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    Default [3.5] The Silentium Return

    So, in November of last year, I made a thread in these parts asking for aid with a homebrew race based on Vuffi Ra from the Star Wars Expanded Universe. I came up with the following:


    Silentium Racial Statistics:
    -Silentium have the Construct [living] type. They are made from semi-organic metallic components.
    -Silentium have a move speed of 30 ft, along with a Climb speed of 10 ft.
    -+2 Dex, +2 Con, -2 Wis, -4 Cha; Silentium are agile and tough, thanks to their unusual construction. However, they are shut-ins with no knowledge of the outside world, and the way they perceive things turns off other creatures.
    -A silentium gains Multi-Weapon Fighting as a bonus feat. They may fight with up to three limbs at once in normal circumstances, more if they are somehow prevented from collapsing.
    -Silentium gain a +2 racial bonus on Craft (any two) checks. They were created to be builders and workers, and their skill shows.
    -Silentium have a racial +8 bonus on Climb checks, and can take 10 even when rushed or threatened.
    -Silentium also gain a +4 racial bonus on Search checks and +2 racial bonus on Spot checks. They have impressive visual acuity, as any true craftsman should.
    -Adaptability: Silentium always have the right tool for the job, whether that job is laying bricks, washing dishes, or slaying goblins. A silentium may create, as per minor creation, a tool or non-magical simple weapon of their choice. This object lasts exactly as long as the task it is needed for lasts. For example, if a silentium is presented with a pile of dishes, and told to clean them, it may create a sponge and a bucket full of warm soapy water with which to clean said dishes. Once the dishes are clean, the bucket, water, and sponge all vanish. This ability may be used at will.
    -Groupthink: Silentium, being the ultimate tool users, may use one another as a tool. As a full-round action, a silentium may link with up to five other silentium for the purpose of completing a large-scale non-combat task, such as constructing a building, or digging a mine shaft. For each silentium in the link, each silentium participating in the task gains a +2 bonus to the check. For example, 5 silentium link together to dig a trench. They each gain a +8 to their Craft checks to dig the trench (+2 for each other silentium).
    -Equipment Restrictions: Due to the unusual construction of their bodies, silentium have severe restrictions on what items they may use. They may only wear rings and belts. They may wear a single belt, strapped across their torso, and they may wear up to 5 rings on their tendrils (one each). They may use any item they can hold in one or two tendrils, such as weapons, shields, wands, staves, and rods. They may not use potions, wear armor, use most wondrous items, and so on.
    -Silentium have LA 0.

    That is all well and fine. This thread however, exists to help me with the second part of the Silentium puzzle: making Silentium Components (ala Warforged Components).

    So far, I have the basics of Components:
    -A silentium has 8 "component" slots, one in each limb, one on the dorsal and ventral side of it's core body, and it's eye.
    -Each component takes 1 minute to install or remove.
    -Unless otherwise noted, all component abilities are (Ex).

    Component List:
    Spoiler
    Show

    -Discerning Eye: This focusing lens for the silentium eye comes in two varieties. The first grants the silentium low-light vision out to 30 ft, while the more expensive one grants low-light vision out to 60 ft and darkvision out to 30 ft.

    Lesser Cost: 750 gp. Greater Cost: 1,500 gp.

    -Liquid Tank: Installed on the silentium's ventral side, this tank comes with a hose that occupies on the silentium's arm slots. Through the hose it can draw in up to 5 gallons of liquid and store it indefinitely, redistributing it via the hose. It takes 1 round to store/deposit 1 gallon of liquid.

    Cost: 500 gp.

    -Flamer: Much like the liquid tank, the flamer component adds a tank and hose to a silentium. However, the difference here is that the flamer's tank can only hold a special type of fuel that, when sprayed through the hose as a standard action, bursts into a cone of flame 30 ft long, dealing 5d6 fire damage (Ref DC 10+1/2 HD+Con mod for half). The tank is refilled through a hatch on the dorsal side of the silentium, and holds enough fuel for 5 shots. Refilling the tank is a full-round action and can be done by the silentium assuming it is not holding anything.

