Damage Rules
Serous Wounds Sneak Attacks or Confirmed Critical Effect:
After 6 rounds take -1 on all checks and DC’s
Treatments of:
(-1 penalty)
DC 15 heal check
Cure Serous Wounds spells or greater (or two of lower degree)
Bed rest
Critical Wounds Dropping Blow (dropped to -1 hit points or more)
Effect:
Fort save (DC 19 + negative hit points) or go unconscious
Lose 1 hit point per round until dead
-2 on all checks and DC’s
Treatments of:
(unconsciousness)
Bring hit points to zero or above
Treatments of:
(hit point loss)
Fort save (DC 16 + rounds dieing)
DC 20 heal check
Cure Critical Wounds spell or greater, or two of lower degree
(No hit points are gained until stabilized)
Treatments of:
(-2 penalty and re-injury threat)
One night of bed rest starting at 0 hit points or above
Taking a full round action after stabilization causes hit point to continue dropping again
Coup De Grace Effect:
Fort save (DC 10 + damage dealt by the critical) or die
Treatment:
If survived treat as Dropping Blow
Hit points are at -1, if not already negative
(Blow might cause physical damage dependent on attack)
Massive Damage Effect:
Fort save (DC 15 + 1 per 10 damage past 50) or receive Dropping Blow
Instant Death Spells (Save-or-die spells)
Effect:
Dropped too -1 hit points
Become unconscious
Lose 1 hit point per round until dead
-4 on all checks and DC’s
Treatment of:
(hit point lose)
Cure Critical Wounds spell or greater
Treatment of:
(unconsciousness)
The passage of one day’s time and a total of 0 hit points or more is required.
(Hit points can not be raised too zero until awake)
Treatment of:
(-4 on all checks and DC’s)
Two nights of bed rest starting at 0 hit points or above
Healing Skill Usages Task Heal DC Long-term care (DC 15)
Treat minor wounds (DC 15)
Stabilize creature (First aid) (DC 20)
Identify poison (Poison’s save DC)
Treat poison (Poison’s save DC + 10)
Identify disease (Disease’s save DC +10)
Treat disease (Disease’s save DC +10)
Detect near death (DC 10)
Detect damage (DC 20)
Detect resilience (DC 30)
Long-term care: Provide long-term care meaning treating a wounded person for a day or more. If your heal check is successful, the patient recovers hit points or ability scores points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands.
Treat minor wounds: Treat wounds from critical hits, sneak attacks, caltrop, spike growth or spike stones removing the penalties these conditions exhibit.
Stabilize creature (First aid): Use a full round action drawing an attack of opportunity to stabilize a dieing creature. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands.
Identify poison: You identify a poison, and discern its nature. Failing this check can cause the identifier to be poisoned depended on how the poison is used.
Treat poison: You know the antidote of an identified poison, and how to make it. This requires any herbs or chemicals to reverse the effects of the poison. Some materials are hard to find.
Identify disease: You identify a disease, and discern its nature. Failing this check can cause the identifier to be diseased dependent on the method of contraction.
Treat disease: You know the means of curing an identified disease. This requires any herbs or chemicals to reverse the effects of the disease. Some materials are hard to find.
Detect near death: With a spot check, a character using this skill can discern whether or not a target is above or below 10 hit points.
Detect damage: With a spot check, a character using this skill can discern if a target is below 10 hit points, or is above or below 50% health.
Detect resilience: Detect a target’s current hit points.
Normal Distribution d20
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Quote:To explain each column:
d20 Dice Equivalent: This is the value of the die rolled from your 2d10 % roll.
Number of Chances: This is the number of chances out of a hundred of getting each value.
% Chance: This is the percentage chances of each value 1-20.
Low d100: This is the lower boundary value when finding the d20 equivalent from a d100 role.
High d100: This is the upper boundary value when finding the d20 equivalent from a d100 role.
Crit d20: Equivalent: Because I do not wish criticals to be distorted in probability due to the distortion in the d20, critical high and lows have been assigned in 5% increments; the same as the usual d20.
Low Crit: This is the low value of reaching a critical range, and usually the only value one needs to decide if there is a critical threat or not.
High Crit: This is a higher bound value for a critical range, but is not useful unless for example a 19 crit is different from a natural 20 crit.
One might ask how you use such a distribution chart at a table effectively without taking to much time deciding what your equivalent d20 value is.
One only needs 3 columns to do this, and one number normally. You print out on a piece of paper, low d100 and high d100 of the distribution of your choosing, and the equivalent d20 correspondently. You also write down at the top, your crit value. If you have a 18-20/x2 crit weapon, you would have to write down 86 as corresponding to the low crit value in the low crit table column.
Now you are off to the races. Just role d100 or 2d10 (interchangeable), and read the value on the chart. If you roll a 9, you d20 value is 5 as on style3. Want to know if you role a crit? Just role above an 86 with your 18-20/x2 crit weapon and it is an unconfirmed crit. This might seem slow at first, but try it out, you might be surprised as to how fast you get at it.
I am thinking this:
Saves = normal
Skills = normal
Skills under duress = Normal or d20 your pick
Attacks = normal or d20 your pick
I was thinking it might be cool to give skills a +5 or -5 when they get a 1 or a 100 on the check.