Injuries

SUFFER INJURY

End of Combat: If you have fail three death saving throws or drop to less than your negative bloodied value, your character may, at the DM’s discretion, gain an injury rather than dying. After the combat, the DM will decide what kind of injury it is, but you can make suggestions.

INJURY ENDURANCE DCs

Extended Rest: Generally, you will make an Endurance check after each extended rest to see if your injury stays the same, becomes worse, or gets better. The DC is outlined below and much like treating diseases, an ally can make a Heal check in place of your Endurance check. See the disease rules or Heal skill.

  • Improve: Moderate DC of character level.
  • Maintain: Easy DC of character level.
  • Worsen: Less than Easy DC of character level.

LIST OF INJURIES

Shattered – This is a good option when the character has suffered injuries that affect their ability to carry objects or fight, like a mangled arm or smashed hand.

  1. Recovered – You have completely recovered from your injury.
  2. Better – The initial effects’ penalty to attacks and checks
    becomes -1.
  3. Initial Effect – You gain a -2 penalty to all attacks and Strength or Dexterity based checks.
  4. Worse – You are weakened in addition to the initial effect.
  5. Final State – One of your limbs stops functioning entirely [maybe it needs to be amputated…]. You cannot use your off-hand for carrying or wielding items.

Crippled – This is a good option when the character has suffered injuries that inhibit their mobility, like a hurt leg or back.

  1. Recovered – You have completely recovered from your injury.
  2. Better – Your speed is reduced by 1 and the penalty to
    checks becomes -1.
  3. Initial Effect – Your speed is halved and you take a -2 penalty to all Athletics, Acrobatics, and Endurance checks.
  4. Worse – You are slowed and take a -2 penalty to all Athletics, Acrobatics, and Endurance checks.
  5. Final State – You lose the use of one leg and you are prone. You cannot stand without assistance of some sort.

Disfigured – This is a good option when the character has suffered injuries that would also alter their physical appearance and/or damage sensory organs, like a swollen face or burnt skin.

  1. Recovered – You have completely recovered from your injury.
  2. Better – You regain one of the healing surges you lost. The
    penalty to checks becomes -1.
  3. Initial Effect – You lose two healing surges that cannot be regained. In addition, you take a -# penalty to all Charisma based checks.
  4. Worse – The DM chooses one: Your vision begins to blur, or your hearing begins going out. If vision, all creatures beyond 10 squares have concealment from you. If hearing, you take a -10 penalty to Perception checks to hear. The initial effect continues to apply.
  5. Final State – You are blinded or deafened (based on your prior state).

Broken – This is a good option when the character has suffered injuries that would damage their mental state, such as a concussion or trauma.

  1. Recovered – You have completely recovered from your injury.
  2. Better – The penalty to checks becomes -1.
  3. Initial Effect – You take a -2 penalty to all Intelligence based checks and each time you become bloodied, you become dazed (save ends).
  4. Worse – Each time you become bloodied, you become stunned instead of dazed(save ends), and the rest of initial effect still applies.
  5. Final State – You are catatonic and unable to take any actions.

Recovering From Final State

Outside of a quest or something designed by your DM, there is only one method for recovering once you slip into the Final State of an injury. Just like diseases, you must use a ritual. This ritual is called Cure Injury and functions identically to the Cure Disease ritual.
This was copied nearly word for word with the Cure Disease ritual.

Cure Injury

Even the most horrid injury heals itself, mending broken bones, infected wounds, and even missing limbs, in response to your healing touch.

Component Cost: 150 gp
Market Price: 360 gp
Key Skill: Heal Level: 6 Category: Restoration
Time: 10 minutes Duration: Instantaneous

The Cure Injury ritual wipes away a single injury afflicting the subject, whether the injury is active or in its final state. The subject is completely cured and loses any negative side effects and symptoms of the injury.

This ritual is physically taxing to the recipient; if used on an injured character, it can even kill him or her. Upon completing this ritual, make a Heal check, using the level of the subject as a penalty to this check. The result indicates the amount of damage the character takes. Assuming the character survives, this damage can be healed normally.

Heal Check Result Effect on Target
0 or lower Death
1–9 Damage equal to the target’s maximum hit points
10–19 Damage equal to one-half of the target’s maximum hit points
20–29 Damage equal to one-quarter of the target’s maximum hit points
30 or higher No damage

If you know that your subject is suffering from multiple injuries, you must choose which one this ritual will cure. Otherwise, the ritual affects whichever single injury you knew about. You learn the character level when you begin the ritual, and at that point you can choose not to continue, without expending any components.

Injuries

Finders Keepers ChaseWrenn