    Cost: 1,000 gp. Full Tank Worth of Fuel Cost: 250 gp

    -Armblade: This component takes an arm slot, and adds a thin, rapier-like blade into the silentium's arm. This blade is made of a unique composite material that permits it to bend as the silentium's arm, but when extended and exposed to air hardens into a superbly strong blade. The armblade deals 1d8 piercing damage, with a 19-20/x2 critical range, and requires the silentium to have proficiency with martial weapons to use without penalty. Extending/retracting the armblade is a free action. Versions of the armblade exist called the axeblade (slashing damage) and armhammer (bludgeoning damage). The armblade counts as a rapier for all purposes, the axeblade as a battle axe, and the armhammer as a light mace.

    Cost (all variants): 300 gp

    -Bolt Launcher: This component replaces the interior of one arm with a complex spring mechanism and a chamber for bolts. As an attack action (standard action or as part of a full attack or as an attack of opportunity) the silentium may fire a bolt from the palm of that hand. The bolt launcher deals 1d8 piercing damage, has a critical range of 19-20/x2, has a range of 60 ft, and requires the silentium to have simple weapon proficiency to use without penalty. The chamber for bolts holds up to 10 shots, and requires a move action to refill.

    Cost: 300 gp

    -Wand Chamber: Nothing more than a slot in the bottom of one arm, this component permits the silentium to extend/retract one wand as a free action. Replacing the wand in the chamber is a full round action.

    Cost: 150 gp

    Core of Holding: This ventral component functions as a Bag of Holding IV, with the unique twist that it only can hold other silentium components! The Core of Holding is invaluable for the silentium on the go. If filled with objects and then disconnected from the silentium, the Core of Holding still holds those objects within itself. The Core cannot be accessed unless attached.

    Cost: 4,000 gp.

    Spell Neutralizer: This ventral component grants a silentium the useful power to absorb enemy effects that are targeted at the silentium itself. The neutralizer can absorb up to 9 spell levels without effect to the silentium, and does so only for enemy spells that are targeted at the silentium specifically (so, a Charm Monster could be absorbed, but a Fireball could not). Once the neutralizer has absorbed 9 levels worth of effects (or whenever the wearer wishes), the silentium may decharge the component. To decharge the neutralizer requires a full-round action, as the silentium absorbs the latent spell energy as non-lethal damage equal to the number of spell levels in the neutralizer times three.

    For example, X07 the Silentium is targeted by a Charm Monster, which his neutralizer absorbs without incident. He decides to decharge his neutralizer, so he's got some more spell defenses. To do so, X07 takes a full round action, and 15 non-lethal damage. His neutralizer is now empty, and ready to absorb 9 more levels worth of spells.

    A spell neutralizer costs 10,000 gp.

    Armor Plating: this dorsal component comes in as many shades of the rainbow as metal armors come in. Any metal armor can be made into silentium armor plating, but it costs triple what more traditionally shaped armor costs, due to difficulties in shape and fastening the armor together so it can be worn effectively.

    Costs: vary based on the armors.

    Shield Plating: silentium shields are unlike humanoid ones. Shield plating is an arm component, which coats the exterior of the arms. Each such plated arm grants the silentium a unique stacking +1 shield bonus. Rumors exist about thicker shield plating that grants a unique stacking +2 shield bonus, but such a thing would be fantastically expensive, if it exists at all. Shield plating requires shield proficiency to use without penalty.

    Cost (+1): 1,000 gp per arm. Cost (+2): 3,000 gp per arm.

    Shield Bits. This dorsal component may only be deployed for Cha or Con rounds at a time (chosen when equipped) but while they're deployed, they add base Reflex to AC. Usable once per encounter or more at a cost of 5 hp.

    Cost: 3,000.

    Invisibility Shroud. Same mechanic as above, Invisibility for 5 rounds.

    Cost: 6,480gp

    Visual Recorder: This eye component permits the silentium to make mental pictures of anything it sees. The silentium may retain up to Con mod images in memory before having to delete images. At any time, the silentium may hold a piece of parchment over its eye, and magically transfer of the held images onto the parchment in full color and detail.

