html PUBLIC "-//W3C//DTD XHTML 1.1//ES" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd" SRD - Variantes de lesiones

Arcanos desenterrados

HERIDA

pict The d20 game’s hit point system is an easy and effective way of measuring character health — but it’s somewhat abstract. This variant eliminates hit points, and simply determines whether characters are hurt or killed every time they’re hit in combat.
DETERMINACIÓN DE LESIONES
When using the injury variant, characters no longer have hit points. Instead, a character’s injuries accumulate until he becomes Deshabilitado or agonizante (or escalonado or inconsciente, if he has taken nonlethal damage).

Cuando un personaje o criatura recibe daño, divide el daño infligido por el ataque por 5 (redondeando hacia arriba). El resultado es el daño valor del ataque. Por ejemplo, si te golpea un ataque que inflige 12 puntos de daño, el ataque tiene un valor de daño de 3 (12 dividido por 5, redondeado hacia arriba).

Para determinar si estás herido, haz una guardada de Fortaleza en Resiste las lesiones. La CD es 15 + el valor de daño.

Si tiene éxito en el salvamento, no sufre ningún efecto negativo de la atacar.

Si fallas el guardado por menos de 10, has recibido un golpe. (Si el ataque infligió daño no letal, el impacto es no letal golpeado). Cada golpe que recibes impone un modificador acumulativo de -1 en Fortaleza futura salva para resistir lesiones.

If you fail the save by 10 or more, you are Deshabilitado. (If the attack dealt nonlethal damage, you are escalonado.)

Éxito automático y Fracaso: A natural 20 on a Fortitude save to resist injury is treated as an automatic success, just as normal. A natural 1 is always treated as if the save failed by 10 or more.

Tabla: Determinación de lesiones
Resultado de la tirada de salvación Daño letal Daño no letal
Éxito Sin efecto Sin efecto
Falló de 1 a 9 Golpe Golpe no letal
Falló por 10 o más Deshabilitado Escalonado
DESCRIPCIONES DE LAS CONDICIONES
Use the descriptions below to determine the game effects from a failed saving throw to resist injury.
Golpe
A hit means you have suffered some minor injury. Every hit imposes a cumulative -1 penalty on all Fortitude saves to resist injury.

If a Deshabilitado character suffers a hit, he becomes agonizante.

Deshabilitado
A disabled character is conscious, but can only take a single move action or standard action each turn (nor can he take full-round actions). He moves at half speed. Taking a move action doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Acelerado spell) worsens the character’s condition to dying (unless the action involved healing; see below).

Si se aplican 5 o más puntos de sanación mágica a un personaje discapacitado, ya no está discapacitado.

A character can be both escalonado and disabled. Becoming staggered while disabled does not worsen a character’s condition to dying. If a staggered and disabled character receives at least 5 points of healing, both conditions are removed.

A disabled character who suffers a hit or a disabled result from an attack becomes agonizante.

Agonizante
A dying character is inconsciente and near death. Each round on his turn, a dying character must make a Fortitude save, DC 10, +1 per turn after the first) to become establo. Penalties suffered from hits apply to this saving throw.

If the character fails the save, he Muere.

Si el personaje tiene éxito en el guardado por menos de 5, lo hace no muere, pero no mejora. Todavía se está muriendo y debe continuar para hacer que Fortaleza guarde en cada ronda.

If the character succeeds on the save by 5 or more, he becomes conscious and Deshabilitado.

Another character can improve a dying character’s condition to establo by making a DC 15 Curar check as a standard action (this provokes attacks of opportunity).

A dying character who suffers a hit or a Deshabilitado result from an attack is matado.

No letal Golpe
A nonlethal hit means you have been battered and bruised and are in less than top condition. Every nonlethal hit you take imposes a cumulative -1 penalty on your Fortitude saves to resist injury from nonlethal damage. Nonlethal hits do not affect Fortitude saves against lethal damage.

Por ejemplo, un personaje con 4 golpes y 3 golpes no letales tiene una penalización de -4 en las paradas de Fortaleza para resistir la lesión de la letal daño, pero una penalización de -7 en salvamentos para resistir la lesión de Daños no letales.

A escalonado character (see below) who suffers a nonlethal hit or becomes staggered as the result of an attack becomes inconsciente.

Escalonado
Being staggered is identical to being Deshabilitado (see above), except that if a character’s condition worsens, he becomes inconsciente instead of agonizante.

Si se aplican 5 o más puntos de sanación mágica a un Personaje escalonado, ya no está escalonado.

A character can be both Deshabilitado and staggered. Becoming disabled while staggered does not worsen your condition to inconsciente. Si un El personaje aturdido e incapacitado recibe al menos 5 puntos de curación, se eliminan ambas afecciones.

A staggered character who suffers a nonlethal hit or a staggered result from an attack falls inconsciente.

