Torn Asunder: Critical Hits
Torn Asunder: Critical Hits
Critical Hits
by Steven Creech & Kevin Ruesch
Table of Contents
Introduction ........................................ 2 Armor–Shells and Casings .............. 57
Critical Hits ........................................... 3 New Armors ................................................................. 57
Critical Hits and Effects ................................................ 3 Critical Characters ........................... 62
Drawn and Quartered ................................................... 3 Marksman (Mrk).......................................................... 62
Body Profiles .................................................................. 7 Spiritual Healer (SpH) ................................................ 63
Abomination................................................................... 8 Apothecary ................................................................... 65
Beast, Eight-legged ...................................................... 11 Feats ............................................................................... 67
Beast, Four-legged ....................................................... 13 Dire Castings........................................ 70
Beast, Six-legged .......................................................... 15
Bipedal ........................................................................... 17
Equipment and Weapons ................. 73
Dibrachium ................................................................... 19 Monsters and Templates ................ 79
Draconic ........................................................................ 21 Bonecracker .................................................................. 79
Humanoid ..................................................................... 24 Bonesaw ........................................................................ 80
Serpentine ..................................................................... 26 Dung Golem ................................................................. 81
Combination profile .................................................... 27 Grimble ......................................................................... 82
Called Shots .................................................................. 28 Quill Rat ........................................................................ 84
Critical Fumbles ........................................................... 30 Ramzadi ........................................................................ 84
Healing & Helping .............................. 31 Templates ............................................ 89
Acupuncture and Healing .......................................... 38 Primal Humanoid ........................................................ 89
Healing Equipment ..................................................... 41 Spined ............................................................................ 91
Druid’s Pharmacopoeia .............................................. 43 Threatening................................................................... 92
Healing Spells .............................................................. 46 Appendix 1: Body Profiles ................ 94
Magical Accessories .................................................... 47
Artificial Limbs ............................................................ 49
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1
Design
Steven Creech & Kevin Ruesch Introduction
Contributors Make no mistake about it. The ideas presented within these
Andrew Hind, Anthony Roberson, Bret Boyd, Brannon pages are designed to hurt, maim, punish, break, and
Hollingsworth, Charles Plemons, Christopher Smith Adair, perhaps even kill every creature that dares to draw blood
Dave Brohman, Ed Bourelle, F. Wesley Schneider, Garath in your campaign. Why? Because in d20 roleplaying games
Hanrahan, James Wilbur, Jeffrey Quinn, Johnathan M. combat breaks down to hits and misses, hit points lost and
Richards, Michael Kogan, Neal Levin, Robert N. Emerson, who runs out of hit points first. This is done in order to
Shawn Muder, Terry O’Brien, Tim Hitchcock and Will determine who is victorious in a simple and decisive
Harper. manner. Wounds suffered are nothing more than points
subtracted from your total and healing magics are nothing
more than points added back on. Unfortunately, this
Editor simplistic system takes away any sense of realism and has
John Todd a tendency to give players the feeling that their characters
are no more “alive” than video game icons.
Creative Director Torn Asunder: Critical Hits can bring back the flowing
blood and raw-nerves reality that is martial combat. It’s
Jim Butler ideal for those campaigns that seek more realism in their
encounters, and for GMs looking for ways to make the
Typesetter heroes think twice about charging headlong into glorious
Jack Gray combat.
This book is divided out into a number of sections. The
first, Critical Hits, details the new rules that form the
Art Director baseline of the critical hit system. This is the core of the
Hal Greenberg book, and all other chapters build on this one.
Healing & Helping provides new rules for the
Cover Artist application of healing spells and skill to the kinds of
wounds heroes will endure. It includes new healing magic
Jason Engle as well as herbal remedies. And when all else fails, there’s
also rules for artificial limbs.
Interior Artists Armor-Shells & Casings demonstrates new armor and
Brannon Hall, Frank Krug, how they can be used to minimize injuries. Rules for
Phillip Gray. and Richard James. piecemeal armor are also included.
Whenever you introduce new rules into your
Playtesters: Andi Newton, Aristarcus Atega, Chad Bowser, campaign, there will also be the opportunity for heroes
Chris Samniego, Colin Bice, Courtney Kost, Craig that specialize in this new lore. Critical Characters
Pearlman, Dino Lobina, Eric Driks, Glenn Dean, Hans provides new prestige classes and feats for campaigns that
Watts, James Weaver, James weeks, Jamie Brinkley, Jeff introduce critical hits.
