| Post/Author/DateTime | Post |
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| Spikes01k07-28-07, 06:25 PM | This is basically a feat but it has a huge racial implication. This is referring to the Half Golem limb replacement in MM2 Page 209. Feat: Golem Modification Resistant Prerequisite Base Will Save of +4 Benefit: Something about your physiology or the creator of your golem limb has reduced the effect of becoming a half golem. With the proper successful save, instead of becoming a half golem, you actually simply get a new limb. This new limb functions normally and has the same physical stats that you currently have with the exception of constitution. Instead of getting +4 to constitution and the template, they only receive a constitution bonus for every two limbs you obtain through this process successfully you obtain a bonus of +1 to con, with a maximum of +2 bonus. The down side is if you fail your saving throw when a new limb gets attached you still become a full evil half golem. Even if you succeed in your save, the new limb is unfortunately a more viable target for sundering than an actual limb. Each limb acts like a normal weapon each with a separate hardness and hit points. Note that the DC to saves remains the same as normal. These new limbs also have the negative of not being able to function in an anti magic field. This can be avoided but requires a "Wish" spell to be cast on the specific limb. Please note that replacing a sundered limb counts as adding another limb for the saving throw DC purposes only. You may not add limbs that you normally would not have, you may only replace missing limbs. Normal: Normally when you get a limb replaced, even if you make the proper saving throw, you are required to take on the +3 level adjustment half golem template. Limbs: (suggestions please) Clay-- Harness: Hit Points: Flesh- Harness: Hit Points: Iron- Harness: Hit Points: Stone- Harness: Hit Points: |
| Lawlicron07-28-07, 06:28 PM | This is basically a feat but it has a huge racial implication. Feat: Golem Modification Resistant Prerequisite Base Will Save of +4 Something about your physiology or the creator of your golem limb has reduced the effect of the modification greatly. With the proper successful save, instead of going though a massive change in appearance they actually simple get a new limb. This new limb functions normally and had the same strength that you have. If for every two limbs you obtain through this process successfully you obtain a bonus of +1 to con, with a maximum of +2 bonus. Wait what? Can you reword this and actually put some rules into getting a golem limb or something. You need to put more down and use proper English so we can understand. |
| Spikes01k07-28-07, 06:44 PM | Wait what? Can you reword this and actually put some rules into getting a golem limb or something. You need to put more down and use proper English so we can understand. OH sorry, I am reffering to the half golem template process; from MM2 I think. |
| Thomar_of_Uointer07-28-07, 07:12 PM | Far too powerful. Nothing's keeping a character with this feat from hacking off all of his limbs for ability score increases. |
| Lawlicron07-28-07, 07:16 PM | Well now that I know what this is about, its far too powerful. That template is 3.0 anyway they should have never made it. |
| Spikes01k07-28-07, 07:25 PM | Far too powerful. Nothing's keeping a character with this feat from hacking off all of his limbs for ability score increases. Other than the fact that they would need to make a successful save each time with a failure. So if some one replaces their limbs there is always the possibility that it could get sundered. So if a normal human hacks off 4 limbs they are facing some pretty hefty saves, which means that they need to be of a decently high level as is, and a simple +2 bonus to con won't make that much of a difference when compared to facing all four of their limbs hacked off and making them helpless to attackers. I could just reduce it to a +1 after the first limb, what do you think of that? But with the amount of negatives they are facing I think a simple feat should suffice. |
| Spikes01k07-28-07, 08:01 PM | Ok made things clearer. This is just a concept work, sorry. |
| Lawlicron07-28-07, 08:53 PM | Wait, with this feat are you saying they gain none of the benefits of being a half golem? Or are you saying they gain all the benefits of being a half golem except the con bonus? |
| Spikes01k07-28-07, 09:07 PM | Wait, with this feat are you saying they gain none of the benefits of being a half golem? Or are you saying they gain all the benefits of being a half golem except the con bonus? Non of the benefits, just a +1 to con if you get two limbs, +2 if you have four limbs. |
| Lawlicron07-28-07, 09:10 PM | Non of the benefits, just a +1 to con if you get two limbs, +2 if you have four limbs. Then what is the point? You can raise your con with an item without spending incredible amounts of gold, wasting a feat slot, and risking turning evil (for pretty much no reason. I guess WotC think prosthetics make you evil?). |
| Spikes01k07-28-07, 09:14 PM | Then what is the point? You can raise your con with an item without spending incredible amounts of gold, wasting a feat slot, and risking turning evil (for pretty much no reason. I guess WotC think prosthetics make you evil?). The point is that you replace a lost limb. And you don't need to take on the template if you make your save. |
| Lawlicron07-28-07, 09:28 PM | The point is that you replace a lost limb. And you don't need to take on the template if you make your save. Regenerate Conjuration (Healing) Level: Clr 7, Drd 9, Healing 7 Components: V, S, DF Casting Time: 3 full rounds Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). No need to make a saving throw or lose your character, you get your limb back, you spend less money, and you don't waste a feat slot. |
| Spikes01k07-28-07, 10:04 PM | Regenerate Conjuration (Healing) Level: Clr 7, Drd 9, Healing 7 Components: V, S, DF Casting Time: 3 full rounds Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). No need to make a saving throw or lose your character, you get your limb back, you spend less money, and you don't waste a feat slot. Ok so how would we make this worth it then? I just like the concept of a character with an artificial limb. |
| Grumman07-28-07, 10:08 PM | Ok so how would we make this worth it then? I just like the concept of a character with an artificial limb. You could just use the rules from Faiths of Ebberon for construct grafts. |
| calronmoonflower07-28-07, 10:27 PM | Ok so how would we make this worth it then? I just like the concept of a character with an artificial limb. Defenders of the Faith has one. It's called the Arm of Ny... I cannot remeber it exacly, but you should be abile to find it from that, |
| Spikes01k07-28-07, 10:33 PM | You could just use the rules from Faiths of Ebberon for construct grafts. Didn't know about those. Will look into it thanks. |