| Lord Pendragon |
Sorry, was watching full metal alchemist..
With alchemy, metalworking, sentient weapons/constructs, and a healer, could playerx get something like cybernetics?
what about adding gunsmithing for a gun arm?
Heh, FMA was the first thing I thought of when I read the topic of this thread. :)
I'd require Knowledge (Engineering) I think to cover the mechanical aspects of a mechanical arm.
It's a very neat idea for the right kind of game.
| Skylancer4 |
RAW, there isn't much in the books that allow you to do what you are looking for. Your best bet is some 3PP material that covers it a little more. The only thing I can think of is the little part in Ultimate Magic that allows you to use constructs as 'armor' in terms of Paizo material.
Other than that you'll have to talk to your GM as there aren't really rules to cover it in the game (homebrew/houserules).
| BlueStorm |
Well, I've got a mild thought.
One could easily get away in home-brew rules with Treating the Offending missing limb as an equip slot for a Prosthetic.
Since the Rules Aren't used to such a equipment slot being used, then a standard model would Probably have to give exactly as much benefit as penalty... Equivalent exchange and all that... And Masterwork Items might give more, at GM Discretion.
If One wants to get around the unbalancing nature of it, then one could Simply Give Slots for Powered exoskeletons to characters that still have all their limbs. One for each offending limb.
...
Of Course, That's assuming One actually cares about the technical details instead of the practical ones (such as Ease of implementation). It could be treated as fluff 90% of the time, and whenever one switches up the parameters of the arm, they just need to adjust Character scores. And then it would only come up when someone uses a spell that targets metal.
And through all that, We have still yet to ask the question of "Amputation" rules... Which has a whole load of Squicky, but amusing possibilities. Such as breaking off one's arm to escape manacles, and then using the offending severed limb as a melee weapon.
... I think I just went from Sane to Crazy in 10 Seconds flat. So give me a moment.
| master_akura |
I actually just ran into this issue because I'm running a world that is heavily Steampunk and someone lost an arm in an accident. Here's what I did:
Using the rules in "Ultimate Magic" for constructs, I took the "Construct Limb" modification and made it nonmagical. Thus it simply uses the last paragraph of that section. "A construct limb counts as a heavy steel shield for purposes of determining AC, wright, Dexterity modifiers to AC, and chance of arcane spell failure."
I then made it a requirement to take Knowledge (Engineering) or Knowledge (Mechanics) in order to fix it--otherwise they have to go somewhere and pay a lot to have someone else do it. Also, being that it isn't the most refined technology, the character has to make a Fortitude save every day to deal with the pain OR use medicine to negate it and make a save vs. addiction.
As a bonus, I allowed the character to have it so that a weapon (small) could be attached to it, such as a hand crossbow, stiletto, or other small weapon. He chose a single-shot, pepperbox pistol. It has all the firearm rules, and a misfire chance has an added chance to damage the mechanical arm.
Hope that helps everyone.
| Rynjin |
^That sounds really cool.
Though if it were me I'd have the arm be as much magical as mechanical unless I were trying to go for a low magic campaign.
Also, aren't there rules that state that mechanics literally eat your soul in Golarion? So a mechanical limb would technically make you a soulless half-construct?