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Character GenerationRolling Ability ScoresThere are two basic
methods of rolling up your character's ability scores. The first is
fairly standard. Roll 4d6 and drop the lowest. Do this for each
ability, and then rearrange as you like.
The second method is a point-buy system that splits the
attributes into three categories: STR/DEX, CON/INT, and
WIS/CHA.
Each category gets 26 points, with 1 point buying 1 ability
point within each category. You can transfer points over from one
category to another, but at double the cost. So you could spend 2
points from WIS/CHA to get 1 additional point in STR/DEX.
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Secondary AttributesSecondary attributes are really combinations
of attributes that describe a particular characteristic.
These characteristics may or may not be used by a particular
player during a game, but they are easily calculated if necessary.
For example, if a fighter were trying to intimidate someone, a very
high Build might be applicable, or a female character trying to
distract a male guard at a distance might use Comeliness.
Build (Strength + Constitution / 2)This represents the overall
musculature of the character. Someone with an above average build
and
an above average weight would basically look like a body
builder. Someone with an above average build and below average
weight would look like a dancer, gymnast or martial artist. Someone
with a below average build and above average weight would be
chubby. Someone with a below average build and below average weight
would be scrawny.
Comeliness (Build + Charisma / 2)This represents the
attractiveness of a character, and is determined by Build and
Charisma because,
although attractiveness is often very subjective, most cultures
agree that someone who appears healthy and has a great personality
is usually seen as attractive, even if they are not our specific
"type."
Creativity (Intelligence + Wisdom / 2)This represents the
ability to reach beyond simple knowledge and experience by blending
the two
into something more. Most people think of creativity as artistic
expression, but it also comes in useful for problem solving,
thinking outside the box, and strategy. Creativity is the source of
true genius.
Grace (Dexterity + Charisma / 2)This represents the character's
ability to move in harmony with the environment, whether they
are
fighting, dancing, or walking down the street. Grace doesn't
necessarily improve a character's ability to fight, but when they
do fight, they look great dong it. In other circumstances like
dancing, grace can play a greater part since dancing for the
pleasure of others is enhanced. In the case of walking, someone
with a great deal of grace will likely draw more attention and
depending on how they use their grace can appear more confident,
cultured or regal.
Nimbleness (Grace + Wisdom / 2)The nimble character is one who
channels their grace with great accuracy. They have clever
hands
and sure feet.
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Class ChangesArcane Spell Casters (Bard, Sorcerer, Wizard,
etc.)Standard Cantrips In addition to their daily allotment of
cantrips, arcane spell casters have several standard cantrips that
do not count against their spells for the day. These are Arcane
Dagger*, Arcane Shield*, Detect Magic, and Read Magic.
If a particular arcane class does not cast cantrips, then they
would not have these spells.* See new spell below.
Spell Crafting Any spell that has some sort of visual
manifestation always reflects the personality of the caster, making
every spell visually unique in some way. The appearance of the
spell can be guided by the caster's subconscious, or if they choose
to put in the extra effort, it can be influenced by their conscious
thoughts. The variations can include the shape, color, or some
other aspect to the spell's visual appearance, as long as it does
not effect the basic properties of the spell. The specifics will
vary depending on the spell and the personality of the caster, but
will not be drastically different from it's "base" appearance. For
example, a Magic Missile will always have the same size, speed and
magical intensity from caster to caster, even if the individual
caster makes theirs look like a bright red bird.
In game terms, this means that the player is encouraged to be
creative when describing their spells. Here are a few examples of
some simple visual spell modifications:
Rope Trick The interior looks like a ornately decorated tent
with floating candles. Fire Ball The ball that shoots toward an
opponent looks like a small flaming dragon. Cloudkill The cloud
broils with the shapes of various snakes and serpents.
The caster may be able to attempt to disguise their spell or
make it extremely complex, in which case they can make a Spellcraft
check to determine success. Attempting to disguise a spell (such as
making a fire-based spell appear to be cold-based) would be a DC
20, while making a particularly complex modification (such as
making the inside of a Rope Trick look like a specific room) might
be a DC 15.
Only spells with a visual component can be modified, so spells
like Charm or Power Word Kill could not be altered. The DM will
ultimately decide if a particular visual change is allowed.
BardPerform Skill: The Bard starts off with 1 free rank in
Perform (Oratory) at first level, since it would be necessary for
learning Bardic Performance. The Bard must then learn their
performance styles in a particular order, because of the way they
relate to each other, and to allow for the most versatility under
adverse conditions. The performance skill tree is as follows:
Body Mastery Perform (Oratory) Perform (Sing) Perform (Dance)
Perform (Act) Perform (Comedy)
Instrument Mastery Perform (Percussion) Perform (Wind) Perform
(String) Perform (Keyboard)
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The bard begins by learning to use only their own body before
picking up an instrument, starting with oratory since it is the
most basic form of communication. They then move up through the
list, gaining at least 2 ranks in a performance style before moving
on. Once they have a performance style, they can of course put as
many ranks in it as they like.
This means that a bard could (even with no INT bonus) learn all
9 basic performance skills by 3rd level, if they focused on little
else.
Furthermore, the bard is not necessarily limited to the core
performance styles, for example they could have Perform skills in:
Juggling (include knife throwing), Puppetry, Ceremony (includes
rituals and hosting events), and even Eroticism (includes flirting,
seduction, and sex).
Bardic Performance: This isn't so much a new rule as it is a
refinement or clarification of the existing rules. The one thing
that is often overlooked is that the Bardic Performance effects are
magical in nature, so the specific style of performance really
doesn't matter all that much as long as it interacts with the
intended audience's senses. In other words, if the performance is
sight-based, the target(s) must see it, and if it auditory, then
they must be able to hear it.
However, the style of performance does matter, particularly when
in combat. The rules state that once the performance has started,
it is a free action to maintain it, which means that the bard can
be doing other things, including melee combat or casting spells.
This would seem to preclude the use of a musical instrument for
example since playing a lute could not be considered a free action
by any stretch of the imagination.
This means that in combat or similar situation, the bard would
likely be using only their voice. This could be some sort of battle
song, though one would think that fighting and singing would leave
one very short on breath. That leaves speaking and chanting, either
of which could be very appropriate in a combat situation. For
example, the bard might be speaking words of encouragement to his
allies, words of discouragement to his foes, or chanting, which
need not be intelligible, only audible.
The bottom line is that the style of performance should make
sense for the situation, and will ultimately be at the discretion
of the DM.
Magic ChangesNew Magic System Spell Points
The standard spell system has been modified to use spell points.
The goal is to give casters a greater variety and flexibility of
spell use, enhancing the story and the overall enjoyment of the
game.
Basically, the spell point system uses the spells-per-level and
the ability bonus to determine how many spell points the character
has, and the level of the spell determines how much it costs to
use.
This system may seem complex at first, but it's important to
realize that you will only need to calculate spell points at
character creation and leveling-up. To be honest, the math isn't
really that hard. Each spellcasting character (arcane or divine)
gets a number of spell points equal to:
Total Spell Levels per Day + Ability Bonus
So, let's say you have a 5th level wizard who has three 1st
level spells (3 spell levels), two 2nd level spells (4 spell
levels) and one 3rd level spell (3 spell levels), with an
Intelligence of 18 (+4 ability bonus). He would have a total of 14
Spell Points. The formula looks like this:
(1x3)+(2x2)+(3x1)+4=14
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In terms of the setting, arcane spell points are derived from
the universe itself, channeling through the caster by sheer force
of will, while divine spell points are imbued from the character's
deity.
Spell Point RecoveryArcane spell points are recovered through
meditation and rest, while divine spell points are restored
to the character by their deity through prayer and rest.All
spell points, whether they are arcane or divine, are recovered at
the same rate depending on the
circumstances. The recovery rate is as follows:
Recovery Conditions Recovery Rate
Deep meditation or prayer and a full night's sleep. 2x (Level +
Ability Bonus) per hour
Regular meditation or prayer and some sleep. 1x (Level + Ability
Bonus) per hour
Light meditation or prayer and some rest. .5x (Level + Ability
Bonus) per hour
Meditation or prayer under stressful conditions. .25x (Level +
Ability Bonus) per hourNote that the effect of specific conditions
on the recovery rate is at the GM's discretion. A concentration
roll may be necessary under uncomfortable or stressful
conditions.
Using Spell PointsThe character casts and modifies spells using
spell points. The basic cost is 1 spell point per level of
the spell, which is simple enough. That means that casting a 2nd
level spell costs 2 spell points.
Modifying SpellsThe caster also has the option to modify spells
using metamagic feats, but instead of taking up spell
slots, they use additional spell points. For example, let's say
a wizard wants to use the Extend Spell feat to modify Resist
Energy, which is a 2nd level spell. The feat says that the spell
must use a spell slot one level higher, so using this system, the
caster would have to spend 3 spell points to cast his extended 2nd
level spell instead of 2. Again, this is fairly simple.
Another modification to the metamagic feats is that certain ones
can can now be stacked for for an additional spell point cost. The
cost is steep, but in an emergency it might be exactly what the
caster needs. They can only be stacked once, and the spell point
cost is increased by 200%. So a metamagic feat that normally costs
1 additional spell point would cost 3 extra to double it. This
means that a metamagic feat that costs 2 points would cost 6, one
that costs 3 would cost 9, and one that cost 4 would cost 12.
Whether a metamagic feat can be stacked is up to the GM, but a
good rule of thumb is, if it modifies the spell by a numerical
amount, it is stackable. For example, the metamagic feat "Extend
Spell" normally doubles the duration of a spell, but if stacked, it
would quadruple it.
