The Barrier World project - Steampunk Magitech Post-Post Apocalyptic setting


Homebrew and House Rules

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Liberty's Edge

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A fresh new thread for this setting, complete with Google Docs!

THE BARRIER WORLD WIP DOCUMENT

THE BARRIER WORLD PLAYER'S GUIDE

Please note that the WIP Document is open to everyone to add content they think would be beneficial or interesting for the setting. The document is periodically backed up and, as previously stated, public (more or less), so please do not interfere with other people's contributions. Additional requirements for contributing are on the first page of the document. For editing access, please send me a PM with your email so I may add you to the list of people allowed to edit.

The Player's Guide is free for people to use for their own game. No need to ask, just go to File => Download As => PDF and just pass it out to people. There's no change log yet and after what we deem as a "major update" we'll up the version number.

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WHAT IS THE BARRIER WORLD?

Quote:
Emerging technology built on the foundation of a lost age, the new civilization living amongst the ruins, having made them their own, with adventurers delving into the places that were once seen as "taboo" or "dangerous" to discover what the previous age held and possibly clues (for the shorter lived races) of what exactly happened to cause the world to be the way it is.

and

Quote:

Prevalent guns (Early guns = Martial weapons)

No Gods (Effectively killed off during the apocalypse)
After-The-Apocalypse feel (1000 years after when civilization is getting back on its feet)
Steampunk/magitech
High magic, low fantasy (Druid cities, quasi-deities, and magocracies, but low on creatures outside the mundane. So no dragons for example)
Switched up races (Orcs are shamanistic, Drow are neutral mad scientists and (Lesser) Centaur and Harpies are playable)

What I'm looking for:


  • Where are the glaring holes in this world as it's currently written, and any suggestions on plugging said holes? (No suggestions are fine, helping me be aware of the problems is more than help enough)
  • What aspects need clarification? Basically what do I need to expand on?
  • Suggestions on making this setting work while maintaining the above quoted bits. Basically how can I make this work in the general way I want this to work?
  • Suggestions for the locations marked "WIP"?

What I'm not looking for:


  • "You're better off with a different system." No, I'm sticking with D20 'cause I'm stubborn and I know the system.
  • Suggestions that drastically alter the premise of the world. The quoted bits there? They're stickin'.
  • Urgings or suggestions to not bother with a homebrew setting/scrap the idea. 1) I'm stubborn, 2) I've already put a bunch of work in, I ain't stoppin' now.


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Posted this in the other thread, but we're moving so I'm moving it here.

For the Mana Wrights (Wights?):
Thematically, half-undead types are generally portrayed as sickly and low-con, as well as (again, usually) an unchanged or boosted wisdom because they are "hunters" of whatever (or whoever) they have to eat. Not that this is necessary, just my first thought. Perhaps some fluff text about them having deadened nerves and thickened, magically-infused skins/bodies would be in order?

Turning them into magic-eaters is another thought, but that's probably WAY to onerous an ability to balance. Spellfire had some mega-broken shiznit going down in 3.5 if memory serves.

I like the harpy tribe names.

Also, are you going to mess with time? Time TRAVEL is a risky venture, but "this area is slow-time because the laws of physics don't work right" is a fun tradition. It can also be exploited, my magic item-crafting character used variable-time demiplanes to get stuff done fast. It also threatened to put me into another age category, but I'm getting off-topic here.

In case it wasn't already linked somewhere, the Mutant Rules are in the SRD now, it's the standard "pay for a blessing with a curse" method, though some abilities are CLEARLY more equal than others. Fast Healing 5 vs. Bulbous Eyes? That's not even a question.

I seem to be going backwards here...Paladins! At the end of the last war, what remained of the "holy orders" and divine champions was mostly ashes and dust. Those who survived were bereft of their divine empowerments and largely blamed for the various atrocities and degradations of the holy wars. Abandoned by the gods, hated and sometimes hunted by the people, many simply ended their tales there through suicide, self-imposed exile, or abandoning their past and its trappings.

Some, however, chose the harder path. They banded together, old hatreds were cast aside with the dead holy symbols of absent gods and a new purpose was forged within the lodges they constructed. The Knights of the Heart found new forms of magic and new ways of helping the helpless and protecting the unprotected. The theurges and spellcrafters who knew arcane magic and the formerly-empowered champions of the faith worked together to weave a new thing into The Barrier, a hard-to-define thing they called The Hallowed Hall.

When a Knight of the Heart, or any of its sister and brother lodges dies its soul does not depart for the normal realms of the dead, but is drawn to the Hallowed Hall. It is part demiplane and part magic spell and it serves as both an afterlife and a continuation of ones' vows. It is a realm (of sorts) where the dead continue to help and protect the living. Their spirits work together to guide, assist, and empower their living brethren and grant them abilities as the gods used to do.

The Paladin's special mount or weapon from his divine bond is actually the spirit of a dead former champion (or several) working with said paladin to stop evil and protect the innocent.

Over the years different organizations spun off from the original with different focuses, methods, and specialties but the core theme of protecting the weak and helping the helpless remains, and has generally redeemed the image of a paladin. It also helps that while they believe in a higher calling, their leadership always includes a secular voice, since part of the magic that created their current source of power/afterlife was arcane in nature. This leader (usually an arcane spellcaster) began as the duty of maintaining the peace and cooperation of different faiths, and even when such disagreements fade away his purpose remains dedicated to speaking on behalf of the real world as opposed to the "celestial wisdom" of the faithful knights.

Or not, it's just a thought.

Liberty's Edge

boring7 wrote:


For the Mana Wrights (Wights?):
Thematically, half-undead types are generally portrayed as sickly and low-con, as well as (again, usually) an unchanged or boosted wisdom because they are "hunters" of whatever (or whoever) they have to eat. Not that this is necessary, just my first thought. Perhaps some fluff text about them having deadened nerves and thickened, magically-infused skins/bodies would be in order?

Turning them into magic-eaters is another thought, but that's probably WAY to onerous an ability to balance. Spellfire had some mega-broken shiznit going down in 3.5 if memory serves.

I like the harpy tribe names.

Also, are you going to mess with time? Time TRAVEL is a risky venture, but "this area is slow-time because the laws of physics don't work right" is a fun tradition. It can also be exploited, my magic item-crafting character used variable-time demiplanes to get stuff done fast. It also threatened to put me into another age category, but I'm getting off-topic here.

Well the +Con for the Mana Wights, at least to me, helps explain their resilience to the magical and chemical radiation of the Mana Blight. Basically because they live there, they're a bit more durable and used to the harsh conditions.

As for time travel, I don't have any definite plans for it in any capacity, though I'm always up for suggestions.

Edit: If you'd like, I can give you permissions for the WIP document if you want to expand on how Paladins have changed. 'Cause damn, dat post.


