Flaw: Missing a Hand [Archive] - Wizards Community

Post/Author/DateTimePost
Tectorman

10-11-07, 04:41 PM
Okay, the idea is that a person is missing their left hand (you know, like Captain Hook or an overzealous follower of Vecna). This is my attempt to create a flaw for that. I'm going to put into consideration everything from Core that I can think of, so any expanded skill uses aren't accounted for here.



Flaw: Single-Below-Elbow Amputee
Drawbacks: You are missing one of your hands below the elbow (and thus, still have that much of your arm to work with). A character with this flaw takes a -4 penalty to all Climb checks. The time required to perform a Disable Device or an Open Lock check is doubled. Sleight of Hand is not affected, except for possibly entertaining an audience (if you can juggle with one hand, then disregard that). Perform checks are unaffected unless they require the use of two hands (pretty much all the instruments); in which case, they are impossible (possible exception being using telekinesis or something similar). Use Rope checks take a -5 penalty where applicable (tying a rope around oneself and throwing a grappling hook would not).

You may not wield a two-handed weapon, nor may you wield a one-handed weapon two-handedly. You may tie a light weapon to your residual limb; any weapon so tied is treated as an improvised weapon (regardless of how proficient you may be with it normally). You may not use any ranged weapons requiring two hands to operate (repeating crossbows, regular bows, and so on). Ranged weapons requiring two hands to reload take twice as long to reload (taking the Rapid Reload feat would result in your reload times being the same as someone without Rapid Reload). Donning armor takes twice as long as normal (donning with assistance and removing armor are not affected); only light shields and bucklers may be used and even then, readying requires two move actions.

Special: The act of taking this feat represents both time taken in some form of rehabilitation (this means that the suggested penalties in the "Damage to Specific Areas" variant in the DMG, pg. 27, would not apply here) and time coming to grips with no longer having a hand (his self-image, what he would see when he imagines himself or sees himself in a dream, now incorporates this lack of a hand; thus, his self-image is the same as someone naturally born that way). This means that a character with this flaw has a choice when faced with certain forms of restoration (restoration, lesser restoration, regeneration, the Jade Pheonix Mage’s Emerald Immolation ability and other similar effects). He has the option of regrowing his hand or not (thus retaining any feat(s) he may gain from taking this flaw). Should he take the option of regaining his hand, he may not at some later restoration lose this hand to regain the feats (unless he loses his hand at some point before the restoration, at which time he has the same choice as before).



So, here's where I need help. Is there anything I missed or didn't take into account? How would you deal with the Use Rope checks (maybe the other checks, but that's the one that I'm not sure of)?
And finally, what should this be worth? One feat, two feats (one of which must be Exotic Weapon Proficiency: Stump Knife), or two feats straight up.

Update: this flaw is worth one feat (not every one who takes it would need two hands or even a stump knife).
RollaD20

10-11-07, 10:10 PM
two feats
you did a good job with this flaw.
make the use rope checks a variant penalty dependingg on the DM's choice
again, great job!
you get my missing left hand!:thumbsup:
jaelis

10-11-07, 10:38 PM
I vote one feat. Because flaws should be for flavor, not for power gaming.

(And even mechanically, the drawbacks for a wizard or sorc are not that great. Or even a druid, depending on how you treat wildshape. Monks too, I suppose. So making it two feats might actually be unbalanced.)
FrostWolf

10-12-07, 09:27 AM
I wish to point out that there is an item called The Arm of Nyr in the Defenders of Faith book that can replace an arm/hand. Just so you know.
runestar

10-12-07, 10:00 AM
It is also worth noting that Waterdeep has the hand of tyr feat, where you give up the use of your right hand in exchange for some minor benefits.

Assigning of bonus feats is tricky, because as pointed out, an enterprising character opting to take said feat may well seek to maximize his gains while minimizing his losses. For example, a monk is not necessarily penalized, since he can make unarmed strikes with any part of his body, and so the loss of a hand would prove to be no real detriment.

Also, is there any rationale for losing the feat you gained from the flaw if you regain your arm somehow via regeneration, save for obvious game-balance reasons?
imakuni67

10-12-07, 10:09 AM
Also, is there any rationale for losing the feat you gained from the flaw if you regain your arm somehow via regeneration, save for obvious game-balance reasons?

You could make the wound that lost your arm be a supernatural and/or vile wound that can only be cured with wish/miracle, so you wouldn't have to give up your feat. Or...you were just born without that arm so you would never regenerate it.
runestar

10-12-07, 10:14 AM
Then I suppose grafts could be used to replace that arm...:D
jaelis

10-12-07, 10:53 AM
Then I suppose grafts could be used to replace that arm...:D

Make learning to use the graft require a feat!
runestar

10-12-07, 12:42 PM
Make learning to use the graft require a feat!

