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| #1RavinsildJul 16, 2008 0:36:10 | So far no templates have added any ability score adjustments, but based on the show it's easy to see that Kazuma was far tougher and stronger, especially with the alter arm on, than your average joe, simply because he had that esceptional power. In order to keep it, like in 3.5 there was a level adjustment: So far this does not exist in 4.0. Also, the "paragon path" of the Shell Bullet Arm gives flight, like in the show, and no PC has natural flight in 4.0. How do we trim this down and cut it to the balance standards without destroying my carefully crafted template? RoCkEtInToXiCaTe The Alter Arm template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation. Size and Type: The base creature’s type does not change, but the creature gains the shape-changer subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Speed: An Alter user has chips that propel him forward when a bullet attack is used and can move at twice the base creature’s base land speed. When the template is not active, the base creature's speed remains unchanged. Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has). This is because the arm is made of an alloy inherently tougher than normal skin. Special Attacks: You gain the Alter Arm power, the extraordinary ability to make three melee attacks with increasing bonuses per attack to both attack and damage rolls. You must declare the name of the bullet you are using before making the attack. This ability is usable once per day. You may activate the ability in response to another's action. Once per day, the character may summon a magical enhancement onto his dominant arm, as a standard action. While the Alter Arm is active, the character is treated as if using Rage (expanded on below) (as the barbarian class ability). The arm lasts one round per point of (improved) constitution bonus (minimum 1) unless dispelled earlier (see below). Attacks that are not bullet attacks made with the fist of the Alter Arm deal 2d10 damage as a one-handed slam attack. These attacks with the Alter Arm that are not bullet attacks are treated as attacks with a natural weapon. The character may, in any one round, choose to substitute attacking his opponent and instead punch the ground, or any solid surface nearby, giving him a +30 bonus to a single jump check. This jump technique does not count toward the bullet slots usage. The Alter Arm also has three special 'bullet' attacks. Using all three bullet attacks dismisses the Alter Arm, even if its duration has not expired. Only one bullet attack may be used per round, and they must be used in order from first to last. A bullet attack counts as a special standard action which may be used as part of a charge, but does not have to be. Treat bullet attacks as Adamantine, for the purpose of attacking and over coming damage reduction. ¤ Shocking First Bullet: +4 to attack, +8 bonus to damage. ¤ Annihilating Second Bullet: +6 to attack, +12 bonus to damage. ¤ Exterminating Last Bullet: +8 to attack, damage bonus equal to character's (Improved) Strength Score, stun for one round (fort save, DC = the character's Improved Strength Score) At the end of the Alter Arm ability, the user loses the Alter Arm modifiers and restrictions and becomes fatigued (–4 penalty to Strength, –4 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Abilities: Increase from the base creature as follows: Strength +6, Constitution +4, Dexterity +4. Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment: Any Choatic. Level Adjustment: +2 In a rage, the Alter Arm makes the user temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but you take a –2 penalty to Armor Class. The increase in Constitution increases the the Alter Arm user’s hit points by 2 points per level, but these hit points go away at the end of the duration of the ability when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the Alter Arm user cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist,Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat you have except Combat Expertise, item creation feats, and meta-magic feats. Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage. This does not apply to a barbarian's alter ability. He must take a separate feat for the penalties to be reduced. A barbarian with this template may treat this as an extra rage per day. Greater Rage and Mighty Rage bonuses do not apply, or affect this ability. This template is not a standard rage action. A barbarian who is raging with mighty rage or greater rage cannot activate the ability, unless he is doing it as one of his rages per day. There fore if he has three rages per day, he gets an extra rage that can be activated as this ability. Any feats that allow more than one activation per day pertaining to this feat, stack. Therefore with the required feat that says once per encounter to activate the arm, as opposed to once per day, a barbarian can choose to activate this ability, or his normal class ability, whichever rage he may have. Alter Arm Evolution [General] Prerequisite: Alter Arm Template, Base Attack Bonus +10, Strength 22, Constitution 20, Instant Alter Use, More Power, And More, And More, Heightened Alter Power. Benefit: -Shell Bullet Ultimate: +12 Attack, Damage is Improved Strength Score x 5, stun for one round (fort save, DC = 10 + the character's Improved Strength Score). -Fly Speed: 60 ft. (good maneuverability) -Natural Armor: Improve the base creature's natural armor by +4 (This stacks with the +2 natural armor bonus for the 1st level of Alter Arm, and any natural armor the base creature may already have). -Regeneration: You can reattach the severed alter arm instantly by holding it to the stump, but at a cost of 5 hit points, per reattachment. -Ability Scores: Increase the base creature's ability scores as follows: +8 Strength, +6 Constitution, +6 Dexterity At the end of the alter arm ability, you lose the Alter Arm modifiers and restrictions and becomes fatigued (–8 penalty to Strength, –8 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. The chips are replaced with one giant, curved propeller which grants you the ability to fly at great speeds. Your arm's armor is thicker and completely replaces your arm, not just covering it, and three fins of metal jut out of your face near your right eye (which is shown to be injured after the Alter's first use). The attack, "Shell Bullet Ultimate" is powerful and, unlike the first form, has infinite use; however, it puts a strain on you. Also, it can regenerate when it's cut off and reattaches to you. Normal: You have lower Natural Armor, only 3 uses of attacks, and no fly speed. Final Alter Arm Evolution [General] Prerequisite: Alter Arm Evolution, Base Attack Bonus +15, Strength 25, Constitution 25, Instant Alter Use, More Power, And More, And More, and Limitless Alter Power. Benefits: -Proud Fist: +15 Attack, Damage per Fist is Improved Strength Score x 10, stun for one round (fort save, DC = 20 + the character's Improved Strength Score.) You may now attack with both/either arm(s), instead of just your dominant hand. -Fly Speed: 120 ft. (perfect maneuverability) -Natural Armor: Improve the base creature's natural armor by +8 (this stacks with any natural armor the base creature has, as well as the +2 from the first form, and +4 from the second). -Regeneration: You can reattach the severed alter arm instantly by holding it to the stump, but it costs 10 Hit Points, per reattachment. -Ability Scores: Increase the base creature's ability scores as follows: +10 Str, +8 Con, +8 Dex At the end of the alter arm ability, you lose the Alter Arm modifiers and restrictions and becomes fatigued (–15 penalty to Strength, –15 penalty to Dexterity, can’t charge or run) for the duration of the current encounter multiplied by 2. Your entire body is encased in your Alter's alloy, causing you to appear like a humanoid cross between a samurai and a lion, and boosting the power of your punches to incredible levels. Your propeller becomes a whip that you use to shoot into the air and you are able to use super-sized shell bullets using both arms. Normal: You have worse fly speed, lower natural armor, and less powerful attacks. Instant Alter Use [General] Prerequisite: Alter Arm Template, Dexterity of 20 or higher. Benefit: Instead of assuming your Alter Arm as a standard action you may use it as a free action. Normal: You must take a standard action to activate your Alter Arm ability. More Power, And More, And More [General] Prerequisites: Alter Arm Template, Base Attack Bonus +3, Instant Alter Use, Strength 24, Constitution 22. Benefit: You may use the Alter Arm ability once per encounter. Normal: You are limited to using the Alter Arm ability only once per day. Heightened Alter Power [General] Prerequisites: Base Attack Bonus +5, Strength 20, Constitution 18, Alter Arm Template. Benefit: Your duration is doubled based on your new constitution score, and your penalties are reduced by +6. Normal: You suffer a larger penalty when you end the use of your alter arm, and you also have a duration of rounds the alter arm lasts, that is constitution based. Limitless Alter Power [General] Prerequisites: Base Attack Bonus +10, Strength 25, Constitution 22, Alter Arm Template. Benefit: You have no timed duration. You may keep the Alter Arm on as long as you want. Your penalties, when you decide to end the Alter Arm, are reduced by +10. Normal: You suffer a larger penalty that is greater when you end the use of your Alter Arm, and you also have a duration of rounds the Alter Arm lasts, that is constitution based. |
| #2RavinsildJul 16, 2008 23:13:14 | Bump! |