Mattes, Jennifer Sorenson, Jericho Florido, Joe Paleafei, Dire Castings provides new spells for spellcasters
John Grigsby, John Montgomery, Johnrey Parco, Joshua looking to capitalize on critical hits. Equipment &
Rensch, Justin Franklin, Keith Woodward, Kenny Besch, Weapons provides new gear that exist in worlds where
Keoni Maiwela, Kevin Sims, Leonard Anthony P. Arcilla, combat is both brutal and memorable. And no book would
Levi Jr. Florido, Melissa Rensch, Michael Kogan, Peter be complete without an assortment of nasty monsters built
Mancini, Ryan Biggs, Ryan Carroll, Ryan Holdbrooks, on the rules presented within these pages.
Shannon Bennett, Stephanie Stein, Vincent Yanda Adding critical hits to your campaign applies to the
monsters and NPCs as well. This means that it will take a
Proofreader: Leonard McGillis few more minutes to plan out that evil gnoll warlord your
heroes will face this week. But, think of the songs those
Authors’ Dedication: This book is dedicated to our wives and our bards will sing!
children who brighten our worlds every day with their love,
warmth, presence, and most of all understanding while we chase
our dreams and try to catch that little bit of bottled lightning that
opens the doors to new beginnings and opportunities. Life would
be quite empty and meaningless without them.
2
Impossible Attacks
Critical Hits In fantasy worlds the relative size of combatants can
Combat can be defined as a physical conflict where each vary incredibly. Unfortunately, the critical effects
participant attempts to inflict injuries upon their opponent system presented in this book doesn’t take this into
while trying to survive the onslaught focused their way. consideration when randomly determining where a
Unfortunately, players can’t experience their characters’ critical hit landed. To help remedy this, the following
pain, exhaustion, or sense of impending doom. Because guidelines are suggested.
of this lack of sensory connection, many players lose all When an attacking creature is smaller than its
fear of being attacked and play their characters more like intended target by two size categories or more, it cannot
robots (at least during combat) than flesh and blood strike at the target’s head (or any portion of the body
creatures. All too often a high-level warrior, even that is elevated well above the attacker) unless the
unarmored, will unflinchingly wade into battle against a targeted portion of the body was used to attack the
dozen or so goblins knowing that he can take the hits, smaller creature during the same combat round. In other
and still deal out enough damage to win the battle. words, the smaller creature can’t strike the intended
In reality, we think twice before risking real bodily target’s head unless it tried to bite him first and he
harm and instead try to resolve a potentially violent can’t attack the intended target’s wing (if it is elevated
situation through other means. Fear of attack both well above him) unless it tried to buffet him first, and
encourages roleplaying over combat and enriches the so on. Of course, if a smaller creature can utilize some
game, making the characters seem more real and alive to method to elevate itself to an equal or greater height
the players. In order to elicit that kind of fear in d20 players, than its intended target (i.e. flying, climbing, jumping,
the characters must begin to suffer debilitating effects from etc.), this is no longer an issue.
serious injuries. To this end, we have developed a Critical Similar rules can be used when an attacker wishes
Effects system that gives characters (and their opponents) to target any area of the defender’s body that is
precise injuries when they take a particularly brutal hit in ordinarily inaccessible, (e.g. A human cannot possibly
combat. attack the known-to-be-vulnerable-tail of a specific
dragon if it keeps facing him and trying to burn him
into a toasted aperitif. But if the dragon tries to hit him
Critical Hits and Effects with its tail, that’s another story.)
These guidelines apply only to melee combat
When an aggressor’s attack roll (total score) is high enough
situations and are irrelevant when using ranged
to score a critical threat and exceeds the minimum
weapons. If it’s in sight, it can be shot at.
required roll to hit the target’s AC by a factor of 5 or more,
it is possible that the blow will inflict a critical effect along
with whatever critical hit damage she may inflict. A critical
effect is a specific wound or injury that has a lasting effect
upon the victim, which is sometimes permanent. The Critical Effect Factor Levels
severity of the wound depends on the attack roll Factor Level Severity
(including all applicable bonuses) over and above the 5 above minimum attack roll Mild
minimum required roll to hit the target’s AC. This is called 10 above minimum attack roll Moderate
the Factor Level. Only the initial attack roll determines 15 above minimum attack roll Serious
the Factor Level, not the roll made to determine an actual
critical hit.
Example: Olivia (F1, BAB +1), wielding her longsword, Drawn and Quartered
attacks an orc with AC 14. She rolls a 19 (+ 1 = 20 total),
Once you have determined the severity of a critical effect
which is within her weapon’s critical threat range. She rolls
you must determine what body part has been affected.
again to determine if she scored a critical hit. Her second
Each creature is a compilation of a number of body parts,
roll is a 15 (+1 =16). She scores critical hit damage (total
consisting of a head, a body, and a number of different
damage x2), and since her initial attack roll (a 20) was 5 or
appendages in a variety of combinations. For most
more over what she needed to hit the orc’s AC, she also
creatures, roll on the table below to determine the body
inflicts a critical effect. (In this case she has scored a Mild
location affected. If a body location is rolled that does not
critical effect, since 20 -14 =6.)
apply to the target, just re-roll. Then find that body
location and its critical effect listed below.
3
Body Location that has no definable jaw. Although the game mechanics
of the critical effect system should remain consistent, the
Roll 1d20 Body Location Game Master is encouraged to improvise different and
1-4 Arm: Any appendage used to more detailed descriptions of the action and wounds
manipulate objects or to attack. suffered.
5-7 Tail: Rear appendage used for
balance, movement, or attacking.
8-11 Leg: Any appendage used primarily Arm (appendage) - Mild
for movement and sometimes to Effect: The victim suffers a -2 penalty to all attacks and
attack (kicking). Climb, Craft, Disable Device, Escape Artist, Forgery, Open
12-15 Torso: The main body containing Lock, Sleight of Hand and Use Rope skill checks involving
most of the vital organs. that arm.
16-18 Wing: Any appendage used primarily Bludgeoning: Bruised: The upper arm is deeply bruised.
for flight and sometimes to attack Piercing: Stabbed: The upper arm has been pierced.
(buffeting). Slashing: Cut: The upper arm has been sliced open.
19-20 Head: Usually contains the creature’s
brain, mouth, and most of its sensory
organs.
Arm (appendage) - Moderate
Effect: The victim suffers a -8 penalty to all attacks and
Climb, Craft, Disable Device, Escape Artist, Forgery, Open
Critical Effects Lock, Sleight of Hand and Use Rope skill checks involving
All debilitating effects last until the victim has received that arm. Victim must roll a Strength check (DC 17) each
healing applied directly to the specific wound or healing round or lose any held item, shield or weapon.
equal to the hit points lost in the attack that caused the Bludgeoning: Broken: A bone has been snapped.
critical effect, unless otherwise noted. Mild and Moderate Piercing: Pierced: A joint has been severely punctured.
effects can be removed either magically or naturally; Slashing: Digit(s) severed: Victim loses 1d4 fingers/
however, Serious effects are usually permanent and can claws
only be removed through means other than natural
healing. Arm (appendage) - Serious
Unfortunately, this system is not 100% foolproof.
Eventually, someone’s going to roll an effect that doesn’t Effect: Victim must roll a Constitution check (DC 20) or
exactly match with a particular creature, such as a broken go into shock and suffer an additional hit point loss equal
ribcage on an invertebrate or a jawbone hit for a creature to the base damage of the weapon used to cause the injury.
Bludgeoning: Crushed: Multiple bones are broken,
hand/claw is now lame and completely useless.
Piercing: Impaled: The hand/claw is torn open and is
Variant rule: now ruined and completely useless.
Creatures immune to Crits Slashing: Severed: The hand/claw has been severed
from the arm.
While some creatures are immune to critical hits (such
as constructs, elementals, plants and undead), they may
still be affected by certain results from a critical effect.
Tail (abdomen) - Mild
Even though such a creature may ignore hit point Effect: The victim suffers a -2 penalty to attacks involving
damage from a critical hit, a broken or severed the tail and Balance, Jump and Tumble skill checks.
appendage or damaged sensory organ can still have a Bludgeoning: Bruised: The tail is deeply bruised.
serious affect on how the creatures can function. This Piercing: Stabbed: The tail has been pierced.
could reduce the creature’s movement rate, cut the Slashing: Cut: The tail has been sliced open.
number of attacks they may make or even eliminate
their ability to sense opponents. Tail (abdomen) - Moderate
It is up to the GM whether or not certain creatures
are vulnerable to critical effects. If so, use the critical Effect: The victim suffers a -8 penalty to attacks
hits and effects system as normal. Ignore all critical hit involving the tail and Balance, Jump and Tumble skill
damage you would normally apply to the target and checks. If the tail is used for locomotion, reduce the victim’s
only resolve the resulting critical effects. base movement by one-half.
Bludgeoning: Broken: A bone has snapped.
4
5
If you wear more than 50% of the armor’s total pieces,
Armor–Shells you receive the standard Armor Bonus to your overall AC.
However, you incur the armor’s full limits and restrictions
AND you and your Game Master must keep a record of
which specific body locations are not protected and thereby
and Casings do not receive any protection against a Called Shot.
