TEXT: 1
  NeoExodus chronicles:
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  FLESHWRAITH
  “My, yes, I love animals and insects. Built for survival, 
  perfect predators—even the prey is somewhat incredible. 
  You learn a lot studying them…and don’t think I’ve no 
  idea what you’re thinking about. Or that I’ve never heard 
  people talking behind my back. I’ve seen them, heard 
  them. Saying I’m weird, crazy, creepy, ugly. All stupid and 
  jealous. Except this one, a great boy. Not the brightest 
  one…I think he had a crush on me. A farm boy—orphan—
  watching over another awkward orphan girl, top of her 
  class…the perfect couple, you see? Poor sap defended 
  me every time, until he took one too many blows for me. 
  Classic story: I was in the woods searching for some rare 
  Hymenoptera, him glued to me like crap on my shoes, and 
  right there: boom, a hungry bear! Fun fact: The boy had 
  always been dead afraid of bugs. But unlike me, he had 
  great eyesight and jumped first. Yep, he took on a damn 
  bear long enough for some lumberjacks to hear our cries 
  and chop through it. My own personal 10-year-old little-big 
  hero. He didn’t make it through the night. Thinking back on 
  it, he had pretty eyes…wanna see? I always keep a copy of 
  his eyeballs in my lab to watch over me.”
  — Méléana Petitjean, squiffy fleshwraith
  CLASS SKILLS
  The fleshwraith’s class skills (and the key ability for each) 
  are Appraise (Int), Craft (any) (Int), Intimidate (Cha), Fly 
  (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Knowledge (planes) (Int), 
  Perception (Wis), Profession (Wis),Spellcraft (Int), Use 
  Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Weapon and Armor Proficiency:  A fleshwraith is 
  proficient with simple weapons and natural weapons. She 
  is only proficient with light armor. Heavier armor and 
  shields impede her use of bioengineered prototypes.
  Anatomist (Ex): A fleshwraith adds ½ her level as a bonus 
  to Heal checks.
  Bioengineering: A fleshwraith is an engineer who sees 
  all living creatures as biological machines of diverse 
  complexity. She learns the secrets of manipulating 
  organisms to extract benefit from living objects. At 1st 
  level, she receives prototypes 
  and must select a greatwork 
  like a machinesmith. Her 
  prototypes, gadgets, and 
  NEOEXODUS CHRONICLES:
  FLESHWRAITH
  3.5 SYSTEM COMPATIBLE
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  greatworks are genetically engineered by mixing energies 
  with the essences of creatures, cultivating and crafting 
  items with the traits of living beings. As such, most 
  of the resulting items are amalgams of organs, bones, 
  tendons, and pulsating goo. They often harbor animal-
  like or racial-specific features like fur, tail, or eyes with 
  a specific color and shape. For instance, a greatwork’s 
  Darkvision may come from test-tube dwarven eyeballs 
  stuck within glasses; her mechanus may look like an 
  unnatural humanoid or animal; her mobius weapon could 
  be a bone crossbow shooting phalanxes or vertebrae; an 
  alarm prototype could look like an ear joined to two vocal 
  cords. To craft such items, a fleshwraith only needs an 
  alchemist’s kit instead of artisan tools, unless otherwise 
  noted; using the alchemist’s kit does not modify the 
  normal properties of her class features.
  Instead of possessing the traits of constructs or normal 
  items, a fleshwraith’s greatworks and prototypes are 
  treated as bioengineered constructs. Unless noted in its 
  description, a bioengineered construct has the following 
  features instead of the normal construct features:
   • d10 Hit Die.
   •  Base attack bonus equal to total Hit Dice (fast 
  progression).
   • No good saving throws.
   • No skill points or class skills.
  In addition, bioengineered constructs have the following 
  traits, unless noted in their description:
   •  Base Constitution value of 12. Bioengineered 
  constructs and items receive bonus Hit Points from 
  their Constitution modifier. They are subjected (like 
  for living creatures) to bleed effects, necromancy 
  effects, death effects, poison, ability damage, ability 
  drain, fatigue, exhaustion, and energy drain. Unlike 
  constructs, they receive no bonus hit points from their 
  size category.
   •  Immunity to disease, paralysis, sleep effects, stunning, 
  and nonlethal damage.
   •  +4 racial bonus on saving throws against any effect 
  that requires a Fortitude save (unless the effect also 
  works on objects, or is harmless).
  FLESHWRAITH
  	
  Base	Attack		 Fort	
  Ref	
  Will		
  	
  	
  	Prototypes	per	Day
  Level		
  Bonus	
  Save	
  Save	 Save	
  Special	
  1st	
  2nd	 3rd	
  4th	 5th	 6th
  1	
  +0		
  +2		
  +2		
  +0		
  Anatomist,	Bioengineering,		
  1	
  	
  	
  	
  	
  	
  Bioengined	Greatworks,	Organic	
  	
  	
  	
  	
  	
  	
  Prototypes,	Flesh	Repair	1d6
  2	
  +1		
  +3		
  +3		
  +0		
  Intelligent	Design,		
  2	
  	
  	
  	
  	
  	
  Fleshwraith	Trick
  3	
  +2		
  +3		
  +3		
  +1		
  Fleshcrafting,			
  3	
  	
  	
  	
  	
  	
  Flesh	Repair	2d6	
  	
  	
  	
  	
  	
  4	
  +3		
  +4		
  +4		
  +1		
  Fleshwraith	Trick	
  3	
  1	
  	
  	
  	
  5	
  +3		
  +4		
  +4		
  +1		
  Biomechanist,	Flesh	Repair	3d6,		
  4	
  2	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Upgrade
  6	
  +4		
  +5		
  +5		
  +2			
  Fleshwraith	Trick	
  4	
  3	
  	
  	
  	
  7	
  +5		
  +5		
  +5		
  +2		
  Flesh	Repair	4d6	
  4	
  3	
  1	
  	
  	
  8		
  +6/+1		
  +6		
  +6		
  +2			
  Fleshcrafting,	Fleshwraith	Trick	
  4	
  4	
  2
  9	
  +6/+1		
  +6		
  +6		
  +3		
  Flesh	Repair	5d6	
  5	
  4	
  3
  10	
  +7/+2		
  +7		
  +7		
  +3		
  Fleshwraith	Trick,	Upgrade	
  5	
  4	
  3	
  1
  11	
  +8/+3		
  +7		
  +7		
  +3		
  Flesh	Repair	6d6	
  5	
  4	
  4	
  2
  12	
  +9/+4		
  +8		
  +8		
  +4		
  Fleshwraith	Trick	
  5	
  5	
  4	
  3	
  	
