| Post/Author/DateTime | Post |
|---|---|
| Doom_Linnorm02-28-06, 02:25 PM | In my campaign (as noted in my previous thread) most inhibitions have been eliminated, there are no more downsides to becoming half golem other then a cost to do so. Here's the thing: I've created several ways for the characters to gain a boost other then from normal items, using special "Bonus exp" that can only be spent on experiance costs I give my players the option to enhance their characters with: Grafts and Symbiots Genetics (think mad wizard experiments) Rituals Inorganic grafts Also several other constructive things to do: Familiar augmentation (via one of the above) Enginering Construct crafting Alchemy All these are expanded as well as usual magic item creation, armor creation and weapon creation. Here's the point of this thread: I'm running short on ideas for these subjects. So I'd like to turn this into a 1001 idea thread using the above as guidlines for ideas. (note: pointing me to older graft/symbiot threads and/or other threads that handle this kind of thing would be very helpfull) |
| morganm02-28-06, 02:55 PM | *mutters something under his breath and rolls his eyes* Oh... pardon my interjection; by all means... proceed with your symbiot cybernetic golem fantasy. It sounds rather... kinky :o |
| Doom_Linnorm02-28-06, 03:09 PM | I know how it sounds, but if you carefully read a lot of existing meterial this idea is not that new, just a bit more accepting and open minded. I'll toss out an idea or two: 1 Ritual: Mark of hawk wings, Permanetly gives the ritual subject large feathery wings like those of a hawk if the subject did not have any wings yet, otherwise changes the wings. Fly speed 30 feet, good manouverability. 2 Inorganic graft: Golem lungs Replaces the subject's lungs with a carefully crafted and animated contruct that with the help of magic supply oxygen from whatever the subject is breathing (provided there is oxygen in whatever the subject is breathing) giving the subject normal breath in almost any enviroment. 3 Familiar augmentation, Inorganic graft: Teleport gem Implants a small gemstone into the subject familiar that enables the familiar to instantly and perfectly teleport itself and up to twice its weight of meterial to its master. |
| Doom_Linnorm03-02-06, 03:18 AM | Bump, I'm gonne give this one more whirl before I let it sink into oblivion. Also renamed one term becouse apperently people aren't open minded enough to look past the scary name. 4 Genetic: Type change. The creature receives a treatment that alters the type of creature it is. Such as turning it into a abberation, giving it abberation hit dice and basic abberation traits. 5 Genetic: Rapid regeneration The subject gains fast healing of 2 hp per turn that does not affect damage caused by +2 or higher magic weapons. 6 Graft: Boneclaw The subject has an arm replaced with an undead boneclaw arm, giving it the natural attack of a Boneclaw (MMIII). |