Metamagic Feats Bouncing Spell (+1 spell point) - You can direct
a failed spell against a different target.
Burning Spell (+2 spell points) - Spell with the acid or fire
descriptor deals extra damage the next round.
Coaxing Spell (+2 spell points, Spell Focus (enchantment) and
Knowledge/Dungeoneering 6 ranks) - A mind-affecting spell modified
by this feat affects mindless oozes and vermin as if they weren't
mindless.
Concussive Spell (+2 spell points) - Spell with the sonic
descriptor gains a debilitating concussive effect.
Consecrate Spell (+2 spell points) - Spell is maximized against
evil creatures and creatures with the evil subtype.
Dazing Spell (+3 spell points) - You can daze creatures with the
power of your spells.
Diminish Spell (+4 spell points) - You can cast your spells so
that they occupy a smaller space. This is a new feat. See
below.
Disruptive Spell (+1 spell point) - Your magical energies cling
to enemies, interfering with their spellcasting.
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Echoing Spell (+3 spell points) - Cast a spell a second
time.
Ectoplasmic Spell (+1 spell points) - Your spells breach the
gulf between dimensions, sending ghostly emanations into the
ether.
Elemental Spell (+1 spell point) - You can manipulate the
elemental nature of your spells.
Empower Spell (+2 spell points) - Increase spell variables by
50%.
Enlarge Spell (+1 spell points) - Double spell range.
Extend Spell (+1 spell points) - Double spell duration.
Flaring Spell (+1 spell point) - Spell with the fire, light, or
electricity descriptor dazzles creatures it affects.
Focused Spell (+1 spell points) - When you cast a spell that
affects more than one creature, one opponent finds it more
difficult to resist.
Heighten Spell (see description below) - Treat spell as a higher
level.
Intensified Spell (+1 spell point) - Increase maximum damage
dice by 5 levels.
Lingering Spell (+1 spell points) - Instantaneous area effect
spell lasts for 1 round.
Maximize Spell (+3 spell points) - Maximize spell variables.
Merciful Spell (+0 spell points) - Spell inflicts nonlethal
damage instead of lethal.
Persistent Spell (+2 spell points) - Creatures who saved against
a spell must save again.
Piercing Spell (+1 spell point) - Affected spell treats
creatures with SR as having an SR of 5 lower.
Quicken Spell (+4 spell points) - Cast spell as a swift
action.
Reach Spell (see description below) - Increase spell range to
higher range category.
Rime Spell (+1 spell point) - Spell with the cold descriptor
also entangles creatures if the spell damages them.
Selective Spell (+1 spell point and Spellcraft 10 ranks) -
Exclude targets from an area effect spell
Shadow Grasp (+1 spell point, Tenebrous Spell feat and Umbral
Spell feat) - Entangle creatures with spells you cast that have the
darkness descriptor.
Sickening Spell (+2 spell points) - Sicken creature with spell
damage.
Silent Spell (+1 spell points) - Cast spell without verbal
components.
Still Spell (+1 spell points) - Cast spell without somatic
components.
Thanatopic Spell (+2 spell points, Knowledge (religion) 6 ranks
and Spell Focus/Necromancy) - Affected spells death effects, energy
drain, and negative levels affect undead.
Tenebrous Spell (+0 spell points) - Spells you cast in dim light
or darkness are harder to resist or dispel.
Threatening Illusion (+1 spell point and Spell Focus/Illusion) -
Cause a target to believe your illusion is a threat.
Threnodic Spell (+2 spell points, Knowledge/Religion 6 ranks,
Spell Focus/Necromancy) - Change a mind-affecting spell so it can
affect undead, but not living creatures.
Thundering Spell (+2 spell points) - Deafen creature with spell
damage.
Toppling Spell (+1 spell point) - Spell with the force
descriptor knocks targets prone.
Umbral Spell (+2 spell points and Tenebrous Spell feat) - Spell
gains the darkness descriptor and target of the spell radiates
darkness in 10-foot radius while the spell is in effect.
Widen Spell (+3 spell points) - Double spell area.
New Metamagic Feats
Diminish SpellYou can cast your spells so that they occupy a
smaller space.Benefit: You can alter a burst, emanation, or
spread-shaped spell to decrease its area. Any numeric
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measurements of the spell's area decrease by 50%. A diminished
spell uses 4 additional spell points to cast. This is due to the
fact that it is more difficult to restrain and restrict energy.
Spells that do not have an area of one of these four sorts are
not affected by this feat.
Heighten SpellYou can cast spells as if they were a higher
level.Benefit: A heightened spell has a higher spell level than
normal (up to a maximum of 9th level). Unlike other metamagic
feats, Heighten Spell actually increases the effective level of the
spell that it modifies. All effects dependent on spell level (such
as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened
level.Level Increase: The heightened spell cost spell points as its
effective level.
Reach SpellYour spells go farther than normal.Benefit: You can
alter a spell with a range of touch, close, or medium to increase
its range to a higher range category, using the following order:
touch, close, medium, and long.Level Increase: Special. A reach
spell uses spell points as if the spell were one level higher than
the spells actual level for each increase in range category. For
example, a spell with a range of touch increased to long range uses
three additional spell points.
Spells modified by this feat that require melee touch attacks
instead require ranged touch attacks.Spells that do not have a
range of touch, close, or medium do not benefit from this feat.
Cantrips and Spell PointsCantrips do not cost any spell points
to cast and are otherwise unaffected by spell points with one
exception. A spellcaster cannot cast cantrips if he has no spell
points left. As long as he has 1 spell point, his cantrips function
normally.
Indefinite SpellsAs a spell caster becomes more powerful, they
are able to cast lower level spells indefinitely
throughout the day (like cantrips) without costing spell points.
At 10th level, 1st level spells become indefinite, at 15th level,
2nd level spells become indefinite, and at 20th level, 3rd level
spells become indefinite.
Indefinite spells apply to all spell casters, whether arcane or
divine. Indefinite spells require the caster to have at least 1
unused spell point.
New SpellsArcane DaggerSchool: Evocation [Force]; Level:
Sorcerer/Wizard 0Casting Time: 1 standard actionComponents: SRange:
30' (5 range increments)Targets: One creature or object.Duration:
InstantaneousSaving Throw: None; Spell Resistance: YesThis spell
creates a single dagger of arcane energy in the caster's hand that
can be thrown at a target or used as a melee weapon. The creation
and use of the dagger is considered to be a single Attack Action,
and it is treated as a normal dagger with respect to things like
throwing into melee, the ability to inflict critical hits, the
option to make called shots, and so on. If the dagger is thrown, it
dissipates after impact (hit or miss), but if used as a melee
weapon, the dagger remains in the caster's hand until he releases
it. The Arcane Dagger inflicts 1d6 hp + 1 hp/level (+10 max.) of
the caster. For the purposes of a critical, it is treated as a
puncture wound.
Any feats that apply to daggers would also apply to the Arcane
Dagger.
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Arcane ShieldSchool: Abjuration [force]; Level: sorcerer/wizard
0Casting Time: 1 standard actionComponents: SRange:
PersonalTargets: YouDuration: 1 min./levelDescription: This is a
lesser version of the 1st level spell Shield, providing +2 to AC.
The Arcane Shield does not automatically negate Magic Missiles, but
instead has a 50% chance of negating them. The AC bonus applies
against incorporeal touch attacks, since it is a force effect, and
has no armor check penalty or arcane spell failure chance.
Magic Item UseIn order to use a magic item, a character must be
strong enough to impose their will upon the item
to control it's power. It terms of game mechanics, this means
that they must be high enough level to use any give magical
object.
Each magic item has a caster level (CL) associated with it, and
anyone wishing to use the item must be at least the same character
level.
A character may attempt to use a magic item that is too powerful
for them by using a concentrated effort of will. This means that
they must make a WILL check to use the item. The DC for any given
item is 10 plus the item's caster level. For example, if a 1st
level wizard were trying to use a Staff of Fire, she would have to
make a WILL check against a DC 18 in order to use it. The means
that -- assuming there were no wisdom bonus -- she would have to
roll a 16 to use the staff.
The consequences for failure can range from a minor effect to
serious injury and even death, depending on how badly the character
fails.
Item Use FailureFailed By Result _
01-02 Nothing happens except a mild feeling of
embarrassment.03-04 The item feels warm in your hand, but there is
no effect. Lose 1 round of action.05-06 The item gets very hot,
forcing you to drop it.07-08 You drop the item and are stunned for
1 round.09-10 You drop the item and are stunned for 3 rounds.11-12
You are wracked with pain and are stunned for 1 hour.13-14 You fall
to the ground unconscious for 1d4 minutes, and are stunned for 6
hours after that.15-16 You collapse into a coma to 24 hours.17+
Make a fortitude save (DC 15) or die. If you make your save, you
are in a coma for 3 days.
So, if a character needs to roll a 15, but instead rolls a 5,
then they fail their roll by 10. This means that they drop the item
and are stunned for 3 rounds.
Once an attempt is failed, the character may not make another
attempt for 24 hours (assuming they are not in a coma). If the
character has been put into a coma attempting to use a particular
item, they may not attempt to use that item again until they are of
the appropriate level to handle it.
If the character succeeds, they gain a +1 to their WILL roll for
the next attempt, but if they fail, they gain a -1 penalty to their
next attempt. These are not cumulative.
Even if the character succeeds with their WILL check, any Use
Magic Device skill checks still apply.
