Wounds And Vigor

Variant Rules

This variant replaces the single hit point total with two separate scores: Wound Points, which represent actual physical injury, and Vigor Points, which represent endurance, focus, and the near-misses that wear a fighter down. Normal damage drains vigor first; only critical hits and a few special attacks cut directly to wound points.

Optional Rule. This system replaces hit points entirely for all creatures that use it. The GM decides whether it applies to the whole campaign, only to PCs, or only to named opponents.

Quick Reference

Wound Points Vigor Points
Amount Constitution × 2 Hit Dice (no Con modifier; max on 1st class HD)
Represents Actual physical damage — torn flesh, broken bones Endurance, near-misses, adrenaline, focus
Takes damage from Critical hits (+crit multiplier), negative energy (by choice), Con drain/damage All normal hits, negative energy (by choice), nonlethal damage
Healed by Healing spells (dice count only); 1/night rest; bed rest (½ level/day) Healing spells (full amount); full rest (all restored)
At 0 Dead Wound points begin taking damage
At threshold Wounded — staggered; lose 1 WP per action taken; DC 10 Con check each turn or fall unconscious

Wound Points

A creature has wound points equal to twice its Constitution score and a wound threshold equal to its Constitution score.

Wounded condition (wound points ≤ wound threshold): the creature gains the staggered condition until no longer wounded. Each time it takes a standard or move action on its turn, it loses 1 additional wound point and must succeed at a DC 10 Constitution check or fall unconscious. At 0 wound points the creature is dead.

Constitution Damage, Drain & Penalties

  • Con damage: Each point deals 2 wound points of damage but does not change the wound threshold.
  • Con drain or penalty: Each point reduces wound points by 1 for the duration. Does not affect the wound threshold.

Vigor Points

Vigor is generated exactly like hit points — roll the creature's Hit Dice — but without adding the Constitution modifier. A 1st-level character class grants maximum vigor on the first die. Creatures with less than 1 full Hit Die have no vigor points, only wound points.

All normal damage reduces vigor first. When vigor reaches 0, further damage begins reducing wound points. Temporary hit points become temporary vigor points and are lost before permanent vigor; they do not protect wound points.

Regaining Wound & Vigor Points

Method Wound Points Restored Vigor Points Restored
Healing spell / effect
Caster chooses before casting
Number of dice the spell rolls (e.g., cure moderate wounds heals 2 WP). For per-level spells like heal, heals caster level in WP. Full hit points the spell would normally heal.
Full night's rest
8 hours; no significant interruption
1 wound point All vigor points
Complete bed rest
Full day of rest
½ level (round down, minimum 1) All vigor points
Restoration & similar
Effects that restore Con
2 WP per Constitution point restored; drain / penalty relief restores the WP lost from that drain / penalty

Special Damage Interactions

Critical Hits

A critical hit deals its damage normally (reducing vigor first, then wounds as usual) and additionally deals wound point damage equal to the weapon's critical multiplier. For example, a ×3 weapon deals 3 extra wound points on a critical hit, on top of whatever wound damage the overflow might cause.

Negative Energy

When a spell or effect deals negative energy damage, the caster chooses before the effect whether it targets vigor points or wound points — not both. Vigor-targeting negative energy is capped at the target's current vigor (no overflow to wounds). Wound-targeting negative energy deals wound damage equal to the number of dice rolled; for per-level effects like harm, it deals wound damage equal to caster level.

Nonlethal Damage

Nonlethal damage reduces vigor only, even if it exceeds remaining vigor. A creature with 0 vigor that takes nonlethal damage loses 1 wound point (or wound damage equal to the critical multiplier on a critical hit) instead.

Spells with Hit Point Triggers

Effects that trigger when a creature is reduced to 0 or fewer hit points (e.g., disintegrate) instead trigger when the creature becomes wounded (wound points ≤ wound threshold). Effects that normally cannot reduce a creature below 1 hp cannot reduce wound points to or below the wound threshold.

Variant Feats

The following feats either work differently under this system or are new to it.

Feat Prerequisites Benefit under Wounds & Vigor
Diehard Endurance When wound points are below the wound threshold, you do not need to succeed at the DC 10 Con check to stay conscious.
Toughness Gain 1 wound point per character level or Hit Die.
Deathless Initiate Str 13, Con 13, Diehard, Endurance, BAB +6, orc or half-orc Not staggered when wounded, but still lose 1 WP per action. Gain +2 on melee attacks and damage while wounded.
Deathless Master Str 13, Con 15, Deathless Initiate, Diehard, Endurance, Ironhide, BAB +9, orc or half-orc When wounded, you no longer lose 1 WP when taking actions.