Injury, Death and Dying: Difference between revisions

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*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 hit points, 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.
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]].
Spellcasters who fall unconscious retain any spellcasting ability they had before going 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.


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.
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.
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; 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 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]].
Spellcasters who fall unconscious retain any spellcasting ability they had before going 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.




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For every 2 points of damage you take to a single ability, apply a -1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
For every 2 points of damage you take to a single ability, apply a -1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.


:; Strength : Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
:; Strength  
: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.


:; Dexterity : Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
:; Dexterity  
: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).


:; Constitution : Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.
:; Constitution  
: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.


:; Intelligence : Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.
:; Intelligence  
: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.


:; Wisdom : Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
:; Wisdom  
: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.


:; Charisma : Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
:; Charisma  
: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.




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There are four states of critical injury:  
There are four states of critical injury:  


; Disabled: Occurs at exactly 0 hit points. You gain the [[Staggered]] condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at -1 hit points and dying.
:; Disabled
: Occurs at exactly 0 hit points. You gain the [[Staggered]] condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at -1 hit points and dying.


; Dying: Occurs at any negative hit point total. You gain the [[Unconscious]] condition and can take no actions.  You take 1 point of damage at the start of each of your turns, and may roll a CON check to see if you stabilize. The DC of the stabilize check is 10 + your negative hit point total.  If you succeed on the roll, you cease losing hit points each round, but remain unconscious.  If you reach a negative hit point total of your CON stat (not stat mod) plus your level, you die.  Most NPC's die when their hit points go below zero, but some NPC's only die when they reach negative their CON value.  NPC's cannot stabilize without some special ability such as regeneration or assistance from an ally.
:; Dying
: Occurs at any negative hit point total. You gain the [[Unconscious]] condition and can take no actions.  You take 1 point of damage at the start of each of your turns, and may roll a CON check to see if you stabilize. The DC of the stabilize check is 10 + your negative hit point total.  If you succeed on the roll, you cease losing hit points each round, but remain unconscious.  If you reach a negative hit point total of your CON stat (not stat mod) plus your level, you die.  Most NPC's die when their hit points go below zero, but some NPC's only die when they reach negative their CON value.  NPC's cannot stabilize without some special ability such as regeneration or assistance from an ally.


; Dead: When your character's hit points reach a negative total of your CON stat value plus your level, he dies. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).  Regular healing spells have no effect on dead characters.  Only certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.  
:; Dead
: When your character's hit points reach a negative total of your CON stat value plus your level, he dies. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).  Regular healing spells have no effect on dead characters.  Only certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.  


; Stabilized: Can occur at any hit point value of 0 or less. A stabilized character is no longer dying. A stabilized character with negative hit points is still unconscious and cannot take any actions.  A stabilized character at 0 hit points has the Disabled condition (see above).  The stabilized condition can be achieved via a a successful CON check when dying, a First Aid check (Heal skill with DC 15), or via magical healing. See "Stabilizing the Dying" for more details.
:; Stabilized
: Can occur at any hit point value of 0 or less. A stabilized character is no longer dying. A stabilized character with negative hit points is still unconscious and cannot take any actions.  A stabilized character at 0 hit points has the Disabled condition (see above).  The stabilized condition can be achieved via a a successful CON check when dying, a First Aid check (Heal skill with DC 15), or via magical healing. See "Stabilizing the Dying" for more details.




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==== Natural Healing ====
==== Natural Healing ====
With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
With a full night's rest (8 hours of sleep or more; these hours need not be consecutive), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.


If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Revision as of 14:51, 10 February 2016