Character idea question


Pathfinder First Edition General Discussion

Sczarni

I had an idea of a character that had a prosthetic hand, basically mechanically it would be as if the character were wearing a gauntlet that couldn't be removed.

weather it is magical or uses fantasy style mechanics using pulleys and gears, the core idea is it is a prosthetic hand.

would any of you see a reason not to allow this or cost a bunch of GP or would you allow it because it is a cool RP concept with little cost.


northbrb wrote:

I had an idea of a character that had a prosthetic hand, basically mechanically it would be as if the character were wearing a gauntlet that couldn't be removed.

weather it is magical or uses fantasy style mechanics using pulleys and gears, the core idea is it is a prosthetic hand.

would any of you see a reason not to allow this or cost a bunch of GP or would you allow it because it is a cool RP concept with little cost.

I really dont see any issue with this just maybe work out the cost with your GM. He/She may even allow this to be used as a hidden weapon, or a hidden storage compartment.


This item is from a 3PP and has a section on various proshetics.

Luven Lightfinger's Gear & Treasure Shop (PFRPG).

There was also a book put out by the guy that wrote the things on prosthetics about how to loose limbs in combat but I do not remember his name. It was on one the blog podcasts about Pathfinder a year or two ago.

Sovereign Court

As long as you are ready to be vulnerable to heat/chill metal and other object related stuff.


The Adventurer's Armory from Paizo also lists average prices for prosthetic body parts.


Adventure Path Charter Subscriber
northbrb wrote:

I had an idea of a character that had a prosthetic hand, basically mechanically it would be as if the character were wearing a gauntlet that couldn't be removed.

weather it is magical or uses fantasy style mechanics using pulleys and gears, the core idea is it is a prosthetic hand.

would any of you see a reason not to allow this or cost a bunch of GP or would you allow it because it is a cool RP concept with little cost.

[url=http://www.cracked.com/article_18429_6-soldiers-who-survived-s~+~-that-would-kill-terminator.html[/url] Two guys for thought. My link fu is weak in the morning.


The hand being magical or mechanical probably depends on your GM's preferences when it comes to the amount of magic in his setting.


GroovyTaxi wrote:
The hand being magical or mechanical probably depends on your GM's preferences when it comes to the amount of magic in his setting.

Agreed, check with your GM to see which one he'd prefer.

Other than that though, I think you have a great idea.

But I'm a role player first and a power gamer last, so my GM bias is always tilted towards story and interesting character concepts. I tend not to game with power gamers at all, so my perspective is skewed.

I can't see even the most power-conscious GM having a problem with your idea however.


I'd probably use the Hand of the Mage as a baseline if it were a more magically oriented prosthetic. Of course, I might also assign the associated perk of minor telekinesis.


Back in AD&D 2nd Edition, we had a desert elf fighter/wizard who lost her arm in a battle, and the pc saved money to have the elven artificers create her a new artificial arm. She put down a down payment, then paid it off over the course of many adventures. It had a number of qualities (increased strength, SR, hand launched as a grappling hook on a cable, the arm shot magical darts, etc.). I believe the cost was around 350,000 gp by the end. Of course, not everything was accesssible all at once, more that powers came as she leveld up.

Here's the Pathfinder version of it which I'll be using in one of my novels. Haven't figured out what it costs in Pathfinder Bucks. Maybe I'll go do that now. Just remember, such an item or object should have a really good storyline/back story, and the DM should allow for it to be enchanted as the character gains levels.

Zebeyan's Artificial Arm
This arm is a singular wonder among magically forged weaponry. Considered a minor artifact, it was forged from adamantine by a skilled udda (desert elf) metalsmith and enchanted by a powerful wizard, giving it a hardness of 20 and 300 hp.

Combat and Utility When used as a melee weapon, the arm, with its fist clenched, functions as a +2 shock heavy mace. The arm is equipped with a dart launcher that is enchanted to replicate and fire two +2 darts per round, up to a total of 50 per day, each with double the range of a normal dart. The arm’s hand has retractable claws which function as a multi-bladed +2 slashing weapon that deals 1d6 damage. This clawed hand can also be launched up to 50 feet at the end of an adamantine cable, much like a grappling hook, allowing the Zebeyana's fingers to grasp a ledge or outcrop and anchor itself into the stone, wood, or whatever the surface may be.

Enhancements +4 deflection bonus to AC, +6 Strength (artificial arm only), SR 19, permanent endure elements, functions as ring of major spell storing (10 spell levels) and ring of force shield.

Innate spells (20 charges, recharge 1/day) – 0 charges create water, know direction; 1 charge cure serious wounds, dimension door, magic missile (1d4+1, 5 missiles), neutralize poison; 2 charges fireball (10d6), haste, lightning bolt (10d6), stoneskin.

EDIT: I just remembered, part of the fun of the adventure was that the character had to find someone that could actually build the arm and enchant it. She finally tracked down a powerful artificer and had to find a way to pay for it. So make sure you work things into the adventure.


At least as much as a rod of wonder -- then tack on the +4 deflection bonus, shield bonus, SR and what not.

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