~

~~Crafting Requirement: Tier 1) Tail Attack~~

~~Example Monsters: Wolf, worg~~

~~You gain the trip ability. Whenever you hit with your bite attack you can make a free trip attack with your tail as a free action. Although this graft builds off your bite it uses the Waist slot instead.~~

#### ~~Necrotizing Fists~~

~~Level: 2~~

~~Body Slot: Shoulders (Su)~~

~~Monster Requirement: Any undead with a slam attack~~

~~Crafting Requirement: Tier 1) Slam~~

~~Example Monsters: Mohrg, zombie~~

~~Your slam attack is infused with necrotic energy that causes it to rot and fester. Wounds it inflict are infected like this too, and they bleed continually dealing 1 point of damage every round until they're healed with divine magic or treated with a DC 15 Heal check. These wounds don't stack. This augment does not grant a Slam natural attack on it's own.~~

### ~~3rd Tier Augments~~

#### ~~Aquatic Augmentation~~

~~Level: 3~~

~~Body Slot: Body or lungs~~

~~Monster Requirement: Anything that breathes underwater and on land~~

~~Crafting Requirement: Tier 1) Tail Attack | Tier 2) Wall Climber~~

~~Example Monsters: Chuul, mermaid~~

~~With this augmentation you have assumed the traits of an aquatic creature. You can breathe equally well underwater and on land and you gain a swim speed equal to your base land speed. You can take 10 on Swim checks to perform special actions, even if stress or distraction would normally prevent you from doing so. You gain a +8 racial bonus on these Swim checks.~~

#### ~~Angel's Tongue~~

~~Level: 3~~

~~Body Slot: Throat (Su)~~

~~Monster Requirement: Any angel or archon with a tongue~~

~~Crafting Requirement: Tier 1) Sound Mimicry | Tier 2) Supernatural Might~~

~~Example Monsters: Not a lantern archon~~

~~By removing your tongue and replacing it with that of an angel's you gain Tongues as a permanent effect while this augment is in place.~~

#### ~~Digging Claws~~

~~Level: 3~~

~~Body Slot: Hands~~

~~Monster Requirement: Must have a burrow speed~~

~~Crafting Requirement: Tier 1) Claws | Tier 2) Raking Claws or Shredding Claws~~

~~Example Monsters: Ankheg, dire badger~~

~~You gain a burrow speed equal to half your base land speed. You can choose to leave a tunnel behind you or to close off the tunnel as you see fit.~~

#### ~~Pounce~~

~~Level: 3~~

~~Body Slot: Legs~~

~~Monster Requirement: Anything with both pounce and legs~~

~~Crafting Requirement: Tier 1) Gore | Tier 2) Powerful Charge~~

~~Example Monsters: Griffon, sphinx~~

~~You gain the pounce ability. Welcome to the big leagues.~~

#### ~~All Around Vision~~

~~Level: 3~~

~~Body Slot: Head~~

~~Monster Requirement: Any creature with All-Around Vision or Immunity to flanking~~

~~Crafting Requirement: Tier 1) Magic Eye | Tier 2) Darkvision Eye~~

~~Example Monsters: Evil Eye~~

~~You afix several eyeballs to the top of your head where your hair used to be, and you can see out of all of them! You gain immunity to flanking.~~

#### ~~Evil Eye~~

~~Level: 3~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Any devil~~

~~Crafting Requirement: Tier 1) Low Light Vision | Tier 2) Darkvision Eye~~

~~Example Monsters: Imp, pit fiend~~

~~Your devilish eye implant glows red with infernal might. You can see through darkness like a devil, even magical darkness.~~

