Peg Leg + Lame Curse (Oracle) + Barbarian Fast Movement for Skulls & Shackles


Advice


So I'm making a Barbarian/Oracle for an upcoming Skulls and Shackles game (Level 1.. using Apprentice rules) and one of the campaign Traits is

Campaign Trait Peg Leg::
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.

Anyhow I believe the Barbarian's Fast movement is countered by the Oracle's Lame Curse(you get +10 movement and then -10 movement) but correct me if I"m wrong. (My first question).

My 2nd question is more about how to roleplay and not about rules per se.

Question is normally I would roleplay the Peg Leg you have a limp in your walking but I was going to say that the lame leg was the one that was replaced by the peg leg. (in essence, the Curse transferred to the Peg Leg).

However, would the Oracle's Curse transfer to the other leg? Would this character have a lame leg and a peg leg? How would that work thematically?

Oracle Curses cannot be suppressed except by deities or GM,ect.

Edit: The character is not fully optimized character and infact I"m taking extra Trait Feat to get more traits to enhance the character.

Also I just realized that if the peg leg is removed from my character's body, then the curse would probably just transfer over to the other leg. (Without a Peg Leg your movement is halved). I guess I sort of answered my question a bit then...

My Original character idea was to have 2 Peg Legs, 2 prosthetic arms, and an eye patch ala Seamus from Family Guy but my Gm pretty much said no.


Since by the rules it doesn't make a difference I'd say choose to either have a withered leg and a peg leg or count the peg leg as the lame one (personally I'd say the shark attack is what spurred your latent oracle abilities in the first place, and consider the trait bonus as part of the boon oracles get from that curse).


Well as long as you keep to the rules an keep the -10 penalty to speed. You could make up your fluff.

You could have been cursed - with a lame leg, been tricked by a magical talking shark to let him eat it thus curing the curse but getting a leg leg instead, that happend to slow your speed with 10...

Or you could have cut your own leg off in an attempt to remove the curse - giving you a peg leg - but not the penalty... (and then you just hate fish, since it was a fish God that cursed you).

But what ever you do - removing the peg leg doesn't remove the penalty...
Doesn't matter if you regenerate the leg (then it's lame again) or just remove the peg leg - then you still don't get extra speed...


Peg leg, limp leg or lame leg is just fluff, you have -10 movement and should be able to roleplay that as you want. You are right in your first assumption.


I would say peg leg is the curse. If you lose the prosthetic it's even worse so. It seems awfully nitpicky to make you have your other leg cursed because the text of the curse says "one of your legs." Correct me if I'm wrong, but an amputation counts as "permanently wounded."

Grand Lodge

Technically, you don't even need legs to have the curse.

A Merfolk PC can have this curse.

Let the lame and peg leg be the same.

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