Prosthetics RPP Spend
About Prosthetic Spends | |
Spend Type | Prosthetics are a Limited spend. |
About | The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. At lower levels, the amount of money required for such healing may be unattainable. In short, there are going to be times when someone’s going to need an artificial replacement for their own flesh and blood, at least in the short term.
Many of these rules, and some of the text, has been adapted from 4 Winds Fantasy Gaming, a 3PP. Many thanks to them for their hard work and contributions! We do not use the sever combat maneuver. |
Prosthetic Guidelines
In addition to the guidelines published by 4 Winds, the following apply to prosthetics on Tenebrae:
- A combat prosthetic which is an attached weapon may be made masterwork and enchanted as per normal rules.
- Prosthetics may be removed with a successful Heal (15) check, and about 1 minute of work.
- Clockwork and mechanical prosthetics are generally artifice. Appearance is up to you.
- This may change, but at this time, ancestral weapons may not be made into combat prosthetics. We want to see how these rules play out, first, and this would be adding a lot of complications from the get-go.
- Prosthetics below a certain cost have that cost eliminated through RPP. Otherwise, the cost is reduced sizably (to 65%). There is no Craft Prosthetics feat at this time as it's been a fairly niche interest and would require some rewrites.
Available Prosthetics
Mundane Prosthetics | |||
Basic Prosthetics | |||
Type of Prosthetic | Hardness | Hit Points | Cost (gp) |
Blunt Fist | 10 | 10 | 10 RPP |
Blunt Foot | 5 | 10 | 10 RPP |
Crow's Foot | 5 | 5 | 10 RPP |
Crutch | 5 | 5 | 10 RPP |
Fork Hand | 10 | 2 | 10 RPP |
Gaff/Hook Hand | 10 | 2 | 10 RPP |
Hoof, Animal | 5 | 10 | 10 RPP |
Hoof, Steel | 10 | 5 | 10 RPP |
Peg Leg, Metal | 10 | 10 | 10 RPP |
Peg Leg, Wooden | 5 | 10 | 10 RPP |
Cosmetic Prosthetics | |||
Type of Prosthetic | Hardness | Hit Points | Cost (gp) |
Sculpted Arm | 5 | 10 | 10 RPP |
Sculpted Foot, Stone | 8 | 15 | 10 RPP |
Sculpted Foot, Wooden | 5 | 10 | 10 RPP |
Sculpted Hand | 5 | 10 | 10 RPP |
Intermediate Prosthetics | |||
Type of Prosthetic | Hardness | Hit Points | Cost (gp) |
Hinged Calf | 5 | 10 | 10 RPP |
Hinged Forearm | 5 | 10 | 10 RPP |
Pocket Shaft | 5 | 10 | 10 RPP |
Shin Sheath | 5 | 10 | 10 RPP |
Talon | 10 | 5 | 10 RPP |
Wooden Leg | 5 | 10 | 10 RPP |
Mechanical Prosthetics | |||
Type of Prosthetic | Hardness | Hit Points | Cost (gp) |
Clamp | 10 | 10 | 10 RPP |
Clockwork Leg | 10 | 35 | 520, 10 RPP |
Haft Lock | 10 | 10 | 10 RPP |
Combat Prosthetics | |||
Type of Prosthetic | Hardness | Hit Points | Cost (gp) |
Crossbow Arm | 5 | 5 | 10 RPP |
Spiked Limb | 10 | 10 | 10 RPP |
Magical Prosthetics | |||
Type of Prosthetic | Cost (gp) | ||
Boneless Leg | 6617, 10 RPP | ||
Clay Arm | 3341, 10 RPP | ||
Clay Foot | 1690, 10 RPP | ||
Clay Hand | 1690, 10 RPP | ||
Clay Leg | 3341, 10 RPP | ||
Dexterous Leg | 10465, 10 RPP | ||
Iron Arm | 2405, 10 RPP | ||
Iron Hand | 1690, 10 RPP | ||
Limber Leg | 1105, 10 RPP | ||
Mechanical Arm +2 | 2600, 10 RPP | ||
Mechanical Arm +4 | 10400, 10 RPP | ||
Mechanical Arm +6 | 23400, 10 RPP | ||
Mechanical Legs | 4875, 10 RPP | ||
Rabbit's Foot | 16302, 10 RPP | ||
Wizard's Hand | 650, 10 RPP |
Descriptions
Mundane Prosthetics Details
Blunt Fist
A blunt fist is a type of combat prosthetic. It is a solid ball of metal, or sometimes it is shaped like a fist or hammerhead. It can be used as a tool, but it’s most practical application is as a weapon. A blunt fist does 1d6 bludgeoning damage per strike. It is considered a light martial weapon.
