worn and bloody

4
Tis overhaul o the hit point mechanic intends to take a step towards a more realistic interpretation o damage, seeking to distinguish the varying grades o wear and tear a well-eshed-out character would encounter in a D&D .e system.  W T  A creatur e’s hit points (hp) are calculated as per the core rules, and are equal to the sum o its hit dice (HD) plus its Constitution modier multiplied by its number o HD. Hit points can represent  the amoun t o abuse a creature can withstand beore actually suering seri ous injuries  the measure o its gh ting resilience, borne by gritty experience, allowing it to turn dir ect hits into glancing blows or grazes  to a lesse r extent , physi cal and me ntal dur abili ty, wil l to live, an d luck. and are lost as a result o struggling through combat or enduring harsh conditions.  A creature with l ost hp is worn.  A creature’s  vitality points (vp) are equal to its current Constitution score. Vitality points represent the magnitude o injuries a creature can take beore succumbing to them and they are lost as a result o suering wounds like bleeding cuts and broken bones. A creature with lost vp is bloody. Damage dealt to a creature applies to its hit points rst. Once a creature’s hit points are reduced to , it can no more avoid taking true physical damage. Hit points cannot be reduced below ; any damage that would cause a creature’ s hit point total to drop below simply begins consuming its vitality points instead.  A creature with hit points becomes  fatigued. It can’t run or charge and takes a – penalty to Strength and Dexterity until it has rested or hours (or until its hit points return to a positive number, whichever occurs rst).  A creature with vitality points is disabled. It can only take a single move or standard action each turn, but perorming any standard action (or any other activity the DM deems as strenuous) deals hit point o damage afer the action is completed (thereore, i the creature still has hit points remaining it does not automatically drop to the dying condition).  A creature with less than vitality points may be unco nscious and may be d ying (see Death and Dying b elow). Nonlethal hits dealt to a creature deduct points rom its hp as i they dealt lethal damage (or more correctly, due to the new nature o hp it is actually the “lethal” hp damage that is treated as “nonlethal”). Nonlethal damage is still recorded as a separate variable however (as per the core rules) only when nonlethal hits apply to vitality points . A creature whose nonlethal damage equals its current vp becomes staggered.  A creature whose nonlethal damage exceeds its current vp becomes unconscious, unless it succeeds on a Will save (  + amount by which t he nonlethal damage exceeds its vp).

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Page 1: Worn and Bloody

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 14

Tis overhaul o the hit point mechanic intends to take a step towards a more realistic interpretation o damageseeking to distinguish the varying grades o wear and tear a well-fleshed-out character would encounter in aDampD 983091983093e system

W983141983137983154 983137983150983140 T983141983137983154 A creaturersquos hit points (hp) are calculated as per the core rules and are equal to the sum o its hit dice (HD) plusits Constitution modifier multiplied by its number o HD Hit points can represent

the amount o abuse a creature can withstand beore actually suffering serious injuries

the measure o its fighting resilience borne by gritty experience allowing it to turn direct hits intoglancing blows or grazes

to a lesser extent physical and mental durability will to live and luck

and are lost as a result o struggling through combat or enduring harsh conditions A creature with lost hp is worn

A creaturersquos vitality points (vp) are equal to its current Constitution score Vitality points represent themagnitude o injuries a creature can take beore succumbing to them and they are lost as a result o sufferingwounds like bleeding cuts and broken bones A creature with lost vp is bloody

Damage dealt to a creature applies to its hit points first Once a creaturersquos hit points are reduced to 983088 it can nomore avoid taking true physical damage Hit points cannot be reduced below 983088 any damage that would cause acreaturersquos hit point total to drop below 983088 simply begins consuming its vitality points instead

A creature with 983088 hit points becomes fatigued It canrsquot run or charge and takes a ndash983090 penalty to Strength andDexterity until it has rested or 983096 hours (or until its hit points return to a positive number whichever occursfirst)

A creature with 983088 vitality points is disabled It can only take a single move or standard action each turn butperorming any standard action (or any other activity the DM deems as strenuous) deals 983089 hit point o damageafer the action is completed (thereore i the creature still has hit points remaining it does not automaticallydrop to the dying condition)