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Combat ActionsTo make it simple, you essentially have 5 slots
available each combat round, with each action
having a specific time cost.
Attack Action (3) Melee, missile, spell attacks or ready an
attack of opportunity. Standard Action (2) Readying a scroll or
stabilizing an ally. Move Action (2) Move, draw a weapon, or move a
heavy object. Full Round Action (4) Full attack, called shot,
charge or light a torch. Minor Action (1) Drink a potion or take a
5' step. Swift Action (1) Cast a quickened spell. Immediate Action
(0) Cast the spell Feather Fall. Free Action (0) Drop an item, drop
to the floor or speak.
Possible Combinations of Actions 2 Move Actions 1 Move Action
and 1 Attack 1 Move Action and 1 Standard Action 1 Attack Action, 1
Standard Action and a 5' Step 1 Full Round Action and a 5' Step 2
Standard Actions and a 5' Step
Note: The Swift, Immediate and Free Actions can be incorporated
into any of these combinations.
Combat MovementDuring combat, you are allowed to move for a
portion of your movement total, attack, and then
move again. The drawback is that you get a -4 to your attack
roll unless you have the Spring Attack or Shot on the Run feats.
The only exception would be if you made your full move, attacked
and then took a 5' step as a minor action.
Attacks of OpportunityYou can only take an Attack of Opportunity
if you have the Combat Reflexes feat, or you ready an
attack of opportunity ahead of time as an attack action.
Hit Point RulesJust as armor class is an abstraction, so are hit
points after all, just because a dagger does 1d4
points of damage doesnt mean a high-level fighter is somehow
immune to having his throat slit. This alternate system attempts to
better represent the differences between injuries and impeded
performance.
Hit points are an abstraction. When a fighter gains a level, his
body does not suddenly become more resistant to damage. A swords
strike does not suddenly do proportionately less damage. Rather,
hit points suggest that the fighter has undergone more training,
and while he may have improved his ability to deal with wounds to a
small degree, the hit points gained at higher levels reflect less
his capacity for physical punishment and more his skill at avoiding
hits, his ability to dodge and twist and turn. Each
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loss of hit points, in this case, suggests that he is becoming
progressively less nimble over the course of combatin other words,
that the decreasing hit points are a marker for his overall
endurance and condition. Its not quite as satisfying, however, to
roll a critical hit and then tell a player that his opponent ducked
out of the way, but that the swords slash made the enemy a little
less lucky.
This variant system for tracking wounds and vigor should help to
remedy that.
Determining Wound Points and Vigor PointsInstead of hit points,
creatures using this system have a number of wound points and vigor
points.
These two replacement scores are kept track of separately, and
represent different ways a character handles the damage inflicted
on him. The following are descriptions of these scores and how they
work within the variant system of damage tracking.
Wound PointsTypically a medium creature has a number of wound
points equal to twice its Constitution score. It
also has a wound threshold equal to its Constitution score.
Wound points represent the amount of physical punishment a creature
can take before it dies. When a creatures wound points drop to or
below its wound threshold, that creature becomes wounded. When a
creature is wounded, it gains the staggered condition until it is
no longer wounded. Furthermore, when a creature is wounded, if that
creature takes any standard or move action on its turn, its
remaining wound points are reduced by 1 and it must make a DC 10
Constitution check. If the creature fails that check, it falls
unconscious.
When a creature reaches 0 wound points they are dying, or if the
final attack brings them below 0 wound points, they are dead.
Wound Points for size categories other than medium are as
follows:
[ Size Multiplier ]Diminutive x.25
Tiny x.5Small x1
Medium x2Large x3Huge x4
Gargantuan x5Colossal x6
When someone has exhausted their vigor points and are taking
wound point damage, ALL hits are considered critical hits and are
treated as such. If an opponent get's an actual critical hit on a
wounded opponent, they must make a Fortitude save (DC 10 + damage
dealt) or die.
Wound Points and Constitution Damage, Drain, and PenaltiesA
creatures wound points and Constitution score are intrinsically
linked. For each point of
Constitution damage a creature takes, it loses 2 wound points,
but this damage does not affect the creatures wound threshold. When
a creature takes a penalty to its Constitution score or its
Constitution is drained, it loses 1 wound point per point of drain
or per penalty for the duration of the penalty or drain. A penalty
to Constitution or Constitution drain has no effect on the
creatures wound threshold.Vigor Points
Vigor represents a creatures ability to avoid the majority of
actual physical damage it might take from an attack. When a
creature takes damage, the damage typically reduces its vigor
points first. Some special attacks either deal wound point damage
directly or deal both vigor and wound point damage (see Critical
Hits).
Creatures with one or more full Hit Dice or levels gain vigor
points. With each level gained or each Hit Die a creature has, it
gains a number of vigor points based on its Hit Die type. Use the
creatures Hit Dice to generate its vigor points, just like you
would hit points, but without adding the creatures Constitution
modifier. A creature gains maximum vigor points on its first Hit
Die if it comes from a
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character class level. Creatures whose first full Hit Die comes
from an NPC class or from their race roll their Hit Dice to
determine their starting vigor points. A creature with less than
one Hit Die has no vigor points; it only has wound points.
When a creature no longer has any vigor points, any additional
damage it takes reduces its wound point total.
Regaining Wound Points and Vigor PointsA creature can regain
wound and vigor points in a number of ways, but in general it is
easier to
regain vigor points.
Healing Spells and EffectsWhen casting healing spells or using
an ability with a healing effect (such as channeling holy
energy
on living creatures or the paladin's lay on hands ability), the
creature casting the spell or using the effect must choose whether
it wants to heal wound points or vigor points. The creature decides
this before casting the spell or using the ability. When that
creature decides to heal vigor points, the healing spell or effect
acts normally, replenishing a number of vigor points equal to the
number of hit points the spell or effect would normally heal. If
the creature decides to heal wound points, it heals a number of
wound points equal to the number of dice it would normally roll for
the healing spell or effect. In the case of effects like the heal
spell, where a spell or effect heals 10 hit points per caster
level, the creature heals its caster level in wound points. For
instance, if a 12th-level cleric uses her channel positive energy
power to replenish wound points to living creatures, she would
typically heal 6 wound points for all living creatures with her
channel energy burst. If she casts the heal spell, she would
restore 12 wound points to the creature touched.
Recovering Vigor Points While ActiveAlthough an active character
cannot recover wound points without magic or rest, they can
recover
vigor points if their activity is not too strenuous.
Light Activity (sitting, eating, talking, etc.): 2 vigor points
per character level per hour. Moderate Activity (walking, crafting,
setting up camp, etc.): 1 vigor point per character level per hour.
Strong Activity (running, traveling over rough terrain, combat,
etc.): No vigor points are recovered during strong activity.
RestWhen a creature has a full nights rest (8 hours of sleep or
more), that creature regains all its vigor
points and 1 wound point. If there is a significant interruption
during a rest, the creature regains neither wound points nor vigor
points. If a creature undergoes complete bed rest for an entire
day, it regains half its level in wound points and all its vigor
points.
Restoration and Similar EffectsWhen a creature regains
Constitution points by way of the restoration spell or a similar
effect, that
creature regains 2 wound points for every Constitution point
regained. Relieving a Constitution penalty or Constitution drain
regains any wound points that were lost from that penalty or
drain.Attacks That Deal Wound Point Damage
Some attacks can be used to deal wound points damage
directly.
Critical HitsWhen a creature is subject to a critical hit, the
critical hit deals the damage normally, reducing vigor
points first, and then reducing wound points when vigor points
are gone. It also deals an amount of wound point damage equal to
its critical multiplier (for example, 3 wound points for a weapon
with a 3 modifier), on top of any wound point damage the creature
might take from the critical hit.
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Negative Energy DamageWhen a creature deals negative energy
damage to a creature with a spell or effect, it can choose to
deal wound point or vigor point damage (but not both) with the
spell or effect. If that creature chooses to deal vigor point
damage, the spell or effect deals negative energy damage normally,
and that damage reduces vigor points only, even if it deals more
damage than the target has vigor points. If the spell or effect
deals negative energy damage to wound points directly, it deals an
amount of wound point damage equal to the number of dice the
creature would roll for that effect; if the effect deals a number
of points per caster level (such as the harm spell), it deals a
number of wound points equal to the caster level of the spell.
Temporary Hit PointsWhen a creature would normally gain
temporary hit points, it gains temporary vigor points instead.
When that creature takes damage, it loses these temporary vigor
points first. If an attack deals damage to wound points only, these
temporary vigor points are not lost.
Nonlethal DamageWhen a creature takes nonlethal damage, it takes
that damage in vigor points only, even if the attack
deals more damage than the creature has vigor points. If the
creature has no vigor points (and no temporary vigor points), each
time that creature takes damage from an attack that deals nonlethal
damage, it takes either 1 wound point of damage, or a number of
wound points in damage equal to the attacks critical hit modifier
if the attack is a critical hit.
Spells or Effects with Hit Point TriggersWhen using this system,
if a spell or an ability has an effect that occurs when you reduce
a creature to 0 or
fewer hit points (such as the disintegrate spell), that effect
is instead triggered when a creature is wounded. In the case of the
harm spell or a similar effect where a creature cannot be reduced
below 1 hit point by the spell or effect, a creatures wound points
cannot be reduced to or below that creatures wound threshold.
DyingWhen the character reaches 0 wound points, roll on the
following chart:
| Roll Result |1 A Second Chance Fate has favored the character.
