TEXT: CC 13
  Make Your GaMe LeGendarY!
  A rules supplement delving into the bizarre and perverse side of medicine, physic, and chirurgery, the diabolical ends to which 
  supposedly mundane knowledge and practice can be put. Penned by truly vile scholars whose humanity was far less than their 
  curiosity about the literal inner workings of  the humanoid form, the secrets contained within the Mad Doctor’s Formulary are 
  an ideal complement to a Gothic Adventure Path or any game where mad scientists work their terrible trade in flesh and bone. 
  The Mad 
  Doctor’s
  Formulary
  by Jason nelson and Clinton J. boomer
  with the legendary games design team
  The Mad 
  Doctor’s
  Formulary
  by Jason nelson and Clinton J. boomer
  with the legendary games design team
  
  Jason Nelson and Clinton J. Boomer
  Jason Nelson and Clinton J. Boomer
  The Mad Doctor’s Formulary
  The Mad Doctor’s Formulary
  2
  Credits
  Author: Jason Nelson and Clinton J. Boomer
  Art: Frank Hessefort and Tim Kings-Lynne
  Layout & Design: Timothy K. Wickham and Liz Courts
  Legendary Games Design Team Members: Matt Goodall, Jim Groves, Rob Lazzaretti, Neil Spicer, Russ Taylor, Greg 
  Vaughan, Timothy Wickham, and Clark Peterson
  speCial thanks
  Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff for their excellent  Carrion Crown and Second Darkness 
  Adventure Paths.
  about legendary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc.  
  Legendary Games uses a cooperative, team-based approach to bring you,  the Paizo Publishing fan, the best expansion 
  material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check 
  us out, and Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @legendary_games.
  The Mad Doctor’s Formulary
  The Mad Doctor’s Formulary
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. Open 
  Game Content may only be Used under and in terms of the Open Game License.
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  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  The Mad Doctor’s Formulary © 2013, Legendary Games; Authors Jason Nelson and Clinton J. Boomer.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, 
  Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, 
  Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Gothic Grimoires: [[Book Title]]. Copyright 2013, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.  
  The OGL can be found below.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the  
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC,  and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
  Legendary Games
  3
  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you 
  can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-star team of designers 
  here at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 
  Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers 
  and layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-legal and well-
  designed content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they 
  are designed to be easily incorporated into your home game regardless of what campaign you may be running.
  What You Will Find Inside The Mad Doctor’s Formulary
  This supplement continues the Legendary Games tradition of exploring genre boundaries as they pertain to the progress of an 
  Adventure Path. We look for places where we can flesh out and really explore topics of interest. In the case of this product, once 
  upon a time it was the forgotten Tome of Arcane Knowledge, begun long ago but never quite finding a comfortable home amidst 
  the various codices and grimoires we produced. It was such a unique product idea that the final solution should have been 
  obvious: Stop trying to lump it in with other products; expand it and make it the core of a whole new product. What you see here 
  is the fruit of that idea, The Mad Doctor’s Formulary.
  This product builds on the trope of the mad scientist, in particular the medical practitioner willing to undertake any 
  experiment, no matter how awful, to earn greater knowledge of the inner workings of body and mind. The alternate rules 
  contained within allow you to explore how a corrupt academic might accomplish risky yet effective strategies and techniques for 
  mending or destroying the minds and bodies of others without resort to magic, making this product an especially good fit in a 
  relatively low-magic setting like those sometimes found in horror campaigns. This product contains the base rules for chirurgery, 
  the exotic and often terrifying brand of warped medicine these mad doctors practice, including 11 sample procedures. It also 
  contains a sample chirurgical text wherein PCs might discover these fell secrets, including two new feats, as well as instructions for 
  construct creation on some constructs that may be familiar and two entirely new constructs that represent the dark side of medical 
  experimentation.
  Who better to provide you with this kind of product than the writers that regularly contribute to building the rules, adventures, 
  and support materials that make that game great? The answer: no one. The Legendary Games tradition is to combine rich story 
  and background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latest 
  in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  Hey, WHat’s WitH tHe Names?
  You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may see us use the 
  names “Raven” for the town or “the temple” instead of the regular proper names of specific locations and characters from those 
  adventures. There are legal reasons for this. While we can create compatible products under the Open Game License, we still 
  have to be respectful of certain content that Paizo Publishing owns. Because we want to be very respectful of their content and 
  work in partnership with them we use these “replacement phrases” for certain content. Plus, this helps the product have a more 
  general appeal to those who may be running a home campaign that fits the same themes. In any event, we are 100% confident 
  you know what we are talking about and will have no problem making the required connection. So enjoy Gothic Grimoires in 
  your gothic Adventure Path, set in a small gothic town, helping the Professor’s Daughter and cleansing the unquiet spirits in the 
  ruins of the local prison. See, that wasn’t so hard, now was it.
  special electroNic Features
  We’ve hyperlinked this product externally with links to the Pathfinder Reference Document, the official online compendium of 
  game rules (when not present there, we also used the d20PFSRD). If it is in the core rulebook, we generally didn’t link to it unless 
  the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing 
  the rules, especially those from newer books or that you may not have memorized.
  Jason nelson
  
  Jason Nelson and Clinton J. Boomer
  Jason Nelson and Clinton J. Boomer
  The Mad Doctor’s Formulary
  The Mad Doctor’s Formulary
  4 M
  agical healing is common in a game world, but not 
  necessarily universal, and there's nothing to suggest 
  that non-magical healing could not also become 
  advanced and sophisticated in its own right. For that matter, the 
  availability and reliability of such healing might make it even 
  more likely that the deeper researches into chirurgical practices 
  and procedures would be carried out by the desperate, deranged, 
  or religiously corrupted, heretical, or entirely forsaken. Bereft 
  of conscience, no experiment is too awful if knowledge can be 
  gained. The pain and suffering of others is at best an unavoidable 
  consequence and at worst a sadistically delicious fringe benefit. 
  cHirurgery
  Chirurgery represents a combination of medical skills 
  encompassing the encyclopedic diagnosis of ailments, the swift 
  and skillful compounding of medicines tailored for them and the 
  needs of the patient, as well as a deft hand at surgical maneuvers, 
  operations, and equipment, allowing you to repair the physical 
  body like a finely tuned machine. The radical procedures of 
  chirurgery are so extreme that you can even manipulate the mind 
  itself by subtle application of your techniques and alchemical 
  concoctions to the nervous system.
  In order to learn a chirurgical, you must first have the Skill 
  Focus (Heal) feat or at least 5 ranks in the Craft (alchemy) 
  and Heal skills. If you meet either prerequisite, you can learn 
  procedures in a fashion similar to learning new spells. You must 
  first find a suitable tome containing the instructions for the 
  procedure or be taught by another character who already knows 
  it for one week, after which you must practice the procedure on a 
  living humanoid or a humanoid corpse that has died within the 
  past 24 hours (including a corpse affected by gentle repose, as 
  long as it was cast within 24 hours of the creature's death). Using 
  a corpse for this purpose results in a -5 penalty to skill checks to 
  master the procedure. 
