Help with an idea [Archive] - Wizards Community

Post/Author/DateTimePost
Norade

08-13-06, 01:41 AM
I'm planning on playing a fighter who has lost his primary hand in combat and who fights with a sword fitted over the stump. I am maninly wondering if anybody has any ideas on what penalties and/or bonuses should come from using such a weapon, and what buold I should use as I value having an effective character.
X-Codes

08-13-06, 02:54 AM
I'm planning on playing a fighter who has lost his primary hand in combat and who fights with a sword fitted over the stump. I am maninly wondering if anybody has any ideas on what penalties and/or bonuses should come from using such a weapon, and what buold I should use as I value having an effective character.

1) Give him some light spellcasting abilities and go for the Renegade Mastermaker class in Magic of Eberron.

2) Go for an arm graft out of one of the books that lists grafts (Magic of Eberron, Races of the Dragon, Libris Mortis, etc.). You can even ask the DM to start play with it and have yourself indebted to the minor criminal organization that put it on you if you can't afford it with your starting money.
Norade

08-13-06, 03:36 AM
I'm looking to stay 'pure fighter' as in no magic with this character, I'd also like to keep him with a lost hand and ask the DM to let me gain it back via a quest. Also it might help if you guys knew that the hand was taken by magic so it can't be brought back by mundane magic.
Nived

08-13-06, 03:43 AM
In the arms & euipment guid there's a stump dagger thats an exotic weapon. There is no stump sword but if there's such a thing as stupid as the dire flail why not. Just impose -4 nonproficiency penelties until you take Exotic Weapon Proficincy stump sword.
RoCkEtInToXiCaTe

08-13-06, 04:00 AM
None of the above. It's an RP flavor kind of thing. No rollplaying about it. Simply any time the sword isn't "on" his stump, he can't use that hand to do anything, because it's not there. Also having no wrist would seriously hamper fighting ability, but whatever. Seriously, just put in some flavor about how it stays on (Like a hook arm for a pirate), and be done with it. makes everything simpler, if you ask me.
Norade

08-13-06, 04:07 AM
Any ideas what kind of build the character should use? It should be noted that this character will be level three and I will be taking Nived's advice and 'wasting' a feat on Exotic Weapon Proficiency Stump Sword to negate the -4 penalty that I feel is justified.
BopLouie

08-13-06, 04:50 AM
Well, of the top of my head, as you won't be able to weild your weapon two-handed (for obvious reasons), you won't be able to get the maximum strength bonus for your damage. So perhaps you should look at either going a Weapon Finesse route or a Shield specialization route.
Mitchell

08-14-06, 06:01 AM
Give them all the advantages and penalties of a locking gauntlet for all of the weapons they want outfitted for their missing hand, including extra cost and using a move action to lock the weapon on their stump before they can draw it.
In the end, it will be hard to disarm them, but if the weapon is broken, they can't just drop it, and if they want to draw a weapon, it will be a slower process than normal.
Rafe_113

08-14-06, 07:11 AM
If nothing else, take a few shield feats and use a sword buckler. Then you get the bonus of a shield, plus a small attack. Or take some sundering feats and use a sword breaker. You get a shield bonus, plus a bonus on checks made to sunder an opponents weapon. At least then you can utilize your stubby. Then, if the DM allows it, once you get your hand back use the re-training option out of Players Handbook 2 to get rid of unwanted feats and replace them with feats you will need. Then you may get a little more RP out of an adventure, as you'll need to come up with a valid reason for re-training. Just a thought.....
albinomonkeyking

08-14-06, 02:35 PM
You could make a two-weapon fighter which I think would be pretty cool, (I am mostly going for ideas, not actual 'deadly battle prowess') The stump knife has a 19-20 so you could go improved crit, but then again if you are planning on getting your hand back at some point I wouldn't invest too much into the stump (unless you really do only care about playing this guy 'true-blue' and don't care about efficiency, which if that is the case bravo)

I would recommend going two weapon fighting, if only because it won't matter once you lose your stump, the two weapon fighting's and defense's will still be applicable if you change weapons. That and I just think it would look cool..>.>

Anyway, that's all I got for now. Good luck!