Converting the Clockwork Arm to 2E


Rules Discussion


I recently ran my group through a hastily converted version of Plunder & Peril. As a result, the group's goblin monk now has Captain Redclaw's Clockwork Arm attached to him in place of his right arm. However, since it's not a weapon, but rather a fairly unique magical item, I'm at a bit of a loss on how to rule it with regards to his unarmed combat abilities. Is it a simple weapon that he's proficient with? An enhancement to his unarmed attacks? When he goes into Wolf stance, does it do his Wolf Jaw damage, or the usual claw damage? If his claw has the Wounding property, does that also apply to wolf jaw attacks?

The text for the item says:

Peril & Plunder p.47 wrote:


Clockwork Arm
Price: 6,400GP
Slot: None
CL: 13th
Aura: Strong conjuration and transmutation

The claw can be attached in place of the missing arm of any medium humanoid to function as a replacement arm. This requires an hour-long installation surgery that must be performed by a character with 8 ranks in both Craft(clockwork) and Heal. The recipient myst succeed at a DC 18 Fortitude save for the arm to properly attach, and takes 2 points of Constitution damage from the surgery in any case. If the arm is properly attached, the recipient can lift up to 1-1/2 his maximum load over his head, and gains a claw attack as a secondary attack that deals 1d6 points of damage (if nothing is held in that arm).


Given that it deals the exact same damage as the Monk's base attack, other than increasing his Lift amount, I'd say it doesn't do anything.


Well, it allows him to add properties like Wounding to his attacks without buying handwraps, I suppose.

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