Dog Moon
Adventurer
I've always liked the idea of using parts of creatures to create magical items. Also, I like the idea of Grafts. I decided I would try to put these two together. Note that I am horrible at figuring out prices and have not priced any. I am putting these here to see what people think. If people want to suggest prices, fine, but that isn't the purpose of the thread.
These grafts require the parts of the creature desired to graft and the Graft Flesh feat. Also, to graft a creature, the caster needs at least 5 ranks in the appropriate Knowledge Skill (Planes for Outsiders, Dungeoneering for Aberrations, etc. as stated in the Player's Handbook under the Knowledge Skill p.78). [Note: The limitations are due to the fact that it is based on the ideas as above and that the Grafter does not need to be of a certain race to Graft these, as many of the other Grafts require.]
Centaur Man
This is a difficult graft which replaces the bottom half of the creature from the waist down with that of a horse. The creature gains a speed of 40 feet, that of a horse, and the carrying capacity is increased by becoming a four-legged creature. The creature also becomes large and takes up a 10 ft square. He does not gain any additional reach. He gains no other bonuses or penalties from become large except that he now suffers a -1 penalty to AC and attack rolls. Rumors of being able to replace the bottom portion of a creature with different creatures do exist.
Graft Flesh, Polymorph; Price:
Choker Arm
This arm grants the wielder a 10 ft reach, but only when using this arm. The arm deals 1d3 damage, but the character can make one additional attack with it as if using a weapon of speed on her natural attack. The creature also gains a +4 bonus on grapple checks when using the arm.
Graft Flesh, haste; Price:
Dragon Breath
These glands are grafted into the creature. They create enough whatever to allow the creature to breathe once per day as a half-dragon of the appropriate type (using the shape, damage and DC).
Graft Flesh, dragon breath; Price:
Dragon Luck
This gem was once embedded in the hide of a gold dragon and enspelled to bring good luck to the person the dragon gave the gem to. This gem is embedded into the hide/skin of a creature to allow it to gain the bonus. The creature gains a +1 luck bonus on saving throws, ability checks, and skill checks. Gold dragons will recognize this gem for what it is and creature will suffer a -4 penalty on all Cha checks when dealing with Gold dragons, assuming the Dragon doesn't attack on sight.
Graft Flesh, divine favor, permanency, creator must be evil; Price:
Eye of a Basilisk
By replacing the target's eye with this eye, it allows the person to be able to turn creatures to stone as a basilisk.
3/day-Flesh to Stone, single target, range of 30 feet; Fortitude DC 13 (DC is same as that of a Basilisk) negates.
Graft Flesh, flesh to stone; Price:
Flaming Shoes
This graft is also designed for a mount. By switching the hooves of the horse with that of a nightmare, the creature gains the ability to deal an additional 1d4 fire damage with each attack. They are also treated as evil-aligned for the purposes of overcoming damage reduction. This also has the side effect of turning the horse into a mean creature, making it difficult to handle. Trainers suffer a -2 penalty on Handle Animal checks and Riders suffer a -2 penalty on Ride checks.
Graft Flesh, Flaming Weapon, Align Weapon; Price:
Flying Horsies
This graft is designed for a mount, generally a horse, instead of a character himself. The wings come from a Pegasus. The wings give the creature a flight speed of 120 feet (average).
Graft Flesh, fly; Price:
Scary Face
This graft is done much like that of a Krenshar. It involves the entirety of the creature's face and thus might not be seen to be useful by some as it requires the creature to pull back its face, revealing the musculature and bony structures of its skull, gaining the creature only a +3 bonus to Bluff check and the high possibility of scaring away creatures.
However, if the character also decides to switch his vocal cord with that of a Krenshar, the character becomes able to produce a loud screech which works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be targeted again for 24 hours. Unfortunately, Krenshar are unaffected by the shriek. This is a supernatural, sonic mind-affecting feat effect.
Graft Flesh, Alter Self; Price:
Graft Flesh, Alter Self, Scare; Price:
Snaky Hair
This graft requires the transplant of 'hair' from a Medusa. First, the character must shave his or her head, and then the snakes must be placed into his or her head one by one. The snakes attack en masse, acting like an off-handed attack the creature can make once per round. The snakes deal 1d4 damage and three times per day, the snakes combined create enough poison that a target is poisoned. The poison is not lost on a failure to hit.
Poison (Ex): Injury, Fortitude DC 14, 1d6 Str/2d6 Str. Also, the creature becomes slightly more used to poison and gains a +2 bonus on Fortitude saves to overcome poison.
Graft Flesh, poison; Price:
Tongue of an Angel
By replacing the target's tongue with this tongue, it allows the person to be able use the tongues ability as an angel.