    Cost: 5,000 gp

    Moving Picture: This eye component functions much like the Visual Recorder above, but instead of capturing still pictures, it captures up to one minute of images, blended together to form a replay of an event, just as it happened. Once a scene is captured, the silentium may then replay it as per a programmed image spell for all to see. While replaying, the silentium is helpless and can take no actions. The Moving Picture component can only be activated once before it needs to be replayed, which deletes the scene from the silentium's memory

    Cost: 10,000 gp

    Self Repair Swarm: This ventral component is a great boon to any silentium that engages in melee combat frequently. The SRS is a small horde of miniscule constructs that are housed in a portion of the silentium's ventral core, and that infiltrate the entire internal workings of the silentium, repairing damage as it comes up. This grants the Silentium Fast Healing 1. However, should the silentium enter a grapple, the true power of the SRS is revealed. They swarm out and over the opponent, ripping and tearing at them and returning their life force to the silentium. Each turn the silentium remains in the grapple, their opponent suffers 1d10 damage, and the silentium gains that much damage as hp. While in a grapple, the silentium does not benefit from Fast Healing 1.

    Cost: 15,000 gp

    Booster: This ventral component permits a silentium to perform a VERY valuable maneuver. As an immediate action, the silentium may activate the booster, and take a 5 ft step in any direction. This ignores the typical 1/round limitation on 5 ft steps. Further, if used as part of a Jump, the booster adds 10 ft to the Jump distance. A booster may be used 3 times before requiring recharging, which takes a full-round action and deals the silentium 30 non-lethal damage, as the booster is charged by the silentium's life energy.

    Cost: 20,000 gp

    PiggyBacker: This occupies the Venteral mount so that the two Silentium mount back to back with the points of their Pentagons out of alignment [so the point of one is in the middle of the side of another.

    Maintaining this link is tricky and requires a Move action to enter each other's squares and a Swift action each round to sort through the information being passed between them and keep their systems in alignment.

    While so linked, both Silentium are immune to flanking, gain a bonus equal to the Aid Another the other is capable of granting on all checks [Usually +2] and may share damage they take evenly between them.

    The downside is that they cannot move easily because of the confusion of two different operating systems interacting. In order to move, the first to act must Ready an action in order to move, effectively denying him Standard and Full actions, though 5ft step actions may be coordinated as part of the second acting Silentium's turn. As an alternative, one Silentium may volunteer to act entirely as the "legs" of the combination, granting more normal mobility though this individual will be face down and acting as a horse most of the time.

    Rumour exists of a much more complex linkage that is designed to cause linkage through a pair of joined limbs, but this would be far more difficult to manufacture, if far more mobile.

    Suggested Price: 16,000gp per pair. Note that Piggybackers are made in pairs but work with others not of their pair just fine.


    The following four objects are a "Regalia" set.

    Quantity Surveyor: An Ocular component. As a Swift action, the Silentium may scan one target within 30ft to determine the type and value of any objects he possesses. This determines whether the item is a sword, alchemical item, potion etc and determines it's gp value, though not the specific abilities of the items.

    Cost: 5,000 gp

    Sticky Fingers: This component is an arm mount and must be linked to either a Core of Holding or a Bastard's Core. The Sticky Fingers can be activated a number of times per encounter equal to the Silentium's Con modifier. Doing so is a Free action before an attack [this functions much like a Smite attack], which must be an Unarmed attack. Those struck by this attack instantly lose one item from their unattended possessions [those on belts, in bags etc] designated by the attacker, randomly determined if the items are unknown. Items stolen are deposited into the core possessed by the wearer.

    Cost: 20,000 gp

    Bastard's Core: Venteral mount. The core is basically a portal into which items can be placed. To all observation, it seems to be a Core of Holding; the twist, however is that the items aren't contained in the core, instead being shifted to the counter of a designated shop in Sigil, where the item is sold for the usual 50% of its market value. The money can be retrieved from a slot in the side of the core [evoking a cash machine] at any time at a rate of one gp per second.

    Cost: 100,000 gp, minimum. Often will be more, since this object is highly illegal.

    Muggers Hand: Arm Mount. Once per encounter per point of Con bonus, the Silentium may activate this item as a free action before making an unarmed attack. If the attack hits, the target must make a Fortitude save (DC 10+1/2 the silentium's HD+Con mod) or is knocked prone and their weapon is snatched into a Core of Holding or Bastard's Core, if one is equipped.

    Cost: 25,000 gp.

    {table=head] Regalia Items Equipped|Description
    2|The Silentium gains a +3 bonus on Open Locks and Disable Device per piece of the regalia they are wearing.

    3|Cast Knock at the cost of 1hp per casting.