  If you achieve complete success, you have mastered the 
  procedure and can use it at will. If you achieve a partial success, 
  you have mastered it albeit imperfectly and you take a permanent 
  -2 penalty to skill checks related to that procedure until you 
  achieve a perfect success with it, after which this penalty 
  disappears. If you fail to master the procedure, you must study for 
  an additional week and attempt to master it again with a living 
  patient or corpse. You gain a cumulative +1 bonus to skill checks 
  made to master the procedure for each week of practice after the 
  first. 
  Each week you spend mastering a chirurgical procedure 
  expends one alchemy crafting kit, one antidote kit, and one 
  healer's kit. In addition, you must have an alchemist's lab and 
  surgeon's tools in order to learn a chirurgical procedure, although 
  once you have mastered the procedure you can try to perform it 
  without these tools and their accompanying bonuses. 
  Special: If using the alternative Madness score rules from 
  Tomes of Ancient Knowledge, chirurgical procedures violate 
  the integrity of mind and body both surgically and through 
  experimental psychotropic agents, causing the patient to gain 1 
  Madness point. A Fortitude save (DC equal to the procedure's 
  skill check DC -5) negates this Madness gain. 
  Chirurgical Procedures
  Once you have mastered a chirurgical procedure, you can perform 
  it at any time. The time required for each procedure is listed, 
  during which time the patient must be helpless, unconscious, or 
  willing. A willing patient can remain awake during the procedure, 
  though she automatically becomes fatigued and sickened for the 
  duration of the procedure and for an identical amount of time 
  thereafter. When performing chirurgery, you make three skill 
  checks against the listed DC, one each against Craft (alchemy), 
  Heal, and Disable Device, the latter representing the surgeon's 
  skill at working with the body's intricate and delicate organic 
  mechanisms. All checks also have a listed synergy skill; this skill 
  provides a +1 bonus to skill checks related to the procedure for 
  every 3 ranks in the skill. If all three skill checks succeed, the 
  procedure is a complete success. Two successful checks produce a 
  partial success and one check a failed procedure. If all checks fail, 
  the procedure goes horribly awry, resulting in malpractice and 
  dire complications. If the result of any skill check is a natural 1, 
  the target must succeed at a Fortitude save with a DC equal to the 
  procedure’s DC or else the entire procedure results in malpractice 
  regardless of the result of the other two skill checks. If two checks 
  produce natural 1s, malpractice automatically occurs and the 
  patient dies if it fails the Fortitude save. If all three checks produce 
  natural 1s, the patient dies with no save allowed. A surgeon can 
  always choose to fail any associated skill checks but cannot choose 
  to roll a natural 1 and cannot take 10 or take 20 (creatures with 
  Skill Mastery can take 10 if they have mastered one of the relevant 
  skills).
  Each procedure has a DC and requires the listed amount of 
  time to complete. If the reader does not have at least one assistant 
  available to assist with the procedure, including holding the 
  book and its anatomical diagrams at the proper angle, this time 
  is doubled and the reader takes a -5 penalty to all associated skill 
  checks. Masterwork tools, a full or portable alchemist’s laboratory, 
  and a healer’s kit provide their normal benefits to the relevant skill 
  checks when used as a part of chirurgery. If the target is below 0 
  hit points when chirurgery is begun, all associated skill checks 
  take a penalty equal to the patient’s negative hit point total prior 
  to receiving the procedure.
  Chirurgical procedures are strenuous for the body. The patient 
  becomes fatigued and sickened by pain for the duration of the 
  procedure and is fatigued for 1 week thereafter. This fatigue 
  is reduced by 1 day for every 5 points by which the surgeon 
  exceeded the DC on any checks, though fatigue can never be 
  reduced below 1 day. In addition, after receiving a chirurgical 
  procedure the DC for any further procedures is increased by 5 
  for the next 24 hours. This stacks if additional procedures are 
  attempted. This increase is doubled to 10 if the same procedure 
  is repeated on a patient within 24 hours. Each procedure requires 
  the listed number of uses of a healer’s kit; if this number of 
  uses is not available, each missing use results in a cumulative -2 
  penalty to all skill checks associated with the procedure. Any 
  save DCs for effects that duplicate spells are Intelligence-based. 
  Unless otherwise noted, all effects of a chirurgical procedure are 
  permanent.
  As a final note, many chirurgical procedures are damaging 
  to the patient's psyche and the natural balance of their mental 
  processes. This imbalance extends into the spiritual plane, and 
  creatures who recently underwent mind-altering chirurgical 
  
  Adventure Path Plug-In
  Adventure Path Plug-In
  Legendary Games
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  5
  procedures might have a greater than normal chance of arising as 
  unquiet dead, perhaps haunts that spread madness and torment, 
  or as actual undead creatures such as allips or, more rarely, ghosts 
  or spectres. 
  Adjust Appearance (DC 25, 1d4 days, 5 uses per day): Your 
  surgery alters the outward appearance of a patient, changing their 
  features or proportions as you deem fit.  You may alter the patient 
  as per the general rules of the disguise self spell: the patient could 
  be made 1 foot shorter or taller, or could be made thinner or 
  fatter. You cannot change the patient's creature type (although 
  the patient could be made to appear as another subtype, granting 
  a +10 alchemical bonus to Disguise checks to impersonate a 
  creature of that type). Otherwise, the extent of the apparent 
  change is up to you. You could add or obscure a minor feature 
  or change the patient to look like an entirely different person or 
  gender. 
  Complete Success: The intended adjustment in appearance is 
  achieved. If your appearance is changed to resemble another 
  subtype or gender, your likeness is uncanny, granting a permanent 
  +10 alchemical bonus to Disguise checks to impersonate a 
  creature of the chosen type, and a +2 circumstance bonus to Bluff, 
  Diplomacy, and Perform checks related to the patient’s disguise.
  Partial Success: The intended adjustment in appearance is 
  achieved, and the patient gains a permanent +5 alchemical bonus 
  to Disguise checks as a creature of the chosen type.
  Failure: The patient’s appearance is adjusted as desired but 
  appears unnatural or imbalanced. The patient’s sense of self is 
  affected, dealing 2 points of Charisma damage.
  Malpractice: The patient becomes horribly disfigured as grafts 
  and adjustments become infected and necrotized while the 
  disfigurement is also psychologically damaging. The patient takes 
  1d4 points of damage per character level and takes 1d6 points of 
  Charisma drain and contracts filth fever.
  Reversal: regenerate.
  Synergy Skill: Disguise.
