Corpus Techs

Corpus techs are those of physiology and anatomy, and the workings of the flesh and sinew of creatures whether to replace, renew or breath new life into.

Tier I
Feast (Db): The deathbinder can use this tech to transform carrion and other decaying matter into food. One days of food for one person is made per Hit Dice of the targeted corpse. Corpses targeted by this tech cannot be brought back with a Raise Dead spell or a Resuscitate tech, but can be brought back with resurrection, true resurrection, miracle or wish.

Flesh Creature (Db): The deathbinder can transform a source of carrion into a miss-happen mock of the original creature, the flesh creature has 1/2 of the ability scores, hit points, ac, attack and other factors of the targeted carrion's original creature. However if the Hit Dice of the creature exceeds the Wisdom Modifier of the deathbinder, it has a 10% chance each round per hit dice that exceeds the wisdom modifier of the deathbinder to turn against the deathbinder. Once it turns control cannot be regained without the use of techs such as encourage corpse or obedience of the styx or spells like control undead. Creatures with the undead, outsider, ooze or construct types cannot be targeted by this tech, and any creature revived this way gains the undead type in place of its old type. The creature remains until it is either destroyed or after 1 round per caster level of the deathbinder who animated it, then crumbles away into dust.

Inflammation (Db): One creature targeted by this tech begins to swell uncontrollably, and takes a penalty to Charisma and Dexterity of -1 and a penalty to fortitude saves of -2. These penalties do not stack with other techs in this line, but Inflammation has no save.

Locate Carrion (Db): When this tech is executed the deathbinder knows the location of a usable source of carrion for any deathbinder techs, he can locate carrion within 30 feet per caster level.

Pus Blisters (Db): When the deathbinder executes this tech a single creature must make a fortitude save or be covered in blisters. A creature affected by this takes 1d6 points of nonlethal damage per round for 1 round per caster level. The save DC for this tech is Constitution based.

Antidote (Vm): As a full-round action this tech attempts to purge a target of 1 point of ability damage or remove one point of ability drain.

Detect Toxin (Vm): As detect poison.

Medical Expertise (Vm): This tech grants the medic a +4 bonus on heal checks for 10 minutes per caster level.

Survival Lesson (Vm): Allows a single creature to make their next survival check with a +6 competence bonus.

Treat Wounds I (Vm): This tech restores 2d4 hit points to a single  touched creature. This is not a positive energy effect.

Bog Strider (Sb): When this tech is used the symbiote gains a +10-foot bonus to his movement speed and a bonus to acrobatics equal to his Constitution modifier.

Metamorphose Analysis (Sb): When this tech is used on a piece of a creature it grants the symbiote insight as to what they would gain from using it as a material focus in their Symbiote: Metamorphosis tech.

Symbiote: Caustic Bile (Sb): When this tech is executed the Symbiote gains the ability to use acid splash at will for 1 round per caster level. This symbiote does not have a material focus. Symbiotes can only have a number of active symbiote abilities equal to their Constitution Modifier at any given time.

Symbiote: Dull Claws (Sb): This tech requires a material focus of the hands, feet, or paws of a creature. When executed the symbiote gains a natural attack equal to the claw attack of whatever creature their material focus was from for 1 round per caster level, however if the claws are larger size category than the symbiote they take a -2 penalty to attacks. The symbiote uses their own bonuses for damage and attack, and only takes the creatures base damage. Symbiotes can only have a number of active symbiote abilities equal to their Constitution Modifier at any given time.

Symbiote: Lizardflesh (Sb): This tech requires a material focus of some kind of scales from a reptile with damage reduction. When executed the symbiote gains this same DR for 1 round per caster level. Symbiotes can only have a number of active symbiote abilities equal to their Constitution Modifier at any given time.

Tier II
Encourage Corpse (Db): One undead creature whose hit die doesn't exceed your own plus your Wisdom Modifier must make a Will Save after this tech is executed or falls under your control for 1 round per caster level.

