Arms of the Ancients (P.E.A.C.H) [Archive] - Wizards Community

Post/Author/DateTimePost
Cadwyn

02-21-07, 05:55 PM
Arms of the Ancients

Description: The Arms has the same Shape as they should on the base creature, maybe slighty bulkier. They look like they were ripped from a Demon, but that no one can be sure of...

They are a mixture between Symbiot, Graft and Weapon of Legacy (so none of its abilities are Supernatural, but Extraordinary)

These arms cannot be bought, see it more like a exentric Quest Reward, or Treasure (how they attach is up to the DM)

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MWK Fist: 1d4 19-20/x2 +2 Strbonus to damage (Bludgeoning)
MWK Xlaw: 1d6 18-20/x2 +2 Strbonus to damage (Slash/Piercing)

When they have been awakened (?) (doesn't need both arms for this)

Counts as a Manufactured Weapon and Natural Weapon with regards to spells and Feats.
Feats can be taken to [Arm], (ImpNatAtk [Arm] Gives the bonus to both fist and claw, but not an ordinary hand or clas)

The Claws are (ofcourse) natural weapons, but the Fist counts as a Gauntlet (unarmed damage still improves with Monk lvls or similar)

The Arms has HP: 40 + 5/lvl and Hardness: 10 + 5/lvl each



***OBS***

Damage taken by the arms DOES NOT count to the Wearer Total HP, He feels the damage, but not the pain.
If the arms are destroyed the Wearer takes CON damage equal to the Arms Enhancemet Bonus +1, this damage cannot
be healed until the arm has regenerated (then the CON heals automatically) -For Arms healing, look below-

***OBS***

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Cost of gaining Arms Abilities (like legacy items):


LVL SkillCheck Save Penalty HP Loss Skill point
Penalty Loss
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5
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6 2 3
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7 -1 -1
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8 3
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9
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10 2
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11
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12 -2
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13 3
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14 -2
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15 2
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16 3
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17
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18 3
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19 -3 2
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20 3
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Abilities:
5th: Grab Weapon, Claws, Strong Arm +1
6th: Arms +1 [Cold Iron]
7th: Shield Bonus
8th: Strong Arm +2
9th: Arms +2 [Silver]
10th: Rend
12th: Arms+3 [Chaotic], Strong Arm +3
15th: Arms+4[]
16th: Strong Arm +4
18th: Arms +5 [Adamantium]
20th: Strong Arm+5, (Will ad a special ability here, just dont know what...yet)
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Ability Description:

Claws:
Claws grow from the fingers of the hand. Transforming the Claws is a Swift Actions

Shield Bounus(Ex):
The Arms give +1 Shield Bonus (+2 in total defense)
If you have both arms, they Stack.

Grab Weapon(Ex):
When being the Victim of a melee attack, You can replace your AC with a Attack roll with the arm, if the Wearers Roll is higher than
the attackers, he grabs the weapon. He then gets a free Disarm or Sunder roll (Roll can be Grapple or Trip if the attack is unarmed or with a gauntlet)
The roll is calculated as if the arms are one-handed, you can use both arms for this, it then counts as a two-handed weapon (still, only one attack roll
is necessary)
The Arms you use for this, doesn't grant Shield Bonus until they no longer are holding anything.
This is an Immediate Action.

Strong Arm(Ex):
The Arms grant a unnamed bonus to all Strenght based checks (not attack or damage)
- Skillchecks where arms are used (not Climb, see below)
- Grapple, Trip, Disarm, Sunder, Bull Rush
- You also get Climb Speed where the speed is 5ft/+1
- Opposed Checks, ex Armwrestling and such...
- Carrying Capacity counts as str+Bonus

Rend(Ex):
If you hit with two claws in the same round, you make automatic rend damage : Clawdamagex2 + Strx1.5

Regenerating Arm:
IF the Arms take damage, they heal at a rate of ECL+Enhancementbonus HP/minut, if it is destroyed it regenerates during 8hours of rest.

Arms +X[xxxxx]:
The Arms Enhancement Bonus, they also count as [xxxxx] against DR

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Balancing Penalties:

Envious Arm:
The Arm dont like to be used with weapons, If you hold a weapon for more than 1 round
the arm becomes unusable for 5 rounds dropping the weapon and loosing the shield bonus.