They shrug off a blow that would fell a lesser
creature; and continue to act normally. You lucky bastard.
2 Stunning Blow The character isn't killed, but is instead
stunned for 1d4 rounds.
3 Scarred In addition to being stunned for 1d4 rounds, the
character is horribly scarred, inflicting a -1 to Charisma. This is
cumulative, so the penalty is -2 with three scars, -3 with six
scars, -4 with ten scars, etc.
4 Broken Bone (DM chooses or roll randomly) Broken
ribs/collarbone/etc give -2 to attack rolls, broken arm/leg gives
penalties as per severed limb; heals in 3d4 weeks or with cure
serious wounds; if attack is cutting/piercing and target is
unarmored, use arterial bleeding instead.
5-9 Felling Blow The character is knocked unconscious and near
death. Each round, he must make a Fortitude save (DC 10, +1 per
turn after the first) to become stable. If he fails the save, he
dies. If the character succeeds on the save by less than 5, he does
not die but does not improve. He is still dying and must continue
to make Fortitude saves every round. If the character succeeds on
the save by 5 or more but by less than 10, he becomes stable with 1
wound point, and remains unconscious. If the character succeeds on
the save by 10 or more, he becomes conscious with 1 wound point,
and is disabled. Another character can make a dying character
stable by succeeding on a DC 15 Heal check as a standard action
(which provokes attacks of opportunity).
10 Arterial Bleeding Stunned, and will die of blood loss in 3d6
rounds, preventable with cauterization (1d6 damage and scarring) or
any healing spell; if attack is bludgeoning, use broken bone
instead.
-
11 Crippling Blow The character is knocked unconscious and
additionally suffers a loss of 1d4 points of Strength,
Constitution, or Dexterity (determine randomly).
12 Disabled Body Part (DM chooses or roll randomly) Missing eye
gives -1 to attack rolls, mangled/missing fingers give -2 to attack
rolls using that hand, ruined larynx/shattered jaw impairs speech
and prevents spellcasting; -1 to Charisma; cure serious wounds
reduces this to scarring.
13 Blow to the Head The character is knocked unconscious and
additionally suffers a loss of 1d4 points of Intelligence, Wisdom,
or Charisma (determine randomly).
14 Slow Death (gutted, massive internal injuries, spine
shattered, etc.) Incapacitated, die in 1d6 days; cure serious
wounds reduces this to scarring.
15 Death-Defying Stand! The character has been mortally wounded
and will die in 1d10 rounds unless medical aid or magical healing
is obtained. Until that time the character may act normally as they
grit their teeth and fight on through the pain.
16 Mortal Wound (heart pierced, throat cut, neck broken, etc.)
Incapacitated, die in 1d6 rounds; cure serious wounds reduces this
to scarring.
17 Limb Severed (DM chooses or roll randomly) Die of blood loss
in 1d6 rounds, preventable with tourniquet, cauterization (1d6
damage) or any curative spell cast; -1 to Charisma; missing arm
cant be used for weapon/shield, missing leg halves movement rate;
cure serious wounds reduces this to scarring
18-19 The Reaper's Scythe Falls Instant Death (decapitated,
skull crushed, torn to shreds, etc.). Raise Dead or similar is
their only hope now.
20 Horrific Demise! The character is dispatched in a truly
gruesome, stomach-churning manner. It's going to take a
Resurrection spell to bring them back from beyond the veil. All
allies who witness this atrocity must make an immediate Saving
Throw vs. Horror.
Stable Characters and RecoveryA stable character is unconscious.
Every hour, a stable character must succeed on a Fortitude save
(DC 10, +1 per hour after the first) to remain stable.If the
character fails the save, he starts dying again.If the character
succeeds on the save by less than 5, he does not get any worse, but
does not
improve. He is still stable and unconscious, and must continue
to make Fortitude saves every hour.If the character succeeds on the
save by 5 or more, he becomes conscious and disabled.An unaided
stable, conscious character at 0 wound points has a 10% chance to
start recovering
wound points naturally that day.Once an unaided character starts
recovering wound points naturally, he is no longer in danger of
dying.
Recovering with HelpA dying character can be made stable with a
DC 15 Heal check (a standard action that provokes
attacks of opportunity). One hour after a tended, dying
character becomes stable, roll d%. He has a 10% chance of regaining
consciousness, at which point he becomes disabled. If he remains
unconscious, he has the same chance to regain consciousness every
hour. Even while unconscious, he recovered wound points naturally,
becoming conscious and able to resume normal activity when his
wound points rise to 1 or higher.
Special Damage SituationsCoup de Grace
A coup de grace functions normally in that it automatically hits
and scores a critical hit (and thus the damage dealt is applied to
the targets wound points). If the defender survives the damage, he
must make a Fortitude save (DC 10 + the amount of damage dealt) or
die.
-
Massive DamageIf the character ever sustains a single attack
that deals an amount of damage equal to half of their
total wound points or more -- and it doesn't kill them outright
-- they must make a DC 15 Fortitude save or die, regardless of
their current wound points. If they take half their total wound
points or more in damage from multiple attacks, no one of which
dealt more than half of their total wound points, the massive
damage rule does not apply.
Environmental DangersThe changes in this section focus on
substituting Constitution damage for the non-lethal and lethal
damage given in the standard rules. This not only creates
greater continuity among the various non-combat dangers the PCs
face (why should poisons and diseases be as effective against a
high-hit point character as against a low-hit point character, but
not falling from a rooftop or breathing in smoke), but it should
also create a greater respect for the surrounding environment on
the part of the PCs.
AcidThere are a number of ways to be affected by acid. While
simple exposure to small quantities of
acid, such as a vial, is relatively minor and does 1d6 points of
vitality damage per round of exposure or until the acid is either
washed off or otherwise neutralized, partial or even total
immersion and fumes are much more serious.
Varieties of Acid: There are of course different varieties of
acid. The example used here is one of the more commonly dangerous
types, though there are some that are much more lethal. It will be
up to the DM to calculate damage and saves for other acid
types.
Partial Immersion: Partial immersion, such as an entire hand,
arm, leg, or even head, does 1 point of temporary Constitution
damage upon immersion and every round thereafter. Even if the
member is pulled from the acid, the character still suffers 1 point
of temporary Constitution damage per minute for 1d4 minutes until
the acid is washed away or neutralized.
The Constitution damage affects the character as stated in the
Constitution Damage and Drain section with the following
exceptions:
The member or limb is considered lost (dissolved down to the
bone and perhaps even beyond)once a certain amount of temporary
Constitution damage has been done. A hand is lost once the
character has taken 2 points of temporary Constitution damage, an
arm 3 points, and a leg or head after 4 points.
Lost hands or limbs (but not heads unless the character has
multiple heads) can be regenerated. Regeneration restores any
Constitution damage suffered due to the loss of the limb or
appendage.
If more than 1 point of temporary Constitution damage is done to
the head, the character is considered to have damaged eyes and is
permanently blinded. This can be cured by the remove blindness
spell as the eyes are only damaged unless the head has been
completely dissolved.
If the head is completely dissolved, the character is obviously
dead and only a resurrection or more powerful magic (such as wish
or true resurrection) can bring such a character back to life; the
head cannot be regenerated.
Total Immersion: Total immersion (anytime one-half or more of
the character is submerged) in corrosive acid deals 2d6 points of
permanent Constitution drain per round as it eats away at the flesh
and organs of the character.
Worse, even if removed from the acid, the character suffers
further 1 point of permanent Constitution drain per round for an
additional 2d6 rounds unless the acid is somehow washed off or
neutralized. The character is affected by such acid Constitution
loss as listed in the Constitution Damage And Drain section with
the following exceptions:
-
If the characters Constitution is reduced to 0, the character is
dead and his body dissolved; only a true resurrection spell will
bring such a character back.
After the first round, if the characters head is immersed, the
characters eyes are eaten away and the character is permanently
blind. Only a regenerate spell can restore these lost organs.
A regenerate spell, in addition to regrowing the characters lost
flesh and organs restores any Constitution drain suffered due to
the immersion.
Note that other characters attempting to pull out a totally
immersed character are at risk of partial immersion themselves.
Also note that, the reason that losing a limb to acid is
considered temporary Constitution damage but total immersion
results in permanent Constitution drain is that an individual can
survive the loss of a limb and still be as healthy, in a
Constitution sense, as before. He cannot, however, do so well when
his vital organs have been eaten away.
Corrosive Fumes: Fumes from corrosive acid spread out from the
edge of the body of acid itself to a distance equivalent to the
size of the body and twice as high (i.e., a 5 foot pool of acid
spreads its fumes out to each of the surrounding 5-foot squares and
also to a height of 10 feet).
Any creature that inhales the corrosive fumes must succeed at a
Fortitude save (DC 13, +1 for every additional minute of exposure)
or take 1 point of temporary Constitution damage. This process is
repeated for every minute the creature spends within the fumes and
the saving throw DC is increased by 1 for every minute of such
exposure (DC 14 after the first minute, 15 after the second minute,
etc.).
ColdAn unprotected character in cold weather (below 40F) must
make a Fortitude save each hour (DC
15, + 1 per previous check) or take 1 point of temporary
Constitution damage.In conditions of severe cold (below 0F), an
unprotected character must make a Fortitude save once
every 10 minutes (DC 15, +1 per previous check), taking 1 point
of temporary Constitution damage on each failed save. Characters
wearing winter clothing only need check once per hour for cold and
exposure damage.
Extreme cold (below -20F) deals 1 point of temporary
Constitution damage per minute (no save) to unprotected characters.
