Long term Injury and effects


Rules Questions


Hey guys.

I have been looking through all the materials I have, but I cannot find anything on the effects of a broken bone. Is anyone familiar with anything in the rules regarding long term injury like this?

If not, how do you guys handle this as a house rule?

In this case I'm looking at a character that broke his wrist as a boy and 7 years later has not had anything done about it. One of his main desires in adventuring is to fix his wrist.

thanks


Well, I am fairly certain that the regenerate spell could replace missing limbs, and lesser regenerate can reattach them. Altough...I do not see the lesser version of the spell on the srd anymore. Not sure what spell level it is, but it is likely cleric 4-5, and the regular regenerate spell is level 7.

At the same time, this does look like a delicate procedure. Do healing spells automatically fix things, or do they simply accelerate natural healing processes. Lower level magics would likely only do the latter, and it would require a complicated medical procedure at lower levels to work. Maybe use this as a quest hook for the character so that he seeks out a specialist and convinces him to help.

Regenerate mentions something about broken bones, but not much about improperly treated ones. The problem here is that the game does not have practical rules for this kind of situation. When it comes to crippling injuries, they tend to go for the dramatic and cinematic versions of complete loss.


Ya thats what I thought.

The story behind this is that the char survived a plague in his town (high fort) and ran off into the woods since people began to gossip about his survival when so many others (his entire family included) had already died.

He runs into the nearby forest and wanders for days until he comes upon some food. Unfortunately, while he is eating a bear cub walks up to him and curiously sniffs him. Just as he reaches out to touch the cub, its mother comes barreling into the picture and thinking he is a threat goes on the offensive. As she comes down with a claw, the boy puts up his arm to block it (instinctually), and she shatters his wrist and crushes part of his hand. Luckily for the boy, however, at this point the cub is attacked by a boar who decided it was hungry. The boar messes the cub up pretty badly, forcing the mother to switch targets and chase it off.

When the mother returns (didn't go very far) the boy is tending to the cub (father was a trapper so he was somewhat familiar with wounds)). The cub essentially then tells the mother bear to leave him alone and the 2 bears walk away into the forest leaving the wounded boy alone.

The boy does what he can (which is not much) with his wrist but essentially ends up growing up in the forest. About 5 years later is where the campaign is starting, and the boy is now a 1st lvl barbarian, having grown up in the woods. His wrist was never set and his hand/fingers never realigned. He is essentially maimed, and uses the arm now as a shield arm (wearing a special gauntlet he made to protect the fused bones).

He wants to fix his arm but knows nothing of the divine magic that could help.

When it comes to broken bones, then, what sort of mechanical disadvantage you feel should exist? Dex penalty? obviously check penalty type effect for sleight of hand, etc. Maybe even a strength penalty?


Make ups some rules, can he use the arm? If not give him a -1 to physical skills, including combat. Also if cannot use a arm, maybe he cannot use some skill without major negatives (Climb comes to mind).

D20, because of the abstraction of HP, does not have any RAW on this type of stuff.

Grand Lodge

Check out Called Shot rules.


Ya he can use the arm. He just can't use the wrist or his fingers.

He wears a shield on the arm in order to make whatever use he can. Fights unarmed with the other hand since its his only working one.

I hadn't considered called shots, lemem check that out.

thanks


assuming its not completely debilitating I would set it as a ability damage or ability drain.

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