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New Rules
Skills
Diplomacy (Cha)
Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be. Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed. The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each. The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request. -10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse. -7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling. -5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king. -2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly. +0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road. +2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice. +5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you. +7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord
whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes. +10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood. Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group. -10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret. -5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items. +0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret. +5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money. +10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle. Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation. Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase. Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals. Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. No other skill provides a synergy bonus to Diplomacy.
Feats
Diehard (General)
Prerequisite: Endurance. Benefit: You gain a +4 bonus on Fortitude made to stabilize. In addition, when reduced to negative wound points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative wound points (even if it isnt your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 10 wound points, you immediately die. Normal: A character without this feat who is reduced to between 1 and 9 wound points is unconscious and dying.
Toughness (General)
Benefit: You gain +3 wound points. Special: A character may gain this feat multiple times. Its effects stack.
Equipment
Armor
Armor Qualities
To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them. Armor and shields can take damage from some types of attacks. Here is the format for armor entries (given as column headings on Table: Armor and Shields, below). Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures. Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesnt stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesnt stack with other effects that grant a shield bonus. Damage Reduction: The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th level
Armor
Cost
Light armor Padded 5 gp +1 8 0 5% Leather 10 gp +1 1/ 6 0 10% Studded leather 25 gp +2 1/ 5 1 15% Chain shirt 100 gp +2 2/ 4 2 20% Medium armor Hide 15 gp +2 1/ 4 3 20% Scale mail 50 gp +2 2/ 3 4 25% Chainmail 150 gp +3 2/ 2 5 30% Breastplate 200 gp +3 2/ 3 4 25% Heavy armor Splint mail 200 gp +3 3/ 0 7 40% Banded mail 250 gp +3 3/ 1 6 35% Half-plate 600 gp +4 3/ 0 7 40% Full plate 1,500 gp +4 4/ 1 6 35% Shields Buckler 15 gp +1 1 5% Shield, light wooden 3 gp +1 1 5% Shield, light steel 9 gp +1 1 5% Shield, heavy wooden 7 gp +2 2 15% Shield, heavy steel 20 gp +2 2 15% 3 2 10 50% Shield, tower 30 gp +4 Extras Armor spikes +50 gp 5 Gauntlet, locked 8 gp Special Shield spikes +10 gp 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters armor fitted for Large characters weighs twice as much. 2 When running in heavy armor, you move only triple your speed, not quadruple. 3 A tower shield can instead grant you cover. See the description. 5 Hand not free to cast spells.
barbarian wearing a breastplate has DR 3/- (1/- from his class levels and 2/- from his armor). Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearers ability to dodge blows. This restriction doesnt affect any other Dexterity-related abilities. Even if a characters Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC. Your characters encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class. Shields: Shields do not affect a characters maximum Dexterity bonus. Armor Check Penalty: Any armor heavier than leather hurts a characters ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A characters encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armors (and/or shields) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields. Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a 2 penalty on Strength and Dexterity and cant charge or run. Sleeping in light armor does not cause fatigue.
Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if theyre wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells. Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure. Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance. Speed: Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the characters speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarfs land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load. Shields: Shields do not affect a characters speed. Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.
calculations are summarized in the table below (Natural Armor and Damage reduction). If the creature already has damage reduction, either add the value gained from natural armor (if the existing damage reduction is of the same type) or treat it as a separate DR value (if it is of a different type).
Masterworks
In a world where magic is hunted and rare, the differences in normal craftsmanship become greater and even more apparent. Legates and Orc leaders alike demand the finest weapons and suits of armor, as well as the best tools and services from their supporting craftsman or the local population, if they are garrisoned at some town. Resistance members and refugees try to defend themselves to the best of their ability, making the best quality items they can afford the time to and also, escaping the dangers of bearing a magical iem with them. In each case, the ultimate purpose to own items of the highest quality is the tangible benefit they gain from it.
Above Average
Above average items come in 6 levels of improved quality. Each level increases the number or strength of benefit the items quality can provide. Each level adds one benefit to the item, increasing its usefulness or effectiveness. Higher levels of quality allow the same benefit to be taken twice, or even three times, making the item much better for a particular purpose or use.
Masterwork Armor
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor bonus is improved by 1 and the armor check penalty is lessened by 1. A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield. The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon. All magic armors and shields are automatically considered to be of masterwork quality. You cant add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.