Parts of the body that ARE covered by partial armor
Most fighters will tell you that the only thing more valuable
receive that armor’s full protection rating (Armor Bonus)
than their weapons is their armor. Without its protection
if that area is targeted for a Called Shot. Leather gloves or
warriors wouldn’t last a minute in battle. So keeping your boots protect hands and feet as if you are wearing leather
armor in good working repair is essential. But what armor and metal gauntlets or helms protect the hands or
happens if a significant portion of your armor is destroyed?
head as if you are wearing half-plate armor.
Many hazards lie in wait in the fantasy world that can burn,
If an armored Body Location is rolled for on a normal
melt, corrode, or rust away pieces of this valuable
Critical Hit (not a Called Shot), then roll again. If the same
protection, leaving you with an incomplete suit of armor. spot is rolled a second time, it receives the Critical Hit and
Or, perhaps you are just starting your career of adventuring Effect. This reflects the likelihood of an unarmored area
and are strapped for currency. So you begin collecting
being affected by a Critical Hit rather than an armored
various salvageable pieces of armor from the brigands,
area.
bandits, orcs, and hobgoblins that have crossed your path
While scantily clad warriors wearing a revealing set of
and you begin assembling an incomplete suit of key pieces of armor are often depicted in fantasy art, there
“patchwork” armor. is a definite downside to wearing partial armor. Individual
In either case, what sort of protection can you expect
pieces could be enchanted to help alleviate these
from an incomplete suit of armor? What is your maximum
shortcomings, but this is very costly. In general, you are
movement rate, your percentage for arcane spell casting
better off investing your gold in a complete suit of armor
failure or your maximum Dexterity bonus while in your tailored to fit your needs and lifestyle.
partial armor?
57
for the wearer to see. The wearer suffers a -2 penalty to Magical Armors
initiative and all skill or ability checks that involve vision, Wilderness Armor: Originally designed for rangers who
but receives a +2 circumstance bonus to saves against gaze require stealth and protection, wilderness armor provides
attacks. the wearer with the best of both worlds. Wilderness armor
Mithral Cloak: Ideal for spellcasters or anyone who is a suit of +3 leather armor, however when worn and the
can’t take the time to don a full suit of armor, a mithral command word spoken, this armor polymorphs into a suit
cloak is a fine-mesh cloak that is composed of small of +3 half-plate armor. The transformation takes only one
interlocked mithral rings. This full-length chainmail-style round to complete and can be activated as a free action.
cloak and cowl is equipped with a padded inner lining The armor can switch from one form to the other as often
designed to prevent chafing and soften blows. as needed.
Piecemail armor: This is a standard suit of padded Moderate transmutation: CL: 10th; Prerequisites: Craft
leather with a number of metal plates strategically placed Magic Arms and Armor, polymorph; Price: 25,350; Cost:
along arms, legs, chest, and back. Plate and banded styles 12,675 gp + 725 XP.
are common, although other styles are not unheard of. Cloak of the Kyton: This is a +3 blackened mithral cloak
While these armors don’t protect the wearer as well as full and cowl with four shinning, animated spiked chains
suits of each type, they do allow the wearer greater attached to it, near the shoulders. The wearer may (3/day)
flexibility and are considerably cheaper. If a suit of mentally command one or more of these weapons to
piecemail armor is found, there is a 90% chance that the animate and attack anyone within range. The spiked chains
right arm is armored. are +1 to attack and damage and function as if they are
-Plate-style piecemail armor incorporates certain dancing weapons, however they remain connected to the
key pieces of standard full plate armor that protects specific cloak and may only strike at targets that are 5 ft. (i.e. an
areas from Called Shots as if the wearer were suited in full adjacent square) and are not considered reach weapons.
plate armor (AC +8). Areas protected are: lower legs (shin Faint transmutation: CL: 10th; Prerequisites: Craft Magic
and hamstring), knees, torso (front and back), and either Armors and Armor, animate objects; Price: 13,250 gp; Cost:
the entire right (90%) or left (10%) arm and shoulder. 6,350 gp + 790 XP.
-Banded-style piecemail armor incorporates a Mobility Armor: A paladin is immune to diseases but
number of pieces of standard banded mail armor that not personal injury; he can break an arm or leg just like
protects specific areas from Called Shots as if the wearer the rest of us. Mobility armor was originally designed for
were suited in banded mail armor (AC +6). Areas protected the paladin suffering from such a setback. Upon donning
are: shins, knees and thighs, torso (front and back), the armor’s helm and uttering a command word, the rest
forearms and either the right (90%) or left (10%) shoulder of the armor blinks onto the paladin’s body, enabling the
and elbow. wounded paladin to don his magical armor instantly
Spiked/Plated Collar: This is often a wide strap of without causing further damage to his broken limb(s).