  Adjust Attitude (DC 25, 1d4 days, 2 uses per day): You can 
  alter the psycho-neurological behavior of a patient, changing their 
  terrors & obsessions as you deem fit.  Although you cannot affect 
  the actual personality, desires or fears of the subject, you can 
  implant permanent manias and phobias of your choice through 
  selective stimulation of the brain and infusion of psychoactive 
  drugs.
  Complete Success: The intended mania or phobia is implanted 
  in the target, and the saving throw DC is increased by 1 for every 
  3 points by which any of your skill checks exceeded the required 
  DC.
  Partial Success: The intended mania or phobia is implanted in 
  the patient.
  Failure: You deal 2 points of damage to the patient’s Charisma, 
  Intelligence, or Wisdom (determine randomly). In addition, the 
  patient’s response to the intended object of its mania or phobia 
  becomes random. When exposed to it, she has a 50% chance to 
  become shaken and a 50% chance to become sickened. If forcibly 
  confronted with the mania or phobia (a standard action), roll 
  randomly among the following effects to determine its response, 
  with each effect lasting 1 round:
  Table 1-1: Attitude Adjustment Failure
  d10
  Mania or Phobia Response
  1 confused
  2 dazed 
  3 fascinated
  4 frightened
  5 nauseated
  6 mad hallucination (as the spell)
  7 overwhelming grief (as the spell)
  8 rage (as the spell)
  9 unadulterated loathing (as the spell)
  10 unnatural lust (as the spell) 
  In addition to the above, the target retains a lasting negative 
  mental association with the surgeon, and its reactions are adjusted 
  negatively by one step. 
  Malpractice: You cause lasting mental damage to the patient, 
  dealing 1d4 points each of Charisma, Intelligence, and Wisdom 
  damage, and cause a random form of insanity. In addition to the 
  above, the target retains a lasting negative mental association with 
  the surgeon, and its reactions are adjusted negatively by two steps. 
  Reversal: An adjusted attitude can be repaired as normal for 
  insanity effects. 
  Synergy Skill: Intimidate.
  Graft Flesh (DC 20, 2d4 hours, 1 use per hour): You surgically 
  remove (if necessary) and replace some portion of the target 
  creature's body with something else. The tissue you wish to 
  engraft onto the patient must be fresh, ideally taken from a still-
  living creature. For every hour the tissue has been removed or the 
  donor creature has been dead, all skill checks take a -1 penalty. If 
  the affected tissue or creature is under a gentle repose spell, only 
  time that elapsed before the spell was used counts toward this 
  penalty. Skeletal or corporeal undead creatures can have flesh 
  grafted from other undead of the same type or from dead flesh (or 
  bone, for skeletal undead) without facing this penalty. 
  Having alien flesh grafted is hard for the mind to accept. If 
  the new limb is not essentially identical to the original limb (i.e., 
  same creature type, subtype, and species), the target takes 2 points 
  of Wisdom drain (a DC 20 Will save reduces this to Wisdom 
  damage) for each graft; you may substitute Sanity loss for Wisdom 
  drain if using Tomes of Arcane Knowledge.
  Complete Success: You can replace a creature's natural weapon 
  with a different one suited for the same limb (bite or gore for 
  head; claw, slam, or wing buffet for arm; claw or hoof for leg; 
  sting or tail slap for tail). You can instead add a prehensile hand 
  in place of a claw on an arm). You cannot confer exceptional 
  abilities such as constrict, grab, poison, pounce, rake, or rend. 
  The natural weapon deals damage appropriate to the patient's 
  size; you can transplant a natural weapon from a creature one size 
  category larger or smaller, though the patient takes a permanent 
  -2 penalty to attack rolls with that natural weapon. Whenever you 
  add a natural weapon the creature did not previously possess, the 
  patient is considered non-proficient with that natural weapon 
  
  Jason Nelson and Clinton J. Boomer
  Jason Nelson and Clinton J. Boomer
  The Mad Doctor’s Formulary
  The Mad Doctor’s Formulary
  6
  and takes a -4 penalty to attack rolls with it, though he may take 
  the Exotic Weapon Proficiency feat to obviate this penalty for the 
  selected natural weapon.
  You may instead alter a limb to aid in climbing, jumping, or 
  swimming. Each limb that you alter in this way grants a +2 racial 
  bonus to Climb, Acrobatics (jumping only), or Swim checks; this 
  bonus does not stack with existing racial bonuses to these skills. 
  If you graft wings onto a creature that previously lacked them, 
  the patient can use them as natural weapons but they are not 
  functional for flight.
  By increasing the DC, you can add one of the following 
  specialized grafts:
  • 
  DC 25: vestigial fins (grants a swim speed equal to half 
  the patient's land speed)
  • 
  DC 30: functional fins (grants a swim speed equal to the 
  patient's land speed),
  • 
  DC 35: functional gills (grants the amphibious trait)
  • 
  DC 40: functional wings (requires two wings; grants a 
  fly speed equal to the patient's land speed, with poor 
  maneuverability) 
  Partial Success: The graft succeeds, but the natural weapon 
  takes a permanent -2 penalty to attack rolls and deals damage as 
  one size smaller than normal. If the graft provides a skill bonus or 
  movement, that bonus or speed is halved. 
  Failure: The graft functions as a partial success, but the graft 
  necroses and fails, rotting away after 2d4 days. The patient 
  contracts slimy doom. 
  Malpractice: The patient takes 1d6 points of Intelligence drain 
  and gains the amnesia insanity, and in addition contracts either 
  cackle fever or mindfire (equal chance of either). 
  Reversal: regenerate.
  Special: In addition to the procedures listed in this product, 
  chirurgery is a perfect fit with any number of subsystems and 
  specialized rules for grafting alien limbs and assorted other 
  horrors onto creatures by aboleths, demons, drow, and other such 
  vile creatures in a variety of products for 3.5 and the Pathfinder 
  Roleplaying Game. These rules can be used as presented in their 
  original products or could be implemented as specific examples 
  of the graft flesh procedure, with progressively more difficult DCs 
  for larger or more challenging projects. Probably the best way to 
  introduce such vile grafts would be to gather all grafting-related 
  procedures in each resource as a separate mythos tome containing 
  the secrets from that volume.
  If you wish to allow more dramatic grafts, you could also 
  consider allowing a surgeon use this procedure to duplicate 
  alter self, anthropomorphic animal, or monstrous physique I or II, 
  increasing the base DC by 5 times the level of the spell. 
  Synergy Skill: Knowledge (type dependent on the creature type 
  of the creature providing the graft, not the host creature's type 
  unless both are identical). 
  Implant Psychic Trigger (DC 30, 1d4 days, 4 uses per day): 
  You implant in the patient a psycho-neurological 'back-door' of 
  some kind, designed produce a certain behavioral reaction, such 
  as a word, phrase, whistle, image, or song. Activating this key is 
  a move action for you, and can cause in the patient any form of 
  insanity you choose, follow a suggestion (as the spell), complete a 
  geas/quest, or you may select any one of the effects listed under 
  Table 1-1: Attitude Adjustment Failure. If you use this 
  procedure on a patient upon whom you have previously used the 
  instill identity or lobotomize procedure, the DC of this procedure 
  is reduced by 5 and the procedure requires only one day. 