Blunt Foot
A solid wooden sphere with the base shaved flat, the blunt foot allows its wearer to move at a normal rate. The wearer still may not run, charge, bull rush, or overrun.
Clamp
A spring-loaded, metal, crab-like claw originally designed by gnomes to improve their grip. As a prosthetic, it negates the -4 penalty to grapple, and can be used as a gauntlet attack. In all other ways it is identical to the sculpted hand.
Clockwork Leg
The clockwork leg appears to be an armored leg that clicks and whirs as it moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect return to full functionality and mobility for the wearer, but is very expensive. The clockwork leg negates the wearer’s penalties for losing a leg at the knee.
Combat Prosthetics
Combat prosthetics are weaponized replacements for a character’s hand or arm, designed for bludgeoning, slashing, or piercing. Piercing hands are generally a sturdy steel spike or dagger-like blade, slashing hands are either an array of knives or one large, often curved blade like a kukri, and bludgeoning hands are often solid metal fists or mace heads. None are suitable for manual tasks but are too well-secured to be disarmed in combat. As a rule of thumb, any light melee weapon can be made into a weapon hand at 1 ½ times the weapon’s cost. The wearer must be proficient in the type of weapon in order to use the combat prosthetic without penalty.
Combat prosthetics – and the people who wear them – are impressive to behold. Any character wearing one receives a +5 circumstance bonus to intimidate checks.
Hit Points: as weapon type
Note: A few specialized combat prosthetics are individually detailed in this listing. Many other prosthetics can be used in combat, but are not specifically combat prosthetics.
Crossbow Arm
The crossbow arm is a light crossbow designed to be loaded and fired with one hand. It is out of the way when at rest. Bolts fired from the crossbow arm deal 1d8 (19-20/x2) piercing damage. It is considered a light simple weapon.
Crow’s Foot
Y-shaped with built in stump grip, the wooden crow’s foot returns the feel of a normal foot to the wearer, negating the penalty to Climb skill checks. In all other ways it is identical to the blunt foot.
Crutch
A Y- or T-shaped implement of wood used to help support one’s weight when one’s leg cannot. A character’s speed is reduced by 5 ft. while using a crutch. The crutch can be used as an improvised melee weapon, but without the Catch Off-Guard feat, wielders suffer a -4 penalty to attack rolls.
Fork Hand
A pair of straight or slightly curved tines like those on a pitchfork, mounted on a harness that fits over the character’s stump. It is otherwise similar to a sculpted hand. A fork hand can be used for melee attacks, delivering 1d4 piercing damage on a successful strike. It is considered a light simple weapon for combat purposes. The character wearing a fork hand also receives a +5 circumstance bonus to intimidate checks, if the fork hand is used as part of the intimidation. A fork hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -3.
Gaff/Hook Hand
A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that fits over the character’s stump. It is only capable of the crudest manipulation and does not have a grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely holding onto things. It is otherwise similar to a sculpted hand. A hook hand deals 1d4 (19-20/x2) piercing damage when used in combat, and is considered a light simple weapon. The character wearing a gaff hand also receives a +5 circumstance bonus to Intimidate checks, if the hook is used as part of the intimidation. The gaff hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -2.
Haft Lock
A vice that provides a great deal of grip, but unlike the clamp, the haft lock must be adjusted manually to achieve the proper tension. As a prosthetic, it allows the wearer to wield a weapon two-handed. Adjusting a haft lock takes one full round. In all other ways it is identical to the sculpted hand, and like the clamp, it can be used to make a gauntlet attack.
Hinged Calf
This tight jointed prosthetic mimics the knee-to-ankle area of the leg. Ankle/foot prosthetics can be attached to its ankle end. The hinged calf is made of leather and metal. The hinged calf negates the wearer’s penalties for losing a leg at the knee. The wearer still suffers the penalties for losing a foot.
Hinged Forearm
This tight jointed prosthetic mimics the elbow-to-wrist area of the arm. Wrist/hand prosthetics can be attached to its end. The hinged forearm is made of leather and metal. The hinged forearm negates the wearer’s penalties for losing an arm at the elbow. The wearer still suffers the penalties for losing a hand.
Hoof
Sometimes made of steel and designed to look like a horse’s foot, other times these are real animal hooves. Dense, durable, light, and aerodynamic, the hoof allows the wearer to run, overrun, and bull rush normally. In all other ways it is identical to a blunt foot.
