Designing the Perfect D&D

RUST MONSTER

Rust Monster
Medium beast 5th level controller
Hit Dice: 3d8+3 (16 hp); AC: 15
Melee: +3; Fort: 13
Ranged: +0; Reflex: 13
Spell: +0; Will: 14

Perceptions: Lowlight vision, scent
Initiative +0; Speed 30'
Languages -

Str 14, Int 4, Wis 12, Dex 10, Con 10, Cha 10

TRAITS
Rusting Hide: Rust monsters have a +2 bonus to AC. If a metal weapon hits the rust monster, the rust monster gains resist 5 against the attack and the weapon gains a wear point.

TRIGGERED ACTIONS
Lashing Antennae (recharges on a 15+): Trigger (reaction): An enemy hits the rust monster with a melee attack. Effect: The rust monster makes a rusting antennae attack at the triggering enemy.

STANDARD ACTIONS
Bite: +3 vs. AC; 1d2 damage.
Rusting Antennae: +3 vs. Reflex (reach 10'); one of the target's items gains a wear point. The item is the first one in this list that the target is wearing or bearing that is metal: armor, shield, weapon wielded, other weapon, cloak, gauntlets, belt, boots.

SAHUAGIN

Sahuagin
Medium humanoid 1st level brute (aquatic)
Hit Dice: 1d10+8 (13 hp); AC: 12 (plus see aquatic)
Melee: +1; Fort: 15 (plus see aquatic)
Ranged: +0; Reflex: 13 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)

Perceptions: Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin

Str 15, Int 11, Wis 13, Dex 10, Con 13, Cha 13

TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin: Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.

STANDARD ACTIONS

Spear: +4 vs. AC (reach 10'); 1d6+1/x3 damage.

MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.

Skill Bonuses +2 on checks involving the ocean
Equipment sea shell armor, spear


Sahuagin Raider
Medium humanoid 3rd level brute (aquatic)
Hit Dice: 3d10+20 (36 hp); AC: 14 (plus see aquatic)
Melee: +2; Fort: 18 (plus see aquatic)
Ranged: +0; Reflex: 14 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)

Perceptions Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin

Str 16, Int 11, Wis 13, Dex 12, Con 15, Cha 13

TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin:
Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.

STANDARD ACTIONS
Spear: +5 vs. AC (reach 10'); 1d6+1/x3 damage.
Raider's Strike (recharges on a 13+): +5 vs. AC (reach 10'); 1d6+3/x3 damage and the target is knocked prone.

MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.

Skill Bonuses +2 on checks involving the ocean
Equipment turtle shell armor, spear


SKELETON

Decrepit Skeleton
Medium humanoid 1st level soldier (undead)
Hit Dice: 1d8 (4 hp); AC: 14
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 10
Ranged: +0; Reflex: 15
Spell: +0; Will: 13

Perceptions: Darkvision
Initiative +1; Speed 6
Languages -

Str 12, Int 5, Wis 10, Dex 15, Con 2, Cha 4

TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.

STANDARD ACTIONS
Bony Claws: +2 vs. AC; 1d4 damage.

Equipment Tattered armor

Skeleton Guard
Medium humanoid 2nd level soldier (undead)
Hit Dice: 2d8+3 (12 hp); AC: 16
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 14
Ranged: +0; Reflex: 15
Spell: +0; Will: 13

Perceptions: Darkvision
Initiative +1; Speed 5
Languages -

Str 14, Int 5, Wis 10, Dex 15, Con 10, Cha 4

TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.

TRIGGERED ACTIONS
Swift Opportunity: Trigger: An enemy provokes an opportunity attack from the skeleton guard; Effect: The skeleton guard gets a +2 bonus to its opportunity attack and damage.

STANDARD ACTIONS
Broad sword: +3 vs. AC; 1d8/19-20 damage.

Equipment chain mail, broadsword

SPIDER

SPIDER SWARM
Medium beast 1st level skirmisher/1st level controller
Hit Dice: 1d6+1d8+3 (11 hp); AC: 12
Resist/Vulnerable See Swarm
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14

Perceptions Tremorsense in webs
Initiative +0; Speed 6, climb 5 (spider climb)
Languages -

Str 1, Int 1, Wis 13, Dex 17, Con 10, Cha 8

TRAITS
Swarm: A swarm takes half damage from single-target attacks and double damage from area or close attacks.

TRIGGERED ACTIONS
Swarm Attack: Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a thousand bites attack at the target.