Tongues (Su): All angels can speak with any creature that has a language, as though using the tongues spell (caster level equal to angel's Hit Dice). This ability is always active. Quite obviously, this should be considered as an evil act.
Graft Flesh, tongues, creator must be evil; Price:
These grafts require the parts of the creature desired to graft and the Graft Flesh feat. Also, to graft a creature, the caster needs at least 5 ranks in the appropriate Knowledge Skill (Planes for Outsiders, Dungeoneering for Aberrations, etc. as stated in the Player's Handbook under the Knowledge Skill p.78). [Note: The limitations are due to the fact that it is based on the ideas as above and that the Grafter does not need to be of a certain race to Graft these, as many of the other Grafts require.]
Centaur Man
This is a difficult graft which replaces the bottom half of the creature from the waist down with that of a horse. The creature gains a speed of 40 feet, that of a horse, and the carrying capacity is increased by becoming a four-legged creature. The creature also becomes large and takes up a 10 ft square. He does not gain any additional reach. He gains no other bonuses or penalties from become large except that he now suffers a -1 penalty to AC and attack rolls. Rumors of being able to replace the bottom portion of a creature with different creatures do exist.
Graft Flesh, Polymorph; Price:
Choker Arm
This arm grants the wielder a 10 ft reach, but only when using this arm. The arm deals 1d3 damage, but the character can make one additional attack with it as if using a weapon of speed on her natural attack. The creature also gains a +4 bonus on grapple checks when using the arm.
Graft Flesh, haste; Price:
Dragon Breath
These glands are grafted into the creature. They create enough whatever to allow the creature to breathe once per day as a half-dragon of the appropriate type (using the shape, damage and DC).
Graft Flesh, dragon breath; Price:
Dragon Luck
This gem was once embedded in the hide of a gold dragon and enspelled to bring good luck to the person the dragon gave the gem to. This gem is embedded into the hide/skin of a creature to allow it to gain the bonus. The creature gains a +1 luck bonus on saving throws, ability checks, and skill checks. Gold dragons will recognize this gem for what it is and creature will suffer a -4 penalty on all Cha checks when dealing with Gold dragons, assuming the Dragon doesn't attack on sight.
Graft Flesh, divine favor, permanency, creator must be evil; Price:
Eye of a Basilisk
By replacing the target's eye with this eye, it allows the person to be able to turn creatures to stone as a basilisk.
3/day-Flesh to Stone, single target, range of 30 feet; Fortitude DC 13 (DC is same as that of a Basilisk) negates.
Graft Flesh, flesh to stone; Price:
Flaming Shoes
This graft is also designed for a mount. By switching the hooves of the horse with that of a nightmare, the creature gains the ability to deal an additional 1d4 fire damage with each attack. They are also treated as evil-aligned for the purposes of overcoming damage reduction. This also has the side effect of turning the horse into a mean creature, making it difficult to handle. Trainers suffer a -2 penalty on Handle Animal checks and Riders suffer a -2 penalty on Ride checks.
Graft Flesh, Flaming Weapon, Align Weapon; Price:
Flying Horsies
This graft is designed for a mount, generally a horse, instead of a character himself. The wings come from a Pegasus. The wings give the creature a flight speed of 120 feet (average).
Graft Flesh, fly; Price:
Scary Face
This graft is done much like that of a Krenshar. It involves the entirety of the creature's face and thus might not be seen to be useful by some as it requires the creature to pull back its face, revealing the musculature and bony structures of its skull, gaining the creature only a +3 bonus to Bluff check and the high possibility of scaring away creatures.
However, if the character also decides to switch his vocal cord with that of a Krenshar, the character becomes able to produce a loud screech which works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be targeted again for 24 hours. Unfortunately, Krenshar are unaffected by the shriek. This is a supernatural, sonic mind-affecting feat effect.
Graft Flesh, Alter Self; Price:
Graft Flesh, Alter Self, Scare; Price:
Snaky Hair
This graft requires the transplant of 'hair' from a Medusa. First, the character must shave his or her head, and then the snakes must be placed into his or her head one by one. The snakes attack en masse, acting like an off-handed attack the creature can make once per round. The snakes deal 1d4 damage and three times per day, the snakes combined create enough poison that a target is poisoned. The poison is not lost on a failure to hit.
Poison (Ex): Injury, Fortitude DC 14, 1d6 Str/2d6 Str. Also, the creature becomes slightly more used to poison and gains a +2 bonus on Fortitude saves to overcome poison.
Graft Flesh, poison; Price:
Tongue of an Angel
By replacing the target's tongue with this tongue, it allows the person to be able use the tongues ability as an angel.
Tongues (Su): All angels can speak with any creature that has a language, as though using the tongues spell (caster level equal to angel's Hit Dice). This ability is always active. Quite obviously, this should be considered as an evil act.
Graft Flesh, tongues, creator must be evil; Price: