Alignment Infraction System

In my campaign I will be using points to track when characters drift away from their stated alignments, as I find the moral and ethical dimension of character development to be rather intriguing and it can also have significant impact in a game world wherein the forces of Law and Chaos, Good and Evil, actually take concrete form. Any action can earn you anywhere from 1 to 10 infraction points. So let’s say you are a chaotic and end up supporting instead of subverting the rule of law – depending on what you have done you will earn from 1 to 10 points. Extenuating circumstances will be taken into account. And of course biding one’s time or pretending to be another alignment will give some slight leeway, but in the case of Lawful and Good characters not that much. You can’t be an undercover cop and then murder someone just to convince the bad guys you are on their side – for instance.

Minor, Serious or Major acts of Good, Evil, Law, or Chaos will earn:

Minor Points – 1-4

Serious – 5-8

Major – 8-12 or more!

Once you get 10 points of drift you will change over to the next alignment over in that direction and the points will be erased. So if you are Neutral Good and get 10 Evil points, you will be switched to true Neutral. If you get 10 more Evil points you will be switched to Neutral Evil.

Acts performed unwitting or under compulsion do not actually cause the accrual of alignment drift points, but the Atonement spell will still be needed as per the description of that spell. Also, the Atonement spell can be used to erase any alignment drift points accrued. Note that this will require the expenditure of 250 gold pieces per drift point atoned for or the fulfillment of a deed/mission designated by the priest casting the spell (who will him or herself pay off the gold). Paladins who lose their powers due to willfully committing an Evil act will have to pay at least 250 gold even if all the drift points have been negated by later acts such as apologies or making amends.

Also, an aligned creature who has 5 or fewer HD and is not undead, an aligned outsider, a cleric or paladin and also aligned magic items or spells that are 5th level or lower will still register to detections but will be so negligible that the detection spell will not be able to pinpoint anything other than their presence within the area detected.

You will not get points for simply adhering to your alignment, though if you have accrued drift points and you then perform acts at some inconvenience or cost to yourself that are more in keeping with your declared alignment than I will take away some or all of the drift points. For instance, characters who declare Law as their alignment will not get points for doing obeying local laws or adhering to their code of honor, they are expected to. Though if they have drifted into Chaos and earned Chaos points, truly Lawful acts that inconvenience or even endanger their characters will negate the Chaos points. So let’s say a Lawful character helps break a friend out of jail to save them from execution. He would get Chaos point for that. Then that same character turns themselves in to the authorities for doing that, knowing that they will suffer the penalty. That would negate some or all of the Chaos points. The same goes for Chaotics, but in reverse, and likewise for those declaring Good or Evil alignments. The act that erases the drift need not be directly related to the act that caused the drift, but it does need to be a significant act in keeping with their declared alignment. Neutral acts do not cause drift nor will they negate drift points.

I’m not going to penalize anyone in terms of game mechanics or dock anyone experience points for alignment shifts except in the case of paladins, clerics, druids, monks, and any other class that must maintain a certain alignment standard. I will on occasion inform you of how you are drifting so that you can make course corrections or inform me that you are indeed developing your character in a new direction. Generally I’ll let you voluntarily shift one alignment component per level. So let’s say there is a LG fighter. When he gains a level he can choose to become LN or NG. But not N (which would be two shifts) or CE (which would be four shifts). He would have to wait until a new level to change from LN to LE or to N. There are of course instances of drastic conversions and magical manipulation. I will handle those on a case-by-case basis.

This generally means that Lawful and Good alignments will be harder to maintain – as I think they should be. There are benefits to maintaining those alignment such as earning the respect and trust of others and other rewards that may play out in-game. Conversely, Chaos and Evil will be easy to drift into if one is not careful – and the in game penalties of such selfish destructiveness will also play out in game, as one will no doubt arouse the distrust, resentment, and enmity of others. Of course sometimes no good deed goes unpunished and the bad may seem to flourish, but this is all part of unfolding of the campaign. I should also mention that while I will not dock experience points for acting against one’s alignment (instead I will give drift points), I may choose to give role playing experience points to those who act in ways that are in keeping with their alignment and/or other character commitments and motives but that may lead to great inconvenience or harm. These experience points will carry over to one’s next character if your should actually die from such actions.