STANDARD ACTIONS
Thousand Bites (poison): Targets each creature adjacent to the swarm; +1 vs. AC; 1d4 damage plus ongoing 1 damage (save ends on a 13+) and poison (ongoing 1d2 Dexterity damage) (save ends on a 10+)

MOVE ACTIONS
Web Slick (recharges on a 13+): The spider swarm moves its speed and leaves webs in one square that it passed through during this movement. A creature must make a Strength check on 4d6 to leave a square of webs.

Giant Gray Spider
Tiny beast 1st level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +0; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14

Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -

Str 4, Int 1, Wis 13, Dex 17, Con 11, Cha 8

TRAITS
Tiny: The giant gray spider doesn't get a bonus kicker of 1/3 its hit points, but it gets a +2 bonus to AC.

STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)


Giant Jumping Spider
Small beast 2nd level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14

Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -

Str 7, Int 1, Wis 13, Dex 17, Con 11, Cha 8

TRAITS
Scuttler: Because of its constant scuttling movements, a giant jumping spider gets a +2 bonus to AC and a +1 bonus to initiative.

STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)

MOVE ACTIONS
Leap: The giant jumping spider leaps 20' without provoking opportunity attacks.

Giant Tarantella Spider
Medium beast 1st level skirmisher/4th level controller
Hit Dice: 1d6+2d8+3 (15 hp); AC: 14
Melee: +3; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14

Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -

Str 15, Int 1, Wis 13, Dex 17, Con 11, Cha 8

TRAITS
Expert Biter: A giant tarantella gets a +2 bonus on attack and damage rolls with its bite attack and a +1 bonus to initiative.

STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d3+2 damage plus poison (ongoing 1d3 Wisdom damage and the target dances, moving 3 squares in a random direction at the start of each round and granting combat advantage; save ends on a 12+).

Giant Black Widow Spider
Medium beast 4th level skirmisher/2nd level brute
Hit Dice: 2d8+2d10+15 (35 hp); AC: 11
Melee: +3; Fort: 10+2
Ranged: +0; Reflex: 10+2
Spell: +0; Will: 10

Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -

Str 15, Int 1, Wis 13, Dex 14, Con 16, Cha 8

TRAITS
Expert Biter: A giant black widow gets a +2 bonus on attack and damage rolls with its bite attack.

STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d6+2 damage plus poison (ongoing 1d4 Constitution damage; save ends on a 12+).
 

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Here's my fix for gaining proficiencies, which I've mashed together with languages and skills as well:

SPECIAL TRAINING


Characters may spend time and/or money training in order to gain certain skills and abilities, including new languages, proficiencies and secondary skills. When a character is training, it is an all-consuming activity that does not leave room for adventuring or carousing.

GAINING LANGUAGES
A character can learn a new language well enough to get by in two months minus one day per point of Intelligence. Intensive instruction from a native speaker can cut this time in half, although this often requires payment of some kind; a typical language tutor in a city might charge 1 gp per day.

Creatures with an Intelligence score of 1 cannot understand a language. Creatures with an Intelligence score of 2 can learn a rudimentary understanding of a few dozen terms, typically inferior to a dog. Creatures with Intelligence scores of 3 or higher can learn up to one language per point of Intelligence.

If a creature has learned all the languages it can but wishes to learn a new one, it may “forget” a language that it has not used in some time and has never used with great frequency (the DM must ajudicate this- an elf could not typically unlearn Elven, for instance) in order to learn a new language, but this process adds another two weeks to the time required.

GAINING WEAPON AND ARMOR PROFICIENCIES
A character can gain new armor and weapon proficiencies via intensive instruction and hard practice. Gaining proficiency in a specific weapon, armor, helm or shield type requires 2 months of intensive practice or one month of training under the tutelage of a warrior already skilled in the proficiency being sought. A creature with at least one level of fighter may gain proficiency in a weapon group instead of a specific weapon this way. A creature reduces the time required to gain proficiency by one day per point of Intelligence.

A higher level character needs a higher level trainer. The services of a typical trainer for weapon or armor proficiency typically costs between 100 and 500 gp per level of the character being trained.

GAINING NEW SECONDARY AND TERTIARY SKILLS
Gaining a secondary skill is a time consuming process. A character must spend three years minus a number of months equal to her Intelligence score to gain a new secondary skill. This time must be spent apprenticed to a master who teaches the character the skill.

If a character wishes to gain some new level of skill without spending years doing so, she can instead spend six months working under a master to gain a tertiary skill. A tertiary skill gives a character a +1 bonus to skill checks involving the tertiary skill. A character reduces the time it takes to learn a tertiary skill by three days per point of Intelligence.

