GRAFTED AGENT

Grafted Agent

Salorras Paragon: Grafted Agent · Base path: Legatee (essencer) — monster-grafted secret operative of the Abominable Brigade of Braora, built by the Citadel Researchers. A 10-level Pathfinder 1e prestige class for the legatee operatives whose bodies have been rebuilt with the grafted organs of the monsters of Salorras — terrifying, unpredictable, and shaped one surgery at a time.

The grafted agents are powerful secret operatives who carry the legacy of the legatees, on whose bodies the geneticists of the Citadel Researchers have performed abominable experiments. The mage-scientists of the organization look with pride on this new kind of soldier as the ultimate evolution of the legatees, for they exploit to the full the potential of their charismatic blood. The unique blood of the legatees makes their bodies an ideal “canvas” able to receive surgical implantations of foreign grafts. These grafts, though they come from various monstrous or magical beasts of Salorras, become compatible thanks to the unique blood of their bearers, granting them new powers.

It is known to the world that these monster-shaped soldiers were created by the state of Braora. Their purpose was to reinforce the armies of the whole world that still resisted the invading demons from the Saragoth Continuum. Even so, most of the world could never grow used to the idea that these monstrosities would live and integrate into the societies of Salorras. Thus, although the aid of the grafted agents was significant in most of the battles, after the war’s end many were put to death, while others were driven out and scattered to remote corners of the world. Now the survivors, and the new grafted agents alongside them, serve as the state secret service of Braora, by the name of the Abominable Brigade, which of course falls under the Citadel Researchers.

The peculiar monstrous grafts grant the grafted agents unique abilities and supernatural qualities. These, combined with the essences of the legatees, make the grafted agents terribly versatile in the tactics of war — and by extension frighteningly unpredictable and dangerous opponents.

A number of legatees join the genetic experiments of their mage-makers willingly, but no few yield to force. One way or another, it is characteristic of the grafted agents to follow the orders and decrees of their superiors to the letter, and many times the growth of their powers rests on the geneticist scientists of the Citadel Researchers.

In general, after the expulsion that followed the war’s end, the grafted agents are regarded as something of a myth. Most of the world has never set eyes on these warriors in their lives. Some believe they never existed, while a few who remember them — such as the ultra-aged elves — speak with terror and horror of their abominable “kind.” Sometimes the younger generations style them legendary war-heroes of the history of Salorras. However it may be, the grafted agents live a secret life under the veil of shadows, and one does not meet them easily — and they are often met with awe and fear because of their hideous outward appearance.

Most often, they see their place in Salorras in one of two ways. Many consider themselves a superior, evolved kind, while others perceive their own existence as an abomination of nature and a puppet of their mage-makers.

The tyrant of Praecaria, Kyrthan Kane, has given express order that these unholy works be dealt with without mercy. They receive similar treatment from the eyafen, who hold the creation of the grafted agents to be an unnatural product born of the extensive use of mystic magic.

All who become grafted agents must be heirs of the pure charismatic blood of the legatees.

One may meet grafted agents at the base of Braora’s secret services, in great urban centers and capitals as spies, or in small strike teams suppressing the enemies of the state. There are of course also those who are wandering apostates across the three continents, who refuse to comply with the decrees of the agency.

Hit Die: d8.

Requirements

To qualify to become a grafted agent, a character must fulfill all the following criteria.

Race: Human.

Essences: Knowledge of 2nd-level or higher essences from all essential cores.

Feats: Great Fortitude.

Special: The character must be born with the legendary pure charismatic blood of the legatee (asaar’adin) legacy. Thus blood-mutated essencers of any racial origin other than human cannot enter this prestige class, even if they are legatees. The character must also be grafted with the Abominable Brigade’s implant (willingly or not), as a lab experiment, by an expert Citadel Researcher geneticist. After the surgery, the character must be monitored by their “creators” for ten days, until they are ready to take their first mission as an official member of the agency.

