Racial bonuses from grafts should stack with other racial bonuses tied to the recipient's true form and other grafts they possess. Learn more about the Silthilar and their grafts in the 3.5 manual entitled Lords of Madness: The Book of Aberrations.
____________________
Graft Flesh (Silthilar), shocking grasp; Price 30,000 gp
Silthilar Adrenals: This graft involves implanting a miniscule pair of additional adrenal glands in the recipient. Once per day, the grafted creature may ignore the effects of the fatigued condition (or upgrade the the effects of the exhausted condition to those of fatigue) for 2 minutes.
Graft Flesh (Silthilar), lesser restoration; Price 1,200 gp
Silthilar Appendix: This graft involves attaching a small gland to the digestive system of the recipient, helping them to glean more nourishment from their food. Such a creature only needs to eat half as much food in order to meet demand. The grafted creature gains a +2 racial bonus on saving throws against ingested poisons and can readily digest fibrous plant matter. The grafted creature also gains a +4 racial bonus on Constitution checks to avoid the effects of starvation.
Graft Flesh (Silthilar), purify food and drink; Price 2,500 gp
Silthilar Ears: This graft augments sensory structures within the recipient's ears. The grafted creature gains a +2 racial bonus on Balance and Listen checks. The grafted creature also gains a +2 racial bonus on saving throws attempted to avoid deafness.
Graft Flesh (Silthilar), clairaudience/clairvoyance; Price 3,500 gp
Silthilar Kidneys: This graft augments the fluid filtering structures of the recipient, helping them to recycle and process fluids much more efficiently. Such a creature only needs to drink half as much water in order to meet demand. The grafted creature gains a +2 racial bonus on saving throws against ingested poisons and may drink fresh and salt water without difficulty. Recipients that live or breathe underwater may do so equally well in both fresh and salt water if they couldn't already. The grafted creature also gains a +4 racial bonus on Constitution checks to avoid the effects of dehydration.
Graft Flesh (Silthilar), purify food and drink; Price 4,000 gp
Silthilar Lungs: This graft augments and multiplies the gas exchange structures in the lungs of the recipient. The grafted creature gains a +4 racial bonus on saving throws against inhaled poisons, odors, smoke and any other airborne toxins or particles that must be taken in through the lungs. The grafted creature also gains a +4 racial bonus on all Fortitude saving throws to avoid the effects of altitude, as well as a +4 racial bonus on Constitution checks made to continue holding one's breath.
Graft Flesh (Silthilar), ease of breath; Price 4,000 gp
Silthilar Lymphnodes: This graft involves implanting a few miniscule glands throughout the recipient, which help one to overcome disease and infection. The grafted creature gains a +4 racial bonus on saving throws against all disease effects, including supernatural diseases.
Graft Flesh (Silthilar), remove disease; Price 7,000 gp
Silthilar Nostrils: This graft augments the sensory structures within, and folds the interior of, the recipient's nasal cavities. The grafted creature gains the Scent ability (at twice the range if it already has Scent as an extraordinary ability).
Graft Flesh (Silthilar), embrace the wild (SpC 79); Price 24,000 gp
Silthilar Weaponry: This graft reinforces one existing natural weapon, enabling it to better deliver and withstand impact. Each natural weapon so altered, grants a +1 racial bonus to damage rolls using it.
Graft Flesh (Silthilar), magic fang; Price 5,000 gp
No comments:
Post a Comment