Typically, hiring the services of a master to train a character in a secondary or tertiary skill costs between 10 and 100 gp per month.
 



LOL! Well, just remember the "well enough to get by" clause there...

I was curious, how is your game balancing simulationism vs gamism? Is training super-short for in-game convenience?

...super short? I thought weeks to years was pretty long, frankly. :(

Re: Simulationism vs. gamism- I'm pretty mindful of the integrity of the world more than I am the convenience of the players, if that makes sense. I think it's important to have a certain balance between the two, but definitely lean towards simulating a consistent environment over gamist constructions.

Don't get me wrong, I see the value in things like the way the very same monster could be a solo low level, elite high heroic, standard low paragon or minion low epic monster; but more and more I'm coming to realize that the utility they offer is just too vague for my 'perfect' system.
 

LOL! Well, just remember the "well enough to get by" clause there...
LOL too. I consider myself to be fairly intelligent but not a language guy, and based on my experience with 3 foreign languages so far, I'd say that 2 months is a pipe dream for most people, if "getting by" is defined as the average conversation that a PC will have with an NPC and not some sort of halting awkward often confounding attempt at communication.

I'm not saying it's impossible, but "I wish" that every single hero feasibly could learn a new language in less than 2 months 100% of the time.

Re: Simulationism vs. gamism- I'm pretty mindful of the integrity of the world more than I am the convenience of the players, if that makes sense. I think it's important to have a certain balance between the two, but definitely lean towards simulating a consistent environment over gamist constructions.

Oh definitely. For me, I quickly pick up on inconsistencies like the 'idiot savant PC' where a PC of average mental ability could speed-learn a new language simply because it needs to fit into some campaign timeline. As a DM, I wouldn't disallow the attempt, but I sure would have some fun with the player ("Oh, you think you can speak fluent Orcish now? Great. Make an intelligence check to flatter the orc chief. If you fail, you accidentally call his Mom a donkey whore").

I don't want to quibble, but perhaps a Perfect D&D has some sort of "slider" for subjective rulings, so instead of a 2 month hardwired rule, perhaps something like 2 to 12 months at the DM's discretion, or roll for success every 2 months against a DC like a skill challenge?
 

I don't want to quibble, but perhaps a Perfect D&D has some sort of "slider" for subjective rulings, so instead of a 2 month hardwired rule, perhaps something like 2 to 12 months at the DM's discretion, or roll for success every 2 months against a DC like a skill challenge?

Maybe you're right; I like variable time requirements, and the idea of having to "pass" your training sits well with me. Hmm, will think this one over some more. Thanks!
 

STIRGE

Stirge
Tiny beast 1st level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +0; Fort: 13
Ranged: +0; Reflex: 19
Spell: +0; Will: 14

Perceptions Darkvision, scent
Initiative +1; Speed 10', fly 50'
Languages -

Str 6, Int 2, Wis 13, Dex 16, Con 11, Cha 8

TRAITS
Stirge: Stirges get a +3 bonus to Reflex and a +1 bonus to initiative.
Tiny: Tiny creatures don't get a bonus kicker of 1/3 its Constitution, but do get a +2 bonus to AC.

FULL ACTIONS
Blood Drain: Only when the stirge is attached; the creature to which it is attached takes 1d2 points of lethal Strength damage.

STANDARD ACTIONS
Bite: +0 vs. AC; 1d2 points of damage and the stirge attaches to the target. If a creature attacks an attached stirge with an attack that doesn't target the creature to which the stirge is attached, it must take a -2 penalty to its attack roll or else have a 50% chance of accidentally targeting the creature to which the stirge is attached.

Skill Bonuses +4 to skill checks to hide

TROLL

Troll
Large humanoid 6th level brute
Hit Dice: 6d10+38 (71 hp); AC: 13
Immune disease; Resist 10 poison
Regeneration 3 (acid, fire)
Melee: +3; Fort: 24
Ranged: +0; Reflex: 13
Spell: +0; Will: 12

Perceptions Darkvision
Initiative +0; Speed 30'
Languages Troll

Str 18, Int 6, Wis 8, Dex 10, Con 24, Cha 7

TRAITS
Troll: A troll gets a +3 bonus to AC, melee attacks and damage.

FULL ACTIONS
Troll Frenzy: The troll makes two claw attacks and one bite attack.

STANDARD ACTIONS
Claw: +6 vs. AC (reach 2); 1d4+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action.
Bite: +6 vs. AC; 1d6+3 damage.