Below is my take on what each of the alignments means:

Lawful: Those pledged to Law will be trustworthy, disciplined, and work well with others in hierarchical organization. They may follow a personal code and will respect the laws of the land and the codes of others as long as they don’t conflict with their commitment re good or evil. Disobeying laws is normally a Chaotic act, but a Lawful character need only be loyal to one set of principle or laws at a time. So a Lawful character could break those laws that are in conflict with the laws and principles that he or she follows. However, this will not excuse gratuitous law-breaking that is not in conflict with their primary allegiances. The code or law they adhere to must be one that is shared by a significant group of people (i.e. not just other party members). So a Lawful character can’t just have a personal code and ignore all other forms of law, nor will he gratuitously break laws. I will take away Chaos drift points and/or award XP if your character adheres to laws/codes/discipline even to their detriment or harm. Drift points towards Chaos are accrued for breaking the codes or  laws that they subscribe to, for gratuitously flouting other laws or codes, or for being untrustworthy or disloyal.

Chaos: Those pledged to Chaos will not honor their word nor any loyalties and prefer to work independently. They will in fact go out of their way to subvert authority or even start or participate in a revolution. They will form alliances of convenience and only follow leaders who have enough personal power to keep themselves on top, at least for the moment. I will take away Law drift points for being subversive, untrustworthy, undisciplined and generally flakey even when such actions would inconvience your characters or even be self-destructive. Drift points towards Law will be accrued for obeying laws that inconvenience your character, or for being trustworthy and loyal to the point of inconvenience, thereby going beyond just a personl, whimsical, or temporary attachment to a leader, ally, or cause – in other words for being trustworthy, loyal, and reliable when it would not serve your character to do so and/or be boring.

Good: Those pledged to Good will respect all living beings and try to support, nourish and protect life and may actively try to seek and fight Evil. I will negate Evil drift points for doing good when it would inconvenience or even endanger your character. Drift points towards Evil will accrue for hurting or exploiting others for one’s own benefit.

Evil: Those pledged to Evil will, of course, not necessarily think of themselves as Evil. They simply serve themselves at the expense of everyone around them. This does not mean that they will necessarily be raping, pillaging, plundering and murdering. Their evil may be simply a matter of inveterate selfishness and subtle insidiousness. I will negate drift points toward Good  for acts involving harming and exploiting others for the character’s own benefit – esp. if such were to harm even family and friends. Drift points towards Good will be accrued for performing any act to benefit another if would inconvience, let alone endganger, oneself or not have some kind of pay-off down the line.

Neutral: These are basically people who just want to mind their own business. On the Law/Chaos axis they will generally obey laws but will not go out of their way to uphold the law and will break it if they think they can get away with it or the consequences of getting caught are minor. On the Good/Evil they will be helpful to others as long as it doesn’t require any real sacrifice, and will generally not harm or exploit others unless they feel it is necessary for their own well-being. Neutrals are basically just self-interested people who are not altruistic enough to be good, not malicious enough to be evil, not revolutionaries, but not sticklers for law and order either (at least not personally. Neutrals do generally want other people to be law abiding and altruistic, but they can also sometimes be suspicious of others because they fear the worst, esp. of strangers. Neutrals will get drift points from both poles of the axis they are neutral on, but these points will also cancel each other out. As long as they don’t accrue more than 10 in any one direction they will remain Neutral, and of course they may just drift back to Neutrality again after that.

Below is a list of specific acts and how I will rate them in terms of alignment and severity – if I don’t specific minor, serious, or major it means I haven’t decided or that it would be very circumstantial:

Killing and Harming sentient beings – this pertains to self-aware, rational beings.

Murder – almost always a Major Evil act, may be Lawful or Chaotic depending. (10 points, Cold Blooded Murder 12 points, Murder for Pleasure 14 points)

Killing a Foe after they are defeated and no longer a threat – 4 Evil points, and may also garner Chaotic points depending on circumstances.

Capital Punishment – may be a Minor Lawful act, but not a Good one.

Vigilantism –Chaotic act, may be Evil as well

War of Aggression –may be Lawful if pretext found, but usually Chaotic and a major Evil

Just War – minor Lawful, may be minor Good at best

Suicide – may be major Lawful, may be major Chaotic depending on local culture, usually major Evil.

Abortion – may be Lawful, may be Chaotic, depending on local laws and culture, never a Good act. Forced abortions are definitely major Evil. Some late term abortions may be tantamount to infanticide which is definitely a major Evil act, though may be Lawful in some Lawful Evil societies.

Infanticide – major Evil

Ritual Sacrifice of a Sentient Being – major Evil, may also be major Chaotic or Lawful depending on deity or cause sacrificed is for.

Martyrdom – A major act in line with the alignments of the deity or cause one is martyred for.

Consenting to be ritually sacrificed – major act of Law or Chaos, and/or Evil in line with the deity or cause the sacrifice is for.

Assault – Evil act, usually Chaotic (Causing gratuitous injury 6 points)

Torture – major Evil act, but may be Lawful or Chaotic.

