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Character Generation

Rolling Ability Scores


There 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.

Secondary Attributes

Secondary 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.

Class Changes

Arcane 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.

Bard

Perform 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)

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 Changes
New 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

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 Recovery


Arcane 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
Deep meditation or prayer and a full night's sleep.
Regular meditation or prayer and some sleep.
Light meditation or prayer and some rest.
Meditation or prayer under stressful conditions.

Recovery Rate
2x (Level + Ability Bonus) per hour
1x (Level + Ability Bonus) per hour
.5x (Level + Ability Bonus) per hour
.25x (Level + Ability Bonus) per hour

Note 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 Points


The 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 Spells
The 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.

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 Spell

You 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

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 Spell

You 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 Spell

Your 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 Points


Cantrips 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 Spells
As 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 Spells
Arcane Dagger

School: Evocation [Force]; Level: Sorcerer/Wizard 0


Casting Time: 1 standard action
Components: S
Range: 30' (5 range increments)
Targets: One creature or object.
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
This 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.

Arcane Shield

School: Abjuration [force]; Level: sorcerer/wizard 0


Casting Time: 1 standard action
Components: S
Range: Personal
Targets: You
Duration: 1 min./level
Description: 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 Use

In 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 Failure


Failed By
01-02
03-04
05-06
07-08
09-10
11-12
13-14
15-16
17+

Result
_
Nothing happens except a mild feeling of embarrassment.
The item feels warm in your hand, but there is no effect. Lose 1 round of action.
The item gets very hot, forcing you to drop it.
You drop the item and are stunned for 1 round.
You drop the item and are stunned for 3 rounds.
You are wracked with pain and are stunned for 1 hour.
You fall to the ground unconscious for 1d4 minutes, and are stunned for 6 hours after that.
You collapse into a coma to 24 hours.
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.

Combat Actions

To 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
1
1
1
1
2

Move Actions
Move Action and 1 Attack
Move Action and 1 Standard Action
Attack Action, 1 Standard Action and a 5' Step
Full Round Action and a 5' Step
Standard Actions and a 5' Step

Note: The Swift, Immediate and Free Actions can be incorporated into any of these combinations.

Combat Movement

During 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 Opportunity

You 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 Rules

Just 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

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 Points

Instead 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 Points

Typically 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
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Multiplier
x.25
x.5
x1
x2
x3
x4
x5
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 Penalties

A 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

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 Points

A 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 Effects

When 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 Active

Although 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.

Rest

When 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 Effects

When 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 Hits

When 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.

Negative Energy Damage

When 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 Points

When 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 Damage

When 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 Triggers

When 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.

Dying

When the character reaches 0 wound points, roll on the following chart:

Roll

Result

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.

Stunning Blow The character isn't killed, but is instead stunned for 1d4 rounds.

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.

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 Recovery

A 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 Help

A 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 Situations


Coup 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 Damage

If 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 Dangers

The 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 noncombat 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.

Acid

There 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.).

Cold

An 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/Suffocation

A 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.

Falling

Falling 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 Objects

Assessing 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 when
dropped, but they must fall farther to deal the same damage:

Object Weight
200101 lb.
10051 lb.
5031 lb.
3011 lb.
106 lb.
51 lb.

Falling Distance
20 ft.
30 ft.
40 ft.
50 ft.
60 ft.
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.

Heat

A 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 Water

Simple 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 Fire

Characters 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.

Lava

Breathing 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.

Smoke

A 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 Thirst

A 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 Dangers

Any 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 Dangers

The 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 Dead

There 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 Hits
Critical 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.

Critical Effect
Critical Factor Severity
01 - 06
07 - 12
13 - 14
15 - 16
17 - 18
20+

Normal Damage
Standard Critical Multiplier Only
Standard Critical Multiplier / Mild
Increase Critical Multiplier by 1 / Moderate
Increase Critical Multiplier by 2 / Serious
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 Locations

For 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

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.

Generic

Use as the default for any creature, re-rolling any that do not apply.
1-3
Arm
4-5
Tail
6-8
Leg
9-12
Torso
13-15 Abdomen/Groin
16-18 Wing
19-20 Head

Abomination

This body profile is for creatures with no definable form, which consists of any number of body areas.
1-2
Sensory Organ
3-4
Mouth
5-10
Body
11-12 Appendage
Examples: Blood boulder, chaos beast, darkmantle, gibbering mouther, grick, hovara, mimic, otyugh,
and ort.