Inconsciente
An unconscious character falls to the floor, desvalido and incapable of action. Additional nonlethal hits have no effect on the character. When he recovers one nonlethal hit, he becomes conscious.
CURACIÓN
Over time, or through magical healing, a character can reduce the number of hits he has. Some creatures have special abilities that affect the way in which they heal hits.
Natural Curación
With a full night’s rest, a character heals 1 hit per 2 character levels (minimum 1 hit per night). If he undergoes complete bed rest for 24 hours, he heals a number of hits equal to his character level. Any significant interruption during the rest period prevents the character from healing that night.

Los golpes no letales curan más rápidamente. Un personaje cura de forma no letal Golpes a razón de 1 golpe por hora por cada dos niveles de personaje (mínimo 1 golpe por hora). Si el DJ lo decide, puede prorratearlo cicatrización para que se produzca de manera más uniforme. Por ejemplo, un El personaje de nivel 12 cura 6 golpes no letales por hora; en lugar de el DJ puede permitirle curar 1 golpe no letal cada 10 minutos.

Mágico Curación
For every 5 points of magical healing administered, a character eliminates 1 lethal hit and 1 nonlethal hit.
Habilidades curativas especiales
Some creatures have extraordinary or supernatural powers of healing.

Rápido Curación: A creature with fast healing can remove 1 lethal hit and 1 nonlethal hit per round per 5 points of fast healing (minimum 1 hit of each type). For example, a vampiro desovar has fast healing 2; it can therefore eliminate 1 hit and 1 nonlethal hit per round.

A creature with fast healing may add its fast healing value to Fortitude saves made to become establo when agonizante. Un engendro de vampiro moribundo, por ejemplo, obtiene un +2 bonificación en sus guardados de Fortaleza para estabilizarse.

Regeneración: A creature with regeneration treats all damage as nonlethal, except for specific types of damage, given in the creature’s description, that affect it normally (such as a De los trolls vulnerability to acid and fire). A creature with regeneration can remove 1 nonlethal hit per round per 5 points of regeneration (minimum 1 hit).

DEFENSAS CONTRA DAÑOS ESPECIALES
Some creatures have special defenses against damage, such as daño reducción or Resistencia a la energía. Certain spells and effects also provide defenses against damage.
Sobresueldo Puntos de vida
Effects or abilities that normally give you bonus hit points (such as the Dureza feat or the ayuda spell) instead add to your Fortitude saves to resist injury. For every 5 bonus hit points granted by the effect (round fractions up), add a +1 bonus on the save. For example, Toughness gives you a +1 on Fortitude saves to resist injury.

Puntos de vida extra otorgados por una puntuación de Constitución aumentada no agregues a esta bonificación de ahorro, ya que tu alta Constitución ya te da una bonificación en tus guardados de Fortaleza.

Reducción de daño y Resistencia a la Energía
Damage reduction adds to your Fortitude save to resist injury. For every 5 points of damage reduction that apply against the incoming attack (round fractions up), add a +1 bonus on the save. For instance, a creature with DR 10/magic gains a +2 bonus on Fortitude saves to resist injury from damage dealt by nonmagical weapons.

La resistencia a la energía funciona de la misma manera. Una criatura con resistencia al fuego 15 obtiene una bonificación de +3 en Entereza Salva a Resiste los daños causados por el fuego.

Infligir daño a objetos
Objects can suffer the effects of lethal damage just as creatures can. Nonmagical, unattended objects have a base Fortitude save bonus of +0. A magic item has a Fortitude save bonus equal to +2 +1/2 its caster level. An item attended by a character makes saving throws as the character (or, in the case of a magic item, uses its own saving throw if better).

Añade la dureza de un objeto a sus guardados de Entereza a Resiste las lesiones. Además, por cada pulgada adicional de grosor más allá del primero, un objeto obtiene una bonificación de +1 en su salvar.

Las armas, armaduras y escudos mágicos también agregan su mejora bonificación a sus salvaciones de Entereza contra el daño

An object that takes any lethal hits has a cumulative -1 penalty on its future saves to resist injury from lethal damage, just as with characters. An object that is rendered Deshabilitado is broken or destroyed instead.

Los objetos son inmunes al daño no letal y, por lo tanto, no tienen que hacer salvadas de Fortaleza para resistir las heridas de los ataques que inflige daño no letal.

Criaturas sin Puntuaciones de Constitución
Some creatures, such as undead and constructs, do not have Constitution scores. Creatures without Constitution scores have a +4 bonus on Fortitude saves to resist injury. However, a creature with no constitution score that becomes Deshabilitado is destroyed instead.

Las criaturas que no tienen puntuaciones de Constitución son inmunes a daño no letal y, por lo tanto, no tienen que hacer Fortaleza Guarda para resistir las heridas de los ataques que infligen armas no letales daño.

EFECTOS DE DAÑO ESPECIAL
This system changes the way some special damage effects work.
Golpe de Estado Gracia
A coup de grace is handled as a normal attack, except that the result of the Fortitude save is treated as one category worse. (The save DC is usually higher than normal, as well, since the coup de grace is considered a critical hit and thus deals extra damage.)

On a successful save, the target takes 1 hit (or 1 nonlethal hit, if a nonlethal attack was used). If the save fails by less than 10, the target is Deshabilitado (or escalonado); and if the save fails by 10 or more, the target is agonizante (or inconsciente).

