Everyman Minis: Injuries and Scars (PFRPG) PDF

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By James Ballod
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.
This installment of Everyman Minis includes: 1,000 words introducing a new system for inflicting debilitating injuries onto your PCs in lieu of death or massive damage, as well as a subsystem for using these rules to physically scar your PCs .
With Everyman Gaming, innovation is never more than a page away!

Page Count: 6

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An Endzeitgeist.com review


This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!

So, one of the components I’m not too fond of in any iteration of D&D or d20-based systems would be that injuries don’t matter much; similarly, curative magic can reduce scars and the like to an aesthetic footnote.

This pdf provides a small toolkit for that: The basic premise for scars is simple: When you take damage equal to ½ maximum hit points or greater, you must succeed a Fort-save equal to 15 + ½ HD. On a success, you get a scar and roll on a table for the location of the scar. Spells of 6th level or lower can’t remove them unless specifically noted, but regenerate can remove one, if 500 gp of material cost in diamond dust is added. Returning from death does not remove scars. Displaying a scar can be beneficial: You get +1 to Cha-based skill checks versus creatures that would be impressed by them , but against some creatures, that may instead translate to a -1 penalty, perhaps even -2 for particularly squeamish individuals.

The pdf then proceeds to provide the Dodging Death section: Whenever a character is reduced to negative hit points equal to Con score or higher, the character can attempt a DC 15 Fort save. ON a success, the character takes an injury and stabilizes at negative hit points equal to Con score -1, instead of dying. This save is not allowed by death effects or when dying from a coup de grace. This should probably also note whether this works for poisons, diseases, Con-damage…

Anyway, you roll a d12 to determine the injury, or have the GM determine the injury. You usually incur a minor injury, unless you roll a 12, in which case you instead take a severe injury. Spells of 6th level or lower can’t remove an injury unless specifically noted, but regenerate can remove one, if 500 gp of material cost in diamond dust is added. Returning from death does not remove injuries incurred. Injuries can injure ears, eyes, locomotive system, arm, groin, spine, neck, head, chest, vitals or heart. Minor injuries, as a whole, cause minor penalties associated with the respective limb/organ damaged.

And that’s pretty much it – the majority of the pdf is devoted to depicting the respective injuries. As a whole, I enjoyed them all.


Editing and formatting are very good, I noticed no serious hiccups. Layout adheres to the two-column printer-friendly standard of the series and the pdf comes without bookmarks, but needs none at this length. The piece of full-color artwork is nice, though I’ve seen it before.

James Ballod’s injuries and scars are per se a nice system. I like the idea, the implementation, and it can add some nice grit to a given game. Particularly in the more down-to-earth campaigns, this should be a neat addition to the game. That being said, I can’t help myself – the topic/subject matter deserved a broader stance. Interaction with weird creatures and anatomies and generally more options would have enriched this supplement in my book. That being said, I’d very much enjoy to see this expanded and may well build on it if my time permits. You could also use these to represent drawbacks, should you choose to. In short: This is worth checking out. My final verdict will be 4.5 stars, though I can’t round up for it – not because I don’t want to or due to a true shortcoming of the pdf, but due to the fact that it can’t develop its concept to be wholly encompassing.

Endzeitgeist out.

Scarab Sages Webstore Coordinator

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Thanks, Rick!

This product is the answer to every GM who has ever said, "I want to ease up on character death, but I don't want to make things too easy for my PCs." This rules system allows you to give grievous wounds and heinous scars to PCs, and let me say it's REALLY fun. Like, author James's character survived death, but now has a minor heart injury. And another player got a serious scar after she took over half her hit points in a single blow.

Give it a shot, it's SUPER fun!

Adventure Path Charter Subscriber; Pathfinder Adventure, Card Game, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Sounds cool, Alex!


Elorebaen wrote:
Sounds cool, Alex!

I mean, I'm biased but I certainly think it is. James has a very, "Let me live but make me suffer" take on character damage, so I don't think that any GM who reads this is going to feel like they're going softball on their players for inflicting injuries instead of death.


For instance, in our Strange Aeons game, James died at one point in the adventure and I gave him the option to use these rules instead of just being dead. He ended up with a heart injury. :O

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Shadow Lodge

Question for the author or a dev: under the Scars section, it states that if you fail the Fort save, you get an injury. Are these able to be healed without Regenerate? Because otherwise, the first couple levels would end up maiming pretty much everyone that takes HP damage.

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