Difference between revisions of "Prosthetics RPP Spend"

From Tenebrae
Jump to navigation Jump to search
(Created page with "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 i...")
 
 
(82 intermediate revisions by 3 users not shown)
Line 1: Line 1:
  +
{{TableMain}}
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. At lower levels, the amount of money required for such healing may be unattainable. In short, there are going to be times when someone’s going to need an artificial replacement for their own flesh and blood, at least in the short term.
 
  +
{{T02}}
  +
|colspan="2" | About Prosthetic Spends
  +
|-
  +
| style="background:#ccc;" valign="top"| [[image:rpp_limited.gif]]
  +
|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, [http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part the following penalties apply]. However, these may be mitigated through advancement in this spend, and other abilities gained, besides.
''Many of these rules, and some of the text, has been adapted from 4 Winds Fantasy Gaming, a 3PP. Many thanks to them for their hard work and contributions!''
 
   
  +
Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes.
* '''[http://www.d20pfsrd.com/gamemastering/other-rules/variant-rules-3rd-party/4-winds-fantasy-gaming/The-Loss-of-a-Body-Part The Loss of a Body Part]'''
 
   
  +
Material inspired by 4 Winds Fantasy Gaming.
We do not use the sever combat maneuver.
 
   
  +
|}
==Prosthetic Guidelines==
 
In addition to the guidelines published by 4 Winds, the following apply to prosthetics on Tenebrae:
 
   
# If you possess a combat prosthetic which is an attached weapon, you may have the the weapon enchanted as per normal rules.
 
# Generally, prosthetics may be removed with a successful Heal (15) check, and about 1 minute of work.
 
# Clockwork and mechanical prosthetics are considered to be artifice. That is, bits of mana are mixed with machinery, though how much and how obvious, or even how bizarre it appears is up to you.
 
# This may change down the line, but at this time, ancestral weapons may not be made into combat prosthetics. We want to see how these rules play out, first, and this would be adding a lot of complications from the get-go.
 
 
==Available Prosthetics==
 
   
  +
==Prosthetic Spends==
 
{{TableMain}}
 
{{TableMain}}
 
{{T01}}
 
{{T01}}
  +
|colspan="3" | [[image:rpp_limited.gif]] [[image:rpp_tiered.gif]] Prosthetic
 
{{T02}}
 
{{T02}}
  +
|Tier
| colspan="4"| Basic Prosthetics
 
  +
|Benefit
{{T02}}
 
  +
|Cost
| Type of Prosthetic||Hardness||Hit Points||Cost (gp)
 
 
|-
 
|-
  +
|style="background:#ccc;" valign="top"| <p style="font-size:large; font-weight:bold;">T1</p>
| Blunt Fist||10||10||32.5, 10 RPP
 
  +
|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:
|-
 
| Blunt Foot||5||10||32.5, 10 RPP
 
|-
 
| Crow's Foot||5||5||39, 10 RPP
 
|-
 
| Crutch||5||5||3.25, 10 RPP
 
|-
 
| Fork Hand||10||2||22.75, 10 RPP
 
|-
 
| Gaff/Hook Hand||10||2||16.25, 10 RPP
 
|-
 
| Hoof, Animal||5||10||29.25, 10 RPP
 
|-
 
| Hoof, Steel||10||5||35.75, 10 RPP
 
|-
 
| Peg Leg, Metal||10||10||35.75, 10 RPP
 
|-
 
| Peg Leg, Wooden||5||10||22.75, 10 RPP
 
{{T02}}
 
| colspan="4"| Cosmetic Prosthetics
 
{{T02}}
 
| Type of Prosthetic||Hardness||Hit Points||Cost (gp)
 