Characters wearing winter clothing must make a Fortitude save once
every 10 minutes (DC15, +1 per previous check) or take 1 point of
temporary Constitution damage on each failed save.
A character that has the Survival skill may receive a bonus on
his saving throws and may be able to apply this bonus to other
characters as well (see the Survival skill description).
Those wearing metal armor or coming into contact with very cold
metal suffer a -4 circumstance penalty to their Fortitude
saves.
Once Constitution loss begins, the character is affected as
listed in the Constitution Damage And Drain section with the
following exceptions:
Characters who have taken even 1 point of temporary Constitution
damage from cold are fatigued. Characters who are reduced to
one-half of their starting Constitution score are exhausted.
Exposed areas may (DMs option) suffer frostbite and become
useless, requiring amputation.
Drowning/SuffocationA character that has no air to breathe (such
as in a vacuum or underwater) can hold his breath for 2
rounds per point of Constitution. After this period of time, the
character must make a DC 10 Constitution check in order to continue
holding his breath. The save must be repeated each round, with the
DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, he
begins to suffocate. In the first round, he falls unconscious. In
the following round, he dies. The character does not suffer a hit
point loss as a result of drowning, but beginning with the round he
died in, he suffers 1 point of temporary Constitution damage every
round.
As long as the character is recovered before his Constitution
score reaches 0, he may be revived with
-
a successful Heal check (DC 15, +1 for each point of
Constitution lost); only a Heal check will revive the character
unless there is some magic that can force air into and/or water out
of his lungs and restore breathing. Revival in this way leaves the
character exhausted.
Once his Constitution score reaches 0, the character is truly
dead and can only be brought back to life by magical means such as
raise dead or resurrection.
Slow Suffocation: A Medium character can breathe easily for 6
hours in a sealed chamber measuring 10 feet on a side. After that
time, the character takes 1 point of temporary Constitution damage
every 15 minutes. Each additional Medium character or significant
fire source (a torch, for example) proportionally reduces the time
the air will last.
Small characters consume half as much air as Medium characters.
A larger volume of air, of course, lasts for a longer time.
FallingFalling inflicts 1 point of Constitution damage for every
10 feet fallen up to 100 feet. After 100 feet,
the fall inflicts 2 points of Constitution damage per 10 feet,
and beyond 200, the fall inflicts 4 points of Constitution damage.
At this point, the character is considered to have reached terminal
velocity and can fall no faster). There are very few creatures that
can survive such a fall without slowing down somehow before
impact.
If a character deliberately jumps, instead of slipping or
falling, he avoids the damage from the first 10 feet fallen.
A DC 15 Jump or Tumble check allows the character to avoid
damage from the first 10 feet fallen (or the second 10 feet if he
purposefully jumped).
Falls onto yielding surfaces (such as soft ground or mud) allow
the character to ignore a further 10 feet of falling damage (so the
first 20 feet are ignored if purposefully jumping into mud, and the
first 30 feet if a DC15 Jump or Tumble check succeeds in addition
to this).
Falling into water allows the character to ignore the first 20
feet of falling damage if the water is at least 10 feet deep.
Deliberately jumping into water allows the character to ignore an
additional 10 feet of falling damage if the water is at least 10
feet deep.
Characters who deliberately dive into water take no damage on a
successful DC 15 Swim or Tumble check as long as the water is at
least 10 feet deep for every 30 feet of the fall (and even if they
fail the check, they ignore the first 20 feet of falling damage).
The DC of the check is increased by 2 for every additional 30 feet
of the dive.
Falling ObjectsAssessing the damage caused by objects that fall
on characters is very difficult. After all, a 200
pound sack of dried peas will do less damage than a 200 pound
iron anvil over the same distance.The summary of the rule for
falling objects is that an object deals damage based on its weight,
its
hardness,and the distance it has fallen.The basic measure is
that for each 200 pounds of weight an object falling a distance of
10 feet will
cause 1 point of temporary Constitution damage for every two
points of hardness (rounded down) up to a maximum of 5 points of
temporary Constitution damage and never less than 1 point.
Thus a 200 lbs. sack of dried peas (hardness 0) will cause 1
point of temporary Constitution damage, a 200 lbs. wooden table
(hardness 5) causes 2 points of temporary Constitution damage, a
200 lbs. stone block 4 points of temporary Constitution damage, and
a 200 lbs. metal anvil 5 points of temporary Constitution damage
for every 10 feet fallen.
Distance also comes into play, adding the appropriate additional
points of temporary Constitution damage for every 10-foot increment
the object falls beyond the first(to a maximum of 20 times the
objects damage at 200 feet and beyond, at which point the object is
assumed to have reached terminal velocity and can fall no
faster).
Objects smaller than 200 pounds also deal temporary Constitution
damage whendropped, but they must fall farther to deal the same
damage:
-
Object Weight Falling Distance200101 lb. 20 ft.10051 lb. 30
ft.5031 lb. 40 ft.3011 lb. 50 ft.106 lb. 60 ft.51 lb. 70 ft.
For each additional distance increment an object falls,it deals
the appropriate additional points of temporary Constitution
damage.
It is up to the DM to determine the partial damage that an
object causes (i.e. a 50 pound iron ingot that falls 20 feet causes
2 points of temporary Constitution damage while a 50 pound sack of
dried peas that falls the same distance causes none).
Objects weighing less than 1 pound no matter what their material
composition do not deal damage to those they land upon, no matter
how far they have fallen.
HeatA character in very hot conditions (above 90F) must make a
Fortitude saving throw each hour (DC 15, +1 for each previous
check) or take 1 point of temporary Constitution damage. In severe
heat (above 110F), a character must make a Fortitude save once
every 10 minutes (DC 15, +1 for each previous check) or take 1
point of temporary Constitution damage.
Extreme heat (above 140F) deals 1 point of temporary
Constitution damage per minute (no save).A character that has the
Survival skill may receive a bonus on his saving throws and may be
able to
apply this bonus to other characters as well (see the Survival
skill description).Characters wearing heavy clothing or armor of
any sort take a 4 penalty on their saves.Once Constitution loss
begins, the character is affected as listed in the Constitution
Damage And
Drain section with the following exceptions: Characters who have
taken even 1 point of temporary Constitution damage from heat
are
fatigued. Characters who are reduced to one-half of their
starting Constitution score are exhausted.
Boiling WaterSimple exposure to smaller quantities of boiling
water, such as being hit with a pot full of boiling
water,cause 1 point of temporary Constitution damage.Partial
immersion in boiling water affects a character like acid (see Acid
- partial immersion) except
that the damage stops once the member or limb is pulled from the
water and members or limbs are not dissolved once theyve taken
sufficient damage but instead are permanently disabled after the
appropriate amount of damage is done.
Full immersion also affects a character like acid except that
the damage stops once the character is pulled out and the body does
not dissolve when the characters Constitution is reduced to 0
(although it may be boiled apart over time). Note that other
characters attempting to pull out a totally immersed character are
at risk of partial immersion themselves.
Catching on FireCharacters exposed to burning oil, bonfires, and
non-instantaneous magic fires might find their
clothes, hair, or equipment on fire. Spells with an
instantaneous duration dont normally set a character on fire, since
the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex
save to avoid this fate. If a characters clothes or hair catch
fire, he takes 1 point of temporary Constitution damage
immediately. In each subsequent round, the burning character must
make another Reflex saving throw. Failure means he takes another 1
point of temporary Constitution damage. Success means that the fire
has gone out (once he succeeds on his saving throw hes no longer on
fire).
A character on fire may automatically extinguish the flames by
jumping into enough water to douse
-
himself. If no body of water is at hand, rolling on the ground
or smothering the fire with cloaks or the like permits the
character another Reflex save with a +4 bonus.
Those unlucky enough to have their clothes or equipment catch
fire must make DC 15 Reflex saves for each item. Flammable items
that fail take 1d6 points of damage immediately and 1d6 points of
damage per round they are on fire.
The DM may adjust the saves and damage based on the size and
intensity of the fire. After all tripping into a campfire is going
to a very different experience than being trapped in a burning
building.
LavaBreathing air or otherwise being near an area of lava means
being subjected to extreme heat (above
140F) and deals 1 point of temporary Constitution damage per
minute (no save).Simple and direct physical exposure to small
quantities of lava, such as a bursting lava bubble,
causes 2d6 points of fire damage per incidence.Partial
immersion, such as an entire hand, arm, leg, or even head, does 1
point of temporary
Constitution damage upon immersion and every round thereafter
until the member is pulled free at which point the damage
stops.
The Constitution damage affects the character as stated in the
Constitution Damage and Drain section with the following
exceptions:
The member or limb is considered lost (burned away to
uselessness) once a certain amount of temporary Constitution damage
has been done. A hand is lost once the character has taken 2 points
of temporary Constitution damage, an arm 3 points, and a leg or
head after 4 points.
Lost hands or limbs (but not heads unless the character has
multiple heads) can be regenerated. Regeneration restores any
Constitution damage suffered due to the loss of the limb or
appendage.
If more than 1 point of temporary Constitution damage is done to
the head, the character is considered to have damaged eyes and is
permanently blinded. This can be cured by there move blindness
spell as the eyes are only damaged unless the head has been
completely burned away.
If the head is completely burned away, the character is
obviously dead and only a resurrection or more powerful magic (such
as wish or true resurrection) can bring such a character back to
life; the head cannot be regenerated.
Total immersion (anytime one-half or more of the character is
submerged) in lava deals 4d6 points of permanent Constitution drain
per round as the intense heat suffocates the character while also
burning his flesh.