#### ~~Flesh armor~~

~~Level: 3~~

 ~~Body Slot(s): Any~~

 ~~Monster Requirement: Carnivorous Blob~~

 ~~Crafting Requirement: Tier -2 ) Disease Incubator | Tier -1) Slow and Steady~~

 ~~Example Monsters: Carnivorous Blob~~

 ~~Flesh armor cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by dealing 1d4 Constitution drain on creatures it slams, constricts, bite, engulf, or swallow whole. Whenever this creature deals Constitution drain in this manner, it heals 10 hit points for each point of Constitution it drains. Excess hit points above its normal maximum are gained as temporary hit points.
Banned on 7-25-2020~~

#### ~~Dragon's Breath~~

~~Level: 3~~

~~Body Slot: Body or torso or throat (Su)~~

~~Monster Requirement: Any dragon with a breath weapon that deals energy damage~~

~~Crafting Requirement: Tier 1) Mephit Breath Weapon | Tier 2) Nightmare's Smoke~~

~~Example Monsters: Blue dragon, gold dragon~~

~~You gain the breath weapon of the donating dragon, with a Reflex save (Con-based) for half damage. The area and shape remains the same as for the original dragon. Your breath weapon deals 1d6 energy damage for every two Fleshwarper levels. You can use the breath weapon once every 1d4 rounds.~~

#### ~~Dragon's Heart~~

~~Level: 3~~

~~Body Slot: Body~~

~~Monster Requirement: Any dragon with frightful presence~~

~~Crafting Requirement: Tier 1) Bone Armor | Tier 2) Supernatural Might~~

~~Example Monsters: Bronze dragon, green dragon~~

~~You replace your heart with a dragon's. You gain immunity to fear and paralysis.~~

#### ~~Extra Sensory Receptor~~

~~Level: 3~~

~~Body Slot: Head~~

~~Monster Requirement: Must have blindsight~~

~~Crafting Requirement: Tier 1) Sound Mimicry | Tier 2) Heightened Senses~~

~~Example Monsters: Porpoise, whale~~

~~You gain blindsight with a range of 60ft.~~

#### ~~Elemental Bite~~

~~Level: 3~~

~~Body Slot: Head~~

~~Monster Requirement: Must have a bite attack that does energy damage~~

~~Crafting Requirement: Tier 1) Mephit Breath Weapon | Tier 2) Elemental Infusion~~

~~Example Monsters: Giant Worm, Frost Worm~~

~~Your bite now deals an extra 3d6 energy damage, and this increases by 1d6 for every 5 Fleshwarper levels.  The energy type depends upon the energy the harvested creature's bite attack inflicted.~~

#### ~~Ethereal Eye~~

~~Level: 3~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Anything with the Incorporeal subtype or the blink special ability~~

~~Crafting Requirement: Tier 1) Magic Eye | Tier 2) Darkvision Eye~~

~~Example Monsters: Allip, blink dog~~

~~This ghostly flickering eye peers into the realms beyond. It grants you the ability to see incorporeal creatures and things on the Ethereal Plane as they overlap with the Material Plane.~~

#### ~~Flesh Armor~~

~~Level:3~~

~~Body Slot: Any~~

~~Monster Requirement: Carnivorous Blob~~

~~Crafting Requirement: Tier -2 ) Disease Incubator | Tier -1) Slow and Steady~~

~~Example Monsters: Carnivorous Blob~~

~~Flesh armor cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by dealing 1d4 Constitution drain on creatures it slams, constricts, bite, engulf, or swallow whole. Whenever this creature deals Constitution drain in this manner, it heals 10 hit points for each point of Constitution it drains. Excess hit points above its normal maximum are gained as temporary hit points.~~

#### ~~Hydra’s Blood~~

~~Level: 3~~

~~Body Slot: Body or torso~~

~~Monster Requirement: Anything with fast healing~~

~~Crafting Requirement: Tier 1) Stench Gland | Tier 2) Disease Incubator~~

~~Example Monsters: Hydra, vampire~~

~~You gain fast healing 1, and can regrow pieces of you that are chopped off 1d4 rounds after they're removed. You can suppress this ability if you like, in order to make further augmentation possible. This augment is completely inactive and offers no benefits while suppressed, and does not count against the owner’s augment limit. It remains suppressed so long as it’s Augment slot is occupied by another graft.~~