No, thanks. That sounds terrifyingly close to responsibility. Also I'm not convinced all the names are the best and think they need a second-run by a different editor.

Liberty's Edge

boring7 wrote:
No, thanks. That sounds terrifyingly close to responsibility. Also I'm not convinced all the names are the best and think they need a second-run by a different editor.

Well, no problem. Mind if we use your bit about Paladins though?

Also, for those lurking about, initial build of the Wyrm Hunter Prestige Class is up.

Sczarni

Posting my concept of the War Birds leader, a harpy weapon and maybe the psycho alchemist later on.

Quote:

Era 'Gorewing' Carnel

Gorewing is the leader of the War Birds harpy clan, situated on a nearly unreachable skyscraper about a kilometer away from New Providence. She is a small and weak physically as far as War Birds go, but none are as vicious when need, danger or boredom strikes. Covered in chains, tattoos and hide armours, with a bright green mohawk, few things are as terrifying as Gorewing swooping through the air with seemingly impossible speeds and goring her way straight through a mutant, beast or anything in her way with crooked metal talons, made from a metal never seen before. Even her most trusted advisors keep away their distance when they see her frenzied in the middle of combat.

It's rumored that after the previous leader made one bad call after another, rushing blindly to combat, Era challenged her to a fight. After beating her senseless, Era tore off her wings in front of every single attending War Bird, dragged her deep into uncharted lands and left her for dead.

Now, she leads with surprising feel for business, selling and producing multiple drugs, and promoting a new cooperation between the War Birds and New Providence. Despite all this, the War Birds are still fiercely territorial and young men 'accidentally' going to their territory based on rumors are returned mostly whole, but rarely looking to the skies again. She has, jokingly, complimented Nolan Carlsburg devotion to his people 'invigorating', much to the latter's annoyance. (In game, lvl 8 Chaotic Neutral Barbarian, Wild Rager archetype, lvl 3 Night Witch)

Harpy Talon Blades, Exotic, Light

10gp 1d6 18-20/x2 P or S, special, 4 lbs.

Quote:

Harpy Talon Blades, or "The War Bird's Embrace", as New Providence folk 'lovingly' name them, are a set of claws that go on the talons of a harpy, for a number of reasons, ranging from protection from caustic skin, to ability to bypass hard substances with different metals, to simply intimidating others. Harpy Talon Blades are a light melee slashing and piercing weapon, dealing damage equal to the original Talon Attack. Putting on and taking off a Talon Blade is a full-round action provoking an attack of opportunity. While a harpy has a talon equipped, every space she moves on on foot is treated as difficult terrain.

Special: If a harpy charges using Talon Blades, the attack has +1 to hit and damage for each 20ft moved.

EDIT: Traded some of Gorewing's barb levels for a night witch.

Alchemist Psycho coming up soon.

Dark Archive

boring7 wrote:
No, thanks. That sounds terrifyingly close to responsibility. Also I'm not convinced all the names are the best and think they need a second-run by a different editor.

I can be that second editor. Everything looks good but the Knights of the Heart, that name... just doesn't suit me. I might just be not seeing something though.

Liberty's Edge

The Lion Cleric wrote:

Posting my concept of the War Birds leader, a harpy weapon and maybe the psycho alchemist later on.

Quote:

Era 'Gorewing' Carnel

Gorewing is the leader of the War Birds harpy clan, situated on a nearly unreachable skyscraper about a kilometer away from New Providence. She is a small and weak physically as far as War Birds go, but none are as vicious when need, danger or boredom strikes. Covered in chains, tattoos and hide armours, with a bright green mohawk, few things are as terrifying as Gorewing swooping through the air with seemingly impossible speeds and goring her way straight through a mutant, beast or anything in her way with crooked metal talons, made from a metal never seen before. Even her most trusted advisors keep away their distance when they see her frenzied in the middle of combat.

It's rumored that after the previous leader made one bad call after another, rushing blindly to combat, Era challenged her to a fight. After beating her senseless, Era tore off her wings in front of every single attending War Bird, dragged her deep into uncharted lands and left her for dead.

Now, she leads with surprising feel for business, selling and producing multiple drugs, and promoting a new cooperation between the War Birds and New Providence. Despite all this, the War Birds are still fiercely territorial and young men 'accidentally' going to their territory based on rumors are returned mostly whole, but rarely looking to the skies again. She has, jokingly, complimented Nolan Carlsburg devotion to his people 'invigorating', much to the latter's annoyance. (In game, lvl 8 Chaotic Neutral Barbarian, Wild Rager archetype, lvl 3 Night Witch)

Harpy Talon Blades, Exotic, Light

10gp 1d6 18-20/x2 P or S, special, 4 lbs.

Quote:
Harpy Talon Blades, or "The War Bird's Embrace", as New Providence folk 'lovingly' name them, are a set of claws that go on the talons of a harpy, for a number of reasons, ranging from protection from caustic skin, to ability to bypass
...

Dude I'm not even kidding I now wanna play a Harpy Rogue/Night Witch with those talons all 'chanted up.

"Ok so what does the harpy do?"
"...I charge."
"Should I just remove the monster or do you want to roll those +12 d6's?"

Sczarni

Well, a hard cap on the talons would be appropriate, I think, either +1 per 4 levels, which I find rather nice, or maybe just once per turn to avoid ragepouncelancing. Perhaps add a feat for it?

The alchemist will be coming tomorrow, when I have more time to write.

EDIT: I saw the Wyrm Hunter PrC, it does look kind of too powerful for my taste, but the thing that was most unnerving was the hubris of someone having a capstone called 'Enough Gun'. You NEVER have enough gun.

Some suggestions, +1 to hit usually is equal to +2 to damage, according to most people's logic, threat increase is kind of a big issue, for instance, if someone with a Golem Stopper takes critting to the limit and gets all the crit feats, they're looking at more than 50% crit chance with a x3 weapon, kind of unbalanced in my opinion.

I love the drum option, and I find it as powerful enough, yet not at the level of the other ones, so lifting the penalty or making it into a bonus will not make it overpowered. The damage bump on Giant Bore is ok, though doubling passive just screams 'optimise that' in my head, and that's a voice I don't like listening to too often. Bumping it up two levels instead of one isn't terribly bad, and helps with Vital Striking for more shooting while running/chasing/flying/swimming/cartwheel-on-the-back-of-a-metal-horse action, which is also great.

On Elemental Discharge, I think the discharge could benefit from changing it, probably fast, yet out of combat, so I'd say you can change them by changing magi-sprockets and arcanogyros inside for a minute, and still be balanced.

Magitech Targeting Array is good, I think, though as a Gunslinger, you rarely have problems hitting anyway, especially big targets. Adding a motion tracker or a true vision of sorts would really be quite nice for a capstone, and wouldn't make it terrible overpowered in my opinion.

