Death

From Hökaland Wiki
Jump to navigation Jump to search

Death itself can be through shock, cardiac arrest, massive organ failure, asphyxiation or simply bleeding to death. The dying status represents one or all of these effects.

For Pathfinder 2, DnD 5e or PF1 we use PF2's dying system with a few modifications as well as the Shock condition.


Use

Mostly core rules.

  • Gain: Reach 0 HP, fail death saves, gain Shock etc. If you gain a Dying vale, also gain a Persistent Inury value.
  • Effect: Dying 4 = Death. Increase Dying value +1 by taking damage or +2 from critical hit. You become Unconscious and make Recovery Checks on your turns.
    • Flat DC 10 + Dying value
    • Critical Success Your dying value is reduced by 2.
    • Success Your dying value is reduced by 1.
    • Failure Your dying value increases by 1.
    • Critical Failure Your dying value increases by 2.
  • Lose: Recovery Check back to Dying value of 0 (Unconscios but wakeable), be stabilized by another character or gain 1 or more HP. Gain a Wounded value.


Shock

Massive damage, spell or ability effect cause your bod to go into Shock.

  • Gain: To be decided
  • Effect: Gain the Dying condition but retain remaining HP.
  • Lose:


    • is almost the same as dying, with the main difference being that you *retain* your hit points. Though, by definition, you are dying.
    • While in shock, the target lose one hit point per round at the end of her turn.
    • As when dying, there is a chance to become stable, with a difference: The first turn there is a 10% chance of spontaneously become stable, the second, it's 9%, the third it's 8% etc until the victim is either stable or fail the last (1% chance) attempt and dies.
    • If the victim is dealt further damage, each point of damage lowers the chance to stabilize by 1%. If the damage makes this chance lower than 1%, the victim dies.
    • A first aid Heal check (DC20) or at least one Hit Point of magical healing will stabilize a person in shock.
    • If the victim becomes stable, she is unconscious until she has healed (natural or magic) at least as many points of damage as she lost during shock, plus one.
    • Thereafter the victim can act normally, but she's likely to have had a near-death experience.


Old homebrew archive

For full: https://hokaland.com/index.php?title=Death&oldid=1729


The shock status added by me specifically deals with shock only.

The concept of dying has a new addition: Shock. For when you still have hit points, yet are dying. Death itself and soul departure is slightly altered to be more medically accurate and for game balance purposes.


Death/Dying

  • Dying
    • Dying at -1 to -9 hp. -10 is dead.
    • Each round has 10% chance to become stable. Also lose 1 Hit Point.
    • First aid Heal check (DC15) stabilises.
  • Shock
    • Shock is almost the same as dying, with the main difference being that you *retain* your hit points. Though, by definition, you are dying.
    • While in shock, the target lose one hit point per round at the end of her turn.
    • As when dying, there is a chance to become stable, with a difference: The first turn there is a 10% chance of spontaneously become stable, the second, it's 9%, the third it's 8% etc until the victim is either stable or fail the last (1% chance) attempt and dies.
    • If the victim is dealt further damage, each point of damage lowers the chance to stabilize by 1%. If the damage makes this chance lower than 1%, the victim dies.
    • A first aid Heal check (DC20) or at least one Hit Point of magical healing will stabilize a person in shock.
    • If the victim becomes stable, she is unconscious until she has healed (natural or magic) at least as many points of damage as she lost during shock, plus one.
    • Thereafter the victim can act normally, but she's likely to have had a near-death experience.
  • Death
    • After the body dies, it takes 2+D2 minutes before the brain is irreparably dead also (even with decapitation). At that point, the soul leaves the body.
    • It's possible to cast spells on a dead body to heal wounds or to remove diseases or toxins.
    • Potions work on dead bodies because they are activated by the act of being put in a person's mouth rather than swallowing.
    • The spell Resuscitation can be cast on a body which has not suffered complete brain death.


Core rules

Core rules:

  • Gain: Reach 0 HP, fail death saves, etc.
  • Effect: Dying 4 = Death. Increase Dying value +1 by taking damage or +2 from critical hit. You become Unconscious and make Recovery Checks[1] on your turns.
    • Flat DC 10 + Dying value
    • Critical Success Your dying value is reduced by 2.
    • Success Your dying value is reduced by 1.
    • Failure Your dying value increases by 1.
    • Critical Failure Your dying value increases by 2.
  • Lose: Recovery Check back to Dying value of 0 (Unconscios but wakeable), be stabilized by another character or have 1 or more HP. Gain a Wounded value.


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork