Lincoln Hills
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Ordinarily, only traps (and very, very few of those) do damage to specific body parts. The most obvious exception is the vorpal weapon quality. In short, if you want to hack off a limb you have to wait until a creature is helpless - it's not an option in Pathfinder combat. Barring GM house rules, of course.
| Archaeik |
hmm, coup de grace would still need a save vs death under RAW
I would suggest looking over the rules for severing hydra heads/cutting your way out of a stomach after being swallowed whole. Those are probably close equivalents to what you're asking.
This is if you're specifically talking about trying to do this during combat. (which I would additionally think should require some type of called shot roll, even as a full round action)
If it's something more careful and deliberate, the Heal skill should cover an attempt, and should probably take a few minutes. Not sure what the DCs should be though.
| Adamantine Dragon |
For most of the life of D&D severing limbs has been considered to be a special rule, at best. In general severing limbs is not something the game designers introduce because if PCs can sever NPC limbs, then NPCs can sever PC limbs. Some players might consider it not much fun to lose an arm or a leg.
But if you really want to play with limb severing as an option, then a coup de grace on a targeted limb is not a bad way to handle it. Although you might want to have specific amounts of damage so that severing a hand is easier than severing a leg. Or not.
| Magus Black |
| Zombieneighbours |
For most of the life of D&D severing limbs has been considered to be a special rule, at best. In general severing limbs is not something the game designers introduce because if PCs can sever NPC limbs, then NPCs can sever PC limbs. Some players might consider it not much fun to lose an arm or a leg.
But if you really want to play with limb severing as an option, then a coup de grace on a targeted limb is not a bad way to handle it. Although you might want to have specific amounts of damage so that severing a hand is easier than severing a leg. Or not.
Meh... boring players maybe. I grew up playing WFRP where characters could loose an limb at the drop of a hat! It can be a very interesting element of a character.
| eakratz |
The Critical Hit Deck has cards that call for loss/destruction of a limb. Also, I've seen critical hit tables that do the same. I know The Black Company Campaign Setting has a critical hit table that does all sorts of grisly things to characters, but it looks like the price has climbed a bit since I picked it up.
If you have the player's permission, you could just GM call it. One of my players really wanted to have metal fists, like in Man with the Iron Fists, but we were trying to figure out how to make it work. All he knew was that it could happen any time. After a few games with the "Sever Hand" crit card palmed and not being able to confirm a crit against him, he went up against this guy. During its death throws, I had the beasts "hand's" clamp down on the PCs forearms and rip them right off. It was awesome.
| Rynjin |
The Skulls and Shackles player's guide has an optional rule that's worth a look.
And I'll post it so he doesn't have to search for the Player's Guide and download it.
PEG LEGS & EYE PATCHES
This optional rules system gives GMs a way to assign scars and major wounds to their PCs. Before implementing this system, consider these rules carefully. Major wounds can have major effects upon play, and some groups may not appreciate such debilitations, preferring the threat of death and an unscarred resurrection over a thematic crippling.
These rules are a variation on the optional massive damage rule found on page 189 of the Core Rulebook. Whenever a character takes damage equivalent to massive damage, he must make a successful DC 15 Fortitude save or be reduced to –1 hit points and gain a permanent debilitating scar or handicap. These effects are randomly determined by rolling 1d20 on the table below. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or don’t make sense—such as a character losing a hand two or three times. The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.
Rules for eye patches, peg legs, and prostheses to cover injuries and replace lost limbs may be found in Pirates of the Inner Sea.
d20 Battle Scar or Amputation
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9 –10 Major scar—severe cut on face (–1 penalty on Charisma-based skill checks**)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (–4 penalty on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items*)
20 Loss of arm (–1 Str, cannot use two-handed items*)* Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components.
** At the GM’s discretion, characters with major scars may also be granted a +1 bonus on all Bluff, Diplomacy, or Intimidate checks against other pirates, as the scars of battle are much admired by pirates.
If you have a player that wants to start the game missing a limb, there's also this trait:
One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
It can be reflavored as you will, and even apply to different limbs (if your character wants to start with a hook hand, or prosthetic, for instance).
There's even a number of magic items that cater to this sort of thing (like a hook hand that still allows a caster to perform somatic components with it), but I'm not going to paste those.
| Drachasor |
Well this is me asking as a DM. I wanted to know if there was a way to do it without house ruling it.
Why do you want limb severing? What will it be adding to your game in terms of enjoyment? Is it something the players want? If so, are they ok with their characters getting limbs severed in combat?
LazarX
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Well this is me asking as a DM. I wanted to know if there was a way to do it without house ruling it.
No, not really. Are you planning on dismembering your PCs as standard procedure? There aren't such standard rules because the games that did include them, didn't sell that well. Because such rules make for rather short lived adventuring careers.
| Shadowborn |
Well... could real slashing weapons actually sever limbs in one clean swoop?
I get the feeling that cutting one's arm would take several hits...
I'd say yes. Granted, this wasn't against moving targets, but still...
| Kayerloth |
Assuming the usual highly magical fantasy world there are likely more spells dedicated to either preventing, resisting or recovering from such a catastrophe. You might wish to consider tweaking spell levels and effects to match this new and relatively extreme threat in your world or introducing new spells and items. For example, why is Regenerate a 7th (or 9th) level spell (outside of play balance ... is Regenerating a limb somehow more potent than restoring life)?
Now if this is a grim and gritty or low magic campaign ... well dismemberment sucks.
PS: And if you are going for grim, gritty and 'realistic' don't stop with slashing weapons. Any powerful 'blow' can rip or tear limbs (i.e. sever), heads or even bodies apart.
| Drachasor |
Not sure why the attacks are happening.
It's something they are looking to introduce.
If you personally don't like it, don't use it.
Permanent injuries can have a really detrimental effect on the game. I think people are just concerned that the OP hasn't given the impact enough thought. Sad to say, most times stuff like this are added the overall impact isn't considered. You then end up with players and the DM being frustrated because everyone quickly becomes a cripple (so players constantly are retiring characters and bringing in new ones).
Slicing off arms sounds cool and all, but without careful consideration such a change can easily backfire and make the game less fun.
| Zhayne |
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I would permit the defender to choose to have a severed limb or other form of severe injury in place of dropping below zero HP. He'd stop at zero, and be Staggered ... a good representation, IMHO, of being in a state of shock over losing a (something).
This puts it neatly in the player's hand; if he doesn't want to deal with having a missing appendage, he doesn't have to.