PDA

View Full Version : We can rebuild it...[3.5 template, PEACH]



Count Platypus
2009-07-29, 09:07 PM
This is a template i put together, kinda on the fly. any comments would be appreciated.

Augmented Creature

It’s something all adventurers are afraid of. Going up against a monster, and coming out of it not only battered and bruised, but in multiple pieces. Most rely on magic to repair their broken bodies, but some turn down a different road, fixing their broken bodies and at the same time granting them an extra edge against those things that would try to do this to them again. These are the Augmented. Men fused with magically enhanced machinery to make them stronger then before.

Creating an Augmented Creature
“Augmented” is an acquired template that can be applied to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid (hereafter referred to as the base creature).
An augmented creature uses all the base creature’s statistics and abilities except as noted here.

Special Qualities: An augmented creature has all the special qualities of the base creature, plus the following special qualities.

Constructed Augmentation: An augmented creature has four or more “slots” to fill from the list of augmentations. These augmentations represent body parts that the augmented creature either lost in some way, or had removed so as to gain an augmented limb. Some augmentations require use of two or more slots.

Mechanical Eyes: The augmented creature has their eyes replaced with magically infused mechanical eyes. The new eyes give them low-light vision and darkvision out to 60 ft. Both eyes must be replaced for this augmentation to work. This augmentation uses one “slot”. At the cost of a second “slot”, the eyes can also see through magical darkness.

Mechanical Arm: The augmented creature has one or more of their arms replaced with a magically infused mechanical arm. This grants the augmented creature a slam attack with that arm, appropriate for their size (1d8 plus strength modifier for medium creatures), which can be used as a natural secondary attack, at a -5 penalty. This attack is treated as magical for the purposes of overcoming damage reduction. If the base creature had a claw attack with that hand, the augmented arm can be crafted to include claws. When making attacks with the mechanical arm, the augmented creature receives a bonus of +2 to strike and +2 to damage. For each two arms replaced, treat the augmented creature’s strength as four points higher for determining carrying capacity. Each arm uses up one “slot”. An augmented creature cannot have more mechanical arms than the base creature. An extra "slot" can be used to give a single arm either an improved slam attack, or a built in grappling hook. The slam attack can be increased to do damage equal to d12 plus strength at a cost of -5 to dexterity based skills. the arm can also be equipped with a built in grappling hook, with 50 ft of rope atached.

Mechanical Leg: The augmented creature has one or more of their legs replaced with magically infused mechanical legs. This grants the augmented creature the Run feat, as well as a +2 bonus to Climb, Jump, and Swim checks. For each two legs replaced, the augmented creature gains a +10 ft enhancement bonus to their base land speed, as well as an additional +4 to Climb, Jump, and Swim checks (giving a total bonus of +8 for each two legs replaced).

Mechanical Organs: The augmented creature has a number of internal organs replaced with magically infused mechanical organs. At the cost of one “slot” this gives the augmented creature light fortification. At the cost of three “slots”, the augmented creature gains moderate fortification.

Mechanical Jaw: The augmented creature has their jaw replaced with a magically infused jaw. This gives the augmented creature bite attack, appropriate for their size (1d6 plus strength modifier). The jaw has sacs within it that are connected to the teeth, which can be filled with poison. This poison is used against the first target bitten after the poison sacs are filled. The augmented creature gains a +4 bonus vs. Poison due to the exposure to various toxins. The mechanical jaw augmentation takes up one “slot”. it is crude, metallic, possibly even painted, and obviously made of metal. This incurs a -4 penalty on all charisma based skills except Intimidate and Use Magic Device. At the cost of a second “slot”, this penalty is removed, due to finer metal craft, and a tanned leather covering painted to match the augmented creature’s skin tone.

Augmented Shapechanger: this augmentation allows the augmented creature to change shapes without losing use of their augmented limbs. Any augmented creature with the shapechanger subtype must take this augmentation, at the cost of one slot. If the shapechanger subtype is gained after this template has been applied, such as by contracting lycanthropy, the augmented creature must pay a mage to enchant their augmentations at a cost of 10,000 gp. If they do not get their augmentations enchanted, the augmentations will hold their current shape when the augmented creature changes forms. This can have various effects, depending on the augmentations chosen. It could result in loss of movement (leg, or arm augmentation, if the base creature is bipedal and the new form is a quadruped), loss of vision (eye augmentation), or even death (organ augmentation).

Abilities: Increase from the base creature as follows: Con +2

Level Adjustment: +1


Edit: I upped the power on the arm augment a bit. It should make them a more appetizing choice.

Jalor
2009-07-29, 09:20 PM
Shouldn't the arm just give a +4 to STR? I can't thing of anything a straight bonus would do that the listed effect does not.

Lysander
2009-07-29, 09:27 PM
Cyborgs! Awesome! Perhaps they should also get a small amount of resistance to electricity (not because the augmented parts are electronic but because lightning can't hurt those parts as much)?

Perhaps there could be different types of augmented body parts as well, each giving a different weakness and benefit. For example:

Metal Augmentation - Mechanical parts. The creature is harmed by rust spells, resistant to lightning.
Stone Augmentation - Animated stone parts. The creature is harmed by shatter spells, resistant to fire.
Undead Augmentation - Undead parts inserted in their living body. Positive and negative energy can both heal and harm them depending on the intent of the caster.
Flesh Augmentation - Mutated limbs but still made out of living flesh. No benefit or penalty.

etc.

TooManySecrets
2009-07-29, 10:22 PM
Perhaps there could be different types of augmented body parts as well, each giving a different weakness and benefit. For example:

[...]


d20 Cyberscape has cybernetics, which include magical cybernetics.

Personally, I think that they're a bit underpowered because they were afraid of alienating non-cyborg character concepts, but if you were going to make it the focus of the campaign...

Count Platypus
2009-07-29, 11:14 PM
Shouldn't the arm just give a +4 to STR? I can't thing of anything a straight bonus would do that the listed effect does not.

i didn't want to make it a straight strenght boost, because it doesn't effect things like off hand weapon strike or damage, or bullrush attempts. it's written the way it is because it's represents the indreased strenght of the one are, not the entire body. also, the carrying capacity boost only applies if both arms are replaced, not just the one.


Perhaps there could be different types of augmented body parts as well, each giving a different weakness and benefit.

i always imagined everything as being mechanical/clockwork, powered by magic,with movable joints and what not, but it could be tweaked to have multiple possible materials.

what about the balance? does +1 LA work?