Unconsciousness

This campaign will use some slight adjustments to the systems regarding Unconsciousness.

Unconsciousness

The world is a dangerous place and near death experiences are tragically common among adventurers. Characters reduced to below 0 hit points (but that do not die) suffer an emotionally traumatic event that merely healing the flesh cannot completely remove:

  • First Instance: During an adventure, the first time a character is reduced to negative hit points (and subsequently healed) he is considered Fatigued until he undergoes a week of bed rest. A DC 20 Constitution check made when the character regains consciousness removes this effect.
  • Second Instance: During an adventure, the second time a character is reduced to negative hit points (and subsequently healed) he is considered Fatigued until he undergoes two weeks of bed rest. A DC 20 Constitution check made when the character regains consciousness reduces this duration to one week.
  • Third Instance: During an adventure, the third time a character is reduced to negative hit points (and subsequently healed) he is considered Exhausted until he undergoes three weeks of bed rest. A DC 20 Constitution check made when the character regains consciousness reduces this effect to Fatigued for two weeks.

Any magical effect that can remove Fatigue or Exhaustion conditions noted above still works as normal.

Potential Modifiers

Certain Feats or other traits may modify how a character responds to traumatic injury above and beyond their innate vigor:

  • The Diehard feat provides a + 2 bonus on these trauma checks.
  • The Endurance feat provides a + 2 bonus on these trauma checks.
  • The Great Fortitude feat provides a + 1 bonus on these trauma checks.
  • The Improved Great Fortitude feat provides a + 1 bonus on these trauma checks.
  • The Orc Ferocity racial trait1 provides a + 2 bonus on these trauma checks.
  • Each previous check made imposes a ‐ 1 penalty

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1 or similar race or class feature

Unconsciousness

New Land surrnol surrnol