(According to Book of Vile Darkness:

Intimidating 2 points,

Painful or Cruel 8 points

Excruciating 10 points

Sadistic 12 points

Indescribable 14 points)

Animal Cruelty – minor Evil act for first such act, but ongoing participation would be a more serious Evil act. This may also be a minor or serious Chaotic act depending on local laws. Unfortunately, participating in such acts might be a Lawful act in some societies.

Protecting or Saving Life

Saving a Life – major Good esp. if it entails some risk to oneself

Healing – at least minor Good may be more if at cost to oneself

Defense of Others – Good act

Self Defense – Neutral act

Freeing animals – minor Good act for first time, but ongoing activity could be a more serious Good. This may be a minor or serious Chaotic act depending on local laws. Could also be a Lawful act in some cases.

Taking What is Not Given

Stealing – almost always a major Chaotic act, may be Evil if it actively harms another physically or emotionally. (Stealing from Needy 4 points Evil)

Exploiting – may be Lawful, but definitely serious or major Evil.

Enslaving – major Evil, may be Chaotic or Lawful depending

Confiscation – usually Lawful, may be Evil or Good depending

Robbing the Rich to Sell to the Poor – major Chaotic, and never Good and may even be Evil (see stealing above)

Giving , Liberation, Recovering

Charity – Good act, may be Lawful or Chaotic depending (4 points Good)

Liberating Slaves – major Good, major Chaotic

Robbing the Rich to Give to the Poor – still major Chaotic, but may be Good.

Stealing Back what was Stolen – usually minor Chaotic, could be Good


Rape – usually major Chaotic and always major Evil

Exploitation – may be Lawful and always major Evil

Homosexuality – may be viewed as minor Lawful or minor Chaotic depending on society but in and of itself is not of any alignment.

Prostitution – may be Lawful or Chaotic, if exploitation or other non-concensual activity is involved it is major Evil

Pornography – may be viewed Lawful or Chaotic, if exploitation it is major Evil

Minors – may be Lawful or Chaotic, always major Evil as there can be no consent

Marriage – major Lawful not necessarily Good could be Evil (if forced)

Promiscuity – Chaotic

Adultery – Chaotic, and may be Evil depending on circumstances (note that what constitutes adultery may be cultural – here it means being unfaithful)

Irresponsible in re to disease and pregnancy – Chaotic and possibly Evil

Responsible in re to disease and pregnancy – Lawful and possibly Good

Matchmaking – may be Good, Evil, Lawful, or Chaotic depending on circumstances

Saving/Healing Relationship – Good act, may be Lawful as well

Divorce – determined by motive, rarely Good, but may not always be Evil, could be Lawful or Chaotic depending on laws, culture, and circumstances

Subverting Relationship – Chaotic and usually Evil

Sexual Harrasment – Minor Evil, may even be serious or major depending on circumstances.


Lying – almost always a Chaotic act, but may be Evil if the lie is truly harmful or may be Good if it is to protect life. (White Lie 1 Chaotic)

Lying in order to protect a cover identity depends greatly on the motives for doing so. If it is for survival of oneself or one’s group then it is a Neutral act – kind of like self-defense. If it is for the purposes of subversion it is a Chaotic act. If it is to get close to someone in order to betray them then it is also an Evil act. If it is in the service of a principle or organization as for instance a spy or undercover policemen then it is not really a Lawful act but is not inconsistent with a Lawful alignment. This basically has to do with the principle that a Lawful character need only maintain loyalty to single nation, group, set of laws, or code at a time.

Slander – almost always Evil, may even be Chaotic (4 points)

Abuse – may be a minor Evil act, or even a Chaotic one in some circumstances (2 points Evil)

Gossip and other Irresponsible Speech – could be minor Evil or minor Chaotic (1 point)

Sincere Apology – minor Good and/or minor Lawful (1 point)

Giving in to Greed –may lead to Evil or Chaotic acts (1 points)

Giving in to Hatred –may lead to Evil or Chaotic acts (1 points)

False Views – never Good, but could be Lawful, Chaotic, or even Evil if views are known to be false and one adheres to them or propagates them anyway – depends greatly on law, culture and circumstance. False views should be understood to be stubbornly holding to views about how the game world works that clearly contradict how the game world work (for instance that there is no life after death, or that there is no such thing as alignment, or no such thing as deities, or magic or any other thing that the rules and campaign clearly allow for and can be observed at work in the game world).