Fine
A not uncommon example of extra care and effort being put into an items manufacture. Fine items gain one benefit suitable to that type of item, most towns and cities have craftsman capable of creating an item of this quality.
Excellent
Requiring much more time and care than an average item, most excellent items are made by craftsmen wishing to create a showpiece to demonstrate their skills, or as the result of a commission. Excellent items gain two benefits.
Magic Armor
An armors enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armors damage reduction. The +1 armor bonus for being masterwork does not stack with magical enhancement bonuses.
Exceptional
Always a major undertaking, exceptional items require the labor of an above average craftsman and often a bit of luck. Very few craftsmen have the time to lavish on such work for their own amusement most exceptional items are the result of important commissions, and as a result the item often has some small place in stories from that time. Unless newly made, this item can be identified with a DC 30 Knowledge (history) check.
Superior
Only possible for craftsmen whos skills far exceeds those of common artists, superior items reflect a broad knowledge of how the item is supposed to look and be used, combining many small improvements over typical examples. Unless newly made, this item can be identified with a DC 27 Knowledge (History) check.
Natural Armor
A creatures natural armor also provides a modicum of damage reduction. Divide the monsters natural armor bonus (not including any enhancement bonus) by 5 to determine the monsters damage reduction. The same value is subtracted from the monsters natural armor bonus to AC to find the monsters new AC. These
Masterwork
Some of the finest work a person can ever hope to see, true masterworks are often the culmination of a lifetime of practice and learning. Unless newly made, this item can be identified with a DC 24 Knowledge (history) check.
Masterpiece
Only craftsmen of legendary skill and often supported by magic or the work of years are able to produce such items. The pinnacle of their type, these items are usually remembered in song and story, even if their original owner is forgotten! Unless newly made, this item can be identified with a DC 21 Knowledge (history) check.
Crafting Masterworks
Creating a masterwork item takes considerable skill and patience, and requires an amount of special or exotic materials, an item of the highest quality can be crafted only with the best materials one can get their hands on. To attempt to create an above average item, the craftsman must commit additional time depending on the Masterwork level he is hoping to create, as described below. With the material needed in hand and the time required to produce the item determined, the craftsman makes his check to create the item. The quality of the resulting item depends on how much he beats the DC for the check, while the time taken sets the maximum level of quality he can achieve, even if the result would allow a higher quality item. Only on a result of less than the normal DC does the craftsman fail to produce at least an average item.
equal to the one given below, the material can be used, otherwise, it does not suffice and thus, cannot achieve that degree of quality. The DM is encouraged to allow the cost to be met by using exotic and rare materials that fit both the desired benefits to be bestowed and the item type, those exotic materials need not be tied to the items shape and function. A longsword, for example, could be made of excellent quality through the use of either mithral (which has a cost equal to 2,000 gp, according to the core rules) or with the use of two exotic materials, the blood of unique beast found on the outskirts of the hills surrounding a given town and specially refined steel that that has suffered the strike of lightning for at least an year on the peaks of thunder. There is no hard rule for determining exotic materials, but the DM should consider that items of quality higher than fine carry properties that can rival even magical items, while not holding the drawbacks those have.
Example: Vonkar Thanos of the Zurkir clan is a master weaponsmith and is attempting to create an exceptional greataxe, the DC to create a greataxe is 15, meaning that Vonkar can roll a 1 on the die and still make the weapon. The longest Vonkar would take to create such an axe would be almost equal to 6 days, or about 0.8 weeks (200 sp divided by 240 - DC x minimum check result he can achieve). Since Vonkar is attempting to create an exceptional greataxe the minimum amount of time he must work is around 36 days, or 5 weeks (base time x time required multiplier) After working for 5 weeks on the axe Vonkar makes a craft (weaponsmith) check, if the result is equal to 30 or more, meaning he needs a 15 in the die roll, he has produced an exceptional greataxe. Note that Vonkar could still produce an average through excellent greataxe if his check result would not beat the check result for the exceptional quality, he would need a die roll of 10 for an excellent greataxe, meaning he could produce one by taking 10, a fine greataxe with a roll of 5 through 9, or yet, make only an average item even after taking 5 weeks of work, this would be a die roll equal to 4 or lower.
Masterwork Benefits
Below are listed various improvements and benefits an item could receive from being of above average quality. Each masterwork benefit indicates what sort of item it can be applied to, and comes in three levels: single (listed as the standard benefit), double, and triple. Benefits that can only be applied to gear may not be chosen for weapon or armor. Quality bonuses do not stack with themselves.