Flesh Mage (Db): When this tech is executed on a a usuable pile of carrion, it summons a Flesh Mage that serves the tech user for 1 minute per caster level or until it is destroyed, at which point it crumbles into dust.

Husk (Db): When this tech is executed on a a usuable pile of carrion, it summons a Husk that serves the tech user for 1 minute per caster level or until it is destroyed, at which point it crumbles into dust.

Poison, Lesser (Db): This tech attempts to poison a creature. The poison deals 1 point of damage to the mental ability score of the Deathbinder's choice unless the target makes a successful Fortitude Save. The save DC for this tech is Constitution based.

Calm Nerves (Vm): When executed, this tech removes a fear effect.

Quick Treatment I (Vm): When executed one creature is healed for 2d4 hit points, this is not a postitive energy effect, this is a swift action.

Dark Medicine: Rouse (Vm): Dark Medicine techs require twice the normal number of uses per day to activate. When executed,  if a hit is about to knock an ally below zero hit points you can intervene with this tech as an immediate action to cause the ally to be healed for 1/2 of the damage that they would take instead of taking that damage. For example, if a monster strikes a character for 10 damage and they have 2 hit points left, they are instead healed for 5 damage.

Treat Wounds II  (Vm): This tech restores 4d4 hit points to a single touched creature. This is not a positive energy effect.

Symbiote: Leechfang (Sb): As long as this tech is running in the user's console they heal for 1/4 of any damage they deal with natural attacks. If executed with a part of a large leech used as a material component, it instead heals for 1/2 of the damage they deal.

Symbiote: Jumperlegs  (Sb): As long as this tech is running in the user's console, they gain a +10 fleshcrafting bonus to acrobatics checks. If the legs of a giant frog or giant grasshopper are used as a material component for this tech, all acrobatics checks made with a base-dice result less than 10 are considered to have rolled for a 10.

Symbiote: Wavervirus (Sb): When executed, one creature is infected with a virus unless they make a Fortitude save. This virus deals 1 point of constitution damage per round up to a maximum of 5 total damage. This is a swift action, and a disease effect. The DC for this tech is Constitution-based.

Symbiote: Witchwart (Sb): As long as this tech is running in the user's console they gain access to a common hex from the list of Witch hexes. If executed with a witch's finger as a material component they instead select two. If the hex has a saving throw the DC is based on the user's Corpus Caster Level, and Constituion Modifier.

Due to the nature of hexes, the user can only select from two unique hexes within a 24 hour period. These two hexes are selected the first time this tech is executed with a witch's finger. Or if executed without a witch's finger, the first one is selected the first time this tech is executed, and the second one is selected the second time the tech is executed (but only if a hex different from the hex selected the first time it was executed is selected) within that 24 hour period.

Tier III
Ache (Db): When executed one creature must make a Fortitude save or suffer severe pains. This pain inflicts 1d4 points of non-lethal damage per round and sickens them if they fail. It lasts for 1 minute. The DC for this tech is Wisdom-based.

Poison I (Db): When executed one creature must make a Fortitude save vs. poison or take one point of Ability Damage from two different abilities of the caster's choosing. The DC for this tech is Wisdom-based.

Pustule (Db): As long as this tech is running in the user's console they gain a +4 bonus to saves vs poison. Any creature who strikes the user while this is in effect with a slashing or piercing weapon takes 1d2 points of acid damage per hit.

Zombie  (Db): When this tech is executed on a a usuable pile of carrion, it summons 1d4 Beta Zombies that serve the tech user for 1 minute per caster level or until it is destroyed, at which point it crumbles into dust.

Dark Medicine: Absorb Cold (Vm):  Dark Medicine techs require twice the normal number of uses per day to activate. When executed, one creature is not damaged, but healed by 1/2 of all cold damage they would otherwise sustained for 1 round per caster level. Non-lethal damage caused by extreme cold is simply negated.

