Weakened and Death


Combat & Magic


Death

Weakened- When and if a creature is brought to or below 10% of its maximum hit points the creatures body begins to weaken and at that point is only able to do (1) standard or move action. This is due to the total damage done to the creature in question and this penalty can be removed by bringing the creature above 10%. If damage is enough that the creature goes from above 10% or more to death -1hp move straight to the rules on death.

(I thought about attaching a Fortitude DC check to this rule to negate the penalty but due to the percentage rule I found it would not balance out unless it was a set DC, for some classes have more hp than others) maybe though a feat this could be done

Unconscious- This is when the creature is at 0hp and happens either threw damage that brings you to exactly 0 or threw the use of a heal check (stabilized) or any type of healing. The first healing magic (short of a heal spell) used no matter what strength brings the creature to an unconscious state (0hp). When at 0hp if able to the creature falls prone.

Death- Once a creature reaches -1 hp, for all intensive purposes the creature is dead and if able, falls to the ground prone. When the creature’s hp reach -1 its body starts to shut down and soul begins to leave. This happens during the point of -1 and lasts until -9 hit points at which point the creature in question is still able to be saved but only during these 9 rounds. Once the creature reaches -10 hit points true death occurs at which point only magical means (raise dead, etc.) can be used to bring back the creature. This rule holds true unless otherwise stated (disintegrate).

With this rule it does not matter how many hit points you had prior to death for when death occurs you start at -1hps no matter what (a fighter with 21 hit points and a wizard with 2 hit points are caught in a fireball that does 28 hit points damage. The fighter fails his save and the wizard passes hers so the fighter takes full damage and the wizard takes half. Both of the characters caught in the fireball die but instead of the fighter being at -7 and the wizard at -12 they are both at -1 and on their way to true death). Now the party has until -9 to save the characters which give them a chance to revive their characters.

Any damage done after the round that the creature is brought to -1 is added and therefore the creature can still be killed one round after death occurs bring the creature to true death.

A coup de grace can also be done at this time to bring the creature to true death.

Massive damage still applies.

Scarab Sages

Guy Ladouceur wrote:


Weakened- When and if a creature is brought to or below 10% of its maximum hit points the creatures body begins to weaken and at that point is only able to do (1) standard or move action. This is due to the total damage done to the creature in question and this penalty can be removed by bringing the creature above 10%. If damage is enough that the creature goes from above 10% or more to death -1hp move straight to the rules on death.

Interesting Idea. I know several GM's that have similar house rules. As for myself, I do not like the extra bookkeeping an extra state causes me to have to do, either as a GM or a player.

Guy Ladouceur wrote:


Unconscious- This is when the creature is at 0hp and happens either threw damage that brings you to exactly 0 or threw the use of a heal check (stabilized) or any type of healing. The first healing magic (short of a heal spell) used no matter what strength brings the creature to an unconscious state (0hp). When at 0hp if able to the creature falls prone.

I Like this idea, and think it is an excellent addition to the rules.

I would modify it slightly.
As Unconscious is a different condition, Call this one "Stablized".
Change the Stablized spell so that it puts you in this condition no matter how many HP's you are down.
This would give the cleric the delima of "do I stablize the fighter this round and put him up at 0hp's, or do I heal him hoping to do enough healing to get him up this round?
Excellent suggestion Guy Ladouceur.

Guy Ladouceur wrote:


Death- Once a creature reaches -1 hp, for all intensive purposes the creature is dead and if able, falls to the ground prone. When the creature’s hp reach -1 its body starts to shut down and soul begins to leave. This happens during the point of -1 and lasts until -9 hit points at which point the creature in question is still able to be saved but only during these 9 rounds. Once the creature reaches -10 hit points true death occurs at which point only magical means (raise dead, etc.) can be used to bring back the creature. This rule holds true unless otherwise stated (disintegrate).

With this rule it does not matter how many hit points you had prior to death for when death occurs you start at -1hps no matter what (a fighter with 21 hit points and a wizard with 2 hit points are caught in a fireball that does 28 hit points damage. The fighter fails his save and the wizard passes hers so the fighter takes full damage and the wizard...

I like this suggestion too. I would follow the above steps unless the PC was killed outright. If the hit that kills him would have dropped him below -10, then give him one round at deaths door only instead of 10. This gives the PC's some time to help, but would preserve the OMG factor for large amounts of damage.

The Coupe de Grace manuver would bypass this step automatically of course.


I like the death rule. It offsets the danger of high damage encounters, but does not remove the danger all together. High enough damage could still kill outright and AoE effects can still eliminate a dying character.

On a similar note: Dead Heroes Aren't Much Fun

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