Even if removed from the lava, the character suffers a further 1
point of permanent Constitution drain the following round as the
lava cools. The character takes no further damage after this
time.
The character is affected by such lava Constitution loss as
listed in the Constitution Damage and Drain section with the
following exceptions:
If the characters Constitution is reduced to 0, the character is
dead and his body burned away; only a true resurrection spell will
bring such a character back.
After the first round, if the characters head is immersed, the
characters eyes are burned away and the character is permanently
blind. Only a regenerate spell can restore these lost organs.
Regeneration restores any Constitution drain suffered due to the
immersion. Note that other characters attempting to pull out a
totally immersed character are at risk of partial immersion
themselves.
SmokeA character that breathes heavy smoke must make a Fortitude
save each round (DC 15, +1 per
previous check) or spend that round choking and coughing. A
character that chokes for 2 consecutive rounds takes 1 point of
temporary Constitution damage.
Smoke obscures vision, giving concealment (20% miss chance) to
characters within it.
-
Starvation and ThirstA character can go without water for 1 day
plus a number of hours equal to his Constitution score.
After this time, the character must make a Constitution check
each hour (DC 10, +1 for each previous check) or take 1 point of
temporary Constitution damage.
A character can go without food for 3 days, in growing
discomfort. After this time, the character must make a Constitution
check each day (DC 10, +1 for each pre-Characters who have taken
even one point of temporary Constitution damage from lack of food
or water are fatigued. Characters who are reduced to one-half of
their starting Constitution score are exhausted.
Water DangersAny character can wade in relatively calm water
that isnt over his head, no check required.
Similarly, swimming in calm water only requires skill checks
with a DC of 10. Trained swimmers can just take 10. (Remember,
however, that armor or heavy gear makes any attempt at swimming
much more difficult. See the Swim skill description.)
By contrast, very fast-moving water (such as rapids) is much
more dangerous. On a successful DC 15 Swim check or a DC 15
Strength check, it deals 1 point temporary Constitution damage per
round (2 points of temporary Constitution damage if flowing over
rocks and cascades). On a failed check, the character must make
another check that round to avoid going under.
Very deep water is not only generally pitch black, posing a
navigational hazard, but worse, it deals water pressure damage of 1
temporary point of Constitution damage per minute for every 100
feet the character is below the surface. A successful Fortitude
save (DC 15, +1 for each previous check) means the diver takes no
damage in that minute. Very cold water deals 1 point of temporary
Constitution damage (no save) from hypothermia per minute of
exposure.
Movement DangersThe changes here focus on substituting temporary
Constitution damage for the non-lethal damage
given in the standard rules. Again, these rules are completely
written out and can be used as a direct substitute for their SRD
counterparts.
Forced March: In a day of normal walking, a character walks for
8 hours. The rest of the daylight time is spent making and breaking
camp, resting, and eating. A character can walk for more than 8
hours in a day by making a forced march. For each hour of marching
beyond 8 hours, a Constitution check (DC 10, +1 per extra hour) is
required. If the check fails, the character takes 1 point of
temporary Constitution damage.
A character that takes any temporary Constitution damage from a
forced march becomes fatigued. A character reduced to one-half of
his initial Constitution score is exhausted. Eliminating the
temporary Constitution damage also eliminates the fatigue and
exhaustion. It is possible for a character to march himself to
death by pushing himself too hard.
Hustle: A character can hustle for 1 hour without a problem.
Each additional hour of hustling in between sleep cycles requires a
Constitution check (DC 15, +1 for every previous check) and, if
failed, deals 1 point of temporary Constitution damage.
A character that takes any temporary Constitution damage from
hustling becomes fatigued. A character reduced to one-half of his
initial Constitution score is exhausted. Eliminating the temporary
Constitution damage also eliminates the fatigue or exhaustion.
Mounted Movement: A mount bearing a rider can move at a hustle
or in a forced march, taking temporary Constitution damage, but
automatically fails all of its Constitution checks. Mounts become
fatigued and exhausted from temporary Constitution damage at the
same levels as characters.
Raising the DeadThere are many ways that one can be brought back
from the dead, but the most common of which
are the spells Raise Dead and Resurrection. These spells come at
a terrible price however, for whenever life is restored, it must be
taken from somewhere. Some religious orders offer sacrifices of
various kinds to pay the cost, while others distribute the cost
over a wide area. Those in the service of evil gods will either not
care from where the life comes or they might offer the sacrifice of
sentient beings.
-
Whoever pays the cost, the raised individual will know exactly
from where their life came, and if they are a good soul, it will
likely disturb them to one degree or another. If the cost has been
distributed, they will know every bird that falls, every beetle
that stops, and every child that is miscarried. If they were raised
by animal sacrifice, they will feel the loss but their recovery
will be swift.
If on the other hand a good person is raised through the use of
a human sacrifice, they will suffer deep emotional scars and guilt.
In cases like this, only the most evil will be unaffected. In fact,
there are some of an evil disposition who have turned over a new
leaf after being raised in this manner, feeling the trauma so
deeply that it causes them to feel true empathy for perhaps the
first time.
There is also a physical price to this process, costing the
raised individual 1-3 permanent CON points. These cannot be
restored through any means whatsoever. This cost is cumulative, so
if an individual is raised many times, they will continue to lose
CON. Once their CON reaches 1, they can no longer be raised. If the
resurrection cost exceeds their CON when they died, they cannot be
raised.
Critical HitsCritical Roll
The player achieves a critical roll when their unmodified die
roll falls within their critical threat range. In most cases this
is 20, but some weapons have a greater range. For example, a long
sword has a critical threat range from 19-20, meaning that a
natural roll of 19 or 20 is a critical roll.
This is called a critical roll because, unlike some systems, it
is not an automatic hit. The critical roll is open ended, which
means that after your critical roll you roll the d20 again and add
the result to your attack. If you are lucky enough to roll a
natural 20 on this second roll, you get to roll again, adding that
roll to the total. All critical rolls after the initial critical
roll must be a natural 20, regardless of the attack's threat
range.
As an example, let's say that your opponent has an armor class
of 35. You roll a natural 20 indicating a critical roll, and a 5 on
your open ended roll. Your hit bonus is +9 giving you a total of
34, which means that even though you made a critical roll, it is
still a miss.
The up side of this system is that anyone has a chance to hit an
opponent, no matter how high their armor class. For example, let's
say that a 2nd level fighter were trying to his an opponent with an
armor class of 35. In most cases this would be impossible, but if
the character rolls a 20 followed by a 14 and then adds their
attack bonus of +2, their total is 36. This does not necessarily
mean any extra damage, but at least it's a hit.
When a critical hit is successful, it is possible that, in
addition to any damage multiplier, the blow may inflict a wound or
injury that has a lasting effect upon the victim. This is called a
critical effect. The severity of the effect depends on how much the
attack roll exceeds the minimum roll required to hit the target's
AC. This is called the critical factor.
When an attacker scores a hit that is within her critical threat
range, she rolls again and adds the second number to the first
(adding in any other applicable bonuses) to determine if there are
any damage multipliers and/or any additional critical effects. If
the second roll results in another critical threat, then the
attacker rolls yet again, and all the rolls are added together to
determine the critical effect.
If the total roll is less than the opponents AC, then it is
still a miss. If the total exceeds the opponents AC, then the
critical factor is applied to the chart below to determine the
critical effect.
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Critical EffectCritical Factor Severity
01 - 06 Normal Damage07 - 12 Standard Critical Multiplier Only13
- 14 Standard Critical Multiplier / Mild15 - 16 Increase Critical
Multiplier by 1 / Moderate17 - 18 Increase Critical Multiplier by 2
/ Serious 20+ Increase Critical Multiplier by 3 / Lethal
Example: Arinia the halfling (A 3rd Level Fighter), wielding a
magical longsword (+1), attacks an adult blue dragon with AC 28.
She rolls a 19 which is within her weapon's critical threat range.
She rolls again and gets a natural 20 which means she rolls again.
The third roll is a 2 which brings the total attack to 48 (
including a +7 for all other bonuses). That is 20 above the minimum
attack roll needed to hit the dragon, indicating x5 damage and a
Lethal critical effect.
Body LocationsFor those of you that are sticklers for detail,
here is a highly detailed alternative to the above critical
hits and effects system. Target body profiles allow you to
quickly determine exactly where a critical hit has landed and which
specific body location is affected. While many of the critical
effects listed below are identical to those previously listed, some
have been modified to better reflect more realistic effects for
each specific body profile.
When trying to determine into which body profile a particular
creature belongs, remember that not every antenna, frill, fin,
horn, or pseudopodia can be accounted for. These can be ignored
because a critical hit to these areas will not have a serious
effect on the creature in game terms. For instance, look at the
Tyrannosaurus Rex. He has a head, body, tail, two legs and two
arms. By definition, he is a Complex Humanoid. However, since the
T-rexs forelimbs are so small and nonfunctional you could argue
that a critical hit to either of these appendages would not
seriously impair his effectiveness. So, if the forelimbs are not
taken into account, the T-rex would better fit a Bipedal profile (a
head, body, tail and two legs). This is a lesson: include only the
relevant body locations of a creature when determining which body
profile should be used.
To determine where a critical hit has landed, roll the
appropriate-sided die (listed on the corresponding table).
Then, for creatures with multiples of the same body location,
use the closest-numbered die to determine which is affected.