  Complete Success: The key functions as desired, with the effects 
  lasting for 1 hour, plus 1 hour for every 3 points by which any of 
  your skill checks exceeded the DC. Completing a suggestion or 
  geas/quest before this time ends the effect. 
  Partial Success: As a complete success, but the effect lasts 1 
  minute, plus 1 minute for every 3 points by which any of your 
  skill checks exceeded the DC. 
  Failure: The reaction of the patient when the key is activated is 
  random, as a failed adjust attitude procedure. 
  Malpractice: When the key is activated, the patient takes 1d6 
  points of Wisdom drain and is feebleminded.
  Reversal: heal, or any effect that remedies insanity.
  Synergy Skill: Bluff.
  Induce Amnesia (DC 25, 2d4 days, 3 uses per day): You 
  can manipulate the patient’s mind to selectively erase specific 
  memories or to wipe its mind clean. 
  Complete Success: You may choose to erase or alter a memory as 
  modify memory or to completely erase the patient’s memory, as 
  the amnesia insanity. Alternatively, you may erase the memory of 
  one feat, spell, spell-like ability, or class ability, plus one additional 
  feat, spell, spell-like ability, or class ability for every 3 points by 
  which any of your skill checks exceeds the DC, causing the patient 
  to lose access to it (the save DC for this effect is identical to that 
  for modify memory, with a separate save allowed for each ability 
  to be erased. The save DC for both modify memory (including 
  the selective erasure of feats and the like) and amnesia is increased 
  by 1 for every 3 points by which any of your skill checks exceed 
  the DC. 
  Partial Success: As a complete success, but you may choose 
  only to modify memory or induce amnesia, and the save DC is 
  increased by 1 for every 5 points by which any of your skill checks 
  exceed the DC. 
  Failure: Your mental manipulations have the desired effect but 
  last for only 1d100 hours. In addition, the patient remembers your 
  role in the corruption of its mind and gains a +1 morale bonus 
  to all attack rolls, saving throws, and opposed skill checks made 
  against you.
  Malpractice: The patient takes 1d6 points of Intelligence drain 
  and gains the amnesia insanity, and in addition contracts either 
  cackle fever or mindfire (equal chance of either). 
  Reversal: heal.
  Synergy Skill: Intimidate.
  Insert Limbic Reservoir (DC 20, 2d4 hours, 5 uses): You 
  implant a volatile cocktail of psychoactive compounds that you 
  can unleash at a later time to drive the patient into a drug-fueled 
  frenzy. You can refill the compounds in the limbic reservoir by 
  using this procedure again, reducing the DC by 5 and requiring 
  only 1 hour and 1 uses of a healing kit. Refilling a limbic reservoir 
  does not cause fatigue and sickening as other procedures do.
  Complete Success: You can insert up to ten doses of any drug, 
  most often scour or zerk. which then can be infused directly into 
  the patient's subdural spaces for faster absorption and intensified 
  effect. The beneficial numeric effects of the drug are increased by 
  50%, but so is ability damage from the drug. The addiction save 
  DC of any drug used in the limbic reservoir is increased by 2. 
  
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  The reservoir can be activated with a manual switch as a move 
  action that does not provoke attacks of opportunity. If the patient 
  also has an implanted psychic trigger, that trigger can be used 
  to activate their limbic reservoir in addition to (or, if the creator 
  wishes, instead of) its normal effect.
  Partial Success: The limbic reservoir functions as above, but 
  each activation consumes 1d3 doses of the drug. The addiction 
  save DC of any drug used in the limbic reservoir is increased by 4 
  (rather than 2).
  Failure: The implantation process damages the target's brain, 
  dealing 2 points of Intelligence and Wisdom damage. The limbic 
  reservoir also begins to leak, delivering a dose of the drug every 
  1d6 hours even when not triggered. If triggered, there is a 50% 
  chance that all remaining contents of the reservoir are released at 
  once. If this occurs, 
  Malpractice: The limbic switch fails to function; however, 
  the compounds within cause the target to take 1d4 points of 
  Intelligence and Wisdom damage and develop the psychosis 
  insanity. 
  Reversal: Ill effects from inserting a limbic reservoir can be 
  remedied by effects that ability damage or insanity, as appropriate. 
  The limbic reservoir itself, however, can only be removed with the 
  surgery procedure.
  Special: A limbic reservoir can also be filled with a mutagen; 
  this takes the place of all 10 doses of drugs. The beneficial 
  numeric effects of the mutagen are increased by 50% when 
  instilled through a limbic reservoir, while numeric penalties 
  from the mutagen are doubled. Instilling a mutagen into a 
  limbic reservoir requires precise balancing. If the insertion is 
  not a complete success, the mutagen is wasted. A creature with a 
  limbic reservoir must still abide by the restrictions on the use of a 
  mutagen; if not an alchemist using her own mutagen, an infused 
  mutagen must be used. 
  Synergy Skill: Knowledge (type based on the patient's creature 
  type). 
  Install Kill-Switch (DC 30, Disable Device, 2d4 hours, 8 
  uses): You implant in the patient a permanent physical 'kill-
  switch' of some kind, such as a removable heart plug or a razor-
  chain loop around the spine. 
  Complete Success: Activating the kill-switch can be done 
  remotely as a move action if the patient is adjacent, and as a full-
  round action if the patient is within 10 feet. Treat this as a coup 
  de grace that does not provoke attacks of opportunity and deals 
  damage equal to twice the cumulative total by which your skill 
  checks exceeded the DC. Even if the target survives, it is staggered 
  for 1d4 rounds and takes 1 point of Constitution bleed damage 
  per round.
  Partial Success: Activating the kill-switch is a standard action 
  if the patient is adjacent and cannot be performed if the target 
  is not adjacent. It otherwise functions as a complete success, but 
  a patient that survives is staggered for only 1 round and takes 
  1d4 hit points of bleed damage per round rather than the effects 
  above.
  Failure: Activating the kill-switch is a full-round action if the 
  patient is adjacent and cannot be performed if the target is not 
  adjacent. It deals damage equal to twice the amount by which 
  your lone successful skill check exceeded the DC but is not treated 
  as a coup de grace and has no other effect. 
  Malpractice: The patient takes 1 point of Constitution bleed 
  and 1d4 points of hit point bleed damage immediately upon 
  completing the surgery and contracts red ache. The kill-switch 
  itself has no effect. 
  Reversal: Ill effects from installing a kill-switch can be remedied 
  by effects that cure hit point or ability damage or disease, as 
  appropriate. The kill-switch itself, however, can only be removed 
  with the surgery procedure.
