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God_of_Awesome
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### Corpse Crafting

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Post by God_of_Awesome » Mon Dec 14, 2009 6:33 am

Obviously, this is for the Totem Knight but I'm not entirely adverse to it being used for something else. If you read through this, you may notice the pattern is that it's mostly making items that copy a monster's abilities. Yeah. Not all the time but yeah.
Achaierai
Innards (x3), Hide (x1)
With the innard's you can basically make stink bombs. You can throw them up to a range of 50ft releasing a Black Cloud, immitating the Achaierai ability of the same name. Rating: 3
Those other than you within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.
It's hide it stylin and worth its Treasure Rating. Rating: 2
Allip (CR 3)
Ectoplasm (x3)
Coating the ectoplasm on a weapon gives it the following traits: can pass through (ignore) natural armor, armor, and shields (although deflection bonuses and force effects (such as mage armor) work normally against it) as if it were incorporeal, inflicts 1d4 Wisdom drain and the wielder gains 5 hit points with every succesful strike. The wield may choose to make the sword corporeal thereby turning of all other effects. When corporeal, the ectoplasm acts as an hallucinogenic poison; with each succesful strike a sane creature must make DC 16 Fort save or be affected as though by a hypnotism spell. Rating: 7
Ankheg
Innards (x2), Antennae (x2), Mandibles (x2), Carapace (x1)
Properly treated, an Ankheg's innards can squirt acid once every six hours. Misproperly treated (Failed Craft check), they can only do so once. 30-ft. line, damage 4d4 acid, Reflex DC 14 half. Rating: 3
The antennae, once properly treated, will vibrate when anything approaches within 60-ft (As if it had Tremorsense) and stop vibrating at 5-ft. Rating: 2
The mandibles, properly crafted, can make serviceable scimitars that can easily cut through non-living, non-metal material such as stone. Rating: 4
The carapace can be crafted in a breastplate that is exactly like a regular breastplate except it has an Armor Bonus of 9. Rating: 4
Aranea
Innards (x1), Brain (x1), Fangs (x2)
Special: Since an Aranea does not revert to its normal form upon death, if it's in its humanoid form only its brain can be harvested.
The Innards, when properly treated, the Aranea's Web attack, 6 times per day as described. When misproperly treated, it can only do it six times ever. Rating: 3
Web (Ex)
In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
The brain isn't so much treated as it is cooked. When eaten, all the spells the Aranea had are gained but can only be used once. Rating: 4
The fangs can be crafted into serviceable daggers. The daggers are poisoned; Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Rating: 4
Arrowhawk (CR 3, 5, 8)
Beak (x1), Wings (x1)
Special: Arrowhawks come in Juvenile (Small), Adult (Medium) and Elder (Large). The corpse must be of one a size category larger then the one using it for the Wings to be of any use.
The beak can be crafted into a throwable dagger (50ft) that does electricity damage (2d6 for juvenile beaks, 2d8 for adult and elder) Rating: 3, 5, 8
The wings, all four of them, can be grafted unto a belt that grants the wearer the power to fly. Rating: 5
Assassin Vine (CR 3)
5 ft Lengths (x4), Bushell of Berries (x4), Leaves (x20)
A 5 ft length of Assassin Vine can be converted into a whip. With ever succesful strike, the whip attempts a grapple check (+12 to grapple checks) and does 1d6+7 damage every turn its grappling. Rating: 3
A bushell of berries can be made into a bottle of wine worth an Assassin Vine treasure rating in gold. Rating: 2
The leaves, when grounded up, makes a powder that duplicates the entangle spell (caster level 4th). Rating: 3
This is just going through A. You can add you own as you like.
Constructive criticism welcomed.
Last edited by God_of_Awesome on Mon Dec 14, 2009 7:48 am, edited 2 times in total.
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ubernoob
  Duke
  Posts: 2444
  Joined: Sat May 17, 2008 12:30 am

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Post by ubernoob » Mon Dec 14, 2009 7:28 am

You're giving out constant wraithstrike at level 3?
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God_of_Awesome
  Knight-Baron
  Posts: 686
  Joined: Sat Aug 22, 2009 7:19 am

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Post by God_of_Awesome » Mon Dec 14, 2009 7:31 am

> ubernoob wrote:You're giving out constant wraithstrike at level 3?