Double Coated Ammo is pretty nice as it is, though I'll go with the previous option, choosing them, say, each day by loading little block of metal/crystal into the forge and starting it up makes players not regret their occasionally bad build problems, but their occasionally bad decision-making problems.

Elemental Capacitor I find awesome, maybe someone more expirienced with casters/resistances should talk about it, but it's flavourful and strong at the same time.

Just my 2 moneys.

Liberty's Edge

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The Lion Cleric wrote:

Well, a hard cap on the talons would be appropriate, I think, either +1 per 4 levels, which I find rather nice, or maybe just once per turn to avoid ragepouncelancing. Perhaps add a feat for it?

The alchemist will be coming tomorrow, when I have more time to write.

EDIT: I saw the Wyrm Hunter PrC, it does look kind of too powerful for my taste, but the thing that was most unnerving was the hubris of someone having a capstone called 'Enough Gun'. You NEVER have enough gun.

Some suggestions, +1 to hit usually is equal to +2 to damage, according to most people's logic, threat increase is kind of a big issue, for instance, if someone with a Golem Stopper takes critting to the limit and gets all the crit feats, they're looking at more than 50% crit chance with a x3 weapon, kind of unbalanced in my opinion.

I love the drum option, and I find it as powerful enough, yet not at the level of the other ones, so lifting the penalty or making it into a bonus will not make it overpowered. The damage bump on Giant Bore is ok, though doubling passive just screams 'optimise that' in my head, and that's a voice I don't like listening to too often. Bumping it up two levels instead of one isn't terribly bad, and helps with Vital Striking for more shooting while running/chasing/flying/swimming/cartwheel-on-the-back-of-a-metal-horse action, which is also great.

On Elemental Discharge, I think the discharge could benefit from changing it, probably fast, yet out of combat, so I'd say you can change them by changing magi-sprockets and arcanogyros inside for a minute, and still be balanced.

Magitech Targeting Array is good, I think, though as a Gunslinger, you rarely have problems hitting anyway, especially big targets. Adding a motion tracker or a true vision of sorts would really be quite nice for a capstone, and wouldn't make it terrible overpowered in my opinion.

Double Coated Ammo is pretty nice as it is, though I'll go with the previous option, choosing them, say, each day by loading little block of...

Ok I implemented some changes, mostly the stuff you mentioned, in addition to making Deadly Accurate Sights a one-time upgrade. Here's the new upgrades:

  • Giant Bore: The Wyrm Hunter has totally overhauled the barrel and loading mechanism of their firearm to allow larger caliber of ammunition to be loaded. The damage die increases by 2 (1d6 => 1d10 for example).
  • Elemental Discharge: The application of elemental chargers along the barrel allows the Wyrm Hunter to add on elemental damage to their shots. Outside of combat, the Wyrm Hunter chooses an elemental type (Fire, Electric, Cold or Acid) and adjusts the sprockets and arcanogyros (This takes about five minutes of work). Their firearm gains +2d4 damage of that element type.
  • Magitech Targeting Array: Through the clever application of magic, the Wyrm Hunter has turned their weapon into a deadly marksman's weapon. They may use True Seeing as a Swift Action 3/day that does not provoke an attack of opportunity. In addition, the base range of the Wyrm Hunter's firearm doubles.
  • Drum Magazine: Through a reworking of their firearm's magazine, the Wyrm Hunter is able to not only store more shots, but also increase their number of attacks. The firearm's capacity increases by 4 and the Wyrm Hunter receives one additional attack at their lowest BAB.
  • Reaper Sights: Having constructed the most accurate mechanical sights possible for themselves, the Wyrm Hunter finds it far easier to score Critical Hits. The critical hit range for the upgraded firearm is doubled. This stacks with Improved Critical.
  • Double Coated Ammunition: The Wyrm Hunter has not only fixed the Internal Ammunition Forge in their gun, but have actually improved upon it. The Wyrm Hunter may, by supplying a negligent amount of the material (scraps and shavings are enough.), choose a second Special Material from the Internal Ammo Forge list (This choice may be changed at the beginning of the day). When they apply the coating to their shot, it counts as both the selected special materials (So you may have a shot count as Silver and Elysian Bronze). Those that did not choose the Internal Ammo Forge upgrade instead receive the Internal Ammo Forge, and the ammunition's base type counts in addition to the coating.


  • Cr500cricket wrote:
    boring7 wrote:
    No, thanks. That sounds terrifyingly close to responsibility. Also I'm not convinced all the names are the best and think they need a second-run by a different editor.
    I can be that second editor. Everything looks good but the Knights of the Heart, that name... just doesn't suit me. I might just be not seeing something though.

    Yeah, that's my main problem; can't think of a good name, but I know it needs a better one than "order of the heart." Something about fraternity of penitence? Chivalric Order of Protectors (lolbackronyms)? Brotherhood of Steel (just no.)?

    Please feel free to use/edit/pervert anything I write, I would be flattered.

    Liberty's Edge

    Right, time for some late night brainstorming stuffs!

    So some ideas me and my buddy Ninjaxenomorph (Who came up with the Domestic Gnoll race) were kicking around:

    1) More underground races. Seeing as there is an underground ocean, we had kicked around the idea of subterranean Merfolk or Gillmen, though that would imply there are topside Merfolk and/or Gillmen (An idea I'm personally alright with). Drow however need a retooling as the version of the race I was initially using was, honestly, terrible and bland.

    2) Retooling the Harrower prestige class to be a bit more in line with the Barrier World. Mostly just refluffing some of the cards.

    3) I had presented the idea that Changelings could be natives to the Poisoned Lands and the Hag qualities could be refluffed as "stabilized" mutations. Would also open up the race to males.

    4) A big idea, Ninjaxenomorph had pitched the idea of the Barrier encompassing and "taking" the solar system instead of simply the planet, moon and a copy of the sun. It would turn the...well let's go with "dimension" that the setting is in into a huge Dyson Sphere and allow for more locals and settings and a wider range of races, monsters and technological whatnot. For the sake of ease of creation, I'd say assume that the Barrier World (Which I realize still needs a proper name) is the only truly civilized world in need of proper government, religious and whatnot layout.

    5) Another idea pitched by Ninjaxenomorph, integrating the Etherial and Shadow planes in, but making them completely devoid of any sort of creatures or entities.

