PF2 Death and Injury
HP represents your ability to avoid serious injury.
Further HP damage is Life Drain instead.
Life Drain (other than from regular damage) is doubled.
When you suffer damage, roll on the Injury Chart (see below).
All
For severe injuries, roll 1d4 + Overflow on the table appropriate to the main damage type of the damage source.
Bludgeoning
Piercing
Slashing
Fire/Cold/Acid
Lightning
Sonic
Rot
Soul
Mental
Death's Door
When you have less than 1 HP, you are On Death's Door. Death's Door does the following:Recovery
You can recover from Death's Door by healing back up to 1 HP. The Life Drain from Death's Door cannot be recovered until you are above 0HP.Diehard
Diehard halves the amount of Life Drain suffered from injuries at Death's Door.Fury
While Furious, Barbarians cannot be killed by Life Drain. They can also postpone 1 Injury roll per Rage to until after their Fury ends.Injury Charts
Roll 1d4 + Number of Injuries on the All Injuries table.All
- Adrenaline Rush: that was a close call. Move or make an attack.
- Close Call: that could have been much worse. No effect.
- Oof: you fall to your hands and knees and drop anything you are holding.
- Distraction: you cannot Concentrate for 1d4 rounds (or minutes out of combat).
- Whoops: you drop what you are holding.
- Dead Leg: all your speeds are halved for 1d4 rounds.
- That Stings: the next time you take damage, its dice are maximized.
- Serious Injury: roll on the Serious Injury chart for the main damage type of the triggering damage. There is overflow from this chart to the next.
Bludgeoning
- Winded: cannot breathe for 1d4 rounds.
- Terrible Bruise: increase the damage dice of all Bludgeoning damage by 1 step until healed.
- Broken Bone: cannot use the broken limb and Sickened until it is healed.
- Minor Concussion: +1 Stupefied and +1 Befuddled until healed.
- Major Concussion: +3 Stupefied and +3 Befuddled until healed.
- K.O.: knocked unconscious for 1d6 rounds, then Major Concussion.
- Coma: knocked unconscious for 1d6 x 1d20 hours.
- Pulped: beaten to a pulp. You are dead.
- Deep Wound: you suffer 1d6 Bleed.
- Impaled Limb: the weapon stabs straight through a limb. If it is removed without a Medicine Check you suffer 1d6 Bleed.
- Pinned Limb: one of your limbs is pinned to a surface. If you pull it free without a successful Medicine Check, you suffer 2d6 Bleed.
- Impaled: you are impaled on the weapon. When it is withdrawn, you suffer the damage again, then suffer Bleed damage equal to the attacker's level.
- Pinned: as Impaled, but you are Restrained until it is removed.
- Pincushion: you are punctured full of holes. You die in 1d4 rounds.
- Heartshot: your heart is stabbed. You die instantly.
- Gash: you suffer 1d6 Bleed.
- Gaping Wound: you suffer Bleed equal to the level of the damage source.
- De-Digitation: you lose a finger, toe, or similar appendage. You suffer 1d4 Bleed.
- Tendon Slice: a limb is disabled as the tendons are cut. You cannot use that limb and are Sickened.
- Un-Handed: a hand or foot is sliced off.
- Dis-Armed: a limb is sliced off.
- De-Capitated: your head is chopped off.
- 1st Degree Burns: you suffer painful burns. Further damage of the same type has its damage dice increased.
- 2nd Degree Burns: for the next week, half of all damage of this type you take is Life Drain.
- 3rd Degree Burns: for the next week, any damage of this type you take is Life Drain.
- Withered Limb: one of your limbs is damaged to near-nonexistence. You cannot use that limb. Recovery is uncertain.
- Obliterated Limb: one of your limbs is destroyed.
- Immolation: you are burned/frozen away until nothing is left.
- Stunned: you are Stunned from the blast.
- Shocked: you are Slowed from the blast.
- Spasms: you are wracked from spasms from the electricity. You have Clumsy +2 and Enfeebled +2 for 1d4 rounds.
- Dead Leg: one of your limbs is paralyzed for 1d4 minutes.
- Paralysis: one of your limbs is paralyzed permanently.
- Lethal Amperage: your heart is stopped by the lightning.
- Ringing Ears: you are Deaf and Clumsy 1 for 1d4 rounds.
- Temporary Deafness: you are Deaf for 1d6 hours. Your ears bleed.
- Deafness: you are permanently deafened as your ear drums are destroyed.
- Minor Concussion: +1 Stupefied and +1 Befuddled until healed.
- Major Concussion: +3 Stupefied and +3 Befuddled until healed.
- K.O.: knocked unconscious for 1d6 rounds, then Major Concussion.
- Blasted to Oblivion: the blast wave obliterates your body.
- Leprosy: sores open on your body. You have -4 to Fort Saves until healed.
- Slough: small portions of your skin start to slough off. Suffer more Life Drain equal to the damage of the triggering attack.
- Withering: increase your Clumsy and Enfeebled by +1d4 as your body rots from the inside.
- Husk: your body rots into a withered husk.