|-
 
| Sculpted Arm||5||10||65, 10 RPP
 
|-
 
| Sculpted Foot, Stone||8||15||52, 10 RPP
 
|-
 
| Sculpted Foot, Wooden||5||10||52, 10 RPP
 
|-
 
| Sculpted Hand||5||10||52, 10 RPP
 
|-
 
| Intermediate Prosthetics||||||||
 
|-
 
| Hinged Calf||5||10||48.75, 10 RPP
 
|-
 
| Hinged Forearm||5||10||48.75, 10 RPP
 
|-
 
| Pocket Shaft||5||10||78, 10 RPP
 
|-
 
| Shin Sheath||5||10||78, 10 RPP
 
|-
 
| Talon||10||5||42.25, 10 RPP
 
|-
 
| Wooden Leg||5||10||61.75, 10 RPP
 
|-
 
| Mechanical Prosthetics||||||||
 
|-
 
| Clamp||10||10||42.25, 10 RPP
 
|-
 
| Clockwork Leg||10||35||520, 10 RPP
 
|-
 
| Haft Lock||10||10||97.5, 10 RPP
 
|-
 
| Combat Prosthetics||||||||
 
|-
 
| Crossbow Arm||5||5||71.5, 10 RPP
 
|-
 
| Spiked Limb||10||10||48.75, 10 RPP
 
{{T02}}
 
| colspan="4"| Magical Prosthetics
 
{{T02}}
 
| Type of Prosthetic||Hardness||Hit Points||Cost (gp)
 
|-
 
| Type of Prosthetic||Cost (gp)||||||
 
|-
 
| Boneless Leg||6617, 10 RPP||||
 
|-
 
| Clay Arm||3341, 10 RPP||||
 
|-
 
| Clay Foot||1690, 10 RPP||||
 
|-
 
| Clay Hand||1690, 10 RPP||||
 
|-
 
| Clay Leg||3341, 10 RPP||||
 
|-
 
| Dexterous Leg||10465, 10 RPP||||
 
|-
 
| Iron Arm||2405, 10 RPP||||
 
|-
 
| Iron Hand||1690, 10 RPP||||
 
|-
 
| Limber Leg||1105, 10 RPP||||
 
|-
 
| Mechanical Arm +2||2600, 10 RPP||||
 
|-
 
| Mechanical Arm +4||10400, 10 RPP||||
 
|-
 
| Mechanical Arm +6||23400, 10 RPP||||
 
|-
 
| Mechanical Legs||4875, 10 RPP||||
 
|-
 
| Rabbit's Foot||16302, 10 RPP||||
 
|-
 
| Wizard's Hand||650, 10 RPP||||
 
|}
 
   
  +
:''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.
==Descriptions==
 
=== Mundane Prosthetics Details ===
 
==== Blunt Fist ====
 
A blunt fist is a type of combat prosthetic. It is a solid ball of metal, or sometimes it is shaped like a fist or hammerhead. It can be used as a tool, but it’s most practical application is as a weapon. A blunt fist does 1d6 bludgeoning damage per strike. It is considered a light martial weapon.
 
   
  +
:''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.
==== Blunt Foot ====
 
A solid wooden sphere with the base shaved flat, the blunt foot allows its wearer to move at a normal rate. The wearer still may not run, charge, bull rush, or overrun.
 
   
  +
:''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!)
==== Clamp ====
 
A spring-loaded, metal, crab-like claw originally designed by gnomes to improve their grip. As a prosthetic, it negates the -4 penalty to grapple, and can be used as a gauntlet attack. In all other ways it is identical to the sculpted hand.
 
   
  +
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.
==== Clockwork Leg ====
 
The clockwork leg appears to be an armored leg that clicks and whirs as it moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect return to full functionality and mobility for the wearer, but is very expensive. The clockwork leg negates the wearer’s penalties for losing a leg at the knee.
 
   
==== Combat Prosthetics ====
 
Combat prosthetics are weaponized replacements for a character’s hand or arm, designed for bludgeoning, slashing, or piercing. Piercing hands are generally a sturdy steel spike or dagger-like blade, slashing hands are either an array of knives or one large, often curved blade like a kukri, and bludgeoning hands are often solid metal fists or mace heads. None are suitable for manual tasks but are too well-secured to be disarmed in combat. As a rule of thumb, any light melee weapon can be made into a weapon hand at 1 ½ times the weapon’s cost. The wearer must be proficient in the type of weapon in order to use the combat prosthetic without penalty.
 
   
Combat prosthetics – and the people who wear them – are impressive to behold. Any character wearing one receives a +5 circumstance bonus to intimidate checks.
 
