Tuesday, February 11, 2014

Peg Legs and Eye Patches - Rules for Dismemberment

So the Pathfinder Skull and Shackles campaign player's guide (available here if you don't already have it) has rules on page four for dismemberment: what happens to player characters that requires the addition of a peg leg or an eye patch or leaves scars. While I like the concept of these rules, I think there are two main problems with them as they exist. First off, they happen only when someone takes massive damage (50 points or more of damage in a single moment). The problem with that is that NO low level pirates with such maladies would exist--imagine a first level expert or commoner and remember that they have five hit points total. They would simply die from the  hit point loss. Second, the chart is peculiar and any magnitude of attack can either sever a leg or lead to a tiny scar. Thus, I'm going to use an entirely different chart.

Who knew piracy required so many charts?

Dismemberment and Damage Rules
Whenever a character takes damage equivalent to 2/3 of their hit points in a single attack, he or she has taken dismemberment damage. A character must make a successful Fortitude save to prevent this damage from leaving him or her with a permanent scar or missing limb. The DC of the Fortitude save is 15, increased by +1 for every additional 5 hit points beyond the 2/3 point. For instance, a character with 30 hit points would have to make a Fortitude DC 15 dismemberment damage save if they suffered 20 points of damage in a single hit. If they suffered 25 points of damage, the save would be DC 16.

If the character fails the dismemberment damage save, then they must roll on the chart below. Note that a few modifiers to the chart apply. For every 5 points of damage above the 2/3 point, there is a cumulative +1 on this chart roll. So continuing the example above, a character with 30 hit points who suffered an attack that inflicted 35 hit points of damage would not only be left unconscious, but would have to succeed on a DC 18 Fortitude save or roll on the following chart with a +3 modifier to the roll.

Second, the type of damage can have an effect on the roll. Bludgeoning damage sources subtract -1 to the roll results, while slashing damage sources add +1 to the roll results. Special cases and magical weapons that are more effective in maiming foes might exist within the campaign. And one specific case of weapon inflicts particularly grievous wounds:Cannonballs. They will be seen in later adventures, and will have their own modifier to the table should a character be unlucky enough to be hit by one.

d20
Battle Scar or Amputation
Game Effect
1-4
Minor Scar
Interesting but cosmetic
5-7
Moderate Scar
+1 to Charisma checks for first scar only (treat two or more moderate scars as a major scar)
8-10
Major Scar
-1 to Charisma checks with all non-pirates, +1 to Diplomacy and Intimidate checks versus pirates
11-12
Loss of Finger
For every three lost fingers, -1 Dexterity
13-14
Loss of Toe
For every three lost toes, -5’ of movement speed
15-16
Loss of Eye*
-4 to sight-based Perception checks and -1 to Charisma checks
17-18Loss of Leg*
Speed reduced by half, cannot run or charge
19-20
Loss of Hand*
Cannot use two-handed items (can still perform somatic components for spells)
Pirate's Fate: Once a character loses a hand, a leg, or an eye they re-roll that result on the chart should they get it again. Once a character has lost an eye, a leg, and a hand, then they can no longer re-roll those results on the chart. A further loss of hand, leg, or eye leaves the character permanently crippled. They must immediately seek magical regeneration or retire to a short and hard life of begging on the streets of Port Peril. 

The Regenerate spell can completely repair all dismemberment effects suffered by a single target. However, as the affected portion regrows completely new and fresh, it may not match the rest of a suntanned, weathered, and aged body. A character with obvious regenerated sections of their body suffers a -1 penalty to all Charisma-based checks when those sections are exposed to the target of the interaction.

Eye Patches, Peg Legs, and Hook Hands
Players will notice that the chart is pretty simple, and there are three types of main dismemberment: eyes, legs, and hands. The following rules detail the most simple prosthesis choices available. More complex or magical choices may appear in game play, but any character with ranks in Craft (ships) can create the simple versions.

Eye Patch: These do not correct the vision issues caused by loss of an eye, but they do remove the penalty of -1 to Charisma checks. In addition, they provide a +1 to Diplomacy and Intimidate checks versus pirates. If a character wears one simply for that benefit and is found out to not have a lost eye, they will suffer a lasting penalty to their infamy score.

Peg Leg: Allows the wearer to run and charge normally. After extended wear (one year of game time) the wearer gets used to the prosthesis and the movement penalty is removed.

Hook Hand: Does not enable use of two-handed items, but the hook hand can be used for appropriate manipulation tasks (opening doors, loosely holding certain objects). In addition, the wearer gains a +2 circumstance bonus to Intimidate checks when the hook is used to threaten the target of the check. Finally, the hook hand is a simple melee weapon--see the Skull and Shackles Campaign Player Guide for statistics of the hook hand.

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