The Grafted Agent

LevelBase Attack BonusFortRefWillSpecialEssences Known
1st+0+2+0+2Agent’s implant, horrific appearance+1 level of existing class
2nd+1+3+0+3Muscle graft+1 level of existing class
3rd+2+3+1+3Eye graft
4th+3+4+1+4Organ graft+1 level of existing class
5th+3+4+1+4Minor hybridization+1 level of existing class
6th+4+5+2+5Skin graft
7th+5+5+2+5Limb graft+1 level of existing class
8th+6/+1+6+2+6Brain graft+1 level of existing class
9th+6/+1+6+3+6Major hybridization
10th+7/+2+7+3+7Extraplanar graft+1 level of existing class

Class Skills

The grafted agent’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

All of the following are features of the grafted agent prestige class.

Weapon and Armor Proficiency. A grafted agent is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Essences per Day. When a character first enters the grafted agent prestige class, and at the levels shown on the table thereafter, they continue to gain all the features tied to the advancement of essences known, as though they had gained a level in the essencer (legatee) class they already belonged to — but they do not gain the other abilities of that previous class (such as extra uses of body restoration or a bonus feat). The grafted agent advances their essences known at 1st, 2nd, 4th, 5th, 7th, 8th, and 10th level; 3rd, 6th, and 9th grant no such advance.

Agent’s Implant. Grafted agents are constructs of the Citadel Researchers. At 1st level, every grafted agent undergoes surgery by the organization’s mage-scientists, who implant a magical device of pentagonal shape in their brain. This operation — like all the other operations performed at later levels of the prestige class — lasts 8 hours and must be carried out by another character (usually a Researcher) who has Heal 10 ranks and Knowledge (arcana) 8 ranks. The magical device can be obtained only from the Researchers, and it never functions if it has already been used by another person. Once the magical component is implanted in the grafted agent, it cannot be removed — and if it ultimately is, the character meets instant death. The device is necessary so that the character’s charismatic blood becomes perfectly compatible with the grafts they will receive in the future. It also has three specific functions:

  • Telepathy (Sp). The grafted agent can communicate telepathically, at will, within a range of 1 mile, with any other person who likewise bears the grafted agents’ magical device implanted in their brain.
  • Misdirection (Sp). Once per day, the grafted agent can cast misdirection as though an 8th-level sorcerer.
  • Researchers’ Nark. The magical object is made by the Researchers’ mages such that, if they wish, they can locate it and the grafted agent with spells of the divination school from any distance — which is why the object is known in Researcher circles as “the mages’ nark.” In practice, when the grafted agent becomes the target of a divination spell cast by the organization’s mages, that spell has infinite range. The object does not enhance divination spells cast from another plane.

Horrific Appearance (Ex). Also at 1st level, the grafted agent’s appearance begins to grow repulsive because of the monstrous surgeries their body bears. They gain a +1 bonus on Intimidate checks and a –1 penalty on all other Charisma-based skill checks. This bonus and penalty increase by +1 and –1 respectively each time the grafted agent receives a new graft (+2/–2 at 2nd level, +3/–3 at 3rd, +4/–4 at 4th, +5/–5 at 6th, +6/–6 at 7th, +7/–7 at 8th, and +8/–8 at 10th).

Muscle Graft. At 2nd level, the grafted agent is ready to receive their first graft, which replaces some of the muscle tissue or tendons of their body. They must choose one of the three grafts below.

  • Choker Gland. A gland from the body of a choker is placed in the grafted agent’s gut. Within eight hours it secretes a substance that mutates the cells of the muscle tissue and tendons in the grafted agent’s legs. Their body gains a permanent nervousness, but their speed increases by +20 feet.
  • Ettercap Tendons. The tendons of an ettercap are grafted into the grafted agent’s joints. After eight hours the tendons begin to respond to the grafted agent’s movements, granting dexterity equal to that of a spider. The length of their limbs lengthens slightly and their Dexterity score increases by +4, permanently.
  • Ogre Muscles. Pieces of an ogre’s muscle are placed in the grafted agent’s limbs. Eight hours after the operation, the grafted agent’s cells reshape the structure of their muscle tissue in a manner like that of an ogre’s muscle. Their outward appearance becomes muscular and their Strength score increases by +4, permanently.