Arm slot:
You cannot equip magic bracers or gloves on this arm

Demonarm: Since the arm looks like they are from a Demon, anybody who sees the arms changes
one lvl towards Hostile, If he sees the Claws he changes 2 lvls
(This CON is only a Flavor thing, some NPCs or PCs may be used to seeing demonic arms attached to people, so
they dont mind as much)

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Intelligens(EX):

The Arms also is Intelligent, Since the Arms are One entity seperated in two, one arm isnt as smart as when they are together

The Arms must ofcourse be awakened to be Intelligent

Alignment: Chaotic Neutral

Personality: Has a Wild tendensy to fight, though not always kill. If the wearer tries to back out from a fight where his combrades are dying,
or if he is trying to kill innocents, then its time for an EGO check (Willsave DC=EGO, if the Wearer fails the Arms take over.
When fighting with the Arms the wearer often seems to be feral, snarling and growling.


DM Tips: When the wearer in you campaign only has one Arm, it can give tips on how to find the other. Dreams, Feelings...that sort of things


1 Arm | INT:13 | WIS:10 | CHA:13 | Empathy | 60ft Touchsight | EGO: 18 | +10 Sense Motive,Detect Magic

2 Arms | INT:17 | WIS:10 | CHA:17 | Telepathy (user only) | 120ft Touchsight | EGO: 28 | +10 Sense Motive,Detect Magic
Deathwatch - Detect Scrying,
Detect Lawful

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Sooo, thats it....sorry if the layout is fugly, but im new at posting things like this.

Anyways, What I would like to know is if this seems balanced? Im not a great balancer, but in my eyes the loss of two-handed weapons, bracers and gloves is a big enough penalty...

But I Want Opinions! If you like it, if you hate it, why do you love it/hate it?, and how can it be fixed? (if it needs to be fixed :P )
Cadwyn

02-22-07, 02:29 AM
:bump:
Cadwyn

02-22-07, 03:52 PM
Ah, come on...someone please, have the strength to read and evaluate my hard work...
Cadwyn

02-23-07, 02:48 AM
:bump: , its not that bad...
Cadwyn

02-23-07, 11:56 AM
Changed the titel...maybe it seems more interesting
Demetri_Knighthawk

02-23-07, 01:49 PM
rework the chart of 5-20, it is difficult to understand

as for reaction adgustments, try this on for size? arm/claw
LG -2/-4
NG -2/-3
CG -1/-2

LN 0/-1
TN 0/0
CN 0/+1

LE +1/+2
NE +2/+3
CE +2/+4
Darth Sephiroth

02-23-07, 01:51 PM
Is this supposed to be a Legacy thing?
Cadwyn

02-23-07, 02:14 PM
Its supposed to be a Intelligent Legacy Graft...thingy


Demetri_Knighthawk, what do you mean by reaction adjustments?

and I will remake the table, as soon as i figure out how ;)

EDIT: Remade table :P

going to add Rituals later, like those to a Legacy Item
Cadwyn

02-24-07, 05:06 AM
:bump:
Dragonlord20000

02-24-07, 12:07 PM
These are really neat. Besides the alignment of the item being Chaotic Neutral, I could see these getting great use by a parties monk. With the alignment its either a fun roleplay opportunity (The monk constantly argueing with his arms, inside his head) or a flat out ban or fall from grace depending on the DM.

If you are of the opinion that monks are underpowered. This is a great way to bring them up a nouch, I especially like this ability:

Grab Weapon(Ex):
When being the Victim of a melee attack, You can replace your AC with a Attack roll with the arm, if the Wearers Roll is higher than
the attackers, he grabs the weapon. He then gets a free Disarm or Sunder roll (Roll can be Grapple or Trip if the attack is unarmed or with a gauntlet)
The roll is calculated as if the arms are one-handed, you can use both arms for this, it then counts as a two-handed weapon (still, only one attack roll
is necessary)
The Arms you use for this, doesn't grant Shield Bonus until they no longer are holding anything.

The loss of the shield bonus, a good draw back as it is a rather nice ability for a monk, and the need for an attack roll allowing you to snatch an opponents weopen midswing and break it or disarm it is really neat. However as a balance you should probably specify that it can be used only once per turn since if either the disarm or sunder is successful that opponent isn't attacking you anymore anyways. However if your fighting 7 or so guys, this could get a little crazy. Also, is it an immediate action, or do I have to ready an action to do it. From the text it sounds immediate, so.

All in all it seems balanced enough by the loss of two-three magic item slots (If Weapon was a useful slot for you).
Cadwyn

02-25-07, 10:33 AM
I didn't really think of which action it would be, but an Immediate sounds the best
Dragonlord20000

02-25-07, 12:59 PM
I kind of figured, but thought it should be spelled out just in case.