leather with sharp studs riveted throughout, worn around Once on, the paladin’s limbs are held immobile inside the
the neck. Other forms have small overlapping metal plates armor and he moves about by mentally commanding the
or scales. While the collar provides no overall AC Bonus, armor to move. In effect, it’s as if the signals from the
it does provide the listed Armor Bonus against attacks paladin’s brain were going straight to the armor rather than
directed specifically to the throat and neck. to his own muscles, while his body is held in stasis-like
Warcaster’s armor: Spellcasters on the battlefield are traction inside the mobility armor.
always vulnerable to melee attack, but seldom wear armor This type of armor is always a suit of +1 full plate with
because it impedes their spellcasting abilities. This form a great helm, providing AC 19. The helm must be worn to
of armor is specifically designed to provide the spellcaster control the mobility armor; without it, the armor is no
with some amount of added protection while causing as different than any other suit of +1 full plate. While wearing
little interference with their complex spell weaving as the helmet, the paladin moves about in the armor as if
possible. A suit of warcaster’s armor consists of five completely unwounded, walking with a broken leg,
separate pieces. Two fluted bracers (a combination of swinging a weapon or holding a shield with a broken arm,
vambrace and coudi’ere) to cover the forearms and elbows, and so on. Should the wearer receive a debilitating injury
two fluted leggings (a combination of grevi’ere and while wearing this armor, she will not suffer from any
genouilli’ere) to cover the shins, calves and knees and a penalties from that injury. Of course, once the armor is
fifth piece, a small, fluted shoulder piece (a combination removed all penalties from the injury apply.
gorget and epauliere) that covers the top of the shoulders
down to the collar bone and shoulder blades and up to
protect the neck. Some elaborate pieces extend up to protect
the back of the head as well.
58
Movement is restricted to things the paladin would be
able to do normally; he cannot mentally control the armor
to levitate, move at superhuman speeds, fly, etc. (Naturally,
subsequent spells cast upon the paladin in the mobility
armor can grant such movement types.)
When the paladin wishes to remove the armor, he
commands it to blink off him, and the armor teleports to
the ground at his feet. Once the armor is removed, the
paladin must once again deal with his broken limb(s).
Mobility armor can only be mentally controlled while being
worn; the paladin cannot wear the helmet and command
the rest of the armor to move about while he’s not in it (or
while someone else is wearing the armor).
For obvious reasons, paladins who strive for glory in
battle prize mobility armor. Many religious orders have a
suit or two of mobility armor stashed away for times when
one of their paladins needs it, as this type of magical armor
is really only useful to those already wounded. It provides
no real advantage to fully healthy individuals (save the
+1 armor bonus), although the quick-donning and -doffing
abilities come in handy. Naturally, while originally built
for use by warrior paladins, there is nothing preventing
the use of mobility armor by members of other classes
allowed to wear heavy armor.
Moderate transmutation and abjuration: CL: 5 th;
Prerequisites: Craft Magic Arms and Armor, animate objects,
blink, gentle repose; Price: 38,650 gp; Cost: 19,125 gp + 990
XP.
59
it, granting a cumulative saving throw adjustment.
(Example: a suit of Plate armor, Fortified +4 vs. Piercing Armor Bracing
and +2 vs. Bludgeoning) For an additional 80 gold pieces any suit of heavy
Moderate transmutation: CL: 5th; Prerequisites: Craft armor can be fashioned to include bands of extra
Magic Arms and Armor, fortify armor; Price: +1 bonus/ thick steel bracing. These supports are strategically
application if done all at once OR +2 bonus/ application if placed throughout the suit offering increased defense
done at a later time. against all kinds of crushing or constricting damage.
Any time a creature, trap, or critical hit would be
Variant System: able to deal such damage the attacker must first make
a Strength check, DC 24. If the check is successful,
Armor as Damage Reduction the bracing is destroyed and damage is dealt as
[This is a revision of the Armor as Damage Reduction variant normal, but if it fails, the bands prevent the wearer
rule originally found in Arms & Armor (by Bastion Press, from suffering any damage from the attack. Though
Inc.)] a wearer of a braced suit of armor may escape
It is just as easy to strike an armored opponent, as it is damage from crushing and/or constriction, they are
an unarmored one. Realistically, armor does not provide still considered grappled or otherwise hindered by
the wearer with any protection from being hit. What armor many such attacks.
actually does is help the wearer take less (sometimes a lot Armor bracing decreases a suit’s maximum
less) damage from the blows that do hit. The variant system Dexterity bonus and armor check penalty by -1 and
presented below is based on this concept. increases the chance of arcane spell failure by +5%
When using this system the Armor Bonus granted by and its weight by +15 lbs. Suits with their interior
wearing armor does not apply to your Armor Class banding destroyed cannot be repaired, though they
(making you easier to hit), however wearing armor grants still function as normal armor the wearer sufferers
you a Base Damage Reduction equal to the Armor Bonus all the penalties of having braces but none of the
of the armor. This Base DR applies to physical damage benefits.
inflicted by weapon, device, or natural attack.