Alignment Advocacy/Subversion

Advocating an alignment (2 points towards that alignment)

Condoning or otherwise going along with or making no attempt to stop or even protest an act that would cause alignment drift if the character in question were to do it him or herself (1 point towards that alignment)

Imposing or Reinforcing Authority and/or Discipline: Lawful (4 points Lawful)

Subverting or Rebelling against Authority and/or Discipline: Chaotic (4 points Chaotic)

Obeying Local Laws: Lawful act if it is inconvenient to do so but one obeys anyway. In other words one is going out of one’s way to adhere to the law. (2 points Lawful)

Disobeying Local Laws: Chaotic act if to do so would be inconvenient and/or self-destructive. In other words one is going out of one’s way to flout the law. (2 points Chaotic)

Using an aligned spell (2 points towards that alignment)

Desecrating a church or temple (4 points Evil)

Consecrating a church or temple (4 points Good)

Betraying a friend or ally for personal gain (4 points Evil)

Perverting Justice for Personal Gain (6 points Evil)

Disobeying laws – This is normally a Chaotic act, but a Lawful character need only be loyal to one set of principle or laws at a time. So a Lawful character could break those laws that are in conflict with the laws and principles that he or she follows. However, this will not excuse gratuitous law-breaking that is not in conflict with their primary allegiances.

Making amends for a Chaotic and/or Evil act – depends upon what is done and how sincere and how much it actually resolves the original act, may negate some of the drift at the discretion of GM.

Redeeming Evil

In order to redeem and evil character the redeemer must spend an hour a day in conversation with the evil being and make a Diplomacy check. This conversation will revolve around getting the evil being to reflect on and repent of the evil they have done and to cause them to aspire to the good and gain hope of its rewards. This assumes the being is being treated well and will be forgiven of its evil deeds.

“The evil character then make a special Will save, adding his level as a bonus on the saving throw against a DC equal to the good character’s Diplomay check result. The DM can give the same circumstance bonus on the Diplomacy check as for checks made to interrogate prisoners [+2 or even up to +6 for good treatment]. Creatures whose alignments are listed as “always” a specific alignment, and characters who would lose class abilities if they changed alignment (including evil clerics and anti-paladins), gain a +4 bonus on their Will saves. Outsiders with the Evil subtype are immune to redemption in this manner. Neutral (neither good nor evil) characters take a -2 penalty on their Will saves.”(from pp. 28-29 of Book of Exalted Deeds)

“If an evil character fails seven saving throws in a row at any point during the conversion process of redemption, the evil component of his alignment changes to neutral. If a neutral character (including a formerly evil character who has already failed seven saves) fails seven saving throws in a row, his alignment changes to good. The change is permanent.” (from p. 29 of Book of Exalted Deeds)

By “permanent” I will take this to mean it will stay good unless they commit other evil deeds to cause them to drift back to neutrality or even evil. They still have free will after all.

Times and Timeline

Month Days in Month Season Associated Deity
Abadius (January) 31 Winter Abadar
Calistril (February) 28 Winter Calistria
Pharast (March) 31 Spring Pharasma
Gozran (April) 30 Spring Gozreh
Desnus (May) 31 Spring Desna
Sarenith (June) 30 Summer Sarenrae
Erastus (July) 31 Summer Erastil
Arodus (August) 31 Summer Aroden
Rova (September) 30 Fall Rovagug
Lamashan (October) 31 Fall Lamashtu
Neth (November) 30 Fall Nethys
Kuthona (December) 31 Winter Zon-Kuthon
Day Task
Moonday Work, religion (night)
Toilday Work
Wealday Work
Oathday Work, pacts signed, oaths sworn
Fireday Work, market day
Starday Work
Sunday Rest, religion


Drinking Rules

Price List

Core Rulebook

Ale (5%)

Gallon                                   2 silver

Mug                                       4 copper

Banquet (per person)         10 gold

Bread, per loaf                     2 copper

Cheese, hunk of                   1 silver

Inn stay (per day)

Good                                      2 gold

Common                                5 silver

Poor                                        2 silver

Meals (per day)

Good                                       5 silver

Common                                3 silver

Poor                                       1 silver

Meat, chunk of                      3 silver

Wine (12%)

Common (pitcher)                2 silver

Fine (bottle)                         10 gold


Adventurer’s Armory

Caydenbrew (5%)               5 copper/mug

Coffee                                    1 copper/cup

Corentyn wine (14%)          15 gold/bottle

Dwarven Stout (8%)            4 copper/mug

Grog (40%)                           2 copper/mug

Kahve                                     2 copper/cup

Linnorn mead (15%)           5 copper/mug

Mwangi coffee                      3 copper/cup

Oldlaw whiskey (40%)        20 gold/bottle

Rumboozle (50%)               1 siler/glass

Tea                                         2 copper/cup

Tea, ceremonial                  4 copper/cup

Tea ceremony set               25 gold


Unique Beer/Ales by gallon

Dragonbite Bitter (8%)        15 gold

Dwarfhead Stout (10%)      30 gold

Mead, elven (15%)              60 gold

Golden light, gnome (5%)   10 gold

Thudrud, goblin (6%)          2 gold

Pulsch brown ale (5%)       8 gp


Unique Wines by bottle

Frostwine (20%)                  40 gold

Aleeian (12%)                      100 gold

Garnet (20%)                        90 gold

Mushroom (12-18%)          20-135 gold

Spiderblood (12%)              150 gold        Suffer effects of spider venom


Unique Spirits by bottle

Frenzywater (80%)              15 gold          DC 15 Will save or as rage potion CL5