   
  +
|5 RPP
Hit Points: as weapon type
 
  +
|-
  +
| valign="top"| <p style="font-size:large; font-weight:bold;">T2</p>
  +
|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:
'''Note''': A few specialized combat prosthetics are individually detailed in this listing. Many other prosthetics can be used in combat, but are not specifically combat prosthetics.
 
  +
::* 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:
==== Crossbow Arm ====
 
  +
::*+15 hardness, and +7 hit points to a prosthetic arm.
The crossbow arm is a light crossbow designed to be loaded and fired with one hand. It is out of the way when at rest. Bolts fired from the crossbow arm deal 1d8 (19-20/x2) piercing damage. It is considered a light simple weapon.
 
  +
::* +15 hardness and +15 hit points to a prosthetic leg.
  +
::* Weapon is as normal.
   
  +
::Spirit (200 gold) adds to the prosthetic:
==== Crow’s Foot ====
 
  +
::* +10 to the hardness and +7 hit points to a prosthetic arm.
Y-shaped with built in stump grip, the wooden crow’s foot returns the feel of a normal foot to the wearer, negating the penalty to Climb skill checks. In all other ways it is identical to the blunt foot.
 
  +
::* +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:
==== Crutch ====
 
  +
::* +2 competence bonus to social skill checks with khazad
A Y- or T-shaped implement of wood used to help support one’s weight when one’s leg cannot. A character’s speed is reduced by 5 ft. while using a crutch. The crutch can be used as an improvised melee weapon, but without the Catch Off-Guard feat, wielders suffer a -4 penalty to attack rolls.
 
  +
::* +2 competence bonus to social skill checks with nobility
   
==== Fork Hand ====
 
A pair of straight or slightly curved tines like those on a pitchfork, mounted on a harness that fits over the character’s stump. It is otherwise similar to a sculpted hand. A fork hand can be used for melee attacks, delivering 1d4 piercing damage on a successful strike. It is considered a light simple weapon for combat purposes. The character wearing a fork hand also receives a +5 circumstance bonus to intimidate checks, if the fork hand is used as part of the intimidation. A fork hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -3.
 
   
==== Gaff/Hook Hand ====
 
A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that fits over the character’s stump. It is only capable of the crudest manipulation and does not have a grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely holding onto things. It is otherwise similar to a sculpted hand. A hook hand deals 1d4 (19-20/x2) piercing damage when used in combat, and is considered a light simple weapon. The character wearing a gaff hand also receives a +5 circumstance bonus to Intimidate checks, if the hook is used as part of the intimidation. The gaff hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -2.
 
   
  +
|5 RPP
==== Haft Lock ====
 
  +
|-
A vice that provides a great deal of grip, but unlike the clamp, the haft lock must be adjusted manually to achieve the proper tension. As a prosthetic, it allows the wearer to wield a weapon two-handed. Adjusting a haft lock takes one full round. In all other ways it is identical to the sculpted hand, and like the clamp, it can be used to make a gauntlet attack.
 
  +
| valign="top"| <p style="font-size:large; font-weight:bold;">T3</p>
  +
|Your prosthetic draws wolf whistles from gobber artificers. Select '''one''' of the following.
  +
:'''Special Material Construction:''' As above.
   
  +
:'''Enhanced Purpose I:'''
==== Hinged Calf ====
 
  +
::''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.
This tight jointed prosthetic mimics the knee-to-ankle area of the leg. Ankle/foot prosthetics can be attached to its ankle end. The hinged calf is made of leather and metal. The hinged calf negates the wearer’s penalties for losing a leg at the knee. The wearer still suffers the penalties for losing a foot.
 
   
  +
::''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.
==== Hinged Forearm ====
 
This tight jointed prosthetic mimics the elbow-to-wrist area of the arm. Wrist/hand prosthetics can be attached to its end. The hinged forearm is made of leather and metal. The hinged forearm negates the wearer’s penalties for losing an arm at the elbow. The wearer still suffers the penalties for losing a hand.
 
