Once again, the point of the campaign is to incorporate fear into the players and to accomplish this, it limits the tools in their toolbox. With less ways to manage each scenario, players are required to think outside of the box to accomplish more. With this in mind, the campaign uses the “Persistent Wounding” rules detailed as follows:
How wounding works:
- First, when a player receives a wound. It needs to be diagnosed by a successful heal check. This determines the severity of the wound and how long it would take the character to heal it by normal means. This number is based off the severity of the wound.
- If the appropriate supplies are handy, the player can then be mundanely helped by either the same heal check or by a new one from a different person. Mundane help are things that a normal doctor can do, like stitches, splints and wrappings.
- If there is magic available, the caster can use his heal spell directly on the wound itself to aide in the healing process. Keep in mind that the caster must know the details of the wound so they can properly target. For example, if someone takes an axe wound to the leg, while the caster can obviously see the massive gash, they may or may not realize that the bone below it is broken. A incorrectly healed wound will cause the character to suffer the same penalties as in the healing process.
- Cure spells take 1 week per die roll off the healing time. So a wound that would normally take 7 weeks to heal, will take 6 weeks after a successful cure light wounds.
How to dish out the pain:
- The mutilation and wounding rules also apply to the enemies as well. Players can deliberately target a vulnerable area and cause a massive wound for the opponent. To do this, they make a “called shot” attack. This is a standard action.
- If they do not have “Improved Called Shot”, the player triggers an Attack of Opportunity from the target due to lack of skill and the strangeness of the maneuver. Being hit by this attack does not stop you from finishing the called shot.
- After declaring the called shot, the player makes an attack roll at their highest BAB with a penalty based off of targeted location.( An arm would be easier to hit then a leg.) The severity of the resulting wound is based off the resulting damage dealt. A miss does nothing of course.
- Certain things automatically do called shots. For instance, bear traps always do leg wounds.
- For quick reference, called shots vs humanoids are as follows. Head -8, Arm -4, Leg -6, Foot/Hand -8. These penalties can be lessened by feats.
- Smaller creatures gain a benefit towards called shots for legs only.