Fortified (armor)
Benefit: A suit of medium or heavy armors Damage Reduction is increased by 1 against melee and ranged weapons. Double: A suit of light armors Damage Reduction is increased by 1 against melee and ranged weapons. Triple: Any suit of armors Damage Reduction is increased by 2 against melee and ranged weapons.
Combat
Defense Bonus
The Class Defense Bonus
Every character has a defense bonus based on his level, this defense bonus applies to Armor Class and stacks with all other bonuses to AC, including the characters shield bonus, natural armor bonus, and so forth. The defense bonus applies in all situations, even when you are flat footed or would lose your Dex bonus to AC. A characters defense bonus is derived from his character level and class, as shown on the table below. For classes not mentioned below, determine the characters class defense bonus by looking the classes and choosing a category that has the most classes that closely resemble the concept of your class.
the character stabilizes and stops dying, no longer loosing 1 wound point every round (though he or she remains unconscious).
Being Hit
What Vitality Points Represent: Vitality points are a measure of a character's ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points. Characters gain vitality points as they gain levels. At each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (A character always gains a minimum of at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling. What Wound Points Represent: Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score. Damaging Helpless Defenders: Even if you have lots of vitality points, an arrow through the heart is still an arrow through the heart. When a character cant avoid damage or deflect blows somehow, meaning that he is helpless, hes in trouble. Whenever a character is considered helpless all damage he takes is applied directly to his wound points. Effects of Damage: Damage first reduces vitality points. You only take wound damage after all your vitality points have been exhausted or if you take a critical hit. Massive Damage: The massive damage rule does not apply under this system.
0 Vitality Points
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.
Dazed
A character who takes wound damage in a round and fails his Fortitude save (DC 10 + the number of wound points lost in the
Combat Basics
Damage
Vitality points and wound points represent how much damage a character can take. If you score a hit, roll damage and deduct the result from the targets current vitality points. If the target has run out of vitality points, or if the target has no vitality points to begin with, damage is deducted from the targets wound points.
Dazed
A character who takes wound damage in a round and fails a Fortitude save (DC 10 + the number of wound points lost in the round) is dazed and can take no actions. This condition typically lasts 1d4 round.
0 Wound Points
If you wound points drop to 0, you are disabled. A disabled character can only take a single move action or attack action in a round; he or she cant perform full-round actions. A disabled character who takes any strenuous action takes 1 point of wound damage.
-1 to -9 Wound Points
If your wound points drop to a number between -1 and 9 (inclusive), your character is unconscious and dying. A dying character loses 1 wound point every round. Each round, before losing that wound point, the character makes a Fortitude saving throw (DC 20, + current wound points below zero). If the save succeeds, the character becomes stable. A stable character remains unconscious but stops losing wound points. If the save fails, the character loses the wound point and makes another save in the next round. A dying character can be stabilized with the Treat Injury skill or the Heal Another skill.
0 Vitality Points
If you run out of vitality points, you can no longer avoid physical damage. Any additional damage you receive is deducted from your wound points.
Healing
As long as a character isnt dying, he or she regains 1 wound point for each day of light activity or rest. For each hour of light activity or rest, a character regains a number of vitality points equal to his or her character level. The Heal skill may be used to provide long-term care and double those benefits.
round) becomes dazed. A dazed character is unable to act normally, the character can take no actions, but has no penalty to AC. A character remains dazed for 1d4 rounds or until he receives help. A dazed character is not stunned, so attackers get no special advantage against it.
spell) deals more damage to the character he or she takes 1 point of wound damage. Unless the action involved healing, the character is now at -1 wound points and is dying.
If the save succeeds, the character becomes stable. A stable character stops losing wound points every round and remains unconscious. Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).
system, a 10th-level cleric could cast it to heal 2d8+10 vitality points or 2 wound points and 10 vitality points. Spells or effects that heal amounts of damage but are not based on die rolls, such as Heal, apply the healing to lost vitality points. A caster may choose to heal wound points instead of vitality points by spending more energy of the spell, thus each wound point to be healed costs 5 points of the spell. For example, a 10th-level cleric casting heal has 100 points of healing to apply. If the target has taken 10 points of wound damage and 68 points of vitality damage, the caster may use the spell to heal all the wound damage, costing 50 points of the spell, and 50 points of the vitality damage, leaving the target with only 18 points of vitality damage remaining. Healing Limits: You can never get back more vitality points or wound points than you lost. Even magical healing wont raise your vitality points or wound points higher than your full normal totals. Note that an increase in your Constitution score raises your full totals as well as your current, since it reflects an effective health increase. Healing Ability Damage: Ability damage is temporary, returning at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.
