Mal Malenkirk
First Post
Last session a PC got caught in an infernal machine and sent down the assembly chain. Both his arms and both his legs were chopped off and replaced by mechanical equivalent.
Hey, these things happen when you are fighting a demented gnome gadgeteer.
Still, these limbs are more than a little magical in nature and I ruled that they were taking the item slots reserved for rings, bracers and boots.
The PC is currently an 11th level dwarf rogue and at the time of his dismemberment he was the proud owner of a ring of blinking, a ring of protection and boots of elven kind.
He is quite worried about the outcome of the operation, to say the least. Most people dislike unnecessary surgery! But I like the idea of having a partially mechanized PC. I decided that no 15th level cleric were available on this high tech nightmare of an island and that regeneration was currently unavailable.
Now I need to make the replacement limbs attractive enough to keep the PC from jumping at the first opportunity to regrow his lost limbs. A slight XP penalty for the spell might help but now I need to design advantage that justify the loss of 3 magic item slots without being overpowering and that will be useful for the next 4-5 levels at least.
Here is what I got so far;
The fact that the limbs function at all is an extraordinary ability. But without magic the movements become choppy and lose their lifelike smoothness. A lot of the abilities of the limbs cease to function. Also, the limbs feed on the PC natural electricity and starts inflicting 1D6 of damage every minute after 10 minutes of operation in a magicaly suppresed enviroment.
In an anti-magic shell the speed of the PC are reduced to 10 feet, effective dex is lowered by 8 points and there is a -4 penalty to all attack rolls. Su abilities cease to work.
But under normal circumstances;
overall
+4 enhancement bonus to STR (su)
The ability to make one feat of strenght/day. The PC adds an enhancement bonus to STR equal to his character level (doesn't stack with the standard +4) for purpose of breaking things or lifting stuff for a number of rounds equal to 1+CON bonus. (su)
+10 to climbing thanks to retractable claws and other similar gadget both in arms and legs. It doesn't stack with climbing gear bonus (ex)
The PC takes half the normal subdual damage that comes from any sources except normal attacks. That means he can force walk for twice as long as normal or better resist extreme heat, for example. (ex)
Resistance (fire) 10 (ex)
Legs
+10 to speed (su)
+10 to jump skill, doesn't stack with jump spell (su)
If the PC willingly jumps down from a higher ground, he can ignore 10 feet when figuring the damage. This stacks with all other standard techniques you can use to reduce fall damage. (ex)
Tiny compartment; there is a hidden compartment in the left thigh that allows the PC to hide a tiny sized object. Search DC 28. (ex)
Arms
Integreted masterwork mechanical thieves tool; +4 to disable device & open lock, search DC 28 (ex)
Integreted hand crossbow. It has an autoloading 5 bolt cartridge. It allows for iterative attacks. It takes 10 minute to load.(ex)
Weapon Lock mechanism. Any weapon with a guard can be locked as per the locking gautlets rules as a free action.(ex)
Flame thrower; The left arm contain enough fuel for one blast. It takes 10 minute to reload and require the equivalent of 10 alchemical fire.(su)
Reflex save for 1/2
DC = 1/2 PC's HD + 10 + his CON
It creates a cone of fire 15 feet long and causes 4D6 of damage
Comments? Advice? Would you want that? Would you get rid of it at the first occasion in favor for the possibility of getting back those 3 magic item slots?
Hey, these things happen when you are fighting a demented gnome gadgeteer.
Still, these limbs are more than a little magical in nature and I ruled that they were taking the item slots reserved for rings, bracers and boots.
The PC is currently an 11th level dwarf rogue and at the time of his dismemberment he was the proud owner of a ring of blinking, a ring of protection and boots of elven kind.
He is quite worried about the outcome of the operation, to say the least. Most people dislike unnecessary surgery! But I like the idea of having a partially mechanized PC. I decided that no 15th level cleric were available on this high tech nightmare of an island and that regeneration was currently unavailable.
Now I need to make the replacement limbs attractive enough to keep the PC from jumping at the first opportunity to regrow his lost limbs. A slight XP penalty for the spell might help but now I need to design advantage that justify the loss of 3 magic item slots without being overpowering and that will be useful for the next 4-5 levels at least.
Here is what I got so far;
The fact that the limbs function at all is an extraordinary ability. But without magic the movements become choppy and lose their lifelike smoothness. A lot of the abilities of the limbs cease to function. Also, the limbs feed on the PC natural electricity and starts inflicting 1D6 of damage every minute after 10 minutes of operation in a magicaly suppresed enviroment.
In an anti-magic shell the speed of the PC are reduced to 10 feet, effective dex is lowered by 8 points and there is a -4 penalty to all attack rolls. Su abilities cease to work.
But under normal circumstances;
overall
+4 enhancement bonus to STR (su)
The ability to make one feat of strenght/day. The PC adds an enhancement bonus to STR equal to his character level (doesn't stack with the standard +4) for purpose of breaking things or lifting stuff for a number of rounds equal to 1+CON bonus. (su)
+10 to climbing thanks to retractable claws and other similar gadget both in arms and legs. It doesn't stack with climbing gear bonus (ex)
The PC takes half the normal subdual damage that comes from any sources except normal attacks. That means he can force walk for twice as long as normal or better resist extreme heat, for example. (ex)
Resistance (fire) 10 (ex)
Legs
+10 to speed (su)
+10 to jump skill, doesn't stack with jump spell (su)
If the PC willingly jumps down from a higher ground, he can ignore 10 feet when figuring the damage. This stacks with all other standard techniques you can use to reduce fall damage. (ex)
Tiny compartment; there is a hidden compartment in the left thigh that allows the PC to hide a tiny sized object. Search DC 28. (ex)
Arms
Integreted masterwork mechanical thieves tool; +4 to disable device & open lock, search DC 28 (ex)
Integreted hand crossbow. It has an autoloading 5 bolt cartridge. It allows for iterative attacks. It takes 10 minute to load.(ex)
Weapon Lock mechanism. Any weapon with a guard can be locked as per the locking gautlets rules as a free action.(ex)
Flame thrower; The left arm contain enough fuel for one blast. It takes 10 minute to reload and require the equivalent of 10 alchemical fire.(su)
Reflex save for 1/2
DC = 1/2 PC's HD + 10 + his CON
It creates a cone of fire 15 feet long and causes 4D6 of damage
Comments? Advice? Would you want that? Would you get rid of it at the first occasion in favor for the possibility of getting back those 3 magic item slots?