Moondrop (60%)                  220 gold

Kragg (70%)                         30 gold


There are 10.6 12 oz. mugs in a gallon

There are 5 5 oz. glasses in a 25 oz. bottle

There are 20 5 oz. glasses in a 100 oz. pitcher

There are 17 1.5 ounce single shots in a 25 oz. bottle

A standard drink: glass of wine (12%), mug of common ale (5%), 1 shot (40%) which are all equivalent to .6 fluid ounces of alcohol

Type of Alcohol and proof                        standard drink
Weak Ale or Hard Cider (3.5%) .75
Common Ale (5%)                           1
Stout (6%)                                         1.25
Dwarven Stout (8%)                                     1.5
Wine  (12%)                                        1
Mead (15%)                                      1.25
Fortified Wine (18%)                       1.5
Shot of Whiskey (40%)                    1
Weak             (30%)                                      .75
Standard (40%)                               1
Strong Spirits (50%)                       1.25
Second Proof (60%)                       1.5
Third Proof (70%)                            1.75
Fourth Proof (80%)                                     2


Note that small creatures treat each standard drink as double and Large creatures treat each standard drink as ½. So small creatures had best beware how much they have.


Beers                          3.2-4%

Ales                            4.5%

Porter                         6%

Stout                           6-8%

Sake                           14-16%

Wine                           7.1-14%

Fortified Wine           14-24%

Brandies                   40-43%

Whiskies                   40-75%

Vodkas                      40-50%

Gin                              40-48.5%

Rum                           40-95%

Absinthe                    45-74%

Poitin                          60-95%

Alcohol as Drug/Poison

Roll on the chart below each time a character has a standard drink, counting the other standard drinks that are still in the character’s system in that hour. If a save is failed, they receive the effects on the right hand column, moving down one rank each time a save is failed. It takes one hour for a single standard drink to leave the character’s system and for the character to move up an effect rank. If Dexterity reduced to 0 the character will collapse into a drunken wreck but remain in a bleary state of consciousness. If Int or Wis reduced to 0 the character passes out into unconsciousness. Those who fail a check by 5 become nauseated for an hour but can rid themselves of two drinks instead of just one for that hour. Once a character is no longer inebriated (suffering any effects of having missed a save) the hangover begins if a Constitution check (DC 10 +1 for each drink consumed) is failed. Those who fail the check get a hangover and will remain sickened for 1d4 hours, and will also be fatigued and receive 1d6 nonlethal damage from dehydration. A character that gets drunk at inappropriate times or three days in a row must start making saves Fort DC 15 to prevent a moderate addiction (as per the addiction rules in the Game Mastery Guide).

# Standard Drinks Fort DC Cumulative effect for each save failed
1 10 +2 Char,  -1 Dex, -1 Int, -1 Wis, Toughness, +1 morale bonus vs. fear,
2 12 -2 Dex, -2 Int, -2 Wis, Toughness, Sickened, +1 morale bonus vs. fear
3 14 -3 Dex, -3 Int, -3 Wis, Toughness, Sickened, +1 morale bonus vs. fear
4 16 -4 Dex,, -4 Int, -4 Wis, Toughness, Sickened, +1 morale bonus vs. fear
5 20 -5 Dex,, -5 Int, -5 Wis, Toughness, Sickened, +1 morale bonus vs. fear
6 25 -6 Dex,, -6 Int, -6 Wis, Toughness, Sickened, +1 morale bonus vs. fear
7 30 -7 Dex,, -7 Int, -7 Wis, Toughness, Sickened, +1 morale bonus vs. fear
8 35 -8 Dex,, -8 Int, -8 Wis, Toughness, Sickened, +1 morale bonus vs. fear
9 40 -9 Dex,, -9 Int, -9 Wis, Toughness, Sickened, +1 morale bonus vs. fear
10 45 -10 Dex,, -10 Int, -10 Wis, Toughness, Sickened, +1 morale bonus vs. fear; also must Fort DC 13 1/minute for 6 minutes or lose 1-2 Con, cure 1 save.