    6) A joke concept I had pitched in light of #4, what if the whole Barrier project was an elaborate Truman Show type experiment, that the Queen was really the head (or high ranking member) of the Coalition, that her spat with the Exile was just a dogmatic drama and not only are they still in contact with one-another, but they're on quite good terms, and that the Coalition is really monitoring the world for their own mysterious ends. Akata reach the Barrier world, the Coalition freak out and react, dropping the Barrier and swooping in with warships to contain the infestation. THE PRINCIPALITY LEARNS THAT THEIR RELIGION IS BASED OFF FALSE PREMISES. THE CHURCH IMPLODES IN ON ITSELF AND THE NATION IS THROWN INTO CIVIL WAR AND CHAOS. WORD GETS OUT THAT THE QUEEN WAS BEHIND EVERYTHING. RIOTING BEGINS IN THE QUEEN'S LANDS. THOUSANDS DIE AS TEMARIA AND THE QUEEN'S PALACE IS SIEGED, EVEN MORE DIE WHEN THE COALITION ENACTS "PEACEKEEPING" OPERATIONS. So on and so forth.

    7) On a more serious note, another idea was giving the Barrier World rings. While I think it would be a neat idea, I'd kinda like the idea of there being an Orbital Ring station that is either abandoned, infested or dead (Basically a huge tech dungeon that you could likely go from lvls 1-20 through and not cover it all).

    8) Possibly more races. I'm kinda leaning towards a proper insect race, but not of a hive-mind variety (Those have been done to death IMO).

    9) GRAFTS. Seriously after I finish the Wyrm Hunter prestige class (It needs a bit more C&C/PEACH before I'd be comfortable playtesting it) I'm gonna be mainlining grafts. The four categories would be:

    Mechanical: Defensive****, Offensive***, Support**, Movement*
    Plant: Defensive**, Offensive**, Support****, Movement*
    "Abomination": Defensive**, Offensive*, Support***, Movement****
    Undead: Defensive**, Offensive****, Support**, Movement*

    Abomination grafts would be (at least currently) a combination of the 3.5 grafts not covered in the above categories (Dragon, demonic/fiendish, abberation, etc). Already taking suggestions, though suggestions need the following information (Or at least most of it, we can always fiddle with it later):

    Name: What the graft is called.
    School: What school or category (Mechanical, Plant, Abomination or Undead) the graft falls into
    Location: What "slot" the graft takes up (Head, Flesh, Legs, Arms, Skin, or Other). No more than one graft per slot (So no to two head slot grafts) and no more than 2-3 "Other" slot grafts. Also, "Flesh" is basically internal organs or stuff under the skin.
    Description: What the bit does.
    Activation: If the graft must be activated (spinnerets, acid spit, breath weapon, etc), how often can it be activated and what sort of action does it take to activate it.
    Effect: What mechanical effect does the graft give?
    Construction: How long does it take to make the graft, how much gold does it cost to craft it, what feats are required to craft it, and what spells (if any) are required for the crafting?
    Sacrifice: How much of a toll does the graft take on the recipient? In 3.5, graft sacrifices were usually a deduction of 2-8 HP from the character's total, though more powerful grafts might cost ability points or apply permanent penalty to skills. Use your best judgement here.

    Sczarni

    Just a question about grafts, what do you mean by support? Battleground control type of support or healing/buffing/debuffing kind of support. Maybe both would be nice.

    Some Suggestions about Grafts.

    Quote:

    Force Shield

    Mechanical
    Arms
    The force shield is a fore-arm, laced with a weird mesh of capacitors and subdermal armor. It has no penalties compared to an ordinary arm.

    Powered by heartbeats, the Force Shield can be activated as a free action, and works as Protection from Arrows. One arm must be free in order to activate the effect. After holding it activated for 3 rounds, the user must start making Fortitude saves in order to not become fatigued for a number of rounds equal to the number of rounds spend with the shield on. (DC = 10 + 2 for each round after the first). When the Shield absorbs 100 damage, the user may choose to continue holding the shield, however he needs to make concentration checks with his Str or Con as modifiers.

    Construction, it's a relatively cheap mechanical graft, and according to the rules it should cost 12,000 GP, for an item with continuous protection from arrows. However, it has a drawback, as pointed below, and needs to be held, so a price of 7500 gp sounds reasonable to me.

    Sacrifice, a person with a Force Shield on his arm cannot run for long periods of time, due to the strain the shield has on his heart. He can only run for a number of rounds equal to his Con Score -5 before he starts making Fort saves for exhaustion.

    Here's a little Starcraft inspired one for people who just can't get enough natural attacks.

    Quote:

    Bladewings.

    Undead
    Shoulders.

    The Bladewings are a set of wings taken from a fallen Blightgator. Just like the actual creature, they are sharp, brutal and unable of flight. The bones are incredibly rigid and hold an edge better than almost any metal in the Barrier world. They look like a set of bony wings with no membrane between the digits.

    Activation. The Bladewings are always active, unless the 'wearer' decides to attempt and hide them under a large cloak, or by some other means.

    Effect. The Bladewings grant 2 primary wing attacks to the 'wearer' that deal 1d8 piercing damage with a crit chance of 19-20/x2. When a full attack is made with the wings, the 'wearer' has +1 dodge bonus for the round, as the wings flail around him, striking the enemy and making everyone reconsider getting close to him. They also give +5 competence bonus on Climb, because the wearer can just stick them in most surfaces for extra grip.

    Construction. The cost would be 18000 GP, I think, by looking at Helm of the Mammoth Lord and counting the fact that it doesn't have as many bonuses outside it.

    Sacrifice. After the wings are grafted, if they are sundered, the wearer takes half the damage, bypassing any damage reduction. If they want, they can regrow the Wings as a move action, taking the damage that the wing took once again and taking 2 points of Con damage. The Wings cannot be regrown by any other means outside of Heal.

    Kerrigan wings, yo

    Quote:


    Ventral Sacs.
    Plant
    Neck.
    The Ventral sacs are a set of sacs taken from a Southern Jungles Fungal Frog. These sacs are mounted under the chin of the wearer in a disturbing manner. Some grafters are able to produce a more unassuming one, by installing them in the throat of the wearer for more limited effects, but more subtle and unexpected.

    Activation: as a standard action, the 'wearer' can breathe a 15 foot cone of fungal spores that affect targets who fail a Reflex save (DC = 10 + 1/2 level + Con Mod) and makes them nauseated (sickened?) and poisoned for 1d3 rounds. A successful Fort Save negates the nauseation.
    Fungal Frog Poison, effect 1/round for 6 rounds, effect 1d3 Dex and 1d3 Con, 2 saves. The wearer can only breathe toxins once every 2d4-1 rounds.

    Construction. Since finding a frog isn't terribly hard work, yet the effect is quite substantial, most of the cost comes from medical equipment and cures needed to not be poisoned by the sacs themselves. 6000 gp seems reasonable to me, and 12000 in order to have them concealed inside you without actual penalties to your character. Except for really, really sore throat.

