About Prosthetic Spends
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The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.
Be aware, if the prosthetic is nonfunctional or missing for any reason, the following penalties apply. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.
Material inspired by 4 Winds Fantasy Gaming.
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Prosthetic Spends
Prosthetic
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Tier
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Benefit
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Cost
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T1
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Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following:
- Weapon Hand: Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork.
- Artificial Arm: The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.
- Artificial Leg: The sf-x of the leg may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material.
- Artificial Eye: The eye is made of a common gem of some type. This is upgradable at higher tiers. (An artificial eye uses your MI eye slot; however, see Backup Prosthetics!)
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon.
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5 RPP
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T2
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You've spent some efforts on upgrades. You gain access to the Prosthetic Tokens, below, and receive one for free at this time. In addition, select one of the following:
- Special Material Construction: You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only the rates, below. Special material construction also means that attacks with an adamantine arm would count as adamantine, and so on. In addition:
- Adamantine (2,000 gold) adds to the prosthetic:
- DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm.
- DR 1/-, +20 hardness and +20 hit points to a prosthetic leg.
- Weapon is as normal.
- Mithral (750 gold) adds to the prosthetic:
- +15 hardness, and +7 hit points to a prosthetic arm.
- +15 hardness and +15 hit points to a prosthetic leg.
- Weapon is as normal.
- Spirit (200 gold) adds to the prosthetic:
- +10 to the hardness and +7 hit points to a prosthetic arm.
- +10 to the hardness and +15 hit points to a prosthetic leg.
- Spirit is not available for weapons.
- Priceless Gem (0 gold) adds to the prosthetic:
- +2 competence bonus to social skill checks with khazad
- +2 competence bonus to social skill checks with nobility
- Enhanced Purpose I:
- Weapon Hand: Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.
- Artificial Arm or Leg: Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 enhancement bonus in any one physical stat. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.
- Artificial Eye: Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise.
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5 RPP
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T3
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Your prosthetic draws wolf whistles from gobber artificers. Select one of the following.
- Special Material Construction: As above.
- Enhanced Purpose I: As above.
- Enhanced Purpose II:
- Weapon Hand: You receive a +3 competence bonus to intimidate checks. Selectable once.
- Artificial Arm: Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.
- Artificial Leg: Increase your land speed by 5 ft. Selectable once.
- Artificial Eye: +3 competence bonus to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)
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10 RPP
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T4
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Your prosthetic functions as a well-oiled machine. Select one of the following.
- Special Material Construction: As above.
- Enhanced Purpose I: As above.
- Enhanced Purpose II: As above.
- Backup Prosthetic: You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This "extra" prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.
- Special Option: If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring.
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10 RPP
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T5
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Your prosthetic functions as a well-oiled machine. Select one of the following.
- Special Material Construction: As above.
- Enhanced Purpose I: As above.
- Enhanced Purpose II: As above.
- Backup Prosthetic: As above.
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, The Mechanical Future of Life, or have paintings added on occasion in Artificer Halls. But only of the prosthetic.
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10 RPP
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Prosthetic Token Spends
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Reward
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Benefit
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Cost
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Retracta-what?!
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Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal.
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5 RPP, T1+
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We Shall Overcome
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You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present.
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10 RPP, T2+
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Resistant
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Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted.
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10 RPP, T2+
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What, Again?
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You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens.
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5 RPP, T2+
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Armored Prosthetic
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You've added armor-grade leather or steel to your prosthetic.
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5 RPP, T2+
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Descriptions
Armored Prosthetics
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.
Leather armor adds to the prosthetic:
- +2 to the hardness and +5 hit points to a prosthetic arm.Weight: 2 lbs.
- +2 to the hardness and +7 hit points to a prosthetic leg. Weight: 4 lbs.
Steel armor adds to the prosthetic:
- +10 to the hardness and +7 hit points to a prosthetic arm. Weight: 4 lbs.
- +10 to the hardness and +15 hit points to a prosthetic leg. Weight: 6 lbs.
Backup Prosthetics
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This "extra" prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available).
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.