Example: Two fighters, one unarmored and the other
wearing chainmail armor, are both hit by a warhammer
for 6 hit points apiece. The unarmored fighter takes the Magic Armor enchantments can either add to Armor
full 6 hit points while the armored fighter takes only 1 hit Class or Base DR (determined at the time of creation).
point. (6 minus the +5 modifier for the chainmail = 1) Special abilities added to armors via market price modifiers
have no affect on Base DR or AC.
Note: Armor cannot have its DR increased by more than
Armor Class one-half its Base DR (rounded down). For example the
or Damage Reduction? highest Base DR you could add to a suit of chainmail would
be +2.
Which protective items apply their bonuses to your AC
*Bracers of armor and similar items that grant a bonus
and which ones apply to your Base DR? The table below is
to AC do not function in that manner when worn in
a breakdown of which applies to what.
conjunction with armor. While you can wear a protective
magic item in conjunction with armor, you can only gain
the AC benefit from the magic item(s) OR the Base DR
60
Appendix 1: Body Profiles
The following tables are designed to help Game Master track critical effects during combat. Simply choose the correct table and
make a notation or mark in the corresponding box. These tables may be freely photocopied or scanned for your personal use.
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
94
Draconic Body Profiles
Leg (R) Leg (L) Torso Tail Wing (R) Wing (L) Arm (R) Arm (L) Head
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
Mild-Bludgeoning
Mild-Piercing
Mild-Slashing
Moderate-Bludgeoning
Moderate-Piercing
Moderate-Slashing
Serious-Bludgeoning
Serious-Piercing
Serious-Slashing
95
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spells, enchantments, personalities, teams, personas, likenesses and special 15. COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 2000,
abilities; places, locations, environments, creatures, equipment, magical Wizards of the Coast, Inc.; System Reference Document Copyright 2000,
or supernatural abilities or effects, logos, symbols, or graphic designs; and Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
any other trademark or registered trademark clearly identified as Product Williams, based on original material by Dave Arneson and E. Gary Gygax.
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excludes the Open Game Content; (f) “Trademark” means the logos, names, of Magic, Copyright 2001, Kevin Brennan and James Maliszewski;
mark, sign, motto, designs that are used by a Contributor to identify itself Deadlands d20, Copyright 2001, Pinnacle Entertainment Group; Dragons,
or its products or the associated products contributed to the Open Game Copyright 2001, Alderac Entertainment Group; Dragonstar: Starfarer’s
License by the Contributor (g) “Use”, “Used” or “Using” means to use, Handbook, Copyright 2001, Fantasy Flight Publishing, Inc.; Dungeons,
Distribute, copy, edit, format, modify, translate and otherwise create Copyright 2000, Alderac Entertainment Group; Evil, Copyright 2001,
Derivative Material of Open Game Content. (h) “You” or “Your” means Alderac Entertainment Group; Good, Copyright 2003, Alderac
the licensee in terms of this agreement. Entertainment Group; Monster, Copyright 2002, Alderac Entertainment
2. The License: This License applies to any Open Game Content that contains Group; Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games;
a notice indicating that the Open Game Content may only be Used under authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton
and in terms of this License. You must affix such a notice to any Open Robb; Open Game Content from The Tide of Years, Copyright 2001, Michelle
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conditions may be applied to any Open Game Content distributed using Publishing, Inc.; Path of the Sword Copyright 2002, Fantasy Flight
this License. Publishing, Inc.; Plot & Poison: A Guidebook to Drow, Copyright 2002,
3.Offer and Acceptance: By Using the Open Game Content You indicate Green Ronin Publishing; Author Matthew Sernett; Seafarer’s Handbook,
Your acceptance of the terms of this License. Copyright 2001, Fantasy Flight Publishing, Inc.; Spells & Spellcraft,
4. Grant and Consideration: In consideration for agreeing to use this License, Copyright 2002, Fantasy Flight Publishing, Inc.; The Assassin’s Handbook,
the Contributors grant You a perpetual, worldwide, royalty-free, non- Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and
exclusive license with the exact terms of this License to Use, the Open Game David “Zeb” Cook; The Shaman’s Handbook, Copyright 2002, Green
Content. Ronin Publishing; Author, Steve Kenson; Tournaments, Fairs, and
5.Representation of Authority to Contribute: If You are contributing original Taverns, Copyright 2002, Natural 20 Press; Traps & Treachery, Copyright
material as Open Game Content, You represent that Your Contributions 2001, Fantasy Flight Publishing, Inc.; Undead, Copyright 2000, Alderac
are Your original creation and/or You have sufficient rights to grant the Entertainment Group; War, Copyright 2002, Alderac Entertainment
rights conveyed by this License. Group; Wild Spellcraft, Copyright 2002, Natural 20 Press; Torn Asunder:
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Critical Hits, Copyright 2003, Bastion Press, Inc.
portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, Open Content: The entire contents of Torn Asunder: Critical Hits are Open
and You must add the title, the copyright date, and the copyright holder’s Content, except for the cover, artwork, and other graphic elements. The
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you Distribute. Bastion Press, Inc.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed Acknowledgments: The authors wish to thank Glenn Dean, John Grigsby,
in another, independent Agreement with the owner of each element of Mike Kogan and Vincent Yanda for their invaluable assistance and advice
that Product Identity. You agree not to indicate compatibility or co- in the creation of this book. We’d also like to publicly thank Alderac
adaptability with any Trademark or Registered Trademark in conjunction Entertainment Group (AEG), Atlas Games, Fantasy Flight Games, and Green
with a work containing Open Game Content except as expressly licensed Ronin Publishing for their contributions to the open gaming community
in another, independent Agreement with the owner of such Trademark or which helped make this book a successful venture from the beginning to
Registered Trademark. The use of any Product Identity in Open Game the end of its development and creation.
Index
A C F
Abomination 8 Called Shot Penalties 28 Factor Levels 3
Accessories, Magical 47 Called Shots 28 Fatigue, Reduce 40
Acupuncture and Healing 39 Care, Long-term 32 Feats 67
Acupuncture Needles 40 Care, Short-term 31 Fennel Root 34
Aid, First 31 Chainblade 74 Ferrieleaf 34
Amaranth 33 Cloak, Mithral 58 Fervent 67
Ammunition Threat 67 Cloak of the Kyton 58 Field Medic Kit 42
Amulet of Dire Need 77 Codpiece, Armored 57 Fine Tool Attachment 52
Angon 73 Combination profile 28 Finger of Life 46
Animate Goo 41 Compression Bandage 42 Firesnap 33
Apothecary 65 Copper Biomagnets 42 First Aid 31
Arm Dart Launcher 52 Corpsecloak 77 Fortified 59
Armor as Damage Reduction 60 Corruptor 77 Fortified Soup 42
Armor, Mobility 58 Crank, Bone 41 Fortify Armor 71
Armor, Partial 58 Creations, Gnomish 51 Full Visor 57
armor, Piecemail 58 Critical Effect Factor Levels 3 Fumbles, Critical 30
Armor, Wilderness 58 Critical Effects , specific targets 28
Armored Codpiece 57 Critical Effects, Abomination 8 G
Armors, New 57 Critical Effects, Beast (4) 13
Arrow, Axehead 73 Critical Effects, Beast (6) 15 Gae bolga 75
Arrow, Ironshod 73 Critical Effects, Beast (8) 11 Gem of Cleaning 48
Arrow, Lung Puncture 73 Critical Effects, Bipedal 17 Gem of Reparation 48
Arrow, Penetrating 74 Critical Effects, Dibrachium 19 Gnomish Creations 51
Ar’ryn’s Eldritch Bolts 70 Critical Effects, Draconic 22 Golem, Dung 81
Artificial Limbs 49 Critical Effects, Humanoid 24 Goo, Animate 41
Attachments in Combat 50 Critical Effects, Serpentine 26 Grappling Hook Launcher 52
Attempting the Impossible 28 Critical Fumbles 30 Great Pierce 67
Critical Hits and Effects 3 Great Pole Axe 75
B critical Spell Damage 72 Greater Critical 68
Critically Lucky 67 Greater Finger of Life 46
Balance Treatment 40 Crossbow, triple-threat 75 Greatsword, weighted 75
Bandage, Compression 42 Grimble 82
Bardiche 74 D
Barley 33 H
Beast, Eight-legged 11 Damage Reduction (spell) 46
Beast, Four-legged 13 Dibrachium 19 Hamstring 68
Beast, Six-legged 15 Distillate of Stone 42 Headsman’s Caress 71
Biomagnets, Copper 42 Dittany 33 Heal Broken Bones 46