Peg Leg, Metal
A higher quality peg leg than the standard wooden peg. Like the wooden leg, it includes a leather cup and straps to tie onto the stump of the leg. A metal peg leg allows the wearer to run and charge, it reduces the penalty to Acrobatics, Climb, Ride, Stealth, and Perform checks by 3, from -5 to -2. It also allows the wearer to run and charge, but still at a reduced speed.
Peg Leg, Wooden
The standard in foot/leg prosthetics, this device is a wooden peg with a leather cup and straps to tie onto the stump of the leg. A peg leg can be made to fit anything from a missing foot to an entire missing leg. A wooden peg leg allows the wearer to run and charge, it reduces the penalty to Acrobatics, Climb, Ride, Stealth, and Perform checks by 2, from -5 to -3. It also allows the wearer to run and charge, but still at a reduced speed.
Pocket Shaft
A pocket shaft gives every impression of being nothing more than a hinged forearm without a wrist attachment. However, a pocket shaft actually contains a hidden repository. The pocket can hold as much as a belt pouch, and is padded to muffle the sound of items moving inside. Discovering the existence of the pocket shaft requires a DC 25 Perception check. In all other ways it is identical to a hinged forearm.
Sculpted Foot
This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often painted in flesh tones to match the skin of the character wearing them and can only be identified as a prosthetic with a successful Perception check (DC equals the Craft skill check of the individual that sculpted the prosthetic). If the character is wearing socks, shoes or boots, no one can identify the prosthetic. The sculpted foot is not at all fully functional. It is otherwise similar to a blunt foot.
Sculpted Hand
This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at first glance. Sculpted hands are often painted in flesh tones to match the skin of the character wearing it and can only be identified as a prosthetic with a successful Perception check (DC equals the Craft skill check of the individual that sculpted the prosthetic). It can hold mundane objects weighing 10 pounds or less, such as cups and pouches, between its opened fingers, but cannot be used to wield weapons. A sculpted hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from -5 to -2.
A sculpted arm functions in the same manner as a sculpted hand.
Shin Sheath
The distance between the knee and the ankle is exactly the same length as the average dagger. Resembling a hinged calf, the shin sheath is the dream of any rogue who has lost a leg. Finding a dagger hidden in a shin sheath requires a DC 25 Perception check. In all other ways it is identical to a hinged calf.
Spiked Limb
The spiked limb is a solid piece of oak covered in metal spikes. An ever-present weapon, it delivers 1d6 points of bludgeoning and piercing damage on a successful strike, and is treated as a light simple weapon. It is otherwise identical to a ceramic hand.
Talon
A modified fork or hook, with three metal digits that can open and close, allowing them to hold objects somewhat well. The claws are manipulated by using the muscles of the upper arm and turning the remnants of the limb. Some look like a set of simple metal hooks capable of pivoting, while others are more ornate, shaped to resemble the talons of predatory birds. The talon hand can be used as a weapon, delivering 1d6 points of slashing damage. It is treated as a light simple weapon. Talons are otherwise similar to sculpted hands. It is identical to a gaff/hook hand in all other ways.
Wooden Leg
A simplified and not very life-like wooden leg which has a hinged knee and jointed ankle. The wooden leg allows the character to walk stiffly. It is otherwise similar to a wooden peg leg.
Magical Prosthetics Details
All magical prosthetics completely negate any and all penalties for losing the limb which the prosthetic replaces, in addition to the magical abilities/bonuses mentioned in each individual description.
Boneless Leg
Aura: moderate transmutation
CL: 11th
Slot: feet
Weight:2 lbs.
Description
A boneless leg can deflate, allowing for contortions otherwise impossible to perform. Once per day, the prosthetic provides the wearer with freedom of movement, as the spell.
Clay Arm
Aura faint transmutation
CL 11th
Slot none;
Weight: 2 lbs.
Description
A clay arm mimics every function of a real arm perfectly. Its texture is different and it is subject to dispwl magic, but is otherwise identical to a normal arm. It provides no bonuses or extra abilities beyond mimicking a normal arm. A clay arm includes a clay hand. A clay arm is plain and nondescript until it is placed against the stump of an arm. The magical arm then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
Clay Foot
Aura: faint transmutation
CL 11th
Slot none
Weight: 1 lb.
Description
A clay foot mimics every function of a real foot perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal foot. It provides no bonuses or extra abilities beyond mimicking a normal foot. A clay foot is plain and nondescript until it is placed against the stump of an ankle. The magical foot then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
Clay Hand
Aura: faint transmutation
CL: 11th
Slot: none;
Weight: 1 lb.
Description
A clay hand mimics every function of a real hand perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal hand. It provides no bonuses or extra abilities beyond mimicking a normal hand. A clay hand is plain and nondescript until it is placed against the stump of a wrist. The magical hand then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
Clay Leg
Aura: faint transmutation
CL 11th
Slot none;
Weight: 2 lbs.