    Sacrifice. Since the sacs are powered by your own system and are cooperating with your lungs, a penalty of -4/-2(-2 for inside one) to any skills that involve language. The DC of your sonic and language-based mind affecting spells is reduced by 2/1 as well.

    I don't really have ideas about demonic grafts, so someone help me with that.

    Liberty's Edge

    Well the Abomination grafts are pretty much the ones that don't really fall into other categories. Fish tails, gills, spider legs, etc.

    As for support, you pretty much hit the nail on the head. Buffing, debuffing, healing, skill bonuses, etc.

    Liberty's Edge

    Something I thought up on the drive to class today.

    Quote:

    "The Right"

    Abomination
    Arms
    A stabilized, localized Lycanthropic graft, "The Right" as it is called enabled the user to shift their arms, from fingertips to shoulders, into a pair of large Werebear arms, complete with claws.

    Activation: As the shift takes mere moments, the user may activate the graft as a swift action equal to their Con+2/day. Each activation lasts 20xCon minutes and may be deactivated as a swift action.

    Effect: Upon activation, the user gains two Claw attacks at 1d6 each, plus the Grab property.

    Construction: 3500g to obtain the lycanthropic virus sample and tweak it for the purposes of the graft. Naturally this process cannot be done in the Principality due to political and religious reasons.

    Sacrifice: Because the user is now part lycanthrope, they take +50% more damage from silver weapons and are counted as Lycanthropes for purposes of magic items, spells and abilities.


    Silus wrote:

    Well the Abomination grafts are pretty much the ones that don't really fall into other categories. Fish tails, gills, spider legs, etc.

    As for support, you pretty much hit the nail on the head. Buffing, debuffing, healing, skill bonuses, etc.

    Spiderlegs, that would make a good mutation.

    Shadow Lodge

    Goth Guru wrote:
    Silus wrote:

    Well the Abomination grafts are pretty much the ones that don't really fall into other categories. Fish tails, gills, spider legs, etc.

    As for support, you pretty much hit the nail on the head. Buffing, debuffing, healing, skill bonuses, etc.

    Spiderlegs, that would make a good mutation.

    Hmmm, I guess we do need to actually create more exact rules for how drow get a drider job done...


    This has taken a strong turn towards sci-fi since I first looked into it.


    Hmm...

    Orbital Ring is too big, and too interconnected. With multiple orbital stations on different tracks you can have warring factions, stations which pass each other at different times (making politics more complicated and having more potential plot hooks), and more varieties of toys, like the orbital weapons platform that can be used to hold the world hostage.

    Also there's a great big moon in the sky asking for mining colonies, pleasure palaces, and the Bone Sages of Eox.

    Sarcesians are vaguely insectoid and space-faring, of course I don't think Paizo ever bothered to stat them, so...yeah.

    Integrating a whole solar system seems kind of big, and the first thing that springs to mind is how the Eberron Campaign Setting did other planes as "moons."

    Arguably, you could have a perfectly normal Ethereal Plane, except the chunk that locals can access is enclosed in a giant Barrier just like the rest of their realm. But too much of that and you end up with the unstated question, "so how is this different from any other homebrew world?" Embrace your Cutoff-ness.

    Also, while The Truman Show was very sweet I was never that enamored with playing out the concept. Kinda hated the implications of it in a certain Anime I was enjoying, actually. That's my subjective opinion of course.

    I always liked the Thri-kreen, but after 10 billion home-brew versions and copyright issues I suspect I'm better off making up something new.

    And while pondering this and cycling my laundry, I thought of another fantasy race that I'll probably completely fail to properly enact with the ARG rules.

    *fuddles and fumbles with the ARG rules for 2 or 3 hours*

    Okay, I KNOW I did this wrong, but here's the rough draft, hopefully if someone likes it they'll polish it and make it work properly.

    Texhutu (pronounced Tek-shoo-too)

    Image shamelessly stolen from Deviant Artist Mr. Culexus without permission.

    Embiggen:

    A race of spider-like weavers, these quiet folk are a bit intimidating and a bit mysterious. Nocturnal by nature, they prefer to live underground or in darkened forests and jungles, where their silken webs and hidden snares can be put to greater effect.

    Physical Description: Texhutu are large, spider-like creatures with human torsos where their heads should be. They have 4 large eyes suited for dim light, and their skins are a mix of thin, fuzzy fur and hard, chitin plates.

    Society and Relations: Texhutu live in small tribal settlements focused around hunting and gathering. Their tendency to prefer vertical surfaces leaves them with little opportunity for agriculture. Their Photophobia and monstrous appearances make diplomatic relations with other races difficult. Further, their cultural dogma of "waste not, want not" with regards to the flesh of dead humanoids has given more than one tribe a dark reputation. Still, a small but thriving market exists for their fine quality silks (spider silk is very strong) and those who can overcome prejudicial tales find that the Texhutu are as warm and friendly as any race.

    Alignment: Texhutu tend toward the chaotic alignments, living in wilder, unsettled lands and having little interest in many of the manners and mores of other cultures.

    Adventuring: Texhutu who adventure are mourned as lost by their families, for all too many of them never return. Those who leave their webs and their clans are discouraged from doing so, but should they return they are still welcomed with open arms.

    Monstrous Humanoid: (3 rp)
    Large: (7 rp)
    Slow Speed: (-1 RP)
    Standard Racial Ability score (0 RP)
    Standard Linguistics (0 rp)
    Quadruped (6 legs)(3 rp)
    Improved natural armor (3 rp)
    Climb (2 rp)
    Light Blindness (–2 RP)
    total (15 rp)

    Texhutu Characters
    Ability Score Racial Traits: The Texhutu are a hearty people, and though they move with slow deliberation, their mental agility is often quite impressive. They gain +2 constitution, +2 intelligence, and -2 Dexterity.

    Type: Texhutu count as Monstrous Humanoids. They receive Darkvision 60ft.
    Size: Texhutu are large,

    Base Speed: Texhutu have a base speed of 30ft.

    Languages: Texhutu begin play knowing Common and Laquetan. A Texhutu with high Intelligence scores can choose from the following: Gnoll, Undercommon, Sylvan, Gnomish, Dwarven.

    Climb: Texhutu have a climb speed of 20 and a +8 racial bonus to climb checks.

    NO idea how to do "they spin webs," and the current Race point cost is 15 (assuming I even did that right) which is probably too much. And they still don't have any racial skill bonuses, like +2 to weaving or survival or whatnot.

    But it's a thought.

    Additional: Racial History Mystery! No one knows where the Texhutu came from. Some say they're driders, modified by magic or science to be less elfy and more spidery. Some believe they were spawned when a godlike sorceror who was involved in the Barrier Project infused his essence into magical spiders which would help "weave the barrier into existence". Some claim they were a slave-soldier project which either was abandoned or escaped around the Final War. One largely-ignored and ridiculed scholar believes they were crafted by a deviant wizard with a creepy fetish for spiders and wearing fursuits.