#### ~~Mummy Rot~~

~~Level: 3~~

~~Body Slot: Hands (Su)~~

~~Monster Requirement: Any mummified creature or a creature infected with mummy rot~~

~~Crafting Requirement: Tier 1) Venom Bladder | Tier 2) Disease Incubator~~

~~Example Monsters: Mummy~~

~~This dusty old hand allows you to infect people with mummy rot. Your slam attacks now carry the magical disease which has a Fortitude save DC based on your Constitution. You must have a Slam natural attack to use this augmentation.~~

#### ~~Positive Energy Tentacle~~

~~Level: 3~~

~~Body Slot: Any (same as the tentacle) (Su)~~

~~Monster Requirement: Anything with the Holy Template or any creature with at least 1 natural attack the causes Positive energy damage.~~

~~Crafting Requirement: Tier 1) Tentacle | Tier 2) Elemental Infusion~~

~~Example Monsters: -~~

~~Your tentacles are infused with the power of the Upper Planes. Your tentacle natural attacks now deal positive energy damage, which heals living creatures and damages the undead. You can turn this ability on and off as a free action. Against undead the tentacles deal an extra 3d6 damage + an additional 1d6 damage for every five Fleshwarper levels.~~

#### ~~Sonic Lance~~

~~Level: 3~~

~~Body Slot: Head (Su)~~

~~Monster Requirement:  Anything with the sonic lance ability~~

~~Crafting Requirement: Tier 1) Energy Lance | Tier 2) Heightened Senses~~

~~Example Monsters: Yrthak~~

~~You get a yellow-green protrusion sticking out of your forehead that can emit really loud noises. Once every two rounds you can activate this augmentation as a standard action to fire a 60ft ray. This is a ranged touch attack that deals 4d6 sonic damage. The damage increases by 1d6 for every three xenoalchemist levels. If you use the sonic lance on a solid object it's subjected to a shatter effect. This augmentation has no save.~~

#### ~~Telepathy~~

~~Level: 3~~

~~Body Slot: Head (Su)~~

~~Monster Requirement: Must have telepathy~~

~~Crafting Requirement: Tier 1) Sound Mimicry | Tier 2) Vampiric Fangs~~

~~Example Monsters: Couatl, pseudodragon~~

~~By augmenting the surface of your brain, you can send and receive psychic signals. You gain telepathy out to 200ft.~~

#### ~~Unnatural Sprinter~~

~~Level: 3~~

~~Body Slot: Legs~~

~~Monster Requirement: Must have the rush or sprint ability~~

~~Crafting Requirement: Tier 1) Gore | Tier 2) Powerful Charge~~

~~Example Monsters: Cheetah, tarrasque~~

~~Once an hour as a free action you can use your incredibly toned new cheetah legs to move ten times your normal speed in a single move action.~~

#### ~~Wings~~

~~Level: 3~~

~~Body Slot: Body or shoulders~~

~~Monster Requirement: Must fly with wings~~

~~Crafting Requirement: Tier 1) Compression | Tier 2) Rock Throw~~

~~Example Monsters: Blue dragon, roc~~

~~This augment attaches wings to you. Take to the sky with your new fly speed equal to your base land speed (average maneuverability).~~

### ~~4th Tier Augments~~

#### ~~Angelic Skin~~

~~Level: 4~~

~~Body Slot: Body or Shoulders (Su)~~

~~Monster Requirement: Any Angel~~

~~Crafting Requirement: Tier 2)  Elemental Infusion| Tier 3) Angel's Tongue~~

~~You replace your skin with that of an angelic being's. You gain Immunity to acid, cold, and petrification. Resistance to electricity 10 and fire 10. You cannot be grafted with Angel skin at the same time as Demonic Skin.~~