A creature with less than 983088 vitality points may be unconscious and may be dying (see Death and Dying below)

1048573 Nonlethal hits dealt to a creature deduct points rom its hp as i they dealt lethal damage (or more correctlydue to the new nature o hp it is actually the ldquolethalrdquo hp damage that is treated as ldquononlethalrdquo)

Nonlethal damage is still recorded as a separate variable however (as per the core rules) only when nonlethalhits apply to vitality points A creature whose nonlethal damage equals its current vp becomes staggered

A creature whose nonlethal damage exceeds its current vp becomes unconscious unless it succeeds on a Willsave (983140983139 983089983088 + amount by which the nonlethal damage exceeds its vp)

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 24

I983150983146983157983154983161 optional ruleEvery time a creature is dealt vitality point damage rom any source it must succeed on a Fortitude save againstthe injury 983140983139 (= 983089983088 + vp damage dealt) or be staggered or 983089 round and suffer an injury determined rom theollowing table

d983089983090 Effect

983089 Internal Injury Whenever you attempt a strenuous action you must roll a Fortitude save or Concentrationcheck (injury 983140983139) or cause the action to ail

983090-983091 Numb Arm You have to succeed in a Fortitude save (injury 983140983139) to make use o your wounded arm inan action or cause the action to ail

983092-983093 Limp You have to succeed in a Fortitude save (injury 983140983139) to move up to your land speed I you ailthe save you stop your movement in a random square in its course and must succeed a 983140983139983089983088 Balancecheck to avoid alling prone there

983094-983096 Not the face You suffer a blow to the head which may drip blood into your eyes rip your mouthdislocate your jaw knock out your teeth or break your nose Determine and roleplay it properly

983097-983089983090 It hurts You are just staggered or 983089 round Tat is all

I the creature ails the save by 983089983088 or more it becomes staggered or 983089+983089d983092 rounds and the injury is determined

rom this table instead

d983089983090 Effect

983089 Lose an Eye You take a -983089983088 penalty on Spot checks ranged attacks and similar die rolls I you have noeyes lef afer sustaining this injury you are blinded

983090-983091 Lose an Arm or a Hand You can no longer hold anything with two hands and you can only hold a singleobject at a time

983092-983093 Lose a Foot or Leg Your land speed is halved and you must use a cane or crutch to move unless you havea pegleg or other prosthesis You all prone afer taking the run or charge action You take a -983089983088 penaltyon Balance Jump and umble checks and a -983093 on Climb checks

983094-983096Lose 983089d983092 Fingers

You take a -983089-983090-983093 penalty (depending on fingers lost) on attack rolls and skill checkssolely making use o the hand in question as well as a 983089983088983090983093983093983088 ailure chance while casting spellswith somatic components involving that hand Losing our fingers makes all the above impossible

983097-983089983090 Major artery You lose 983089 vp every minute this wound persists Tis can be halted with a successul 983140983139983090983088Heal check

Every time one o the above injury is sustained its specific injury 983140983139 is recorded Any injury will linger until thecreature heals enough vp to reverse the damage that caused them (injury 983140983139 ndash 983089983088) Lost limbs and appendagescan only grow back by virtue o a Regenerate spell

C983154983145983156983145983139983137983148983155

Critical threat ranges are unaffectedIn regard to hit point damage onlycritical multipliers are reduced byone step (that is x983090 becomes x983089 x983091becomes x983090 and x983092 becomes x983091)

Upon scoring a critical hita creature rolls its weapon damage onceand multiplies it by that reduced critical multiplier dealing the resulting number to the targetrsquos hp

i afer that damage the targetrsquos hit point total is still above 983088 it is dealt one tenth o the multipliedcritical damage (rounded down minimum 983089) to its vitality points as well

i afer the hp damage the target has no hp lef it is dealt the originally rolled damage (as it was beorethe multiplication) to its vp in addition to the damage it may already have suffered due to the firstportion o the critical burning through the remaining hp (Effectively in this case the critical damageis calculated as per the core rules)

