Amber Prosthesis (3.5e Equipment)

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Author: Ganteka Future (talk)
Date Created: 2 March 2023
Status: Complete
Editing: Clarity edits only please
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Amber Prosthesis[edit]

Amber Prosthesis
Price: Varies; See Text
Body Slot: --
Caster Level: 13th
Aura: Strong Conjuration and Transmutation
Activation:
Weight: Varies; See Text

Among the desolate ruins of the ancient fey city, near the stump of an ancient petrified lesser world tree, the remnants of a workshop were located, dedicated to prostheses and crafting homunculi. While the secrets to these homunculi were lost, several of their amber prostheses were recovered. Using modern magical medicinal methods and catalogs of crafting techniques, these prostheses have been made available to the discerning consumer.

An amber prosthesis is a replacement for a missing part and cannot be added in addition to a creature's existing parts. Each prosthesis must be appropriately sized for its host. An amber prosthesis can only be surgically attached with minimal harm by a trained professional (or maximal harm by an untrained individual or someone in a rush), as the prosthesis invasively takes effort upon itself to work its way into a host body, reattaching muscles, tissues, vessels and sinew to incorporate itself into the body. Amber prostheses are only available in sizes for Small and Medium creatures of humanoid body shape (such as humanoids, most fey, some outsiders and some monstrous humanoids) depending on the prosthesis.

A trained professional may use their applicable Profession skill (such as Surgeon, Prosthetist, Grafter or the like) on the check, or their Heal check at +10 to the DC. The installer may not "take 10" on this check as each patient's condition and damage is unique. A patient always takes the initial implantation's effect. If the patient's trained professional fails their check, the recipient may attempt a Fortitude save (DC equal to the attempted check's DC) to resist the failure effect. Unless the recipient is physically incapable of receiving the prosthesis, or other gross incompetence, the procedure always succeeds. These prostheses do not count their own weight against a creature's carrying capacity, counting as part of the creature when installed.

Amber Arm: An amber arm, when fitted on to the shoulder or stump of a recipient, gives the individual the use of their arm back. The arm otherwise has sensation as normal and changes form and shape to fit the recipient's body. An amber arm may be enchanted with any weapon special ability so long as the ability can be applied to unarmed attacks. An amber arm has Hardness 10 and 10 Hit Points. It weighs 8 lbs for a Medium recipient.
Trained Professional DC 20; 2 Constitution damage. Failure: –2 Constitution penalty for 24 hours and staggered for 24 hours on a failure.
•Installation Time; 1 hour.
•Cost; 3,000 gp plus 600 gp material component amber arm

Amber Eye: An amber eye, when properly placed into the prepared socket restores the creature's normal vision, though colors are limited to amber-infused hues. This eye otherwise cannot be magically or supernaturally blinded. Breaking the amber eye or otherwise physically damaging it works as normal. An amber eye has Hardness 10 and 1 Hit Point. It's weight is negligible.
Trained Professional DC 15; 1d6 nonlethal. Failure: +1d6 nonlethal and dazzled for 24 hours on a failure.
•Installation Time; 1 minute.
•Cost; 1,000 gp plus 50 gp material component amber eye

Amber Heart: An amber heart, when fitted into the chest cavity of a recipient, gives the individual a second chance at life. The heart is imbued with positive energetic forces, granting a living host a +2 bonus on saves against [Death] effects, negative energy, poisons and diseases (even magical diseases). Additionally, the host gains a +2 bonus on checks and saves granted by Endurance which stacks with that feat. An amber heart has Hardness 10 and 10 Hit Points. It weighs 1 lb. for a Medium Recipient.
Trained Professional DC 25; 2 Constitution damage. Failure: –4 Constitution penalty for 24 hours and staggered for 24 hours on a failure.
•Installation Time; 10 minutes.
•Cost; 20,000 gp plus 200 gp material component amber heart

Amber Leg: An amber leg, when fitted on to the hip or stump of a recipient, gives the individual the use of their leg back. The leg otherwise has sensation as normal and changes form and shape to fit the recipient's body. If both of a recipient's legs (for a humanoid creature) are amber legs, they may have their legs enchanted as any boot slot wondrous item as a separate component cost. An amber leg has Hardness 10 and 20 Hit Points. It weighs 26 lbs for a Medium recipient.
Trained Professional DC 20; 2 Constitution damage. Failure: –2 Constitution penalty for 24 hours and staggered for 24 hours on a failure.
•Installation Time; 1 hour.
•Cost; 1,000 gp plus 800 gp material component amber leg


A fey crafter gains a 10% discount on creating these items.

Prerequisites: Craft Wondrous Item, bear's endurance, regenerate, appropriate Profession 8 ranks (such as Surgeon) or Heal 12 ranks, the material component value in lesser worldtree amber.
Cost to Create Arm: 1,500 gp plus 600 gp amber arm, 120 EXP, 3 days.
Cost to Create Eye: 500 gp plus 50 gp amber eye, 40 EXP, 1 day.
Cost to Create Heart: 10,000 gp plus 200 gp amber heart, 800 EXP, 20 days.
Cost to Create Leg: 500 gp plus 800 gp amber arm, 40 EXP, 1 day.



Back to Main Page3.5e HomebrewEquipmentWondrous Items

AuthorGanteka Future +
Body Slot-- +
CostVaries; See Text +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA selection of limb and organ replacements made from magical amber. +
TitleAmber Prosthesis +