Grave Injury

While most injuries can be mended through bed rest and curative magics, some are too complex for the body to heal. Whether its a severed hand or a destroyed muscle, the grave injuries are what turn young adventurers into limping farmhands. Grave injuries are so severe that bed rest, fast healing, and even most healing magics are incapable of properly healing them – instead growing scar tissue around the wound. Healing a grave injury requires either Surgery, the Regenerate spell, or similarly powerful recontstrucive magics. Creatures with the regeneration ability will similarly recover from a grave injury in the same time it takes them to regrow a limb, so long as they are capable of doing so. A creature may alternately replace the limb with a prosthetic or graft.

Sustaining a Grave Injury

  • Below Zero Hit Points

    If a character is knocked below zero hit points, they have a 10% chance of sustaining a grave injury to a random limb. If a character already possesses a grave injury when they would gain another one, they have a 25% that the new grave injury afflicts the already-injured limb, severing the limb in most cases (if the character already possesses multiple grave injuries, roll randomly among them). To determine which limb is injured, Roll a d20 and consult the table below. If a character would suffer a grave injury to a limb they lack, reroll.

d20 Result Body Part
1 Head
2 Left Eye
3 Right Eye
4 Left Eardrum
5 Right Eardrum
6 Tongue
7 Left Wing
8 Right Wing
9 Torso
10 Left Hand
11 Right Hand
12 Left Arm
13 Right Arm
14 Left Foot
15 Right Foot
16 Left Leg
17 Right Leg
18 Tail
19 Reroll
20 Reroll
  • Coup de Grace

    A character delivering a coup de grace may choose to attempt to injure or remove a body part instead of killing the opponent. The coup de grace is delivered as-normal. If the enemy fails their Fortitude saving throw, the enemy’s limb is injured or lost as desired, but the character does not face risk immediate death. If a character chooses to remove a body part, the enemy only suffers half the damage if the coup de grace is successful, the other half being dealt to the now-lost limb (calculate the save for the coup de grace using full damage). The exact injury done depends on the weapon – a dagger is ill-equipped to sever a leg, though a scythe would have a difficult time removing a tongue (GM discretion).

  • Monster Attacks

    Particularly vicious monsters may possess unique attacks that can inflict grave injury. These attacks may simply have a percentage chance to inflict a grave injury or may force a Fortitude or Reflex save to avoid the injury. Only the most dire of monsters are capable of severing a limb with such an attack – most simply rerolling until an appropriately undamage limb is selected.

Penalties for Grave Injuries

A character who has a grave injury suffers considerable pain, imposing a -4 penalty on all checks for 1 days decreasing by 1 per day after that. A Constitution check (DC 15 plus 2 per size category above medium) made as a free action once per round allows a character to halve these penalties for 10 minutes. Numbing and pain-relieving medications and magics are similarly able to reduce or even remove these penalties for their duration. A character suffers additional penalties, depending on the injured body part.

If a character is currently shapeshifted and injures a limb they don’t normally have, the injury will shift to the nearest other limb when they return to their normal form (wing to arm, tail to leg). A grave injury to a limb created with magic will remain only until the magic dissipates, or will indicate damage to a magic item (varying from case to case, but never destroying the item in question unless it already had the broken condition).

Head

A head injury usually results in a loss of mental faculties and strong headaches. A character who has a head injuries incurs the following penalties:

  • -2 penalty to Intelligence, Wisdom, and Charisma. Some head injuries are more severe, and impose a -4 or higher penalty instead. Such injuries may come along with debilitating migraines and are often indicative of a deeper problem.
  • A character who sustains injuries to an already-injured head suffers from a more severe head injury.
Eye

An injured eye usually results in excessive watering and general difficulties seeing. A character who has an injured eye incurs the following penalties:

  • -2 penalty on all sight-related checks, such as Perception and many Survival checks
  • A character who sustains injuries to an already-injured eye loses the eye
Eardrum

A damaged eardrum usually results in a strong ringing sound and general difficulties hearing. A character who has injured an eardrum incurs the following penalties:

  • -2 penalty on all hearing-related checks, such as Perception.
  • A character who sustains injuries to an already-injured eardrum loses the eardrum
Tongue

A tongue injured to the point magic cannot heal means a fairly sizable portion of the tongue has been severed or otherwise destroyed. A character who has injured their tongue incurs the following penalties:

  • Speech becomes difficult, imposing a -4 penalty on all speech-related checks, such as Diplomacy.
  • 20% spell failure chance on any spell that requires a verbal component.
  • A character who sustains injuries to an already-injured tongue loses the tongue.
Wing