    4|May use each item twice as often as normal. [/table]

    Thrust Ring: A Thrust Ring is a device mounted on the Dorsal Mount of the Silentium that allows very limited flight and levitation. The mount allows the wearer to float at an altitude of 10ft or less indefinitely and may move 5ft per round in this state as a Swift action. The Silentium can use its limbs to drag itself around if below 4ft high, allowing it to move normally.

    Though seemingly useless, the device yields Perfect manoeuvrability, leading to its secondary use. As a Standard action, it can spin around with it's pointy limbs out. Any enemy within the creature's reach must make a Reflex save, DC 10 + half HD + Con or take twice the Silentium's unarmed damage. The Silentium must wait 2 rounds between uses, lest it become Confused.

    Cost: 12,000gp.

    Dispelling Eye: This takes up the eye slot. As a standard action, the Silentium may fire a dispelling ray at a target (Treat as a targeted dispel magic spell) with a caster level to the Silentium's hit dice. The ray may be fired a total of three times per day.

    Cost: 20,000 gp.

    Rolling Stock: Dorsal ring mount. This device releases a set of "tire" segments that lay over the legs of the Silentium when deployed, turning them into a wheel shape. Deploying or retracting these components is a Move action that does not provoke Attacks of Opportunity. While the tires are deployed, the Silentium moves by rolling, granting it a base move of 100ft per round, though it can only turn as if it had Average flying manoeuvrability. In addition, the Silentium may move 5 times his now enhanced movement speed when he takes a Run action and manoeuvre as if he had Clumsy maneuverability.

    Cost: 4,000gp

    Mass Grinder: Venteral Mount. Created by a designer with what is best described as a sickness of the mind, a mass grinder is a device that occupies the venteral mount of a Silentium, allowing them to destroy practically anything given time. Consisting of 7 rows of alternately rotating, vertically pulsating teeth, the mass grinder is employed in a Grapple situation. When the Silentium deals damage to a creature they have successfully pinned, the mass grinder comes into play. On the first round, it deals 1d6. On each subsequent round, the grinder instead deals a further cumulative dice of damage, to a maximum of 5d6. Rumours exist of particularly vicious/desperate Silentium using these devices to completely destroy Iron Golems.

    Cost: 64,000gp

    Meat-Suit-Case: Developed to allow for a limited amount of concealment, the Meat-Suit-Case allows a Silentium to pass as a humanoid under anything but intense scrutiny.

    The device consists of a humanoid manniquinn that locks into the venteral mount and consumes all five arm mounts of the Silentium as well. Connecting is a Full action and once the Silentium is mounted, the body is changed to appear as the Silentium requires while the Silentium's body is disguised as a Shield or occasionally a large hat hanging over the body's back. Aside from the disguise qualities, this allows the Silentium to make use of conventional magic items and also hides them from a limited level of observation. Disengaging from the puppet is a Move action.

    The downside, and there always is with something this complex, is that the puppet is mostly made of wood and can be affected by spells and such that affect wood, treating it as an unattended, magical object.

    Price: 32,000 gp

    Hand Saw: A useful little tool, this device is bacially an adamantine circular saw that can be folded into a hand while not in use. It occupies an arm slot on the Silentium and when deployed deals a cumulative 1 damage to the target material, ignoring up to 20 points of hardness. Thus, a Hand Saw would deal 1 damage on the first round, 2 damage on the second and 23 on the 23rd round. This may only be used against inanimate objects, counting as an adamantine dagger against mobile targets.

    Price: 4,500gp.
    Last edited by arguskos; 2010-04-25 at 10:25 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Silentium Return

    Wow, I really love this! I'm not the best judge of balance, like at all but it looks good to me. A component could be a few needles in one of the arms to use as a ranged attack to deliver poison, or just for damage. Or it could be used to store a wand, or a rod. If I think of any others I'll let you know.
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    Default Re: [3.5] The Silentium Return

    Good thoughts, I like 'em!