#### ~~Demonic Skin~~

~~Level: 4~~

~~Body Slot: Body or shoulders (Su)~~

~~Monster Requirement: Any demon~~

~~Crafting Requirement: Tier 2)  Elemental Infusion | Tier 3) Evil Eye~~

~~Example Monsters: Babau, marilith~~

~~Your replace your skin with that of an unholy being's. You gain immunity to electricity and poison and resistance 10 to acid, cold, and fire. You cannot be grafted with Angelic skin at the same time as Demonic Skin.~~

#### ~~Earth Infusion~~

~~Level: 4~~

~~Body Slot: Arms (Su)~~

~~Monster Requirement: Anything with the earth glide ability~~

~~Crafting Requirement: Tier 2) Shredding Claws  | Tier 3) Digging Claws~~

~~Example Monsters: Earth elemental, xorn~~

~~Your arms can now merge with the earth, allowing you to swim through earth, dirt and stone as easily as a fish swims through water. You gain the earth glide ability. You also get to breathe while submersed in earth.~~

#### ~~Extra Arms~~

~~Level: 4~~

~~Body Slot: Arms~~

~~Monster Requirement: Anything with more than two manipulating arms~~

~~Example Monsters: Marilith, Thri-Kreen~~

~~Crafting Requirement: Tier 2) Constricting Tail | Tier 3) Wings~~

~~You gain a fully functional and manipulative extra set of arms.~~

#### ~~Ever Returning Soul~~

~~Level: 4~~

~~Body Slot: Body (Su)~~

~~Monster Requirement: Anythings with the rejuvenation ability~~

~~Crafting Requirement: Tier 2) Darkvision Eye | Tier 3) Positive Energy Tentacle~~

~~Example Monsters: Ghost~~

~~You attache your soul to the fabric of the world. You become very very hard to kill as you gain the rejuvenation ability. 2d4 days after your apparent death you can return to life with a successful DC 20 HD check (roll a d20 Plus your Hit dice for the DC). This only works if your body hasn't been totally destroyed (such as through disintegration) or if your soul hasn't been stolen. This augment can not save you from a perma-death effect.~~

#### ~~Werebeast's Heart~~

~~Level: 4~~

~~Body Slot: Body or torso (Su)~~

~~Monster Requirement: Anything with Change Shape that allows only for a single themed set of animal and Hybrid forms.~~

~~Crafting Requirement: Tier 2) Wolf's Tail | Tier 3) Hydra Blood~~

~~Example Monsters: Werelephant, werewolf~~

~~You have replaced your heart with a shapeshifter's, and you can now transform yourself into something greater then you were before. You gain use of the Change Shape ability, but only for the very specific purpose of transforming into the donating monster's specified Change Shape forms. You can only assume the Hybrid or Animal forms if the form has a CR equal to or less than your ECL.~~

#### ~~Minotaur Synapses~~

~~Level: 4~~

~~Body Slot: Head~~

~~Monster Requirement: Anything with the natural cunning ability~~

~~Crafting Requirement: Tier 2) Supernatural Might | Tier 3) Telepathy~~

~~Example Monsters: Minotaur~~

~~You replace a portion of your brain with that of a minotaur's. You get the natural cunning ability, which means that you can never get lost, and gain immunity to maze effects.~~

#### ~~Vorpal Tusks~~

~~Level: 4~~

~~Body Slot: Head~~

~~Monster Requirement: Anything with a vorpal natural attack~~

~~Crafting Requirement: Tier 2) Powerful Charge | Tier 3) Pounce~~

~~Example Monsters: Razor boar~~

~~Your gore attack becomes brutally sharp as you now have tusks that can slice peoples' heads off. Your natural gore attack gains the vorpal ability.~~

#### ~~Nymph's Beauty~~

~~Level: 4~~

~~Body Slot: Head~~

~~Monster Requirement: Any fey with 19 or more Cha~~

~~Crafting Requirement: Tier 2) Nightmare's Smoke | Tier 3) Hydra's Blood~~

~~Example Monsters: Nymph~~

~~By injecting yourself with the blood of a Nymph or other beautiful fae, you gain the power to look really incredibly very beautiful. You get the blinding beauty ability, which causes every humanoid who looks at you to go blind permanently unless they succeed on a Will save (Cha-based).~~