    Personally I like #2, but it ain't my world.

    Shadow Lodge

    I should probably introduce myself, since I just dropped in before. Hi, I'm Ninjaxenomorph, a (past and future) player in Silus's campaign. We chat a lot over Skype about games and stuff; he is currently a player in my Star Wars game.

    Silus and I were discussing the subject of grafts, and how to implement them. We agreed they would work out as magic items, but were stumped past that. We both figured a 'slotless slots' system, like magic tattoos have, would work, but that would not by itself adequately limit the graft system; we agreed there should be a penalty of some sort, but disagreed on the implementation. While individual grafts having a small, conditional downside ('The Right' above making the graftee take additional damage from silver, or a pet project of mine, a secondary heart, take additional bleed damage upon bleeding), something as significant as depleting hit points seemed counter-productive to me, if it was intended to be appealing to players.

    I roughed out a simple system outline mostly pilfered from Shadowrun and Star Wars. I came up with an arbitrary number of 15 Essence, from the number of magic item slots on a creature. Every graft would cost several points, and it is more expensive if you are a caster; depending on how many spell levels your class gets, 4, 6, or 9, grafts would cost +1, +2, or +3 Essence more. If that was passed (easy, because individual grafts would be expensive) THEN you start to take horrifying consequences like will save penalties, type changing to Abberation, partial loss of spellcasting, etc.

    Several more ideas, this time related to spells:

    1) Spells that resurrect the dead interfere with grafts. Basic ones will destroy biological grafts (resetting a person's Essence if they have no mechanical grafts), and spells that regenerate interfere with mechanical grafts.

    2) Restoration does the same thing, and Remove Disease/Neutralize Poison has a chance of getting rid of them. Can be done as a way of 'fixing' yourself.

    3) If someone wants to KEEP their grafts, there is a spell, Preserve Grafts, likely 2nd level Necromancy, for at least the cleric and alchemist lists. This spell is often used for black market graft/organ harvesting.

    Sczarni

    As a rule of thumb, Large races are always sort of a thing to pay attention to, since they take 4 spaces, use bigger weapons, can become Huge and so on.

    Do they have 4 arms as well?

    Making them simply quadruped and Medium would free some points for backstory stuff. Maybe they have their four upper appendages to be used mostly as arms? If so, can we recreate General Grievous?

    Maybe add Web Shelter as a 1/day ability with longer than normal casting time? Or Web X times per day? A bonus to Stealth checks is reasonable for chaotic spider people. I'd suggest bonus to Craft(Basketweaving) as well, but it's been known to break campaigns, so I ban it in mine.

    Jee-daai...


    Current design is 6 legs, 2 arms. It's still called "quadruped" in the book (the price increases as you add pairs of legs). 4 and 4 would work too, but I think that's even more expensive in terms of race points.

    I made 'em large because in order to be a "spidertaur" with two thoraxes and still medium their humanoid half would probably be the size of a midget. But even with medium weapons/regular reach, a large body is kind of a big deal so I don't know.

    Having seen the terrible, terrible movie version of Grievous first, I just can't really get that interested in him. But Multiattack and multidexterity are certainly functional feats.

    The main thing about spider silk is it's worth a lot because it's super-duper tough compared to regular silk. Specialty silk gear, more specialty silk gear. I'm not sure how to put that in game terms and/or modify for balance. Don't want PCs that can just sort of poo out hundreds of gold every day or week, do we?

    Other thoughts:
    I like the idea of them being cold-blooded, but I didn't see rules for that.
    I figured they shouldn't have poison, but most spiders do.
    Real-world spiders are actually really weak (in terms of strength) compared to other insects and arachnids but Spider-man was super-strong, so that's a question.
    Reproductive cycle, magic preferences, actual geography beyond "live in shadowy places," are all up in the air.


    This interests me in all the best ways =) Dotting to come back for more full reviewing over the weekend.


    Hola, I also talk to silus about a variety of ideas and campaigns, including some stuff that goes beyond crazy.

    Anyway, we were talking about wyrm-hunter class and some of the ways it works with some of the feats... and discovered a few points that will be problematic at best, such as a crit monkey build that would be annoying to DM around.

    As far as grafts go, I like the idea of "if the customer got the money and we got the part" mentality, but at the moment I think that grafts can really quickly get broken, and so that whole mechanic needs to be focused on and given a table (I love a good table). Since a grafts acts as a sort of spell/equipment, some would change the way armor works, while others wouldn't. As such grafts should have properties that change stats both positively and negatively, even changing natural ac or attributes by one or two.


    When I GM, Driders that are not evil have sleep venom.
    Permanent grafts tend to have genetic creep, meaning spells such as raise dead and such speeds the process. Your Texhutu creatures might be the end result of isolated communities that used grafting to survive in hostile environments.


    Goth Guru wrote:

    When I GM, Driders that are not evil have sleep venom.

    Permanent grafts tend to have genetic creep, meaning spells such as raise dead and such speeds the process. Your Texhutu creatures might be the end result of isolated communities that used grafting to survive in hostile environments.

    Also good.

    One of the things I liked about Warforged was the mild mystery regarding how whatsisface first invented them. Supposedly he was just a genius who created them, yet there was all this evidence surfacing of them (or things like them) being created by the (now-fallen) civilization of giants on the continent of Not-Africa (I forget proper names).

    Dark Archive

    Xendrik.

    Liberty's Edge

    Right, so I'm at work at the moment, but as soon as I can, I'll post the current build of the Wyrm Hunter Prestige class to the Google Doc. Thing needs some work, and I'd appreciate it if ya'll could give me some feedback on how to balance it out a bit.

    Also, to anyone that would like to freely edit the WIP document, please send me a PM with your email address and I'll put you on the list of people that can edit the document.

    Lastly, two new things I'm gonna start working on aside from Grafts and the PrCs, Artifacts and racial substitution trait...things.

    Liberty's Edge

    Soooooo yeah, the Wyrm Hunter prestige class is undergoing some changes. Instead of being a 90% firearms class with 10% Pilum-Lance, we're splitting it down the middle with you able to pick whether you want to specialize in guns or the lance. The Golem Stopper will also be exempt from the Wyrm Hunter firearm upgrades. Sooooo yeah gonna hammer it out tomorrow and post it up maybe.

    Liberty's Edge

    Right, the current (revised) build of the Wyrm Hunter Prestiege Class is up on the WIP document. Thoughts, suggestions or concerns are appreciated.


    Dragons, half dragons, and dragon bloodlined should be able to take the Monkey Hunter Prestige class.


    Dragons all skipped town or got put in the dead book, so you're left with a few sorceror lines.