Beast, Eight-Legged

This body profile consists of eight appendages, a body (or thorax), a head, and tail (or abdomen).
1-8
Appendage
9
Head
10-11 Body/Thorax
12
Tail/Abdomen
Examples: Aranea, basilisk, scorpion, and phase spider.

Beast, Four-Legged

This body profile consists of a head, torso, four legs (or appendages), and a tail.
1-4
Appendage
5-7
Torso
8-9
Tail
10
Head
Examples: Aboleth, achaierai, arrowhawk, bulette, hellhound, kytus, lillend, owdi, stark, tarrasque,
tumble ox, unicorn, worg, and wyvern.

Beast, Six-Legged

This body profile consists of a head, torso (or thorax), six appendages, and a tail (or abdomen).
1-6
Appendage
7
Head
8-10
Body/Thorax
11-12 Tail/Abdomen
Examples: Ankheg, ebon spider, formian, rust monster, shock beetle, and xill.

Bipedal

The bipedal body profile consists of a head, torso, two appendages (usually legs), and a tail.
1-2
Appendage
3-5
Torso
6-7
Tail
8
Head
Example: Digester, ethereal marauder and tyrannosaurus rex.

Dibrachium

This body profile consists of a head, main body (or torso), two appendages (pectoral fins or arms), and a
tail.
1-2
Appendage
3-5
Torso
6-7
Tail
8
Head
Examples: Cuttershark, merfolk, salamander, and sea lion.

Draconic

This body profile consists of a head, torso, two legs, two arms, two wings, and a tail.
1-2
Leg
3-5
Torso
6-7
Tail
8-9
Wing
10-11 Arm
12
Head
Examples: Asherake, balor, chromithian, dragon, gargoyle, griffon, lammasu, manticore, pegasus, and
sphinx.

Humanoid

Simple 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
Leg
3-4
Arm
5-7
Torso
8-9
Abdomen
10
Groin
11
Head
12
Additional Body Part or Roll Again
Examples: Elf, ettercap, ghoul, giant, grimlock, hobgoblin, hound archon, kith, kobold, lizardfolk,
medusa nymph, ogre, picker, and satyr.

Serpentine

This body profile consists of a head, torso, and a tail.


1-3
Torso
4-5
Tail
6
Head
Examples: Frostbiter, frost worm, naga, purple worm, scavan, slather, and thoqqua.

Combination Profile

This 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 Effects

All 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 Location


ARM (Appendage) - Mild

Effect: 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) - Moderate


Effect: 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.

ARM (Appendage) - Serious


Effect: 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) - Lethal


Effect: 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) - Mild


Effect: 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) - Moderate


Effect: 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) - Serious


Effect: 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.

TAIL (Abdomen) - Lethal


Effect: 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) - Mild


Effect: 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) - Moderate


Effect: 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) - Serious


Effect: 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) - Lethal


Effect: 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) - Mild


Effect: 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.

TORSO (Body) - Moderate


Effect: 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) - Serious

Minimum Called Shot Penalty: -3


Effect: 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) - Lethal


Effect: 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) - Mild


Effect: 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) - Moderate


Effect: 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) - Serious


Effect: 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.

WING (Appendage) - Lethal


Effect: 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 - Mild
Effect: 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 - Moderate
Effect: 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 - Serious
Effect: 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.

HEAD - Lethal
Effect: 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 Attacks

In 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 Hits

While 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
critical hits and effects system as normal. Ignore all critical hit damage you would normally apply to the
target and only resolve the resulting critical effects.

Called Shots

Sometimes a character will wish to strike a particular body part in hopes for a specific effect such as
hitting the target's knee to cripple or slow them down, hitting the eyes to blind, or hitting a hand to
dislodge a weapon or item. This can certainly be done, however it is very hard to do. Use the following
rules for the requirements and possible consequences of attempting a Called Shot.
The following are mandatory rules/requirements to perform a Called Shot:
You must announce that you are attempting a Called Shot at the beginning of your turn. A called
shot requires 1 standard action and 1 attack action.
You must roll a successful Concentration check (DC 15). If you fail, you may not attempt a
Called Shot. This uses up your standard action but not you attack action, so you could still
perform a standard action, attack action, or move action. If you have the Weapon Focus feat with
the weapon in question, this reduces the Concentration check DC to 10.
You may attempt only one Called Shot each round.
The target cannot have moved more than 5 ft. in that round before your attempt. If the target
does move more than 5 ft. in that round before your attempt, you incur a -5 circumstance penalty
in addition to all other accumulated penalties.
Delivering a Called Shot provokes attacks of opportunity (AoO) from threatening foes (other than
your target) because it involves focused concentration and methodical action.
Once these criteria are met you can attempt a called shot.
You receive a called shot penalty to your attack roll, as per the chart below for the appropriate body
location. Your DM may increase this penalty if the target area is particularly well armored or rapidly
moving. Please note that when calculating the AC of a body location that areas unprotected by the
target's armor (usually the head) do not receive the target's armor bonus.