    -Armblade: This component takes an arm slot, and adds a thin, rapier-like blade into the silentium's arm. This blade is made of a unique composite material that permits it to bend as the silentium's arm, but when extended and exposed to air hardens into a superbly strong blade. The armblade deals 1d8 piercing damage, with a 19-20/x2 critical range, and requires the silentium to have proficiency with martial weapons to use without penalty. Extending/retracting the armblade is a free action. Versions of the armblade exist called the axeblade (slashing damage) and armhammer (bludgeoning damage). The armblade counts as a rapier for all purposes, the axeblade as a battle axe, and the armhammer as a light mace.
    Armblade (all variants): 300 gp

    -Bolt Launcher: This component replaces the interior of one arm with a complex spring mechanism and a chamber for bolts. As an attack action (standard action or as part of a full attack or as an attack of opportunity) the silentium may fire a bolt from the palm of that hand. The bolt launcher deals 1d8 piercing damage, has a critical range of 19-20/x2, and requires the silentium to have simple weapon proficiency to use without penalty. The chamber for bolts holds up to 10 shots, and requires a move action to refill.
    Bolt Launcher: 300 gp

    -Wand Chamber: Nothing more than a slot in the bottom of one arm, this component permits the silentium to extend/retract one wand as a free action. Replacing the wand in the chamber is a full round action.
    Wand Chamber: 150 gp

    There, a few weapon chambers and a wand chamber. Thoughts?

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    Default Re: [3.5] The Silentium Return

    I like them, I like them. But you should put a range on the bolt launcher, maybe 30 or 60 feet? And what is the speed of the Silentium?
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    Default Re: [3.5] The Silentium Return

    Duude, totally spaced on the Bolt Launcher range (it's 60 ft). Also, they have a move of 30 ft.

    I've been thinking about increasing their speed to 40 ft, and giving them a climb speed of 10 ft though. With all those limbs, they'd move faster than normal creatures I think.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    I've been thinking about increasing their speed to 40 ft, and giving them a climb speed of 10 ft though. With all those limbs, they'd move faster than normal creatures I think.
    40ft makes sense, 10ft or maybe even 15ft climb speed would be cool. I'm not sure how balanced it would be.
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Trodon View Post
    40ft makes sense, 10ft or maybe even 15ft climb speed would be cool. I'm not sure how balanced it would be.
    More the Climb speed I think, since it makes a lot of sense, or at least a racial bonus to Climb, maybe +4 or +6.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    More the Climb speed I think, since it makes a lot of sense, or at least a racial bonus to Climb, maybe +4 or +6.
    Hmm, that could work but with all monsters that have a swim/climb speed also gains a +8 racial bonus on it
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Trodon View Post
    Hmm, that could work but with all monsters that have a swim/climb speed also gains a +8 racial bonus on it
    Yeah, that's true. I dunno, I'm trying to decide about either doing a Climb speed of 10 ft or a racial bonus to Climb. The former is obviously better, but it comes down to balance concerns. I'm not sure if the Silentium can afford to have a Climb speed and still be LA 0. My gut says yes, but I'm biased.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    Yeah, that's true. I dunno, I'm trying to decide about either doing a Climb speed of 10 ft or a racial bonus to Climb. The former is obviously better, but it comes down to balance concerns. I'm not sure if the Silentium can afford to have a Climb speed and still be LA 0. My gut says yes, but I'm biased.
    Well they can't use most items, -2 Cha, -4 Wis, and not that many strong points, I think a 10ft climb speed wouldn't be unbalancing, but then again I am not the best judge of balance.
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Trodon View Post
    Well they can't use most items, -2 Cha, -4 Wis, and not that many strong points, I think a 10ft climb speed wouldn't be unbalancing, but then again I am not the best judge of balance.
    Well, they do have +Dex/Con and a strong type. I dunno. I think I will add a Climb speed 10 ft, and see how it goes.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    Well, they do have +Dex/Con and a strong type. I dunno. I think I will add a Climb speed 10 ft, and see how it goes.
    Alright, I'll try to use this in a game sometime, see if anyone says it's overpowered or not.
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Trodon View Post
    Alright, I'll try to use this in a game sometime, see if anyone says it's overpowered or not.
    Dude that'd be awesome!

    Also, any more thoughts about components, magical or otherwise?

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    Dude that'd be awesome!

    Also, any more thoughts about components, magical or otherwise?
    It's no problem. How about a shield component? Like in the ventral slot or maybe an arm slot that grants a +1 shield bonus to AC for 50-75gp and a +2 for 100-125gp?
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Trodon View Post
    It's no problem. How about a shield component? Like in the ventral slot or maybe an arm slot that grants a +1 shield bonus to AC for 50-75gp and a +2 for 100-125gp?
    Huh. I like the idea of a shield component. Perhaps, make them more expensive, but make it so they don't count as occupying your hands, so you can fight with those arms or move with them?