  13	
  +9/+4		
  +8		
  +8		
  +4		
  Flesh	Repair	7d6	
  5	
  5	
  4	
  3	
  1	
  14	
  +10/+5		
  +9		
  +9		
  +4			
  Fleshwraith	Trick	
  5	
  5	
  4	
  4	
  2	
  15	
  +11/+6/+1		
  +9		
  +9		
  +5		
  Fleshcrafting,	Flesh	Repair	8d6,		
  5	
  5	
  5	
  4	
  3	
  	
  	
  	
  	
  	
  	
  Upgrade
  16	
  +12/+7/+2		 +10		
  +10		
  +5			
  Fleshwraith	Trick	
  5	
  5	
  5	
  4	
  3	
  1
  17	
  +12/+7/+2		 +10		
  +10		
  +5		
  Flesh	Repair	9d6	
  5	
  5	
  5	
  4	
  4	
  2
  18	
  +13/+8/+3		 +11		
  +11		
  +6			
  Fleshwraith	Trick	
  5	
  5	
  5	
  5	
  4	
  3
  19	
  +14/+9/+4		 +11		
  +11		
  +6		
  Flesh	Repair	10d6	
  5	
  5	
  5	
  5	
  5	
  4
  20	
  +15/+10/+5		 +12		
  +12		
  +6		
  Master	Upgrade,		
  5	
  5	
  5	
  5	
  5	
  5	
  	
  	
  	
  	
  	
  Fleshwraith	Trick
  
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   •  Bioengineered constructs are mindless. As such, 
  they are immune to mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms). 
  They are treated as constructs for the purposes of 
  spells able to influence constructs.
   • Low-light vision.
   • Darkvision 30 feet.
   •  Immune to death from massive damage. They are 
  immediately destroyed when reduced to 0 hit points 
  or less.
   •  A bioengineered construct cannot be raised or 
  resurrected.
   •  No need to breathe, eat, or sleep, except to gain 
  beneficial effects from one of these activities. For 
  example, a bioengineered construct could drink 
  potions to benefit from their effects or sleep in order 
  to regain spells, but neither of these activities is 
  required for the bioengineered construct to survive or 
  stay in good health.
   •  Can be healed with positive energy, exposure to a 
  certain kind of effect (see the creature’s description for 
  details), or by the Craft Construct feat. Bioengineered 
  constructs can also be healed by spells such as make 
  whole or by the fast healing special quality.
   •  Proficient with its natural weapons only, unless 
  generally humanoid in form, in which case it is 
  proficient with any weapon mentioned in its entry.Has 
  no armor proficiencies.
  Bioengineered Greatworks: Some bioengineered 
  greatworks have specific properties that are not present in 
  their clockwork counterparts. A fleshwraith’s greatworks 
  have the following properties:
   •  Mechanus: A bioengineered mechanus receives a 
  brain (often of questionable origins, such as an 
  enemy’s or departed loved one’s), similar to the 
  bioconstruct modification of the same name with 
  the following differences: Regardless of its origins, 
  a brain grants the mechanus 10 Intelligence, skill 
  points equal to 2 + Int modifier (minimum 1) per Hit 
  Die, and a mind (along with vague memories of its 
  past life). A bioengineered mechanus selects a single 
  class skill related to its past life. When activated for 
  the first time, the mechanus is only able to speak 
  the fleshwraith’s main language. All mechani have 
  Constitution 13, receive Toughness as a bonus feat 
  with their first Hit Die, and gain a single attribute 
  point to spend at 4th level then at every 4 additional 
  levels. At 2nd level and every 5 levels later (7, 12, 17), 
  the mechanus may gain a feat instead of selecting a 
  machinesmith trick to share.
   •  Mobius Weapon: A bioengineered mobius weapon is 
  crafted out of biological components, reproducing the 
  sturdiness of its original materials. It acts just like the 
  original weapon, but receives bonus hit points from 
  its Constitution modifier, a +2 bonus on saving throws 
  against effects that target its base materials (like warp 
  wood), and can be wielded as a weapon with the 
  fragile quality (this choice is made as a free action 
  after the results of an attack roll are known).
   •  Mobius Puppet: All puppets receive a +1 natural 
  armor bonus. Bioengineered mobius puppets receive 1 
  hp + their Constitution modifier per level. Tiny-sized 
  puppets have 10 Constitution. Medium-sized puppets 
  have 14 Constitution. (For Mobius Puppet greatwork 
  rules, see The Secrets of Renegade Archetypes by Rite 
  Publishing.)
  Fleshwraith Greatworks: In addition to machinesmith 
  greatworks, a fleshwraith adds two greatworks from the 
  following list (a machinesmith has no access to these 
  greatworks) to those that she may choose from at 1st level:
   •  Genetic Lab (Su): A genetic lab is a customized set 
  of test-tubes, samples, enzymes, and components used 
  to manipulate living tissue using micro-organisms. 
  Unlike machinesmiths who craft mobius energy cores 
  out of their own magical essence, fleshwraiths use 
  this energy to influence and quicken the growth 
  of super-viruses, mosses, and bacteria collectively 
  called “gesigner cells.” As such, any fleshwraith 
  with this greatwork may produce a new genetic lab 
  by working for one week with collected hazardous 
  natural materials like poisonous fungi, rotting plant 
  matter, and contaminated earth; they may also create 
  one in 8 hours by spending 100gp per level in 
  alchemical products and tools. A genetic lab receives 
  “charges” granted by these gesigner cells, which the 
  fleshwraith may use for various purposes like food 
  purification, healing, or transfusion of racial traits. As 
  she gains experience, she also learns how to preserve 
  more gesigner cells and use them in new ways. A 
  genetic lab may hold up to ½ the fleshwraith’s level 
  + her Intelligence modifier charges of gesigner cells. 
  To fully replenish charges, the fleshwraith must rest 
  for 8 hours, and then work on her cultures for 1 hour, 
  typically by infusing them with energy and regulating 
  their environment.
   •  Biologist: When selecting a genetic lab as her 
  greatwork at 1st level, a fleshwraith adds half her class 
  level (minimum 1) to all Knowledge (nature) checks. 
  To craft poisons, she may use her ranks and bonuses 
  in the Knowledge (Nature) skill instead of her Craft 
  (alchemy) skill. Finally, she receives the poison use 
  ability, and as such cannot accidentally poison herself.
     A genetic lab grants the following at-will spell-like 
  abilities – stabilize, purify food and drink; costing 1 
  charge – prestidigitation, remove sickness.
  Hivemind (Su): Some fleshwraiths develop an interest in 
  crawling, flying, creeping insects, seeing these creatures 
  as both the simplest and most efficient in the animal 
  world. These fleshwraiths compulsively collect insects and 
  develop a symbiotic relationship between their body and 
  the hives of vermin that they study, feed, and govern—not 
  unlike a queen directing her minions. Fleshwraiths with 
  the hivemind greatwork use their magical essence like 
  
