Damage, Drain, and Healing

Adventurers are used to coping with an unusually wide variety of injuries. Accordingly, there exist many different forms of damage, as well as many terms which define how a creature deals with various damage types.

**Physical Damage vs Non-Physical Damage**

Physical damage is inflicted by weapons, falls, and most things that naturally and obviously cause bodily harm. A creature’s damage reduction (DR) and damage deflection (DD) apply only to physical damage.

Physical damage consists of four subtypes: Bludgeoning, Piercing, Slashing, and Force.

Bludgeoning damage: blunt objects, such as maces and clubs, inflict bludgeoning damage. Some natural attacks can also deal bludgeoning damage—for example, tail slaps and slam attacks. Falling damage is also classified as bludgeoning damage.

Piercing Damage: Pointed objects and weapons such as darts or tridents deal piercing damage. Some natural attacks, such as stingers or gores, deal piercing damage.

Slashing Damage: Bladed weapons such as swords and axes deal slashing damage. Some natural attacks, such as claws, deal slashing damage.

Force: Force damage is physical damage that occurs as a result of the physical force exerted by certain types of magic. For example, creatures that are hit with a *magic missile* spell take force damage.

The term “Non-Physical Damage” encompasses all other types of damage, including spells, energy, and damage due to bleed. All non-physical damage bypasses damage reduction. Additionally, the bonus damage dealt by enhanced weapons is considered to be the same damage type as the base weapon. For example, the +1 bonus damage on a +1 longsword is slashing damage.

**Damage Reduction and Damage Deflection**

When a creature with Damage Reduction takes physical damage, they subtract their Damage Reduction from the damage taken, to a minimum of 0. For example, if a creature has DR 10/- and would take 15 points of physical damage, they instead take 5 points of damage.

The damage type that follows the “/” represents a damage type that can bypass the DR. Let’s say a creature has DR 10/piercing. If they would take 5 points of bludgeoning damage, they take no damage thanks to their DR. If they take 5 points of piercing damage, however, this bypasses their DR and they take the full 5 points.

Damage Deflection (or DD) operates from a similar concept as DR, but functions slightly differently. A creature’s DD nullifies an amount of damage up to their listed numerical value, but is bypassed completely if the damage they would take exceeds this number. For instance, if a creature has DD 5 and would take 3, 4, or 5 points of damage, they instead take no damage. If they would be subject to 6 damage, the DD is bypassed and they take the full 6 damage.

If a creature has both DD and DR, the DD is calculated first. For instance, let’s look at a creature with DD8 and DR 5/-. If the creature is struck with 11 points of physical damage, this would overcome the creature’s DD. This damage is then reduced by 5 due to the DR, and the creature ends up taking 6 damage.

**Magical Damage**

All damage is either magical or mundane. The damage dealt directly by spells is considered magical, though other damage as a result of spells is non-magical. As an example, a fireball deals magical damage. If the fireball sets a ship on fire, that fire is considered to be non-magical damage. Magically enhanced melee weapons deal magical damage, though magically enhanced ranged weapons only deal magical damage if their ammunition is also enhanced.

Some creatures, such as dragons, are intensely magical by nature, to the point where even their natural attacks deal magical damage.

**Elemental Damage**

Elemental damage is not physical damage, so it is not subject to DR, though it may be subject to Tolerance. Tolerance functions similarly to DR, but only for the specified type of damage. Elemental damage can be magical or non-magical depending on its source, but cannot be non-lethal.

There are five types of elemental damage.

Fire: Heat causes fire damage by burning creatures. Some creatures, such as demons, are immune or resistant to fire damage. An example of fire damage:  a creature which is *on fire.*

Cold: Extremely low temperatures, magically or naturally created, cause cold damage. Some creatures, such as undead, are immune to cold damage. An example of cold damage: a freezing environment.

Corrosive: Corrosive damage is caused by caustic materials dissolving creatures. Some creatures, such as angels, are immune to corrosive damage. An example of corrosive damage: acid.

Electric: Electric charges and bolts cause electric damage. Earth elementals are immune to electric damage. An example of electric damage: a lightning bolt.

Sonic: Powerful sound waves cause sonic damage. An example of sonic damage: very loud sounds.

**Bleed**

Some attacks hamper their target by damaging them in a way that causes a continuous loss of stamina. This damage is classified as bleed. Each round, a creature suffering from bleed takes damage equal to their current amount of bleed at the end of their turn. This damage is not subject to DR or Tolerances. If bleed damage is listed as a variable (such as “1d6 bleed”), this damage is rolled every turn. Bleed stacks: that is, if a creature is currently suffering from bleed and takes more bleed, the two numbers are added together for the purpose of determining total bleed.

Bleed continues until a Medicine check is able to end the effect, or the bleed is healed. The DC of the required Medicine check is equal to 10 plus twice the amount of bleed the target is currently affected by. A check that fails by 5 or less temporarily suppresses the bleeding, but only for one round. If this is a variable amount, assume the maximum amount for this check. Bleed can also be healed with magical healing via positive energy. However, this requires an amount of magical healing equal to double the current bleed value. So 10 points of positive energy would reduce a creature’s bleed by 5. If the bleed is reduced to 0, the bleed is ended. If the amount of bleed is listed as a variable, the effect is ended when the amount of magical healing is equal to the maximum possible amount of bleed. For example, a creature taking 1d6 bleed needs 12 points positive energy to remove it.

