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| R2Keen208-19-04, 02:24 PM | I was unable to find a creature that was able to modify its own body with items its found but the half-golem template seemed to be in the right area. Does this look balanced for its adjustment? Arcanic (Clay, Earth[Epic], Flesh, Immortal[Epic], Stone, Diamond[Epic], Steel, Mithril[Epic]) Titan Hit Dice: Base Creature Initiave: Base Creature Speed: Base creature however some limbs slow down movement AC: Natural armour bonus replaced based on limbs Attacks: Base Creature Damage: Base Creature Face/Reach: Base Creature Special Qualities: Base Creature and dependant on type of titan Saves: Base Creature Abilites: Base Creature and dependant on limb Skills: Base Creature Feats: Base Creature Climate/Terrain: Base Creature Organization: Solitary, Pair, or Squad 3-12 Challange Rating: +4(+2 per extra limb and +1 if one limb or more is Earth, Immortal, Diamond or Mithril) Treasure: Standard Alignment: Base Creature Advancement: by Character Class Level Adjustment for PC: +4 (overlap Half golem template if taken and +2 for each limb, +1 if one or more limbs are Earth, Immortal, Diamond or Mithril) When a character believes no servered limb will be replaced by divine means they may ask the assistance of an ally arcanist to replace the lost appendage. Collecting the items to create an Arcanic titan takes a while so the Victum may to assume half golem form untill the proper set up has been completed or take on additional risk when attaching the new body part. By becoming a half-golem your body becomes acustom to the foriegn material. Once begining the ritual that attaches the new part there is a 24 hour period inwhich even a failure would allow you to recover your half-golem structure. Removing an appendage requires work on a persons thought process with the possiblity of hindering ability. In this arcanic ritual rather than trying to mix grafting and magic the new limb will be magicly adheard, bypassing the damage to ones intellect. Arcanic Titan are not contruct, these are creatures who have choosen to replace a lost limb without access to divine means, out of either necessity or new strengths that they bestow. Removing Magical Appendage(4 hour process per body part): d20 on 1 - Failure to remove appendage correctly, cannot be reattached. d20 on 1-2 - Assume Chaotic Evil Alignment for next 15 hours, actions can permently effect your alignment. d20 1-4 - Brain Damage d20 5-18 - Recover half of original ability (+1 dex, -2 con, +3 Int, +3 Cha). d20 19-20 - Recover Full ability. Replacing with New Appendage(6 hour process per body part): d20 on 1 - Appendage attached but a failure in spellcasting gives it 6 intelligence and neutral neutral alignment. d20 2-10 - Appendage fails to adheare correctly, 50% of ritual items wasted and takes 24 hours to try again, if choosen to reattach old part within 24 hours of it being removed, instant success (3 hour process) and 50gp worth of ritual items consumed. d20 11-20 - Appendage sucessfully attached and recover other half of original ability if havn't already d20 19-20 - alignment returns to original, and you have uncanny skill with your new limb (Dex +2) or automatic success on the next limb removed and replaced. Adhearing a new limb without previous ones(8 hour process): d20 on 1 - Appendage attached but a failure in spellcasting gives it 6 intelligence and an opposing Alignment (On attack rolls of 2-5 the appendage has a 30% chance of attacking you or a party member). d20 2-4 - ritual fails and the appendage is useless d20 5-10 - Appendage attached but a flaw in creation leaves it limp, needs to be removed before replacing (once removed it takes an additional 2d4 hours to fix). d20 11-15 - Ritual fails, all of resources consumed and 24 hours before next try d20 16-19 - Ritual is a success, you have a new limb d20 on 20 - Ritual is perfect, Uncanny skill with new limb (dex +2) or automatic sucess on removing and attaching the next limb Stats: Clay, Flesh, Stone, and Steel Titan gain no benefit from haste items or spells. More than 2 body parts increases your size by one incrument(except in the cast of flesh/immortal), Cannot take classes if your brain was replaced in the act of becoming a golem. Each arm and the torso decrease your run speed by 5, but each leg increases it by 5. Creating the limb: Same requiresments for previous half-golem limb except creating it requires a dc +5 more, access to 9th(10th for Earth, Immortal, Diamond or Mithril limbs) level arcana and must be done for each limb, ritual price is 1.5(2 for Earth, Immortal, Diamond or Mithril limbs) times that of attaching a limb for a half golem and must be amassed for each limb. Clay: 25/+2 against slashing or piecing, Damage resistance 15/+1 Arm: +8 Str, +5 Dex, +4 NA Leg: +6 Str, +1 Dex, +4 NA Torso: +4 Con, -6 Dex, +5 NA Flesh: Berserk Arm: +5 Str, +3 Dex, +3 NA Leg: +4 Str, +3 Dex, +3 NA Torso: +6 Con, +4 NA Stone: 15/+1 Damage Resistance Arm: +10 Str, +3 Dex, +9 NA Leg: +9 Str, +2 Dex, +9 NA Torso: +10 Con, -4 Dex, +10 NA Requires: Limb crafted from Steel: 25/+2 Damage Resistance Arm: +12 Str, +7 Dex, +11 NA Leg: +10 Str, +3 Dex, +11 NA Torso: +4 Con, -8 Dex, +12 NA Epic: First arm or the torso doesn't count against run speed. A limb of this type can be effected by Haste. Earth: 25/+2 against slashing or piecing, Damage Resistance 25/+2 Morphic Reach, Morphic Weapons[unarmed attack with limb can be treated as weilding a mace, short sword, or handaxe] (Size catigory +1) Arm: +8 Str, +5 Dex, +4 NA 25/+2 against slashing or piecing, Leg: +6 Str, +1 Dex, +4 NA, 25/+2 against slashing or piecing Torso: +4 Con, +5 NA, 40/+3 against slashing or piecing Immortal: Speak with Dead, Absorb Soul(Store up to 2 per body part), Soul Blast(100 foot ray dealing 1d6 damage per soul released from storage, Reflex DC 10 +2 per body part +Cha mod) Arm: +5 Str, +3 Dex, +3 NA Leg: +4 Str, +3 Dex, +3 NA Torso: +6 Con, +4 NA Diamond: 15/+1 Damage Resistance, Sympathic Vibration, Prismatic Wave Arm: +10 Str, +3 Dex, +9 NA, 15/+1 Damage Resistance, Weild Weapon one size catigory larger than usual Leg: +9 Str, +2 Dex, +9 NA, 15/+1 Damage Resistance Torso: +10 Con, +10 NA, 25/+2 Damage Resistance Mithril: 25/+2 Damage Resistance Arm: +12 Str, +7 Dex, +11 NA, 25/+2 Damage Resistance, Weild Weapon one size catigory larger than usual Leg: +10 Str, +3 Dex, +11 NA, 25/+2 Damage Resistance Torso: +4 Con, +12 NA, 40/+3 Damage Resistance |