I got this idea for a class late last night. The Tailor is a plastic surgeon of sorts, with a sinister side. He practices surgery, transmutation, and the grafting of flesh. Where a mundane plastic surgeon in our world use an implant, he grafts flesh. Often this flesh comes from fellow sentients, his prefered medium. He sees himself as a career artist of sorts. He travels from place to place, perfecting his craft, his body enhancements, and the bodies of others. Where he goes, people end up missing and his clients end up looking "sexier" or bieng "enhanced" in other ways. Common "enhancements" include muscle grafts, redundant organ grafts or organ transplants, and cosmetic enhancement. There are also more frightening and sinister grafts: Faces contorted in pain or fright with changing expressions grafted all over the skin, monsterous natural armor grafts, arms replaced with succored and barbed tentacles, serrated claws and teeth, eyes on stalks and palms, a bulge in the front of the skull where an additional frontal lobe has been attached...the list goes on and on.
I've got a few ideas for crunch abilities. The ability to deal strength & Con damage as well as paralisis with a touch attack, as the Tailor learns how to make the flesh go slack so he can opperate. Physical changes reflecting surgeries preformed to enhace tailor at no extra cost, a +1 here and there every couple levels. Some warlock-like spell-use would be nice, or perhaps a bard's spell progression. Sneak attack fits thematically...but I am loath to use it as there are already so many classes that do. However, there should be some kind of precision damage ability this class could use.
HD I'm thinking d8, maybe d10 or d6 depending on how balanced the class ends up bieng.
4, maybe 2 +Int modifier skill points.
good fort saves
Tailor of Flesh Calss Abilities
Fleshcrafting Genius: Tailors make a handsome income off of their surgical genius. They add their Tailor level on profession (cosmetic surgeon) and Heal checks.
Tailor Ability:
Tailor Grafts: These are exemples of tailor grafts
I've got a few ideas for crunch abilities. The ability to deal strength & Con damage as well as paralisis with a touch attack, as the Tailor learns how to make the flesh go slack so he can opperate. Physical changes reflecting surgeries preformed to enhace tailor at no extra cost, a +1 here and there every couple levels. Some warlock-like spell-use would be nice, or perhaps a bard's spell progression. Sneak attack fits thematically...but I am loath to use it as there are already so many classes that do. However, there should be some kind of precision damage ability this class could use.
HD I'm thinking d8, maybe d10 or d6 depending on how balanced the class ends up bieng.
4, maybe 2 +Int modifier skill points.
good fort saves
Code:
lvl BAB Ref Fort Will TAK Special
1 +0 +0 +2 +0 1 Master surgeon, Tailor Ability (least)
2 +1 +0 +3 +0 2
3 +2 +0 +3 +0 2 Crippling Cut (1d6, 1)
4 +3 +1 +4 +1 3 Graft flesh (tailor grafts)
5 +3 +1 +4 +1 4 Tailor Ability (least or lesser)
6 +4 +1 +5 +1 5 Crippling Cut (2d6, 2)
7 +5 +2 +5 +2 6
8 +6/+1 +2 +6 +2 6
9 +6/+1 +2 +6 +2 7 Crippling Cut (3d6, 3)
10 +7/+2 +3 +7 +3 8 Tailor Ability (least, lesser, or greater)
11 +8/+3 +3 +7 +3 8 Special Ability
12 +9/+4 +3 +8 +3 9 Crippling Cut (4d6, 4)
13 +9/+4 +4 +8 +4 9
14 +10/+5 +4 +9 +4 10 Special Ability
15 +11/+6/+1 +4 +9 +5 10 Crippling Cut (5d6, 5)
16 +12/+7/+2 +5 +10 +5 11 Tailor Ability (least lesser greater or
17 +12/+7/+2 +5 +10 +5 12 Special Ability
18 +13/+8/+3 +6 +11 +6 12 Crippling Cut (6d6, 6)
19 +14/+9/+4 +6 +11 +6 13
20 +15/+10/+5 +6 +12 +6 14 Perfection of Surgery, Special Ability
Tailor of Flesh Calss Abilities
Fleshcrafting Genius: Tailors make a handsome income off of their surgical genius. They add their Tailor level on profession (cosmetic surgeon) and Heal checks.
Tailor Ability:
Tailor Grafts: These are exemples of tailor grafts
- Grafted muscle: You take extra muscule tissue and graft it to improve your strenth. your strength increaces by two. However, the extra muscle makes fine manipulation difficult, you take a -1 penalty to all dextarity based skills.
- Grafted Sinue: You graft extra sinue into your muscular system to give you faster reaction time. Your dextarity increaces by two. This increace in speed
- Grafted muscle, Arms: you graft addintional muscle into your arms. When using your arms enhanced arms, treat your strength score as if it was two points higher.
- Grafted Sinue, legs: Your base speed increaces by 20ft
- Grafted bones: You graft subtle bones into your skeletal system, increaceing your hardiness. Your constitution increaces by two.
- Grafted bones, Marrow: You fuse the extra grafted bones with your regular bones and add additonal marrow into them. The extra marrow grants you an overwhelming resistance to toxins and deseases. You gain +4 on saves against poison and desease.
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