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D20r:Modification Subfeats
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'''THIS IDEA HAS BEEN ABANDONED; FEEL FREE TO EXPAND UPON THIS IDEA TO UN-ABANDOM IT.'' Modification Subfeats are a variant of [[d20r:Subfeats#Traits|Trait subfeats]], representing that the person's body has been modified somehow or other. The most archetypical Modification is cybernetic enhancements. When taking a Modification Subfeat, the player must decide 'how'' the character received the modification; while this is partially fluff in nature, it also defines what the Modification's disadvantage is. Characters cannot choose the "Robotic Enhancement" origin for this purpose unless they have a racial or class ability that explicitly allows for it. With DM permission, a character may take up to three Modifications at 1st level as if all three were just one Subfeat. In general, if a modification is somehow lost, a way to regain it, or a replacement Subfeat should be offered. == Modifications == === Hidden Weapon === The character has a weapon hidden in their arm or hand, which can 'pop out' for use at any time. '''Details''':The integrated weapon can be any one-handed weapon that could feasibly fit into a human arm (possibly with creative folding) - archetypical examples would include Punching Daggers or Light Crossbows. These weapons are part of the person's body, and thus cannot be removed by a Disarm, but are ''not'' considered natural weapons. The person is not considered automatically proficient with the weapon, and must earn this proficiency as if it were a normal weapon of the relevant type. '''Origin/Disadvantage''': * ''Transmutation'' - The arm is partially transmuted into having the weapon - often involving, somehow or other, placing raw metal rods (or similar materials) around the bone that shift into the weapon. Activating the hidden weapon requires a command word, and a casting class may be able to counter-cast the activation, preventing it. The transmutation is painful, causing one nonlethal damage when the weapon is 'readied', and another when it is 'sheathed'. * ''Conjuration'' - The weapon is summoned, shaped to fit onto/into the hand/arm - perhaps holes have been bored through the hand, so that the weapon has a mounting point. The modifications for the weapon to fit into weaken the arm significantly, causing the character to have a permanent -1 penalty to Athletics penalties (except jumping). * ''Evocation'' - The weapon is not summoned, but created from force. The weapon is activated by spontaneously casting off of a 1st-level or higher spell slot. * ''Cybernetic'' - The weapon has been added to your arm mechanically, tying it to your nervous system. Sunder attempts against the item deal nonlethal damage to you, equal to how much a direct hit would have dealt in damage. * ''Robotic Enhancement'' - The weapon is integrated into your robotic arm almost perfectly - there will be at least some visible mechanics (such as hinged doors for the weapon to pop out of), but the use is otherwise unpenalized.
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