  Synergy Skill: Knowledge (type based on the patient's creature 
  type).
  Instill Identity (DC 30, Bluff, 1d4 weeks, 10 uses per week): 
  You create an entire false identity in the patient's mind, as 
  the multiple personality disorder insanity; unlike implanting 
  a psychic trigger, however, this insanity is permanent. The 
  procedure allows you to create an entire false personality, which 
  may be of a radically different alignment if desired, though the 
  DC is increased by 2 for each step of difference between the 
  patient's original alignment and the alignment of the alternate 
  personality. 
  Complete Success: The new personality becomes the dominant 
  personality, and the patient gains a +1 bonus to saving throws to 
  avoid changing personality, increased by +1 for every 5 points by 
  which any skill check exceeds the DC. 
  Partial Success: The new personality simply becomes one of 
  many present in the patient's mind. 
  Failure: The new identity fails to form; however, the patient 
  takes 1d3 points of Wisdom damage and Charisma damage due to 
  mental uncertainty, disruption, and warped sense of self. 
  Malpractice: The patient develops a new personality, but its 
  alignment is randomly determined. In addition, the patient 
  develops the paranoia insanity. 
  Reversal: Ill effects from instilling an identity can be remedied 
  by effects that cure ability damage or insanity, as appropriate.
  Synergy Skill: Bluff.
  Lobotomize (DC 25, Disable Device, 1d4 hours, 6 uses): 
  You can apply the effects of a feeblemind spell on a subject. If the 
  Charisma drain caused by this procedure is healed, the benefits of 
  the lobotomy are lost.
  Complete Success: The patient’s emotional centers are 
  completely severed and isolated. The patient takes 4 points of 
  Charisma drain but gains immunity to all effects with the emotion 
  descriptor (including fear effects) or that provide morale bonuses 
  and gains a +2 alchemical bonus to saving throws against other 
  mind-affecting effects. The patient’s diverted synapses result in 
  a -2 penalty to initiative and Intelligence checks or Intelligence-
  based skill checks. Alternatively, the patient can be feebleminded 
  rather than the above effects. 
  Partial Success: The patient’s emotional centers are deadened 
  but not completely severed. The patient takes 2 points of 
  Charisma drain and gains a +4 alchemical bonus to saving throws 
  against effects with the emotion descriptor (including fear effects) 
  and a +2 alchemical bonus to saving throws against other mind-
  affecting effects. The patient gains only half the normal benefit 
  from morale bonuses (rounding down) and takes a -1 penalty 
  to initiative and Intelligence checks or Intelligence-based skill 
  checks. Alternatively, the patient can be feebleminded rather than 
  the above effects.
  
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  Failure: The patient’s mental pathways are scrambled. The 
  patient gains a +2 alchemical bonus to saving throws against 
  effects with the emotion descriptor (including fear effects) but 
  takes a -2 penalty to saving throws against effects that cause 
  confusion, insanity, or discord. If the target fails a saving throw 
  vs. an emotion or fear effect, there is a 50% chance he becomes 
  confused instead of the normal effect. In addition, any morale 
  bonus the patient receives is 50% likely to function instead as 
  a penalty, and any bonus or penalty to one of his mental ability 
  scores is 50% likely to affect a different mental ability score 
  (choose randomly).
  Malpractice: The patient is affected as feeblemind and 
  automatically contracts either cackle fever or mindfire (equal 
  chance of either).
  Reversal: heal or regenerate. 
  Synergy Skill: Knowledge (type based on the patient's creature 
  type).
  Stimulate Adrenal Cortex (DC 15, Disable Device, 1 minute, 
  2 uses): This procedure taps into the body’s natural reserves of 
  energy to fight off tiredness and to temporarily recover from 
  incapacitating conditions, though this treatment may sap the 
  target’s energy and health once the treatment wears off. 
  Complete Success: The patient heals 2 points of nonlethal 
  damage per character level, and the exhausted, fatigued, and 
  staggered conditions are removed. A patient who is sleeping 
  is immediately awakened, even if magically asleep, and an 
  unconscious creature becomes staggered for a number of rounds 
  equal to its Hit Dice plus its Constitution modifier (minimum 1 
  round) before lapsing back into unconsciousness. 
  Partial Success: The patient gains the benefits of a complete 
  success but heals only heals 1 point of nonlethal damage per 
  character level. In addition, after a number of hours equal to the 
  patient’s Constitution modifier (minimum 1 hour), the patient 
  becomes fatigued. 
  Failure: The patient gains the benefits of a complete success but 
  heals no nonlethal damage. In addition, after a number of minutes 
  equal to the patient’s Constitution modifier (minimum 1 minute) 
  the patient becomes fatigued and takes 1 point of Strength and 
  Dexterity damage. 
  Malpractice: The exhausted, fatigued, or staggered  patient gains 
  the benefits of a complete success but heals no nonlethal damage. 
  In addition, she gains the benefits of haste for a number of 
  rounds equal to her Constitution modifier (minimum 1 round). 
  However, once the effects of haste expire any effects previously 
  removed return the patient becomes exhausted takes 1d6 points 
  of nonlethal damage and 1 point each of Strength and Dexterity 
  damage for each round spent hasted. This haste effect cannot be 
  ended voluntarily and is not magical and cannot be dispelled, 
  though it can be suppressed by slow.
  Reversal: Ill effects of stimulating the adrenal cortex can be 
  removed by any effect that cures ability damage, exhaustion, 
  fatigue, or hit point damage as appropriate. 
  Special: This procedure does not cause lasting fatigue or 
  sickening as other procedures do.
  Synergy Skill: Knowledge (type based on the patient's creature 
  type).
  Surgery (DC 20, Disable Device, 1d4 hours, 5 uses): You can 
  conduct surgery to repair major damage to the target’s body and 
  mind. After surgery, the patient becomes exhausted for 24 hours. 
  For every point by which the surgeon exceeds the DC on the three 
  checks, 1 hour of exhaustion is converted to fatigue instead, to a 
  minimum of 1 hour of exhaustion. If the check results exceeding 
  the DC would reduce exhaustion below 1 hour, they instead 
  reduce the total duration of fatigue, to a minimum of 8 hours. 
  Any bleed effects that affect the patient for the duration of this 
  exhaustion and fatigue are doubled. 
  Complete Success: The patient heals 1d6 points of damage per 
  character level (up to the patient’s full normal hit point total) and 
  1 point of ability damage per character level (or half this amount 
  of ability drain). 
  Partial Success: The patient heals 1d4 points of damage per 
  character level (up to the patient’s full normal hit point total) and 
  1 point of ability damage per two character levels. 
  Failure: The patient heals 1 point of damage per character level 
  (up to the patient’s full normal hit point total) but takes 2 points 
  of damage to a randomly determined ability score. 
