Introduction

Xixchil with the Body Manipulation feat can create and apply body modifications to those willing to pay the price. (Xixchil body modifications function similar to grafts found in Appendix 2: Grafts and Symbionts of the Fiend Folio.) Body modifications are not magic items, but in game terms they function very much like magic items. They do not radiate magic, they don't count against a creature's limit for magic items worn, and they are nearly impossible to salvage as treasure. Body modifications do, however, count against the treasure value of the creature with the modification, which means that creatures with body modifications are still appropriate challenges for their normal Challenge Rating, but have reduced treasure.

Drawbacks of Body Modifications

Xixchil are notorious for favoring function over appearance. As such, when characters with xixchil body modifications interact with normal, unmodified NPCs, a -3 circumstance penalty is applied on all Charisma-based checks (Diplomacy, Bluff, and so on). This penalty increases by 1 for each body modification beyond the first.

Body Modifications

The recipient gains the Body Modification (modification type) (Ex) special quality—for example, Body Modification (darkvision) (Ex)—with one of the following characteristics. Multiple modifications can be made to the same character, each with its own cost and operation time.

Body Armor: By hardening and thickening the skin, the character gets a natural armor bonus to his AC of +1 to +5. Characters with hardened exoskeletons to begin with show little difference after this procedure. Soft-skinned individuals gradually develop a thick, rhino-like hide.

None; CL 5th; Body Manipulation, barkskin, xixchil's caster level must be at least three times the body armor's bonus; Price 3,200 gp (+1), 12,800 gp (+2), 28,800 gp (+3), 51,200 gp (+4), or 80,000 gp (+5).

Darkvision: By modifying a character's eyes, xixchil can grant them 60 foot darkvision, or extend that ability by 60 feet if it already exists.

None; CL 3rd; Body Manipulation, darkvision; Price 19,200 gp.

Enhanced Constitution: By strengthening the bones and inner organs, the character gets a +2 inherent bonus to Constitution. Characters with enhanced Constitution have large torsos.

None; CL 8th; Body Manipulation, bear's endurance; Price 8,000 gp.

Enhanced Dexterity: By upgrading the nervous system and joints, the character gets a +2 inherent bonus to Dexterity. Characters with enhanced Dexterity have large, counterbalanced joints.

None; CL 8th; Body Manipulation, cat's grace; Price 8,000 gp.

Enhanced Strength: By enlarging the muscles, the character gets a +2 inherent bonus to Strength. Characters with enhanced Strength have large, lumpy muscles.

None; CL 8th; Body Manipulation, bull's strength; Price 8,000 gp.

Weapon Limb: An extra limb is grown—usually under one of the character's arms—to house a weapon. It's not a functional hand, but rather a mobile stump grafted to a weapon head. Any weapon can be attached, becoming a natural weapon for the character. The character needs to take this attached weapon as an Exotic Weapon Proficiency or suffer a -4 penalty to attacks. The character cannot make more attacks per round than he could otherwise.

If the DM allows, the character can exchange his Two-Weapon Fighting feat for a Multiweapon Fighting feat from the Monster Manual.

None; CL 10th; Body Manipulation, animate objects; Price 40,000 gp.

Wings: This lengthy process grows a pair of feathered wings from the character's body. These wings have a span of 12 feet, and empower the character to fly with a speed of 50 feet (average maneuverability). The wings are big and bulky, and prevent the character from fitting into tight quarters.

None; CL 9th; Body Manipulation, fly; Price 64,000 gp.