This graft — like every other graft gained at later levels — can either be obtained from the Researchers for a sum of money (the GM’s decision) or found and removed from the corpse of a recently slain monster with a successful Heal check (DC 20; on a failure the graft is destroyed). After the surgery, a graft cannot be removed from the grafted agent’s body or replaced with another.

Eye Graft. At 3rd level, the grafted agent receives their second graft, which replaces their eyeballs. They must choose one of the three grafts below.

  • Eye of the Beholder. The irises of the grafted agent’s eyes are removed and replaced with those of a beholder — specifically the one that produces negative energy. The grafted agent’s eyes become dark brown with purple tints, and twice per day they can send from them, as a standard action, a ray (ranged touch attack) at a range of 100 feet, functioning like inflict moderate wounds and dealing 2d8+8 points of negative energy damage (Will DC 10 + 1/2 the grafted agent’s class level + their Charisma modifier, for half damage).
  • Nymph’s Eyes. The grafted agent’s eyes are replaced with those of a beautiful nymph. Three times per day, as a standard action, the grafted agent can stun an enemy within 30 feet with a glance. The target must succeed on a Fortitude save (DC 10 + 1/2 the grafted agent’s class level + their Charisma modifier) or be stunned for 1d4 rounds.
  • Sea Hag Eyes. The grafted agent’s eyes are replaced with those of a sea hag. Once per day, as a standard action, the grafted agent can look upon an enemy within a maximum range of 30 feet with their new yellow eyes; if the target fails a Will save (DC 10 + 1/2 the grafted agent’s class level + their Charisma modifier), they are afflicted with a daze effect for the next 24 hours, though this “curse” can be lifted sooner with remove curse or dispel evil. Furthermore, any creature so afflicted must immediately succeed on a Fortitude save (DC the same as the first) or die of fright. Creatures immune to fear effects are unaffected by the sea hag eyes.

Organ Graft. At 4th level, the grafted agent receives their third graft, which affects one of their vital organs. They must choose one of the three grafts below.

  • Aranea Web Gland. Beside the grafted agent’s salivary glands are grafted the web glands of an aranea. Three times per day, as a standard action, the grafted agent can shoot a web at a maximum range of 30 feet, with which they can entangle any target of up to Large size. The attack is a ranged touch attack; on a hit, the target is entangled and cannot move at all. The victim can escape the web with a DC 13 Escape Artist check, or break it with a DC 17 Strength check. The web has 6 hit points, hardness 0, and takes double damage from fire.
  • Kuo-toa Branchia. The gills of a kuo-toa are grafted onto the sides of the grafted agent’s neck. The grafted agent now becomes amphibious, with no need for the air’s oxygen while underwater.
  • Troll Heart. Pieces of the grafted agent’s heart are replaced with those of a troll’s heart. Once per day, as a standard action, the grafted agent gains regeneration 2 for the next 30 minutes. They cannot regrow lost limbs through this ability, though they can reattach a recently severed limb by holding it to the stump for at least 15 minutes while the regeneration is active.

Minor Hybridization (Ex). At 5th level, the grafted agent’s grafts adapt perfectly to their body, so that their type changes to aberration. They also keep their previous type as the augmented subtype. Hit Dice, base attack bonus, saves, and skill ranks are unaffected by this change and continue to progress as before. The grafted agent gains no new traits from their new type. For example, a human grafted agent with minor hybridization is treated as an aberration (augmented humanoid). The new type essentially affects the way magic and other things apply to the grafted agent — for example, a grafted agent who previously had the humanoid type could be affected by hold person, whereas with the aberration type they suffer no such trouble from that spell.

Skin Graft. At 6th level, the grafted agent receives their fourth graft, which replaces pieces of their skin. They must choose one of the three grafts below.