Bleed is not a damage type and so cannot be mitigated by DR or Tolerances. However, some creatures are immune to bleed. Undead are an example. Finally, damage taken from bleed can never be non-lethal, although it can be either magical or non-magical.

**Other Damage:**

Psychic: Psychic damage can only be dealt to creatures an Intellect score that is greater than 0. Psychic damage is always non-lethal, and is always magical.

Poison: Poison damage is dealt by toxic elements and compounds which damage a creature’s physical body. Non-living creatures such as undead are immune to poison damage. Poison damage is always lethal, and it can be either magical or non-magical.

Positive Energy: Positive energy is pure life force. Living creatures do not take damage from positive energy—instead, they are healed, gaining Health and then HP equal to the amount of positive energy. Undead are harmed by and take damage from positive energy. Positive energy is always magical. Against undead creatures, it cannot be considered non-lethal. Positive energy cannot affect objects or constructs.

Negative Energy: Negative energy is pure death energy. Negative energy deals damage to living creatures and heals undead. Negative energy is always magical. Against the living, it cannot be considered non-lethal. Negative energy cannot affect objects or constructs.

Non-Lethal Damage: Non-lethal damage is classified as any form of damage that is less likely to kill a target and is more easily healed. Non-lethal damage affects HP as normal, but does not reduce a target’s Health. Instead, any non-lethal damage that would have reduced the target’s Health is tracked separately. If this tracked non-lethal damage exceeds the target’s Health, the target becomes unconscious but not dying. Both magical and non-magical damage can be considered non-lethal. Spells that heal damage also remove non-lethal damage.

Holy/Unholy Damage: Deities, and divine casters who channel the power of their deities, have the ability to cause holy damage. Holy damage is always magical and can be either lethal or non-lethal, but is never subject to any DR or Tolerance. Unholy damage is caused by outsiders and functions similarly, but is always lethal.

**Vulnerability and Mitigation**

Some creatures are resilient or vulnerable to a certain type of damage. When they are targeted by damage of this listed type, they take half or twice the amount of usual damage, respectively. This applies before any damage-reducing effects, such as DR, DD, or Tolerance.

**Ability Drain**

A variety of spells, toxins, and monster abilities can affect a character’s ability scores. This drain heals at a rate of one point per long rest. However, drain also has different side effects depending on the selected ability score.

Power: There is no minimum Power score for the purpose of determining how much Power a creature can lose. After enough Power drain, however, a creature is no longer able to physically support its own weight. A creature whose Power score is 15 less than its Stature has their move speed reduced to 0. A creature whose Power score is 20 less than its Stature is *paralyzed*. Some situations may allow creatures to overcome this, such as an aquatic creature being able to swim, while on land they would be immobile, such as a whale.

Finesse: When a creature takes Finesse drain, they grow increasingly unable to use their fine motor skills. A creature with Finesse below 1 is unable to use their hands to effectively hold any object, including weapons, and can only make slam natural attacks. Additionally, a creature with Finesse below 1 that attempts a Tactical Exploit can only use shove or overrun.

Grace: When Grace is reduced below 1, the creature loses its gross motor skills and becomes unable to effectively maneuver. They cannot move more than half their movement speed in one round. Additionally they cannot use Fix-Footing or feint. If a creature’s Grace score falls below -5, they cannot take any actions to move.

Vitality: When a creature’s Vitality is reduced to 0, it dies. Vitality loss also causes a creature to lose Health and HP, which must be recalculated using the new Vitality score. Note that some creatures, such as constructs and undead, do not have Vitality scores and are unaffected by effects that would cause Vitality drain.

Stature: Stature drain reduces creature’s physicality. A creature is not incapacitated by a reduction of Stature, but it does reduce any Health it would have obtained from its Stature score (to a minimum of 1). It also reduces any bonus HP the creature would have gained from its Stature score (to a minimum of 1 HP per level). A creature which takes more than 10 points of Stature drain is *staggered* until the damage is healed. A creature which takes more than 20 points of Stature drain is *stunned* until the damage is healed. Note that a creature whose Stature is reduced by spells such as *Reduce Person* does not suffer additional penalties, as this reduction does not count as an ability drain.

Intellect: When a creature’s Intellect score drops below 1, it is no longer considered an intelligent creature. Creatures with 0 Intellect act or below in a bestial manner. They lose any ability to cast spells and read or speak languages. A creature whose intellect score drops below -9 loses their Intellect score temporarily (until their intellect can be brought above -10). Some creatures do not have an Intellect score naturally, such as mindless undead or insects. Creatures without an intellect score creatures cannot act rationally and act purely on instinct or must be controlled.

Acumen: When a creature’s Acumen drops below 1, it acts as if it were *fascinated*. However, this condition cannot be ended by hostile activity and continues even while in combat.

