The regeneration notes below take into consideration how the severed limbs of a troll behaved in 1st and 2nd edition.
Natural Healing
Normal: With a
full night’s rest (8 hours of sleep or more), you recover 1 hit point per
character level. Any significant interruption during your rest prevents you
from healing that night. If you undergo complete bed rest for an entire day and
night, you recover twice your character level in hit points.
Modify as follows: You
also add your Constitution modifier (whether it is a bonus or a penalty) to
your natural healing (or double your Constitution modifier for an entire day of
resting).
Regeneration
Some additional notes about regeneration.
Severed Limbs
Continue to Function: Severed limbs of a regenerating creature continue to
function for 1 round per point of Constitution, after which time the member is dead.
Voluntarily Severing
a Limb: A regenerating creature can voluntarily attempt to remove one of
its limbs by inflicting at least ¼ your full normal hit points with a slashing weapon
to the limb. The damage can be nonlethal damage and DR does not reduce the amount
of damage taken in this way. A severed limb may be wielded as an improvised club
one size smaller than you. Wielding your severed limb as an improvised weapon can
also deal extraordinary attacks normally associated with the limb, but not supernatural
attacks. See also the Detach feat (in Savage
Species).
Decapitation
Base Creature: Decapitating
a creature with regeneration does not instantly kill the creature. The head can
be held to the stump of the neck to be reattached, just as any other limb can.
A decapitated creature with regeneration is mute, blind, and deaf until its
head is reattached, and loses any attack forms associated with the mouth or
eyes, such as a breath weapons, bite attack, or gaze attack.
Decapitated Head
Vision and Languages:
Your severed head retains your normal vision and ability to speak and hear,
as well as scent (if you normally have it). The decapitated head gains a -4
penalty to Listen, Search, and Spot checks.
Initiative: [0] The
severed member always has an initiative score of 0.
Size: Two size
categories smaller.
Hit Points: 1 hp
per HD plus Con modifier.
Speed: 0 ft
AC: Adjust for
smaller size. Always considered prone.
Attacks: Bite,
breath weapons, and gaze attacks (as your normal form).
Reach: 0 ft
Severed Arm
Base Creature: You
cannot wield two-handed weapons. You gain a -4 penalty on Climb and Swim checks,
attack rolls, and Strength checks.
Severed Arm
Initiative: [0] The
severed member always has an initiative score of 0.
Size: Two size
categories smaller.
Hit Points: 1 hp
per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for
smaller size. Always considered prone.
Attacks: Claw attacks
and one-handed or light weapon attack (as your normal form).
Reach: 0 ft
Severed Leg
Base Creature: Land
speed is reduced to hopping at half speed and no running. You gain a -4 penalty
on Balance, Climb, Jump, Move Silently, Ride, Swim, and Tumble checks, Reflex saves,
and Dexterity checks.
Severed Leg
Initiative: [0] The
severed member always has an initiative score of 0.
Size: One size
categories smaller.
Hit Points: 2 hp
per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for
smaller size. Always considered prone.
Attacks: Any normally
associated with your leg or foot.
Reach: 5 ft
Severed Tail
Base Creature: You
gain a -4 penalty to Balance, Jump, Move Silently, Ride, Swim, and Tumble checks,
Reflex saves, and Dexterity checks.
Severed Tail
Initiative: [0] The
severed member always has an initiative score of 0.
Size: Two sizes
categories smaller.
Hit Points: 1 hp
per HD plus Con modifier.
Speed: 5 ft
AC: Adjust for
smaller size. Always considered prone.
Attacks: Any normally
associated with your tail
Reach: 0 ft
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