0
edits
Changes
m
zebra-ing the table
At any time when a character goes under 0 HP, they suffer a deep wound. Roll a d6 and consult the table below, rerolling if the character is already afflicted with the injury rolled. (Characters who suffer from all five of the injuries below do not incur further injuries.) To bind a wound and allow a character to ignore it for a time, a Heal check must be made as a standard action (DC 15), and a [[Healing_Surges_(3.5e_Variant_Rule)|healing surge]] needs to be spent. Magic that allows a character to regrow limbs (such as [[SRD:Regenerate|regenerate]]) automatically heals a single wound which a character has incurred, though other effects that heal do not.
{| class="{{zebra d20}}"
|+ Wound Taken
! Roll || Wound Incurred
|- class="{{Odd-Even}}"
| 1 || class="left" | Fractured Arm: -1 to attacks
|- class="{{Odd-Even}}"
| 2 || class="left" | Pierced Torso: -1 to AC
|- class="{{Odd-Even}}"
| 3 || class="left" | Head Wound: -1 to saves
|- class="{{Odd-Even}}"
| 4 || class="left" | Hamstring: -10' to speed
|- class="{{Odd-Even}}"
| 5 || class="left" | In Shock: -1 to DCs
|- class="{{Odd-Even}}"
| 6 || class="left" | DM's choice
|}