Masivo Daño
There is no massive damage threshold in this variant, since the greater the damage dealt, the higher the chance that a character will become inconsciente or agonizante.

El DJ podría dictaminar que una salvamento de Fortaleza para resistir una lesión que falla por 20 o más y el personaje muere (o perder el conocimiento, si el daño no es letal). Esto introduce la posibilidad muy real de que un solo golpe (como como un golpe crítico o un ataque furtivo) puede tomar a un personaje fuera.

RESERVA PUNTOS

This variant gives each character a capacity to recover quickly from injury. This capacity, measured as reserve points, replenishes lost hit points quickly after a fight. Thus, characters may be wounded and near death by the end of a fight, but then recover to full strength (or nearly full strength) before the next fight begins.

Los puntos de reserva funcionan particularmente bien en campañas de poca magia o cualquier juego en el que la curación sea rara, costosa o de otro tipo difícil de conseguir.

DETRÁS DE LA CORTINA: PUNTOS DE RESERVA
A pesar de que esta variante duplica efectivamente el número de puntos de vida de un personaje, no puedo soportar una paliza una y otra vez sin agotarme su capacidad de recuperación. Los puntos de reserva duplican efectivamente el Número de puntos de vida que un personaje puede perder en el transcurso de múltiples peleas, pero no aumentan el daño que un personaje puede resistir en una sola pelea.
USO DE PUNTOS DE RESERVA
A character’s quantity of reserve points is equal to his full normal hit point total.

Después de que un personaje resulta herido (al perder puntos de vida), Los puntos de reserva comienzan a convertirse automáticamente en puntos de golpe en la tasa de 1 por minuto de actividad no extenuante (como descansando o haciendo senderismo, pero no escalando, nadando o luchando). Así Por cada minuto de actividad no extenuante, el personaje recupera 1 Golpea el punto y pierde 1 punto de reserva.

Por ejemplo, Kroh tiene 22 puntos de vida, por lo que también tiene 22 de reserva Puntos. En una batalla con orcos, recibe 6 puntos de daño, bajando sus puntos de vida a 16. Después de la pelea, Kroh Los puntos de reserva comienzan a "convertirse" en puntos de vida. A lo largo del curso de los siguientes 6 minutos, su total de puntos de reserva cae en 6 y su El total de puntos de vida aumenta en 6, hasta su máximo de 22. Durante en la siguiente pelea, Kroh recibe 24 puntos de daño, dejándolo caer a -2, y luego muere durante 5 rondas antes de estabilizarse, dejando con -7 puntos de vida. Durante los siguientes 16 minutos, sus 16 restantes Los puntos de reserva se convierten en puntos de vida. Después de 7 minutos está consciente pero discapacitado (0 CV). Después de 8 minutos está de vuelta sus pies (1 hp), y después de los 16 minutos ha subido a 9 golpes puntos y 0 puntos de reserva.

Daño no letal: Reserve points can also reduce a character’s nonlethal damage total. For each reserve point that converts to a hit point, a character also subtracts 1 point from his nonlethal damage. In addition, a character can take astandard action to "spend" a number of reserve points equal to or less than his HD to reduce his nonlethal damage an equal amount. (If a character has the Resistencia feat, the GM might choose to make this a move action, to reflect the fact that such characters can more easily perservere through exhausting situations.)

RESERVA DE REPOSICIÓN PUNTOS
Characters naturally regain lost reserve points at the same rate that they naturally heal lost hit points. If a character receives any magical healing, that healing is applied first to the character’s lost hit points. Any excess healing left over after the character’s hit points are restored to full normal is applied to increase the character’s current reserve point total (up to its normal maximum).

Por ejemplo, Kroh normalmente tiene 22 puntos de vida, pero es hasta 9 CV y 0 puntos de reserva. Bebe una poción de curación heridas moderadas, sacando 2d8 + 3 y obteniendo un resultado de 15. El Los primeros 13 puntos reponen sus puntos de vida; el resto va a su Puntos de reserva. Ahora tiene 22 puntos de vida y 2 de reserva Puntos.

CAMBIOS EN LA CONSTITUCIÓN
If a character’s Constitution modifier goes up or down, his reserve points go up or down just as his hit points do. If a decrease in Constitution would drop a character’s reserve points below 0, any excess reduction is deducted from his current hit points.

DAÑO MASIVO UMBRALES Y RESULTADOS

The massive damage rule is designed for games of heroic fantasy. It maintains the remote possibility that a single blow from a mighty opponent can kill a character, regardless of that character’s actual hit points.

Alterar las reglas de daño masivo puede cambiar drásticamente el actitud del personaje ante el combate. Un umbral más bajo (el cantidad de daño que activa una salvación de Fortaleza para evitar la muerte) hace que el combate sea más letal, tal vez convirtiendo cualquier golpe en un Lesiones potencialmente mortales. Por otro lado, un menor resultado mortal en un guardado fallido (inconsciencia instead of death, for instance) makes combat less dangerous, making a character’s current hit point total more important than any single hit.

