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New Class: Tailor of Flesh (a work in progress)
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<blockquote data-quote="Xereq" data-source="post: 2966657" data-attributes="member: 37136"><p>@Kerrick - Thank you for your feedback. I envisioned Tailor grafts as requiring a sacrifice for materials (Like vagrants winding up unconcious at the edge of town missing a limb and with swiftly sutured marks where materials were obtained sacrifice.) I had not considered the detrimental impact extra tissue the body wasn't used to controlling would have. This is an exelent balancing factor for a lot of these surgeries.</p><p> Also, any noticable graft that made the grafted creature look like an abberation would impose a penalty on diplomacy, bluff, and gather information. The first time you get extra muscles it can be concealed. The second makes people distrust and fear you but not be sure why. The third would make you appear like an abomination. Also extra eyes, claws, armor plating, etc would carry a heavy penalty. I will include a feat to gain a bonus on intimidate checks equal to the penalty to the social skills.</p><p></p><p>I will get started on writing the grafts tommorrow, as well as revising the class to make it smoother. I think that anesthetic will change from a poison to a bioelectric surge that can be a ranget attack at higher levels, it will also be able to "wire" connections between the new flesh and the grafted creatures nervous system and eventually stabalize patients that go into shock. I want to keep this a base class, but I will also do a PrC version and perhaps a theurgeic Tailor/mage class. I could also give the Tailor an artificier-like capacity to meet the requisits for magic grafts and <em>infusions</em> seem very appropreate.</p></blockquote><p></p>
[QUOTE="Xereq, post: 2966657, member: 37136"] @Kerrick - Thank you for your feedback. I envisioned Tailor grafts as requiring a sacrifice for materials (Like vagrants winding up unconcious at the edge of town missing a limb and with swiftly sutured marks where materials were obtained sacrifice.) I had not considered the detrimental impact extra tissue the body wasn't used to controlling would have. This is an exelent balancing factor for a lot of these surgeries. Also, any noticable graft that made the grafted creature look like an abberation would impose a penalty on diplomacy, bluff, and gather information. The first time you get extra muscles it can be concealed. The second makes people distrust and fear you but not be sure why. The third would make you appear like an abomination. Also extra eyes, claws, armor plating, etc would carry a heavy penalty. I will include a feat to gain a bonus on intimidate checks equal to the penalty to the social skills. I will get started on writing the grafts tommorrow, as well as revising the class to make it smoother. I think that anesthetic will change from a poison to a bioelectric surge that can be a ranget attack at higher levels, it will also be able to "wire" connections between the new flesh and the grafted creatures nervous system and eventually stabalize patients that go into shock. I want to keep this a base class, but I will also do a PrC version and perhaps a theurgeic Tailor/mage class. I could also give the Tailor an artificier-like capacity to meet the requisits for magic grafts and [I]infusions[/I] seem very appropreate. [/QUOTE]
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New Class: Tailor of Flesh (a work in progress)
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