You're right, that's too much.
Instead of changing it, I'm gonna change the mechanic of creating it. Hold up.
Edit: Done.
Last edited by God_of_Awesome on Mon Dec 14, 2009 7:49 am, edited 1 time in total.
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God_of_Awesome
  Knight-Baron
  Posts: 686
  Joined: Sat Aug 22, 2009 7:19 am

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Post by God_of_Awesome » Mon Dec 14, 2009 11:22 pm

Bane
With the Corpse Crafting ability, you may choose to keep a tally of how many of any type of creature is kill with any one weapon of your choosing up to one hundred in a day. At the end of the day, subtract that tally from one hundred and the total is the DC. Roll 1d100 vs DC. If you suceed, that weapon becomes bane to that type of creature. Suceed or fail, you cannot attempt to enchant this weapon again for another week and not any other weapon for a day.
Barghest
Teeth (x2)
Applied to a weapon, any creature killed by it has its body destroyed and prevents any raising or resurrection that requires a body. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. Rating: 6
Basilisk
Head (x1), Hide (x1)
The head can be converted into a Mask of Medusa. Wearing it gives the weared the Basilisk's Petrifying Gaze. Rating: 5
Petrifying Gaze (Su)
Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.
The hide makes Hide Armor that gives an armor bonus of +7. Rating: 4
Behir
Carapace/Hide (x1), Head (x1)
The hide of the creature makes Half-Plate armor with an armor bonus of 11. Rating: 7
The head can be crafted into a bow of any sort (composite, cross, long, short, heavy, light, repeating, etc). Arrows shot with this bow have 7d6 electric damage added to them. Rating: 9
Blink Dog
Hide (x1)
The hide can do two things. It can be made into a hide armor. Those that wear the armor act as if they are under the blink spell. Rating: 2
The hide can also be woven into a tapestry that allows one person to emulate the dimension door spell (caster level 8th). Rating: 4
Bodak
Head (x1), Hide (x1)
The head can be made into a Bodak Mask. Those that wear it gain the Death Gaze ability. Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later under the control of the wearer. The save DC is Charisma-based. The mask is destroyed under sunlight or spells that emulate sunlight. This item has a moderatley (caster level 8) chaotic evil aura. Rating: 8
The hide makes a hide armor with an armor bonus of 8. That armor is destroyed under sunlight. Rating: 7
Bulette
Carapace (x1)
Two things can be done with the carapace:
Full-plate armor can be made with an armor bonus of +12. Rating: 7
Gauntlets can be made that grant a burrowing speed of 10 ft. Rating: 9
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God_of_Awesome
  Knight-Baron
  Posts: 686
  Joined: Sat Aug 22, 2009 7:19 am

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Post by God_of_Awesome » Tue Dec 22, 2009 11:33 am

Chuul
Claw (x2), Tentacles (x4), Carapace (x1), Innards (x2)
By themselves, each claw makes a kukri and a dagger each that have all the normal stats of such plus they always do +3 damage of either piercing or slashing, depending on if the regular damage was the other. (IE, if piercing damage is done with the dagger, +3 slashing damage is done and vice versa. The kukri always does slashing does +3 piercing damage is always done). Rating: 2
By themselves, the tentacles make whips that make grapple checks with every succesful strike. Upon a succesful grapple, a creature must make a DC 19 Fort save or be paralyzed for 6 rounds. Rating: 7
A claw and tentacle can be combined to make two different items. You may make a special punching dagger (And result a normal kukri) or a special scimitar (And result a normal dagger). The special punching dagger has an attached tentacle that will grapple with ever succesful strike. With a succesful grapple, the wielder will lose control of the weapon as it continously stabs the victims until dead. The dagger also does an additional +3 slashing damage with every strike. The special scimitar is coated with the paralytic venom of the tentacle. Ever succesful strike incurs a DC 19 Fort save or the stricken creature will be paralyzed for 6 rounds. It also does +3 piercing damage. Rating: 8
The carapace makes half-plate armor with armor spikes and an armor bonus of +10. Rating: 6
The innards can be worn as masks to grant the amphibious trait, letting land creatures breathe underwater and aquating creatures breathe on land. Rating: 6
Cloaker
Hide (x1), Spine (x1), Innards (x1)
The hide is almost likes clothing, a cloak in fact, but for gaming purposes has the same stats as Padded Armor except it grants an armor bonus of +7. Rating: 5
The spine can be turned into a magic staff that imitates one of the Cloaker's Shadow Shift affects as a Standard Action. Rating: 5
Shadow Shift (Su)
A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.
Obscure Vision
The cloaker gains concealment (20% miss chance) for 1d4 rounds.
Dancing Images
This effect duplicates a mirror image spell (caster level 6th).
Silent Image
This effect duplicates a silent image spell (DC 15, caster level 6th). The save DC is Charisma-based.
The innards are really it tubular respiratory system which can be used as a flail except counted as an improvised weapon. The real trick is that they can be made to duplicate one of the cloakers Moan affects as a full round action by swinging 'em around. Rating: 5
Moan (Ex)
A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve
Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.
Fear
Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.
Nausea
Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness.
Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor
A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.
Cockatrice
Beak (x1)
The beak can be made into a dagger with normal dagger stats except with each succesful strike a DC 12 Fort save must be made or the stricken creature will be turned to stone.
Couatl
Hide (x1), Wings (x1), Fang (x2), Skull (x1)
The hide makes hide armor with an Armor Bonus of +9. Rating: 6
The wings can be made into a cloak that grant ethereal jaunt. (CL 16). Rating: 7
Thr fangs make poisoned daggers. Fort DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. Rating: 7
The skulls can made into a helm that grants at will detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20). Effective caster level 9th. The save DCs are Charisma-based. Rating: 8
Last edited by God_of_Awesome on Wed Dec 23, 2009 12:05 am, edited 2 times in total.
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God_of_Awesome
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Post by God_of_Awesome » Wed Dec 23, 2009 12:49 am