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  royal jelly to empower their alpha bugs and maintain a 
  deadly army of followers. As such, any fleshwraith with 
  this greatwork may produce a new hivemind out of insects 
  collected over one week of work; they may also produce 
  one in 8 hours by spending 100gp per level in nourishment 
  and loam. A hivemind receives “charges” represented by 
  alpha bugs called hivemasters, which the fleshwraith may 
  use to protect herself, help allies, or impair enemies. As 
  the fleshwraith gains experience, she also learns how to 
  influence natural selection to receive more hivemasters 
  and expand their functions. A hivemind may produce up 
  to ½ the fleshwraith’s level + her Intelligence modifier of 
  hivemaster charges each day. To fully replenish charges, 
  the fleshwraith must rest for 8 hours, and then work for 1 
  hour on her hivemind, typically by isolating the brood’s 
  alpha bugs and feeding them with her magic energy.
   •  Vermin Companion: When selecting a hivemind 
  as her greatwork at 1st level, a fleshwraith receives 
  an animal companion like a druid of her class 
  level. She must select this companion from available 
  vermin companions. A fleshwraith with the hivemind 
  greatwork can crudely communicate with vermin 
  with jangling and pheromones. Although mindless, 
  the vermin have basic instincts like general direction, 
  food, danger, fear, and reproduction.
     A hivemind grants the following at-will spell-like 
  abilities – acid splash, dancing lights; 1/day costing 
  1 hivemaster charge – summon nature’s ally I (giant 
  centipede or fire beetle only).
  Organic Prototypes: A fleshwraith must select her 
  prototype blueprints from the following list:
  1st-Level Fleshwraith Organic Prototypes: alarm, ant 
  haul*, aspect of the falcon*, beguiling gift*, bristle*, 
  enlarge person, exoskeleton growth, expeditious retreat, 
  feather fall, grant evolution, grease, guardian drone°, jump, 
  keen senses*, longstrider, magic fang, magnify vision°, 
  obscuring mist, reduce person, sticky net, transcribe°
  2nd-Level Fleshwraith Organic Prototypes: acid 
  arrow, animal aspect*, barkskin, blade drone°, blood 
  transcription*, bear’s endurance, bull’s strength, cat’s 
  grace, caustic spit, fog cloud, glitterdust, lockjaw*, 
  program feat°, shatter, spider climb, toxin graft, web
  3rd-Level Fleshwraith Organic Prototypes: beast shape 
  I, bioconversion, blood biography*, bloody claws*, greater 
  animal aspect*, greater magic fang, lesser simulacrum*, 
  monstrous physique I*, poison, sculpt sound°, stinking 
  cloud, spit venom*, vermin shape I*, water breathing, 
  water walk
  4th-Level Fleshwraith Organic Prototypes: beast 
  shape II, black tentacles, blight, cluster bomb°, discern 
  lies, fleshworm infestation*, hocus mucus, malfunction*, 
  monstrous physique II*, plant shape I, rusting grasp, solid 
  fog, thorn body*, touch of slime*, vampiric touch
  5th-Level Fleshwraith Organic Prototypes: beast shape 
  III, calcific touch*, cloudkill, infuse brain, life bubble*, 
  monstrous physique III*, pocket army°, plague storm*, 
  plant shape II, polymorph, simulacrum*, suffocation*, 
  telekinesis, vermin shape II*
  6th-Level Fleshwraith Organic Prototypes: acid 
  fog, beast shape IV, blade barrier, blood mist*, cocoon 
  clone, eyebite, hunter seeker drones°, mass suffocation*, 
  monstrous physique IV*, plant shape III, repulsion, 
  transformation
  °: Louis Porter Jr. Design: Classes of NeoExodus: 
  Machinesmith
  *:  Pathfinder Resource Document 
  Flesh Repair (Su): A fleshwraith may heal injuries with 
  a mere touch. A number of times per day equal to 3 + her 
  Intelligence modifier, a fleshwraith may heal 1d6 damage 
  on a living creature (including bioengineered constructs) 
  with a melee touch attack made as a standard action. This 
  healing is not positive energy, but rather an elaborate way 
  of mending wounds; thus, it cannot be used to damage 
  creatures sensitive to positive energy like undead. At 3rd 
  level, then at every odd level (5th, 7th...), Flesh Repair 
  heals an additional 1d6, up to 10d6 at 19th level.
  Intelligent Design (Ex): At 2nd level, a fleshwraith’s 
  expertise in living things allows her to influence evolution 
  by protecting specific creatures and adopting their most 
  useful traits. She receives a pool of evolution points equal 
  to ½ her level, which she may spend and redistribute 
  whenever gaining a new level, like a summoner’s eidolon; 
  using her level as her summoner level for the purposes of 
  qualifying for feats. She must meet the normal prerequisites 
  of an evolution to select it (for example, she could not 
  select Pounce without being a quadrupedal race). She may 
  select the Extra Evolution feat, applying it to herself only 
  instead of her eidolon
  Fleshwraith Tricks: At 2nd level, then every two 
  levels later (4th, 6th...), a fleshwraith receives a trick. 
  She may select them from the machinesmith tricks and 
  from the following entries. This ability is treated as the 
  machinesmith tricks class feature for all other purposes:
  AUGMENTATIONS (GENETIC LAB)
  A fleshwraith with the genetic lab greatwork may select the 
  following augmentations when she receives a fleshwraith 
  trick:
   •  Biomutagens (Ex): The fleshwraith discovers how 
  to produce specific magic effects from elaborate 
  endocrine secretions. She adds one alchemist extract 
  of a level up to the highest prototype spell level 
  she may prepare to her blueprint list. From now on, 
  instead of selecting a fleshwraith trick, a fleshwraith 
  may select an alchemist extract of a level equal or 
  lower to the highest prototype level she can craft. A 
  