Thereby canceling out the benefit of taking the flaw in the first place.

I like the way you think...;)
Legdiwena

10-12-07, 03:40 PM
Wouldn't regeneration cancel out the flaw?
Thief_of_Hope

10-12-07, 08:44 PM
I like the flaw. I don't really know what would be appropriate for number of feats for it, but personally I think that, if you do decide to give 2 feats for it, there should be some way of preventing them from regaining that hand. I don't know how, but there should DEFINITELY be no way for them to gain the hand back if they're getting two feats off it.

However, couldn't it easily be replaced with the Hand of Man from Savage Species? It even mentions in the item description that it is sometimes used to replace a missing hand.

This seems like a well thought out flaw, and I think it makes a lot of sense to have game rules that pertain to missing a hand. Well done!
WebJiCi

10-12-07, 08:53 PM
Isn't there already a flaw called "Missing Limb" somewhere in Dragon or Dungeon mags ?

As for regeneration, well, believe or not, some people are born with missing arms or legs. Regeneration heals something that's was already there before getting chopped off.

A warforged arm is better IMO for a replacement limb, especially since you can use warforged components.
Tectorman

10-15-07, 03:19 PM
It is also worth noting that Waterdeep has the hand of tyr feat, where you give up the use of your right hand in exchange for some minor benefits.

Besides taking the Half-Golem template, getting Draconic grafts, taking the hand or eye of Vecna, and the Gloves of Man (or Arms of the Naga) from Savage Species, I don't really know of any ways to replace a limb like that. In fact, I'll probably start another thread to ask how many different ways it could be done.

Assigning of bonus feats is tricky, because as pointed out, an enterprising character opting to take said feat may well seek to maximize his gains while minimizing his losses. For example, a monk is not necessarily penalized, since he can make unarmed strikes with any part of his body, and so the loss of a hand would prove to be no real detriment.

Yeah, I'm leaning towards either one feat or one feat and automatic Exotic Weapon Proficiency (stump knife), remembering that most exotic weapons are not worth the feat it takes to use them (or is that a misconception?).

Incidentally, the online articles about the "Unarmed Attacks" (you can probably find them in the Archives section now) gave me the strongest impression that any character, not just a Monk, can make an unarmed attack from any part of their body. Which actually makes sense; otherwise, there is no mechanical way for a non-Monk meleer to emulate "I yell out and give the orc a headbutt".


Also, is there any rationale for losing the feat you gained from the flaw if you regain your arm somehow via regeneration, save for obvious game-balance reasons?

Yeah, I mentioned that in the Special section. Basically, what happens is this:

Somehow, due to an in-plot action decreed by the DM, or a successful use of called shots, your character loses a hand. You have two choices: 1) temporarily allow him to be an NPC while he "travels to the Temple of Pelor to have the clerics there bless him and cure him (have Regeneration cast on him)" or 2) spend (in game) a small amount of time "rehabilitating" (learning this new flaw) and going through some kind of therapy to accept his new form.

At the end of this time (which may or may not coincide with a level up, your DM may vary), he will have this flaw and whatever feat(s) he learns along with it. Furthermore, the therapy he goes through will change his self-image into his new form. The guy will imagine himself in his mind's eye as a person with one hand. When he dreams, he will see himself that way; when he visits the Astral Plane or the Outer Planes, his otherworldly body and/or soul will have one hand. In short, his new form becomes his natural form.
Please note that someone naturally born with only one hand would see themselves, manifest themselves, etc., in exactly the same way.

Now, let's say he dies and has the option of coming back to life or that he is now offered a Regeneration spell cast on him. He has two choices: 1) come back/recover from his injuries with the exception of his hand (just like someone naturally born that way) or 2) regrow the hand (and lose the flaw and accompanying feat).

Should he choose this option and someday later die or be offered another Regeneration spell (without having lost his hand again), he would not be able to say "I come back/heal from my injuries, but this time my hand is gone again". He would have to come back and then cut his hand off again.

I hope that clears that up.
Legdiwena

10-15-07, 04:24 PM
Headbutt would still be covered by unarmed strike for a non-monk.
Tectorman

10-18-07, 12:47 PM
Headbutt would still be covered by unarmed strike for a non-monk.

Yeah, I thought so. Thus, not only would Monks not be affected by losing a hand (at least in terms of being able to attack unarmedly), no one would (not even Steve the Commoner, who nevertheless died by the paw of Mr. Bigglesworth).

But let's hear it. Any other ideas for Use Rope? Should it be one feat or one feat (freely chosen) and one predetermined feat? And should I change to Special section to say that the person is forevermore treated as though he or she were born that way (Regeneration would not regrow the hand, period, no choices involved)?
Tectorman

11-18-07, 11:57 AM
Bump for more ideas.
Malchius

11-18-07, 12:02 PM
If he get's his hand regenerated, he should keep exotic weapon proficiency stump knife because he cannot use it when he has a hand, so it wouldn't make much difference, but then you might aswell give everyone in the universe exotic weapon proficiency: stump knife just case:S hmm.