Darkmantle
Head (x1), Hide (x1)
The head makes a helmet. When worn, it grants a sound based Blindsight up to 90 ft. A Silence spell negates this. Rating: 1
The hide can be applied to a shield of any sort as long as it's round. The shield now has shield spikes. With an unnsuccesful strike from another creature, they are treated as if the darkness spell were cast on them. Rating: 1
Demons and Other Outsiders
Extraplanar Outsiders don't leave corpses behind, that's a known fact. But to one that knows the lore of 'Wuth Thall I Du With The Body, Mathter?', opportunities are still abound. When an Outsider dies, they simply leak back into their native plane. For the purposes of this ability, assume it takes 2 rounds (Or minutes) after death for an Outsider to leak away. In those 2 rounds, a Corpse Crafter and his buddies can hitch a ride to their plane of origin as if by a gate spell. If you kill an Outsider on its native plane, the resulting instability creates a gate for 2 rounds (Or minutes) to any one plane of your choosing. Rating: 9
Derro
Brain (x1)
The brain, dried up and ground into a powders, makes an awesome drug that gives a +6 to Charisma and -6 to Wisdom and allows you to use your Charisma score for Will saves. Rating: 3
Destrachan
Head (x1), Innards (x1)
The head can be made into a helmet that covers the eyes, thereby gaining an immunity to all spells that require sight. Of course, the wearer is now blind. The wearer gains soundbased blindsight (A Silence spell negates this) up to 100 feet.
The innards can be applied to weapons to immitate a Destrachan's Destructive Harmonics. Applied to a melee weapon, it effects all chosen creatures in a 30 foot radius. Applied to ranged weapons, it can affect a cone 80 feet long. All save DCs are Charisma-based.
Flesh
Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half).
Nerves
A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half).
Material
When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
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God_of_Awesome
  Knight-Baron
  Posts: 686
  Joined: Sat Aug 22, 2009 7:19 am

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Post by God_of_Awesome » Fri Dec 25, 2009 11:48 pm

Digester
Nozzel (x1), Hide (x1)
The nozzel makes an honest to god squirt gun with acid. It operates alot like a crossbow for flavor purposes. Point, trigger, yeah. It shoots either a 20-foot cone or a 40 foot line. Choose the former, it deals 4d8 acid damage. The latter and it deals 4d12. Rating: 6
The hide makes hide armor that gives an armor bonus of 5 and a +4 bonus to Hide checks. Rating: 5
Doppelganger
Head (x1), Skin (x1)
The head can make a mask and a helmet. The mask allows you to constantly imitate the Disguise Self spell. Rating: 4
The helmet allows you to imitate the Detect Thoughts spell. Rating: 2
The skin makes leather armor that grants and armor bonus of +4 and allows the wearer to imitate the Doppelganger's Change Shape ability. Rating: 5[/i]
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