Called Shot Penalties

Body Called Location


Head
Sensory Organs (Eyes, Ears, Nose, etc.)
Mouth
Body or Torso
Tail or Abdomen
Appendages (Arms, Legs, Wings, etc.)
Hand, Knee, Hamstring, etc.
Groin

Shot Penalty
-8
-11
-6
-3
-3
-5
-8
-10

Should your attack roll succeed, you automatically score a Critical Hit and Critical Effect (Moderate) as is
appropriate to the relevant body part hit. If you miss, you miss, even if it would have hit without the
penalties of a called shot.
To attempt a called shot with a ranged weapon, the target must be within the first range increment of the
weapon. That would be 10 ft. for a dagger, 100 ft. for longbow and so on.
A called shot requires great precision, and some weapons are simply too large and clumsy to accurately
strike such a small target. The DM should use common sense to determine if an attack is even possible.

Attempting The Impossible

You may wonder just how can a gnome wielding a light mace scores a called shot on a hill giant's head.
It's possible because realistic combat makes a very chaotic dance. Combatants are constantly moving
around, turning, and shifting from side to side, and larger creatures may have to bend down to attack
smaller opponents. Still, some situations may very well be too extreme to be plausible. As always, the
DM has final say as to what can and can't be done.

Critical Effects Called Shots


ARM

Minimum Called Shot Penalty: -5


Effect: The victim suffers a -8 penalty to all attacks and Climb, Craft, Disable Device, Escape Artist,
Forgery, and Sleight of Hand skill checks involving that arm. Victim must roll a Strength check (DC 17)
each round or lose any held item, shield, or weapon.
Bludgeoning: A bone has been snapped.
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.

EAR

Minimum Called Shot Penalty: -11 (this penalty may be reduced if the ear is of larger proportions than normal)
Effect: The victim suffers a -5 penalty to Acrobatics, Perception, Stealth and Perform skill checks and/or
cannot use that ear at all. (Game Masters discretion) The victim also receives a -2 penalty to Charisma.
Bludgeoning: The impact has ruined the inner ear.
Piercing: The ear is punctured and torn open.
Slashing: The ear is sliced open or cut clean off (DM's choice).

EYE

Minimum Called Shot Penalty: -11


Effect: The victim suffers a -5 penalty to Spellcraft and Perception skill checks and/or cannot use that eye
at all. (DM's discretion) The victim also receives a -2 penalty to Charisma.
Bludgeoning: The eye has been smashed and ruined.
Piercing: The eye is penetrated and torn open and is now completely useless. Victim must roll a
Constitution check (DC 20) or go into shock, suffering an additional hit point loss equal to the base
damage of the weapon used to cause the injury.
Slashing: The eye has been deeply cut causing blindness.

GROIN

Minimum Called Shot Penalty: -6


Effect: The victim is Dazed for one round and suffers a -2 circumstance penalty to all attack and Reflex
save rolls for 1d6 rounds (including the Dazed round).
Bludgeoning: The groin has been deeply bruised.
Piercing: The groin area has been impaled and is bleeding.
Slashing: The groin area has been sliced open and is bleeding.
Note: Any other "consequences" resulting from a hit to the groin are up to each individual Game Master.

HAMSTRING

Minimum Called Shot Penalty: -8


Effect: See text below.
Bludgeoning: The area is deeply bruised but with no substantial affect other than normal damage.
Piercing: The area is skewered. The victim's movement rate is reduced by 15 ft. and they lose all
Dexterity benefit towards AC (if any).
Slashing: The victim suffers a -5 penalty to Acrobatics, Climb, and Stealth skill checks, a 10 ft.
reduction in movement rate and loses all Dexterity benefit towards AC (if any).