House Rules

This is where I am going to put the house rules that we come up with until they can be organized better.



Mace, heavy – 8 gp

Morningstar  - 12 gp

Pitchfork – simple 2 handed, 1d6/x2 Piercing, 10 ft. range increments, 1 gp, 4 lbs.

All flails – B&P


Kikko Armor – +4 Armor Bonus, +3 Maximum Dex Bonus


Atonement – The cost for deliberate transgressions will be 250 gp/drift point instead of a flat 2,500 gp and this may be offset or replaced with a task set by the priest casting the spell.

Chill Touch - This spell allows for multiple touch attacks. These can be held indefinitely but the spell is dissipated if another is cast and if the user touches anything else, even inadvertently, the spell will discharge one use.

Detect Magic – Cannot be used to detect supernatural abilities.

Mend – Can only use 1/day per item. Also, when casting the caster must make a Craft roll against the DC for making that item or have someone helping them who can make that roll.  Also, it will not renew the properties of consumable items – like thistle arrows.

Prestige Classes

Arcane Archer – The +1 enhancement granted by the Enhance arrows class ability is stackable with other existing enhancements (including those granted by the Arcane Pool ability of the Magus) up to a limit of +5.

Combat House Rules (Hit Location, Criticals, Fumbles, etc…)


Assume all hits are torso hits – bruises, cuts, and other such superficial wounds until HP reaches 0. Optionally roll for location of each hit but again damage is still just a cut or bruise until HP reaches 0.

Body Part       Random        Called shot attack penalty

Right Leg      1-2                  -2

Right Foot     3                      -5

Left Leg         4                      -2

Left Foot        5                      -5

Torso             6-13                Default unless random

Right Arm      14                   -2

Right Hand   15                   -5/-10 if carrying shield

Left Arm         16                   -2

Left Hand      17                   -5/-10 if carrying shield

Head              18-20             -5/-10 ear, eye, neck

0 HP represents shock and blood loss as do the negative HP.

The effects of called shots are as per the called shot rules in Ultimate Combat pp. 193-197. Any called shot that puts the one hit into negative hit points can be considered to have suffered a debilitating blow even if it was not massive damage as per CRB p. 189.

The effects of debilitating blows replace the massive damage rule in the CRB, as they are more specific. Alternatively one can use the massive damage rule and treat the effects of wounds to specific areas according to the treatment below. Or one could use the battle scar or amputation system from Skull and Shackles if receiving massive damage.

A hit that resulted in death due to failed Fort save or putting character -Con or over in one blow is probably one of the following types of wounds:

Right Leg – Amputation/Broken Leg/Skewered/Slash femoral artery

Right Foot – Amputation/Smashed/Skewed

Left Leg – Amputation/Broken Leg/Skewered/Slash femoral artery

Left Foot – Amputation/Smashed/Skewered

Torso – Cut in Twain/Crushed Rib Cage/Impaled/Disemboweled/Cracked Breast Bone/Impaled/

Castration – Pulped/Impaled

Kidneys – Pulped/Impaled

Heart – Pulped/Impaled

Other vital organs – Pulped/Impaled

Right Arm – Amputation/Broken Arm/Skewered/Slash radial artery

Right Hand – Amputation/Smashed/Skewered

Left Arm – Amputation/Broken Arm/Skewered/Slash radial artery

Left Hand – Amputation/Smashed/Skewered

Head – Decapitation/Pulped & Splattered/Through Eyes/Slash carotid vein/Broken Neck/Through Neck/and/or carotid artery/Split skull/Skull Caved In/Through Mouth

Any hit that puts HP at 0 or in the negative but doesn’t result in death will leave a scar and possibly a permanent debilitating wound (-2 penalty to associated skills as per DMG p. 27 cited below) unless a Fort Save (at DC10 + damage taken for that blow) is made. If that fails, magical healing that is done soon after can repair the damage.

DAMAGE TO SPECIFIC AREAS (modified from DMG 3.5 p. 27)

Sometimes, despite the abstract nature of combat, you’re going to want to apply damage to specific parts of the body, such as when a character’s hands are thrust into flames, when he steps on caltrops, or when he peeks through a hole in the wall and someone shoots an arrow into the hole from the other side. (This situation comes up most frequently with devious traps meant to chop at feet, smash fingers, or the like.)

When a specific body part takes damage, you can apply a –2 penalty to any action that the character undertakes using that portion of his body. For example, if a character’s fingers get slashed, he makes attacks rolls with a weapon in that hand at –2 and he takes a –2 penalty on skill checks involving the use of his hands. If a character steps on a caltrop, he takes a –2 penalty on skill checks involving the use of his feet. Use the table below as a guide to what rolls are modified by injuries to what body parts. This penalty lasts until the character heals, either magically or by resting. For a minor wound, such as stepping on a caltrop, a DC 15 Heal check, 1 point of magical healing, or a day of rest removes the penalties. You can allow a character to make a Fortitude save (DC 10 + damage taken) to “tough it out” and ignore the penalty. Also, these penalties shouldn’t stack—two hand injuries should not impose a –4 penalty.