#### ~~Paralyzing Tentacle~~

~~Level: 4~~

~~Body Slot: Any (same as the tentacle)~~

~~Monster Requirement: Anything with natural paralysis~~

~~Crafting Requirement: Tier 2) Vampiric Fangs| Tier 3) Positive Energy Tentacle~~

~~Example Monsters: Chuul, ghoul~~

~~Your tentacles are covered in a paralytic slime. When you succeed on a natural attack with a tentacle the target must make a Fortitude save (Con-based) or be paralyzed for 1d6 rounds.~~

#### ~~Sensitive Antennae~~

~~Level: 4~~

~~Body Slot: Head~~

~~Monster Requirement: Anything with tremorsense~~

~~Crafting Requirement: Tier 2) heightened Senses | Tier 3) Telepathy~~

~~Example Monsters: Monstrous spider, xorn~~

~~you augment yourself with a set of twitching, swaying antennae. You gain tremorsense to 60ft.~~

#### ~~Size Change~~

~~Level: 4~~

~~Body slot: Body or Torso~~

~~Monster Requirement: any creature who can change size~~

~~Crafting Requirement: Tier 2) Trample | Tier 3) Unnatural Sprinter~~

~~Example:~~

~~You become 1 size larger or 1 size smaller as long as you have this augment, with the increase or decrease chosen upon augmentation. This is considered a natural size increase, and will stack with magical size changing effects such as Enlarge Person.~~

#### ~~Suicide Organ~~

~~Level: 4~~

~~Body Slot: Body or torso~~

~~Monster Requirement: Anything with the death throes ability~~

~~Crafting Requirement: Tier 2) Disease Incubator| Tier 3) Dragon's Heart~~

~~Example Monsters: Balor, frost worm~~

~~For those who hate their "friends" and suffer no foe to live on after they are gone, this graft allows your revenge from beyond the grave. When your hit points are reduced sufficiently for you to die, the suicide organ triggers a chain reaction that causes you to explode instantly. You deal damage that matches the kind of energy released by the donating monster in its death throes. Your death throes deal 1d6 damage per Fleshwarper level in a 100ft. radius around you to everything in the area. The effect offers a Reflex save (Con-based DC) for half damage.~~

#### ~~Troll Skin~~

~~Level: 4~~

~~Body Slot: Body or torso~~

~~Monster Requirement: Any creature with regeneration overcome by fire~~

~~Crafting Requirement: Tier 2) Necrotizing Fists| Tier 3) Hydra's Blood~~

~~Example Monsters: Troll~~

~~This incredible skin graft heals at an astounding rate. You're basically Wolverine if he were vulnerable to fire. You gain regeneration 5, which is only overcome by Fire or Acid, even if you have immunity to them.~~

### ~~5th Tier Augments~~

#### ~~Unencumbered Muscular system~~

~~Level: 5~~

~~Slot: body or torso~~

~~Requirement: Must be gotten from a creature who is not encumbered by its own size.~~

~~Crafting Requirement: Tier 3) Dragon's Heart | Tier 4) Size Change~~

~~you negate all size penalty~~

 ~~9-30-2020 Banned by I.K~~

#### ~~True Seeing Eye~~

~~Level: 5~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Anything with true seeing as a supernatural or spell-like ability~~

~~Crafting Requirement: Tier 3) All Around Vision | Tier 4) Ever Returning Soul~~

~~Example Monsters: Avoral, marut~~

~~You gain a third eye in the middle of your forehead, this new eye grants you true seeing as a permanent effect while this augmentation is in you.~~