   
  +
::''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.
==== Hoof ====
 
Sometimes made of steel and designed to look like a horse’s foot, other times these are real animal hooves. Dense, durable, light, and aerodynamic, the hoof allows the wearer to run, overrun, and bull rush normally. In all other ways it is identical to a blunt foot.
 
   
  +
:'''Enhanced Purpose II:'''
==== Peg Leg, Metal ====
 
  +
::''Weapon Hand:'' You receive a +3 competence bonus to intimidate checks. Selectable once.
A higher quality peg leg than the standard wooden peg. Like the wooden leg, it includes a leather cup and straps to tie onto the stump of the leg. A metal peg leg allows the wearer to run and charge, it reduces the penalty to Acrobatics, Climb, Ride, Stealth, and Perform checks by 3, from -5 to -2. It also allows the wearer to run and charge, but still at a reduced speed.
 
   
  +
::''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.
==== Peg Leg, Wooden ====
 
The standard in foot/leg prosthetics, this device is a wooden peg with a leather cup and straps to tie onto the stump of the leg. A peg leg can be made to fit anything from a missing foot to an entire missing leg. A wooden peg leg allows the wearer to run and charge, it reduces the penalty to Acrobatics, Climb, Ride, Stealth, and Perform checks by 2, from -5 to -3. It also allows the wearer to run and charge, but still at a reduced speed.
 
   
  +
::''Artificial Leg:'' Increase your land speed by 5 ft. Selectable once.
==== Pocket Shaft ====
 
A pocket shaft gives every impression of being nothing more than a hinged forearm without a wrist attachment. However, a pocket shaft actually contains a hidden repository. The pocket can hold as much as a belt pouch, and is padded to muffle the sound of items moving inside. Discovering the existence of the pocket shaft requires a DC 25 Perception check. In all other ways it is identical to a hinged forearm.
 
   
  +
::''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)
==== Sculpted Foot ====
 
This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often painted in flesh tones to match the skin of the character wearing them and can only be identified as a prosthetic with a successful Perception check (DC equals the Craft skill check of the individual that sculpted the prosthetic). If the character is wearing socks, shoes or boots, no one can identify the prosthetic. The sculpted foot is not at all fully functional. It is otherwise similar to a blunt foot.
 
   
==== Sculpted Hand ====
 
This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at first glance. Sculpted hands are often painted in flesh tones to match the skin of the character wearing it and can only be identified as a prosthetic with a successful Perception check (DC equals the Craft skill check of the individual that sculpted the prosthetic). It can hold mundane objects weighing 10 pounds or less, such as cups and pouches, between its opened fingers, but cannot be used to wield weapons. A sculpted hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -2.
 
   
A sculpted arm functions in the same manner as a sculpted hand.
 
   
  +
|10 RPP
==== Shin Sheath ====
 
The distance between the knee and the ankle is exactly the same length as the average dagger. Resembling a hinged calf, the shin sheath is the dream of any rogue who has lost a leg. Finding a dagger hidden in a shin sheath requires a DC 25 Perception check. In all other ways it is identical to a hinged calf.
 
   
  +
|-
==== Spiked Limb ====
 
  +
| valign="top"| <p style="font-size:large; font-weight:bold;">T4</p>
The spiked limb is a solid piece of oak covered in metal spikes. An ever-present weapon, it delivers 1d6 points of bludgeoning and piercing damage on a successful strike, and is treated as a light simple weapon. It is otherwise identical to a ceramic hand.
 
  +
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following.
  +
:'''Special Material Construction:''' As above.
   
  +
:'''Enhanced Purpose I:''' As above.
==== Talon ====
 
A modified fork or hook, with three metal digits that can open and close, allowing them to hold objects somewhat well. The claws are manipulated by using the muscles of the upper arm and turning the remnants of the limb. Some look like a set of simple metal hooks capable of pivoting, while others are more ornate, shaped to resemble the talons of predatory birds. The talon hand can be used as a weapon, delivering 1d6 points of slashing damage. It is treated as a light simple weapon. Talons are otherwise similar to sculpted hands. It is identical to a gaff/hook hand in all other ways.
 