Location Damage Affects:

Hand: Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Sleight of Hand; attack rolls.

Arm: Climb and Swim checks; attack rolls; Strength checks.

Head: All attack rolls, saves, and checks.

One eye: Appraise, Craft, Linguistics: (when used for reading/writing), Disable Device, Perception (sight based checks of course), Sense Motive, Spellcraft, Survival checks (for tracking); initiative checks; Dexterity checks; ranged attack rolls; Reflex saving throws.

Severe damage to both eyes causes a character to become blinded.

One ear:  Perception (hearing based of course); initiative checks.

Severe damage to both ears causes a character to become deafened.

Foot/Leg: Acrobatics, Climb, Ride, Stealth, Swim; Reflex saving throws; Dexterity checks.

Hit Point Loss

1          – scratch

2-7      – light wound

8-15    – moderate wound

16-23 – serious wound

24-49 – critical wound

50+     – mortal injury

When a character is at half their max hit point total or less than they are starting to be slowed or hampered by their wounds.

When their current hit points are less than what their initial HD+Con bonus total would be then they should sense that their luck is running out.


A natural 1 is a possible Fumble. Roll again and if it is still a miss roll on the appropriate chart below.

Melee Fumble Chart

01-19 DC 20 Dexterity check of fall prone

20-39 DC 20 Dexterity check of fall prone and stunned for 1d4 rounds

40-44 DC 20 Dexterity check or lose action next round as you regain balance

45-49 DC 20 Strength check or drop weapon

50-54 DC 20 Strength check or accidentally fling weapon 2d6 feet away

55-59 DC 20 Strength check or accidentally fling weapon 3d6 feet away

60-61 Shield tangled with opponent, DC 20 Dexterity check or drop shield,

reroll if no shield/or chain weapon tangles

62-63 Shield tangled with opponent, DC 20 Dexterity check or drop shield,

reroll if no shield, -4 AC next round/or chain weapon tangles

64-65 Weapon tangled with opponent, no standard action next round

66-69 Weapon knocked away, lands 3d4 squares away from you

70-74 Weapon possibly breaks, roll damage as normal but apply to weapon

75-82 Roll to hit self

83-90 Roll to hit friend if in threatened area, otherwise self

91-98 Twist ankle; half speed for 10 minutes,

DC 20 Dexterity check for reach round or fall prone

99       Roll twice, ignoring rolls of 99 or 00

00       Roll three times, ignoring rolls of 99 or 00

Ranged Fumble Chart

01-19 DC 20 Dexterity check of fall prone

20-39 DC 20 Dexterity check of fall prone and stunned for 1d4 rounds

40-44 DC 20 Dexterity check or lose action next round as you regain balance

45-49 DC 20 Strength check or drop weapon

50-54  DC 20 Strength check or accidentally fling ammo 2d6 feet away

55-59 DC 20 Strength check or accidentally fling ammo 3d6 feet away

60-69 String breaks

70-74 Weapon breaks

75-90 Roll to hit friend if in threatened area

91-98 Twist ankle; half speed for 10 minutes,

DC 20 Dexterity check for reach round or fall prone

99       Roll twice, ignoring rolls of 99 or 00

00       Roll three times, ignoring rolls of 99 or 00

Firing into Melee – If you fire into melee and do not take the -4 penalty and miss, then you must roll to see if you hit a friend in or near the line of fire. Roll as though you were trying to hit that person but instead of adding one’s BAB, Dex, and other bonuses, make those a minus to hit. Of course the Precise Shot feat negates this.

Firing into Grapple – If you fire into a grapple you not only take -4 penalty but if you miss there is a 50% you must roll as though trying to hit the other person in the grapple but instead of adding one’s BAB, Dex, and other bonuses, make those a minus to hit. If you don’t take the -4 penalty, then you must roll randomly to see whether you roll to hit your target or if you must roll to hit the non-target (with your bonuses as minuses as above). The Precise Shot feat means you don’t have to take the -4 penalty and only roll the 50% chance to hit the other if you miss. Improved Precise Shot means you don’t have to roll the 50% chance to hit the other in any case.


DC 20 Will save against fear.

Check when:

Creature takes 50% damage or more.

Unit takes 50% casualties (no longer in the fight) or more.