HAND

Minimum Called Shot Penalty: -8


Effect: The victim suffers a -5 penalty to all attacks involving that hand and Climb, Craft, Disable Device,
Escape Artist, Forgery, and Sleight of Hand skill checks. Victim must roll a Strength check (DC 17) each
round or lose any held item, shield, or weapon. If severed, the hand is useless (well, duh!).
Bludgeoning: One or more small bones in the hand are cracked or broken.
Piercing: The hand has been run clean through.
Slashing: Muscle and tendon slashed, making the hand useless. If the damage exceeds 10 hit points (+/5 hp per size category difference) then the arm is severed.

HEAD

Minimum Called Shot Penalty: -8


Effect: Victim must roll 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.
Bludgeoning: Blow cracks the victim's jaw. Cannot speak command words 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 4 penalty to Initiative rolls and Perception and
Acrobatics checks and has a 10% 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.

KNEE

Minimum Called Shot Penalty: -8


Effect: Reduce the victim's movement rate by one-half. Victim suffers a -8 penalty to Acrobatics, Climb,
and Stealth skill checks and loses all Dexterity benefit towards AC (if any).
Bludgeoning: The kneecap has been smashed.
Piercing: The joint has been impaled and rendered immobile.
Slashing: The joint has been carved open and some tendons have been cut.

LEG

Minimum Called Shot Penalty: -5


Effect: Reduce the victim's movement rate by half. Victim suffers a -8 penalty to any Acrobatics, Climb,
and Stealth skill checks and loses all Dexterity benefit towards AC (if any). If severed, the penalties
double.
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 or cut a major ligament, making the leg useless. If the damage
exceeds 25 hit points (+/- 5 hp per size category difference) then the leg is severed.

MOUTH

Minimum Called Shot Penalty: -11


Effect: The victim suffers a -5 penalty to all attacks and Bluff, Diplomacy, Intimidate and Perform skill
checks. Casting spells with verbal components is impossible. The victim also receives a -2 penalty to
Charisma.
Bludgeoning: Victim loses 1d4 teeth/fangs.
Piercing: The jaw/cheeks or lips are punctured and torn open.
Slashing: Victim loses 1d4 teeth/fangs.

TAIL

Minimum Called Shot Penalty: -3


Effect: The victim suffers a -8 penalty to attacks involving the tail and Acrobatics skill checks. If the tail is
used for locomotion, reduce the victim's base movement rate by one half.
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.

TORSO

Minimum Called Shot Penalty: -3


Effect: Victim suffers a -5 penalty to attacks and Acrobatics, Climb, Ride, Swim and Stealth skill checks.
This also slows down the victim, reducing base movement rate by half.
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.

WING

Minimum Called Shot Penalty: -5


Effect: The victim can only use the wing to glide (clumsy) and can take off only from an elevated
position. When attempting to land, victim must roll a Dexterity check (DC 17) or flounder and crash,
taking 2d6 hit points of damage.
Bludgeoning: A bone has snapped.
Piercing: A joint has been severely punctured and 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.

Critical Miss
01-24
25-29
30-34
35-39
40-44
45-49
50-54
55-59
60-64
65-69
70-74
75-79
80-84
85-89
90-91
92-93
94-95
96
97
98
99
00

You lose your turn, and are pretty sure that you hear a snicker from your opponent.
Drop Weapon Reflex save (DC 15)1.
Throw Weapon Reflex save (DC 15) or throw weapon 2d10 feet in a random direction1.
Damage Weapon Reflex save (DC 5 + damage rolled2) or -1 to hit until repaired3.
Damage Weapon Reflex save (DC 10 + damage rolled2) or -3 to hit until repaired3.
Break Weapon Reflex save (DC 15 + damage rolled2) or weapon broken4.
Break Weapon Reflex save (DC 20 + damage rolled2) or weapon broken4.
Lose Footing Reflex save (DC 12) or fall prone.
You stumble and fall. Roll Dexterity save (DC 12) or drop weapon.
Fall and drop weapon. Roll Dexterity save (DC 12) or stunned for 1 round.
Fall, drop weapon and stunned 1d4 rounds.
Fall and hit head. Unconscious for 1d4 rounds.
Twist ankle. Fortitude save (DC 12) or movement reduced to 1/2 until rested for at least 1 hour.
Twist knee. Fortitude save (DC 12) or movement reduced to 1/4 until rested for at least 1 hour.
Bad move. Opponent gets a free Attack of Opportunity.
Something hits you in the eye (blood, dirt, debris, etc.). -1 to hit until cleaned5.
Something hits you in both eyes (blood, dirt, debris, etc.). -3 to hit until cleaned5.
Self-inflicted wound. Take normal damage with no strength bonus.
Self-inflicted wound. Take maximum damage and stunned for 1d4 rounds.
Hit ally. Normal damage with no strength bonus. If no applicable ally, it's a self-inflicted hit.
Hit ally. Critical hit. If no applicable ally, it's a self-inflicted critical.
Roll twice on fumble table. Re-roll if this comes up again.