    Wyrm Hunter...pretty powerful. I wish I had more to say but I really can't think of anything to add or critique.

    Liberty's Edge

    Reckon it's the pick-what-you-want upgrades that are making it OP?

    Edit: Ok, I consolidated the "Enough Gun" upgrades into the "More Gun" table and gave them pre-requisite upgrades, then took "You Don't Scare Me" and turned it into "Master Hunter" and made it the capstone. HOPEFULLY this balances it out a bit more. Seriously I'm not trying to make this thing OP and it's driving me bonkers that I can't downgrade the OPness of it D=


    Well, it's a martial-only class, half the lancer's stuff focuses on grappling giants (yikes) and you don't really get going until you're pretty high level.

    Bleed damage...are constructs immune to bleed? Also basing it on Strength instead of Class level makes it front-loaded and limits alternate builds or folks with lower point buys. Also it's probably worth mentioning in the ability description whether something like fast healing or getting hit with a cure spell stops the bleeding, since the universal monster rules about bleeding say it would.

    Laziness overcome, constructs are indeed immune to bleed. This probably doesn't need changing, but it's something to remember when considering power levels.

    Also, grapple rules are still really weird. Like apparently if you grab someone with a mancatcher, RAW says you have to immediately pull that target towards you, even though you're wielding a reach weapon expressly to keep the target held on the end of a pole.

    The rules were written, of course, with the idea of an ogre or other large creature in mind, but them's the breaks.

    I hope I'm not sounding discouraging, it is late and my writing becomes more...wandering.

    *headdesk*
    *snore*


    1 person marked this as a favorite.

    First thought: drow could have their ability scores altered to get bonus to Intelligence, as it suits mad scientist better than bonus to Charisma.

    Liberty's Edge

    @boring7, I appreciate the feedback, and kinda wish more people would chime in. This class has been damn near nothing but a headache since I started but I WILL NOT LET IT BEAT ME.

    Think I outta switch up the grapple thing somehow? The idea was "Harpoon the monster and keep it controlled so the others can murder it". Not sure if Grapple+Reposition was the way to go however.


    Nah, grapple rules are as good as anything, and making up a whole new system for dragging people around on a spike seems like a lot of labor for little benefit.

    The main thing is that in real world (yeah yeah) harpooning and the weapon description itself, you tend to try and hook the line to something heavy as quick as you can. With a wizard on staff that's as easy as dropping a wall of stone on the chain, but I don't know any rules for when a team of centaur lancers spike a mechanical behemoth and then attach those lines to anchor points (possibly with mechanical winches) in order to lock down a critter's movement.

    Of course, adventuring Wyrm Hunters work alone, so they're even more likely to be just hanging and dragging.

    Hm, Stubborn nails.

    Liberty's Edge

    Welp, I suppose I'll just say screw it and put it into the guide as-is and tweak it after some playtesting. Nothin' beats in-game application to show what's right and what's wrong.

    Liberty's Edge

    Right, expect more stuff this weekend maybe in light of the Advanced Class Guide and the Technology Guide.

    Shadow Lodge

    So looking at the Technology Guide's rules for cybertech, we decided that it would be easier if grafts took those rules and expanded on it. For example, cybertech is one such category.

    Liberty's Edge

    Working on a larger world map with some new locations. Stuff below the equator is still up for changing however.

    Link here

    Liberty's Edge

    Right, so update on pipeline stuff. Working on:

    Xang -Tsan: asian themed area on the same continent as the Poisoned Lands, inhabited by mantis people and giant insects that more or less serve the same function as livestock.

    Kamakiri: Japanese for "mantis" (name subject to change). Not 100% sure on stats, but will get Linguistics as a racial skill and be unable to speak anything other than their own tomgue (due to biological constraits), but become fluient in racial sign language easily. Also will make sign language a thing.

    The Armageddon Cauldon: the main reason the Mana Blight and the Poisoned Lands exist. Never drop a magitech nuke onto a factory that makes mana-powered munitions and that is powered by a volcano.

    Agranor the Unmaker: A kaiju living in the aforementioned Cauldron. Has a breath weapon that works like a Rod of Wonders and forces Primal Magic rolls. Also does Force Damage and has a variable AC and SR.

    The Kashana Desert: home of the Stonebreaker Prison, run by Warden Ingrid Hale, a Brazen Medusa Investigator. Expect lizardfolk and riding birds being available to the PCs.

    Grafts: always working, can't ever stop D:


    The Xixchil of spelljammer were a mantis-like race. They specialized in body mods, but since Drow do that they should do something else. Cribbing from someone else' work, we have...

    Kamakiri Racial Traits
    +2 Dexterity, +2 Intelligence, -2 Charisma.
    Size: Medium
    Base land speed: 30 feet.
    Compound Eyes: Darkvision out to 60 ft., +2 perception
    Racial Skills: Linguistics and Handle Animal are always class skills for Kamakiri, +2 to Linguistics and Handle Animal
    Kamakiri treat all creatures with the Vermin type as animals for the purposes of Handle Animal checks to train them.
    Chitin: +2 natural armor.
    Natural Weapons: Claws (1d6)
    Radiation Resistance: Kamakiri treat any form of radiation as one step lower for the purposes of save DCs and damage done.

    Automatic Languages: Common (cannot speak), Xixchil sign language.

    The Kamakiri are medium-sized insects with 2 legs and 4 arms. Their primary arms are bladed claws good for little more than combat. But their secondary arms are capable of finer manipulations and work that would require hands. Most lack the mental dexterity to use all four arms in combat, but some have been known to make terrifying dervishes on the battlefield.

    The Kamakiri arose from the ashes of the same conflict which created the Poisoned Lands. Whether they are uplifted insects or a formerly humanoid race warped beyond measure is a matter they do not discuss with outsiders. They possess a special empathy with insects and arachnids, taming and domesticating the mutated and giant vermin to serve as livestock and beasts of burden. Their specially-bred wasps and giant silkworms produce valuable exports of paper and silk, and their specially-bred aphid colonies produce alchemical reagents and compounds from their modified digestive processes.

    Thoughts on Agranor: Variable AC is troublesome, since it means keeping track of more numbers in a fight or rolling more dice. A straight miss chance based on dimensional warping (with perhaps the possibility of throwing the attack back) might work better.

    I assume the force damage is natural attacks encased in (or made of) magical force-field effects.

    Make it like a force dragon, immune to force effects because screw your Magic Missile and Explosive Runes.

    Is Warden Ingrid Hale evil? Also, is she hot?

    Liberty's Edge

    1 person marked this as a favorite.

    I was actually thinking something physically along the line of this for the Kamakiri. Just something about it I really like. Edit: And now I wanna see a Kamakiri sheriff out in the desert with a whole western thing going on XD

    On Agranor, I was actually thinking of going with an Agnaktor sort of thing from Monster Hunter.