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  fleshwraith may prepare and imbibe these extracts as 
  an alchemist, using her alchemist’s kit.
   •  Gut Flora (Su): As a standard action that provokes 
  attacks of opportunity, the fleshwraith may spend 
  1 charge of gesigner cells to devour a single 
  bioengineered prototype containing a spell up to 
  4th spell level that she has not expended yet. This 
  prototype acts as a potion containing a “cure” 
  spell of appropriate spell level (1st: cure 
  light wounds; 2nd: cure moderate 
  wounds, etc.) as if it were crafted at 
  the lowest possible spellcaster level.
   •  Spore Infection (Ex): As a standard 
  action that provokes attacks of 
  opportunity, the fleshwraith may 
  imbibe one dose of inhaled poison or 
  drug and exhale a 10-foot wide cloud 
  of toxic spores around herself. All creatures 
  within the area of this cloud must perform a 
  Fortitude saving throw against the effects of the 
  poison or drug. The fleshwraith naturally receives a 
  +4 alchemical bonus against the effect of these spores.
  AUGMENTATIONS (HIVEMIND)
  A fleshwraith with the hivemind greatwork may select the 
  following augmentations when she receives a fleshwraith 
  trick:
   •  Crypsis (Ex): As a standard action, the fleshwraith 
  may imitate her surroundings, granting her body 
  (including equipment) the overall look of her 
  environment. She receives a +5 bonus on Stealth 
  checks as long as she moves at half her base speed 
  or below. If she remains immobile or uses this ability 
  while wearing only bioengineered items, she receives 
  an additional +5 bonus.
   •  Queen’s Nest (Sp): Once per day, the fleshwraith 
  may cast the web shelter spell as a spell-like ability, 
  using her level as caster level. This web is customized 
  so that any Fine vermin she produces may pass 
  through it without getting caught in the webbing.
   •  Vermin Heart (Ex): The fleshwraith receives the 
  Vermin Heart feat and may use wild empathy on 
  vermin as a druid.
  Fleshcrafting (Ex): At 3rd level, once per day, the 
  fleshwraith may reattribute up to 1 evolution point from 
  her pool to another evolution as a standard action. At 
  levels 8 and 15, she may use this ability once more per 
  day than before (or replace the evolution with one of +1 
  cost). Whenever crafting any item, she may create it with 
  the traits of a bioengineered construct.
  Biomechanist (Ex): At 5th level, the fleshwraith receives 
  the Craft Construct feat. She may only craft bioengineered 
  constructs using this feat. Beginning at 8th level, the 
  fleshwraith may craft flesh golems with the normal 
  requirements, though she may ignore the normal spell 
  prerequisites by replacing any spell she doesn’t have access 
  
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  to with an equal amount of costly material components 
  (per the price of a scroll of this spell, plus the price of a 
  casting from a dedicated caster—see the rules for scrolls 
  and spellcasting prices).
  Greatwork upgrade: At 5th level, then every 5 levels 
  later, the fleshwraith gradually upgrades her greatwork 
  with upgrade 1 (5th), then 2 (10th), 3 (15th), and the 
  greatwork’s master upgrade (20th).The abilities granted 
  by a fleshwraith’s genetic lab or hivemind greatwork 
  upgrades are as follows:
   •  Genetic Lab Upgrade 1, Gene Therapy: The 
  fleshwraith’s genetic lab evolves to receive a genetic 
  pool able to store a number of racial traits (per Race 
  Builder rules) equal to her Intelligence modifier. This 
  pool may be used to store any amount of racial traits, 
  like a dwarf’s greed, a gnome’s small size, or a human’ 
  bonus feat (in which case it is the donor’s bonus feat). 
  The total RP cost cannot exceed the maximum amount 
  of points in the genetic pool (minimum 1). To store 
  racial traits in her genetic pool, the fleshwraith must 
  secure a sample of bodily fluids or parts (skin, hair 
  bulbs, blood, saliva, etc.) from the creature whose 
  features she wishes to store, and then work for 4 hours 
  to extract the creature’s essence. Once the creature’s 
  racial traits have been analyzed, the fleshwraith may 
  choose which traits in her current pool to replace, 
  store, or forsake.
     As a standard action that provokes attacks of 
  opportunity (as if casting a touch attack spell), the 
  fleshwraith may prepare a mixture of gesigner cells 
  imprinted with a single racial trait stored within her 
  genetic lab’s pool. She may then perform a 5-foot 
  step and inject it as a free melee touch attack into 
  an adjacent creature as part of using this ability. The 
  injected creature must share the base same type as the 
  creature the racial trait was extracted from (humanoid, 
  monstrous humanoid, outsider, etc.) or the injection 
  has no effect. This ability can only change the size of 
  a willing creature, in which case it acts as an enlarge 
  person or reduce person spell. Using gene therapy 
  costs 1 charge per point of the racial trait(s) granted 
  and lasts for 1 hour per level.
     The genetic lab now grants the following spell-like 
  abilities costing 2 charges – cure light wounds, create 
  food and water; 1/day costing 2 charges – alter self 
  (if the fleshwraith possesses the necessary racial traits 
  extracted from a specific creature, she may assume its 
  shape).
   •  Genetic Lab Upgrade 2, Transgenics: This upgrade 
  allows a fleshwraith to infuse traits into a creature of 
  a different type than the donor (humanoid, monstrous 
  humanoid, outsider, etc.). As this process is unstable, 
  it costs twice the normal amount of charges and the 
  infused trait(s) only last up to 1 round per level. A 
  prototype crafted by the fleshwraith may be bound to 
  an ally of her choice, granting both the fleshwraith and 
  ally the ability to use this prototype as if casting the 
  spell it holds. This choice is made when crafting the 
  prototype.
     The genetic lab now grants the following spell-like 
  abilities costing 3 charges – cure moderate wounds, 
  gentle repose; 1/day costing 3 charges – reincarnate 
  (the fleshwraith must provide both the brain of the 
  deceased creature and a brainless replacement body 
  instead of rolling randomly, otherwise this spell has 
  no effect).
   •  Genetic Lab Upgrade 3, Recycling: This upgrade 
  grants the fleshwraith the ability to recycle biological 
  matter for new purposes. Over 24 hours, the fleshwraith 
  may turn the equivalent of 1 medium-sized corpse 
  into 1 bonus charge of gesigner cells that lasts for 24 
  hours, when the body is stripped down to a skeleton, 
  or until expended.
     The genetic lab now grants the following spell-like 
  abilities costing 4 charges – cure serious wounds, 
  fungal infestation; 1/day costing 4 charges – baleful 
  polymorph.
   •  Genetic Lab Master Upgrade, Gesigneer: When 
  using gene therapy, the fleshwraith may turn any trait 
  granted into a permanent effect. The granted trait 
  replaces one or several traits of the targeted creature 
  with a total RP cost equal to that of the granted trait 
  (the fleshwraith must have the traits she wishes to 
  replace in her genetic pool). Finally, traits granted 
  through the transgenics upgrade now last up to 1 hour 
  per level.
     The genetic lab now grants the following spell-like 
  abilities costing 5 charges – cure critical wounds; 1/
  day costing 5 charges – greater polymorph (adjacent 
  creature only).
   •  Hivemind Upgrade 1, Hatchery: The fleshwraith’s 
  hivemind grows bigger and more diverse, granting 
  her both the ability to summon dangerous vermin and 
  force their evolution. As a swift action made as part 
  of casting a summon spell-like ability or as a touch 
  attack made as a standard action, the fleshwraith may 
  implant a hivemaster into a single vermin to grant it 
  an evolution she possesses from the intelligent design 
  class feature, spending 1 hivemaster charge for each 
  point of evolution she wishes to provide. For this 
  evolution to take effect, the vermin must meet all of its 
  normal prerequisites (it uses the fleshwraith’s caster 
  level for level-based prerequisites). This evolution 
  lasts for 10 minutes per level.
     The hivemind now grants the following spell-like 
  abilities costing 2 hivemaster charges – vomit swarm; 
  1/day costing 2 charges – summon nature’s ally III 
  (soldier ant only).
  