1 If using a bow, crossbow or sling, it is the ammunition that is dropped or thrown.


2 Magic weapons receive a bonus to their save equal to their magical bonus.
3 Repairing weapon requires a Craft Weapon skill (DC 15).

4 In the case of a bow or crossbow, it's the string that breaks.


5 Cleaning eyes takes 1 standard or move action.

Skill Criticals

Just as in combat, a character may have outstanding successes and

Active Skills

These include all physical skills like acrobatics, climbing, stealth and so on.
Critical Success
01-25 You make it look easy.
26-50 You make the skill look so easy that all friendly witnesses gain a +1 to attempt the same skill.
51-75 You accomplish the task in half the time and look good doing it, giving any friendly witnesses a +2
to attempt the same skill.
76-99 You accomplish the task in one quarter time and look great doing it, giving any friendly witnesses
a +3 to attempt the same skill.
00
You are surprised by your own skill. You accomplish the skill in one quarter time (as above), while
gathering a unique insight into the skill performed that gains you 1 rank in that skill.

Critical Failure
01-25 Character fails, but manages to avoid complete embarrassment.
26-50 Not pretty. An embarrassing failure leaves the character vulnerable (DM's discretion).
51-75 Dramatic failure leaves the character injured and/or incapacitated (DM's discretion).
76-99 Severe failure. This is going to hurt (DM's discretion).
00
Critical failure.The character will be lucky to survive (DM's discretion).

Passive Skills

These include all mental skills such as knowledge, social, perception checks and so on.
Critical Success
01-25 All those near you are thoroughly impressed.
26-50 You succeeds with style, gaining a +1 to you next related roll (DM's discretion).
51-75 Extraordinary success. This might mean that you accomplish the skill in half the time, gather more
information, or notice more than one would normally expect (DM's discretion).
76-99 Incredible success. This might mean that you accomplish the skill in a quarter the time, gather
much more information, or notice something that might otherwise be almost impossible to notice
(DM's discretion).
00
You are surprised by your own skill. You manage an incredible success (as above), while gathering
a unique insight into the skill performed that gains you 1 rank in that skill.
Critical Failure
01-25 You're lucky that no one saw that.
26-50 You really mess things up, giving you a -2 on the next attempt.
51-75 You dramatically mess things up, giving you a -4 on the next attempt.
76-99 An embarrassing fail. You break a tool, your mind goes blank, you annoy someone so badly that
they storm off, or some other unfortunately applicable result (DM's discretion).
00
Epic fail. The damage from this fiasco is irreparable. The lock is completely jammed, the shop
keeper calls the city guard, the dog bites you, the knowledge you dredged up from your feeble
memory is catastrophically wrong (though you're certain it's right), or some other disastrously
appropriate result your demonically cruel DM can conjure.

Action Points

Action points give characters the means to affect game play in significant ways, by improving
important rolls or unlocking special abilities. Each character has a limited number of action points, and
once an action point is spent, it is gone for good.

Acquiring Action Points

At each level, the character has a pool of 5 action points. These points do not accumulate if not
used during that level. Once they are spent, the character gets no more automatic action points until
their next level.
The other way that characters can gain action points is by being particularly clever or creative. When
the DM feels that a player has done something extraordinary, he can reward them with an action point.
This could be the player coming up with a creative solution to a problem, a great bit of role playing, or
really anything else that successfully impresses the DM. Naturally, these points are give solely at the
discretion of the DM and his whims.

Using Action Points

You can spend action points to add to a single d20 roll, take a special action, improve the use of a
feat, or even dramatically change your fate. You can only use action points to effect one event per
round. For example, if you spend a point to use a special action (see below), you can't spend another
point in the same round to improve a die roll, and vice versa.

Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions
described below, some prestige classes or feats might allow the expenditure of action points in order to
gain or activate specific abilities, at the DM's option.