(Example: to decide between which of two right-side wings, use odd
or even, for three tails use 1d3, etc.) Then cross-reference the
body location, critical effect severity level, and the type of
injury to determine the exact critical effect.
When you look at different body location tables, you may notice
that the percentage chance to hit a specific location is often the
same. This has been done intentionally, to keep the system simple
and as quick to use as possible.
Within the parameters of each body profile, the creatures vary
immensely in size, shape, and proportions, making an accurate
percentile table nigh impossible. Such a weighted table may work
for the majority of the creatures represented, but a significant
percentage would be misrepresented. Secondly, when you are involved
in combat (especially melee) you are constantly attacking and
countering, always searching for that one opportunity to strike a
particularly weak spot (a critical hit). That one opportunity, that
weak spot, can present itself at anytime and anywhere along your
opponents body. This is why we feel it can be just as difficult to
strike a critical hit on a given body location as on any other.
Please note that under each critical effect some descriptions
are relatively vague and some are a little more precise, but all
contain a specific penalty mechanic.
Although the game mechanics should always be applied to the
situation, the Game Master is more than
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welcome to adlib and improvise different and more detailed
descriptions of the action and wounds suffered.Each body profile
lists a number of examples of creatures that fit into it. Creatures
in italics may be
found in the Oathbound: Domains of the Forge campaign
setting.
A Breakdown of Body Locations:Head: This usually contains the
creatures brain, mouth, and most of its sensory organs.Sensory
Organs: eyes, ears, nose, antennae, etc. (sometimes used for
attacks i.e. gaze attacks)Mouth: Orifice used for talking, tasting,
biting, or eating.Torso: Main body containing most of the vital
organs.Arm(s): Appendages used to manipulate objects or to
attack.Leg(s): Appendages used primarily for locomotion and
sometimes to attack (kicking).Wing(s): Appendages used primarily
for flight and sometimes to attack (buffeting).Tail: Rear appendage
used for balance, movement, or attacking.
Body profiles resemble the Monster Type usually found near the
top of a creatures description or stat block, so be careful not to
confuse the two. Aberration types may be Complex Humanoids,
Reptilian types are not always Draconic, and so on.
GenericUse as the default for any creature, re-rolling any that
do not apply.
1-3 Arm4-5 Tail6-8 Leg
9-12 Torso13-15 Abdomen/Groin16-18 Wing19-20 Head
AbominationThis body profile is for creatures with no definable
form, which consists of any number of body areas.
1-2 Sensory Organ3-4 Mouth
5-10 Body11-12 Appendage
Examples: Blood boulder, chaos beast, darkmantle, gibbering
mouther, grick, hovara, mimic, otyugh, and ort.
Beast, Eight-LeggedThis body profile consists of eight
appendages, a body (or thorax), a head, and tail (or abdomen).
1-8 Appendage9 Head
10-11 Body/Thorax12 Tail/Abdomen
Examples: Aranea, basilisk, scorpion, and phase spider.
Beast, Four-LeggedThis body profile consists of a head, torso,
four legs (or appendages), and a tail.
1-4 Appendage5-7 Torso8-9 Tail10 Head
Examples: Aboleth, achaierai, arrowhawk, bulette, hellhound,
kytus, lillend, owdi, stark, tarrasque, tumble ox, unicorn, worg,
and wyvern.
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Beast, Six-LeggedThis body profile consists of a head, torso (or
thorax), six appendages, and a tail (or abdomen).
1-6 Appendage7 Head
8-10 Body/Thorax11-12 Tail/Abdomen
Examples: Ankheg, ebon spider, formian, rust monster, shock
beetle, and xill.
BipedalThe bipedal body profile consists of a head, torso, two
appendages (usually legs), and a tail.
1-2 Appendage3-5 Torso6-7 Tail8 Head
Example: Digester, ethereal marauder and tyrannosaurus rex.
DibrachiumThis body profile consists of a head, main body (or
torso), two appendages (pectoral fins or arms), and a tail.
1-2 Appendage3-5 Torso6-7 Tail8 Head
Examples: Cuttershark, merfolk, salamander, and sea lion.
DraconicThis body profile consists of a head, torso, two legs,
two arms, two wings, and a tail.
1-2 Leg3-5 Torso6-7 Tail8-9 Wing
10-11 Arm12 Head
Examples: Asherake, balor, chromithian, dragon, gargoyle,
griffon, lammasu, manticore, pegasus, and sphinx.
HumanoidSimple humanoid body profiles consist of two arms, two
legs, a head, and torso. Complex humanoid body profiles consist of
two arms, two legs, a head, a torso, and an additional body part.
(such as a tail, extra head or appendage, a tentacle, etc.)
1-2 Leg3-4 Arm5-7 Torso8-9 Abdomen10 Groin11 Head12 Additional
Body Part or Roll Again
Examples: Elf, ettercap, ghoul, giant, grimlock, hobgoblin,
hound archon, kith, kobold, lizardfolk, medusa nymph, ogre, picker,
and satyr.
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SerpentineThis body profile consists of a head, torso, and a
tail.
1-3 Torso4-5 Tail6 Head
Examples: Frostbiter, frost worm, naga, purple worm, scavan,
slather, and thoqqua.
Combination ProfileThis body profile is for creatures that are a
combination of two (or more, if possible) body profiles listed
above, such as a creature that is half four-legged beast and half
humanoid. First, determine which half of the creature is struck.
Choose which body profile is odd and even and then roll any die.
Then roll on the table above as normal for that particular body
profile. If you roll a body location that is not present on that
half of the creature you may accept that location on the creature
as a whole regardless or roll again. Examples: Centaur, drider, and
lamia.
Critical EffectsAll debilitating effects last until the victim
has received healing applied directly to the specific
wound or healing equal to the hit points lost in the attack that
caused the critical effect, unless otherwise noted. Mild and
Moderate effects can be removed either magically or naturally;
however, Serious effects are usually permanent and can only be
removed through means other than natural healing.
Unfortunately, this system is not 100% foolproof.Eventually,
someones going to roll an effect that doesnt exactly match with a
particular creature,
such as a broken ribcage on an invertebrate or a jawbone hit for
a creature that has no definable jaw. Although the game mechanics
of the critical effect system should remain consistent, the Game
Master is encouraged to improvise different and more detailed
descriptions of the action and wounds suffered.
Critical Effects by LocationARM (Appendage) - MildEffect: The
victim suffers a -2 penalty to all attacks and Climb, Craft,
Disable Device, Escape Artist, Forgery, Open Lock, Sleight of Hand
and Use Rope skill checks involving that arm. Dazed for 1
round.Bludgeoning: The upper arm is deeply bruised.Piercing: The
upper arm has been pierced.Slashing: The upper arm has been sliced
open.
ARM (Appendage) - ModerateEffect: The victim suffers a -8
penalty to all attacks and skill checks involving that arm. Victim
must roll a Strength check (DC 17) each round or lose any held
item, shield or weapon. Stunned for 1 round and 1d4 hp per round
from bleeding.Bludgeoning: A bone has been cracked.Piercing: The
arm has been severely punctured.Slashing: Victim loses 1d4
fingers/claws.
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ARM (Appendage) - SeriousEffect: The victim suffers a -10
penalty to all attacks and skill checks involving that arm. Victim
must roll a Strength check (DC 22) each round or lose any held
item, shield, or weapon. Stunned for 1d4 rounds and 2d4 hp per
round from bleeding.Bludgeoning: A bone has been broken.Piercing: A
joint has been severely punctured.Slashing: Muscle and tendon
slashed, making the arm useless. If the damage exceeds 20 hit
points (+/- 5 hp per size category difference) then the arm is
severed.
ARM (Appendage) - LethalEffect: Victim must roll a Constitution
check (DC 20) or go into shock and suffer an additional hit point
loss equal to the maximum damage of the weapon used to cause the
injury. Stunned for 2d4 rounds and 3d4 hp per round from
bleeding.Bludgeoning: Multiple bones are broken, hand/claw is now
lame and completely useless.Piercing: The arm is torn open and is
now ruined and completely useless.Slashing: The arm has been
severed.
TAIL (Abdomen) - MildEffect: The victim suffers a -2 penalty to
attacks involving the tail and Balance, Jump and Tumble skill
checks. Dazed for 1 round.Bludgeoning: The tail is deeply
bruised.Piercing: The tail has been pierced.Slashing: The tail has
been sliced open.
TAIL (Abdomen) - ModerateEffect: The victim suffers a -8 penalty
to attacks and skill checks involving the tail. If the tail is used
for locomotion, reduce the victims base movement by half. Stunned
for 1 round and 1d4 hp per round from bleeding.Bludgeoning: A bone
has snapped.Piercing: The base of the tail has been severely
punctured.Slashing: A significant length of the tail has been split
open.
TAIL (Abdomen) - SeriousEffect: The victim suffers a -8 penalty
to attacks and skill checks involving the tail. If the tail is used
for locomotion, reduce the victim's base movement rate by half.
Stunned for 1d4 rounds and 2d4 hp per round from
bleeding.Bludgeoning: A bone has snapped.Piercing: The base of the
tail has been severely punctured.Slashing: A significant length of
the tail has been split open, making the tail useless. If the
damage exceeds 25 hit points (+/- 5 hp per size category
difference) then the tail is severed.
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TAIL (Abdomen) - LethalEffect: Victim must roll a Constitution
check (DC 20) or go into shock and suffer an additional hit point
loss equal to the maximum damage of the weapon used to cause the
injury. Stunned for 2d4 rounds and 3d4 hp per round from
bleeding.Bludgeoning: Many bones are broken, tail is
useless.Piercing: Tail is torn open, ruined, and useless.Slashing:
The tail has been severed from the body.
