Alchemical Vicissitude

Prerequisities: Alchemist

Benefit: You gain the power to warp and mutate the flesh of the living as you see fit. Altering the physical appearance of a living being requires no skill check. All changes wrought by applications of dark side Alchemical Vicisstude result in horrific physical mutations. Any task that alters a fundamental aspect of the subject requires a Knowledge (anatomy) skill check to successfuly alter the subject. Note that altering multiple aspects require multiple checks. Each check takes 3 hours. Each additional alteration to the same subject increases the DC of the check by 5.

Using this feat requires thousands of silver pieces worth of alchemical equipment and raw materials (in addition to a subject). The cost for using the feat on a particular subject is 2,000 sp. Each additional use of the feat on that same subject consumes an additional 500 sp worth of raw material. The metamorphosis is extremely physically taxing, perhaps even fatal. Each alteration deals 3d6 damage to the subject. The subject must attempt a Fortitude saving throw, with the same DC as the DC for the alteration. If the save fails, the damage is applied against the subject's Constitution.

You may not use this feat on yourself.

Knowledge DC Alteration
15 Subject gains a Claw attack (1d6 slashing damage, Critical 20, Trauma 1), or a Bite attack (1d4 piercing damage, Critical 19, Trauma 1)
15 Add horns. Subject gains a Gore attack (-2 to attack roll, 2d4 piercing damage, Critical 20, Trauma 1)
20 Subject gains Low-Light Vision
20 Subject suffers a -2 penalty on Will saves to resist spells cast on subject by you
21 Subject increases base land speed by 10 feet
21 Subject's Bite attacks deal Acid damage
21 Subject may double his Strength score to deterimine his carrying capacity
21 Subject gains the Scent special ability
21 Subject gains a Tentacle Attack (1d6 slashing damage, Critical 20, Trauma 1)
25 Increase or decrease size by one catagory
25 +1 to Strength. -1 to Dexterity, Intelligence, and Charisma
25 +1 to Strength. -1 to Intelligence, Wisdom, and Charisma
25 +1 to Dexterity. -1 to Strength, Constitution, and Wisdom
25 +1 to Dexterity. -1 to Constitution, Intelligence, and Charisma
25 +1 to Constitution. -1 to Dexterity, Intelligence, and Wisdom
25 +1 to Constitution. -1 to Dexterity, Wisdom, and Charisma
25 +1 to Intelligence. -1 to Strength or Constitution
25 +1 to Wisdom. -1 to Strength or Constitution
25 +1 to Charisma. -1 to Intelligence or Wisdom
26 Subject gains the Rock Throwing and Rock Catching abilities
26 Subject gains the Improved Grab ability with your Bite attacks
26 Subject's Gore attack deals and additional +2d6 damage
26 When the subject is grappling an enemy, he may make 2 Claw attacks (if possible) at a -4 penalty
26 If the subject has a Bite attack and is grappling an enemy, he may deal them 1d4 points of Constitution each round
26 Subject gains the Trip ability
30 Subject breathes equally well underwater and on land, and gain a swim speed equal to 1/3 of your land speed
30 Subject gains a Burrow speed equal to 1/3 of your land speed
30 Subject gains the Pounce ability]]]
30 Subject gains Blindsight out to 60 feet
30 Subject gains the Jet ability
30 Once per hour the subject may may a single move action at ten times his base land speed
30 Subject gains wings and a Fly speed equal to his base land speed (average manuverability)
35 Subject gains an additional fully functioning arm
35 When subject dies, he explodes dealing 1d6 damage per his Hit Dice to everything within 30 feet
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