Action Point Costs


1 Action Point:

Add to a Die Roll


Activate a Class Ability
Boost Defense
Emulate Feat
Extra Attack
Improve Feats
Stablize

2 Action Points:

Temporarily Boost an Ability Score

3 Action Points:

Improved Called Shot. Treat a called shot as a normal shot.

4 Action Points:

Natural 20. Take an automatic natural 20 roll.

5 Action Points:

Escape Death
Extraordinary Luck

These are just examples of course, and the DM can decide to allow the use of action points for any
situation they like, assigning whatever point cost they feel is appropriate. Remember that action points
are not meant to be overused. The characters are meant to be heroes in their world, and action points
(whether you call them luck, fate, karma, or the force) reflect their heroic nature.

Action Point Use Descriptions


Add to a Die Roll

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 roll to your d20
roll (including attack rolls, saves, checks, or any other roll of a d20 to help you meet or exceed the target
number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only
before the DM reveals the result of that roll. You can't use an action point to alter the result of a skill
check when you are taking 10 or taking 20.
Depending on character level (see the table below), a character might be able to roll more than one
d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15thlevel character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2,
and 4, he would apply the 4 to his d20 roll.

Character Level
1st-7th
8th-14th
15th-20th

AP Dice Rolled
1d6
2d6
3d6

Activate Class Ability

A character can spend 1 action point to gain another use of a class ability that has a limited number
of uses per day. For example, a monk might spend an action point to gain another use of her stunning
fist ability, or a paladin might spend an action point to make an additional smite attack.

Boost an Ability Score

Using 2 action points, the player can temporarily boost one of their character's ability scores (STR,
DEX, CON, INT, WIS, or CHA) by 2. This boost only lasts for 10 rounds (1 minute).

Boost Defense

A character can spend 1 action point as a free action when fighting defensively. This gives him
double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he
has 5 or more ranks in Tumble).

Emulate Feat

At the beginning of a character's turn, he may spend 1 action point as a free action to gain the
benefit of a feat that he doesn't have, though he must meet the prerequisites of the feat. He gains the
benefit until the beginning of his next turn. This can be a nice way for players to try out feats, and in
game, it can reflect the character trying out something new before they master it.

Escape Death

The player can spend 5 action points to avoid certain death. This may require some creativity on the
DMs part, for example, if a character is falling from a great height and wants to cheat death, the DM
must come up with a plausible excuse why they didn't die. Perhaps there is a long forgotten mine shaft
full of water that breaks their fall just enough to avoid dying (though naturally they could still be badly
injured), or maybe there is a kindly wizard who happens to be passing by, and casts feather fall at the
last minute. In a worst case scenario there is always divine (or demonic) intervention offering a favor that
must now be paid back. Hey, no one said action points were free.

Extra Attack

During any round in which a character takes a full attack action, he may spend 1 action point to
make an extra attack at his highest attack bonus. Action points may be used in this way with both melee
and ranged attacks.

Extraordinary Luck

This is a generic one left to the DMs discretion, but it's generally reserved for the really crazy twists
of fate that are not necessarily life or death.

Improved Called Shot

Spending 3 action points means that you can treat any called shot as if it were a normal shot. This
certainly does not guarantee that the shot will be successful, but it improves the chances significantly.

Improving Feats

Action points can be used to improve existing feats. They could be used to increase their effectiveness,
remove a penalty, or modify it in some way that benefits the character. Like all acton point use, they are at
the discretion of the DM, but below are a few examples of how actions points can be used with existing
feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight: You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the
feat. For example, if you take a penalty of-3 on your attack roll, you gain a +6 dodge bonus to AC.
Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The
effect lasts for the entire encounter.
Improved Critical: You can spend 1 action point to double your critical threat range. Since two
doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to
15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat). This benefit stacks
with the benefit from Improved Critical, but not with other effects that increase threat range.
Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by
the feat, from +4 to +8.
Power Attack: You can spend 1 action point to double the bonus on damage rolls granted by the feat.
For example, if you take a penalty of-3 on your attack roll, you add +6 to your damage roll.
Spell Focus: You can spend 1 action point to double the increase to save DCs granted by the feat,
from +1 to +2.
Spell Penetration: You can spend 1 action point to double the bonus on caster level checks granted
by the feat, from +2 to +4. The effect lasts for the entire encounter.

Natural 20

By spending 4 action points, you can treat any roll as if you had rolled a natural 20 on the die.

Stablize

Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

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