Path of the Eldritch Surgeon

A vizier that chooses this path seeks to understand and gain mastery over the mortal form, researching the minute details of living flesh that he might twist it to better serve his purposes. Utilizing eldritch rituals and dark knowledge, the vizier embarks upon this path by altering his limbs into precise surgical tools useful in applications ranging from meticulous detail to brutal evisceration and reinforcing his flesh and organs to ever greater pinnacles of durability.

As he broadens his scope of research, increasing the depth of his knowledge, the vizier’s skill in performing eldritch surgery improves, allowing him to conduct gruesome surgeries capable of permanently warping the bodies of their victims… *ahem* of their patients.

Surgical Malpractice (Ex)

You gain Heal as a class skill and may use the higher of your Intelligence or Wisdom when making Heal checks.

You modify your hands into deadly claws, gaining the Claws mutation (this does not cost any mutation points); the exact nature and form of these claws is up you, but they function just as well as your normal hands. You gain a +1 mutation bonus on attack rolls you make with these claws.

Your attacks made with these claws deal 1d6 extra precision damage any time your target is flat-footed or when you flank your target.

At 5th level and every 4 levels thereafter, the mutation bonus to attack rolls made with your claws increases by 1, and the precision damage you deal with your claws increases by 1d6.

Eldritch Form (Ex)

Your research into the art of eldritch surgery allows you to enhance your body, making it more formidable and altering your hands into formidable tools of surgery and battle.

You gain an additional +2 hit points at each vizier class level.

In addition, you gain a +1 mutation bonus to your natural armor. At 5th level and every 4 levels thereafter, the mutation bonus to natural armor increases by 1.

Surgeon of Flesh Artistry (Su)

Beginning at 5th level, you learn to sculpt flesh into magnificient works eldritch art. You may create and apply fleshcraft grafts to living creatures as though you possessed the Fleshwarper feat. Unlike those of lesser skill, you do not need a lab to create fleshcraft grafts. You directly alter the flesh of a living creature using your claws and eldritch knowledge, modifying that creature’s flesh into the new graft directly. Unfortunately, you cannot create fleshcraft grafts through normal methods, nor can you create fleshcraft elixirs.

When performing surgery on a creature to create a graft, that creature must be willing or helpless for the entire duration of the crafting process, and you must provide material components equal to the crafting cost of the graft. To create a graft, you must have a number of ranks in the Heal skill equal to the listed ranks of the Craft (alchemy) skill normally required.

Creating a graft in this way takes 8 hours regardless of the price of the graft. At the end of this time, you must attempt a Heal check against the graft’s listed DC. Failure indicates the surgery has failed and the patient’s body has rejected the change, wasting half of the provided material components. Regardless of the surgery’s success, the patient takes 1d4 points of Constitution damage and 1d4 points of Wisdom damage.

You can also apply fleshcraft grafts to yourself. When you do so, you take only 1 point of Constitution and Wisdom damage, and you do not suffer the penalty normally imposed by a graft.

Improved Eldritch Form (Ex)

At 13th level, continuous surgical experimentation performed upon your own body has allowed you to optimize your biological processes and eliminate many fleshly weakness, removing many of the basic needs required by lesser beings. You no longer need to breathe, eat, or drink water to survive and are immune to effects that require breathing (such as inhaled poison). You also no longer need to sleep, gaining the benefits of 8 hours of rest by meditating for 4 hours.

Your organs have been so heavily modified as part of this process that they have become entirely alien; whenever you suffer from a critical hit or precision damage, there is a 25% chance the critical hit or precision damage is negated and the damage is rolled normally. This stacks with similar effects, to a maximum of a 100% chance to negate the critical hit or precision damage.

Pinnacle of Form (Ex)

At 17th level, you have perfected your body’s own natural processes; you gain immunity to disease and poison, no longer age, no longer die of old age, and can survive without penalty in areas or extremely high or extremely low pressure (such as at the bottom of the ocean, or in the void of space). If you were already suffering penalties from aging, you lose those penalties. Your chance to negate critical hits and precision damage made increases to 50%.

You also gain the ability to hibernate for extended periods; beginning hibernation takes 1 minute. While in this state, you can take no actions and are effectively helpless, as if in a deep sleep. You can remain in hibernation for as long as you wish, time effectively stands still for you while hibernating. If you are jostled or damaged while hibernating, you can attempt a DC 20 Will save. If you succeed, you awaken in 2d4 rounds. Otherwise, it takes 1d4 hours to awaken from hibernation. You can set the length of your hibernation when you first enter the state so that you can awaken after a set amount of time has passed. When awakening at a set time in this manner, you need only 1d3 rounds to rouse yourself, with no Will saving throw necessary.