7242019 Worn and Bloody

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1048573 Coup de Grace A coup de grace unctions normally in that it automatically hits and scores a critical hitwith the exception that the rolled weapon damage is not divided by 983089983088 when applied to the vp even i thetargetrsquos hp total would still be above 983088 afer the blow I the target creature survives the damage it must make aFortitude save (983140983139 983089983088 + the amount o total damage dealt) or die

1048573 Massive Damage Te massive damage rule does not apply to this system

D983141983137983156983144 983137983150983140 D9831619831459831509831431048573 Dying condition a dying creature has dropped to negative vp and is slowly bleeding out On that creaturersquosturn each round it suffers this condition it takes 983089 Constitution damage and must roll

⋆ a Will save (983140983139 983089983088 + negative vp) to remain conscious

i the creature succeeds on the save it drops helpless but is still conscious At its option it may alsoroll a Balance check with the same 983140983139 to remain standing (once it ails this check the creature maynot attempt to stand up again until the dying condition ceases)

i the creature ails the save it drops unconscious and ceases to roll Will saves

⋆ and a Fortitude save (983140983139 983089983088 + negative vp) to improve its condition

i the creature ails the save or rolls a natural 983089 it dies I the blow that dropped it to negative vp was

critical it dies instantly I not it dies in 983089d983089983090 rounds and no amount o healing can affectit i the creature succeeds on the save it does not die outright but it does not improve It is still helpless

bleeding out and must continue to roll Fortitude saves each round

i the creature succeeds on the save by 983089983088 or more it becomes stable and helpless

i the creature succeeds on the save by 983090983088 or more or rolls a natural 983090983088 it becomes stable and disabled A stable creature no longer suffers the dying condition until it takes damage

1048573 First Aid a creature that perorms this special option on an adjacent allen creature can roll a Heal checkto determine whether or not it is stable or dying (983140983139983089983088) as a move action I the subject is indeed dying as astandard action the healer can grant the subject a cumulative +983089 bonus or every point by which the Heal checkexceeded 983089983093 to its next death saving throw[s] I afer taking either o the above two actions the healer is stilladjacent to the subject when it rolls the death saving throws on its turn the healer instantly knows the result

H983141983137983148983145983150983143 Afer taking damage a character can recover hp and vp through natural healing (over the course o hours ordays) or by magic In any case a character canrsquot regain hp and vp above his ull normal totals

1048573 Natural Healing Characters recover hp at a rate o 983089 hp per hour per character level With a ull nightrsquos rest(983096 hours o sleep or more) a character recovers 983089 vp per character level (minimum 983089) or twice that amount withcomplete bed rest or 983090983092 hours Any significant interruption during the rest period prevents the creature romhealing

7242019 Worn and Bloody

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1048573 Assisted Healing A character who provides long-term care (see the Heal skill 983152983144983095983093) doubles the rate atwhich a wounded character recovers lost hp and vp

1048573 Magical Healing Spells that heal hp damage work somewhat differently in this system For spells that heala variable amount o hp damage based on a die roll (such as Cure Light Wounds) apply the actual die roll asrestored hp and any modifier to the die roll (such as caster level or cure spells) as restored vp

Spells or effects that return a number o hit points not based on a die roll such as Heal or Lay on Hands maydistribute the application to hp or vp at the casterrsquos discretion restoring 983089 hp per 983089 point o healing and 983089 vp per

983093 points o healing

1048573 Stabilizing a dying creature with magical healing can only be achieved i it restores enough damage to bringthe creature back to 983088 vp or restores all o the Constitution damage suffered as a result o the dying conditionBlessed Bandages (983149983145983139983089983093983090) are also adapted to substitute a use o the First Aid option by conerring a bonus to thedying creaturersquos next death saving throws (the market price or each equals 983089983088 multiplied by the bonus squared)

1048573 Fast Healing only affects hp Nonlethal damage is healed the same way hp damage is (regardless o the actit is now measured against vp)

1048573 Regeneration unctions as normal in all aspects except it begins healing hp damage once it has wiped allnonlethal damage It still cannot restore hp lost by starvation thirst suffocation or a bypassing damage source

M983145983155983139983141983148983148983137983150983161Te simple hit point algorithm is one o the basic blocks upon which the 983091983093e d983090983088 system was built and thereoreany modification upon it will inevitably affect countless other instances o rules and existing material elsewherein the system It alls on the DM to examine and adapt any such case in a way that renders it compatible withthis overhaul

