Lingering Injuries for Pathfinder
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1-2Lose an Eye. -3 to all Perception checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left
after sustaining this injury, you're blinded.
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3-4Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage
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5-6Lose a Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after making a full move, and you cannot Withdraw. -3 to all Acrobatics checks. Magic such as the regenerate spell can restore the lost appendage.
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7-8Lose an Ear. -3 to Diplomacy checks and Perception checks that rely on hearing. +3 to Intimidate. Magic such as the regenerate spell can restore the lost ear.
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9-10Lose Nose. -3 to Diplomacy checks and Perception checks that rely on smell. +3 to Intimidate. Magic such as the regenerate spell can restore the lost nose.
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11-15Blurred Vision. -3 to Perception checks that rely on sight and on ranged attack rolls. The injury heals if you receive magical healing or after you spend three days doing nothing but resting.
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16-20Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive magical healing or after someone sets the bone with a DC 15 Heal check and you spend thirty days doing nothing but resting.
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21-25Broken Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move. You fall prone after making a full move, and you cannot Withdraw. -3 to all Acrobatics checks. The injury heals if you receive magical healing or if someone sets the bone with a DC 15 Heal check and you spend thirty days doing nothing but resting.
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26-30Ringing Ears. -3 to all Perception checks that rely on hearing. The injury heals if you receive magical healing or after you spend three days doing nothing but resting.
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31-35Limp. Your walking speed is reduced by 5 feet. You must make a DC 10 Acrobatics check to Run or Withdraw; if you fail, you fall prone. Magical healing removes the limp.
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36-40Lose a Finger. -3 on all Dexterity-based skills and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. Magic such as the regenerate spell can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
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41-45Break a Finger. -3 on all Dexterity-based skills and Dexterity checks to use fine tools (such as thieves' tools) using the hand with the broken finger. The injury heals if you receive magical healing or after someone sets the finger with a DC 10 Heal check and you spend ten days doing nothing but resting.
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46-50Break an Item. A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that's not a shield or weapon.
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51-55Broken Jaw. -3 on all Charisma skills and checks. When you cast a spell with a verbal component there is a 25% chance the spell will not work. If the spell fails, you still used your action to try to cast it, but the spell did not use any slots or material components. The injury heals if you receive magical healing or with a DC 15 Heal check and you spend 30 days doing nothing but resting.
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56-60Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you begin to die. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Heal check once every 24 hours. After ten success, the injury heals.
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61-65Open Wound. You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Heal check once every hour. After ten success, the injury heals.
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66-70Skull Fracture. Whenever you attempt an action in combat, you must make a DC 20 Fortitude save. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend thirty days doing nothing but resting.
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71-75Punctured Lung. You can take either a move action or a standard action or your turn, but not both. The injury heals if you receive magical healing. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.
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76-80Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Fortitude save throw. On a failed save, you lose your action and can't use attacks of opportunity until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
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81-85Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
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86-90Horrible Scar. -3 on Diplomacy checks and +3 Intimidate checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the injury.
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91-95Painful Scar. You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Fortitude save. On a failed save, you lose your action and can't use attacks of opportunity until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, removes the injury.
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96-00Minor Scar. The scar doesn't have any adverse effect, but chicks dig it. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
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