An injured wing is always a serious problem to any race with wings, such as the angels and avens, a cut tendon or severed muscle crippling the wing. A character who has an injured wing incurs the following penalties:

  • -8 penalty on any check needing the wing, such as Fly and certain Perform skill checks (GM’s discretion). Maneuverability is counted as 2 steps lower for any spells or effects that depend on flight maneuverability.
  • Cannot run or charge while flying
  • Takes a -8 penalty when making bull rush or overrun attempt while flying and takes a -5 penalty to resist these combat maneuvers while flying
  • Flight speed is reduced by half (rounding down). A character’s flight speed cannot be reduced below 5 feet in this fashion.
  • Carrying capacity is reduced by two thirds while flying. This penalty does not stack with other similar penalties for grave injuries.
  • A character who sustains injuries to an already-injured wing loses the wing.
Torso

An injury to the torso is often a crippling blow to any adventurers, weakening their very core. A character who has suffered a torso injury incurs the following penalties:

  • -2 penalty to Strength, Dexterity, and Constitution (reducing hit points as appropriate). Some torso injuries are more severe, and impose a -4 or higher penalty instead. Such injuries may come along with debilitating pains and are often indicative of a deeper problem.
  • A character who sustains injuries to an already-injured torso suffers from a more severe torso injury.
Hand

A gravely injured hand has either had nerves or tendons severed, fingers or even whole pieces of the hand may have been lost. A character who has injured a hand suffers the following penalties:

  • -2 penalty on any check needing the hand, such as attack roll and damage rolls using the hand, or skills such as Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks
  • -1 penalty on grapple checks
  • Must make a concentration check to cast spells with somatic components if using that hand (DC 10+spell level)
  • Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one quarter. This penalty does not stack with other similar penalties for grave injuries.
  • The penalties for an injured arm (see below) override the penalties for an injured hand if both are on the same arm.
  • A character who sustains injuries to an already-injured hand loses the hand.
Arm

A gravely injured arm has suffered structural damage at the elbow (or higher), severely limiting what that side of the body can do. A character who has lost an arm incurs the following penalties:

  • -4 penalty on any check needing the arm, such as attack roll and damage rolls using the arm, or skills Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks
  • -3 penalty on grapple checks
  • Must make a caster level check to cast spells with somatic components if using that arm (DC 15+spell level)
  • Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third. This penalty does not stack with other similar penalties for grave injuries.
  • A character who sustains injuries to an already-injured arm loses the arm.
Foot

A serious injury to a foot is much akin to a hand – the loss of tendons or nerves, or the loss of pieces of the foot itself. A character who has injured a foot incurs the following penalties:

  • -2 penalty penalty on any check needing the foot, such as Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
  • Cannot run or charge.
  • Takes a -4 penalty when making a bull rush or overrun attempt and takes a -2 penalty to resist these combat maneuvers.
  • Land movement rate is reduced by one-quarter (rounding down), and characters can no longer benefit from the fast movement class feature. A character’s movement speed cannot be reduced below 5 feet in this fashion.
  • Carrying capacity is reduced by one quarter and the maximum weight a character can lift over head or off the ground is reduced by one third. This penalty does not stack with other similar penalties for grave injuries.
  • The penalties for an injured leg (see below) override the penalties for an injured foot if both are on the same leg.
  • A character who sustains injuries to an already-injured foot loses the foot.
Leg

A seriously injured leg has suffered structural damage at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or a fellow adventurer. A character who has injured a leg incurs the following penalties:

  • -5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
  • Cannot run or charge.
  • Takes a -8 penalty when making bull rush or overrun attempt and takes a -5 penalty to resist these combat maneuvers.
  • Land speed is reduced by half (rounding down). A character’s movement speed cannot be reduced below 5 feet in this fashion.
  • Carrying capacity is reduced by one half and the maximum weight a character can lift over head or off the ground is reduced by two thirds. This penalty does not stack with other similar penalties for grave injuries.
  • A character who sustains injuries to an already-injured leg loses the leg.
Tail

An injured tail poses some considerable problems to any race that relies on a tail for balance: catfolk, nishoba, kitsune, leonin, nezumi, and viashino. A character who injured a tail incurs the following penalties:

  • -1 penalty on Acrobatics checks and certain Perform skill checks (GM’s discretion).
  • A character who sustains injuries to an already-injured tail loses the tail.