Some individual rulings might be

1048573 Te Revivif spell may be cast on a creature with the dying condition even i said creature ailed its deathFortitude save and is counting down rounds to croaking In all other regards it unctions as normal stabilizingthe subject at -983089 vp 1048573 A creature under the Delay Death spell cannot suffer the dying condition or as long asthe spell is active It should however die instantly once it has about as many negative vp as its hp maximum

because hey itrsquos not a regenerative spell and enough is enough (that goes or you too Frenzied Berserker)

1048573 A dying creature with the Diehard eat does not need to roll the Will saves to remain conscious and is merelystaggered whenever it would be helpless as a result o the dying condition1048573 Te Toughness eat coners vp instead o hp 1048573 Te Endurance eat grants a +983092 bonus to death saving throws

Sneak attacks creatures with no Constitution score bonus hp based on creature type temporary hp and damagereduction are unaffected by this overhaul Provided they possess a Constitution score the Challenge Rating ogargantuan or colossal creatures increases by +983089 and creatures with ractional Challenge Rating move up to thenext highest raction

D983145983155983139983148983137983145983149983141983154 W983151983154983150 983137983150983140 B983148983151983151983140983161 has been alpha playtested within the workings of A983149983141983150 campaign on two different groups of

NPCs (namely the Harper ask Force Rosewood and the Fellowship of the Long Journey high and low levels respectively) prior to

being incorporated into the official sessions involving the PCs Te author of this overhaul bears no tresponsibility over any nasty

mutilation or brutal death that may befall any imaginary character PC or NPC while it is in effect Blame your DM

983140983149 Silvestris Athornens November 983090983088983089983093

Page 2: Worn and Bloody

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 24

I983150983146983157983154983161 optional ruleEvery time a creature is dealt vitality point damage rom any source it must succeed on a Fortitude save againstthe injury 983140983139 (= 983089983088 + vp damage dealt) or be staggered or 983089 round and suffer an injury determined rom theollowing table

d983089983090 Effect

983089 Internal Injury Whenever you attempt a strenuous action you must roll a Fortitude save or Concentrationcheck (injury 983140983139) or cause the action to ail

983090-983091 Numb Arm You have to succeed in a Fortitude save (injury 983140983139) to make use o your wounded arm inan action or cause the action to ail

983092-983093 Limp You have to succeed in a Fortitude save (injury 983140983139) to move up to your land speed I you ailthe save you stop your movement in a random square in its course and must succeed a 983140983139983089983088 Balancecheck to avoid alling prone there

983094-983096 Not the face You suffer a blow to the head which may drip blood into your eyes rip your mouthdislocate your jaw knock out your teeth or break your nose Determine and roleplay it properly

983097-983089983090 It hurts You are just staggered or 983089 round Tat is all

I the creature ails the save by 983089983088 or more it becomes staggered or 983089+983089d983092 rounds and the injury is determined

rom this table instead

d983089983090 Effect

983089 Lose an Eye You take a -983089983088 penalty on Spot checks ranged attacks and similar die rolls I you have noeyes lef afer sustaining this injury you are blinded

983090-983091 Lose an Arm or a Hand You can no longer hold anything with two hands and you can only hold a singleobject at a time

983092-983093 Lose a Foot or Leg Your land speed is halved and you must use a cane or crutch to move unless you havea pegleg or other prosthesis You all prone afer taking the run or charge action You take a -983089983088 penaltyon Balance Jump and umble checks and a -983093 on Climb checks

983094-983096Lose 983089d983092 Fingers

You take a -983089-983090-983093 penalty (depending on fingers lost) on attack rolls and skill checkssolely making use o the hand in question as well as a 983089983088983090983093983093983088 ailure chance while casting spellswith somatic components involving that hand Losing our fingers makes all the above impossible

983097-983089983090 Major artery You lose 983089 vp every minute this wound persists Tis can be halted with a successul 983140983139983090983088Heal check