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  NeoExodus chronicles:
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   •  Hivemind Upgrade 2, Swarm Overlord: By 
  selecting this greatwork upgrade, the fleshwraith 
  becomes immune to swarms and their abilities. She 
  may mount a vermin or a vermin swarm of her size 
  or larger as she would ride any other animal. By 
  spending 1 hivemaster charge as a swift action, she 
  may deal 1d8 damage to a swarm in her square to 
  recover an equal amount of hit points.
     The hivemind now grants the following spell-like 
  abilities costing 3 hivemaster charges – cape of wasps, 
  insect plague; 1/day costing 3 charges – summon 
  nature’s ally V (army ant swarm or ogre spider only).
   •  Hivemind Upgrade 3, Chitinous Skin: With 
  this greatwork upgrade, the fleshwraith receives a 
  permanent +4 natural armor bonus to AC.
     The hivemind now grants the following spell-like 
  abilities costing 4 hivemaster charges – creeping 
  doom, swarm skin; 1/day costing 4 charges – summon 
  nature’s ally VII (titan centipede only).
   •  Hivemind Master Upgrade, Broodwar: All vermin 
  and vermin swarms summoned by the fleshwraith 
  have maximum hit points. As a standard action, the 
  fleshwraith may jump from two swarms as if using the 
  dimension door spell. The starting and ending squares 
  must be within the swarms and cannot be greater than 
  120 feet away from each other.
     The hivemind now grants the following spell-like 
  abilities costing 5 hivemaster charges – resurgent 
  transformation; 1/day costing 5 charges – summon 
  elder worm.
  HOST
  Parasites come from many sources: from a rift through 
  planes, an unborn chimeric twin, a failed spell, or as a 
  result of horrible experiments with the flesh—each may 
  spawn these aberrant creatures. At birth, these parasites 
  attempt to sneak onto the nearest, most powerful creature 
  with the intent of invading its brain to assume control 
  and turning it into shape-shifting horror. Some parasites 
  fail to take over the body, though; because the parasite’s 
  very survival now depends on its victim’s well-being, the 
  creature becomes a host.
  In rarer cases, some fleshwraiths may use this science to 
  merge with the remains of a loved one, whom they wish 
  to keep alive long enough to bring them back to their 
  former self. While few hosts enjoy sharing their body with 
  this strange ally, only the most strong-willed or craziest 
  individuals are able to acknowledge the powers granted 
  by this unswerving ally, who is able to warp its host body 
  with monstrous traits.
  CLASS SKILLS
  The host’s class skills (and the key ability for each) are 
  Appraise (Int), Craft (any) (Int), Intimidate (Cha), Fly 
  (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Knowledge (planes) (Int), 
  Perception (Wis), Profession (Wis),Spellcraft (Int), Use 
  Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Weapon and Armor Proficiencies: Hosts are proficient 
  with simple weapons. Hosts gain no proficiency in armor 
  and shields, which disrupt their class abilities.
  Symbiont: At 1st level, a host is invaded by a parasitic 
  aberration or merges with the parts of a departed creature, 
  sometimes as part of a ritual or accident. When the host 
  does not volunteer their body, the parasite enters by 
  digging through skin and muscle, but usually ends up stuck 
  in a body part while trying to reach the brain. The parasite 
  then fuses with that body part for survival, although other 
  circumstances influence the position of the symbiont. 
  Additionally, parasites that merge in an effort to save the 
  life of a dying host (and thus, their own) are not unheard 
  of. Ultimately, a symbiont may be placed anywhere on a 
  body; the location is a purely aesthetic choice.
  A symbiont is a creature with its own mind and intelligence, 
  though its way of life is usually cold and mechanical, 
  thinking only about its own survival. When merging 
  with a departed creature, the symbiont usually retains the 
  memories from the deceased creature’s life and may very 
  well not be fully conscious of its own condition. Either 
  way, a symbiont is incorruptibly loyal to its host. Because 
  the host’s death usually signifies their own, most symbionts 
  start with a true neutral alignment. They often suggest to 
  their host the best course to follow, keep her morale high, 
  check her blood pressure or nutrition, and comply with 
  her every desire. But the symbiont is not a slave and may 
  not hesitate to threaten its host with debilitating pain and 
  horrifying injuries should she prove overly aggressive, 
  determined to get rid of the symbiont, or self-destructive. 
  As such, a symbiont and host usually have a close, yet 
  weird relationship based on mutual fear or love.
  Despite not controlling the brain, a symbiont controls 
  the body part it is fused to when it desires to; it can also 
  speak all of its host’s languages. A symbiont may assume 
  the normal appearance of the body part it is fused to, or 
  may distort, extend, and bend it in twisted ways up to 
  several feet to move and carry (but not wield) light items 
  on its own; examples include keys or books, up to 1 foot 
  long or wide and weighing up to 1/2 lbs. per level. It can 
  freely create eyes or mouths of diverse sizes anywhere on 
  the body part, which are required for it to speak or to see 
  its surroundings. When a host sleeps, a symbiont enters 
  into hibernation and becomes unconscious. A symbiont 
  may enter into hibernation at any time while the host is 
  awake to give back control of the fused body part, and may 
  
  NeoExodus chronicles:
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  8
  odd and powerful: If the host dies, the symbiont dies; if the 
  host is brought back to life, the symbiont is too.
  After 8 hours of rest, by sharing a nervous connection with 
  its host for 1 minute, the symbiont provides the following 
  benefits as long as both it and the host are conscious. If the 
  host is knocked unconscious, she only needs to connect 
  with the symbiont for 1 minute to restore the benefits. All 
  bonuses to natural armor and physical stats are permanent.
  Unless noted, a host wearing any kind of armor or shield 
  loses the benefits provided by the symbiont, as it disrupts 
  the symbiont’s shapeshifting powers.
  These abilities replace the anatomist, flesh repair, greatwork, 
  greatwork upgrade, intelligent design, fleshwraith trick, 
  and biomechanist class features:
  Symbiotic Mutation (Ex): At 1st level, the symbiont 
  provides a +1 natural armor bonus to the host. This bonus 
  increases by +1 at level 2, then each third subsequent level 
  (5, 8, 11...) up to +8 at level 20.
  The symbiont also reinforces its host’s body, granting 
  her a +1 bonus to one of her physical stats (Strength, 
  Dexterity, or Constitution); this choice is made at 1st level 
  and is permanent. This bonus increases by 1 at level 4, 
  then each fourth subsequent level, up to +6 at level 20. At 
  level 8, the host chooses another physical stat to which its 
  symbiont provides a +1 bonus; this bonus increases at the 
  same levels as the first physical stat does. At level 16, the 
  host gains a +1 bonus to a third physical stat, this bonus 
  immediately exit hibernation when the host is endangered 
  or calling for its assistance.
  But the most beneficial way a symbiont interacts with 
  its host is by the biological enhancements it provides to 
  the host’s body. In this way, a symbiont is similar to a 
  synthesist summoner’s eidolon, with the exception that a 
  symbiont does not have its own physical scores or statistics 
  and totally depends on the “quality” of its host body, which 
  it enhances with various abilities like sprouting sharp 
  blades, gaining a hardened coating or membranous wings, 
  and so on.
  A symbiont has no hit points or magic item slots of its 
  own. It shares the host’s physical stats, but has a score in 
  each mental stat equal to the Intelligence of a familiar of 
  appropriate level for the host. A symbiont uses the host’s 
  skill ranks (with its own modifiers) and saving throws, 
  which it improves with diverse abilities as it gains levels.
  The symbiont and the host are treated as a single creature 
  and thus cannot take separate actions in combat. Although 
  each sometimes seems to attack on its own, it is for a 
  common goal; attacks made by the symbiont are no 
  different from attacks made by the host. The host uses 
  her own BAB and feats to attack. If the host is knocked 
  unconscious by an attack, the symbiont may immediately 
  perform an additional Constitution check to stabilize her; 
  it then hibernates until its host again possesses at least 1 
  hit point. The link between the host and her symbiont is 
  Host
  	
