Injury, Death and Dying: Difference between revisions

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When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.
When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.


Note that non-lethal damage interacts with temporary hitpoints in an interesting fashion, to wit:
Note that non-lethal damage interacts with temporary hit points in an interesting fashion, to wit:


*Non lethal damage does NOT reduce the number of temporary hit points you have.
*Non lethal damage does NOT reduce the number of temporary hit points you have.
*Non-lethal damage does NOT reduce the number of normal hit points you have, either.
*Non-lethal damage does NOT reduce the number of normal hit points you have, either.
*Non-lethal damage is recorded in a separate tally from normal damage, and if the amount of non-lethal damage you suffer exceeds your normal hitpoints, you are disabled, even if you have temporary hit points remaining.
*Non-lethal damage is recorded in a separate tally from normal damage, and if the amount of non-lethal damage you suffer exceeds your normal hit points, you are disabled, even if you have temporary hit points remaining.


Example:  A sturdy fighter has 100 hit points.  His doughty warlord gives him 50 temporary hitpoints, and his monk friend playfully begins punching him, doing non-lethal damage, because monks can do that.
Example:  A sturdy fighter has 100 hit points.  His doughty warlord gives him 50 temporary hit points, and his monk friend playfully begins punching him, doing non-lethal damage, because monks can do that.


The first punch of the monk does 45 points of non-lethal damage. (Ow.)  The fighters temp hit points and normal hit points DO NOT CHANGE.  The warlord is frustrated, because this is bypassing her best mojo.
The first punch of the monk does 45 points of non-lethal damage. (Ow.)  The fighters temp hit points and normal hit points DO NOT CHANGE.  The warlord is frustrated, because this is bypassing her best mojo.


The second punch does 56 points of damage.  The fighter now has 101 points of non-lethal damage and drops in his tracks, despite having 100 normal hitpoints and 50 temporary hit points on top of that.
The second punch does 56 points of damage.  The fighter now has 101 points of non-lethal damage and drops in his tracks, despite having 100 normal hit points and 50 temporary hit points on top of that.


Example:  The fighter is laying there unconscious.  The warlord uses Encouraging Word and heals him for 50 hit points.  This healing, like all healing, reduces the amount of temporary damage and leaves the Fighter with 51 points of non-lethal damage.  The fighter wakes up, ready to go.
Example:  The fighter is laying there unconscious.  The warlord uses Encouraging Word and heals him for 50 hit points.  This healing, like all healing, reduces the amount of temporary damage and leaves the Fighter with 51 points of non-lethal damage.  The fighter wakes up, ready to go.


Example:  The Monk is tired and stops hitting the fighter.  The Rogue replaces him.  The Rogue doesn't do non-lethal damage, and stabs the hapless fighter for a whopping 80 points of damage.  This removes all fifty of the temporary hit points and does 30 hit points of real damage, leaving the fighter with 70 normal hitpoints and 51 points of non-lethal damage.  The fighter is able to continue.
Example:  The Monk is tired and stops hitting the fighter.  The Rogue replaces him.  The Rogue doesn't do non-lethal damage, and stabs the hapless fighter for a whopping 80 points of damage.  This removes all fifty of the temporary hit points and does 30 hit points of real damage, leaving the fighter with 70 normal hit points and 51 points of non-lethal damage.  The fighter is able to continue.


Example:  The Monk, aghast at the deadly strike of the rogue, hits the fighter again, doing more non-lethal, before the rogue can go again.  The monk tanks the roll and does only 20 points of non-lethal.  This leaves the Fighter with 71 points of non-lethal damage, but because he only has 70 normal hitpoints due to the damage the rogue inflicted, down he goes again.  It's a hard day to be a Fighter.
Example:  The Monk, aghast at the deadly strike of the rogue, hits the fighter again, doing more non-lethal, before the rogue can go again.  The monk tanks the roll and does only 20 points of non-lethal.  This leaves the Fighter with 71 points of non-lethal damage, but because he only has 70 normal hit points due to the damage the rogue inflicted, down he goes again.  It's a hard day to be a Fighter.


Example:  Exasperated, the Warlord uses Encouraging Word again, and cures the Fighter for another 50 hit points.  This removes 50 hit points of non-lethal damage, leaving the Fighter with 21 points of Non-lethal, and also heals the Fighters normal hit points by 30, up to his normal maximum of 100.  The Fighter wakes up and decides to start using his shield, all this getting hit and waking up is starting to make him woozy....
Example:  Exasperated, the Warlord uses Encouraging Word again, and cures the Fighter for another 50 hit points.  This removes 50 hit points of non-lethal damage, leaving the Fighter with 21 points of Non-lethal, and also heals the Fighters normal hit points by 30, up to his normal maximum of 100.  The Fighter wakes up and decides to start using his shield, all this getting hit and waking up is starting to make him woozy....




; Nonlethal Damage with a Weapon that Deals Lethal Damage
You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll.


; Nonlethal Damage with a Weapon that Deals Lethal Damage
: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll.


; Lethal Damage with a Weapon that Deals Nonlethal Damage
; Lethal Damage with a Weapon that Deals Nonlethal Damage
: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a -4 penalty on your attack roll.
You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a -4 penalty on your attack roll.


When your nonlethal damage equals your current hit points, you're [[Staggered]]. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage equals your current hit points, you become [[Staggered]]. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.


When your nonlethal damage exceeds your current hit points, you fall [[Unconscious]]. While unconscious, you are also [[Helpless]].
When your nonlethal damage exceeds your current hit points, you fall [[Unconscious]]. While unconscious, you are also [[Helpless]].
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If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.


; Healing Nonlethal Damage
; Healing Nonlethal Damage
: Unlike normal damage, nonlethal damage is healed quickly with rest.  You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.
Unlike normal damage, nonlethal damage is healed quickly with rest.  You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.
 


=== Ability Damage ===
=== Ability Damage ===

Revision as of 14:46, 10 February 2016