Ice Troll
Medium humanoid 4th level brute
Hit Dice: 4d10+37 (59 hp); AC: 13
Immune cold, disease; Resist 10 poison
Vulnerability 5 fire
Regeneration 3 (acid, fire)
Melee: +2; Fort: 21
Ranged: +0; Reflex: 13
Spell: +0; Will: 12

Perceptions Darkvision
Initiative +0; Speed 30'
Languages Troll

Str 18, Int 6, Wis 8, Dex 10, Con 21, Cha 7

TRAITS
Troll: A troll gets a +3 bonus to AC, melee attacks and damage.
Cold Aura: Any creature that starts its turn adjacent to an ice troll is slowed until the end of the next round.

FULL ACTIONS

Troll Frenzy: The troll makes two claw attacks and one bite attack.

STANDARD ACTIONS
Claw: +5 vs. AC (reach 2); 1d3+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action.
Bite: +5 vs. AC; 1d4+3 damage.

WOLF

Wolf
Medium beast 3rd level skirmisher
Hit Dice: 2d6+4 (11 hp); AC: 13
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 15

Perceptions: Lowlight vision, scent
Initiative +1; Speed 40'
Languages -

Str 16, Int 3, Wis 15, Dex 13, Con 12, Cha 10

TRAITS
Pack Hunter: A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it.
Wolf: A wolf gets a +2 bonus to AC and a +1 bonus to initiative.

STANDARD ACTIONS
Bite: The wolf :):):):):) 10' before or after the attack. +1 vs. AC; 1d4 damage. If the wolf has combat advantage, make a secondary attack on a hit: +1 vs. Reflex; the target falls prone.

MOVE ACTIONS
Lope: The wolf does not provoke opportunity attacks from leaving its starting square.

Dire Wolf
Large beast 3rd level skirmisher/4th level brute
Hit Dice: 2d6+4d10+26 (54 hp); AC: 15
Melee: +3; Fort: 19
Ranged: +0; Reflex: 16
Spell: +0; Will: 15

Perceptions: Lowlight vision, scent
Initiative +1; Speed 40'
Languages -

Str 21, Int 3, Wis 15, Dex 13, Con 18, Cha 10

TRAITS

Pack Hunter: A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it.
Dire Wolf: A dire wolf gets a +4 bonus to AC, a +2 bonus to melee attacks and damage and a +1 bonus to initiative.

STANDARD ACTIONS

Bite: The dire wolf :):):):):) 10' before or after the attack. +5 vs. AC; 2d4+2 damage. If the dire wolf has combat advantage, make a secondary attack on a hit: +5 vs. Reflex; the target falls prone.

MOVE ACTIONS
Lope: The wolf does not provoke opportunity attacks from leaving its starting square.

WRAITH

Wraith
Medium anidian humanoid 4th level skirmisher/4th level soldier (undead)
Hit Dice: 4d8+2d6+4 (29 hp); AC: 14
Resist insubstantial
Damage Reduction insubstantial/silver or +1
Vulnerable radiant 5
Melee: +4; Fort: 15
Ranged: +0; Reflex: 17
Spell: +0; Will: 14

Perceptions: Darkvision
Initiative +1; Speed 30', fly 30' (phasing)
Languages Usually Common plus others it knew in life

Str 5, Int 12, Wis 13, Dex 15, Con 12, Cha 15

TRAITS
Insubstantial: A wraith takes half damage from most attacks; force and radiant effects, as well as weapons that penetrate its damage reduction, do full damage. Insubstantial creatures also get a +1 bonus to initiative.
Phasing: A wraith can pass through physical objects freely and ignores difficult terrain.

STANDARD ACTIONS
Draining Touch: +4 vs. Fortitude; 1d6 necrotic damage and the target suffers a -1 penalty on attacks, skill checks, saving throws and recharge rolls (save ends on a 10+). This penalty stacks with itself.

MOVE ACTIONS
Shadow Glide (recharges on a 6+): The wraith shifts 30'.

Skill Bonuses +3 bonus on checks to be sneaky

ZOMBIE

Zombie
Medium humanoid 1st level brute (undead)
Hit Dice: 1d10+11 (16 hp); AC: 10
Resist 5 cold, 5 necrotic
Vulnerability automatically dies on a crit
Melee: +1; Fort: 17
Ranged: +0; Reflex: 11
Spell: +0; Will: 11

Perceptions Darkvision
Initiative -1; Speed 25'
Languages -

Str 16, Int 1, Wis 5, Dex 5, Con 18, Cha 1

TRAITS
Zombie: Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies.

STANDARD ACTIONS
Slam: +1 vs. AC; 1d4 damage.
Grab: +1 vs. Reflex; the target is grabbed.