LEG (Appendage) - MildEffect: The victim suffers a -2 penalty to
all Dexterity bonuses for AC (if any) and skill checks involving
that leg. Dazed for 1 round.Bludgeoning: The thigh (or upper leg)
area is deeply bruised.Piercing: The thigh has been
pierced.Slashing: The thigh has been sliced open.
LEG (Appendage) - ModerateEffect: Reduce the victims movement
rate by half. Victim suffers a -8 penalty to all Dexterity bonuses
for AC (if any) and skill checks involving that leg. Stunned for 1
round and 1d4 hp per round from bleeding.Bludgeoning: A bone has
been cracked.Piercing: The leg has been run through.Slashing: A
ligament has been cut.
LEG (Appendage) - SeriousEffect: The victim suffers a -10
penalty to all attacks and skill checks involving that leg. Victim
must roll a Strength check (DC 22) to move each round. Stunned for
1d4 rounds and 2d4 hp per round from bleeding.Bludgeoning: A bone
has been snapped; however, it is a clean break.Piercing: A joint
has been severely punctured and run through.Slashing: A joint has
been split open and a major ligament cut, making the leg useless.
If the damage exceeds 25 hit points (+/- 5 hp per size category
difference) then the leg is severed.
LEG (Appendage) - LethalEffect: Victim must roll a Constitution
check (DC 20) or go into shock and suffer an additional hit point
loss equal to the maximum damage of the weapon used to cause the
injury. Stunned for 2d4 rounds and 3d4 hp per round from
bleeding.Bludgeoning: Multiple bones are broken, foot/claw is now
lame and completely useless.Piercing: The leg is torn open and is
now ruined and completely useless.Slashing: The leg has been
severed.
TORSO (Body) - MildEffect: Victim suffers a -1 penalty to
attacks and strength based skill checks. Dazed for 1
round.Bludgeoning: Victims back or chest is deeply
bruised.Piercing: Victim takes a jab to the gut.Slashing: Victims
side is sliced open.
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TORSO (Body) - ModerateEffect: Victim suffers a -5 penalty to
attacks and strength based skill checks. This also slows down the
victim, reducing base movement rate by one quarter. Stunned for 1
round and 1d4 hp per round from bleeding.Bludgeoning: A number of
ribs are cracked.Piercing: The blow has punctured the
chest.Slashing: The victims back or chest has been severely slashed
and torn open.
TORSO (Body) - SeriousMinimum Called Shot Penalty: -3Effect:
Victim suffers a -10 penalty to attacks and strength based skill
checks. This also slows down the victim, reducing base movement
rate by half. Stunned for 1d4 rounds and 2d4 hp per round from
bleeding.Bludgeoning: A number of ribs are cracked and/ or
broken.Piercing: The blow has punctured the chest. Heavy
bleeding.Slashing: The victim's back or chest has been severely
slashed and torn open. Heavy bleeding.
TORSO (Body) - LethalEffect: The victim dies in a number of
rounds equal to its Constitution modifier. The victim must roll a
Will save (DC 20) to take any action during this time. Magical
healing that restores at least half of the damage taken during the
critical attack will prevent death. A successful heal check (DC 20)
will delay death for 24 hours.Bludgeoning: The victims ribcage has
been crushed.Piercing: The victim is pierced through the heart
and/or lungs.Slashing: The victim has been disemboweled.
WING (Appendage) - MildEffect: Reduce the victims flying speed
by one-half and maneuverability by one category. Dazed for 1
round.Bludgeoning: The wing is deeply bruised.Piercing: The wing
has been pierced.Slashing: The wing has been sliced open.
WING (Appendage) - ModerateEffect: The victim can only use the
wing to glide clumsily and can take off only from an elevated
position. Stunned for 1 round and 1d4 hp per round from bleeding.
When attempting to land, victim must roll a Dexterity check (DC 17)
or flounder and crash, taking 2d6 additional hit points of
damage.Bludgeoning: A bone has cracked.Piercing: A joint has been
severely punctured.Slashing: A joint has been split open.
WING (Appendage) - SeriousEffect: The victim cannot fly. Stunned
for 1d4 rounds and 2d4 hp per round from bleeding.Bludgeoning: A
bone has snapped.Piercing: A joint has been run through.Slashing: A
joint has been split open, making the wing useless. If the damage
exceeds 30 hit points (+/- 10 hp per size category difference) then
the wing is severed.
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WING (Appendage) - LethalEffect: Victim must roll a Constitution
check (DC 20) or go into shock and suffer an additional hit point
loss equal to the maximum damage of the weapon used to cause the
injury. Stunned for 2d4 rounds and 3d4 hp per round from
bleeding.Bludgeoning: Multiple bones are broken, wing is now lame
and completely useless.Piercing: The wing is torn open, ruined and
completely useless.Slashing: The wing has been severed from the
body.
HEAD - MildEffect: The victim suffers a -2 penalty to Initiative
rolls and Perception checks. Stunned for 1 round.Bludgeoning: The
blow causes a deeply bruised eye or jaw.Piercing: A jab to the
skull leaves a small but bleeding wound.Slashing: Victims scalp is
split open and bleeds profusely.
HEAD - ModerateEffect: Victim must pass a Constitution check (DC
17) or go into shock and suffer an additional hit point loss equal
to the base damage of the weapon used to cause the injury. Stunned
for 1d4 rounds and 2d4 hp per round from bleeding.Bludgeoning: Blow
cracks the victims jaw. Cannot speak command words properly or cast
spells with verbal components.Piercing: Victim takes severe eye
damage, suffering a -4 penalty to ranged attacks and visual
Perception checks.Slashing: Victim takes hearing damage. Suffers a
-4 penalty to Initiative rolls, audible Perception checks, and
Balance checks. If they are a spell caster, there is a 10% of spell
failure when casting spells with verbal components.
HEAD - SeriousEffect: Victim must roll a Constitution check (DC
17) or go into shock, suffering an additional hit point loss equal
to the maximum damage of the weapon used to cause the injury.
Stunned for 3d4 rounds and 4d4 hp per round from
bleeding.Bludgeoning: Blow breaks the victim's jaw and knocks out
some teeth. Cannot speak properly or cast spells with verbal
components. If the damage exceeds 20 hit points (+/- 5 hp per size
category difference) then the victim is dead.Piercing: Victim takes
severe eye, ear, nose or mouth damage. Roll 1d6 to determine which
(1 nose, 2 left eye, 3 right eye, 4 left ear, 5 right ear, 6 mouth)
and then refer to the appropriate called shot critical for the
result. If the damage exceeds 20 hit points (+/- 5 hp per size
category difference) then the victim is dead.Slashing: Victim takes
hearing damage. Suffers a -8 penalty to Initiative rolls, audible
Perception checks, and Balance checks. If they are a spell caster,
there is a 50% of spell failure when casting spells with verbal
components. If the damage exceeds 20 hit points (+/- 5 hp per size
category difference) then the head is severed.
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HEAD - LethalEffect: The victim is unconscious and dies in a
number of rounds equal to its Constitution modifier. The victim
must roll a Will save (DC 20) to take any action during this time.
Magical healing that restores at least half of the damage taken
during the critical attack will prevent death. A successful heal
check (DC 20) will delay death for 12 hours. If the damage exceeds
20 hit points (+/- 5 hp per size category difference) then the head
is severed or destroyed, meaning that no spell or heal check will
help. If the victim survives the attack, their Intelligence is
reduced by 1d6 until restored through Heal, Restoration or Limited
Wish.Bludgeoning: Victims skull is partially caved in.Piercing: The
victim is pierced through the skull.Slashing: The victims throat is
slashed open.
Impossible AttacksIn fantasy worlds the relative size of
combatants can vary incredibly. Unfortunately, the critical
effects system presented here doesn't take this into
consideration when randomly determining where a critical hit
landed. To help remedy this, the following guidelines are
suggested.
When an attacking creature is smaller than its intended target
by two size categories or more, it cannot strike at the target's
head (or any portion of the body that is elevated well above the
attacker) unless the targeted portion of the body was used to
attack the smaller creature during the same combat round. In other
words, the smaller creature can't strike the intended target's head
unless it tried to bite him first and he can't attack the intended
target's wing (if it is elevated well above him) unless it tried to
buffet him first, and so on. Of course, if a smaller creature can
utilize some method to elevate itself to an equal or greater height
than its intended target (i.e. flying, climbing, jumping, etc.),
this is no longer an issue.
Similar rules can be used when an attacker wishes to target any
area of the defender's body that is ordinarily inaccessible, (e.g.
A human cannot possibly attack the known-to-be-vulnerable-tail of a
specific dragon if it keeps facing him and trying to burn him into
a toasted aperitif. But if the dragon tries to hit him with its
tail, that's another story.)
These guidelines apply only to melee combat situations and are
irrelevant when using ranged weapons. If it's in sight, it can be
shot at.
Creatures Immune To Critical HitsWhile some creatures are immune
to critical hits (such as constructs, elementals, plants and
undead),
they may still be affected by certain results from a critical
effect. Even though such a creature may ignore hit point damage
from a critical hit, a broken or severed appendage or damaged
sensory organ can still have a serious affect on how the creatures
can function.
This could reduce the creature's movement rate, cut the number
of attacks they may make or even eliminate their ability to sense
opponents.
It is up to the DM whether or not certain creatures are
vulnerable to critical effects. If so, use the c