Samurai sheepdog book of many things vol 145

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Samurai sheepdog book of many things vol 145

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Eldritch Legs Lurid Hide Price 10,000 gp; Slot legs; Weight 12 lbs.; Graft DC 28; Implantation Price varies; Grade I 4,000 gp; Grade II 16,000 gp; Grade III 36,000 gp; Grade IV 64,000 gp; Grade V 100,000 gp; Slot body; Weight lbs.; Graft varies; Implantation varies Description This horrid, dermal layer is the skin, husk, or exoskeleton of something that should not be Lurid hide grants an enhancement bonus to natural armor; this bonus influences other elements of the luride hide, as detailed below Grade Enhancement Implantation Graft Description An eldritch leg completely replaces a normal leg, from the hip to the foot It can take the place of a leg lost to a severing wound The leg is fully functional, but in no way resembles a regular leg An eldritch leg does not increase a user’s Strength score If both legs are replaced, they increase the user’s base land speed by 10 feet and grant a +5 bonus to CMD against trip attempts and a +5 circumstance bonus on Acrobatics checks In addition, the host gains one of the following subtype abilities: Dynamic: The legs ripple with intense energy The host gains Run as a bonus feat, only they can run times faster instead of times faster Monstrous: Whenever the host moves, they may move through 10 feet of difficult terrain each round as if it were normal terrain This also allows them to take a 5-foot step into difficult terrain The benefit of this ability stacks with the NImble Moves feat Symbiotic: The legs put forth sensory tendrils that warn the host of danger, granting a +5 competence bonus to Perception checks to find traps The listed price, implantation, and graft DC are for having two legs grafted A single eldritch leg costs half the price and half the listed implantation value, but no significant bonus is granted to a creature with only one eldritch leg Both legs (or all legs, in the case of multi-legged creatures) must be replaced for the above benefits to take effect Requirements Acquirement DC 25; Cost 5,000 gp Horrendous Sinew Price varies; Grade I 8,750 gp; Grade II 35,000 gp; Grade III 78,750 gp; Slot body; Weight 10 lbs.; Graft varies; Implantation varies Description Horrendous sinew not only strengthens and enhances existing reflexes, but also enhance the transmission of nerve impulses to surrounding musculature Once grafted, horrendous sinew grants an enhancement bonus to Dexterity This enhancement bonus alters the price, implantation values, graft DCs, and Acquirement DCs of the implant as listed below Grade Enhancement Implantation Graft I +2 DC 24 II +4 DC 28 III +6 DC 36 In addition, the horrendous sinew grants the host one of the following subtype feats as a bonus feat, even if they not meet the prerequisites: Dynamic: Lightning Reflexes Monstrous: Combat Reflexes Symbiotic: Dodge 144 Requirements Acquirement (varies, see below); Cost (varies) Grade I: Acquirement DC 24; Cost 4,375 gp : Acquirement DC 28; Cost 17,500 gp Grade III: Acquirement DC 32; Cost 39,375 gp I +1 DC 24 II +2 DC 26 III +3 DC 28 IV +4 DC 30 V +5 10 DC 32 In addition, lurid hide grants the host one of the following subtype abilities: Dynamic: The host gains energy resistance to one form of energy (acid, cold, electricity, or fire) equal to the lurid hide’s armor bonus Monstrous: The host has a percentage chance of ignoring sneak attacks and critical hits This chance is 5% x the lurid hide’s armor bonus The percentage stacks with enhancements such as armor fortification Symbiotic: The host gains a circumstance bonus to Stealth checks equal to the lurid hide’s armor bonus Requirements Acquirement (varies, see below); Cost (varies) Grade I: Acquirement DC 24; Cost 2,000 gp Grade II: Acquirement DC 25; Cost 8,000 gp Grade III: Acquirement DC 26; Cost 18,000 gp Grade IV: Acquirement DC 27; Cost 32,000 gp Grade V: Acquirement DC 28; Cost 50,000 gp Mad Eye Price 95,000 gp; Slot eyes; Weight –; Graft DC 28; Implantation Description A mad eye whirls around in an empty eye socket, always looking at something other than where the host is watching Once grafted, the host can use the eye to cast true seeing up to times each day as an 11th-level spellcaster In addition, a mad eye grants one of the following benefits, depending on its origin Dynamic: The host gains all-around vision and cannot be flanked Monstrous: The host can cast dispel magic at will as a fullround action The host must be able to see its target Symbiotic: The host can expend uses of true seeing to cast foresight as a standard action instead This lasts up to 110 minutes Requirements Acquirement DC 32; Cost 47,500 gp Pool Gland Price 2,000 gp; Slot brain; Weight lb.; Graft DC 30; Implantation Description A pool gland increases a creature’s power The host adds points to any “pool” ability they might possess (such as a ki pool, arcane pool, grit points, etc.)

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