   
  +
:'''Enhanced Purpose II:''' As above.
==== Wooden Leg ====
 
A simplified and not very life-like wooden leg which has a hinged knee and jointed ankle. The wooden leg allows the character to walk stiffly. It is otherwise similar to a wooden peg leg.
 
   
  +
: '''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.
=== Magical Prosthetics Details ===
 
All magical prosthetics completely negate any and all penalties for losing the limb which the prosthetic replaces, in addition to the magical abilities/bonuses mentioned in each individual description.
 
   
  +
:: ''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.
   
=== Boneless Leg ===
 
'''Aura:''' moderate transmutation
 
   
'''CL:''' 11th
 
   
  +
|10 RPP
'''Slot:''' feet
 
  +
|-
  +
| valign="top"| <p style="font-size:large; font-weight:bold;">T5</p>
  +
|Your prosthetic functions as a well-oiled machine. Select '''one''' of the following.
  +
:'''Special Material Construction:''' As above.
   
  +
:'''Enhanced Purpose I:''' As above.
'''Price:''' 10,180 gp (You pay only 65 pct of this, plus 10 RPP)
 
   
'''Weight:'''2 lbs.
+
:'''Enhanced Purpose II:''' As above.
   
  +
: '''Backup Prosthetic:''' As above.
==== Description ====
 
A ''boneless leg'' can deflate, allowing for contortions otherwise impossible to perform. Once per day, the prosthetic provides the wearer with freedom of movement, as the spell.
 
   
  +
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.
==== Construction Requirements ====
 
Craft Wondrous Item, animate objects, freedom of movement
 
   
  +
|10 RPP
'''Cost''' 5,140 gp
 
  +
|}
   
   
=== Clay Arm ===
 
'''Aura''' faint transmutation
 
   
  +
{{TableMain}}
'''CL''' 11th
 
  +
{{T01}}
 
  +
|colspan="3"|[[image:rpp_token.gif]] Prosthetic Token Spends
'''Slot''' none;
 
  +
{{T02}}
 
  +
|Reward
'''Price:''' 5,140 gp (You pay only 65 pct of this, plus 10 RPP)
 
  +
|Benefit
 
  +
|Cost
'''Weight:''' 2 lbs.
 
  +
|-
 
  +
|'''Retracta-what?!'''
==== Description ====
 
  +
|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. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'.
A ''clay arm'' mimics every function of a real arm perfectly. Its texture is different and it is subject to dispwl magic, but is otherwise identical to a normal arm. It provides no bonuses or extra abilities beyond mimicking a normal arm. A ''clay arm'' includes a ''clay hand''. A ''clay arm'' is plain and nondescript until it is placed against the stump of an arm. The magical arm then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
 
  +
|5 RPP, T1+, Weapon Hand Prosthetic, light or one-handed weapon
 
  +
|-
==== Construction Requirements ====
 
  +
|'''We Shall Overcome'''
Craft Wondrous, animate objects
 
  +
|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.
 
  +
|10 RPP, T2+
'''Cost''' 2,620 gp.
 
  +
|-
 
  +
|'''Resistant'''
 
  +
|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.
=== Clay Foot ===
 
  +
|10 RPP, T2+
'''Aura:''' faint transmutation
 
  +
|-
 
'''CL''' 11th
+
|'''What, Again?'''
  +
|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. However you can not buy this prosthetic above T2.
 
  +
|5 RPP, T2+
'''Slot''' none
 
  +
|-
 
  +
|'''Armored Prosthetic'''
'''Price:''' 2,600 gp (You pay only 65 pct of this, plus 10 RPP)
 
  +
|You've added armor-grade leather or steel to your prosthetic.
 
  +
|5 RPP, T2+
'''Weight:''' 1 lb.
 
  +
|-
 
  +
|'''Hidden Weapon'''
==== Description ====
 
  +
|Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon).
A ''clay foot'' mimics every function of a real foot perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal foot. It provides no bonuses or extra abilities beyond mimicking a normal foot. A ''clay foot'' is plain and nondescript until it is placed against the stump of an ankle. The magical foot then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
 
  +
|10 RPP, T2+, Retracta-what?!
 
  +
|-
==== Construction Requirements ====
 
  +
|}
Craft Wondrous, animate objects
 
 
'''Cost''' 1,340 gp.
 