Description
A clay leg mimics every function of a real leg perfectly. Its texture is different and it is subject to dispel magic, but is otherwise identical to a normal leg. It provides no bonuses or extra abilities beyond mimicking a normal leg. A clay leg includes a clay foot. A clay leg is plain and nondescript until it is placed against the stump of a leg. The magical leg then melds to the stump and it takes on the appearance of the wearer’s flesh tone.
Dexterous Leg
Aura: moderate transmutation
CL 11th
Slot feet;
Weight: 2 lbs.
Description
A dexterous leg is a very life-like wooden leg, with hinged knee and ankle. When affixed to the stump of a leg, the dexterous leg magically affixes itself to the stump and responds to the wearer as if it were a real leg. The wearer receives a +4 enhancement bonus to dexterity from the magic of the leg.
Iron Arm
Aura: faint transmutation
CL 11th
Slot none;
Weight: 5 lbs.
Description
An iron arm mimics every function of a real arm perfectly. It also functions like a gauntlet, and unarmed strikes with the arm deal 1d3 plus the owner's strength bonus lethal damage (as opposed to nonlethal). The iron arm also acts as a buckler, granting a +1 shield bonus. An iron arm includes an iron hand.
Iron Hand
Aura: faint transmutation
CL 11th
Slot none;
Weight: 2 lbs.
Description
An iron hand mimics every function of a real hand perfectly. It also functions like a gauntlet, and unarmed strikes with the hand deal 1d3 plus strength bonus lethal damage (as opposed to nonlethal).
Limber Leg
Aura: faint transmutation
CL 11th
Slot feet;
Weight: 2 lbs.
Description
A favorite of bards or performers in need of a prosthetic, the limber leg is like an ever present dance partner. The wearer receives a +4 bonus to perform (dance).
Mechanical Arm
Aura: moderate transmutation; CL 8th
Slot: none;
Weight: —.
Description
This metallic arm looks as if it was removed from a living construct. It is crafted of many different metals and seems intricately designed. The arm increases strength and agility. You gain an competence bonus to both Strength related and Dexterity related skill checks of +2, +4, or +6. This bonus applies only to skill checks.
Rabbit’s Foot
Aura: moderate transmutation
CL 11th
Slot feet;
Weight: 2 lbs.
Description
Not actually the paw of a rabbit, the rabbit’s foot prosthetic is named for the ability it provides its wearer. Anyone with a rabbit’s foot prosthetic gains the evasion ability. If the wearer already has evasion from another source, this item does not grant any further abilities.
Wizard’s Hand
Aura: faint transmutation
CL 1st
Slot hands;
Weight: 1 lb.
Description
The wizard’s hand is a simple magical prosthetic hand. It is a leather or metal bracer that has been crafted with the spell mage hand. The bracer does not cause a physical hand to appear, so the character still has a visible stump, but the mage hand cantrip allows the wearer to pick up light objects (less than 5 pounds) and use them in a fully normal way. The hand is not powerful enough to wield a weapon in combat, even if it can lift and carry the weapon. Anyone physically touched by the wizard’s hand feels the sensation of being touched, poked or grabbed. There is no warmth to the hand, nor is the hand cold to the touch.
Armor for Prosthetics
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. A character with funds to spend can choose to add armor to a prosthetic. Typically, only full-length prosthetic arms or legs are armored. Armor for prosthetics instead increases the hardness and hit points of the prosthetic, making it less vulnerable to damage from an enemy’s blade. Armor added to a prosthetic does not affect its AC, otherwise.
Leather armor adds:
- +2 to the hardness and +5 hit points to a prosthetic arm. Cost: 15 gp, Weight:: 2 lbs.
- +2 to the hardness and +7 hit points to a prosthetic leg. Cost: 20 gp, Weight:: 4 lbs.
Steel armor adds:
- +10 to the hardness and +7 hit points to a prosthetic arm. Cost: 25 gp; Weight:: 4 lbs.
- +10 to the hardness and +15 hit points to a prosthetic leg. Cost: 30 gp; Weight:: 6 lbs.
Adamantine armor adds:
- DR 1/-, +20 hardness and +10 hit points to a prosthetic arm. Cost: 1,500 gp; Weight:: 6 lbs.
- DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. Cost: 2,000 gp; Weight:: 10 lbs.
Mithral armor adds:
- +15 hardness and +7 hit points to a prosthetic arm. Cost: 1,000 gp; Weight:: 2 lbs.
- +15 hardness and +15 hit points to a prosthetic leg. Cost: 1,500 gp; Weight:: 3 lbs.