  Malpractice: The patient takes 1d6 points of damage and 1 point 
  of damage to a random ability score per character level and the 
  contracts filth fever. 
  Reversal: Ill effects of surgery can be removed by any effect that 
  cures ability damage, disease, or hit point damage as appropriate. 
  Special: You can also use surgery to amputate a limb, excise 
  a tumor, or remove an implanted device. Amputation requires 
  only 1d4 rounds, reduced by 1 round for every 5 points by 
  which the surgeon exceeds the DC on any of the checks related 
  to the surgery. Other surgeries require the normal amount of 
  time. Removal of a limb eliminates any natural weapon that is 
  a part of that limb. Removal of an arm also precludes the use of 
  two-handed weapons or any other action requiring two hands. 
  Spellcasting with somatic components has a 50% spell failure 
  chance. Removal of a leg reduces speed by 50% if the patient 
  still has 2 or more ambulatory limbs remaining. If only one 
  ambulatory limb remains, the patient's can move only 5 feet per 
  round, and that by spending a full-round action on moving. 
  Surgery can also be used to peel off natural armor, removing 2 
  points of natural armor bonus, plus 1 for every 5 points by which 
  any skill checks exceed the DC.
  Removing a tumor or lesion assists in curing a diseased 
  character, adding a +2 bonus to the patient's next saving throw 
  against a disease, increased by +1 for every 5 points by which any 
  skill check exceeds the DC. The bonus from such a surgery stacks 
  with the bonus granted by making a Heal check to treat disease. 
  Surgery can also remove a tumor familiar, magical tattoo, or 
  similar effect, as well as implanted mechanical devices such as a 
  kill-switch or limbic reservoir. Such surgical removal requires the 
  normal amount of time for a surgery and a complete success for 
  removal. 
  Synergy Skill: Knowledge (type based on the patient's creature 
  type).
  
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  Regarding the Clockwork of Capillaries: 
  Collected & Annotated Notes on Engines of 
  Sinew, Bone, and Nerve: Skill/Feat Mythos Tome
  This odd medical treatise explores the raw, rude mechanics 
  of the humanoid body from a purely hypothetical, inhumanly 
  emotionless perspective and includes a multitude of truly 
  shocking diagrams, illustrations and charts; individual chapters 
  are accumulated from a variety of banned and heretical works 
  on vivisection, extreme pain-tolerance & amputation studies, 
  the limitations of physical recovery from shock-trauma and 
  exploratory, invasive experiments on extended families for 
  purposes of “codifying the pure template of man.”  Several 
  variations of the book exist, with each editor revising it and 
  adding his own awful annotations and sometimes redacting 
  some of the more restrained experiments of their predecessors in 
  favor of their own, more ambitious and more horrific chirurgical 
  blasphemies.
  Appearance: Bound in worn yet pliable and moisture-resistant 
  hide, these rare tomes are typically blood-spattered as their users 
  often consult with them at close proximity to the subjects and 
  objects of their experiments. The pages are bound with gut and 
  glue, interspersed with numerous tabs and colored marking 
  ribbons. In addition to the bound pages, the book is stuffed with 
  unnumbered, ring-mounted loose-leaf pages, scrawled marginal 
  notes and step-by-step instructional diagrams, and tiny preserved 
  tissue samples mounted on packets or slides. The whole volume 
  is copiously spattered with blood and thankfully unidentifiable 
  visceral fluids and alchemical reagents. 
  Reading: The reader of this tome develops an all-consuming 
  obsession with blood and vital organs and observing their 
  operation. Whenever a living creature adjacent to the reader is 
  affected by a bleed effect, the reader becomes fascinated (DC 19 
  Will negates) for 1 round as they observe the flow of blood. This 
  same effect occurs whenever an attacker confirms a critical hit 
  against a living creature adjacent to the reader. 
  If using the Madness score rules in Tomes of Arcane Knowledge 
  treat this book as a mythos tome and treat learning a chirurgical 
  procedure or construct formula the same as learning a mythos 
  spell. The Sanity check for each procedure is equal to its skill 
  check DC minus 10. Readers that become insane because of 
  reading this tome develop a multiple personality disorder, as a 
  cold, calculating, and cruelly clinical Lawful Evil version of the 
  character begins to take root in the reader's psyche.
  Benefits: Once this work, in any of its editions, has been 
  studied at length, the reader gains a +2 circumstance bonus on 
  Knowledge (local) checks to learn the strengths, weaknesses, or 
  special abilities of any creature of the humanoid type and a +2 
  circumstance bonus to all attempts to treat deadly wounds using 
  the Heal skill. If the creature has the book open and available 
  when making the check, this bonus is doubled. The reader also 
  gains a +2 bonus to Craft (alchemy) checks to produce medicinal 
  alchemical items. 
  The tome contains the methods for all of the chirurgical 
  procedures described in this product. In addition, the tome 
  contains the formulae for creating a number of constructs, 
  including flesh golems, cranial dissectibots, and cyberphrenic 
  tadpoles (described below), and executor, griever, and ravager 
  morgechs (described in the Construct Codex). 
  Feats
  Studying the tome allows the reader to learning the following 
  feats, selecting them when she gains future feat slots.
  Anatomical Precision
  Your study of human and inhuman anatomies allows you to strike 
  with deadly precision. 
  Prerequisites: Skill Focus (Heal), sneak attack class feature
  Benefit: As a move action, you can study the anatomy and 
  movement style of a creature within 30 feet, making a Knowledge 
  skill check appropriate to the creature’s type, with a DC of 15 
  plus the target’s CR. If successful, you may add your Intelligence 
  modifier to critical hit confirmation rolls and add +1 to each 
  sneak attack die against that target for 1 minute. 
  Anesthetist
  You are an expert at subduing a target with nonlethal poisons. 
  Prerequisites: Skill Focus (Heal) or poison use class feature, 
  Craft (alchemy) 3 ranks
  Benefit: When you use a poison that causes unconsciousness 
  (e.g., blue whinnis, drow poison), you increase the DC by 1 
  for every 3 ranks of Craft (alchemy) you possess, and if the 
  unconsciousness caused by that poison has a variable duration 
  that duration is always the maximum amount. When examining 
  a creature rendered unconscious by such a poison, you can make 
  a Heal check against the poison’s save DC +5 to determine how 
  much time remains until the target awakens. 
  You can use the Heal skill to ameliorate pain. As a full-round 
  action, you can infuse or inject a creature with a mixture of 
  pain-deadening compounds. After 1 minute, the target gains a 
  +5 alchemical bonus to saving throws against effects with the 
  pain descriptor or that would cause the target to become sickened 
  or staggered. This bonus lasts 1 hour if you use 5 doses of an 
  antidote kit or healer’s kit and 8 hours if you use all 10 doses. 
  Alternatively, you can provide a fast-acting sedative that provides 
  the above benefits 1 round after being injected rather than 1 
  minute; however, the duration of the effect is reduced to 1 minute 
  if using 5 doses or 1 hour if using 10. 
