Giant metal laser arm


Homebrew and House Rules


I'm playing in the Iron Gods Adventure Path and I'm playing a Psion going into a home brewed psionic technomancer prestige class.

What I'd like to do is make a mechanical arm (Like Viktor from League of Legends for those that play it) that protrudes from my back with the technology rules. The idea I have is that it acts as the Alchemist's vestigial arm and then I'd like to add the capability to cast Scorching Ray a few times a day for fun.

I can muddle through the craft technological item rules. But I have no idea what a good price on the vestigial arm portion of the device would be. I tried to search for a comparable item through the forums but my search-fu must be weak.

Does anybody have any suggestions or comparable item knowledge that could help me?


I believe there's mithral arm prostethics, maybe work something off of that

If you want to go cheap, just grab a wand of scorching ray and UMD it


I'm curious on your take on a psionic technomancer owo

Also what resources/labs are available? I had a player salvage a robots parts to cut the cost.


All resources are available more or less. Mainly if I have an idea of a "base cost" I can bring that to my DM and we can negotiate on the price from there. But my character has also been salvaging parts (And full robots) when given the chance. So materials should be available.

As for my version of the psionic technomancer I basically just took the Technomancer prestige class and swapped out spell costs to equivalent power point costs. I'm thinking the power point cost might need to be increased but I haven't gotten to the level to actually playtest it yet. The biggest problem is the feature where you get a few free spells. And I want to convert those to powers but I haven't gotten that far yet. :)


hum.. Honestly I'd say.

use the tech guide. just reuse the cyber arm, and implant weaponry. Then either a staff or wand of scorching ray. Or implant a fire blaster from the tech guide.

Though in a more restricted not homebrew sorta thing. then it would require a dip to get an extra arm of some kind. Or ar ace with a tail and the GM saying its ok to be a mutant with an arm instead of a tail.


The main concern I have with just using the price of the cyber arm is that it is only meant to effectively imitate or replace a "lost" arm. Also the price of that cyberarm is relatively low to more or less replicate a second level class feature of the Alchemist.


Price it as you would a magical arm with Craft Wondrous Item. Calculate in the cost of Scorching Ray 3/day, maybe have it use the shoulder or chest slot or be slotless. Somewhere between constant Mage Hand and Telekinesis would be your price range, though there's probably a more fitting spell that would work.


mjb235 wrote:
The main concern I have with just using the price of the cyber arm is that it is only meant to effectively imitate or replace a "lost" arm. Also the price of that cyberarm is relatively low to more or less replicate a second level class feature of the Alchemist.

that was why i mentioned in a hard set sutation you'd probably have to take levels in alch or something.

Otherwise yeah price out the 3x day scorching ray. then pay for the extra arm.
then add whatever you happen to feel like the extra price is worth...
but really if you restrict it to only allowing the laser blasts and not like holding another weapon then not a big problem.

Really I think you could just make it a shoulder item, pay the price of the arm, make it take up a slot and give it the blasts.

It won't reall be that different from the helm of scorching ray.

could boost up the price a by 1.5 if you want it more operatable. taking up a slot, specially shoulder is pretty taxing.
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another option is there are feats for making a ....familiar? or was it a construct your arm.. you could look at those feats and costs. I forget what it was called... at one point i was buildin a guy who had a robot on his arm.

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