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    Huh. I like the idea of a shield component. Perhaps, make them more expensive, but make it so they don't count as occupying your hands, so you can fight with those arms or move with them?
    Yes, that could work, or just make it an Armor bonus like it's more metal plating? Chain for 200gp +4 AC, Scale for 175gp +4 AC reduce speed and stuff like that?
    Last edited by Trodon; 2010-04-07 at 11:16 PM.
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    Default Re: [3.5] The Silentium Return

    Yeah, maybe. I'm mulling over some armor and shield components. AC is a silentium's biggest weakness though, so I don't want to make it too easy too boost. The cost is the biggest equalizer, so it needs to be pricey or limited in some way.

    I'm thinking the armor needs to be a dorsal component, and the shields need to be arm components, but I'm not sure about the costs yet.

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    Default Re: [3.5] The Silentium Return

    Triple cost for armor and quadruple for shield? Just the first think that came to mind.
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    Default Re: [3.5] The Silentium Return

    Huh, that's a possibility. That makes stuff pricey, but still a possibility. I'll do double for armor and triple for shields, so it's still purchasable at lower levels, but not to start out with.

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    Default Re: [3.5] The Silentium Return

    Yeah, that works. As for a component, how about a spell absorber? Dorsal maybe, that absorbs a few spell levels then needs to be recharged, or give you SR something for a certain price and even more for a higher price, I don't know prices for SR items.
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    Default Re: [3.5] The Silentium Return

    So what are their physical dimensions and weaknesses.

    They seem interesting but I think you need to look at them from the players perspective and see if there are some flaws and motives you can add.


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    Default Re: [3.5] The Silentium Return

    I DO like a spell absorber, perhaps as a ventral (I need some ventrals anyways).

    Here's a thought...

    Spell Neutralizer: This ventral component grants a silentium the useful power to absorb enemy effects that are targeted at the silentium itself. The neutralizer can absorb up to 9 spell levels without effect to the silentium, and does so only for enemy spells that are targeted at the silentium specifically (so, a Charm Monster could be absorbed, but a Fireball could not). Once the neutralizer has absorbed 9 levels worth of effects (or whenever the wearer wishes), the silentium may decharge the component. To decharge the neutralizer requires a full-round action, as the silentium absorbs the latent spell energy as non-lethal damage equal to the number of spell levels in the neutralizer times three.

    For example, X07 the Silentium is targeted by a Charm Monster, which his neutralizer absorbs without incident. He decides to decharge his neutralizer, so he's got some more spell defenses. To do so, X07 takes a full round action, and 15 non-lethal damage. His neutralizer is now empty, and ready to absorb 9 more levels worth of spells.

    A spell neutralizer costs 10,000 gp.

    @sigurd: Such as? I didn't include much fluff here, that's true. Do you have any suggestions for things you'd like to see? They're fluffed as a created worker slave race, btw.
    Last edited by arguskos; 2010-04-08 at 12:12 AM.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    I DO like a spell absorber, perhaps as a ventral (I need some ventrals anyways).

    Here's a thought...

    Spell Neutralizer: This ventral component grants a silentium the useful power to absorb enemy effects that are targeted at the silentium itself. The neutralizer can absorb up to 9 spell levels without effect to the silentium, and does so only for enemy spells that are targeted at the silentium specifically (so, a Charm Monster could be absorbed, but a Fireball could not). Once the neutralizer has absorbed 9 levels worth of effects (or whenever the wearer wishes), the silentium may decharge the component. To decharge the neutralizer requires a full-round action, as the silentium absorbs the latent spell energy as non-lethal damage equal to the number of spell levels in the neutralizer times three.

    For example, X07 the Silentium is targeted by a Charm Monster, which his neutralizer absorbs without incident. He decides to decharge his neutralizer, so he's got some more spell defenses. To do so, X07 takes a full round action, and 15 non-lethal damage. His neutralizer is now empty, and ready to absorb 9 more levels worth of spells.

    A spell neutralizer costs 10,000 gp.
    I really like it, good job.
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    Default Re: [3.5] The Silentium Return

    Many thanks! I'll try out the armor and shield components now.

    Armor Plating: this dorsal component comes in as many shades of the rainbow as metal armors come in. Any metal armor can be made into silentium armor plating, but it costs triple what more traditionally shaped armor costs, due to difficulties in shape and fastening the armor together so it can be worn effectively.