  If the target is already affected by a pain effect or is already 
  sickened or staggered, he can instead attempt a new saving throw 
  (with no alchemical bonus) to suppress the effect as long as the 
  anesthesia lasts. 
  cHirurgical coNstructs
  While a mad scientist or sinister surgeon can be a deadly and depraved 
  menace in their own right, the theme of body horror is certainly 
  accentuated by providing the demented mastermind with an array of 
  paramedical minions who unquestioningly do what even the most 
  biddable human assistant would balk at carrying out. Constructs of this 
  type allow you to show the scientist's mad genius at work while also 
  demonstrating the depths of their corruption. Alternatively, it allows 
  you to introduce the madman's handiwork without directly implicating 
  him. He could even maintain a cover identity as an ordinary physician 
  or academic whom the party might consult in an attempt to discover the 
  nature of a mechanical menace that has been plaguing them.
  
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  Cyberphrenic Tadpole 
   
  CR 1/3
  A tiny segmented terror, a mechanical mix of insect and 
  crustacean yet trailing filamentous strands almost like a 
  jellyfish, skitters and crawls while thrashing its many limbs 
  and whirring menacingly. Its narrow body is covered by thin 
  protective plates while its underside is a mass of pinprick 
  diodes and backlit wiring. 
  XP 135
  N Diminutive construct 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) 
  hp 5 (1d10) 
  Fort +0, Ref +3, Will +0
  Immune construct traits
  Offense
  Speed 10 ft., climb 10 ft.
  Melee +7 touch (attach)
  Space 1 ft.; Reach 0 ft.
  Statistics
  Str 1, Dex 17, Con —, Int —, Wis 10, Cha 1
  Base Atk +1; CMB +0; CMD 5
  Feats Weapon FinesseB
  Skills Climb +3
  Ecology
  Environment any
  Organization solitary
  Treasure none
  Special Abilities
  Attach (Ex) When a cyberphrenic tadpole hits with a touch 
  attack, its barbed filaments bore into the target’s flesh in search 
  of solid attachment points, anchoring it in place. An attached 
  tadpole is treated as grappled but its target is not. The tadpole 
  loses its Dexterity bonus to AC but holds on with great tenacity 
  and begins burrowing into the target’s flesh, dealing 1 point of 
  Constitution damage as it bores a hole through which to invade 
  its host. A tadpole has a +8 racial bonus to maintain its grapple 
  on a foe once it is attached, including to its CMD to resist 
  grapple maneuvers made by others to remove it from its host. 
  An attached tadpole can be struck with a weapon or removed 
  by grappling or an Escape Artist check that exceeds its CMD 
  (including the above bonus).
  Internalization (Ex) A cyberphrenic tadpole that begins its turn 
  grappling can make a grapple check to burrow inside its host 
  rather than simply maintaining its grapple. If the grapple check 
  succeeds, the tadpole implants itself along the host’s brain stem 
  or spine, entwining its filaments into the target’s neural fibers. 
  While internalized, the tadpole has total cover against any 
  attacks coming from outside the host’s body; however, if the 
  target takes 10 or more points of electricity damage in a single 
  round, the tadpole is rendered helpless for 1d10 x 10 minutes. 
  Removing an internalized tadpole is difficult, though as 
  long as it remains helpless it can be removed using normal 
  chirurgery, requiring 1 hour of work and DC 20 Disable Device 
  and Heal checks. Removing the tadpole causes 1d3 points of 
  Charisma, Intelligence, and Wisdom damage, reduced by 1 for 
  every 5 points by which the check exceeds the DC. 
  If the tadpole is not rendered inert first, it can be removed 
  with an emergency surgery, though it squirms and slithers 
  through its host's innards to avoid removal. Performing 
  emergency surgery is a full-round action that provokes attacks 
  of opportunity and can be performed only on a willing or 
  helpless host. The host takes 1 point of Constitution damage 
  per round and becomes immediately sickened and exhausted, 
  with each effect lasting 1 hour for each round the surgery 
  continues. Even after the surgery is complete, the host takes 1 
  point of Constitution bleed. 
  Each round of emergency surgery, the creature trying to 
  remove the tadpole makes a Heal check and a Disable Device 
  check with an initial DC of 20, but each time a check is failed 
  both DCs increase by 1. After making 2d4 successful checks, 
  the tadpole is isolated and a single ally of the surgeon can attack 
  the tadpole with a readied action. The tadpole has improved 
  cover (+8 bonus to AC, +4 to Reflex saves and improved 
  evasion) against this attack, and a missed attack strikes the host 
  instead. If the tadpole is destroyed, it can be removed as if it 
  were inert (see above). Alternatively, the surgeon can attempt a 
  drag or grapple combat maneuver to tear the tadpole free. This 
  traumatic removal from the host's nervous system deals 1d6 
  points each of Charisma, Intelligence, and Wisdom damage 
  to the host but also leaves the tadpole stunned for 1d4 rounds, 
  after which it attempts to attach itself to the nearest living 
  creature.
  If the attack fails to destroy the tadpole or the drag or grapple 
  maneuver fails to dislodge it, the tadpole slips away and 1d4 
  additional successful Disable Device and/or Heal checks are 
  required to make another attempt to remove it. Only one attack 
  or combat maneuver is allowed, though allies may use the aid 
  another action or otherwise assist the attacker or the surgeon in 
  their attempt.
  Telepathic Relay (Su) A cyberphrenic tadpole emits a telepathic 
  homing impulse that connects it with its creator and its host. 
  Its creator can sense the tadpole’s (and the host’s) location once 
  per day as if using locate creature. In addition, once per day the 
  creator can spend 1 minutes attuning his mind to the tadpole 
  in order to transmit one of the following effects to the host: 
  detect thoughts, dream, modify memory, nightmare, sending, or 
  suggestion. These abilities function at a caster level equal to the 
  creator’s character level, and relevant save DCs are set based on 
  the spell level of the selected effect, modified by the tadpole’s 
  Wisdom score. Because of the creator's attunement with the 
  host's mental processes through the tadpoles neural grafting, 
  the host takes a -4 penalty to saving throws against mind-
  affecting effects used by the creator.
  Construction Requirements
  Craft Construct, modify memory, shrink item, telepathic bond, 
  Skill Craft (metal) DC 20; Cost 2,000 gp
  Cyberphrenic tadpoles are created by mad scientists to implant 
  into their victims, rendering them more pliable to later mental 
  influence and control and allowing the scientist to monitor the 
  host's activities. A host may be unaware that a cyberphrenic 
  tadpole has been introduced, as they may be implanted while a 
  victim is unconscious, unaware, or otherwise helpless and the 
  
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  wound left behind by its entry into the host healed and memory 
  of this invasion of the flesh erased by a concomitant invasion 
  of the mind. Grafting itself onto the host's nervous system, a 
  cyberphrenic tadpole is very difficult to remove and subsists 
  parasitically on the bioelectrical and biothermal processes within 
  the host's body. 
