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The vigor and wound points damage
system was originally developed for
the
Star Wars Roleplaying Game 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.
This system was later
adjusted and re-printed in
Pathfinder Ultimate Combat,
and Odyum
will be using a house ruled
system somewhere between the two.
DETERMINING WOUND POINTS AND
VIGOR POINTS
Instead
of hit points, creatures using this
system have a number of wound points
and vigor points. These two
replacement scores are kept track of
separately, and represent different
ways a character handles the damage
inflicted on him. The following are
descriptions of these scores and how
they work within the variant system
of damage tracking.
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Class
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Vigor Points at 1st level
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Vigor Die
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Alchemist
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16
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D8
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Barbarian
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24
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D12
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Bard
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16
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D8
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Cavalier
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20
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D10
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Cleric
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16
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D8
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Druid
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16
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D8
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Fighter
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20
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D10
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Gunslinger
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20
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D10
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Inquisitor
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16
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D8
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Magus
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16
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D8
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Monk
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16
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D8
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Oracle
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16
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D8
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Paladin
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20
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D10
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Ranger
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20
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D10
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Rogue
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16
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D8
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Sorcerer
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12
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D6
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Summoner
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16
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D8
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Witch
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12
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D6
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Wizard
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12
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D6
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Wound Points
Typically a creature has a number of
wound points equal to its
Constitution score.
When your current wound point total
drops to exactly 0, you are
disabled.
You gain the staggered condition and
can only take a single move or
standard action each turn (but not
both, nor can you take full-round
actions). You can take move actions
without further injuring yourself,
but if you perform any standard
action (or any other strenuous
action) you take 1 point of damage
after completing the act. Unless
your activity increased your wound
points, you are now at –1 wound
points and dying.
Healing that raises your wound
points above 0 makes you fully
functional again, just as if you’d
never been reduced to 0 or fewer
wound points.
You can also become disabled when
recovering from dying. In this case,
it’s a step toward recovery, and you
can have fewer than 0 wound points
(see Stable Characters and
Recovery).
If your wound point total is
negative, but not equal to or
greater than your Constitution
score, you’re dying.
A dying character immediately falls
unconscious and can take no actions.
A dying character loses 1 wound
point every round. This continues
until the character dies or becomes
stable.
When your character’s current Wound
points drop to a negative amount
equal to his Constitution score or
lower he’s dead.
On the character’s next turn, after
being reduced to negative wound
points (but not dead), and on all
subsequent turns, the character must
make a DC 10 Constitution check to
become stable. The character takes a
penalty on this roll equal to his
negative wound point total. A
character that is stable does not
need to make this check.
Vigor Points
Vigor represents a creature’s
ability to avoid the majority of
actual physical damage it might take
from an attack. When a creature
takes damage, the damage typically
reduces its vigor points first. Some
special attacks either deal wound
point damage directly or deal both
vigor and wound point damage (see
Critical Hits).
Creatures with one or more full Hit
Dice or levels gain vigor points.
With each level gained or each Hit
Die a creature has, it gains a
number of vigor points based on its
Hit Die type. Use the creature’s Hit
Dice to generate its vigor points,
just like you would hit points, but
without adding the creature’s
Constitution modifier. A creature
gains maximum vigor points on its
first Hit Die if it comes from a
character class level. Creatures
whose first full Hit Die comes from
an NPC class or from their race roll
their Hit Dice to determine their
starting vigor points. A creature
with less than one Hit Die has no
vigor points; it only has wound
points.
When a creature no longer has any
vigor points, any additional damage
it takes reduces its wound point
total.
Player characters in Odyum gain
twice the maximum die roll in vigor
points for their first hit die.
REGAINING WOUND POINTS AND VIGOR
POINTS
A creature can regain wound and
vigor points in a number of ways,
but in general it is easier to
regain vigor points.
Healing Spells and Effects:
When casting healing spells or using
an ability with a healing effect
(such as channeling holy energy on
living creatures or the paladin’s
lay on hands ability), the creature
casting the spell or using the
effect must choose whether it wants
to heal wound points or vigor
points. The creature decides this
before casting the spell or using
the ability. When that creature
decides to heal vigor points, the
healing spell or effect acts
normally, replenishing a number of
vigor points equal to the number of
hit points the spell or effect would
normally heal. If the creature
decides to heal wound points, it
heals a number of wound points equal
to the number of dice it would
normally roll for the healing spell
or effect. In the case of effects
like the heal spell, where a spell
or effect heals 10 hit points per
caster level, the creature heals its
caster level in wound points.
