Carrion Crown - Home Campaign
Flesh Sculptor Archetype
Heal is class skill.
|1||Cantrips, Eidolon, Life link, Hospitaller, Sufficiently Advanced Surgery (Reconstructive Surgery)|
|3||Apothecary, Sufficiently Advanced Surgery (Lobotomy)|
|4||Do No Harm (2 points)|
|5||Surgeon, Sufficiently Advanced Surgery (Crude Reanimation)|
|7||Physician, Sufficiently Advanced Surgery (Trepanation)|
|9||Paramedic, Sufficiently Advanced Surgery (Complete Reanimation)|
|10||Do No Harm (4 points)|
|11||Sufficiently Advanced Surgery (Panacea)|
|12||Greater Shield Ally|
|13||Sufficiently Advanced Surgery (Rejuvenation)|
|15||Sufficiently Advanced Surgery (Clone)|
|16||Do No Harm (6 points)|
|17||Sufficiently Advanced Surgery (Mass Panacea)|
|19||Sufficiently Advanced Surgery (Brain Transplant)|
A flesh sculptor has a link to a specific eidolon, but unlike other summoners, he doesn’t summon it directly—instead, he crafts a body for its soul to inhabit. The flesh sculptor can stitch together a body for his eidolon out of one or more fresh cadavers in a procedure that takes eight hours to perform. This body is a construct with the living construct subtype. When created in this way, the eidolon has half its normal hit points. The eidolon does not heal naturally.
The eidolon remains permanently once created; it is not considered summoned in any way, cannot be dismissed or banished, and it remains even if the summoner is unconscious, asleep, or killed. If the eidolon is reduced to its Constitution score in negative hit points, it is destroyed instead of banished, and its body must be repaired in another eight hour procedure.
The eidolon’s physical appearance is up to the summoner, but it always appears as a ghoulish collection of stolen body parts. This control is not fine enough to make the eidolon appear like a specific creature.
This otherwise works like and replaces the eidolon ability of a normal summoner.
Life Link (Su)
The eidolon’s body is a horrific marvel of mad science, but it requires constant maintenance to function properly. While the eidolon can travel any distance from the flesh sculptor without losing hit points, if the sculptor does not spend at least an hour every day making surgical adjustments, eventually its organs will fail, its muscles will decay, and its limbs will fall off. For every 24 hours the eidolon goes without receiving maintenance, it takes 1 point of ability drain to all its ability scores.
This otherwise works like and replaces the life link ability of a normal summoner.
A flesh sculptor gains Hospitaller as a bonus feat at 1st level.
Sufficiently Advanced Surgery (Ex)
The work of a flesh sculptor is often indistinguishable from magic. Starting at 1st level, a flesh sculptor can perform sufficiently advanced surgery on a helpless or willing target a number of times per day equal to 3 + his Charisma modifier. The caster level for any spell-like ability is either the sculptor’s class level or their ranks in Healing, whichever is higher. Whenever he performs sufficiently advanced surgery, he chooses from the following procedures:
- Reconstructive Surgery: At 1st level, the flesh sculptor can radically alter a patient’s features with reconstructive surgery. After 1d4 hours of work, the flesh sculptor can roll a Disguise check for their patient using their Healing skill, with a +5 bonus. A regenerate spell reverts the disguise over the course of 2d10 rounds, but otherwise the disguise is permanent and cannot be removed under any circumstance—although additional disguises can be applied on top of the previous one, including using this ability.
- Lobotomy: At 3rd level, the flesh sculptor can carefully section a patient’s frontal lobe, turning them into a mindless servant. It takes ten minutes to lobotomize a helpless patient, after which they gain the Lobotomized Template. Lobotomized creatures obey the sculptor’s spoken commands, and they create remain under control indefinitely. No matter how many times the sculptor uses this ability, however, they can control only 4 HD worth of lobotomized creatures per class level/rank in Healing. If they exceed this number, the freshly lobotomized creature falls under their control, and any excess creatures become comatose and unresponsive. The sculptor chooses which creatures are released.
- Crude Reanimation: At 5th level, the flesh sculptor can partially revive a corpse long enough to question it. This works like speak with dead, except that the range is touch, and the quality of the answers depends on the condition of the brain, specifically, rather than whether or not the corpse is intact.
- Trepanation: At 7th level, the flesh sculptor can drill holes in a patient’s skull to dispel any evil magic within. This works like break enchantment, except that the sculptor uses their ranks in Healing in place of their caster level, the range is touch, and the sculptor must spend 1d4 rounds working on each patient individually.