 
 
=== Clay Hand ===
 
'''Aura:''' faint transmutation
 
 
'''CL: ''' 11th
 
 
'''Slot: '''none;
 
 
'''Price: : '''2,600 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight: '''1 lb.
 
 
==== Description ====
 
A ''clay hand'' mimics every function of a real hand perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal hand. It provides no bonuses or extra abilities beyond mimicking a normal hand. A ''clay hand'' is plain and nondescript until it is placed against the stump of a wrist. The magical hand then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects
 
 
'''Cost''' 1,340 gp.
 
 
 
=== Clay Leg ===
 
'''Aura:''' faint transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' none;
 
 
'''Price:''' 5,140 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 2 lbs.
 
 
==== Description ====
 
A ''clay leg'' mimics every function of a real leg perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal leg. It provides no bonuses or extra abilities beyond mimicking a normal leg. A ''clay leg'' includes a ''clay foot''. A ''clay leg'' is plain and nondescript until it is placed against the stump of a leg. The magical leg then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects
 
 
'''Cost''' 2,620 gp.
 
 
 
=== Dexterous Leg ===
 
'''Aura:''' moderate transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' feet;
 
 
'''Price:''' 16,100 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 2 lbs.
 
 
==== Description ====
 
A ''dexterous leg'' is a very life-like wooden leg, with hinged knee and ankle. When affixed to the stump of a leg, the ''dexterous leg'' magically affixes itself to the stump and responds to the wearer as if it were a real leg. The wearer receives a +4 enhancement bonus to dexterity from the magic of the leg.
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects, cat's grace
 
 
'''Cost''' 8,100 gp.
 
 
 
=== Iron Arm ===
 
'''Aura:''' faint transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' none;
 
 
'''Price:''' 3,700 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 5 lbs.
 
 
==== Description ====
 
An ''iron arm'' mimics every function of a real arm perfectly. It also functions like a gauntlet, and unarmed strikes with the arm deal 1d3 plus the owner's strength bonus lethal damage (as opposed to nonlethal). The ''iron arm ''also acts as a buckler, granting a +1 shield bonus. An ''iron arm ''includes an ''iron hand''.
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects
 
 
'''Cost''' 2,340 gp.
 
 
=== Iron Hand ===
 
'''Aura:''' faint transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' none;
 
 
'''Price:''' 2,600 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 2 lbs.
 
 
==== Description ====
 
An ''iron hand'' mimics every function of a real hand perfectly. It also functions like a gauntlet, and unarmed strikes with the hand deal 1d3 plus strength bonus lethal damage (as opposed to nonlethal).
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects '''Cost''' 1,340 gp.
 
 
 
=== Limber Leg ===
 
'''Aura:''' faint transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' feet;
 
 
'''Price:''' 1,700 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 2 lbs.
 
 
==== Description ====
 
A favorite of bards or performers in need of a prosthetic, the ''limber leg'' is like an ever present dance partner. The wearer receives a +4 bonus to perform (dance).
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects
 
 
'''Cost''' 900 gp.
 
 
===Mechanical Arm===
 
'''Aura:''' moderate transmutation; CL 8th
 
 
'''Slot:''' none;
 
 
'''Price:''' 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight —.
 
 
====Description====
 
This metallic arm looks as if it was removed from a living construct. It is crafted of many different metals and seems intricately designed. The arm increases strength and agility. You gain an competence bonus to both Strength related and Dexterity related skill checks of +2, +4, or +6. This bonus applies only to skill checks.
 
 
====Construction Requirements====
 
Craft Wondrous Item, animate objects, bull’s strength, cat’s grace, must have at least 5 ranks in Knowledge (engineering); Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6).
 
 
=== Rabbit’s Foot ===
 
'''Aura:''' moderate transmutation
 
 
'''CL''' 11th
 
 
'''Slot''' feet;
 
 
'''Price:''' 25,080 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 2 lbs.
 
 
==== Description ====
 
Not actually the paw of a rabbit, the ''rabbit’s foot'' prosthetic is named for the ability it provides its wearer. Anyone with a ''rabbit’s foot'' prosthetic gains the evasion ability. If the wearer already has evasion from another source, this item does not grant any further abilities.
 