    Here's the current (unfinished) build.

    Spoiler:

    "Agranor the Unmaker", CR26
    XP 102,400
    N Colossal Magical Beast (kaiju)
    Init +7; Senses Darkvison 600ft
    _______________
    DEFENSE
    _______________
    AC 46/26*, touch 9, flat-footed 39 (+7 Dex, +37 natural, -8 size)
    hp 787 (34d10+600); fast healing 30
    Fort +40, Ref +32, Will +26
    Defensive Abilities ferocity, recovery, Mana Armor, Magic Cysts
    DR 20/epic
    Immune ability damage, ability drain, death effects, disease, energy drain, and fear
    Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30
    SR 10/37*
    _______________
    OFFENSE
    _______________
    Speed 100 ft., burrow 100 ft.
    Melee 6 Bites +48 (4d6+16), 2 claws +48 (2d8+16), tail slap +48 (4d6+16)
    Space 50 ft.; Reach 50 ft
    Special Attack hurl foe, breath weapon, fast swallow, swallow whole (6d6 bludgeoning, 6d6 Force, AC 33, 78 hp), trample (4d6+22, DC 42)
    _______________
    STATISTICS
    _______________
    Str 42, Dex 24, Con 40, Int 3, Wis 28, Cha 24
    Base Atk +32; CMB +55; CMD 72
    Feats Power Attack, (15 feats)
    Skills (4xHD(34))
    Language Laquetan (cannot speak)
    SQ massive
    _______________
    ECOLOGY
    _______________
    Environment The Armageddon Cauldron
    Organization Solitary (Unique)
    Treasure incidental
    _______________
    SPECIAL ABILITIES
    _______________
    Breath Weapons: Once every 4 rounds as a standard action, Agranor may breath a 600ft cone of one of the following:

    • Raw, wild magic. Any creatures caught in the cone must succeed a DC 42 Reflex Save or suffer a random magical effect (As per Rod of Wonders) along with 20d6 points of Force damage and have all spellcasting run wild (See Primal Magic table) for 1d4 rounds. A successful saving throw halves the damage and negates the Primal Magic and Rod of Wonder effects.
    • Eldritch green flames. Any creatures caught in the cone must succeed a DC 42 Reflex Save or take 20d6 fire damage and be lit on fire, dealing 2d6 fire damage each round until put out (A full round action to stop, drop and roll will put out the flames and leave the target prone). A successful saving throw halves the damage and prevents the target from catching fire.
    • Intense cold. Any creatures caught in the cone must succeed a DC 42 Reflex Save or take 20d6 cold damage and be staggered for 1d4 rounds. A successful saving throw halves the damage and negates the staggered condition.
    • A radioactive cloud. Any creatures caught in the cone must succeed a DC 42 Reflex Save or make an immediate DC 30 Fortitude save vs Severe Radiation. A successful saving throw lowers the DC to 17 and the Radiation is treated as Medium.

    Mana Armor: Once every 4 rounds as part of a move action, Agranor may burrow and cover itself in raw Mana. Doing so increases Agranor's Spell Resistance from 10 to 37, and lowers its AC from 46 to 26. These changes last 1d4 rounds.

    Magic Cysts: When attacked with a melee weapon, there is a 10% chance that one of Agranor's many cysts is hit and ruptured. Damage is dealt as normal, but the attacker must make a DC 42 Reflex save or be splashed with raw magic. If so splashed, they immediately come under the affects of a Rod of Wonder and must make a DC 35 Fortitude save or be nauseated for 1d4 rounds as "Oh Gods some of it got in my mouth!".

    As for Ingrid, she's of that type of Lawful Neutral that Lin Bei-Fong (Avatar: Legend of Korra) is. She's not nice but she's not a jerk. She cares about her job and her duties and looks to uphold them to the best of her abilities. She's a career woman. Also, kiiiiiinda crippled (Had to have new eyes transplanted due to an attack, so now she's unable to turn people to stone, but is still immune to other Medusa's gaze). Now imagine a bunch of Medusa prison guards with mirrored sunglasses =D

    As for if she's hot...*Shrugs* Maybe? Here's a pic. Sorry for the terribad quality, taken via cellphone 'cause the scanner here is butts.

    Also, on the topic of new stuff, I'm considering adding in Pre-pre-Barrier stuff that dates back several million years. Things like old, buried vaults and cities dedicated to the primal Gods, the Old Ones and, possibly, space faring quasi-gods (Yes I've been reading a lot of Gold Digger lately and it's bleeding through).


    Oh Gold Digger, so bad yet I can't stop reading it...


    How about gear tech body mods. Bug people always look sort of robotlike so I can see them going in that direction.
    "Soooooo, how did he get that iron golem head?"
    "His wife bit his head off."(said matter of factually)


    Cute pic, judging just from the look you'd end up with a lot of the following traits:
    Type: Monstrous Humanoid (3 rp) (can't do vermin and aberration seems a bit harsh)
    Size: Medium (0 rp)
    Abilities: hard to say, I'd go with lower dex because they're all chitin-covered and stiff.
    Language: Kamakiri sign, common (cannot speak) (0 rp)
    Natural armor +1 (or more) (2 rp or more)
    Insect Empathy: Can treat vermin of the insect or Arachnid subtype as animals for the purposes of Handle Animal and Wild Empathy (1 rp?)
    Multi-Armed: (8 rp) This is the expensive part
    Claws: (2 rp)
    Maybe sunlight vulnerability? There really aren't enough negative RP traits in the ARG. Ya know?

    Shadow Lodge

    I would either drop the extra legs, have them as technically quadrupeds, or have the arms unusuble as arms, like the Trox with their grasping appendages.


    I don't think that makes a difference as long as they're usable for attacks. I mean, a Kamakiri with 2 weapons could still roll the claw/claw/weapon/weapon fighting style, and it's the combat that they tend to care about in the rules. And thematically, you want them to have big mantis-claws (because that is generally how you define them as "mantis-like") and real hands (because intelligent tool-users need thumbs).

    Not to mention Trox Grappling appendages or the like are pretty expensive too.

    I'm still not sure how they eat. My first thought is that their adorable porcelain-doll mask hides far less-pretty insect mandibles under their chin.

    I assume they have a home-brew feat that allows them to substitute verbal components with sign language.

    Shadow Lodge

    They can still vocalize, just only in their own language. As for ability scores, I can see -2 Dex, +2 Con and +2 Wisdom (Slow and deliberate, very tough, and Wisdom for the 'praying' joke). And you are right, extra hands aren't too bad, especially if the claws can't wield weapons or do somatic components. Would get a bit fiddly with the RP, but wouldn't be too bad.

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