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== Hitting 0 HP == | == Hitting 0 HP == | ||
Revision as of 22:37, 23 February 2019
Contents
Hitting 0 HP
When you fall to 0 HP, you fall unconscious, prone, and are dying. You also sustain a Lingering Injury (see below).
When you are dying, you need to make a saving throw at the end of your turn each round (roll a D20 with no modifiers). The result of your saving throw determines how close you are to death.
- Lower than 10: You slip one step closer to death. If you get this result three times before you are stabilized, you die.
- 10–19: No change.
- 20 or higher: You stabilize and become conscious. You are no longer dying, and you are still prone. You are considered to have 1 hit point.
Someone can stabilize you by making a successful First Aid check (DC set by DM, depending on how injured you are. Recommended DC 15).
Lingering Injuries
When you fall below 0 Hit Points, roll a d100 on the following table to determine what Lingering Injury you have. You must be magically healed by a single spell for more than 15 HP (or be healed at DM's discretion) to recover from Lingering Injuries rolled below 50 on this chart. Any injuries sustained by a roll of 51+ may be healed by a single spell that heals more than 10 HP (or be healed at DM's discretion). Knowledge checks rolled to help heal Lingering Injuries gain a +5 bonus for characters with the First Aid / Medicine skill.
Roll | Effect | Description |
---|---|---|
1-2 | Lose an eye. | -2 to attack rolls until you get used to aiming with one eye, and -5 to perception checks involving sight. It takes 5 encounters for your penalties to fade, or 2 in-game months, whichever comes sooner. |
3-4 | Lose an arm or hand. | You cannot hold 2-handed weapons or items that require two hands until you acquire a prosthetic. |
5-6 | Lose a foot or leg. | Your speed is reduced to Low, and you are slowed. Using a cane or crutch allows you to move at Low speed. -5 on Dexterity checks made to balance. Once you acquire a prosthetic, you can move at full speed again. |
7-8 | Lose an ear. | -5 Perception checks involving hearing (or keeping watch) for 2 months until you learn to accommodate your missing ear. |
9-15 | Blurred vision. | -5 Perception checks, -2 to ranged attack rolls for 2 encounters. |
16-20 | Broken arm or hand. | You cannot hold 2-handed weapons or items that require two hands until the bones are set by a successful Knowledge check (rec. DC 15), and you survive 30 days without straining the broken appendage. |
21-25 | Broken foot or leg. | Your speed is reduced by one level unless you use a crutch or cane to move. -5 on Dexterity checks made to balance. If you survive 30 days without putting strain on the broken appendage, it heals. |
26-30 | Ringing ears. | -5 to perception checks that involve hearing (or keeping watch) for d6 days. |
31-35 | Limp. | Your speed is reduced by one level, and you have a visible limp. |
36-40 | Lose a finger. | -2 to Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand. |
41-45 | Break a finger. | -2 to Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. If someone sets the finger with a successful Knowledge check (rec. DC 10), the injury heals after 10 days of not using the affected hand. |
46-50 | Break an item. | A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that's not a shield or weapon. |
51-60 | Festering Wound. | Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Someone can tend to the wound and make a Knowledge check once every 24 hours. After ten successes (rec. DC 15), the injury heals. |
61-65 | Open Wound. | You lose one hit point every hour the wound persists. Someone can tend to the wound and make a Knowledge check (rec. DC 15) once every hour. After ten successes, the injury heals. |
66-70 | Skull Fracture. | Whenever you attempt an action in combat, you make a DC 10 Stamina saving throw. On a failed save, you lose your action. The injury heals if you spend 30 days resting. |
71-75 | Punctured Lung. | You can move or take a Major action on your turn, but not both. If you puncture both lungs, your hit points drop to 0 and you immediately begin dying. |
76-80 | Internal Injury or Broken Ribs. | Whenever you attempt an action in combat, you make a DC 10 Stamina saving throw. On a failed save, you lose your action. The injury heals if you spend 10 days resting. |
81+ | Nothing. | You do not sustain a Lingering Injury, but your character may experience some lingering pain, a headache, or weariness as a result of dropping to 0 HP. |
Death and Resurrection
If you fail three saving throws, you are dead.
Resurrection Spell
For creatures that have been dead for 24 hours or less.
Resurrections require the Resurrection Cantrip, which can be inscribed in spellbooks. Priests, clerics, necromancers, and others divinely attuned or specializing in Life or Death magic may learn to use Resurrection. It requires 8 Arcana to cast, and a successful Arcana check (rec. DC 20) to bring back a dead creature that has been dead no longer than 24 hours. You may only attempt to resurrect a creature twice. If both attempts fail, you cannot try again until d4 days have passed -- by then, resurrecting the creature will require divine intervention.
Divine Intervention
For creatures that have been dead for more than 24 hours
If a creature has been dead for longer than 24 hours, someone specializing in Life or Death magic must attempt the resurrection with divine intervention. Remedia is the goddess of nature and life, and Kerrigor is the god of death. They are both neutral deities and may require a quest, special items, or a special ritual to bring someone back to life. Characters returned to life by Remedia or Kerrigor are relatively whole and unharmed by the resurrection process. They may have memories of their time in the afterlife, or minor alterations to personality or appearance.
Alternative Magic
If someone tries to bring back a deceased character using a different kind of magic, such as Vandun’s Shadow magic, the effects can vary. The character may return in a Celestial body, have a wildly different personality, or have extra appendages (like horns, wings, or other symbols of the patron who helped bring them back to life).
It is usually inadvisable to bring back a character using divine intervention from any god but Remedia or Kerrigor. Exceptions exist; for example, if the dead character was a devout follower of Vandun, it would make sense for Vandun to aid in their return to the world. Another example might be if a devout follower of Duros died; Kerrigor or Remedia might allow Duros to influence the resurrection of his mightiest servant, and gift them with his power.
No deity has the supreme control over resurrection that Remedia and Kerrigor have. Without Remedia or Kerrigor taking part in a resurrection, resurrections will always be imperfect, and include blessings and penalties decided on by DM discretion.