Zombie Ogre
Medium humanoid 5th level brute (ogre, undead)
Hit Dice: 1d10+11 (16 hp); AC: 14
Resist 5 cold, 5 necrotic
Vulnerability automatically dies on a crit
Melee: +3; Fort: 23
Ranged: +0; Reflex: 11
Spell: +0; Will: 10

Perceptions Darkvision
Initiative -2; Speed 20'
Languages -

Str 21, Int 1, Wis 2, Dex 3, Con 25, Cha 1

TRAITS
Ogrish Might: Ogres receive a +4 bonus to melee damage and AC but have a -1 penalty to initiative.
Zombie: Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies.

FULL ACTIONS
Squish: Targets a grabbed creature; +5 vs. Fortitude; 3d6+6.

STANDARD ACTIONS
Massive Slam: +3 vs. AC (reach 2); 2d4+4 damage.
Grab: +3 vs. Reflex; the target is grabbed.
 

Aargh, I just realized that some of these monsters have the unarmored Dex bonus figured in twice (once in their racial traits section). I'll have to do an edit at some point, but I have a lot of fixin' to do on this stuff- very inconsistent formatting, etc. That's okay, it's a rough draft.
 

Next up I need to work up some more wizard schools and cleric domains. Oh, and modify my "colorful critical hit" chart for this system. *rubs hands together and gives evil laugh*
 

Critical Hits
When a creature deals a critical hit, it typically inflicts double damage. The critical hit also inflicts a critical effect, determined by a severity roll. When a creature inflicts a critical hit with a melee attack, if its Strength score is 12 or higher, it gets a +1 bonus to its severity. If its Strength is 15 or higher, it instead gets a +2 bonus to severity; if its Strength is 21 or higher, it gets a +3 bonus to severity; and if its Strength is 30 or higher, it gets a +4 bonus to severity. The same applies to spell attacks, but based on the attacker's Charisma score, and ranged attacks, based on the attacker's Dexterity score.

Critical Hit Inflicts... --- Critical Severity Roll

50% of less of target's current hit points --- 1d12
More than 50% of current hps but target still conscious --- 2d10
Target reduced to 0 or fewer hit points --- 2d10+5
Target slain (-10 or fewer hps) --- 2d8+15

Critical Effects Chart
If a critical effect cannot apply to a creature (for example, you cannot cut the hand off of a beholder), use the next lowest result until an applicable result comes up. This does not apply if the creature is immune to a condition or effect imposed (e.g. oozes can't be knocked prone); in this case, there is no extra effect.


SEVERITY --- CRITICAL EFFECT
1 --- Attacker may maneuver target 10'.
2 --- Target knocked prone.
3 --- Break ribs; -1 to speed.
4 --- Lose shield; lands 1d4 squares away (attacker's choice of exact space).
5 --- Lose weapon; lands 1d4 squares away (attacker's choice of exact space).
6 --- Target's armor gains 1d2 wear points.
7 --- Ear lopped off, -1 to checks involving hearing.
8 --- Jaw broken, loose some teeth, -2 to checks involving talking.
9 --- Nose lopped off, requires regeneration to fix, -2 to checks affected by looks.
10 --- Break hand, -1 to attacks and damage with that hand.
11 --- Break foot, -2 to speed.
12 --- Break arm; -4 to attacks and damage with that hand.
13 --- Break leg; -3 to speed, can't shift.
14 --- Lose an eye; -2 to checks involving spotting things, -1 to ranged attacks.
15 --- Lose a hand
16 --- Lose a foot
17 --- Internal damage; target also takes 1d4 Con damage.
18 --- Lose an arm; also take ongoing 3 damage (save ends on a 10+).
19 --- Lose a leg; also take ongoing 5 damage (save ends on a 10+).
20 --- Gutted; 1d6 Str, Dex and Con damage; each time the target moves without shifting, there is a 50% chance he tangles his feet in his guts and falls prone, dealing an additional 1d3 Str, Dex and Con damage to himself.
21 --- Dain bramage; 1d4 Int, Wis and Cha drain.
22 --- Both eyes put out, blinded.
23 --- Throat slit, vocal cords ruined, can't talk
24 --- Spine shattered, 3d6 Dex drain.
25 --- Groin destroyed
26 --- Heart destroyed
27 --- Brain destroyed
28 --- Decapitated
29 --- Unseemed from nave to crotch
30 --- Head pulped and sprayed over a large radius
31 --- Cut in two
32 --- Cut in three
33 --- Utterly dismembered
34+ --- Entire body pulped and sprayed over a large radius
 

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