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 WoundsDropping 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 magically gained, until magically 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