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Pathfinder First Edition General Discussion


My character is a 7th level Two-Weapon Fighting rogue, my DM decided to cut off one of my hands...

Suggestions besides get regenerate cast on yourself?


A few things, top of the list if prosthetic's are out would be a fixed blade on the stump, like the classic hook. What world are you playing? any extra rules that might help?


Brogue wrote:
My character is a 7th level Two-Weapon Fighting rogue, my DM decided to cut off one of my hands...

If that's really what you think there's a bigger problem than a missing hand.

Magic has all sorts of options beyond hooks and prosthetics. Regeneration, grafts, transplants etc. etc... You should be talking to your DM for options.

Liberty's Edge RPG Superstar 2011 Top 32

PRD wrote:
Armor Spikes: You can have spikes added to your armor... You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)

Armor spikes are the offhand weapon of choice for people with no hands. You aren't proficient so you eat a -4 to attacks with the armor. You may be better off just attacking with your main hand though.

Though now that I look at it, spiked armor is a better off-hand weapon than a light spiked shield (in both damage and the fact that you don't need a feat to keep the AC) also there seems to be no rule against a 2H weapon and armor spikes...is this an exploit or intentional or (and this seems likely) did I miss something.


Back in 3rd ed there was a magical mithril arm that could be fused/attached for characters that had lost an arm. I don't know if its reappeared in 3.5, but I'm pretty certain it was in 3rd ed version of Complete Divine (I can't remember the title of that book).


In a world with spells such as Regeneration or their ilk, I wouldn't think severed limbs would be a huge problem, but that all depends on what your DMs style of campaign is.

I had a lower magic campaign in which my character sailed a blockade runner pirate ship to deliver goods to and from a besieged island nation under cover of nightfall. Eventually, I got caught and as punishment, they severed my right hand, but said they still wanted me for their own dirty work.

My character had a silver hand forged that he placed over the stump, and taught himself to fight with his left hand (mostly roleplay). I believe I called myself Tavim Silverhand... a good piratey name if I do say so myself...

Anyways, point being: if your DM is cooperative, use this as a chance to dig out some depth to your character. Maybe he finds a way to replace his lost hand. Maybe he seeks vengeance on those who took it. All in all, I would avoid letting it have substantial mechanical impact, at least for very long. My character took penalties at first, but as is the nature of a D&D game, he learned fast and the penalties quickly evaporated (albeit unrealistic, but I don't play for realism).

Now that I think about it, my character must've unconsciously drawn from Jaime Lannister...


Adventure Path Charter Subscriber
Brogue wrote:
my DM decided to cut off one of my hands...

wow, that's harsh. couldn't he just cut off your character's hand? ;-)


This happened to a buddy of mine back in the 2E days. He was playing a Halfling Thief and whilst "procuring" a huge gem from a pedestal set off a trap he didnt detect, getting his right hand (backstabbing hand) chopped off in the process.

Our DM let him go on a quest for the local mage, and after he completed it, the mage rewarded him with a new "hand" which had an 18/00 strength. But he gained the eternal nickname Hobby the one-handed.

Dark Archive Owner - Johnny Scott Comics and Games

Brogue, think Evil Dead. Strap a weapon to your stump (Ash used a chainsaw, but you could very easily strap a blade or hammer of some sort instead), and have at it!

It would make roleplaying your character a bit more interesting (and memorable, down the road). At the very least, it should give you bonuses against attempts to disarm your character.

Plus, if your DM did it to you out of spite, it may give him pause if he tries to do it in the future after he sees how creatively you roll with the punches.

Shadow Lodge

A stump knife is an old 3.5 era weapon which would fit the bill (think the sword held by Mad Martigan in Willow during the dragon fight).

Beyond that, undead grafts, shields, and the like can also be used as off-hand weapons.


For the very short term, you are a rogue. You really don't care about the weapon damage dice; you care about the sneak attack dice. Make an unarmed strike as your off-hand attack, especially if you're confident that the opponents can't hit you.

You are proficient with it, so the only penalties you have are that you are missing the masterwork and similar bonuses from a weapon. It will provoke an AoO though.


This next part explains a little about why it happened.

Spoiler:
Were running the CoT ad path, we had to get this statue to talk to it because its the petrified remains of blah blah blah anyway, our Dwarf said he needed a distraction at this place called the devildrome which was filled with a huge croud. So I went to the otherside of the stadium and threw a bomb at a statue so as not to hurt anyone but make an explosion. Then attempted to stealth out with the croud. He did not like this. In addition to below we lost a fame point.

After the above spoiler happened, I was incapacitated in combat by a monk/something and drug away by him and got to sit through a 2 hour combat as my party tried to keep me from being drug away.

Then I was tied up, manacled to a chair. And the man who owned the devildrome cut my hand off for the trouble.