Every time one o the above injury is sustained its specific injury 983140983139 is recorded Any injury will linger until thecreature heals enough vp to reverse the damage that caused them (injury 983140983139 ndash 983089983088) Lost limbs and appendagescan only grow back by virtue o a Regenerate spell

C983154983145983156983145983139983137983148983155

Critical threat ranges are unaffectedIn regard to hit point damage onlycritical multipliers are reduced byone step (that is x983090 becomes x983089 x983091becomes x983090 and x983092 becomes x983091)

Upon scoring a critical hita creature rolls its weapon damage onceand multiplies it by that reduced critical multiplier dealing the resulting number to the targetrsquos hp

i afer that damage the targetrsquos hit point total is still above 983088 it is dealt one tenth o the multipliedcritical damage (rounded down minimum 983089) to its vitality points as well

i afer the hp damage the target has no hp lef it is dealt the originally rolled damage (as it was beorethe multiplication) to its vp in addition to the damage it may already have suffered due to the firstportion o the critical burning through the remaining hp (Effectively in this case the critical damageis calculated as per the core rules)

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httpslidepdfcomreaderfullworn-and-bloody 34

1048573 Coup de Grace A coup de grace unctions normally in that it automatically hits and scores a critical hitwith the exception that the rolled weapon damage is not divided by 983089983088 when applied to the vp even i thetargetrsquos hp total would still be above 983088 afer the blow I the target creature survives the damage it must make aFortitude save (983140983139 983089983088 + the amount o total damage dealt) or die

1048573 Massive Damage Te massive damage rule does not apply to this system

D983141983137983156983144 983137983150983140 D9831619831459831509831431048573 Dying condition a dying creature has dropped to negative vp and is slowly bleeding out On that creaturersquosturn each round it suffers this condition it takes 983089 Constitution damage and must roll

⋆ a Will save (983140983139 983089983088 + negative vp) to remain conscious

i the creature succeeds on the save it drops helpless but is still conscious At its option it may alsoroll a Balance check with the same 983140983139 to remain standing (once it ails this check the creature maynot attempt to stand up again until the dying condition ceases)

i the creature ails the save it drops unconscious and ceases to roll Will saves

⋆ and a Fortitude save (983140983139 983089983088 + negative vp) to improve its condition

i the creature ails the save or rolls a natural 983089 it dies I the blow that dropped it to negative vp was

critical it dies instantly I not it dies in 983089d983089983090 rounds and no amount o healing can affectit i the creature succeeds on the save it does not die outright but it does not improve It is still helpless

bleeding out and must continue to roll Fortitude saves each round

i the creature succeeds on the save by 983089983088 or more it becomes stable and helpless

i the creature succeeds on the save by 983090983088 or more or rolls a natural 983090983088 it becomes stable and disabled A stable creature no longer suffers the dying condition until it takes damage

1048573 First Aid a creature that perorms this special option on an adjacent allen creature can roll a Heal checkto determine whether or not it is stable or dying (983140983139983089983088) as a move action I the subject is indeed dying as astandard action the healer can grant the subject a cumulative +983089 bonus or every point by which the Heal checkexceeded 983089983093 to its next death saving throw[s] I afer taking either o the above two actions the healer is stilladjacent to the subject when it rolls the death saving throws on its turn the healer instantly knows the result

H983141983137983148983145983150983143 Afer taking damage a character can recover hp and vp through natural healing (over the course o hours ordays) or by magic In any case a character canrsquot regain hp and vp above his ull normal totals

1048573 Natural Healing Characters recover hp at a rate o 983089 hp per hour per character level With a ull nightrsquos rest(983096 hours o sleep or more) a character recovers 983089 vp per character level (minimum 983089) or twice that amount withcomplete bed rest or 983090983092 hours Any significant interruption during the rest period prevents the creature romhealing

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 44

1048573 Assisted Healing A character who provides long-term care (see the Heal skill 983152983144983095983093) doubles the rate atwhich a wounded character recovers lost hp and vp

1048573 Magical Healing Spells that heal hp damage work somewhat differently in this system For spells that heala variable amount o hp damage based on a die roll (such as Cure Light Wounds) apply the actual die roll asrestored hp and any modifier to the die roll (such as caster level or cure spells) as restored vp

