This material is Open
Game Content, and is licensed for public use under the terms of the Open Game
License v1.0a.
HIT POINTS
All characters (and some items)
have a certain number of hit points. Hit points represent a character's luck,
health, and basic physical condition.
If a character's Constitution
changes, modify that character's hit point total immediately.
DEATH, DYING & HEALING
As a character takes damage,
subtract that damage from the character's hit points.
Effects of Hit Point Damage:
Massive Damage
If a character ever sustains
damage so massive that 50 points of damage or more are inflicted in one
deduction, and the character isn't killed outright, the character must make a
Fortitude save (DC 15). If this saving throw fails, the character dies
regardless of current hit points.
Disabled (0 Hit Points)
When a character's current hit
points drop to exactly 0, the character is disabled. The character is not
unconscious, but is close to it. The character can only take a partial action
each round, and if the character performs any strenuous activity, the character
takes 1 point of damage after the completing the act. Strenuous activities
include running, attacking, or using any ability that requires physical
exertion or mental concentration. If the character takes a strenuous action,
the character's hit points drop to -1, and the character is dying.
Dying (-1 to -9 Hit Points)
When a character's current hit
points drop to between -1 and -9 inclusive, the character is dying. The
character immediately falls unconscious and can take no actions.
At the end of each round (starting
with the round in which the character dropped below 0), roll d% to see whether
the character stabilizes. The character has a 10% chance to become stable. If
the character doesn't, the character loses 1 hit point.
If the character's hit points drop
to -10 (or lower), the character is dead.
A character can keep a dying
character from losing any more hit points and make the dying character stable
with a successful Heal check (DC 15).
If any sort of healing cures the
dying character of even 1 point of damage, the dying character stops losing hit
points and becomes stable.
Healing that raises the dying
character's hit points to 0 makes the character conscious and disabled. Healing
that raises the character's hit points to 1 or more makes the character fully
functional again, just as if the character had never been reduced to 0 or less.
Dead (–10 hit points or lower)
When a character's current hit
points drop to –10 or lower, or if the character takes massive damage and fails
the saving throw (see above), the character is dead. A character can also die
from taking ability damage or suffering an ability drain that reduces
Constitution to 0.
Stable characters and Recovery
An hour after a tended, dying
character becomes stable, roll d%. The character has a 10% chance of becoming
conscious, at which point the character is disabled (as if the character had 0
hit points). If the character remains unconscious, the character has the same
chance to revive and become disabled every hour. Even if unconscious, the
character recovers hit points naturally. The character is back to normal when
its hit points rise to 1 or higher.
A character who stabilizes on its
own (by making the 10% roll while dying) and who has no one to tend for it
still loses hit points, just at a slower rate. The character has a 10% chance
each hour of becoming conscious. Each time the character misses the hourly roll
to become conscious, the character loses 1 hit point. The character also does
not recover hit points through natural healing.
Even once the character becomes
conscious and is disabled, an unaided character still does not recover hit
points naturally. Instead, each day he has a 10% chance to start recovering hit
points naturally (starting with that day); otherwise, the character loses 1 hit
point.
Once an unaided character starts
recovering hit points naturally, the character is no longer in danger of losing
hit points (even if the character's current hit point total is negative).
Healing
A character can never get back
more hit points than the character lost.
Natural Healing
A character recovers 1 hit point
per character level per day of rest. If the character undergoes complete bed
rest (doing nothing for an entire day), the character recovers one and one half
times the character's character level in hit points.
Magical Healing
Various abilities and spells, can
give a character back hit points. Each use of the spell or ability restores a
different amount of hit points. Magical healing won't raise a character's
current hit points higher than a character's hit point total.
Healing Ability Damage
Temporary ability damage returns
at the rate of 1 point per day of rest (light activity, no combat or
spellcasting). Complete bed rest restores 2 points per day.
Temporary Hit Points
Certain effects give a character
temporary hit points. When a character gains temporary hit points, note the
character's current hit points. When the temporary hit points go away, the
character's hit points drop to that score. If the character's hit points are
already below that score at that time, all the temporary hit points have
already been lost and the character's hit point score does not drop.
When temporary hit points are
lost, they cannot be restored as real hit points can be.
SUBDUAL DAMAGE
Sometimes a character gets roughed
up or weakened. This sort of stress won't kill a character, but it can knock a
character out or make a character faint.
Nonlethal damage is subdual
damage. If a character takes sufficient subdual damage, the character falls
unconscious, but the character doesn't die.
Dealing Subdual Damage
Certain attacks deal subdual
damage. Other stresses, such as heat or exhaustion, also deal subdual damage.
When a character takes subdual damage, keep a running total of how much a has
accumulated. Do not deduct the subdual damage number from a character's current
hit points. It is not "real" damage. Instead, when a character's
subdual damage equals a character's current hit points, the character is
staggered, and when it exceeds a character's current hit points, the character
goes unconscious. It doesn't matter whether the subdual damage equals or
exceeds a character's current hit points because the subdual damage has gone up
or because a character's current hit points have gone down.
A character can use a melee weapon
that deals normal damage to deal subdual damage instead, but the character
suffer a -4 penalty on the attack roll.
A character can use a weapon that
deals subdual damage, including an unarmed strike, to deal normal damage
instead, but the character suffers a -4 penalty on the attack roll.
Staggered and Unconscious
When a character's subdual damage
exactly equals a character's current hit points, the character is staggered.
The character is so badly weakened or roughed up that the character can only
take a partial action each round. A character ceases being staggered when the
character's hit points exceed the character's subdual damage again.
When a character's subdual damage
exceeds the character's current hit points, the character falls unconscious.
While unconscious, a character is helpless.
Each full minute that a character
is unconscious, a character has a 10% chance to wake up and be staggered until
the character's hit points exceed a character's subdual damage again. Nothing
bad happens to a character if the character misses this roll.
Spellcasters who are rendered
unconscious retain any spellcasting ability they had before going unconscious.
Healing Subdual Damage
A character heals subdual damage
at the rate of 1 hit point per hour per character level. When a spell or a
magical power cures hit point damage, it also removes an equal amount of
subdual damage, if any.