Numbing Injection (Vm):When executed, one touched creature gains DR 5/- and a +2 bonus to all saves vs pain effects for 1 minute. This tech can be used in place of a move action.

Treat Wounds III (Vm):  This tech restores 4d6 hit points to a single touched creature. This is not a positive energy effect.

Wiggan's Leeches (Vm): As long as this tech is running in the user's console they gain immunity to poison but take 4 points of non-lethal damage per minute.

Metamorphosis I (Sb): When executed, one monster part grants you a minor ability from the metamorphosis abilities list depending on the monster used. This lasts for 10 minutes per caster level. Only one metamorphosis can be active at any given time.

Symbiote: Breath Weapon (Sb): As long as this tech is running in the user's console the user gains access to a breath weapon. This breath weapon acts as an at-will burning hands spell (CL=Corpus CL). If a monster with a natural breath weapon has their displaced lung used in the process of executing this tech, the energy type shifts to the energy type of the monster in question, but otherwise is fire-based, and allows the same saving through. The DC for the burning hands effect mimiced by this spell is Constitution-based.

Symbiote: Red Eye (Sb): As long as this tech is running in the user's console the user gains Low-Light Vision. If the eye of a creature with natural dark vision is used as a material component for this tech, take the dark vision of the creature whose eye you used instead. (I.E if the creature hard darkvision 120ft, gain darkvision 120ft.

Symbiote: Leg Splitter (Sb): As long as this tech is running the user gains a +8 CMD against trip. If a giant spider leg or the leg of another multi-legged organism (8+ legs) is used as a material component, instead become immune to trip.

Tier IV
Animation (Db): This tech requires 1 round to execute. When executed, one target deceased creature whose Hit Dice is no greater than the user's caster level is revived with all its original abilities and statistics except that its creature type becomes Undead, and any abilities that come from the creature's creature type are lost. And hit dice are changed to Undead Hit Dice, and the creatures life becomes the average roll for the undead per hit dice. Constructs, Oozes, Outsiders and Undead cannot be animated. The corpse remains animated for 1 round per caster level. Creatures who have already been animated cannot be reanimated by this tech.

Call of the Styx (Db): When executed, one Undead creature must make a Will save or use all resources he has to protect the user of this tech. If the undead fails the will save on the initial cast they are granted an additional Will save at the start of each round thereafter. Each round after the fourth, the DC decreases by 2. Call of the Styx can only affect a creature once in a 24 hour period. The DC for this tech is Wisdom-based.

Exhumed Imp (Db):  When this tech is executed on a a usable pile of carrion, it summons an Exhumed Imp  that serves the tech user for 1 round per caster level or until it is destroyed, at which point it and any equipment it arrived with crumbles into dust.

Flaying Aches (Db): When executed one creature must make a Fortitude save or suffer severe pains. This pain inflicts 1d6 points of non-lethal damage per round, additionally if the target fails to save against this tech they take 1d4+2 points of Constitution Drain. The aches remain for 1 minute, and the Constitution Drain remains until cured.

Bloodletting (Vm): When executed one creature is cut by the user and begins to bleed. Each round he takes a cumulative 1d6 points of bleeding damage, meaning on round two he would take 2d6, and on round three, 3d6, etc. Until the bleeding is healed (DC 15 Heal check, or an hp recovery tech or spell). However each round he is bleeding in such a way, one of the following conditions is removed starting with the newest condition. '' Confused, Blinded, Deafened, Nauseated, Poisoned, Diseased, Cursed, Shaken, Frightened, Panicked, Staggered,  and  Slowed. ''

'' Complacency (Vm): When executed, one creature becomes immune to emotion effects but lose any insight bonuses and take a -2 penalty to their Reflex saves. This lasts for 1 minute per caster level or until dismissed. ''

Dark Medicine: Relentless Rage (Vm): Dark Medicine techs require and additional spell slot of the same tier to execute. When executed one creature can continue to fight even if their Hit Points are beyond the point of that would kill them, this lasts for 1 minute, while it is active the target is considered to be fatigued. If the creatures hit points go beyond twice what it would take to kill them however, their body crumbles under the strain causing the only means of revival to be a resurrection spell or better, as their body would not be in good enough condition for a simple raise dead effect.