Spells or effects that return a number o hit points not based on a die roll such as Heal or Lay on Hands maydistribute the application to hp or vp at the casterrsquos discretion restoring 983089 hp per 983089 point o healing and 983089 vp per

983093 points o healing

1048573 Stabilizing a dying creature with magical healing can only be achieved i it restores enough damage to bringthe creature back to 983088 vp or restores all o the Constitution damage suffered as a result o the dying conditionBlessed Bandages (983149983145983139983089983093983090) are also adapted to substitute a use o the First Aid option by conerring a bonus to thedying creaturersquos next death saving throws (the market price or each equals 983089983088 multiplied by the bonus squared)

1048573 Fast Healing only affects hp Nonlethal damage is healed the same way hp damage is (regardless o the actit is now measured against vp)

1048573 Regeneration unctions as normal in all aspects except it begins healing hp damage once it has wiped allnonlethal damage It still cannot restore hp lost by starvation thirst suffocation or a bypassing damage source

M983145983155983139983141983148983148983137983150983161Te simple hit point algorithm is one o the basic blocks upon which the 983091983093e d983090983088 system was built and thereoreany modification upon it will inevitably affect countless other instances o rules and existing material elsewherein the system It alls on the DM to examine and adapt any such case in a way that renders it compatible withthis overhaul

Some individual rulings might be

1048573 Te Revivif spell may be cast on a creature with the dying condition even i said creature ailed its deathFortitude save and is counting down rounds to croaking In all other regards it unctions as normal stabilizingthe subject at -983089 vp 1048573 A creature under the Delay Death spell cannot suffer the dying condition or as long asthe spell is active It should however die instantly once it has about as many negative vp as its hp maximum

because hey itrsquos not a regenerative spell and enough is enough (that goes or you too Frenzied Berserker)

1048573 A dying creature with the Diehard eat does not need to roll the Will saves to remain conscious and is merelystaggered whenever it would be helpless as a result o the dying condition1048573 Te Toughness eat coners vp instead o hp 1048573 Te Endurance eat grants a +983092 bonus to death saving throws

Sneak attacks creatures with no Constitution score bonus hp based on creature type temporary hp and damagereduction are unaffected by this overhaul Provided they possess a Constitution score the Challenge Rating ogargantuan or colossal creatures increases by +983089 and creatures with ractional Challenge Rating move up to thenext highest raction

D983145983155983139983148983137983145983149983141983154 W983151983154983150 983137983150983140 B983148983151983151983140983161 has been alpha playtested within the workings of A983149983141983150 campaign on two different groups of

NPCs (namely the Harper ask Force Rosewood and the Fellowship of the Long Journey high and low levels respectively) prior to

being incorporated into the official sessions involving the PCs Te author of this overhaul bears no tresponsibility over any nasty

mutilation or brutal death that may befall any imaginary character PC or NPC while it is in effect Blame your DM

983140983149 Silvestris Athornens November 983090983088983089983093

Page 3: Worn and Bloody

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 34

1048573 Coup de Grace A coup de grace unctions normally in that it automatically hits and scores a critical hitwith the exception that the rolled weapon damage is not divided by 983089983088 when applied to the vp even i thetargetrsquos hp total would still be above 983088 afer the blow I the target creature survives the damage it must make aFortitude save (983140983139 983089983088 + the amount o total damage dealt) or die

1048573 Massive Damage Te massive damage rule does not apply to this system

D983141983137983156983144 983137983150983140 D9831619831459831509831431048573 Dying condition a dying creature has dropped to negative vp and is slowly bleeding out On that creaturersquosturn each round it suffers this condition it takes 983089 Constitution damage and must roll

⋆ a Will save (983140983139 983089983088 + negative vp) to remain conscious

i the creature succeeds on the save it drops helpless but is still conscious At its option it may alsoroll a Balance check with the same 983140983139 to remain standing (once it ails this check the creature maynot attempt to stand up again until the dying condition ceases)

i the creature ails the save it drops unconscious and ceases to roll Will saves

⋆ and a Fortitude save (983140983139 983089983088 + negative vp) to improve its condition

i the creature ails the save or rolls a natural 983089 it dies I the blow that dropped it to negative vp was

critical it dies instantly I not it dies in 983089d983089983090 rounds and no amount o healing can affectit i the creature succeeds on the save it does not die outright but it does not improve It is still helpless

bleeding out and must continue to roll Fortitude saves each round

i the creature succeeds on the save by 983089983088 or more it becomes stable and helpless

i the creature succeeds on the save by 983090983088 or more or rolls a natural 983090983088 it becomes stable and disabled A stable creature no longer suffers the dying condition until it takes damage