I leave it up to you if you think it was out of spite.

I like the Evil Dead idea.

Liberty's Edge

Were it me I would go to the local neighborhood blacksmith and have them craft a locking stump gauntlet. I would then swear an oath to extract revenge on the perpetrators (or if they're already dead, possibly designate an outlet for my revenge, logical or not) and only have my hand regenerated by magical means after i have my revenge. I would also wear the hand as a necklace until i had accompolished my goal.


This isn't a problem, this is a fond memory being made.


Xpltvdeleted wrote:
Were it me I would go to the local neighborhood blacksmith and have them craft a locking stump gauntlet. I would then swear an oath to extract revenge on the perpetrators (or if they're already dead, possibly designate an outlet for my revenge, logical or not) and only have my hand regenerated by magical means after i have my revenge. I would also wear the hand as a necklace until i had accompolished my goal.

The locking stump gauntlet is a great idea! I also like your RP idea of not getting the hand magically regenerated until vengeance has been served.


Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.


Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.

Very afraid.

Liberty's Edge

ChrisRevocateur wrote:
Xpltvdeleted wrote:
Were it me I would go to the local neighborhood blacksmith and have them craft a locking stump gauntlet. I would then swear an oath to extract revenge on the perpetrators (or if they're already dead, possibly designate an outlet for my revenge, logical or not) and only have my hand regenerated by magical means after i have my revenge. I would also wear the hand as a necklace until i had accompolished my goal.
The locking stump gauntlet is a great idea! I also like your RP idea of not getting the hand magically regenerated until vengeance has been served.

Thank you :D

Liberty's Edge

Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.

Dare i ask?

The Exchange

Evil Lincoln wrote:
This isn't a problem, this is a fond memory being made.

+1


Xpltvdeleted wrote:
Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.
Dare i ask?

Never heard of the hand of Vecna? What about his eye, you know about that?

Liberty's Edge

ChrisRevocateur wrote:
Xpltvdeleted wrote:
Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.
Dare i ask?
Never heard of the hand of Vecna? What about his eye, you know about that?

Not a clue senor.

Liberty's Edge RPG Superstar 2011 Top 32

Where the eye and hand of Vecna go, the head almost always follows.


The Hand of Vecna

The Eye of Vecna

both of these pale in comparison to the unholy power of...

The Head of Vecna

Shadow Lodge

Yerv Kinkash wrote:
Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.
Very afraid.

As long as he's not setting him up for the Head of Vecna, all is okay.

Liberty's Edge

Marshall Jansen wrote:

The Hand of Vecna

The Eye of Vecna

both of these pale in comparison to the unholy power of...

The Head of Vecna

Bad. Ass. I want one.


Xpltvdeleted wrote:
Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.
Dare i ask?

The major danger is the shift to Evil these items can cause. An unwary good or netural player can go evil quick with the use of these Items, but what you get from them can be alot of power. Once had a GM who played Vecna talking in the head of the CG fighter who got the hand. trying to push his actions towards evil. Was great RP.


Xpltvdeleted wrote:
ChrisRevocateur wrote:
Xpltvdeleted wrote:
Marshall Jansen wrote:
Clearly, your DM is setting you up to get the Hand of Vecna. Be afraid.
Dare i ask?
Never heard of the hand of Vecna? What about his eye, you know about that?
Not a clue senor.

Here you go

Just hope your DM doesn't go for the Head of Vecna ;0


Two Words:
Stump Daggers!


Evil Lincoln wrote:
This isn't a problem, this is a fond memory being made.

The problem lies in making this actually become a fond memory, rather than the part of the game where your character became an irrevocable pile of suck.


VV brings up a good counter point. Getting a hand chopped off in a game is a pretty definitive example of DM fiat... the game does HP damage for a reason.

Was your hand getting lopped off part of a story line, where getting your hand lopped off without easy access to regeneration magic an importnat part of the story?

Does the DM realize how much of a screw this does to your damage potential?

I'm all for games where the individuals have to overcome atrocious set-backs (heirloom magic weapon loss, spellbook destruction, loss of the divine channel to your god, etc) as long as the story is good and you don't spend the entire time useless.

I was in a RoleMaster campaign where my mentalist was never able to acquire 3rd level or higher spells. However the quest to go get those spells took me through an amazingly epic story-arc that I remember til this day. I was *happy* to keep piling on Mentalist levels, despite not having spells to cast, because the story was so good, and the game wasn't focused on combat.

I've also been in a D&D game where my character had their magic swords destroyed, and the replacement sword I purchased from an NPC ended up being a cursed berserker sword, with no way to get rid of it for several sessions. All I remember about that campaign is how much of a jerk the DM was.

So, as long as the DM has a plan and wasn't just being a jerk, this can be awesome, despite it hurting your DPR. Or it could just be a DM jerking you around because he hates your DPR.

Good luck :)

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