Removing Arm / Limbs


Rules Questions


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When going through and looking for prosthetic limbs I found that you can get mechanical arms that give you +6 to your strength and many other things I just haven't found a good way to remove them without having too many issues is there anyone that knows a way that I could remove arms and maybe legs?


Use the peg legs and eyepatches rules from Skull and Shackles, get hurt real bad.

Alternatively there's a 3rd Party Feat somewhere that lets you chop off your own limbs. Probably from the same company that made those prostheses since they're not Paizo, last I checked.

Or if your DM isn't an idiot who would require that, just say "I cut my limb off' and have done.


Sweet thank you Rynjin I will talk to my DM about it.


In the 'Technology Guide' (see PRD) you can find rules for cyberware and you can find there are also cybernetic body parts. I would use this rules.

With the 'peg legs' and 'eyepatch' stuff from Shackles you replace your originial body parts with penalizing replacements. A peg leg is not the same as a real leg or a mechanical leg. Is is weaker and limits you physical possibilities. Cybernetics make you more powerful or at least are equal to your original body part.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Though I don't recall the source, there ARE magical prosthetic limbs in Pathfinder. You shouldn't need to resort to cybernetics or mundane wood carvings.

If you add the additional enchantment to have it function as a traveler's any-tool (only 375gp market price) then you will be able to cook breakfast like John Silver from Treasure Planet.

Liberty's Edge

Ravingdork wrote:

Though I don't recall the source, there ARE magical prosthetic limbs in Pathfinder. You shouldn't need to resort to cybernetics or mundane wood carvings.

You are thinking of the demon, aboleth and drow grafts, probably.


Clockwork Prosthesis from Magical Marketplace.

I don't see the +6 strength on this one though.


This may be what your looking for:

Sever Limbs.

Seems a little powerful to me, but for a grittier game setting it'd be perfect.

They also have a PRC that specializes in it the butcher.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Whoever is performing the operation to add the prosthetic limb to you should be able to amputate your existing limb as part of the process.

Shadow Lodge

Have a friend cast anti-magic field, then put your arm in and cast time stop with your other hand. The difference in temporal distortion should cleanly sever your arm. of course it might be a good idea to have a tourniquet in place before hand.

or you could go to the savanah and try the Blood Diamond method...

"Long Sleeve or Short Sleeve?"


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ziere Tole wrote:
Clockwork Prosthesis from Magical Marketplace.

That's it!


I would let any player whose character has been reduced to zero HP or lower by an appropriate attack choose to let it sever one of his limbs.

I would also assume anybody capable of attaching an artificial limb is skilled enough to remove the limb in question as part of the procedure.


The demonic implants rules detail the rules for several amputations. As all the original body parts are required to be removed before... "placement"

Here's the rules for it:

A hacked of leg or foot : 1d6 points of Constitution damage and 1d6 points of bleed damage

Skull damage : deals 1d4 points each of Charisma and Intelligence
damage

a Removed hearth : removing the heart deals 2d4 points of Constitution damage and 1 point of Constitution bleed to the recipient, and at the
beginning of its next turn the recipient is reduced to -1 hit points and begins dying.

a removed tongue : deals 2d6 points of damage to the recipient and prevents it from speaking

Flayed skin : 1d4 points each of Dexterity, Constitution, and Charisma damage

Broken shoulder blades : deals 2d4 points of Strength and Dexterity damage and renders both arms useless until the ability damage heals

An arm : 1d6 points of Constitution damage

Happy torturing!


Its threads like these that really make me miss swords of sharpness.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Valantrix1 wrote:
Its threads like these that really make me miss swords of sharpness.

Well, Paizo did provide a conversion guide, so you can always just import the D&D 3.5 version.

Update: Never mind, I forgot that this weapon didn't even make it into D&D 3.5. In that case, I would probably treat it as a "merciful" variant of a vorpal sword.


I don't. Such a major alteration to a character should only occur with the player's consent, not a random fluke of the dice.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Zhayne wrote:
Such a major alteration to a character should only occur with the player's consent, not a random fluke of the dice.

If that were true, we wouldn't have spells like flesh to stone or bestow curse, or effects like mummy rot.


It's actually easier to fix than any of those.

Grand Lodge

The Regeneration spell must serve some purpose.

I wish there was a better system for severing limbs, with rules for doing so, and the relevant penalties for having a severed limb, should one live through it.

Slavers might hobble a slave, or a guard might sever the hand of a thief, or one might even cut off their own foot, to escape a trap.

There should be something, rules-wise, to cover situations like this.


If anyone is wondering this is what I was talking about with the +6 to strength.

http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-wondrou s-items/alluria-publishing/mechanical-limbs/mechanical-arm


blackbloodtroll wrote:

The Regeneration spell must serve some purpose.

I wish there was a better system for severing limbs, with rules for doing so, and the relevant penalties for having a severed limb, should one live through it.

Slavers might hobble a slave, or a guard might sever the hand of a thief, or one might even cut off their own foot, to escape a trap.

There should be something, rules-wise, to cover situations like this.

The implications are severe enough that it's just as well left to each table to decide. If you want rules for it, make them!

Grand Lodge

Guess there is not much limb severing in PFS.


Probably not.

Grand Lodge

So, what happens if PC tries to sever the limb of a helpless enemy, when in a PFS game?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Then that enemy likely loses his limb.

Shadow Lodge

I heard somewhere there was a pf monster which could tear your arms. Given that, i think there were more monsters like that in 3.5


Well, a peryton can eat your heart as they kill you. That's sort of like losing a limb....


ElementalXX wrote:
I heard somewhere there was a pf monster which could tear your arms. Given that, i think there were more monsters like that in 3.5

Yeah, Grendel can rip your arms off.


I imagine a bandsaw would take care of that part.

Shadow Lodge

You could try not letting the wookie win...

Grand Lodge

Ravingdork wrote:
Then that enemy likely loses his limb.

...and how do they handle it RAW?

Do they just say "your attempt fails", or "the enemy dies", even if it was just a hand?


The Skull & Shackles AP provides some optional rules for limb loss that can be found here (under the Scars and Wounds section).

It doesn't really provide much RAW for specifically targeting a limb, but it does at least give some info about the penalties of losing a limb, as well as how to lose a limb in battle.

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