HD: d8
You are allowed to take this class after taking levels in Life-Gem Goremaster
Requirements-
Alignment: Any
Class features: Unnatural Toughness, 5th of Dismember!
Special: Must have fought while dismembered and at least one of your limbs was in a different form due to evolutions.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex) and Swim (Str).
Skill-points per level: 2 + Int modifier.
Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Bizarre Shifting, Biomastery, Mutation!
2nd +1 +3 +3 +1 Vital Splatter, Manipulation
3rd +2 +3 +3 +1 Bizarre Adaptation (4 points)
4th +3 +4 +4 +1 Mutation!
5th +3 +4 +4 +2 Monster Crafter, Manipulation
6th +4 +5 +5 +2 Blood Memory
7th +5 +5 +5 +2 Mutation!
8th +6 +6 +6 +3 Manipulation
9th +6 +6 +6 +3 Bizarre Adaptation (6 points)
10th +7 +7 +7 +3 Horror Crafter, Mutation!, I’m you, You’re me
Weapon and Armor Proficiency: Life-gem splicer’s gain no new proficiencies.
Bizarre Shifting(Su): At 1st level the Splicer gains a unique form of the Shapeshift class ability that replaces the normal version. All normal rules for the Shapeshift class feature apply with a few exceptions. Normally due to the limb not being connected to the body one can’t use the Shapeshift class ability on a dismembered limb (animate or otherwise), however a Splicer is not restricted in this way, capable of applying any evolution granting or changing a natural weapon type to any dismembered limb of theirs at any distance.
Biomastery(Ex): Levels in Splicer stack with your levels in Biomancer for the purposes of your number of Evolution points, your Nature's Prowess, and Vital Surge die. Levels in Splicer also stack with levels of Life-Gem Goremaster in determining their amount of Fortification, and any abilities that affect The 5th of Dismember! class feature.
Mutation!(Ex): Much like how a goremaster learns ways to manipulate their body, a Splicer learns to manipulate the bodies of others. At 1st level and every 3 levels afterward you select an ability from the list below. To use a Mutation!, you must succeed on a touch attack (through any limbs) and the target much make a Fortitude Save (DC 10 + ½ character level + your con mod) to avoid the effect, and no single target can have more than 3 Mutation! effects on it at once. Unless otherwise noted, you can you the Mutation! ability 3 + con mod times per day and they last for 1 minute.
Manipulation(Ex): At 2nd level and every 3 levels afterward, you can select a Manipulation from the Life-Gem Goremaster’s list of options, and you add the following options to that list.
Vital Splatter(Ex): Starting at second level you can use a special form of Vital Surge. Instead of healing yourself only, you can emit the healing as a 10ft burst around yourself, or from one of your dismembered limbs if it’s within 60ft of you.
Bizarre Adaptation(Su): At 3rd level you discover another method to assist your allies by enhancing their own bodies. This ability works like the Adaptive Gift power of the Biomancer, however if they are given an extra limb they can separate and control that limb just as if they were a Goremaster, and you can give them the ability to use a single use of one of your Mutation! abilities with a touch from the granted limb.
Monster Crafter(Su): Truly odd is the Splicer of 5th level, able to combine their hodgepodge of limbs into horrible creatures. By using up evolution points and extra appendages, you craft a creature similar to an Eidolon. In all manner this ability allows you to ‘summon’ an eidolon as if you were a summoner of 5 levels below your combined Goremaster, Biomancer, and Splicer levels. You must use points from your own pool of evolution points to improve it still, and it lasts for 1 minute per two class levels after being created. After this time or if the creature dies, you regain the points used in making it.
Blood Memory(Ex): whenever you deal slashing or piercing damage with a natural weapon at 6th level and beyond, your contact with that creatures blood allows you to use your gene warping powers to mimic that creature itself. As a full round action you can shapeshift into a perfect physical copy of anything you’ve ever touched the fresh blood of that is of your same race. This change is only cosmetic, you don’t gain the scores or any special abilities of the creature, but you do gain it’s voice, basic memories (not distant past or traumatic experiences, or anything deemed by the DM), and you also gain a perfect mimicry of their mannerisms. Truesight or it’s equivalents however, still show your true self.
Horror Crafter(Ex): At 10th level your ability to combine the extra mass and limbs into beasts is terrifying indeed. When you create an ‘eidolon’ with the Monster Crafter ability it lasts indefinitely, and you can choose to treat it as you for all purposes including feats, class features, and knowledge. It doesn’t gain your own scores other than mental ones, and while you are treating the creation as ‘you’ the original body you normally use doesn’t possess any of those abilities beyond the life-gem goremaster’s level 1 granted abilities. Should you die while such a beast is active, your mind enters it fully, and within 48 hours the creature full reforms into you again. Additionally you can expel enough mass to creature a small ‘eidolon’ as the Monster crafter ability as an immediate action upon death to attempt escaping. All ‘eidolons’ created by you have full access to your uses of Mutation!.
Finally, if your ‘eidolon’ kills or encounters a very recently dead creature and can spend 1 hour with it’s mass it forms the body into another ‘eidolon’ like itself but with the effective summoner level being -10 of your combined Life-gem Goremaster/Biomancer/Life-Gem Splicer levels. Only you or the original created ‘eidolon’ can create new creatures this way, and you can only have a number of ‘eidolons’ equal to your Constitution modifier.
I’m you, You’re me(Su): At 10th level when you mimic a person with the Blood Memory ability, you no longer need to be the same race to mimic them. As long as they are within one size and general shape of your original self you can turn into them, and you also can choose to gain that creatures physical ability scores, but not any supernatural, spell-like, or extraordinary abilities. You gain a +10 bonus on disguise checks even against beings with True seeing, and your monstrous creation from the Monster Crafter ability can also mimic a creature though it is still seen by true sight.