Grappling Vine

Price: 9,000 gp; Slot: Arm; Type: Plant; Weight: 5 lb; Install DC: 24; Implantation Value: 2

Aura: Moderate Transmutation; CL: 7th;

Special Notes / Rules: Implants

Source: MoE, pg. 136

Description: By replacing one of your arms with the primary limb of a vine-like plant, you retain the ability to use your arm and hand normally. However, as a standard action that does not provoke, you can unravel (or re-ravel) your arm into a long mass of vines. This tendril has a 5' increase in reach compared to your regular natural weapons (so 10' for Small or Medium wielders). The tendril can be used as a slam attack appropriate for your size, but with the grapple and constrict abilities from the universal monster rules. The tendril also gives you a +4 competence bonus to CMB and CMD for grapple checks. The constrict damage is 1d6 plus your Strength modifier. The bonus to CMB and CMD stacks if you have up to two Grappling Vines implanted.

The tendril does have enough manual dexterity and strength to let you grab, pick up or move objects up to your extended reach, but not enough to wield weapons or shields effectively (-4 to hit, no shield bonus). A tendril can be easily severed (hardness 5, 20 hit points), and if severed, you loose the ability to use that arm until you rest for 8 hours, at which point it completely regenerates. Lastly, you gain a +1 circumstance bonus to saves versus mind-affecting effects. This bonus stacks with other plant implants.

Construction:

Craft DC: 22; Cost: 2,250 gp

Requirements: Craft Implant (plant), Entangle, Plant Growth

Donor Requirement: A primary vine from a plant creature that has 10' or more of reach.