Here, then, are several alternative massive damage thresholds and results. You can combine different variants to create your own custom system. For instance, you might combine the Basado en HD umbral variant with the Umbral basado en el tamaño variant to create a massive damage threshold that takes into account both a creature’s Hit Dice and size.

Independientemente de la variante que utilices, cada jugador debe grabar el umbral de daño masivo de su personaje en algún lugar del hoja de personaje (para evitar cálculos en mitad de la batalla), y el DJ Es posible que desee agregar valores de umbral de daño masivo a monstruos y Las estadísticas de los NPC se bloquean por la misma razón.

UMBRAL ALTERNATIVO NIVELES
The 50-point threshold in the standard d20 rules can be altered in several ways.

Basado en la Constitución Umbral: A character’s massive damage threshold is equal to his Constitution score. Whenever he takes damage from a single hit that equals or exceeds his current Constitution score, he must succeed on a DC 15 Fortitude save or suffer the effects of massive damage.

If an attack deals hit point damage and also changes the character’s Constitution score (such as a strike with a poisoned weapon), apply all effects of the hit before determining whether the damage is enough to trigger the saving throw. For instance, a character with a 14 Constitution is hit by a greatsword coated with víbora negra veneno. El ataque inflige 12 puntos de daño, pero el El personaje también falla su salvación de Fortaleza contra el veneno y recibe 3 puntos de daño de Constitución. Esto reduce su Constitución, y de ahí su enorme umbral de daño — a 11. Dado que el daño excede el umbral, el El personaje ahora debe hacer una salvación de Entereza para evitar el efecto de daños masivos.

Umbral basado en HD: A character’s massive damage threshold is equal to 25, +2 per Hit Die. Whenever a character takes damage from a single hit that equals or exceeds this value, he must succeed on a DC 15 Fortitude save or suffer the effects of massive damage.

Por ejemplo, un luchador humano de nivel 5 tiene un daño masivo umbral de 35 (25 + [2 × 5]). Un gigante de fuego tiene una enorme umbral de daño de 55 (25 + [2 × 15]).

Umbral basado en el tamaño: A creature’s massive damage threshold is equal to 50, plus or minus 10 points for every size category larger or smaller than Medium. Whenever a creature takes damage that equals or exceeds this value, it must succeed on a DC 15 Fortitude save or suffer the effects of massive damage.

ERROR DE GUARDADO ALTERNATIVO RESULTADOS
Failed massive damage Fortitude save results can be alterd in several ways.

Agonizante Resultado: Instead of a failed Fotitude save against massive damage resulting in instant death, a failed save results in a character being reduced to -1 hit point. The character becomes agonizante and inconsciente, but can still become establo or be helped by his friends, just like any other character who is reduced to -1 hp.

Resultado cercano a la muerte: Alternatively, instead of a failed Fortitude save against massive damage resulting in instant death, a failed save results in a character being reduced to -8 hp. The character is very close to death (having only a round or two to become establo or receive help), but isn’t automatically killed.

Variable Resultado: For an added bit of random chance, a character who fails his Fortitude save against massive damage rolls 1d10 to determine his negative hit point total. A roll of 1 to 9 indicates that the character is agonizante (at -1 hp on a 1, -2 hp on a 2, and so forth). A roll of 10 leaves the character with -10 hit points, which means he is muerto.

ESCALADO DE LA TIRADA DE SALVACIÓN
Another way to tweak the massive damage system is to scale the Fortitude save DC based on the damage taken. For every 10 points of damage dealt by an attack in excess of a character’s massive damage threschold, increase his Fortitude save DC by 2. This rule functions the same regardless of the threshold you choose to use.

Por ejemplo, si utiliza el umbral estándar de 50 puntos, un un golpe que inflija de 50 a 59 puntos de daño requiere una salvación de CD 15, De 60 a 69 puntos DC 17, de 70 a 79 puntos DC 19, y así sucesivamente. Si se utiliza el umbral basado en la Constitución, un carácter con un atributo Constitución de 15 tendría que hacer un CD 15 Fortaleza salvado cuando tomando de 15 a 24 puntos de un solo ataque, DC 17 de 25 a 34 puntos, CD 19 para 35 a 44 puntos, y así sucesivamente.

COMBINACIÓN DE DAÑO MASIVO VARIANTES
The massive damage variants given above can be combined in a number of ways.

To combine the Umbral basado en la Constitución variant with the Sistema basado en HD, simplemente use un puntuación de Constitución del personaje en lugar de 25 para determinar un Umbral de daño masivo del personaje. Por ejemplo, un El personaje de nivel 3 con una Constitución de 14 tiene un umbral de daño de 20 (14 + [3 × 2]). En la mayoría de los casos, esto El cálculo da como resultado un umbral inferior al umbral, pero aún más alto que el umbral basado en la Constitución — mantener la "crudeza" de la Constitución para personajes de nivel bajo a medio, al tiempo que permite personajes de nivel superior para ser más valientes en combate.