  Base	Attack		
  Fort	
  Ref	
  Will	
  Level		
  Bonus	
  Save	
  Save	
  Save	
  Special	
  1	
  +0		
  +2		
  +2		
  +0		
  Symbiont,	Symbiotic	Mutation	+1
  2	
  +1		
  +3		
  +3		
  +0		
  Symbiont	Familiar,	Symbiotic	Mutation	+2
  3	
  +2		
  +3		
  +3		
  +1		
  Adrenal	Boost
  4	
  +3		
  +4		
  +4		
  +1		
  Gory	Shield
  5	
  +3		
  +4		
  +4		
  +1		
  Adrenal	Boost	,	Symbiotic	Mutation	+3
  6	
  +4		
  +5		
  +5		
  +2			
  Overwhelming	Assault
  7	
  +5		
  +5		
  +5		
  +2		
  Adrenal	Boost	,	
  8		
  +6/+1		
  +6		
  +6		
  +2			
  Symbiotic	Mutation	+4
  9	
  +6/+1		
  +6		
  +6		
  +3		
  Adrenal	Boost	,	
  10	
  +7/+2		
  +7		
  +7		
  +3		
  Overwhelming	Assault
  11	
  +8/+3		
  +7		
  +7		
  +3		
  Adrenal	Boost	,	Symbiotic	Mutation	+5
  12	
  +9/+4		
  +8		
  +8		
  +4		
  Hardened	Shield
  13	
  +9/+4		
  +8		
  +8		
  +4		
  Adrenal	Boost	,	
  14	
  +10/+5		
  +9		
  +9		
  +4			
  Symbiotic	Mutation	+6
  15	
  +11/+6/+1		
  +9		
  +9		
  +5		
  Adrenal	Boost	,	
  16	
  +12/+7/+2		
  +10		
  +10		
  +5			
  Last	Defense
  17	
  +12/+7/+2		
  +10		
  +10		
  +5		
  Adrenal	Boost	,	Symbiotic	Mutation	+7
  18	
  +13/+8/+3		
  +11		
  +11		
  +6			
  19	
  +14/+9/+4		
  +11		
  +11		
  +6		
  Adrenal	Boost	
  20	
  +15/+10/+5		
  +12		
  +12		
  +6		
  Perfect	Symbiosis,	Symbiotic	Mutation	+8
  
  9
  NeoExodus chronicles:
  f leshwraith
  increases as the others do. (At level 20, the three stats will 
  respectively have +6/+4/+2 bonuses.)
  Unlike evolutions, these bonuses improve the host herself 
  and are preserved even when the symbiont hibernates.
  The host’s symbiont also gains an evolution pool and a 
  number of evolution points like an eidolon of her level. 
  It receives either the Claws or Bite evolution as 
  well as Unnatural Aura evolution (Pathfinder® 
  Roleplaying 
  Game: 
  Ultimate 
  Magic™) for free.
  For the purposes of qualifying for 
  evolutions, a symbiont’s base form and 
  caster level are those of its host; it must 
  still meet the prerequisites of the evolutions 
  it chooses. For example, a symbiont on a 
  human host would be considered a biped, 
  and could not take Pounce (which requires a 
  quadruped base form). However, it could take 
  Pounce if one of its host’s shapes is 
  quadrupedal or the host possesses 
  abilities allowing her to change into 
  an appropriate shape (like a werewolf, a 
  druid’s wild shape, or a beast shape prototype), 
  in which case Pounce would only work 
  when the host is in the appropriate 
  shape.
  The maximum number of natural attacks 
  a host can make is equal to that of an 
  eidolon of same level, minus 1. The 
  save DC against an evolution is based 
  on the host’s Hit Dice plus her stat 
  modifiers. The host gains access to all 
  her symbiont’s evolutions and may 
  select the Extra Evolution feat for her 
  own purposes as would be normal for a summoner.
  Unlike an eidolon, any visible evolutions may be hidden 
  or shaped as a move action. Evolutions adding effects to 
  a specific natural attack (reach, claws, poison, etc.) count 
  as a single evolution for this purpose. For instance, a 1st 
  level host may spend a move action to shape her Clawed 
  evolution to hide it; a more powerful host could later 
  grow or reduce her size as a move action. Most evolutions 
  (Scent, Grab, Trip, etc.) have no true visual features and do 
  not need to be hidden from the naked eye. Any currently 
  hidden evolution is considered dormant and unusable. 
  Finally, the symbiont and its host gain any appropriate 
  special abilities that an eidolon normally receives such as 
  Darkvision, Link, and Share Spells.
  Adrenal Boost (Ex): A symbiont is able to quickly heal 
  its host even in the heat of combat. Once per day as an 
  immediate action when under ⅓ of her maximum hit 
  points, the host may receive Fast Healing 1, lasting for a 
  number of rounds equal to her Intelligence modifier. At 
  3rd level, then every two subsequent levels (5th, 7th, etc.), 
  she improves her Fast Healing by 1, up to 10 at 19th level.
  Symbiont Familiar (Ex): At 2nd level, the host gains 
  the Tumor Familiar alchemical discovery as an alchemist 
  would, using her symbiont as a familiar that provides her 
  a +3 competence bonus to Intimidation checks. This also 
  allows the symbiont to detach a part of itself from the host; 
  doing so does not affect the 
  benefits it provides to the 
  host even if the familiar is 
  killed (though the 
  familiar must be 
  replaced 
  as 
  normal).
  