1048573 First Aid a creature that perorms this special option on an adjacent allen creature can roll a Heal checkto determine whether or not it is stable or dying (983140983139983089983088) as a move action I the subject is indeed dying as astandard action the healer can grant the subject a cumulative +983089 bonus or every point by which the Heal checkexceeded 983089983093 to its next death saving throw[s] I afer taking either o the above two actions the healer is stilladjacent to the subject when it rolls the death saving throws on its turn the healer instantly knows the result

H983141983137983148983145983150983143 Afer taking damage a character can recover hp and vp through natural healing (over the course o hours ordays) or by magic In any case a character canrsquot regain hp and vp above his ull normal totals

1048573 Natural Healing Characters recover hp at a rate o 983089 hp per hour per character level With a ull nightrsquos rest(983096 hours o sleep or more) a character recovers 983089 vp per character level (minimum 983089) or twice that amount withcomplete bed rest or 983090983092 hours Any significant interruption during the rest period prevents the creature romhealing

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 44

1048573 Assisted Healing A character who provides long-term care (see the Heal skill 983152983144983095983093) doubles the rate atwhich a wounded character recovers lost hp and vp

1048573 Magical Healing Spells that heal hp damage work somewhat differently in this system For spells that heala variable amount o hp damage based on a die roll (such as Cure Light Wounds) apply the actual die roll asrestored hp and any modifier to the die roll (such as caster level or cure spells) as restored vp

Spells or effects that return a number o hit points not based on a die roll such as Heal or Lay on Hands maydistribute the application to hp or vp at the casterrsquos discretion restoring 983089 hp per 983089 point o healing and 983089 vp per

983093 points o healing

1048573 Stabilizing a dying creature with magical healing can only be achieved i it restores enough damage to bringthe creature back to 983088 vp or restores all o the Constitution damage suffered as a result o the dying conditionBlessed Bandages (983149983145983139983089983093983090) are also adapted to substitute a use o the First Aid option by conerring a bonus to thedying creaturersquos next death saving throws (the market price or each equals 983089983088 multiplied by the bonus squared)

1048573 Fast Healing only affects hp Nonlethal damage is healed the same way hp damage is (regardless o the actit is now measured against vp)

1048573 Regeneration unctions as normal in all aspects except it begins healing hp damage once it has wiped allnonlethal damage It still cannot restore hp lost by starvation thirst suffocation or a bypassing damage source

M983145983155983139983141983148983148983137983150983161Te simple hit point algorithm is one o the basic blocks upon which the 983091983093e d983090983088 system was built and thereoreany modification upon it will inevitably affect countless other instances o rules and existing material elsewherein the system It alls on the DM to examine and adapt any such case in a way that renders it compatible withthis overhaul

Some individual rulings might be

1048573 Te Revivif spell may be cast on a creature with the dying condition even i said creature ailed its deathFortitude save and is counting down rounds to croaking In all other regards it unctions as normal stabilizingthe subject at -983089 vp 1048573 A creature under the Delay Death spell cannot suffer the dying condition or as long asthe spell is active It should however die instantly once it has about as many negative vp as its hp maximum

because hey itrsquos not a regenerative spell and enough is enough (that goes or you too Frenzied Berserker)

1048573 A dying creature with the Diehard eat does not need to roll the Will saves to remain conscious and is merelystaggered whenever it would be helpless as a result o the dying condition1048573 Te Toughness eat coners vp instead o hp 1048573 Te Endurance eat grants a +983092 bonus to death saving throws

Sneak attacks creatures with no Constitution score bonus hp based on creature type temporary hp and damagereduction are unaffected by this overhaul Provided they possess a Constitution score the Challenge Rating ogargantuan or colossal creatures increases by +983089 and creatures with ractional Challenge Rating move up to thenext highest raction

