The Storm of Insurrection
Death, Dying, Resurrection, and New Character Creation
Word of Explanation: Campaign Rules supplement or supersede Pathfinder and 3.5 rules systems.
Point of Death (PoD)
Point of death is the hit point total when a character dies. This number is your (constitution score + character level) x -1. When a character reaches that hit point total, then he dies. Effects that damage constitution (or drain constitution) and cause negative levels also impact the point of death.
Example: The PoD for a level 12 character with Constitution score 17 equals -29 hit points.
Dying happens whenever a player character’s hit point total is negative but he is not dead. A dying character loses 1d10-2 hit points every round on his turn. On a roll of 1 the character automatically stabilizes but does not gain any hit points. For any other result, the character is entitled to a Fortitude save to halve damage, DC 20 – current hit point total (i.e. it should be greater than 20 since hit point total is negative). A character who succeeds on this save is granted an additional save to negate the dying condition, DC 20 – current hit point total (i.e. don’t forget to apply any damage added during this round of dying, even if its halved). A character still dies when hit point reach the point of death, even if it would have otherwise been able to stabilize that turn.
Example: A character with a PoD -26 is at -20 hit points and dying. He rolls a d10 and gets a 7, he is due to take 5 points of damage. If he makes a DC 40 Fortitude save, he saves for half damage 2. In that case, he would be able to have a DC 42 Fortitude save to stop dying. If not, he takes 5 damage and has no opportunity to stop dying this round.
A character is stabilized when it has less than 0 hit points but is not dead or dying. Each round during combat, a stable character must make a Fortitude save DC 5. On a failed check, the character begins dying on its next turn (see dying condition).
A living character may be stabilized using the Heal skill as a full round action. The DC to stabilize a dying character is DC 15 – character’s total hit points. (The creature may still resume dying if it fails the DC 5 Fortitude Save on its turn.)
Heal Type penalty: You take a -5 penalty on your heal check unless the target is of the same type as you. For a creature of the same type but a different subtype, this is a -2 penalty instead. For sub-races within the same subtype, we will not apply a penalty. E.g. an elf takes a -5 penalty to stabilize a wolf, but -2 to stabilize a dwarf.
A character cured of damage is no longer dying (or stabilized) if he received enough healing to return to non-negative hit points totals. On the other hand, he is still dying but gets a free stabilization check Fortitude save to overcome dying whenever he receives magical healing. The Fortitude save is 20 minus the new, healed life total and he receives a bonus on the save equal to half the amount of damage just healed.
Example: A character with -20 hit points receives cure moderate wounds, healing as much as 16 hit points. This leaves the character with -4 hit points and a free stabilization check. The DC of the Fortitude save is 24 and he receives a +8 bonus on it due to magical healing.
For the purposes of Resurrection, we will assess what different spells do that resurrect characters. Some resurrection spells now have a success rate as a d%. Not every attempt at resurrection will succeed. Resurrection is usually only a voluntary process.
1. Breath of Life A character raised by a breath of life loses all bonus hit points, takes a negative level, and yet is not considered to have died for the purposes of gaining bonus hit points in this encounter.
2. Raise Dead A character raised by a raise dead loses all bonus hit points and takes two negative levels.
3. Resurrection A character resurrected loses all bonus hit points and takes one negative level.
4. True Resurrection A character returned by true resurrection loses all bonus hit points but otherwise suffers no penalty.
Willingness to Be Resurrected
If the PCs attempt to raise a PC or another creature and the subject does not want to return, then the spell only absorbs 10% of the material cost.
Metagame Penalty for Speaking to Dead Characters
After the session ends, players may ask another player if he would like his dead character resurrected (without penalty). During a session, this is considered a metagame infraction, unless spells that allow this ability (such as speak with dead) are allowed to have their normal function. If the person in question is asked (without intervening spells like speak with dead) as to whether he would like to continue living, then all the players receive a metagame penalty to experience. This will usually be a 2% level penalty. Other than this, inquiries with the player about his dead character’s ‘will’ regarding not just himself but his possessions or such, there will incur a 1% penalty. These exist to enforce the standard that at the table, we should attempt to remain in character when the question pertains to fiction and avoid infringing upon the spirit of the game. If, in the course of gaming, the player wants to personally discuss his feelings about his possessions and life, the other players may incorporate that information in their decisions without penalty.
Character Replacement Procedure
The policy for creating a new character, whether the cause was death or simply a preference for something different will be as follows.
- new characters begin play at an experience total that is 50% of a level less than their previous character.
- if the previous character had gotten experience cancellation, this gets converted to actual experience loss
- if the new character is created voluntarily (rather than due to the onset of death) then the player may carry over bonus experience and add it as actual experience
- the amount of gear a character enters play with equals the totals given on the wealth by level chart
- once the level has been determined based on these factors, then the character’s abilities are determined using one of the 10 character creation options.
- the character may acquire mulligans for ability scores by paying 2% level gain worth of experience
- whatever experience gains the previous character had during the last session which were not incorporated into that character are now tabulated and added to this character. The gains are calculated (for percentage gains) at the level the character had when he died and applied to the new character in same total quantity (regardless of current level).
- if mulligans lower the character’s level, the gear total is not lowered from the initial determination.
- If experience gains raise a level, the gear total is increased 25% the distance between the two levels.