Injury, Death and Dying: Difference between revisions

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=== Non-Lethal Damage ===
=== Non-Lethal Damage ===
Non-lethal damage, which is also called subdual damage, works differently from normal damage.  Non-lethal damage is damage which is not intended to kill you, or is from a source which cannot kill you, but which can still impair your ability to continue fighting.  Examples can include punching someone with your fist without the improved unarmed strike feat, slashing someone with a (regular) whip, or striking someone with a sap.  Exhaustion and even exposure to heat or cold temperatures can also deal non-lethal damage.
Non-lethal damage (which is sometimes also called subdual damage or temporary damage), works differently from normal damage.  Non-lethal damage is damage which is not intended to kill you, or is from a source which cannot kill you, but which can still impair your ability to continue fighting.  Examples can include punching someone with your fist without the [[Unarmed Strike, Improved (Feat)|Improved Unarmed Strike]], slashing someone with a (regular) whip, or striking someone with a sap.  Exhaustion and even exposure to heat or cold temperatures can also deal non-lethal damage.


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 non-lethal damage, keep a running total of how much you've accumulated. Do not deduct the non-lethal damage number from your current hit points. It is not "real" damage. Temporary hit points are not affected by non-lethal damage in any way, and are ignored when determining whether your non-lethal damage equals or exceeds your current hit points.


Note that non-lethal damage interacts with temporary hit points in an interesting fashion, to wit:
When your non-lethal damage equals your current remaining hit points (not counting any temporary hit points), you become [[Staggered]]. You cease being staggered when your current hit points once again exceed your nonlethal damage, or when you fall unconscious.


*Non lethal damage does NOT reduce the number of temporary hit points you have.
When your non-lethal damage exceeds your current hit points, you fall [[Unconscious]].
*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.


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.
Spellcasters who fall unconscious retain any spell-based effects (such as [[Shield (Spell)]] or [[Mage Armor (Spell)]]) they had before going unconscious.


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


Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
====Healing Non-Lethal Damage====
Unlike normal damage, non-lethal damage is healed quickly with rest.  You heal non-lethal damage at the rate of 1 point per hour or rest per character level.  


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.
When a spell or ability cures hit point damage, it also removes an equal amount of non-lethal damage.


'''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 orc warrior has 100 hit points.  His orc war chief grants him 50 temporary hit points. A monk, hoping to capture him alive, 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 orc warrior's temp hit points and normal hit points DO NOT CHANGE.  The war chief is frustrated, because this is bypassing his 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 hit points and 50 temporary hit points on top of that.
::The second punch does 56 points of damage.  The orc warrior now has 101 points of non-lethal damage and drops in his tracks, despite having all 100 normal hit points and all 50 temporary hit points remaining and intact.


'''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.
::The orc warrior is laying there unconscious.  The war chief uses Encouraging Word and heals him for 50 hit points.  This healing, like all healing, also heals an identical amount of non-lethal damage and leaves the orc warrior with 51 points of non-lethal damage.  The orc warrior 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 hit points and 51 points of non-lethal damage.  The fighter is able to continue.
::The Monk is tired and stops hitting the orc warrior.  The Rogue steps in to "help".  The Rogue doesn't want to do non-lethal damage, and stabs the hapless orc warrior for a whopping 80 points of actual hit point damage.  This removes all 50 of the temporary hit points and does 30 hit points of real damage, leaving the orc warrior with 70 normal hit points and 51 points of non-lethal damage.  The orc warrior 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 hit points due to the damage the rogue inflicted, down he goes again.  It's a hard day to be a Fighter.
::The Monk, aghast at the deadly strike of the rogue, hits the orc warrior again, doing more non-lethal, before the rogue kills the orc.  The monk does only 20 points of non-lethal.  This leaves the orc warrior with 71 points of non-lethal damage, but because he only has 70 current hit points due to the damage the rogue inflicted, down he goes again.  It's a hard day to be an orc.


'''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....
::Exasperated, the war chief uses Encouraging Word again, and cures the orc warrior for another 50 hit points.  This heals 50 points of non-lethal damage, leaving the orc warrior with 21 points of non-lethal, and also heals the orc warrior's normal hit points by 50. However, he only has 30 points of actual hit point damage (the other 50 came out of his temporary hit points), so he heals those 30, back to his maximum of 100.  The orc warrior wakes up and decides to start using a shield.  All this getting knocked out and waking up again is starting to make him woozy.


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


====Lethal Damage with a Weapon that Deals Nonlethal Damage====
====Inflicting Lethal Damage with a Weapon that Deals Non-Lethal 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.
====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.


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

Revision as of 16:37, 12 February 2017