D983145983155983139983148983137983145983149983141983154 W983151983154983150 983137983150983140 B983148983151983151983140983161 has been alpha playtested within the workings of A983149983141983150 campaign on two different groups of

NPCs (namely the Harper ask Force Rosewood and the Fellowship of the Long Journey high and low levels respectively) prior to

being incorporated into the official sessions involving the PCs Te author of this overhaul bears no tresponsibility over any nasty

mutilation or brutal death that may befall any imaginary character PC or NPC while it is in effect Blame your DM

983140983149 Silvestris Athornens November 983090983088983089983093

Page 4: Worn and Bloody

7242019 Worn and Bloody

httpslidepdfcomreaderfullworn-and-bloody 44

1048573 Assisted Healing A character who provides long-term care (see the Heal skill 983152983144983095983093) doubles the rate atwhich a wounded character recovers lost hp and vp

1048573 Magical Healing Spells that heal hp damage work somewhat differently in this system For spells that heala variable amount o hp damage based on a die roll (such as Cure Light Wounds) apply the actual die roll asrestored hp and any modifier to the die roll (such as caster level or cure spells) as restored vp

Spells or effects that return a number o hit points not based on a die roll such as Heal or Lay on Hands maydistribute the application to hp or vp at the casterrsquos discretion restoring 983089 hp per 983089 point o healing and 983089 vp per

983093 points o healing

1048573 Stabilizing a dying creature with magical healing can only be achieved i it restores enough damage to bringthe creature back to 983088 vp or restores all o the Constitution damage suffered as a result o the dying conditionBlessed Bandages (983149983145983139983089983093983090) are also adapted to substitute a use o the First Aid option by conerring a bonus to thedying creaturersquos next death saving throws (the market price or each equals 983089983088 multiplied by the bonus squared)

1048573 Fast Healing only affects hp Nonlethal damage is healed the same way hp damage is (regardless o the actit is now measured against vp)

1048573 Regeneration unctions as normal in all aspects except it begins healing hp damage once it has wiped allnonlethal damage It still cannot restore hp lost by starvation thirst suffocation or a bypassing damage source

M983145983155983139983141983148983148983137983150983161Te simple hit point algorithm is one o the basic blocks upon which the 983091983093e d983090983088 system was built and thereoreany modification upon it will inevitably affect countless other instances o rules and existing material elsewherein the system It alls on the DM to examine and adapt any such case in a way that renders it compatible withthis overhaul

Some individual rulings might be

1048573 Te Revivif spell may be cast on a creature with the dying condition even i said creature ailed its deathFortitude save and is counting down rounds to croaking In all other regards it unctions as normal stabilizingthe subject at -983089 vp 1048573 A creature under the Delay Death spell cannot suffer the dying condition or as long asthe spell is active It should however die instantly once it has about as many negative vp as its hp maximum

because hey itrsquos not a regenerative spell and enough is enough (that goes or you too Frenzied Berserker)

1048573 A dying creature with the Diehard eat does not need to roll the Will saves to remain conscious and is merelystaggered whenever it would be helpless as a result o the dying condition1048573 Te Toughness eat coners vp instead o hp 1048573 Te Endurance eat grants a +983092 bonus to death saving throws

Sneak attacks creatures with no Constitution score bonus hp based on creature type temporary hp and damagereduction are unaffected by this overhaul Provided they possess a Constitution score the Challenge Rating ogargantuan or colossal creatures increases by +983089 and creatures with ractional Challenge Rating move up to thenext highest raction

D983145983155983139983148983137983145983149983141983154 W983151983154983150 983137983150983140 B983148983151983151983140983161 has been alpha playtested within the workings of A983149983141983150 campaign on two different groups of

NPCs (namely the Harper ask Force Rosewood and the Fellowship of the Long Journey high and low levels respectively) prior to

being incorporated into the official sessions involving the PCs Te author of this overhaul bears no tresponsibility over any nasty

mutilation or brutal death that may befall any imaginary character PC or NPC while it is in effect Blame your DM

983140983149 Silvestris Athornens November 983090983088983089983093