  • Displacer Beast Skin. The grafted agent’s skin is replaced with that of a displacer beast. The deep blue-black skin reflects the light falling on the grafted agent in such a way as to make them a harder target. Any melee or ranged attack the grafted agent takes has a 25% miss chance, unless the attacker can locate them by some means other than sight. If the grafted agent wears light or medium armor the miss chance is reduced to 20% or 10% respectively, and while wearing heavy armor any miss chance is lost.
  • Doppelganger Skin. The grafted agent’s skin is replaced with that of a doppelganger. They gain a +10 circumstance bonus on all Stealth checks made to hide, as their skin changes color and adapts to the environment, giving them natural camouflage. While wearing light or medium armor the circumstance bonus becomes +8 or +4 respectively, and while wearing heavy armor the bonus does not apply.
  • Treant Cortex. Pieces of a treant’s bark are fused across the whole surface of the grafted agent’s skin. Their body becomes more resistant to blows, the bark granting natural damage reduction 4/—. If they already have natural damage reduction, it increases by +4.

Limb Graft. At 7th level, the grafted agent gains their fifth graft, which is a new limb. They must choose one of the three grafts below.

  • Arrowhawk Tail. The grafted agent gains the tail of an arrowhawk. Once per round, as a standard action, they can fire from it a ray (ranged touch attack) at a maximum range of 30 feet, dealing 2d8 points of electricity damage (no save for half).
  • Carrion Crawler Tentacle. The grafted agent gains a tentacle of a carrion crawler, placed on one of their sides (player’s choice). They can attack with it as a melee weapon (melee touch attack, reach 0 feet); on a hit, the target must succeed on a Fortitude save (DC 10 + 1/2 the grafted agent’s class level + their Charisma modifier) or be paralyzed for 1d4 rounds.
  • Rust Monster Antennae. The grafted agent gains the antenna of a rust monster, placed on one of their elbows (player’s choice). They can attack with it as a melee weapon (melee touch attack, reach 0 feet). If the antenna touches any metal object or metal construct, it deals 4d6 points of damage to it; the antenna cannot harm organic tissue. If the metal object or construct is magical (for example, a +1 longsword or an iron golem respectively), it can avoid half the damage with a successful Will save (DC 10 + 1/2 the grafted agent’s class level + their Charisma modifier).

Brain Graft. At 8th level, the grafted agent gains their sixth graft — a piece of monstrous brain that attaches and functions as an extension of the existing brain. They must choose one of the three grafts below.

  • Mind Flayer Brain. A portion of a mind flayer’s brain is grafted into the right hemisphere of the grafted agent’s brain. The grafted agent can use the following spell-like abilities: 1/day — charm monster (DC 16), dimension door, levitate, suggestion (DC 15); 3/day — detect thoughts (DC 14). Caster level 8th. The save DCs are Charisma-based.
  • Ogre Mage Cerebellum. A small portion of an oni’s cerebellum is grafted into the grafted agent’s cerebellum. The grafted agent can use the following spell-like abilities: 1/day — cone of cold (DC 18), gaseous form, invisibility, sleep; 3/day — darkness. Caster level 9th. The save DCs are Charisma-based.
  • Darkfallen Neuron. Three central brain neurons of a darkfallen are grafted into the grafted agent’s cerebral cortex. The grafted agent can use the following special attacks of the darkfallen: 1/day — cerebral shock (DC 19), nervous system division (DC 19), insight (DC 19). For more on how these special attacks work, see the darkfallen entry.

Major Hybridization (Ex). At 9th level, the grafted agent must choose one of the following Continuums: Alsidora, Saragoth, or Ylaana. Once the grafted agent has chosen one of these three Continuums, the Researchers’ mages perform the spells that will bind their agent to the powers of that realm. When the magical rite is complete, the grafted agent’s type changes once more: they add the outsider type and the native subtype. For example, an aberration (augmented humanoid) grafted agent with major hybridization is treated as an aberration, outsider (augmented humanoid, native). The grafted agent also gains the following traits, according to the Continuum they chose.