You can easily combine the Sistema basado en HD with the Basado en el tamaño variante: Utilice la mitad del valor base para el tamaño en lugar de 20 para Determina el umbral de daño masivo. Por ejemplo, un 1er nivel El luchador humano (un personaje mediano) tiene un umbral de daño masivo de 27 (la mitad de 50 es 25, más 2 × 1).

You probably shouldn’t combine the Sistema basado en la Constitución with the Variante basada en el tamaño, ya que el umbral ya es lo suficientemente bajo como para reducirlo en el caso de los caracteres más pequeños los castiga indebidamente.

Los resultados alternativos de la falla de guardado se pueden combinar con cualquiera de los siguientes los niveles umbrales alternativos.

DETRÁS DE LA CORTINA: REGLAS DE DAÑO MASIVO
The variant systems for massive damage affect the game in different ways.

The Umbral basado en la Constitución variant is deadiler than the standard massive damage system, since the threshold is so much lower. It’s best for low-level, low-power games, or campaigns bent on "gritty realism" in combat. You may want to allow characters the option of increasing their thresholds without improving their Constitution scores. For instance, a feat called Improved Damage Threshold that increased a character’s damage threshold by 3 would allow a low-Constitution character to increase his massive damage threshold quickly and easily.

Unlike most other massive damage thresholds, the Variante basada en HD scales up with a character as he gains levels. At lower levels, the threshold is lower than the normal value, but still high enough that it rarely matters. At higher levels, a character’s massive damage threshold exceeds the value given in the standard d20 rules, increasing such characters’ survivability in combat. It favors monsters whose Hit Dice greatly exceed their Challenge Ratings, such as giants and dragons, since their massive damage thresholds will end up higher than those of the characters fighting them.

The Umbral basado en el tamaño variant hurts halfling and gnome PCs, as well as familiars and some animal companions. It generally favors monsters, since monsters tend to be larger than PCs.

The Morir Salvo Variante de resultado tends to create less deadly combats, since a single save doesn’t spell automatic death. Still, a failed save can be just as critical to the tide of battle as in the standard system — a agonizante character is every bit as useless as a muerto one, and is likely to bleed off resources from one or more other characters who attempt to save him from death.

The Resultado cercano a la muerte is almost as deadly as the standard system, but it gives a character a slim chance of surviving. It is particularly suited for heroic campaigns in which characters often find themselves at the brink of death, only to pull back from the edge at the last possible moment.

The variable resultado system is less deadly than the standard rules (since it allows for the likelihood that a character will survive for at least a few rounds), but removes the predictability of the Resultado de la muerte and cerca Resultado de la muerte variants. A lucky character might be reduced only to -1 hp, while an unlucky character might have mere seconds to survive until passing into the great beyond — if he gets any time at all.

Finally, the Tiro de salvación de escalado option makes high-level combat particularly dangerous to characters with poor Fortitude saves. Since those characters also tend to have low hit points, combat becomes doubly deadly, since they now must worry about individual attacks from powerful opponents as well as the normal attrition of hit points.

VITALIDAD Y PUNTOS DE HERIDA

The vitality and wound points system was originally developed as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character.
DETRÁS DE LA CORTINA: VITALIDAD Y PUNTOS DE HERIDA
Characters using this system should be more wary in combat, which can turn deadly in the space of a few lucky rolls. But they can also bounce back from a fight much more quickly. For that reason, this variant is an ideal system for low-magic campaigns or games where healing is otherwise rare.

Una criatura muy débil en este sistema tiende a ser más difícil de kill que en un juego estándar de d20, ya que su puntuación de Constitución es a menudo más alto que el número de puntos de vida que podría haber tenido. Las criaturas muy grandes también son más duraderas, debido a su tamaño modificador. Esto se refleja en los ajustes de RC que se indican en el reglas variantes.

Criaturas capaces de infligir una gran cantidad de daño en un Un solo golpe se vuelve significativamente más letal en este sistema, ya que Una tirada de ataque de la suerte puede dar un golpe mortal a casi cualquier carácter. En el caso de los golpes críticos, considere la posibilidad de reducir el número adicional de golpes daño de los dados de daño adicional (como una espada llameante o un Rogue's Sneak Attack) a solo 1 punto por dado. (Tales Los ataques infligen daño normal en golpes no críticos). Es decir sigue siendo bastante aterrador cuando se lucha contra un pícaro de alto nivel, pero no Tan aterrador como enfrentarse a la posibilidad de 5 o 10 adicionales Dados de daño de puntos de herida con un ataque furtivo exitoso golpe crítico. Es posible que encuentres otros lugares donde el daño necesita ajuste también en este sistema; No tengas miedo de Juega cuando sea necesario para que tu juego sea divertido y emocionante.

El daño constitucional es especialmente mortal bajo esta variante, ya que cada punto de daño de Constitución reduce los puntos de herida en 1 y cada 2 puntos de daño reduce la vitalidad en un número de puntos iguales a la HD del personaje. Si el La constitución se reduce a 0, muere aunque tenga puntos de herida restante.

