Damage Effects and Massive damage

On the Knights of Noromath server, extensive efforts have been made to provide a unique experience with respect to unique damage types based on special materials and otherwise. The following is an attempt to summarize several important changes to our overall design.

Upon receiving damage of a particular type, characters will be subjected to the following effects. Note that all saving throws are DC 5 + elemental damage taken.

Elemental Damage Types

  • When suffering from acid damage, the recipient must roll fortitude vs. an additional 1d6 acid type damage.
  • When suffering from at least 5 acid damage, the recipient must roll fortitude vs. losing 1 point of Constitution for 1 round.
  • When suffering from at least 10 acid damage, the recipient must roll fortitude vs. a randomly selected item which may become degraded. Extensive subsequent item degradation leads to item destruction.*
  • When suffering from cold damage, the recipient must roll fortitude vs. an additional 1d6 cold type damage.
  • When suffering from at least 5 cold damage, the recipient must roll fortitude vs. losing 1 point of Dexterity for 1 round.
  • When suffering from at least 10 cold damage, the recipient must roll fortitude vs. slow for 1 round.
  • When suffering from electrical damage, the recipient must roll reflex vs. an additional 1d6 electrical damage.
  • When suffering from at least 5 electrical damage, the recipient must roll reflex vs. stun for 1 round.
  • When suffering from at least 10 electrical damage and also wearing metal armor, roll reflex vs. an additional 1d6 electrical type damage. Mithril armor is exempt from this check.
  • When suffering from fire damage, the recipient must roll reflex vs. an additional 1d6 fire type damage.
  • When suffering from at least 5 fire damage, the recipient must roll reflex¬†vs. blindness for 1 round.
  • When suffering from at least 10 fire damage and also wearing robes or light armors, the recipient must roll reflex vs. an additional 1d6 fire type damage.

Non-Elemental Damage Types

  • When suffering from divine damage, Underdark races suffer 1 round of blindness with no saving throw, but they are spared if they possess the feat daylight adaptation.
  • Undead vulnerable to light based effects suffer double damage from divine damage, and undead Underdark races suffer triple from the same.
  • When suffering sonic damage, roll DC 15 to avoid deafening for 1 turn.

Physical Damage Types

  • From adamantine damage, roll DC 20 fortitude save vs. a randomly selected item to degrade it. Extensive subsequent item degradation leads to item destruction.*

*Note that craftable items such as the sewing kit and repair hammer are able to mend damaged items. Mending a regular item costs 1/20th the value of the item in gold pieces; if the value of the item is over 2000, mending it will cost 1/20th of the item value in gold pieces and experience points.

Massive Damage
Massive Damage occurs when a creature receives enough damage to have a chance to instantly kill the creature. On the Knights of Noromath server, a creature receiving a hit in excess of 25 +2/level is subject to a DC 20 fortitude save to resist instantaneous death.

For the purposes of reaching this damage output, elemental enchantments and other relevant modifiers stack as long as they are conveyed on the same hit. For example, a hit from a two-handed weapon with a flame enhancement that reaches 45 damage is sufficient to cause a level 10 target to roll their fortitude save. If a target fails this save, they are reduced to -1 HP if a player and instantly killed if an NPC.

Using subdual mode will prevent a character from dealing Massive Damage.

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