Treat Wounds IV (Vm): This tech restores 6d8 hit points to a single touched creature. This is not a positive energy effect.

Elemental Symbiosis: Aqua (Sb): As long as this tech is running in the user's console the user gains the water subtype and gains a swim speed of 40 feet. Also while in this form the user is immune to Cold-based effects and take 1/2 of the damage of Fire and Force effects, but becomes vulnerable to Electricity and Acid effects.

Elemental Symbiosis: Ignis  (Sb): As long as this tech is running in the user's console the user gains the fire subtype and gains a fly speed of 40 feet with average maneuverability. Also while in this form the user is immune to Fire-based and Electricity-based effects but becomes vulnerable to Cold and Force effects.

Symbiote: Cancerous Growth (Sb): As long as this tech is running in the user's console, the user gains a +8 alchemical bonus to strength but takes a -6 penalty to Constitution, but use their Strength modifier in place of their Constitution modifier as an ability bonus to their Fortitude saves.

Symbiotic Beast (Sb): When executed this tech mimics the effects of Undead Anatomy I, Beast Shape II or Giant Form I.

Tier V
Poison II (Db): When executed one creature must make a Fortitude save vs. poison or take two point of Ability Damage from two different abilities of the caster's choosing or four points of Ability Damage from one ability. The DC for this tech is Wisdom-based.

Molested Flesh (Db): When executed one touched creature must make a Fortitude save. If they fail they take damage equal to the difference between their Current and Maximum hit points. This damage cannot exceed 10 points per caster level, undamaged creatures are not affected. The DC for this tech is Wisdom-based.

Soulless Minion  (Db):  When this tech is executed on a a usable pile of carrion, it summons a Soulless Minion  that serves the tech user for 1 round per caster level or until it is destroyed, at which point it and any equipment it arrived with crumbles into dust.

Dark Medicine: Inhumation (Vm):

Divine Medicine: Bronze Ambrosia (Vm):

Resuscitate (Vm):

Evolution (Sb): ep for stuff

Symbiote: Sorcerous Blood I (Sb): As long as this tech is running in the user's console, select one 1st or 3rd level sorcerer bloodline power and gain access to it. The number of uses per day, DC's and so forth have all variables changed from sorcerer levels to corpus casting levels and Charisma modifiers to Constitution modifiers. Only one sorcerous blood symbiote can be active at any given time. Scaling powers also scale according to the Corpus Caster Level rather than Sorcerer Level. If a vial of blood belonging to a sorcerer who shares a bloodline with the bloodline from which you are selecting your power is used as a material component, gain the bloodline arcana as well.

Symbiote: Warhide  (Sb): As long as this tech is running in the user's console, they gain 1d6 temporary hit points per caster level. These hit points cannot be healed without reactivating and rerolling the tech, once these extra hit points are exhausted, the tech automatically deactivates. If executed with the hide of a War Abomination, War Mutant, or War Beast used as a material component, these hit points are rolled with d10's instead.

Tier VI
Plague Oracle db

Obedience of the Styx db

Skin Puppet db

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Tier VII
Infermity db

Flaying Pain db

War Ghoul db

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Tier VIII
Cairn Nephilim db

Sleepless Soldier (Db): When this tech is executed on a a usuable pile of carrion, it summons a Sleepless Soldier that serves the tech user for 1 minute per caster level or until it is destroyed, at which point it and any equipment it arrived with crumbles into dust.

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Tier IX
Call of Abaddon db

Undying Crusader db

Deassimilate md

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