Tải bản đầy đủ (.pdf) (1 trang)

Samurai sheepdog book of many things vol 143

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (275.58 KB, 1 trang )

Bokochi, Wild
This large beautiful bird happily prances across the landscape,
seemingly without a care in the world.
CR 1
XP 400
N Large animal
Init +2; Senses low-light vision; Perception +6
Defense
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
Offense
Speed 50 ft.
Melee 2 talons +4 (1d6+3)
Space 10 ft., Reach 5 ft.
Statistics
Str 16, Dex 17, Con 14, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ natural mount
Ecology
Environment anywhere
Organization solitary, pair, or herd (3-30)
Treasure None
Special Abilities
Natural Mount (Ex): A wild bokochi can be mounted with a
successful Handle Animal check (DC 20). It will remain obedient
until harmed or dismounted, at which time it will attempt to run
away.


Raising Bokochi
When captured, a wild bokochi can be reared in 1 week to
become a domesticated mount or animal companion using the
Handle Animal skill.
Wild bokochi stand 7 to 8 feet tall and weigh between 800 and
1,300 pounds. They have large talons.

Eldritch Organs

142

When encountering countless dangers, adventurers are always
risking life and limb; sometimes more often the latter than the
former. The loss of a body part can be a traumatic event for any
character. And yet, the replacement of that part with something
strange and supranatural can elevate that trauma to an exquisite
state of horror.
Eldritch organs function in most ways identically to cybertech
enhancements, but their origins are quite different, and they
allow for some more variability at an additional cost. Some of
the rules stated here repeat that information for easy reference.
These organs can have a number of origins. Presented below
are the 3 main subtypes of eldritch organ. Depending on the
eldritch organ, each of these subtypes grant different abilities to
the host.
• Dynamic: The organ is composed of a strange substance that
is not quite energy and not quite material. It may originate
from an elemental being, a cosmic mass of unstable matter,
or the forbidden coalescence of a primary force of nature.
• Monstrous: The organ was extracted from a monster with

strong regenerative abilities. Due to its self-healing nature,
the organ seeks to reattach itself to a host and resume its
former function.

• Symbiotic: The organ is an alien organism from the distant
stars or another plane. It lacks the mental and/or physical
capacity to count as a complete creature. This living organic
fragment is parasitic or symbiotic in nature, and so it needs a
host to survive in its new environment.
A creature with neither a Constitution score nor an Intelligence
score cannot receive benefits from eldritch organs, but a creature
with only one of these scores can.
Grafting an eldritch organ takes a number of hours equal to
the eldritch organ’s implantation value if the grafting is done by
hand—certain technological items can speed this grafting time.
The target must be willing or helpless during the entire grafting,
at the end of which the grafter attempts a Heal check against
the eldritch organ’s Graft DC—this specific value is listed for
each eldritch organ item for ease of reference. On a success, the
target takes Constitution damage equal to the eldritch organ’s
implantation value and the eldritch organ immediately activates.
On a failed check, the target still takes the Constitution damage
but the grafting fails; a new attempt to graft the eldritch organ
can be made, although it’s wise to wait for the Constitution
damage to heal before trying again.
Once an eldritch organ has been successfully implanted into a
host, it adapts itself for that host only and it cannot be extracted
again without being destroyed. You can only graft a single eldritch
organ at a time.
An NPC generally charges an amount equal to 1/10 the total

price of a eldritch organ for the service of grafting the item.
Like cybertech, each eldritch organ has a full description,
including a set of abbreviated statistics at the start. This
information differs as follows.
Acquirement: This is the DC of the necessary skill check
required to acquire the eldritch organ, whether it be by creating
it in a laboratory, effectively extracting it from a monster’carcass,
or plucking it from the starry cosmos. The following skills can
be used to acquire a symbiotic orgain: Craft (alchemy), Heal,
Knowledge (arcana), and Knowledge (planes).

Adamantine Skeleton
Price 64,000 gp; Slot body; Weight 115 lbs.; Graft DC 30;
Implantation 4
Description
Adamantine skeletons are blur the line between cybertech and
eldritch organ. They are a marvel to experts in grafting body parts.
Creatures who have been crushed or affected by necromantic
magic are the most likely candidates for this graft. Sometimes, a
creature’s natural skeleton might be as hard as adamantine, or a
process of injecting a liquid form of the metal may be employed.
The listed weight is for a bipedal, Medium creature.
How an adamantine skeleton is applied to a creature
determines which of the following subtypes it gains. In addition,
all adamantine skeletons grant the host DR 3/– and immunity to
crush attacks and fall damage.
Dynamic: A dynamic adamantine skeleton is most often
applied to a recently crushed creature as a replacement for its
destroyed skeleton. The host gains a +3 enhancement bonus to
AC, moderate fortification, and spell resistance 13.

Monstrous: The bones of some creatures are naturally hard
enough to be considered adamantine. When extracted and
applied to a host, the skeleton alters its physical appearance and
ability. The host’s natural attacks and unarmed strikes gain a +1
enhancement bonus with the impact property. It also gains a +3
enhancement bonus on checks made to sunder an item with a
natural attack or unarmed strike.



×