  • Alsidora, the Change of Seasons. The grafted agent gains resistance to cold 5 and resistance to fire 5, as well as the following spell-like abilities: 3/day — speak with animals; 1/day — summon nature’s ally III. Caster level 10th.
  • Saragoth, the Everlasting Bloodbath. The grafted agent gains immunity to poison and resistance to electricity 5, and once per day, as a full-round action at a range of 45 feet, they can summon from the malign Continuum of Saragoth a babau (a Saragothan demon) with a 40% chance of success. On a success, the demon aids the grafted agent for the next 8 rounds and then returns to Saragoth. This summoning is a spell-like ability equivalent to a 3rd-level spell.
  • Ylaana, the Root of All Living. The grafted agent gains resistance to fire 10, as well as the following spell-like abilities: 2/day — scorching ray, wind wall (DC 17). Caster level 9th. The save DCs are Charisma-based.

Extraplanar Graft. At 10th level, the grafted agent gains their seventh and final graft. Now, as an outsider (native), their body can successfully receive grafts that come from the extraplanar inhabitants of the Continuum they chose with major hybridization at 9th level. They must choose one of the three grafts below (in parentheses is the Continuum the grafted agent must have chosen for the graft to be compatible with their body).

  • Noble Faye Hand (Alsidora, the Change of Seasons). One of the grafted agent’s hands (primary or off hand, player’s choice) is replaced with that of a noble faye. The grafted agent is now treated as having the following racial traits of the eyafen: Fayen Blood, Blood of the Ancients (Su), and Resistance to Chosen Element 10 (Ex). The type of energy damage and energy resistance the grafted agent gains remain the same as those of the source noble faye, though the duration and uses of blood of the ancients depend on the grafted agent’s Hit Dice. For more on these racial traits, see the eyafen entry. The unarmed strikes the grafted agent makes with the noble faye hand are treated as magic weapons for the purpose of piercing damage reduction.
  • Saragothan Demon Teeth (Saragoth, the Everlasting Bloodbath). The grafted agent’s lower jaw and teeth are replaced with those of a great Saragothan demon. They can use their abyssal sharp teeth as a natural weapon, dealing 2d8 points of damage (plus their Strength modifier) with a successful bite attack. The bite threatens a critical hit on a natural attack roll of 18–20 and deals triple damage on a confirmed critical. The grafted agent cannot attack more than once per round with the bite, even if their base attack bonus is high enough to entitle them to multiple attacks. They can use the bite as a secondary attack (at a –5 penalty on the attack roll) while wielding a weapon. This bite attack is treated as a magic weapon for the purpose of piercing damage reduction.
  • Pyrearchon Claw (Ylaana, the Root of All Living). One of the grafted agent’s hands (primary or off hand, player’s choice) is replaced with that of a pyrearchon whose Hit Dice cannot exceed nine. They can use the enormous claw as a natural weapon, dealing 1d6 points of damage (plus their Strength modifier) and an additional 1d6 or 2d6 points of fire damage (depending on the pyrearchon’s Hit Dice) with a successful claw attack. The claw threatens a critical hit on a natural attack roll of 20 and, on a confirmed critical, deals double damage only to the 1d6 base damage and not to the fire damage. The grafted agent can use the claw the same way they would a weapon. The claw attack also benefits from feats associated with natural attacks, such as Weapon Focus (claw) and Improved Natural Attack (claw). This claw attack is treated as a magic weapon for the purpose of piercing damage reduction.

Ex-Grafted Agents

A grafted agent who defects from the Abominable Brigade does not lose the powers their grafts grant — the monstrous organs are surgically fused into their flesh and cannot be removed without killing them. But neither can the agent be free of their makers: the pentagonal implant in their brain is the Researchers’ Nark, by which the agency can scry them at infinite range, and to cut it out is instant death. So an apostate grafted agent lives forever hunted, carrying both the monstrous gifts and the leash of the Citadel Researchers wherever they flee.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/Pathfinder 1e/pf1e-paragons/pf1e-grafted-agent.md

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