Combat: I prefer to make combat a little more random and deadly.
Serious Damage: = taking more DMG then your Con score in one hit (or half your total hp’s, whichever is higher)… Suffering Serious Damage causes bleeding.
Arrows/Small-Sized Thrown-Weapons: If you suffer Serious Damage from a small missile weapon it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH weapon you have in your body. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.
Thrown Spears/Javelins: If you suffer Serious Damage from a larger missile weapon like a spear or javelin you will suffer -5 to all checks until you pull it out. Pulling it out is a move action and deals an additional 1hp of damage unless you roll a heal check which is a standard action.
Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit thereby doing special damage. (The location of which is still randomized) A successful Power Attack does NOT count as an auto-crit. It only deals the extra power attack dmg + special damage effects.
Massive Damage: DMG = 50 DMG or more from one attack. Fortititude Saving Throw vs. Massive Damage = 10+ 1/2 ECL of attacker or DC 20 (whichevever is higher).
Critical Hits: Confirmation role is required. Crits cause bleeding damage AND special damage effects.
Slashing/Piercing Melee Weapons: On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.
Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.
Called Shot: = Serious and Special Damage (appropriate to the weapon-type used), NOT an auto-crit. Called Shots can be attempted with a ranged or melee attack and with some spells. A PC must declare a called shot.
If an attacker threatens for a critical hit during a called shot it specifically affects the targeted area. (In other words, a randomized roll for hit location is not necessary.) If the attacker fumbles during a called shot he will provoke an attack of opportunity from the target even if he normally would not.
Attacker has Sneak Attack, Precise Shot or Combat Reflexes, and has enemy flat footed: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.
Attacker has Sneak Attack, Precise Shot or Combat Reflexes. : -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.
Attacker has ^ none of the benefits above: -6 to hit limbs, -8 to hit hands, -10 to hit head (or object), -12 to hit eyes or throat.
Hit Location and typical special damage effects:
Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 19 Throat (Bleeding at Twice the normal rate, Stunned), 20 Skull (Incapacitated)
Fumbles: Confirmation role is required.
Kind of Dead or Really Dead? A character is not truly dead until they exceed their con score in negative HP’s or DMG.