Unit fatigued                                                                         -2

Unit exhausted                                                                     -5

Unit (including nearby allies) is outnumbered 4:1       -5

Unit (including nearby allies) is outnumbered 2:1       -2

Unit outnumbers nearby enemies 2:1                            +2

Unit outnumbers nearby enemies 4:1                            +5


Nearby means in sight and within 120’

Unit means a maneuver element

A single check can be made for a whole unit or maneuver element

If check fails the moral condition worsens by one category, but if check fails by ten or more than it worsens by two categories. If a 1 is rolled on a check that would make it panicked it becomes crazed instead.

Moral Conditions

Heartened – +1 morale bonus on Will saves vs. fear effects (including morale checks)

Normal – Typical state at beginning of combat

Shaken – This condition lasts for 10 minutes after the battle ends.

Frightened – A creature who becomes frightened due to a failed morale check improves to shaken 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield) and returns to normal 10 minutes after that.

Panicked – A panicked creature does not need to make additional morale checks. A creature that becomes panicked due to a failed morale check improves to frightened 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield), becomes shaken 10 minutes after that, and returns to normal 10 minutes after that.

Crazed – If a creature rolls a 1 on a save that would make him panicked, he assumes one of the following conditions, determined randomly, instead of becoming panicked. This condition overrides the effects of the character’s normal moral condition. It remains for the duration of the battle plus one hour, or until the creature’s moral improves to shaken (or better). If a crazed creature’s condition is removed through some other effect, treat the creature as panicked. Crazed creatures count as panicked for the purpose of rally check DCs.

01-20 Berserk

21-40 Cowering

41-60 Dazed

61-80 Deafened

81-00 Nauseated

Berserk: the character makes a melee or ranged attack against the nearest living creature, or closes with that creature if he cannot attack (if two or more creatures are equidistant, choose the target randomly).

Rally Check

1d20 + Charisma and Commander rating (if any). A single check allows a character to try to rally any comrades within line of sight and earshot. The check is language dependent. A creature can be subject to only one rally check attempt per round.

New Morale Condition (DC to achieve)

Initial Morale Condition Frightened Shaken Normal Heartened
Panicked 20 25 30 40
Frightened 20 25 30
Shaken 20 25
Normal 20

Rally Check Modifiers

At least one failed rally check within last minute                       -2

Rallying character is at half hit points or below             -2

Enemy troops within line of sight are fleeing                 +2

Rallying character has 5 or more ranks in

Diplomacy or Intimidate                                                     +2

No enemies within line of sight                                        +5

Rally attempts against magical effects last for only 1 round.

A rally attempt lasting at least one minute can be made before the battle. It cannot be retried and you can’t take 10 on this roll.

Commander Ratings

Commander Rating Rank Name Troops Commanded
0 Private n/a
1 Corporal 1-4
2 Sergeant 6-12
3 Lieutenant 15-25
4 Captain 30-100
5 Major 100-500
6 Colonel 500-5,000
7 General 5,000 or more


Improvised Weapons (from Complete Warrior pp. 158-159)

Less than 2 lb. 1d3 Mug, torch
2 lb. – 5 lb. 1d4 Lantern, manacles
6 lb. – 10 lb. 1d6 Chair, shovel
11 lb. – 25 lb. 1d8 Ladder, small table
26 lb. – 50 lb. 2d6 Barrel (empty)
51 lb. – 100 lb. 3d6 Chest (full), big table
101 lb. – 200 lb. 4d6 Cart
201 lb. – 400 lb. 5d6 Wagon

A sharp object deals damage as an object of twice its weight. For instance a broken bottle (1 lb.) deals 1d4 damage, not 1d3. Conversely, a soft or malleable object such as a gourd, deals damage as an object of half its weight, and the damage is nonlethal. If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon.

Bull Rush: +2 if using a big sturdy object such as a bench or table.

Defense: Objects with lots of surface area such as tables grant you a +2 shield bonus to AC (or a +4 shield bonus if you use total defense), but requires two hands to use.

Disarm: Any object with lots of protrusions such as a chair or a broken wagon wheel or that can easily ensnare objects such as a cloak or ladder grants the wielder a +2 bonus on Disarm checks.

Entangle: Any sheetlike flexible object such as a carpet or tapestry can entangle an opponent with a successful ranged touch attack. A character can escape using a standard action and succeeding on a DC 10 Escape Artist check. These objects are treated as two-handed weapons.

Reach: Long objects such as ladders have reach, allowing a Small or Medium character to strike at opponents up to 10 feet away (but not at adjacent foes). These objects are treated as two-handed weapons.

Trip: An object with protrusions at the end such as a hat rack or a barstool or that can wrap around a leg such as a chain can be used to make trip attempts.