Resolve: When a creature’s Resolve drops below 1, it becomes *panicked*, and loses any immunity to fear effects. This condition cannot be removed until it recovers from the ability drain. If the Resolve score drops below -5, it becomes *cowering* and considered *helpless*.

Ego: When a creature’s Ego drops below 1, it falls unconscious.

Charm: If a creature’s Charm drops below 1, it is no longer considered to be any creature’s ally, and cannot communicate through any means (verbal or otherwise).

***Dealing with Damage: End My Suffering***

There are several ways, both magical and non-magical, for a creature to recover from damage.

**Rest and Recovery:** Creatures and characters can simply rest in order to regain strength and refresh themselves.

Short Rest - A short rest lasts for approximately an hour and is used to regain some energy without using up too much time. Once per day, a short rest allows a character to regain one quarter of their maximum HP, and one point Health per 2 levels. Some classes have abilities which can recharge on a short rest. A short rest also removes the *fatigued*, *sickened*, and *shaken* conditions. During a short rest, a character can take minimal actions. They can cast a maximum of one spell during this time and cannot do anything that would require a full-round action. They may move, but only at a maximum rate of half their movement per round. If a short rest is interrupted, the benefits are lost.

Long Rest - A long rest lasts for approximately 7 hours and allows characters and creatures to regain a significant amount of energy. A long rest allows a character to regain half their maximum HP, and 1 Health per level plus their Vitality modifier (min 0 if if at maximum Health). A long rest also cures one point of ability drain for each affected ability score. Characters with spellcasting abilities regain uses of their spells per day and can prepare new spells after a long rest. A long rest removes the *exhausted* and *nauseated* conditions, in addition to those removed by a short rest. Characters cannot move during a long rest and can’t take actions. Long rests usually involve sleeping for creatures that require it. Some creatures do not need sleep or cannot sleep, and can take long rests while conscious. These creatures can take actions, but must follow the same rules as a short rest. A creature that rests for a full day (24 hours) is considered to have taken 3 long rests and gains the corresponding benefits. Sleeping in armor causes the wearer to awake *fatigued.*

**Healing Effects:**

Healing can come in many forms, including: channeling, spells, class abilities such as Lay on Hands, or Medicine checks. Channeling, healing spells, and Lay on Hands all create positive energy that heals the target.

Positive Energy can remove damage to HP, damage to Health, non-lethal damage, and bleed. When a creature is subject to positive energy, they can choose how to allocate the total amount of healing among these damage types. For example, let’s say we have a creature that has taken 40 damage to HP, 10 damage to Health, and 20 non-lethal damage. This creature receives healing in the form of 30 points of positive energy, and chooses to allocate it as follows: 10 points of healing to HP, 10 points of healing to Health, and 10 points of healing to non-lethal damage. This leaves the creature with 30 damage to HP, full Health, and 10 points of non-lethal damage.

Remember that bleed takes twice as much positive energy to heal—for example, 10 points of positive energy reduces a creature’s bleed by 5. If the total healing is greater than the target’s bleed, the bleed is ended. If the amount of bleed is variable, the effect is ended when the amount healed is equal to the maximum amount possible.

For example, let's say Te'Kel’s soldier is currently subject to 2d6 bleed. Their Health is at 23/27, they have taken 5 points of non-lethal damage, and their HP are at 56/102. Thankfully, the cleric throws Te'Kel a level 4 *Curing* spell (7d8 +12) dealing 41 points of positive energy. Te'Kel decides that they first want to lower the bleed, so they use 16 points of that damage to reduce the bleed. At the end of Te'Kel’s next turn, they will take 2d6-8 bleed (if this is below 0, they take no damage, but do not heal, that would be dumb). They then have 17 points remaining, which they use 4 of to set their Health to full and get rid of their bloodied condition. With 13 points remaining, they spend 5 of them to eliminate their non-lethal damage, and then spend the remaining 8 points to bring their HP to 64/102. After this has been alloted, Te'Kel no longer has non-lethal damage, is no longer bloodied, but still has bleed in effect. If the paladin then channels (21) then Te'Kel decides to use 13 of this to bring their HP to 77/102 and then decides to reduce their bleed by spending another 8 points of positive energy to reduce the bleed to 2d6-12. At this point, the reduction to bleed is equal to the maximum amount it could deal and the bleed ends.

As for non-magical healing: Medicine checks can stabilize targets, heal them, and provide long-term care. They also have a few other main uses, specified below:

* A Medicine check can be rolled to determine if a creature is below half of its maximum HP, or below half of it’s maximum Health. The DC is equal to 16 + the creature’s CR.
* A Medicine check can also be used to stabilize a dying creature. The DC is equal to 10 + 2 times the creature’s negative Health. Once stabilized, the creature no longer takes damage from failed death resistances.
* Healing 1 point of damage requires a DC 20 medicine check that takes 1 hour. A failure results in a loss of 1 Health.
* Bleed can be stopped with a Medicine check, with a DC equal to 10 + twice the current amount of bleed, or maximum amount if variable. This takes a full-round action.