Alternative Graft Rules (3.5e Variant Rule)
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Alternative Graft Rules[edit]
The graft rules are a total mess, all four or five ruleset of them. This is a rewrite of the graft rules.
Rules[edit]
Graft follow the following rules unless noted otherwise in a particular graft entry:
- Grafts are mundane items, however they are crafted like magic items, Graft Flesh is required to make grafts.
- Grafts do not take up typical magic item slots, they are all slotless items.
- After being installed a graft is part of a creature, if a creature die and is raised or resurrection it graft are restored alongside them.
- However grafts replace existing body parts, unless specified otherwise. (See applying grafts). You cannot have an unlimited number of grafts.
- The benefits from multiple graft of the same kind do not stack unless it specify otherwise in the text (multiple ink sacs do not grant additional use of it ability).
- Untyped bonus granted by graft become a 'graft' bonus, which stack together unless they come from the same graft type (two arms grafts wouldn't stack, but a arm graft and a leg graft would).
- Many grafts carry a penalty associated with them.
- A second downside to graft is that having three or more graft of a type (dragon, fiendish, aberration, construct) make you count as a member of that type whenever doing would be disadvantageous. This is in addition to the normal side effect of such graft.
Applying Graft[edit]
Grafts are crafted like magic items, once completed many grafts are at risk of decaying (as noted on each individual graft's page, if not mentioned the graft is not a risk of rotting) unless preserved or gentle repose (or similar spell) has been cast on it. Many grafts require donor or base material, this prerequisite must be met as the graft is made (and cannot be waived by spellcraft if you play pathfinder).
After a graft is completed it must be surgically placed on (or into) a creature, the time and complexity of this operation is based on the graft type. All graft follow the following rules unless a specific method of operation is given in a the particular graft entry. All grafts require a heal check to graft. the DC and time it take is based on the complexity of the graft:
- Superficial (DC 5): The graft require minimum surgical oversight, applying superficial grafts require 15 minutes (example: crown of tentacles).
- Normal (DC 15): The graft add something but do not require nervous input, applying a normal graft take 1 hour (example: impact plate).
- Complex (DC 20): The graft require replacing a limb with another limb or adding a limb alien to the body, applying a complex graft take 4 hours. (example:
- Internal (DC 30): Internal grafts require a invasive surgical operations.
Constructs grafts are easier to graft, lowering the DC by 5 while aberration grafts are always tricky, increasing the DC by 5. If the grafter fail his heal he fail to graft the graft and must start over, if he fail by 10 or more the graft is destroyed and the patient take 1d6 point of constitution burn. For internal grafts this is in addition to the normal consequences for failing a invasive surgical operations.
As mentioned above you cannot have an unlimited numbers of grafts. Most grafts replace a body part, if you run out of body part to replace you need to replace a graft with another graft, losing the benefits of the previous graft. Grafts that explicitly do not replace a body part (impact plate) or is purely internal (ink sac) can be acquired in essentially unlimited number.
Acquiring Grafts[edit]
Grafts are rare as shit and are never available for purchase by the general public. The practice is often found abhorrent and practitioner will often overcharge even for a simple graft. As a result graft should not be considering market goods.
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