For instance, if a 12th-level cleric
uses her channel positive energy
power to replenish wound points to
living creatures, she would
typically heal 6 wound points for
all living creatures with her
channel energy burst. If she casts
the heal spell, she would restore 12
wound points to the creature
touched.
Rest:
When a creature has a full night’s
rest (8 hours of sleep or more),
that creature regains all its vigor
points and 1 wound point. A creature
will also regain one vigor point per
character level per hour of rest. If
there is a significant interruption
during a rest, the creature regains
neither wound points nor vigor
points. If a creature undergoes
complete bed rest for an entire day,
it regains half its level in wound
points and all its vigor points.
Restoration and Similar Effects:
When a creature regains Constitution
points by way of the restoration
spell or a similar effect, that
creature regains 2 wound points for
every Constitution point regained.
Relieving a Constitution penalty or
Constitution drain regains any wound
points that were lost from that
penalty or drain.
ATTACKS THAT DEAL WOUND POINT
DAMAGE
Some attacks can be used to deal
wound points damage directly.
Critical Hits:
When a creature is subject to a
critical hit, the critical hit deals
the damage normally, reducing vigor
points first, and then reducing
wound points when vigor points are
gone. It also deals an amount of
wound point damage equal to its
critical multiplier (for example, 3
wound points for a weapon with a ×3
modifier), on top of any wound point
damage the creature might take from
the critical hit.
Negative Energy Damage:
When a creature deals negative
energy damage to a creature with a
spell or effect, it can choose to
deal wound point or vigor point
damage (but not both) with the spell
or effect. If that creature chooses
to deal vigor point damage, the
spell or effect deals negative
energy damage normally, and that
damage reduces vigor points only,
even if it deals more damage than
the target has vigor points. If the
spell or effect deals negative
energy damage to wound points
directly, it deals an amount of
wound point damage equal to the
number of dice the creature would
roll for that effect; if the effect
deals a number of points per caster
level (such as the harm spell), it
deals a number of wound points equal
to the caster level of the spell.
OTHER CONSIDETRATIONS
The following are a few other
considerations to take into account
when using the wounds and vigor
system.
Temporary Hit Points:
When a creature would normally gain
temporary hit points, it gains
temporary vigor points instead. When
that creature takes damage, it loses
these temporary vigor points first.
If an attack deals damage to wound
points only, these temporary vigor
points are not lost.
Nonlethal Damage:
When a creature takes nonlethal
damage, it takes that damage in
vigor points only, even if the
attack deals more damage than the
creature has vigor points. If the
creature has no vigor points (and no
temporary vigor points), each time
that creature takes damage from an
attack that deals nonlethal damage,
it takes either 1 wound point of
damage, or a number of wound points
in damage equal to the attack’s
critical hit modifier if the attack
is a critical hit.
Spells or Effects with Hit Point
Triggers:
When using this system, if a spell
or an ability has an effect that
occurs when you reduce a creature to
0 or fewer hit points (such as the
disintegrate spell), that effect is
instead triggered when a creature is
reduce a creature to 0 or fewer
wound points . In the case of the
harm spell or a similar effect where
a creature cannot be reduced below 1
hit point by the spell or effect, a
creature’s wound points cannot be
reduced below 1.
Creatures Without Constitution
Scores:
Undead and constructs do not have
Constitution scores. Undead use
their charisma scores to determine
wound points while constructs are
treated as having a constitution
score of 10.
Bonus Hit Points:
If a creature would have bonus hit
points based on its type, these are
treated as bonus wound points. (For
example, a Medium construct gets 20
bonus wound points.) The same holds
true for any permanent effect that
increases a character’s hit point
total (such as the Toughness feat).
Damage Reduction:
Damage reduction functions normally,
reducing damage dealt by attacks.
However, any critical hit
automatically overcomes a creature’s
damage reduction when applying wound
damage based on a weapon's critical
multiplier, regardless of whether
the attack could normally do so. For
example, a critical hit with a
longsword against a skeleton (DR
5/bludgeoning) overcomes the
creature’s damage reduction when
applying the longsword's 2 points of
critical damage to the skeleton's
wound points, the remainder of the
damage from the longsword is still
subject to damage reduction.
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