    Costs: vary based on the armors.

    Shield Plating: silentium shields are unlike humanoid ones. Shield plating is an arm component, which coats the exterior of the arms. Each such plated arm grants the silentium a unique stacking +1 shield bonus. Rumors exist about thicker shield plating that grants a unique stacking +2 shield bonus, but such a thing would be fantastically expensive, if it exists at all. Shield plating requires shield proficiency to use without penalty.

    Cost (+1): 1,000 gp per arm. Cost (+2): 3,000 gp per arm.

    Notes: I obviously said "eh, screw it" to the price thing, and just made stuff expensive. I like the shield plating, but it gets pricey quick.

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    Default Re: [3.5] The Silentium Return

    I'm diggin' it.

    I'll look thoroughly tomorrow...in my spare time.
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Temotei221 View Post
    I'm diggin' it.

    I'll look thoroughly tomorrow...in my spare time.
    AHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHA!!! I thought you said "spare time".

    Don't make me laugh.

    Also, thanks, 'sgood to hear. We're like barons of crime and brew these days, terrorizin' the PbP forum, being all up in folks brew, we coo', you and I.
    Last edited by arguskos; 2010-04-08 at 12:37 AM.

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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by arguskos View Post
    AHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHA!!! I thought you said "spare time".

    Don't make me laugh.

    Also, thanks, 'sgood to hear. We're like barons of crime and brew these days, terrorizin' the PbP forum, being all up in folks brew, we coo', you and I.
    Word Straight up, G.
    Last edited by Temotei; 2010-04-08 at 12:39 AM.
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    Default Re: [3.5] The Silentium Return

    Quote Originally Posted by Temotei221 View Post
    Word Straight up, G.
    To quote Penny Arcade,

    "m4g? What's G?"
    "We've been married 10 years. Sometimes a man needs a little G!"

    Everytime someone says "G" I think of that strip.

    Also, so I stop trolling my own thread, some content!

    Core of Holding: This ventral component functions as a Bag of Holding IV, with the unique twist that it only can hold other silentium components! The Core of Holding is invaluable for the silentium on the go. If filled with objects and then disconnected from the silentium, the Core of Holding still holds those objects within itself. The Core cannot be accessed unless attached.

    Cost: 4,000 gp.
    Last edited by arguskos; 2010-04-08 at 12:44 AM.

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    Default Re: [3.5] The Silentium Return

    If you've ever seen Gundam 00, i'm going to suggest an idea based on that for a defensive item: Shield Bits. They may only be deployed for Cha or Con rounds at a time but while they're out, they add base Reflex to AC. Usable once per encounter or more at a cost of 5 hp. Gp: 2-4,000.

    Not hugely powerful or even that efficient but i like them.

    Limited Burst Invisibility Shroud. Same mechanic as above, Invisibility for 5 rounds. Roughly equal to a 4/day component with a limiting slot... 8,460gp, then reduce it a little to maybe 6,480gp for the limited spread of use.

    Dorsal Mount: Piggybacker allows two similarly equipped Silentium to link together with all the effects of Shield Other, Improved Uncanny Dodge and an Aid Another on everything they do in exchange for being unable to move while linked and a Swift action each round.

    Eye Mount: Camera/Printer combo. Bizarre idea but really, really useful when you think about it. Maybe a holo projector like that item in Magic of Eberron.

    Venteral Mount: Self Repair Swarm. Little fellas that grant Fast healing 1 by repairing the damage dealt and swarm onto Attacking grapplers [those trying to deal damage/pin etc, not those trying to escape] dealing 1d6 damage every time they successfully achieve an aggressive action in a grapple. This one's quite expensive, probably. Equal to armour spikes and a Ring of Regeneration, probably.
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    Default Re: [3.5] The Silentium Return

    Nice Mulletmanalive, I really like the core of holding argus.


    Edit: Booster: This component takes up a ventral slot, It can cause the Silentium to move 5ft in the opposite direction of the side that it's on as a free action that it can use even if it's not on its turn. (For example if it's put on the left ventral port the Silentium can use it to boost 5ft to the right to avoid a bull rush/line attack suck as a blue dragons breath weapon.) It can be used three times before it needs to be recharged it can be recharged by spending a full round action.

    Not as good wording as I would like but I think I got the point across.
    Last edited by Trodon; 2010-04-08 at 11:53 AM.
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