 
==== Construction Requirements ====
 
Craft Wondrous, animate objects, jump
 
 
'''Cost''' 12,580 gp.
 
 
 
=== Wizard’s Hand ===
 
'''Aura:''' faint transmutation
 
 
'''CL''' 1st
 
 
'''Slot''' hands;
 
 
'''Price:''' 1,000 gp (You pay only 65 pct of this, plus 10 RPP)
 
 
'''Weight:''' 1 lb.
 
 
==== Description ====
 
The ''wizard’s hand'' is a simple magical prosthetic hand. It is a leather or metal bracer that has been crafted with the spell mage hand. The bracer does not cause a physical hand to appear, so the character still has a visible stump, but the mage hand cantrip allows the wearer to pick up light objects (less than 5 pounds) and use them in a fully normal way. The hand is not powerful enough to wield a weapon in combat, even if it can lift and carry the weapon. Anyone physically touched by the ''wizard’s hand'' feels the sensation of being touched, poked or grabbed. There is no warmth to the hand, nor is the hand cold to the touch.
 
 
==== Construction Requirements ====
 
Craft Wondrous, mage hand
 
 
'''Cost''' 500 gp.
 
 
=== Armor for Prosthetics ===
 
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. A character with funds to spend can choose to add armor to a prosthetic. Typically, only full-length prosthetic arms or legs are armored. Armor for prosthetics instead increases the hardness and hit points of the prosthetic, making it less vulnerable to damage from an enemy’s blade. Armor added to a prosthetic does not affect its AC, otherwise.
 
 
Leather armor adds:
 
 
* +2 to the hardness and +5 hit points to a prosthetic arm. '''Cost''': 15 gp, '''Weight:''': 2 lbs.
 
* +2 to the hardness and +7 hit points to a prosthetic leg. '''Cost''': 20 gp, '''Weight:''': 4 lbs.
 
 
Steel armor adds:
 
   
* +10 to the hardness and +7 hit points to a prosthetic arm. '''Cost''': 25 gp; '''Weight:''': 4 lbs.
 
* +10 to the hardness and +15 hit points to a prosthetic leg. '''Cost''': 30 gp; '''Weight:''': 6 lbs.
 
   
Adamantine armor adds:
 
   
  +
===Descriptions===
* DR 1/-, +20 hardness and +10 hit points to a prosthetic arm. '''Cost''': 1,500 gp; '''Weight:''': 6 lbs.
 
  +
==== Armored Prosthetics ====
* DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. '''Cost''': 2,000 gp; '''Weight:''': 10 lbs.
 
  +
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.
   
Mithral armor adds:
+
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:
* +15 hardness and +7 hit points to a prosthetic arm. '''Cost''': 1,000 gp; '''Weight:''': 2 lbs.
 
* +15 hardness and +15 hit points to a prosthetic leg. '''Cost''': 1,500 gp; '''Weight:''': 3 lbs.
+
* +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.
[[Category:RPPs]]
 

Latest revision as of 03:54, 6 January 2022

About Prosthetic Spends
Rpp limited.gif 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.


Prosthetic Spends

Rpp limited.gif Rpp tiered.gif Prosthetic
Tier Benefit Cost

T1

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.


5 RPP

T2

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


5 RPP

T3

Your prosthetic draws wolf whistles from gobber artificers. Select one of the following.
Special Material Construction: As above.
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.
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)


10 RPP

T4

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.


10 RPP

T5

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.

10 RPP


Rpp token.gif Prosthetic Token Spends
Reward Benefit Cost
Retracta-what?! 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. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'. 5 RPP, T1+, Weapon Hand Prosthetic, light or one-handed weapon
We Shall Overcome 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. 10 RPP, T2+
Resistant 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. 10 RPP, T2+
What, Again? 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. However you can not buy this prosthetic above T2. 5 RPP, T2+
Armored Prosthetic You've added armor-grade leather or steel to your prosthetic. 5 RPP, T2+
Hidden Weapon Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon). 10 RPP, T2+, Retracta-what?!


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.