Is there a way to figure out a price for an artificial or mechanical limb? I'm not looking for any benefits from it


Pathfinder First Edition General Discussion


I'm making an Alchemist for one of my sessions and I wan't to make him a little different and try something new, so I would like to give him a mechanical arm and maybe eye. I've looked through the whole Ultimate equipment guide and couldn't figure out a price. Can anyone help me?


dot


I would say... doesn't matter.

Personally as a GM I would handwave it away. No sense in making something cost anything when it provides no mechanical benefit aside from simple flavour.


Hmm that makes sense... thank you!


Valdast wrote:

I would say... doesn't matter.

Personally as a GM I would handwave it away. No sense in making something cost anything when it provides no mechanical benefit aside from simple flavour.

Seconded.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

There are prosthetics listed somewhere with prices attached, and I think magical ones are even included. You can check the PRD or PFSRD.com for them.


http://www.d20pfsrd.com/gamemastering/variant-rules/variant-rules-3rd-party /4-winds-fantasy-gaming/The-Loss-of-a-Body-Part/Prosthetics

It is third-party, so it might not be of greatest benefit, but I really go with my first choice and make it not cost anything. If you're not getting mechanical benefit, I wouldn't care.

(Depends on who your GM is though, talk to him/her about it to see what they say)


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/adventuringGear.h tml#_prosthetic

Is a place to start, then toss in animate object I think but really this is flavor only but it is some good reference points. I would include the fact the limb would only work for him.

Shadow Lodge

Valdast wrote:

I would say... doesn't matter.

Personally as a GM I would handwave it away. No sense in making something cost anything when it provides no mechanical benefit aside from simple flavour.

I'd say that being ably to walk again counts as a fairly substantial mechanical benefit.


If he's simply starting out with it, then I don't mind.

If it was in the middle of the adventure, then yeah I would be inclined to make it cost something.


By "trying something different", do you mean making Edward Elric?

;p that automail arm... Your brothers armor body... You did it didn't you?! Alchemy's one and only unforgivable sin! You attempted human transmutation!

In response to your question, I would let it fly without any extra cost. As a GM, I would assume any gold required to pay for it would have already been paid and done with long before the adventure (if you lost a limb mid-adventure, then we would talk about gold costs)... And if anything, I would consider making you need to upkeep it, or have it possibly break or malfunction in certain cirxumstances


My alchemist lost an arm on a bad crit a few sessions ago. He's from Magnimar, so he consulted the Golemworks there who sent him to Kaer Maga, blah blah it's making for a great story hook for the character. I'll let you know how it goes, but it might involve taking the "Vestigial Arm" discovery and just re-skinning it.


I forget which but maybe the same cost as to hire a spellcaster to cast regenerate/other spell that'd regrow a limb?


1 person marked this as a favorite.

Benchmark it around the cost of a regeneration spell and call it a day. It's a cool idea.


Alex Cunningham wrote:
My alchemist lost an arm on a bad crit a few sessions ago. He's from Magnimar, so he consulted the Golemworks there who sent him to Kaer Maga, blah blah it's making for a great story hook for the character. I'll let you know how it goes, but it might involve taking the "Vestigial Arm" discovery and just re-skinning it.

Burning a discovery for that seems harsh. Gold is a limited resource, but feats and discoveries are even more limited.


Ditto for the regeneration spell cost, maybe with a reduction if the materials actually function as said materials.

Assuming some sort of clockwork/mechanical, it would be vulnerable to heat/chill metal, rusting effects, magnetism, and so on. That said, you might be able to use it in situations where sticking something metal in would be better than otherwise, say a blade for chopping off hands. I would allow the Hardness 10 to apply.

So I would put it around 400 to 500gp midgame, or handwave at game start. Provides way more vulnerabilities than benefits, and could allow for interesting things down the line, like a custom follow up feat to improved unarmed strike that allowed you to have hardness 10 when full defending or such by blocking with the arm.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Is there a way to figure out a price for an artificial or mechanical limb? I'm not looking for any benefits from it All Messageboards

Want to post a reply? Sign in.