Bipedal 17 Draconic 21 Heal Critical Injuries 46
Bitterroot 44 Drawing Salve 42 Healer, Spiritual 63
Black Walnut Lead 34 Drawn and Quartered 3 Healing & Helping 31
Blade, Wraith 76 Dreamweed 34 Healing and Acupuncture 39
Blindness/Deafness Treatment 40 Druid’s Pharmacopoeia 43 Healing and Scarring 37
Bloodletting 70 Dulling 59 Healing and Shapechanging 39
Body Profiles 7 Dung Golem 81 Healing Equipment 40
Bone Crank 41 Healing, Magical 36
Bone Setting Kit 41 E Healing, Natural 31
Bone Tonic 41 Healing Satchel 48
Bone-set moss 43 Enchanted Acupuncture Needles 48 Healing Spells 46
Bonebrittle 71 Enhanced Critical 67 Herbalism and Healing 33
Bonecracker 79 Equipment, Healing 40 Humanoid 24
Bonesaw 80 Exhaustion, Reduce 40 Humanoid, Primal 89
Bracerblades 74 Eye, Merchant’s 48
Breaking, weapon quality 76 Eyes of Elves 48 I
Bronze Model 41
Burning-illstaunch salve 36 Ice Maiden 42
Impossible, Attempting the 28
Interfering, weapon quality 76
Index Sizeable Splint 43
J P
Sling shuriken 76
Ja’gamm 34 Pain Reduction 40 Sling Stones, Stunning 76
Javelin, star-bite 75 Partial Armor 57 Slumberweed 45
Peg Leg Dart Launcher 52 Soup, Fortified 42
K Penalties, Called Shot 28 Spells, Healing 46
Perfect Shot 68 Spiked/Plated Collar 58
Kit, Surgical 43 Perfect Strike 68 Spinevine Spore 34
Kremm 42 Pharmacopoeia, Druid’s 43 Spiritual Healer 63
Piecemail armor 58 Splint, Sizeable 43
L Pierce 68 Spore, Spinevine 34
Pilam 76 Steel-phase, weapon quality 76
Lammoset 34 Poleaxe 76 Stiletto 76
Leather Covered 52 Power Word: Bone-shatter 72 Strong Off-Hand Attack 69
Leeches 43 Precision, weapon quality 76 Strong Two-Handed Attack 70
Levels, Factor 3 Pressing Attack 69 Surgical Kit 43
Limbs, Artificial 49 Primal Humanoid 89
Liquid Webbing 48 profile, Combination 28 T
Long-term Care 32 Profiles, Body 7
Longfang 91 Prosthetic Weapon Proficiency 69 Tonic, Bone 41
Prosthetics, Magical 53 Treating Specific Wounds 36
M Prosthetics, Mechanical 49 Treatment, Balance 40
Purifying Treatment 40 Treatment, Blindness/Deafness 40
Mace, two-handed 75 Treatment, Purifying 40
Magical Accessories 47 Q
Magical Armor & Shield Qualities 59 U
Magical Healing 36 Quick Disconnect 52
Magical Prosthetics 53 Quill Rat 84 Unexpected Attack 70
Magical Weapon Qualities 76
Maiden, Ice 42 R V
Mandrake 33
Marksman 62 Ramzadi 84 Visor, Full 57
Mechanical Prosthetics 49 Rapid Healing 69 Vitalactery 78
Medicinal Alcohol 43 Rat, Quill 84
Mend Severed Limb 47 Razorclaw 91 W
Merchant’s Eye 48 Reduce Exhaustion 40
Mithral Cloak 58 Reduce Fatigue 40 Warcaster’s armor 58
Mobility Armor 58 Reduction, Pain 40 Water-Proofed 52
Model, Bronze 41 Remove Scars 47 Weapon of Choice 70
Mortal Wound 71 Rescue 47 Weapon Panache 70
moss, Bone-set 43 resin, Weltraise blade 36 Weapon/Shield Attachment 53
Moxa 43 Restore Sanity 47 Webbing, Liquid 48
Retractable Forearm Blade 52 Weedwrap 45
N Rod of Twin Life 49 Weltraise 35
Root, Fennel 34 Weltraise blade resin 36
Natural Healing 31 Weltraise Sap 35
Needles, Acupuncture 40 S Wilderness Armor 58
New Armors 57 Wound Bug 49
Numbneedles 44 Salve, Drawing 42 Wounds, Treating Specific 36
Sap, Weltraise 35 Wraith Blade 76
O Satchel, Healing 48
Scantling 87
Ogre Maul 75 Scarring and Healing 37
Oil of Mending 49 Secret Compartment 52
Serpentine 26
Shapechanging and Healing 39
Shield-motes 72
Short-term Care 31
Shots, Called 28
shuriken, Sling 76
Silversheen 45