Rulebook

 

 



Hit Points
Last Update: 14-Apr-2009

A character gains hit points each time he gains a level in a class or for each racial Hit Dice he has.  Hit point progression accumulation and progression is handled slightly differently in an Elindra game.

First Level
A character, as noted in the Player's Handbook, receives the maximum number of hit points gained from his class at first level, presuming the character has no racial Hit Dice.  A character with racial Hit Dice does not automatically gain maximum hit points on any of his Hit Dice.
    For example, Jlarg the Garazure barbarian gains 12 hit points (plus his Constitution modifier) at 1st-level since orcs begin with Hit Dice only from class levels.  If Jlarg were a locathah that receives 2 racial Hit Dice and took his first character level as barbarian he would have 2d8 hit points from his racial Hit Dice and 1d12 from his class level.  None of them would be automatically maximized.

Levels 2-9 & Racial Hit Dice
Excepting as noted above, each time a character gains a class level and/or for each racial Hit Dice a character has, he must roll his hit points.  A character rolls a die according to his class or type adds his Constitution modifier to the roll, and adds the new total to his hit points.  A roll that is less than 1/2 the maximum possible hit points is re-rolled until a result greater than 1/2 is achieved.  The table below shows what numbers are kept and re-rolled based on the dice used for hit points.

Hit Die   Re-Roll   Keep
d4   1, 2   3, 4
d6   1, 2, 3   4, 5, 6
d8   1, 2, 3, 4   5, 6, 7, 8
d10   1, 2, 3, 4, 5   6, 7, 8, 9, 10
d12   1, 2, 3, 4, 5, 6   7, 8, 9, 10, 11, 12

Levels 10+
Characters exceeding level 9 will receive an extremely limited hit point progression.  All other class features such as BAB, saving throws, feats, etc. continue to progress as noted in the PHB.  Hit points however progress as noted below, based on the Hit Dice given for the class.  Constitution bonuses are not added past level 9.

Hit Die   HPs gained w/level
d4   1
d6, d8   2
d10, d12   3

Dying
When a character reaches negative hit points (-1 through -9) he is dying.  When he reaches -10 hit points he is dead.  There remains a glimmer of hope for the character however.  If a character is brought to -10 (or lower) hit points he will die on the same initiative count in the following round.  If his hit point total is brought above -10 before that initiative count the following round he does not die and is treated as if he were never dead. 
    For example, Chase is fighting a demon.  The initiative order is Jlarg, Chase, Quintz, Elcon, and then the demon.  On the demon's turn Chase is lowered to -19 hit points by a mighty attack.  He is dead.  It now is Jlarg's turn and he dumps a potion down Chase's throat, brining him to -13 hit points.  Chase is still dead.  It is Chase's turn next, but he is dead and does nothing (note that he does not continue to lose hit points).  Then Quintz acts and can do nothing for Chase so he attacks the demon, Chase is still dead.  When Elcon goes he dumps another potion down Chase's throat, brining him to -4 hit points.  Chase does not die (and technically was never actually dead) because when the demon acts again Chase is not at -10 or fewer hit points.