Hit points are a measure of how much damage a creature can sustain before it dies. It is a measure of experience, hardiness, and luck. Characters that gain experience levels will gain more hit points. If a creature without character class levels takes damage equal to it’s hit points, it is dead.
All creatures die when they reach zero hit points unless they have a character class.
A character that dies is not counted for experience distribution for the encounter (as defined by the GM).
A player character that is raised from the dead is granted 1,000 XP, assuming the GM decides the player has learned from the experience.
Creatures with character class levels can take damage equal to their maximum hit points plus 9 negative hit points (those without a class die at 0 hit points). ie. A character with class levels that drops to -10 hit points is dead.
At exactly zero hit points, a character is helpless (down on knees or prone; cannot move or fight but can speak and use purely mental abilities) until healed but not unconscious. If healed, the character can function normally.
At negative hit points, a creature will begin to lose hit points at a rate of 1 per round beginning at the end of the next round and continuing until the creature is dead. If the creature's wounds are bound (a complex activity) or magically healed, this loss will halt.
If a creature is healed to 1 hp or above, they can act normally. However, if a creature took damage that reduced it to -6 or less hit points, not including the automatic loss described above, it has sustained some sort of permanent scar, and, if the creature is healed, it is in a coma for 10-60 rounds and is exhausted until it can rest. During this time, the creature can move at half speed but cannot fly unless using magic.
In any case, creatures that rest will also recover hit points as per rules for Resting.
Some attacks do “non-lethal” damage which is temporary if a creature has time to recover. Examples include attacks to subdue or a monk using their open hand attack. If a creature has any combination of lethal and non-lethal damage that is equal to it’s hit point maximum or beyond, it becomes unconscious. Non-lethal damage will heal at a rate of 1 point per round and will heal completely in 10-40 minutes and it can be cured using magic just like lethal damage. If an unconscious creature heals non-lethal damage due to time or other means, and it’s hit points are above zero, it will be conscious, and may act normally.
When a creature gains temporary hit points, these are added to the creature’s current hit point total, even if the total plus temporary hit points goes over the creature’s maximum hit points. Damage taken is from temporary hit points first. Curing will not heal or otherwise add or gain back temporary hit points.
Certain effects can lower a creature's ability scores. Assuming there is a rating for the score, the ability score is lower as described in the effect or attack. Typically, "ability drain" is considered permanent damage and "ability damage" is considered temporary until healed over time.
Ability Drain. Unless otherwise specified, permanent ability score loss can only be healed through the use of a restoration spell, wish-magic, or magical effects that increase a creature's ability scores.
Ability Damage. Unless otherwise specified, "temporary" ability score loss can only be healed through time. Usually, the time period for restoration of points is noted in the description of the effect. If not, ability score loss will be regained at a rate of 1 point per day for each ability score affected. Thus, if two abilities were damaged, each will gain 1 point point per day until at normal levels. In addition, the methods for healing ability drain also work to heal ability damage.
Creatures without Ability Scores. Creatures without ability scores are not affected by minor losses of ability score points. However, the GM may apply the following rule for larger losses: For every 4 ability score points lost, the creature will suffer the following—Strength: -1 to attack and damage rolls. Intelligence: 10% chance to become confused each round; Wisdom: -1 to Wisdom saves; Dexterity: -1 to Reaction, missile attack rolls and AC; Constitution: -1 hit points per hit die; Charisma: -10% Encounter Reaction.
Exceptional Strength. Damage or drain of Strength for a creature with Exceptional Strength means the first point drained drops the creature to an 18 Strength score. From there each point is subtracted normally.
A character that is killed due to loss of Constitution modifier will actually slip into a coma for 10 rounds before actually dying. See also Effects of Lowered Ability Scores.
Pretending to Fall Unconscious. (immediate)
While this is a risky maneuver, a creature can attempt to fool it's opponent(s) into believing that a blow incapacitated it. If a telling blow was not dealt by at least one opponent, the attempt fails. A telling blow is one that does material damage (per the GM; the maneuver is really at the sole discretion of the GM). The attempt will typically fail unless the opponent is being faced by multiple foes in melee, or in the case of missile weapons, some ground cover exists. This maneuver typically requires the actor to have a major action available (i.e. they have not acted during the round already). The GM may grant certain allowances based on the circumstances (e.g. if the actor was only parrying, the GM may allow the attempt even though parrying is considered a major action). In general, this maneuver should be a last ditch effort for a canny character to survive a melee while being seriously injured—if the circumstance permit.
A humanoid character that achieves -6 hit points or worse may come away with a permanent scar. The GM can allow the player to decide the nature of the scar or use some or all of the following tables to determine the nature of the scar.
Depending upon society, scars are worn as badges of honor or affect one's courtly appearance negatively. Most of the time, there is no game effect other than to make the individual more easily identifiable.
The GM may adjust the roll depending upon the level of hit point loss, amount of damage taken in a single wound (or lack of), high Constitution score, or other circumstance.
Chance to notice is typically 20% if attempting to hide with makeup or clothing; A visible scar is always noted.
Degraded function means there is some negative game effect due to the scar. Blurred vision in one eye, degraded movement, loss of hearing in one ear, loss of a small member (toe, finger), penalties on certain saving throws (-1), etc. One effect only.
Loss of member or chronic issue. These have material lasting game effects. The GM will determine the specific effects—similar to degraded function but with more sever consequences. For example, loss of an entire leg will require the use of a crutch (top speed of 30-ft. per round), loss of an eye will result in partial blindness, etc. Torso wounds often result in permanent hit point loss (1d4), fatigue due to pain, or a permanent saving throw penalty (-2).