VITALIDAD PUNTOS
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. Like hit points in the standard d20 rules, 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. Just as with hit points in the standard d20 rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (And, just as with hit points, a character always gains 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, as shown on Tabla: Puntos de vitalidad below.

Tabla: Puntos de vitalidad
Clase Puntos de vitalidad en el nivel 1 Muerte de vitalidad
Bárbaro 12 + Con mod d12
Bardo 6 + Con mod d6
Clérigo 8 + Con mod d8
Druida 8 + Con mod d8
Luchador 10 + Con mod d10
Monje 8 + Con mod d8
Paladín 10 + Con mod d10
Guardabosque 8 + Con mod d8
Pillo 6 + Con mod d6
Hechicero 4 + Con mod d4
Hechicero 4 + Con mod d4
Herida Puntos
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.
Crítico Hits
A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.

Any critical hit automatically overcomes a creature’s daño reducción, independientemente de si el ataque podría o no normalmente lo hacen.

La mayoría de las armas conservan su rango normal de amenaza crítica. Si un arma normalmente tiene un multiplicador crítico mayor que ×2, El rango de amenaza del arma se expande en 1 punto por cada vez que se multiplicador, como se indica en la siguiente tabla.

Mesa: Conversión de multiplicador crítico a rango de amenaza
Multiplicador Nuevo rango de amenazas
×3 19-20
×4 18-20
×5 17-20
HERIDA Y MUERTE
Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character’s vitality point or wound point total until he runs out of points.
Daño no letal
This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points.
0 Puntos de Vitalidad
At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.
Recibir daño de herida
The first time a character takes wound damage — even a single point — he becomes cansado. A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn’t make the character exhausto.

In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving thow (DC 5 + number of wound points lost from the attack) or be atónito for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)

0 Puntos de herida
Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points.

At 0 wound points, a character is Deshabilitado and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls inconsciente and begins agonizante.

Deshabilitado: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Acelerado spell) worsen the character’s condition to agonizante (unless it involved healing; see below).

Agonizante: A dying character is inconsciente and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become establo.

Si el personaje falla la salvación, muere.

Si el personaje tiene éxito en el guardado por menos de 5, lo hace no muere, pero no mejora. Todavía se está muriendo y debe continuar para hacer que Fortaleza guarde en cada ronda.

If the character succeeds on the save by 5 or more but by less than 10, he becomes establo but remains inconsciente.

If the character succeeds on the save by 10 or more, he becomes conscious and Deshabilitado.

Another character can make a dying character establo by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).

Personajes estables y Recuperación
A stable character is inconsciente. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable.

If the character fails the save, he becomes agonizante.

If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and inconscientey debe seguir haciendo salvamentos de Fortaleza cada hora.

If the character succeeds on the save by 5 or more, he becomes conscious and Deshabilitado.

Un personaje estable y consciente sin ayuda a 0 puntos de herida tiene un 10% de probabilidad de comenzar a recuperar puntos de herida de forma natural que día.

Una vez que un personaje sin ayuda comienza a recuperar puntos de herida Naturalmente, ya no está en peligro de muerte.

Recuperarse con ayuda: A dying character can be made stable with a DC 15 Curar check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes Deshabilitado. If he remains inconscienteél tiene la misma oportunidad de recuperar la conciencia cada hora. Aun cuando inconsciente, recupera los puntos de la herida de forma natural, convirtiéndose en consciente y capaz de reanudar su actividad normal cuando su herida Los puntos suben a 1 o más.

SITUACIONES DE DAÑOS ESPECIALES
The vitality point system changes the way some special damage effects work.
Golpe de gracia
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.
Daño masivo
The massive damage rule does not apply under this system.
CURACIÓN
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.
Curación natural
Characters recover vitality points at a rate of one vitality point per hour per character level.

Con una noche completa de descanso, un personaje recupera 1 herida punto por nivel de personaje (mínimo 1 por noche), o el doble Cantidad con reposo completo en cama durante 24 horas. Cualquier interrupción durante el período de descanso impide que el personaje sanando esa noche.

Sanación asistida
A character who provides Cuidados a largo plazo doubles the rate at which a wounded character recovers lost vitality and wound points.
Sanación mágica
Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll (such as curar heridas leves), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points.

Por ejemplo, curar heridas moderadas cura 2d8 puntos de daño, +1 punto por nivel de lanzador (máximo +10). Con arreglo a este sistema, un El clérigo de nivel 10 podría lanzarlo para curar 2d8 puntos de vitalidad y 10 puntos de herida.

Spells or effects that return a number of hit points not based on a die roll, such as curar, aplicar la cicatrización a la herida perdida Primero los puntos, luego la vitalidad perdida. Por ejemplo, un nivel 11 El clérigo que lanza Sanación tiene 110 puntos de sanación para aplicar. Si el El objetivo ha recibido 12 puntos de daño de herida y 104 puntos de daño de herida. daño de vitalidad, el hechizo cura todo el daño de la herida y 98 puntos de daño de vitalidad, dejando al objetivo con solo 6 puntos de vitalidad de daño restantes.