  NeoExodus chronicles:
  f leshwraith
  10
  Gory Shield (Ex): At 4th level, thanks to its symbiont 
  assuming the shape of a ribbed shield of bones, skin, 
  muscle, and blood vessels whenever attacked, the host 
  gains a +2 shield bonus to her Armor Class and a +2 
  circumstance bonus on her saving throws.
  Overwhelming Assault (Ex): At 6th level, once per 
  round the symbiont may actively help its master. Instead 
  of an attack roll, once per round the host may use the Aid 
  Another action on herself to receive a +2 bonus to AC 
  against the next attack from an opponent or a +2 bonus on 
  her next attack against an opponent.
  At 10th level, the host and the symbiont learn to act in 
  concert to distract enemies and become more of a threat. 
  When performing a melee attack against a creature, the 
  host may attack the creature as if she were flanking it.
  These abilities may be used a combined number of times 
  per day equal to the host’s Intelligence modifier.
  Hardened Shield (Ex): At 12th level, the symbiont 
  improves its ability to absorb hits and put its host out of 
  danger. Its Gory Shield now provides a +4 shield bonus 
  to the host’s Armor Class and a +4 circumstance bonus 
  to her saving throws. These bonuses replace the bonuses 
  provided by the Gory Shield ability.
  Last Defense (Ex): At 16th level, the symbiont is able to 
  protect the body of its host even while it is unconscious. 
  Once per day, when the host’s hit points reach −1, she 
  becomes stabilized and gains a number of temporary hit 
  points equal to her level for one hour. If these hit points 
  bring the host to consciousness, she may keep moving and 
  acting as normal during this time.
  Perfect Symbiosis (Ex): At 20th level, a host and 
  her symbiont fully merge in body and soul. Their 
  personalities—if they haven’t already—converge into one. 
  Hiding or shaping an evolution becomes a free action. 
  The host does not need to sleep, and the symbiont does 
  not need to hibernate anymore, including when the host 
  is made unconscious. This ability allows the merged 
  organism to stay alive and fight as long as it is able to 
  regenerate its wounds.
  Alternatively, the host and symbiont may separate 
  themselves into two bodies, each controlling its own body 
  exactly as a 20th level host would. This ability does not 
  impair their normal class abilities, can only be used once, 
  and is irreversible. It is often the ultimate discovery sought 
  after by fleshwraiths who wish to fuse with departed ones 
  to bring them back to life.
  FLESHWRAITH SPELLS
  ABIOGENESIS
  School transmutation; Level fleshwraith 3
  Casting Time 10 minutes
  Components F (a vat large enough to hold the object to 
  transmute), M (a drop of blood), V, S
  Range Touch
  Targets one Small object per caster level; see text
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance no
  You imbue a spark of life into inanimate objects by putting 
  them in a vat infused with water, blood, and magic, 
  turning these objects into bioengineered constructs. Each 
  affected object in the vat mutates into a mix of biological 
  and inorganic matter, receiving the properties of a 
  bioengineered construct. This spell cannot affect artifacts. 
  Per the Animate Objects spell, you may imbue one Small 
  or smaller object per caster level or a corresponding 
  number of larger objects as follows: A Medium object 
  counts as two Small or smaller objects, a Large object as 
  four, a Huge object as eight, and a Gargantuan object as 
  16.
  CAUSTIC SPIT 
  School transmutation; Level druid 3, fleshwraith 2, ranger 
  2
  Casting Time 1 standard action
  Components M (a mouthful of vinegar), V, S
  Range see text
  Duration see text
  Saving Throw Partial see text; Spell Resistance no
  You turn your saliva into a highly corrosive fluid that 
  may or may not gnaw through the floor. You do not suffer 
  damage from this acid, which you can use in one of the 
  following ways (made as part of casting the spell):
  As a melee touch attack, you expectorate the putrid flow 
  onto an adjacent target, dealing 1d4+1 damage per two 
  levels (maximum 5d4+5). If the creature fails a Fortitude 
  saving throw, it is sickened for 1 round; on a natural 1, the 
  creature is nauseated for 1 round instead.
  By sneezing erosive droplets as a 15-foot cone-shaped 
  burst, you immediately deal 1d4 acid damage per two 
  spellcaster levels on all creatures within the spell’s area 
  of effect (maximum 5d4). A successful Reflex save halves 
  this damage. On the following round, creatures who fail a 
  Reflex saving throw suffer half the initial damage.
  For a number of attacks equal to your spellcaster level, 
  you may deal 1d4 additional acid damage whenever you 
  successfully attack with a bite natural attack.
  COCOON CLONE
  School transmutation; Level fleshwraith 6
  Casting Time 10 minutes
  Components V, S, M (10,000 gp in alchemical components 
  and rare insects)
  Range personal
  Target self
  Duration see text
  Saving Throw none; Spell Resistance yes
  