- Complete Reanimation: At 9th level, the flesh sculptor can fully revive a patient who has been dead for days. This works like raise dead.
- Panacea: At 11th level, the flesh sculptor can heal severe trauma with a single deft incision. This works like heal, except that it cannot be used to harm undead.
- Rejuvenation: At 13th level, the flesh sculptor can cure absolutely anything in about a minute. This works like greater restoration.
- Clone: At 15th level, the flesh sculptor can create a clone of a living creature. This works like clone.
- Mass Panacea: At 17th level, the flesh sculptor can perform advanced surgery on multiple patients from fifteen yards away. This works like mass heal, except that it cannot be used to harm undead.
- Brain Transplant: At 19th level, the flesh sculptor can swap brains between two patients. I don’t even really care how it works by this point.
Shield Ally (Ex)
The daily maintenance every flesh sculptor performs on their eidolon makes them well acquainted with each other. A flesh sculptor gains the summoner’s Shield Ally ability at 2nd level instead of 4th level.
A flesh sculptor gains Apothecary as a bonus feat at 3rd level.
Do No Harm
At 4th level, a flesh sculptor gains the option to modify lobotomized patients in horrific ways. The flesh sculptor can apply up to 2 points of eidolon evolutions to a lobotomized creature in a 1d4 minute procedure. This requires valuable tissue and organs that would normally be used to maintain their eidolon’s body; therefore, the flesh sculptor cannot use this ability unless his eidolon has been destroyed. The flesh sculptor is not limited by the size of his eidolon’s evolution pool. Creatures modified in this way lose the staggered quality and can be the subject of spells that target eidolons, such as rejuvenate eidolon or evolution surge.
These hasty modifications are extremely hard on the creature’s body. Sudden death from transplant rejection (possibly involving a 1d4x5 foot radius of gore) is guaranteed after 1d12+8 hours. As long as the flesh sculptor’s eidolon has not been rebuilt, a creature’s life can be prolonged by 1d12 hours with 1d4 minutes of maintenance, but this maintenance can only be performed once every 8 hours, and the initial procedure counts.
At 10th level, the flesh sculptor can apply 4 points of evolutions. At 16th level, the flesh sculptor can apply 6 points of evolutions.
A flesh sculptor gains Surgeon as a bonus feat at 5th level.
Poison Use (Ex)
There are better ways to use anesthetic than to waste it on a patient. At 6th level, the flesh sculptor cannot accidentally poison themselves when applying poison to a weapon.
A flesh sculptor gains Physician as a bonus feat at 7th level.
Self-experimentation is commonplace for a mad doctor. A flesh sculptor gains the summoner’s Aspect ability at 8th level instead of 10th level.
A flesh sculptor gains Paramedic as a bonus feat at 9th level.
All those thousands of hours comparing notes with Josef Mengele and sewing people together ass to mouth have finally paid off. At 20th level, a flesh sculptor develops a cure for cancer, thus guaranteeing them respect and prestige to the tune of a +20 bonus to diplomacy.
School necromancy; Level summoner (flesh sculptor) 3
Casting Time 1 round
Components V, S, M (a hypodermic syringe of mysterious green fluid)
Target one corpse (see text)
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
You call your eidolon’s soul into a temporary body—even one radically different from its normal form. To cast this spell, you need a fresh corpse that has received at least 10 minutes of surgical modifications. Treat this as if you had crafted a body for your eidolon normally, except that it only functions for the duration of this spell. However, you can change up to half of your eidolon’s evolutions, as well as its base form, to fit the new body.
If you cast this spell while your eidolon is already operating a body, this spell has no effect. This spell allows you to summon your eidolon even if its body has been destroyed due to damage.
Gets the hospitaller, surgeon, and paramedic bonus feats at appropriate levels.
Doesn’t get summon monster, bond senses, maker’s call, transposition, merge forms, twin eidolon.
Gets poison use, heal skill feats for free. Skill feats: level appropriate hp healing is critical. Early access to regenerate, can raise dead. Good at healing ability damage and drain, but bad at healing negative levels. Can’t area affect heal, and multiple surgical healers isn’t that helpful.
Gets exclusive surgical powers: speak with dead, dominate/geas, disguise self, golem crafting.
Living Construct Traits
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than his negative constitution score, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.