A creative counter for missing a hand is having a mage cast fist of stone on the arm missing the hand but the GM/DM may not be happy about this.
Qube

11-19-07, 11:29 AM
I totally agree with jaelis. it only troubles those who need a second hand
(add a few simelar flaws, and playing a half human wizard :D
(missing 2 legs (mounted), his right arm, his left eye, ...)
Legdiwena

11-19-07, 11:38 AM
Too bad extra feats from flaws are limited to 2, lol.
Tectorman

02-18-08, 10:20 AM
Update: I've made my final decision concerning how much to make this feat worth (one). Enjoy.
Krusk

02-18-08, 11:39 AM
Just came across this now, one post after you finalize it. But ill throw in my 2cents anyway.

For use rope, I don't know if I would give much of a penalty. Afterall certian knots exist that can be tied onehanded, http://www.climerware.com/clove.shtml is the one i can think of off the top of my head. There are others, and in many cases you can use your mouth to hold rope, and many two hand required knots can be done with one via some ingenuity. -i assume someone born with one hand has some ingenuity-

Maybe just a less sevear penalty to it.

I agree, this is worth one feat though.
war_thog

02-18-08, 07:47 PM
You can climb one handed without penalty so id remove that.

However you wouldnt be able to use your good hand for anything else while climbing *pretty nasty in a fight*

I would penalise sleight of hand. Many many things require 2 hands or free use of both. Harder when restricted so much.

Disable Device and Open Lock would be massively penalised. Almost all tool kits require manipulation of multiple things at once.
Same for craft, much harder.
Firedale

02-20-08, 09:05 AM
Could always add in the caveat of the flaw: True acceptance of one's flaws is what allows them to gain the benefits through acceptance. And it's the true acceptance that disallows them from removing the flaw and keeping the benefit. A person in a wheelchair has strong arms if they've been pushing themselves around for years... they're resigned to it, used to it, know it, love it... their arms are strong, resiliant, they feel good about themself. Many people who deal with things like this would love to change, but most would choose to stay as they are, because of the fear of the sudden unknown. I've a bad back, dealt with it for a long while... I was so afraid of back surgery, I didn't want it... but I did, too, heh. I finally had back surgery, and was afraid for the longest time of doing the wrong thing, tripping, falling... so I know from experience, it's not easy, heh. If the person in the wheelchair suddenly had the option to walk... and they took it, then they'd be worried about falling for the first few years, and their arms would weaken back to normal (without working out) because they're no longer working to push themself around.

Annnyway...
Just validate it in some way... it's the acceptance of the flaws that give you the strengths. If you don't truely accept the flaw as part of you (including resurrection, regeneration) then you don't gain the benefit. If you think you won't like it now, then ya don't gain the benefit, and go see a cleric to have it regrown. Otherwise, it's that way forevermore.
Shadowfax7

02-20-08, 09:37 AM
To follow RAW, I would make it not possible to climb w/o the use of ropes/climbing tools attached to your stump. It requires 2 hands to climb.

Also, I would not allow the use of a Light Shield in the stumped arm either, as it requires you to hold it with your hand. A Buckler is OK as long as you have a forearm.

Other than this, I think it looks good. I also agree with one feat for this flaw.
Krusk

02-20-08, 11:17 AM
When i allow flaws, I always add the note that if you loose the flaw you loose the feat, and anything that requires the lost feat.
Tectorman

02-20-08, 01:19 PM
@war_thog: Open Lock and Disable Device are penalized. It's just that instead of applying a penalty to the check, I extended the time. Since Disable Device is Int-based (and I can see Open Lock being similar, despite actually being Dex-based), I figure it's "Do you know how to do it?" more than simply being physically able to. And Craft checks take so long (and cover so many different abilities) that I'll just simply leave that up to DM adjudication.

@Shadowfax7: Savage Species says that climbing with no arms imposes a -8 penalty to the check; ergo, having one arm (and not even the entire arm at that) unavailable to you should merit a -4 penalty. That's what I'm going off of. The light shield is assumed to warrant the same tying down that a light weapon would (since it's considered a light weapon, to boot).
CryoSilver

02-20-08, 02:25 PM
A character with one hand should take penalties to his overhead lifting capacity, though he should be able to drag/carry as much as normal. When you lift with one arm, you have to use some of the weaker stabilizing muscles in your arm, so I'd say cut overhead lift by a third to a half.
Evil DM Mk3

02-20-08, 02:45 PM
I would phrase the caveat to prevent regeneration like this:This flaw also includes philological blocks on the use of the arm. If you somehow regain it you cannot use it unless you take a feat to do so.