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  NeoExodus chronicles:
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  By casting this spell, you create a larval clone of yourself 
  that grows within your body, not unlike a baby gestating 
  in a pregnant mother or a parasitic worm burrowing into 
  a brain. This spell creates a tumorous amalgam that turns 
  into a full larva in 1d4 months; only one such larva may 
  exist at a time.
  When the larva becomes mature, you may activate the 
  following abilities:
   •  If you are killed your consciousness slips into the 
  larva, and you may attempt to stealthily leave your 
  corpse to safety as a standard action (prompting a 
  stealth check when appropriate). If successful, you 
  can turn into a cocoon that returns you to life after 
  1 week, as if using the resurrection spell. A cocoon 
  may perform no actions; it receives a +8 natural 
  armor bonus and DR 10/-, but is vulnerable to fire 
  damage. If the larva remains within your corpse, it 
  can relentlessly devour your remains to quicken the 
  process, bloating into a cocoon and bringing you back 
  to life 24 hours after death. If the cocoon is destroyed 
  before reaching maturity, you die.
   •  If you are alive, you may force the larva out of 
  your body. It burrows through your chest, bursting 
  through it and killing you instantly. At this point, 
  your consciousness is transferred to the larva. While 
  in the larva, as a swift action you may either flee 
  or immediately attempt to jump onto a target living 
  creature within 5 feet. The targeted creature must 
  succeed at a Reflex saving throw to dodge or catch 
  and throw you; otherwise, you enter its body. The 
  creature must then succeed at a Will saving throw or 
  suffer the effects of a dominate monster spell as long 
  as you occupy its body. You may attempt this check 
  again each day; a failed attempt leaves you unable to 
  leave the host’s body for one day. A successful Heal 
  check (DC 25) can surgically remove you. While in 
  this creature, as a full-round action you can either 
  attempt to dominate it or crawl out, which deals no 
  damage to the host and leaves you staggered for 
  1d4 rounds. When out of the host, you may turn into 
  a cocoon that brings you back to life as explained 
  previously.
  A larva uses the stats of a house centipede familiar 
  appropriate to your current level. If it burrows out of your 
  body while you are alive, it has half of your remaining hit 
  points; a larva leaving your dead body has 1 hit point. If 
  the larva is killed while you occupy its body, you die.
  EXOSKELETON GROWTH
  School transmutation; Level fleshwraith 1
  Casting Time 1 full-round action
  Components V, S
  Range willing creature touched
  Duration 1 round
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance no
  With a simple touch, you can cause the bones or chitin of a 
  willing creature to grow out of its body. These bones may 
  be used as weapons or armor, chosen when casting the 
  spell. Natural weapons and armor created this way have 
  the fragile quality.
  If used for protection, this process may be used to create 
  a spiked armor made of bones, granting an armor bonus 
  up to the caster’s spellcasting ability modifier. This armor 
  is equipped instantly when the spell is cast. The bone 
  armor is treated as the armor granting the closest armor 
  bonus to that granted by the spell for all purposes except 
  hardness (for example, +4 bone armor would be treated as 
  chainmail, while +9 bone armor would be treated as full-
  plate). Bone armor has a hardness of 5. The target must 
  be proficient with the equivalent type of armor or suffers 
  penalties as normal from being non-proficient.
  If used to receive claws or a bite, this power grants the 
  target either two primary claws attacks (1d4, 1d3 if small) 
  or a primary bite attack (1d6, 1d4 if small).
  When this spell ends, the bones become brittle and 
  crumble into nothingness.
  GRANT EVOLUTION
  School transmutation; Level fleshwraith 1, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range Touch
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance no
  As a touch attack, you grant a creature with a single 
  1-point evolution that you or your eidolon possesses; this 
  evolution cannot grant any natural attacks.
  If the creature granting the evolution (you or your eidolon) 
  becomes unconscious, the spell ends. The targeted creature 
  must possess the limbs or base shape to fulfill the 
  prerequisites of this evolution; if it does not, the spell will 
  have no effect on the creature, and the charge will not 
  be expended. For the duration of this spell, the creature 
  granting the evolution loses the evolution bestowed on the 
  target.
  HOCUS MUCUS
  School conjuration; Level fleshwraith 4
  Casting Time 1 immediate action
  Components V
  Range personal
  Target you
  Duration Concentration; up to 1 round/level
  Saving Throw Reflex (partial), see text; Spell Resistance 
  no
  You instantly tumble down and foam an incredibly large 
  amount of bubbles and mucus from your skin, eyes, and 
  
  NeoExodus chronicles:
  f leshwraith
  12
  mouth, granting temporary defense against your enemies 
  at the expense of your own mental capacities.
  When using this device, you suffer 1d4 Intelligence, 
  Wisdom, and Charisma damage and fall prone. For the 
  duration of the spell plus one round, you receive a +8 
  improved soft cover bonus to AC, DR 5/-, Resistance 5 
  against cold, and a +10 bonus to CMB and CMD against 
  grapple checks and on Escape Artist checks. You may 
  only perform a move action to crawl up to your base speed 
  each round in addition to maintaining the spell’s effects, 
  provoking attacks of opportunity as normal.
  In addition, you leave a sticky, slimy trail behind you. 
  Any creature walking at more than half its base speed on 
  a square you crawled upon must succeed at a Reflex save 
  or fall prone.
  INFUSE BRAIN
  School transmutation; Level fleshwraith 5
  Casting Time 24 hours
  Components V, S, M (herbs and oils worth 2,000 gp 
  and a brain), F (a vat big enough to fit the bioengineered 
  construct)
  Range touch
  Target bioengineered construct touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  This spell works like the awaken spell, except that it may 
  be used to grant a mind to a bioengineered construct by 
  implanting a brain. This brain needs not be fresh, but it 
  must be kept from rotting.
  A bioengineered construct infused with a brain gains 3d6 
  Intelligence and 1d3 Charisma (up to the original values of 
  the creature whose brain was used as a material focus). It 
  can speak one language that you know, plus one additional 
  language that you know per point of Intelligence bonus. 
  This spell does not affect a bioengineered construct 
  already upgraded with the “brain” bioconstruct.
  STICKY NET
  School conjuration; Level fleshwraith 1, machinesmith 1, 
  magus 1
  Casting Time 1 standard action
  Components V
  Range 10 feet
  Effect one net thrown
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You throw a net of sticky fibers on a target within range. 
  Perform a ranged touch attack against the target of the 
  spell. On a hit, the target is entangled as if you threw an 
  appropriately sized net. You may choose to hold onto the 
  trailing rope or let the target roam free when casting the 
  spell. A sticky net works like a non-masterwork net, but 
  cannot be folded once released, disappears when the spell 
  ends, and is destroyed if it suffers 1 point of fire damage 
  (causing 1d4 damage to the entangled creature).
  TOXIN GRAFT
  School transmutation; Level fleshwraith 2
  Casting Time 1 standard action
  Components M (one dose of injury-type poison), V, S
  Range Touch
  Target one natural attack
  Duration special, see text
  Saving Throw Reflex negates; Spell Resistance no
  As a touch attack, you infuse a target creature’s natural 
  attack with a dose of poison. Select a natural attack from 
  the creature. For a number of successful attacks equal to 
  your spellcasting ability modifier, the target treats this 
  natural attack as being poisoned. The saving throw and 
  effects of this poison are the same as those of the poison 
  expended as a material component to cast the spell.
  FLESHWRAITH FEAT
  BODY HORROR
  “You may have seen horrible things already, but this? Son, 
  you’ll learn to cherish your nightmares.”
  Prerequisites: Unnatural Aura eidolon evolution or Fear 
  Aura monster ability or Monster Type: Aberration or 
  Aberrant Bloodline, Skill Focus (Intimidate), 5 Intimidate 
  ranks
  Benefits: A creature with this feat may perform a single 
  Intimidate check as a free action against all flat-footed 
  creatures within 20 feet during a surprise round in which 
  it can act.
  2-POINT EVOLUTIONS
  SURVIVAL OF THE WISEST
  When choosing this evolution, the eidolon selects a number 
  of 1-point evolutions equal to 1 + its Intelligence modifier 
  (minimum 1) + its familiar’s Intelligence modifier (if any, 
  minimum 0). It may then receive the benefits of one of 
  these evolutions, and change the active evolution with a 
  move action for another he selected. By spending 2 more 
  evolution points, the eidolon may select evolutions with a 
  cost increased by 1 point each time; it may not select this 
  evolution again as one of his replaceable evolutions.
  
  13
  NeoExodus chronicles:
  f leshwraith
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  NeoExodus Chronicle: Fleshwraith Copyright 2013, Louis Porter Jr. Design, 
  Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Benjamin Rombeaut
  Editing: Joshua Yearsley
  Artwork by  Yama Orce
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
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