Healing
After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can't regain vitality points or wound points above his full normal totals. Natural Healing: Characters recover vitality points at a rate of 1 vitality point per hour per character level, wound point at a rate of 1 wound point per night of rest (8 hours), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night. Assisted Healing: A character who provides long-term care (see the Heal skill, page 75 of the Player's Handbook) doubles the rate at which a wounded character recovers lost vitality and wound points. Magical Healing: Spells that heal a variable amount of damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, or he may exchange one die of the spell to heal 2 wound points instead. For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this
wound points because the nonlethal wound damage has gone up or because your current wound points have gone down. Nonlethal wound damage does not cause a character to be fatigued or put the character at risk of being dazed. Nonlethal Wound Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a 4 penalty on your attack roll, notice that the attack type is taken into account only if the attack deals wound damage. Lethal Wound Damage with a Weapon that Deals Nonlethal Wound Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a 4 penalty on your attack roll, notice that the attack type is taken into account only if the attack deals wound damage. Staggered and Unconscious: When your nonlethal wound damage equals your current wound points, youre staggered. You can only take a standard action or a move action in each round. You cease being staggered when your current wound points once again exceed your nonlethal wound damage. When your nonlethal wound damage exceeds your current wound points, you fall unconscious. While unconscious, you are helpless. Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious. Healing Nonlethal Wound Damage: You heal nonlethal damage at the rate of 1 point per hour per character level. When a spell or a magical power cures wound damage, it also removes an equal amount of nonlethal wound damage.
(DR 5/bludgeoning) overcomes the creature's damage reduction even if it was hit with a weapon that does not deal bludgeoning damage. A barbarians damage reduction, on the other hand, applies to all damage suffered from natural attacks or weapons, thus it still applies to damage dealt by critical hits.
Coup de Grace
A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target's wound points). If the defender survives the damage, he must make a Fortitude save (DC 10, + the amount of damage dealt) or die.
Fast Healing
Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creature's description (for example, a vampire has fast healing 5). This ability also allows the creature to heal nonlethal wound damage. If a creature has suffered nonlethal wound damage and vitality damage, the nonlethal wound damage is healed before the vitality damage. If a creature with fast healing has no Constitution score, fast healing restores lost wound points at the same rate instead.
Damage Reduction
Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creature's damage reduction if it is one that could be bypassed by a special weapon quality or material, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton
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Regeneration
Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, thus it deals vitality damage or nonlethal wound damage. In addition, the creature automatically cures itself of vitality or nonlethal wound damage at a fixed rate, healing nonlethal wound damage before vitality damage. Certain attack forms, however, typically fire and acid, deal lethal damage to regenerating creatures; that sort of attack deals either vitality damage or lethal wound damage, as normal. Lethal wound damage cannot be regenerated the same way nonlethal wound damage and vitality damage are. The creatures description includes the details. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached. Regeneration does not restore damage taken from starvation, thirst, or suffocation. Attack forms that dont deal vitality or wound damage ignore regeneration. An attack that can cause instant death, such as a coup de grace, only threatens the creature with death if it is delivered by weapons that deal it lethal damage.
that one can only call heroic. In such a case, the DM should award the character a hero point. A witch that jumps down into a pit full of vipers to heal a dying friend, even though he knows hell take damage from the fall and risks death from the snakes venom, is a real hero. Hero points are a reward for that kind of valiant action. Hero points can be used at the players discretion to perform amazing often otherwise impossible actions. Unlike most of the other rules in this chapter, hero points require a considerable amount of DM adjudication and discretion. DMs with no interest in rewarding heroic acts or allowing PCs to perform acts beyond the rules should ignore this section.
Hero Points
Sometimes, a character commits a selfless act or a brave deed
exposure to the light of heaven, for example). An unfettered might try to use a hero point not only to disarm a foe but to send the weapon sailing into the hand of a nearby ally. The DM should still apply all normal circumstance modifiers to the PCs action. Actions using hero points can still fail. The object of hero points, more than anything else, is to represent the role of wild luck and karma in overcoming logical circumstance penalties to extremely difficult actions. They make the nearly impossible somewhat more possible but still not a sure thing.
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