  A cyberphrenic tadpole's body is usually only a few inches long 
  and an inch wide, though its tentacular filaments can be up to a 
  foot long. The creature as a whole weighs only a few ounces.
  
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  Cranial Dissectibot 
   
  CR 5
  This mechanical horror bristles with wires, compartments, and 
  blinking lights up and down its thick stalk-like metallic body, 
  balanced atop six spidery legs and bristling with branching 
  armatures, some with cables and clamps and others tipped 
  with gleaming trocars and pneumatic needlers. 
  XP 1,600
  NE Medium construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
  Defense
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 58 (7d10+20)
  Fort +2, Ref +3, Will +2
  Defensive Abilities hardness 10; Immune mind-affecting, 
  construct traits
  Offense
  Speed 10 ft.
  Melee 2 trocars +11 (1d4+4 plus poison), 2 clamps +11/+6 (grab) 
  Ranged dart +8/+3 (1d4+4 plus poison)
  Special Attacks cortical puncture, poison, restraints
  Statistics
  Str 19, Dex 13, Con —, Int 12, Wis 10, Cha 1
  Base Atk +7; CMB +11 (+15 grapple); CMD 22 (30 vs. trip)
  Feats Anesthetist, Skill Focus (Craft (alchemy)), Skill Focus 
  (Disable Device), Skill Focus (Heal)
  Skills Craft (alchemy) +12, Disable Device +12, Heal +12 (+15 to 
  treat deadly wounds, poison, or wounds), Perception +5
  Languages Common (can’t speak) 
  SQ medical installation, surgical assistant
  Other Gear alchemist's lab, antidote kit, healer's kit, surgeon's 
  tools, 10 doses of drow poison
  Ecology
  Environment any
  Organization solitary
  Treasure none
  Special Abilities
  Cortical Puncture (Ex) A cranial dissectibot can use its trocars 
  to drill into the skull of a helpless or pinned creature and 
  selectively extract portions of the target’s brain. It must pierce 
  the target’s skull with both trocars (a normal attack) but 
  thereafter can maintain the puncture without needing to attack 
  again as long as the target remains helpless or pinned. A cortical 
  puncture does not deliver poison but instead deals 1d4 points 
  of Charisma, Intelligence, or Wisdom drain (DC 15 Fortitude 
  half) at the end of the dissectibot’s turn each round; determine 
  randomly if the dissectibot is acting independently, but if its 
  creator is present it can specify which ability score to drain. It 
  cannot use its darts while performing a cortical puncture. 
  Medical Installation (Ex) Despite its lack of hands, a dissectibot 
  can use the following equipment: alchemist’s lab, antidote kit, 
  healer’s kit, surgeon’s tools, and masterwork thieves’ tools. It can 
  store up to 50 pounds of such gear in racks and compartments 
  within its bodies, replacing them when they are exhausted.
  Poison (Ex) Dart or trocar; save Fort DC 15; frequency 1/minute 
  for 2 minutes; effect unconscious 1 minute/8 hours; cure 1 
  save. These statistics include adjustments for the dissectibot's 
  Anesthetist feat.
  Restraints (Ex) A dissectibot has two sets of restraints which it 
  can use to bind a patient. Once it has grappled a creature, it can 
  make grapple checks (whether to maintain the grapple, pin the 
  creature, or perform other special grapple actions) against that 
  creature in place of melee attacks with its clamps, allowing it to 
  make two grapple checks in the same round as it attacks with its 
  trocars. 
  Surgical Assistant (Ex) A dissectibot grants a +4 bonus when 
  using the aid another action to assist Heal checks as well 
  as Craft (alchemy) and Disable Device checks as part of a 
  chirurgical procedure (during which it can assist with all 
  relevant skill checks).
  Construction Requirements
  Craft Construct, keen edge, feeblemind, Skill Craft (alchemy) DC 
  20 and Craft (metal) DC 20; Cost 12,000 gp.
  A cranial dissectibot is an example of the light and dark sides of 
  chirurgical practice. In principle, it is a semi-sentient mechanical 
  assistant, programmed and equipped to assist a surgeon in 
  medical matters both simple and complex, whether it be treating 
  poisons or injuries or dealing with disease or dissection. Of 
  course, in the hands of a demented chirurgeon, the cranial 
  dissectibot becomes a terrifying instrument of torment, capable of 
  reducing the bravest of souls to drooling impotence with soulless 
  and heartless clinical precision. 
  A cranial dissectibot is 7 feet tall in total, its core body 3 feet 
  tall, atop a set of legs 2 feet long and with the upper 2 feet a 
  branching set of limbs and sensors. A cranial dissectibot weighs 
  500 pounds. 
  
  CC 13
  Coming soon From legendary games!
  Look for these other titles from Legendary Games, coming soon to paizo.com, d20pfsrd, and DriveThruRPG, as 
  well as for purchase direct from Legendary Games by email at makeyourgamelegendary@gmail.com!
  Use the links on the front cover/home page to find out more and to discuss them on the Paizo message boards, 
  at makeyourgamelegendary.com, and on our Facebook page!
  CultiC CryptomanCia
  In the shadowy fringes of every society lie the cults, lingering remnants of faiths primeval or corrupted and 
  heretical acolytes of beings beyond the space of sanity, whose very existence is a violation of all that is good and 
  decent. The Cultic Cryptomancia describes everything you need to bring cults into your campaign in vivid detail, 
  from feats of sacrifice, spells of corruption like torch-wielding mob and orgiastic rite, and numerous new class 
  options, including the new Eldritch oracular mystery!
  also From legendary games!
  The Mad Doctor’s Formulary 
  by Jason nelson and Clinton J. boomer
  with the legendary games design team
  The Mad Doctor’s Formulary 
  by Jason nelson and Clinton J. boomer
  with the legendary games design team
  gothiC adventure path plug-ins
  Construct Codex
  The Fiddler’s Lament 
  Gothic Grimoires: Book One, The Necrotic Verses
  Gothic Grimoires: Book Two, On the Inverse Calculus 
  of Unseen Refraction
  Gothic Grimoires: Book Three, The Sepulchral Swaths 
  of Tanoth-Gha
  Gothic Grimoires: Book Four, Spellbones of the 
  Devourer
  Gothic Grimoires: Book Five, To Serve a Prince 
  Undying
  Gothic Heroes
  Gothic Visions
  The Murmuring Fountain 
  Tomes of Ancient Knowledge
  Treasury of the Macabre
  imperial adventure path plug-ins
  The Baleful Coven
  Imperial Heroes
  Meditations of the Imperial Mystics
  Under Frozen Stars
  The Way of Ki
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC13 - The Mad Doctor's Formulary.pdf