Penalties for Lost Body Parts

A character who has lost a body part suffers extreme pain, imposing a -10 penalty on all checks for 3 days, decreasing by 1 per day after that. A Constitution check (DC 20 plus 2 per size category above medium) made as a free action once per round allows a character to halve these penalties for 10 minutes. Numbing and pain-relieving medications and magics are similarly able to reduce or even remove these penalties for their duration. A character suffers additional penalties, depending on the body part lost.

Eye

The loss of an eye is more dangerous than many assume. The loss of half your field of vision, poor depth perception, and the complete loss of binocular vision can be a serious detriment to anyone. A character who has lost an eye (or has an eye otherwise obscured) incurs the following penalties:

  • -4 penalty on all sight-related checks, such as Perception and many Survival checks
  • Double distance penalties when attempting to discern how far away something is
  • A character who has lost or obscured both eyes is incapable of making sight-related checks
Ear

The loss of the outer lobe of the ear is not nearly as problematic as the loss of the eardrum, but does have its own associated problems. A character who has lost an ear incurs the following penalties:

  • -1 penalty on all hearing-related checks, such as Perception.
  • A character who has lost both ears cannot determine the direction a sound is coming from.
Eardrum

The loss of an eardrum permanently impedes their hearing. A character who has lost an eardrum (or has an ear otherwise muffled) incurs the following penalties:

  • -4 penalty on all hearing-related checks, such as Perception.
  • A character who has lost or muffled both ears is Deaf
Tongue

The loss of a tongue is rare occurance, but is a considerable loss for any spellcaster or social butterfly. A character who has lost a tongue incurs the following penalties:

  • Cannot speak
  • Cannot make taste-related checks
  • Cannot cast spells that require a verbal component
  • Cannot perform any task the requires a tongue
Wing

The loss of a wing is a particularly devastating blow to any race capable of natural flight. A character who has lost a wing incurs the following penalties:

  • A character who has lost even a single wing cannot fly. A character may use a complex prosthetic to allow them to glide again, but, without restoring the limb, only magic can allow them to regain their ability to fly.
Hand

Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried. A character who has lost a hand incurs the following penalties:

  • -5 penalty on any check needing the hand, such as Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks
  • -4 penalty on grapple checks
  • Cannot use that hand to cast spells with somatic components.
  • Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a buckler on the affected arm
  • Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third. This penalty does not stack with other similar penalties for grave injuries.
  • The penalties for a lost arm (see below) override the penalties for a lost hand if both are on the same arm.
  • A character who has lost both hands, or one hand and one arm, cannot use any skill or perform any task requiring hands, such as making most attacks, casting spells with somatic components, or even handle objects, without the aid of prosthetics or magic.
Arm

Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable. A character who has lost an arm incurs the following penalties:

  • -10 penalty on any check needing the arm, such as Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks
  • -8 penalty on grapple checks
  • Cannot use that arm to cast spells with somatic components.
  • Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
  • Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved. This penalty does not stack with other similar penalties for grave injuries.
  • A character who has lost both arms cannot use any skill or perform any task requiring arms, such as making most attacks, casting spells with somatic components, or even handle objects, without the aid of prosthetics or magic.
Foot

Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement. A character who has lost a foot incurs the following penalties:

  • -5 penalty on any check needing the foot, such as Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
  • Cannot run or charge.
  • Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
  • Land speed is reduced by half (round down), and characters can no longer benefit from the fast movement class feature. A character’s movement speed cannot be reduced below 5 feet in this fashion.
  • Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved. This penalty does not stack with other similar penalties for grave injuries.
  • The penalties for a lost leg (see below) override the penalties for a lost foot if both are on the same leg.
  • A character who has lost both feet, or one foot and one leg, cannot use any skill or perform any task requiring feet and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Leg

Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or a fellow adventurer. A character who has lost a leg incurs the following penalties:

  • -10 penalty on any check needing the leg, such as Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
  • Cannot run or charge.
  • Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
  • Land speed is reduced to 5 feet, and can no longer make a 5-foot step. This penalty does not stack with other similar penalties for grave injuries.
  • Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing. This penalty does not stack with other similar penalties for grave injuries.
  • A character who has lost both legs cannot use any skill or perform any task requiring legs, is always considered prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Tail

Losing a tail poses some considerable problems to any race that relies on a tail for balance: catfolk, nishoba, kitsune, leonin, nezumi, and viashino. A character who has lost a tail incurs the following penalties:

  • -2 penalty on Acrobatics and certain Perform skill checks (GM’s discretion).
  • -2 Dexterity penalty

Grave Injury

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