Shadowblack

Steamjack Junkie's page

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I remember a mechanic from Forgotten Realms that makes it easier for Elven High Mages to cast spells, involving circles of individuals w/ elvish blood. I cannot remember for the life of me where to find it. Anybody know? Thank you!


And people say that these games rot your mind. Instead, they can promote scientific discussions. ha ha ha. The world's great minds will not come from its universities, its goverments, or its businesses (at least directly). No, they will come from the belittled and trod-upon geeks, nerds, and part-time players of fantasy games, who breed new ideas as easy as (or more easily than) breathing


A good idea may be to either reduce the prerequisites for the Graft Flesh feat, so that it is easier to get into earlier. Another helpful trick is to use the Skill Training feat from (I think) Unearthed Arcana. It allows you to turn an untrained skill into a class skill. So awkward ones, like Heal, can be easily acquired. Another suggestion is to replace Graft Flesh with one of the grafter feats (and accompanying grafts) from Magic of Eberron (Deathless Fleshgrafter, Eldeen Plantgrafter, Elemental Grafter), and the Wyrmgrafter feat from Races of the Dragon. These represent a coherent system, but somewhat limiting on the number and type of grafts that can be present in a creature (only one graft per "slot" [understandable; mirrors magic item slots], and only one kind of graft per creature [less understandable])
Another suggestion: There is a new feat in Pathfinder Adventure Path 16 called Brew Fleshcrafting Poison. In fact, there is an entire chapter devoted to it (pg. 58). It has a similar system, with the option of either temporary or permanent alterations. The requirements are kind of steep (Cl 10, Craft [Alchemy]8 ranks), but its very freeform (you can replicate almost any monster ability), with several prefabricated options available.

Also, here are some suggestions for smoothing out the kinks. Normally, you would have to wait until 9th level to be able to take the Graft Flesh feat. However, if you utilize the Taint system from Heroes of Horror, you can acquire it almost for free (there are some drawbacks to being tainted, of course, amd you must meet the prerequisites)upon attaining a moderate level of either kind of taint (Corruption [body] or Depravity [mind]; personally, I find depravity to be more in line with forbidden knowledge, though taint could also work, as if the physiology of your brain was warped to acheive a better understanding of meshing disparate flesh, or eldritch parasites have taken up residence in your brain, instructing you how to use your knowledge in a terrible new way, but at a horrible cost)

A number of class features for the Fleshwarper prestige class may be a little awkward to convert, but it works. Graft reserve can be converted to any grafting feat, or any biomod-oriented feat for that matter (though stuff like grafting is more in line with the flavor). Graft Mastery could be adapted to expand the number of Grafter feats (and not just variants of the Graft Flesh feat). Rapid Grafting is easy for most of the above suggestions, except for Fleshcrafting Poisons.

I hope this has been helpful to you, sir. We seem to share the same attitude towards RPG biomodding. If you ever need help with stuff like this, you know where to find me.


Is it just more, or is it that, just within a year of Wizards abondoning 3.5, some of the best ideas are emerging? Magic is becoming more flexible and varied, as opposed to the older ways basede upon a novel that assumed that human mastery of magic was weak.


... inspired by further hunger for exotic new lore, the intrepid Steamjack Junkie plots for the kidnapping of any and all Pathfinder Chroniclers that pass His/It's way... Just follow the funny compass


Implanting Ioun stones??????? awesome