NPCs Y MONSTRUOS
Vitality points are only granted by the "heroic" classes, such as the standard character classes and various prestige classes. The NPC classes — adept, aristocrat, commoner, expert and warrior — grant no vitality points (either at 1st level or thereafter). Such characters have wound points equal to their Constitution score. Thus, a typical 1st-level orc warrior has no vitality points and 12 wound points. All damage dealt to such creatures is applied to their wound points.

La mayoría de los monstruos, por otro lado, tienen puntos de herida y puntos de vitalidad. Para criaturas pequeñas, medianas y grandes, un El total de puntos de herida del monstruo es igual a su Puntuación de la Constitución. Las criaturas más pequeñas o más grandes que eso tienen el total de puntos de herida multiplicado por un factor basado en su tamaño, como se indica en la tabla.

El total de puntos de vitalidad de un monstruo es igual al número de puntos de vida que normalmente tendría, en función de su tipo y Puntuación de la Constitución. El DJ puede optar por no asignar vitalidad señala criaturas que representan poca o ninguna amenaza para los PJs, como animales domésticos de rebaño.

Tabla: Tamaño de los puntos de herida Multiplicador
Tamaño Multiplicador de puntos de herida
Multa ×1/8
Diminutivo ×1/4
Diminuto ×1/2
Pequeño ×1
Medio ×1
Grande ×1
Enorme ×2
Gigantesco ×4
Colosal ×8
Criaturas sin Puntuaciones de Constitución
Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never cansado or atónito by wound damage.
Puntos de vida adicionales
If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construir gets 20 bonus wound points.) The same holds true for any permanent effect that increases a character’s hit point total (such as the Dureza feat, which adds 3 to the character’s wound point total).
Reducción de daño
Daño reducción functions normally, reducing damage dealt by attacks. However, any critical hit automatically overcomes a creature’s damage reduction, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton (DR 5/bludgeoning) overcomes the creature’s damage reduction even if it was hit with a weapon that does not deal bludgeoning damage.
Curación rápida
Creatures with Curación rápida 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 vampiro has fast healing 5).

Si una criatura con curación rápida no tiene puntuación de Constitución, En su lugar, la curación rápida restaura los puntos de herida perdidos. Igualmente no se aplica a las criaturas que no tienen puntos de vitalidad, pero tienen una puntuación de Constitución (como un guerrero humano o un animal). Tales criaturas no obtienen ningún beneficio de la curación rápida.

Regeneración
All damage dealt to creatures with regeneración is vitality point damage, even in the case of critical hits. The creature automatically heals vitality point damage at a fixed rate per round, as given in the entry (for example, a troll has regeneration 5). A regenerating creature that runs out of vitality points becomes cansado just as if it had taken wound point damage. Excess damage, however, does not reduce its wound points. Certain attack forms, typically fire and acid, automatically deal wound damage to a regenerating creature, though it may attempt a Fortitude save (DC 10 + damage dealt) to convert this to vitality damage, which it can regenerate normally. Otherwise, regeneration functions as described in the standard rules and in individual monster descriptions.
CLASIFICACIONES DEL MONSTER CHALLENGE
Increase the CR of any Gargantuan or Colossal creature by +1, unless the creature does not have a Constitution score.

Los monstruos con CR fraccionarios suben al siguiente nivel más alto fracción. El kobold (ordinariamente CR 1/4) se convierte en CR 1/3, para ejemplo, mientras que el duende (normalmente CR 1/2) se convierte en CR 1.

MUERTE Y AGONIZANTE

Under the standard d20 rules, inconsciencia and death are predictable states: When a character reaches negative hit points, he goes unconscious. When he reaches -10, he dies.

Esta variante le quita parte de esa previsibilidad. Ya no más ¿Un personaje moribundo tiene un número determinado de rondas para vivir? Éste aumenta la tensión en combate cuando uno de tus aliados tiene caído, porque no sabes exactamente cuándo es el reloj se va a acabar.

DETRÁS DE LA CORTINA: LA MUERTE Y EL MORIR
This variant system increases a character’s chance of surviving in combat against monsters that deal out tremendous amounts of damage per attack, since any character brought to 0 hit points against such a creature has a chance of survival. It eliminates the fear that every high-level character has faced: taking damage from a creature’s attack that knocks him down close to 0 hit points, knowing that a second attack is coming and it will probably send him well below -10 hit points.

Esta variante también reduce parte del factor de oscilación de los daño, ya que una sola salvación fallida no marcará la diferencia entre la vida y la muerte. En las peleas contra monstruos que pueden infligen rutinariamente 50 o más puntos de daño por golpe, no terriblemente poco común en los niveles más altos, esto evita que el combate siendo un juego sombrío de "¿Quién será el primero en tirar un 1?"

0 Golpe Puntos
With this variant, characters can’t be reduced to negative hit points — 0 is the minimum. There is no automatic hit point total at which a character dies. Instead, any character who takes damage that reduces his hit points to 0 must make a Fortitude save to avoid falling inconsciente or agonizante.
El Fortaleza Guardar
When a character’s hit points are reduced to 0, he must attempt a Fortitude save (DC 10, +2 per 10 points of damage dealt by the attack or effect). Success means the character is Deshabilitado; failure indicates that he is agonizante. Failure by 10 or more means the character is muerto. (If the character rolls a natural 1, he is dying. Calculate the numeric result; if he missed the DC by 10 or more, he is dead.)