#### ~~Tentacle of Servitude~~

~~Level: 5~~

~~Body Slot: Any (same as the tentacle) (Su)~~

~~Monster Requirement: Must have the enslave ability~~

~~Crafting Requirement: Tier 3) Positive Energy Tentacle| Tier 4) Paralyzing Tentacle~~

~~Example Monsters: Aboleth~~

~~Your tentacle now excretes a powerful agent which causes psionic enslavement. When you succeed on an attack with a tentacle natural attack the target must make a Will save (Cha-based) or be affected by a charm monster effect at a caster level equal to the Fleshwarper level. Once you achieve a Fleshwarper level of 17 this ability upgrades to a dominate monster effect.~~

#### ~~Cerebral Expansion~~

~~Level: 5~~

~~Body Slot: Head~~

~~Monster Requirement: Any creature with Int of 25 or greater~~

~~Crafting Requirement: Tier 3) Telepathy | Tier 4) Nymph's Beauty~~

~~Example Monsters: Great Wyrm Gold Dragon~~

~~Your cerebral expansion is a brain modification that advances your cognitive reasoning abilities as well as your memory. You know a lot of things you didn't know before, which lets you get a +10 bonus on all kinds of Knowledge checks.~~

~~If you are a prepared spellcaster your mind can now hold one additional spell of each spell level you can cast.~~

~~If you are a spontaneous spellcaster you can now cast one additional spell of each spell level you can cast per day.~~

~~If you are a Psionic class your manifestor pool receives a bonus amount equal to (1/4 your Manifestor level \* your highest power level)~~

~~If you are a sphere caster spell pool increased by FULL caster level~~

#### ~~Gorgon's Eye~~

~~Level: 5~~

~~Body Slot: Eyes (Su)~~

~~Monster Requirement: Anything with a petrifying gaze attack~~

~~Crafting Requirement: Tier 3) Ethereal Eye | Tier 4) Suicide Organ~~

~~Example Monsters: Medusa, basilisk~~

~~You get a gaze attack that turns people to stone. It has a range of 30ft. and requires a Fortitude save on contact (Cha-based). You can turn it on and off as a free action. Your petrification is a little weak to start with, only lasting for 1d4 rounds. Once the owner's level reaches 17, the petrification becomes permanent.~~

#### ~~Ethereal Skin~~

~~Level: 5~~

~~Body Slot: Body or torso (Su)~~

~~Monster Requirement: Any creature with the ability to move to the Ethereal Plane~~

~~Crafting Requirement: Tier 3) All Around Vision | Tier 4) Angelic or Demonic Skin~~

~~Example Monsters: Couatl, phase spider~~

~~With the skin of an ethereal traveller grafted onto your own you now have the ability to walk between Planes yourself. You can become ethereal at will as a swift action, and you can phase back similarly.~~

#### ~~Noble Blood~~

~~Level: 5~~

~~Body Slot: Body (Su)~~

~~Monster Requirement: Any creature with wish as a spell-like ability~~

~~Crafting Requirement: Tier 3) Hydra's Blood | Tier 4) Nymph's Beauty~~

~~Example Monsters: Noble djinn~~

~~Only the purest of blood carries the powers to rewrite the cosmos. With a successful transfusion you get to tap into this primal power yourself. You can use wish as a spell-like ability once per day at a caster level equal to the Fleshwarper level. This wish has a few restrictions, however. You can use it to imitate any spell as normal for the spell, but you must provide any costly material components, and you cannot replicate a spell with an XP cost. You also cannot use the wish to provide you with magical or nonmagical items and equipment.~~

#### ~~Second Head~~

~~Level: 5~~

~~Body Slot: Shoulders~~

~~Monster Requirement: Any creature with multiple intelligent heads~~

~~Crafting Requirement: Tier 3) Troll Skin| Tier 4) Minotaur Synapses~~

~~Example Monsters: Chimera, ettin~~

~~You have attached a second head onto your shoulders. This head has the mental ability scores of the creature it was taken from, but none of the personality or memories. Your two heads can act independently of each other, although you gain no new actions. This does, however, let you concentrate on a verbal effect such as bardic music while still being able to talk or perform verbal actions with your other head. You also gain a new Head and a new Eyes graft slot on your new head as well as a new Face and a new Head magic item slot.~~

