This rules variant allows a tough character, whether he is physically tougher (high Constitution) and/or mentally tougher (high Charisma) to survive just a bit longer in the dangerous world he lives in. It does this by extending the disabled condition to below zero hit points down to the characters Charisma bonus to allow for the fact that sometimes a strong willed hero is able, through sheer will power, to stay up and in the fight. Below this point, the stronger his constitution the longer it takes him to die compared to characters with lower constitution scores.
What a character's hit points fall within the range of 0 to his negative Charisma bonus he is disabled. He can only take a move action or a standard action per turn, and he takes 1 point of damage after completing an action.
When a character's negative hit points fall below his negative Charisma bonus, he is dying. He immediately falls unconscious and can take no actions. At the end of each round (starting with the round in which the character dropped below his negative Charisma bonus), roll d% to see whether he stabilizes. He has a 10% chance to become stable. If he doesn't, he loses 1 hit point.
If the character's negative hit points ever drop lower than his negative Constitution score, he no longer has a chance to stabilize each round and automatically loses 1 hit point per round.
For example, when a character with Constitution 14 reaches -15 hit points, he can no longer try to stabilize and automatically starts losing 1 hit point per round.
If the character's negative hit points ever exceed his Constitution score plus his Constitution bonus X2, he is dead.
You can keep a dying character from losing any more hit points and make him stable with a successful Heal check (DC 15). If any sort of healing cures the dying character of even 1 point of damage, he stops losing hit points and becomes stable.
Healing that raises the dying character's hit points into the range of between 0 and minus his Charisma bonus makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he had never been reduced to 0 or less. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.
Examples:
A barbarian with Constitution 16 (+3) and Charisma 13 (+1)
@ 0 to -1 hp is disabled (0 to -Chr bonus)
@ -2 to -16 hp is dying (to Con score)
@ -17 to -22 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -23 hp is dead
A bard with Constitution 12 (+1) and Charisma 16 (+3)
@ 0 to -3 hp is disabled (0 to -Chr bonus)
@ -4 to -12 hp is dying (to Con score)
@ -13 to -15 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -16 hp is dead
A wizard with Constitution of 14 (+2) and Charisma 8 (-1) (Note: bonus = 0!)
@ 0 hp is disabled (0 to -Chr bonus)
@ -1 to -14 hp is dying (to Con score)
@ -15 to -18 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -19 hp is dead
In extreme cases it is possible to have a higher Charisma bonus than a Constitution score! In this case simply go with what is best for the character.
A sorcerer with Constitution 3 (-4) (Note: bonus = 0!) and Charisma 18 (+4)
@ 0 to -4 hp is disabled (0 to -Chr bonus)
@ -5 hp is dead
Note: In order to reduce having to do recalculations, only change these hp ranges on level gain or loss when warranted by the appropriate ability changes, and then only when the ability changes allow an increase/decrease in skill points.
I find that although slightly complicated to calculate you only have to calculate these ranges at level up and then only when your ability scores change which takes all the pain out of worrying about bonus from spells, raging, magic items, etc. You just note the numbers on your character sheet and play, play, play....
What a character's hit points fall within the range of 0 to his negative Charisma bonus he is disabled. He can only take a move action or a standard action per turn, and he takes 1 point of damage after completing an action.
When a character's negative hit points fall below his negative Charisma bonus, he is dying. He immediately falls unconscious and can take no actions. At the end of each round (starting with the round in which the character dropped below his negative Charisma bonus), roll d% to see whether he stabilizes. He has a 10% chance to become stable. If he doesn't, he loses 1 hit point.
If the character's negative hit points ever drop lower than his negative Constitution score, he no longer has a chance to stabilize each round and automatically loses 1 hit point per round.
For example, when a character with Constitution 14 reaches -15 hit points, he can no longer try to stabilize and automatically starts losing 1 hit point per round.
If the character's negative hit points ever exceed his Constitution score plus his Constitution bonus X2, he is dead.
You can keep a dying character from losing any more hit points and make him stable with a successful Heal check (DC 15). If any sort of healing cures the dying character of even 1 point of damage, he stops losing hit points and becomes stable.
Healing that raises the dying character's hit points into the range of between 0 and minus his Charisma bonus makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he had never been reduced to 0 or less. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.
Examples:
A barbarian with Constitution 16 (+3) and Charisma 13 (+1)
@ 0 to -1 hp is disabled (0 to -Chr bonus)
@ -2 to -16 hp is dying (to Con score)
@ -17 to -22 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -23 hp is dead
A bard with Constitution 12 (+1) and Charisma 16 (+3)
@ 0 to -3 hp is disabled (0 to -Chr bonus)
@ -4 to -12 hp is dying (to Con score)
@ -13 to -15 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -16 hp is dead
A wizard with Constitution of 14 (+2) and Charisma 8 (-1) (Note: bonus = 0!)
@ 0 hp is disabled (0 to -Chr bonus)
@ -1 to -14 hp is dying (to Con score)
@ -15 to -18 hp is dying wo/chance of stabilizing (to Con score + (2x Con bonus))
@ -19 hp is dead
In extreme cases it is possible to have a higher Charisma bonus than a Constitution score! In this case simply go with what is best for the character.
A sorcerer with Constitution 3 (-4) (Note: bonus = 0!) and Charisma 18 (+4)
@ 0 to -4 hp is disabled (0 to -Chr bonus)
@ -5 hp is dead
Note: In order to reduce having to do recalculations, only change these hp ranges on level gain or loss when warranted by the appropriate ability changes, and then only when the ability changes allow an increase/decrease in skill points.
I find that although slightly complicated to calculate you only have to calculate these ranges at level up and then only when your ability scores change which takes all the pain out of worrying about bonus from spells, raging, magic items, etc. You just note the numbers on your character sheet and play, play, play....