Los posibles resultados del guardado son los siguientes.

Deshabilitado: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but if a disabled character takes any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Acelerado spell), she must succeed on a Fortitude save (against the same DC as the save made when reduced to 0 hit points) to remain disabled; otherwise, she becomes agonizante after she completes the action. If a disabled character takes any lethal damage, she must make a new Fortitude save (DC 10, +2 per 10 points of damage dealt by the attack or effect), but any result other than muerto means the character is now dying. A disabled character who is dealt (or who is currently suffering from) any nonlethal damage becomes inconsciente (since the character’s nonlethal damage now exceeds his hit points) but does not begin dying.

Agonizante: A dying character is inconsciente and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become establo.

If the character fails the save, he Muere.

Si el personaje tiene éxito en el guardado por menos de 5, lo hace no muere, pero no mejora. Todavía se está muriendo y debe continuar para hacer que Fortaleza guarde en cada ronda.

Si el personaje tiene éxito en el guardado por 5 o más, pero por menos a partir de los 10, se estabiliza pero permanece inconsciente.

If the character succeeds on the save by 10 or more, he becomes conscious and Deshabilitado.

Another character can make a dying character establo by succeeding on a DC 15 Curar check as a standard action (which provokes attacks of opportunity).

Establo: A stable character is inconsciente. Cada hora, un personaje estable debe tener éxito en una salvación de Fortaleza (CD 10, +1 por hora después de la primera) para permanecer estable.

If the character fails the save, he becomes agonizante.

If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and inconscientey debe seguir haciendo salvamentos de Fortaleza cada hora.

Si el personaje tiene éxito en la salvación por 5 o más, se convierte en consciente y tiene 1 punto de vida.

Another character can grant a stable character a +2 bonus on his Fortitude save to remain stable by tending to him for at least 10 minutes during the hour between saves and by making a DC 15 Curar check.

Muerto: A dead character’s soul immediately departs the body, and getting it back into the body is a major hassle. Unless you have access to powerful divine magic, you can’t do much to a dead character except go through his pockets for loose gold pieces.

Curación
A Deshabilitado, establo, or agonizante character has 0 hit points. Healing that raises her above 0 hit points makes her conscious and fully functional again, just as if she had never been reduced to 0. A spellcaster retains the spellcasting ability she had before dropping to 0 hit points. (Of course, a character suffering from nonlethal damage equal to or in excess of her current hit points must still deal with the ramification of that state.)

For example, Tirsa is smashed by a hill giant’s club for 26 points of damage, but she only has 14 hit points left. She is reduced to 0 hit points. She must immediately attempt a DC 14 Fortitude save (base DC 10, +4 because the damage dealt was at least 20 points but less than 30 points). She rolls a 5, so she is inconsciente and agonizante. (Había rodó peor, el ataque la habría matado directamente).

On her next turn, she must succeed on a DC 10 Fortitude save to become establo. She rolls a 13, which is enough to remain dying but not good enough to become stable. Next round, the DC increases to 11, and she rolls a 16. Since that result exceeds the DC by at least 5 points, Tirsa becomes stable but remains inconsciente. Asumiendo que no es sanada por sus amigos (o asesinada por sus enemigos) mientras tanto, debe tener éxito en un DC 10 Fortaleza guarde 1 hora más tarde para permanecer estable.

DAÑO MASIVO
If a single attack deals sufficient damage to force a saving throw against massive damage (typically 50 points, though if you use a variant system — see Daño masivo Umbrales y resultados, above — that amount may vary dramatically), the target of the attack makes a Fortitude save as normal. If the save fails, the target’s hit point total is reduced to 0, and he must immediately attempt a second Fortitude save (DC 10, +2 per 10 points of damage dealt by the attack or effect) to determine if he is muerto, agonizante, or merely Deshabilitado (as outlined above).

For example, Kroh is blasted by the fiery breath of an old red dragon. Failing his Reflex save, he takes 88 points of fire damage. Thankfully, Kroh wears a major ring of fire resistance, which reduces this damage by 20 points to 68. This number is far lower than his current hit points, but is enough damage to trigger a DC 15 Fortitude save due to massive damage. Unfortunately, Kroh rolls a natural 1 on the saving throw and is reduced to 0 hit points. He must now attempt a Fortitude save to see if he is merely disabled, dying, or if this attack slays him outright. The DC is 22 (base 10, +12 because the damage dealt is at least 60 points but not 70 points). This time Kroh rolls a 23, which is good enough to remain Deshabilitado. Kroh remains conscious, but may attempt only a standard action or a move action (plus free actions) each round, and if he tkes a standard action, he must take another DC 22 Fortitude save to remain disabled after taking that action. If he fails that save, or if he takes even a single point of lethal damage, he is rendered inconsciente and begins agonizante (or may be slain outright).