### ~~Augment Rejection~~

~~Occasionally you might run into the situation where somebody's body part isn't there anymore. This could happen if you remove a graft by force, or if you are subjected to loss of limb by an enemy attack. Anyway, when this happens the DM must adjudicate which of the following penalties to apply.~~

~~No Penalty: If the augment is an add-on, that is, it is attached in addition to the original body part, there is no penalty for losing it. Examples include a tail slap or wings.~~

~~Partial Penalty: Perhaps you lost a single eye or one of your hands. In any case, you can still function but at a reduced level. You take a penalty, but don't entirely lose the benefit of the body part.~~

~~Full Penalty: You've entirely lost a piece of your body, and you take a major penalty. This comes mostly from losing augments that replace a body part instead of adding onto them.~~

~~It's also worth mentioning here that a fleshwarper can always choose to replace an augment or fill an empty body slot with a completely mundane body part, essentially removing the effects of an augment already there or getting rid of the penalty from an empty slot. This clears the body slot (as well as removing the count against your augment limit). A mundane augment is treated as 0th tier and can be harvested from any humanoid creature.~~

~~One other important thing to note is that if you actually lose a body part you also lose the magic item slot associated with it.~~

~~Arms: A partial penalty for your arms is, well, losing one of them. Your Strength is reduced by 6, and you take a -6 penalty on any skill check requiring fine manipulation. You also of course lose the ability to hold things in that arm, like a weapon or a tool. A full penalty for your arms renders you totally harmless. You can't hold things, you can't push things, and so on. Your Strength is reduced by 12 so long as your arms aren't there.~~

~~Body: Okay, if you're missing your body you're dead. If an augment is rejected inside of your body, like an organ or a blood transfusion, just assume that the normal stuff inside you takes over again.~~

~~Eyes: A partial penalty for losing one eye gives you a -6 penalty on Search and Spot checks, and a -2 penalty on ranged attack rolls. Full penalty is blindness.~~

~~Hands: It's like Arms but not quite as bad. You can keep your Strength score, but there's not a lot you can do with it when you don't have hands to hold things.~~

~~Head: Please see the Body entry.~~

~~Legs: A partial penalty represents losing a leg. This reduces your base land speed by half and gives you a -6 penalty on Balance and Climb checks. A full penalty removes your legs entirely, reducing your base land speed to 5ft. as you have to pull yourself around.~~

~~Shoulders: Please see the Body entry.~~

~~Throat: Please see the Body entry.~~

~~Torso: Take another look at the Body entry.~~

~~Waist: One more time.~~

### ~~Downtime Harvesting Rules~~

~~The Fleshwarper can choose to spend their downtime hunting monsters instead of sticking around town to generate gold from their daily work. To hunt down a monster for harvesting, a Fleshwarper must spend a number of IC days equal to the Monster's CR to track and kill it. Once killed, the monster's corpse is treated as a corpse from a session for the purposes of it's Carve Material class ability. However, the Fleshwarper may only harvest up to Tier 2 and lower augments from Downtime gained corpses, and still requires all crafting requirements to be expended to fully create the augment. The Fleshwarper can not spend gold to purchase animals from the city to aquire corpses quicker.~~

~~No longer in play just hunt monsters at peace lol~~

### ~~Graft Submissions~~

~~Want to create a graft? Submit one using the template below to Suggestions on the Fenar website!~~

~~Augment Name:~~

~~Augment Tier:~~

~~Body Slot(s):~~

~~Monster Requirement:~~

~~Crafting Requirement: Tier -2 ) | Tier -1)~~

~~Example Monsters:~~

~~[Provide a description of the graft and detail exactly what benefits it provides at what levels.]~~