Hit Point Variants

New Game Variants

Hit Points
1) Half or below (rounded down) become injured (-2 to attack rolls, saves, skill checks and ability checks.
i) If damaged while injured, a Fort save DC: 5+damage dealt must be made or the character becomes Fatigued (-2 to Str and Dex, can’t run or charge). Eight hours of rest, or healing that will bring the HP total to above half will remove this form of Fatigue. If the character is already Fatigued, he then becomes exhausted

2) One–quarter or below (rounded down) become wounded (-3 to attack rolls, saves, skill checks and ability checks. This overrides the effect of being injured.
i) If damaged while in this form of exhaustion, a Fort save DC: 5+damage dealt must be made or the character will be exhausted (move at half speed, -6 to Str and Dex). One hour of rest, or healing that will bring the HP total to above one-quarter will remove this form of exhaustion and cause the character to become Fatigued, as above.

3) Several feats, class and racial features will adjust these effects:
i) The Endurance feat will grant a +4 bonus to the Fort save to resist the Fatigued and Exhausted effects.
ii) Dwarves add their racial bonus to saves vs. poison to the Fort save to resist the Fatigued and Exhausted effects..
iii) A character who is raging or frenzying (including spells that mimic those effects) can ignore all effects of wounds (fatigue, exhaustion, injured, wounded) for the duration of the rage/frenzy effect. When the rage/frenzy effect ends he must make a Fort save (DC=difference between current HP and fatiged/exhausted cutoff + 5) if he is injured or wounded or become Exhausted until healed to half or above, or he rests for 1 hour (at which point he will be fatigued until he is healed to above Half HP or he rests for 8 Hrs).
iv) The Endurance feat is added to the bonus feats available to Fighters, as well as any class that grants similar bonus feats.

Hit Point Variants

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