Rules for Using People or Limbs as Weapons

KrazyHades

First Post
That's right. I have a player who's playing an AWESOME barbarian who's really...BARBARIC! The barbarian wears a necklace of enchanted shrunken heads, for one thing. He wants to be able to bodily pick up an opponent, or better yet, tear off somebody's arm or leg, and wield it as a weapon! Now, since it's great roleplaying, I fully support his creativity, but I want some ideas from EnWorld-ers on how to make this balanced. Should I let him take "Body Parts" as an exotic weapon proficiency or some such? And what about damage? Pulling off limbs from bigger vs. smaller creatures? Anything else you can think of?

I leave the floor to your suggestions.
 

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Someones been watching too much Korgoth. :)

Probably the simplest way would be too treat the limb as a club of the appropriate size. RRRIIIPPP! Mr orcs arm becomes a medium sized club. SHRED! The gnomes leg is now a small light mace.
 

I think a -4 non-proficiency penalty is appropriate, since severed limbs aren't balanced well for use as a weapon.
 

Yeah, -4 "improvised weapon" penalty.

You can't take proficiency in barstools, beer mugs, or trombones either.

Cheers, -- N
 

Ahh, but he wants to more or less specialize in it, so I might make a chain of feats to let him eliminate the penalty and give him sweet abilities, such as a small fear aura when wielding a limb or becoming better and dis-limbing people. I don't want to step on his "rights" to fun with "reality", since it's a fantasy game for a reason (like, I wouldn't begrudge the drow cleric from forgoing the use of a helmet to let his hair move dramatically in the wind, or whatever). So I want a fair way to make this work WELL, balanced, and with great flavor.

Actually, I really like the minor fear aura feat I just thought of. But more suggestions, folks!

EDIT: If a character wanted to become a real, down and dirty brawler I WOULD let him take feats to fight effectively with improvised weapons! He would be good with cudgels, mugs, sticks, etc... I won't let the standard rules get in the way of an enjoyable game for the players I DM for.
 
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What's that PrC from Sword and Fist, was it the Drunken Master? It had some mechanics for improvised weaponry. Also for drunken brawling. There's also a feat somewhere called Throw Anything (which is great for improvised weapons).

Cheers, -- N
 

Ripper (Ex): While Greataxes, Greatclubs, and Greatswords might be the preferred weapons of a Bloodrager, he can use the teared limbs from downed enemies (or still standing ones) to attack his foes. Limbs used as weapons by a bloodrager deal as much damage as his unarmed strike plus an extra 1d6 points. Most limbs deal bludgeoning damage, altough some (a leg with an exposed bone, for example) would deal piercing or slashing damage.
*When a Bloodrager rolls a "20" on an attack roll he can choose to drop his current weapon and tear a limb from an opponent with a Str check DC 10 + Victim's Con, if the check succeeds, the Bloodrager is now armed with a brand new limb and the enemy starts losing 10 hp per round until a Heal check DC 25 or a Cure spell is applied.​
*When a Bloodrager rolls a natural "1" on an attack roll while using a limb, that limb breaks apart and becomes useless as a weapon.​
Drawback: people are afraid of shaking your hand.
 


I like it! Sound's perfect, and will lead to some interesting combats! That deals with GETTING the limbs, which would probably be the hardest part. Now I'll just make a chain of feats which lets him reduce the penalty over time, and gives him that fear aura, which activates when he rips a limb or is wielding a limb. SWEET!

While I have what I need from this thread, if others have ANY suggestions, please give them. You may have thought of something I never considered.

EDIT: It could work for smaller or larger creatures, if I do it by strength instead of CON (to represent muscles which are holding you together). But CON might fit the idea better...any consensus on STR vs. CON to avoid losing a limb?
 

The initial idea here is that he is now proficient witht hem, but if you want to make it a little harder to specialize...

Feat/Ability: Ripper
Feat #2: +1 "tear range", -1 penalty, +1 damage
Feat #3: +1 "tear range", -3 penalty, +3 damage

Also, depending on the creature, you can give him benefits:
Claws/Talons: Increased damage die OR wounding
Fire Creature: +1d12 damage to cold OR fire resistance 5 OR +1 fire damage


Probably he'll want to eat some hearts at some point...
 

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