Dismemberment (3.5e Equipment)
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Dismemberment[edit]
Removing arms and legs with a single swing. On a natural 20, the target makes a Fortitude save (DC = 10 + 1/2 BAB + ability modifier on damage roll) and on a failed save you remove a limb of your choice (such as arms or legs or wings or tail or tentacle), dealing 1d4 Con damage and applying appropriate penalties for the lost limb. On a successful save the target retains its limbs but still takes the Con damage. The limb lost may not be the head or any body part necessary to continue living (you could remove the head of a hydra since that would not kill it though). A dismemberment weapon also adds a +5 enhancement bonus on Heal checks made for the purpose of amputation. A dismemberment weapon receives a +4 bonus on all rolls made to sunder a Feral Strike weapon.
Removed limbs may be regrown via regeneration effects, the Reattach spell, or by hold the lost limb to the stump and casting a Healing spell of at least 3rd level. An advanced heal check with a DC 0f 40 may also reattach a limb.
When you make a coup de grace you may dismemeber them as if you rolled a natural 20 instead of the normal effects of a coup de grace.
Mild necromancy and transmutation; CL 8; Craft Magical Arms and Armor, None; Price: +2 bonus.
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