4.4 Life and Luck

Life Points measure a character’s life energy level. They gauge vital essence, the unseen force that binds a character’s soul or spirit to his body.
This life energy is all important to a character’s continued mortal existence on the prime material plane. Strongest in youth, life energy gradually wanes as a character ages and fades completely when the time comes for a character to die of old age. A character who dies of old age has no Life Points remaining. However, natural aging is not the only way a character can lose Life Points.
 

Starting Life Points

A character determines starting Life Points by rolling a die as indicated on Table 4.4.1, according to his race. To this number is added a modifier for the character's Ego/Aura ability score and one point per character level (multi-classed and dual-classed characters gain one point for each level in all their classes).
Life Points are gained automatically, like hit points, when the character reaches a sufficient experience point total to bring him to the next level. No training is required to receive the benefits of additional Life Points. Life Points can not be increased through any known type of special training. However, there may be magics that can temporarily increase Life Points or that utilize Life Points to increase the potency of magic.

Table 4.4.1: Starting Life Points:
Race Starting roll Race Starting roll
human 2d6 goblin 1d6
dwarf 3d6 half-ogre 2d6
mul 2d6 hobgoblin 2d6
elf 3d12 kobold 2d6
half-elf 2d8 lizard man 2d6
halfling 2d6 orc 1d4
gnome 3d8 half-orc 1d8
uldra 3d10

Losing Life Points

Unfortunately for the adventurer, there seem to be far too many ways to lose Life Points permanently. Some of the more common ways to lose Life Points are through undead attacks and necromantic magic. Life Points are also lost by recipients of a resurrection or raise dead spell, and of course, through the process of natural aging.
 

Undead

The positive life energy represented by Life Points is also the food upon which many undead creatures feed. Level draining undead tap this energy each time they successfully hit a living creature. In Fälgorna, a level draining attack by an undead creature only temporarily reduces the experience level of a creature it strikes. For every level the creature drains, one Life Point is lost permanently. Experience levels and all their associated benefits are also lost temporarily.
Undead which unnaturally age a creature wreak special havoc on mortals, draining one life point from a character per 10 years of unnatural aging suffered.
Levels lost to energy draining undead are recovered at the rate of one level per day. However, lost Life Points can only be restored through a restoration spell. Life Points lost to unnatural aging may only be restored through a restore youth spell or similar magic. When a character is reduces to zero Life Points, the character dies within 1d3 days unless the life points are restored.
 

Death magic and other draining spells

Necromantic magic that saps life energy temporarily in the form of Hit Points, such as spells like vampiric touch, also reduce Life Points. However, the reduction in this case is temporary. For every 10 Hit Points (or fraction there of) caused by necromantic life draining magic the character affected loses one Life Point. Life Points lost in this manner are recovered at the rate of one point per day of complete rest.
Spells that drain energy levels temporarily or permanently such as enervation and energy drain also reduce Life Points. If the drain is normally permanent, then the Life Point loss is also permanent. If the level drain is temporary, then the Life Point loss is also temporary.
Life Points that are lost temporarily can also be restored through the use of a heal or restoration spell.
Necromantic spells that kill a victim’s soul or spirit, such as the death spell, drain all remaining Life Points permanently.
In addition, certain spells, such as wish, limited wish, permanency, resurrection, raise dead and others, sap Life Points permanently from the caster as detailed in the spell descriptions. Life Points lost in this manner cannot be recovered by any known means.
 

Resurrection and raise dead

Character’s can also loose Life Points by being the beneficiary of resurrection or raise dead. Both these spells cause a permanent loss of Life Points in addition to the loss of Constitution for raise dead. The cost in life points varies according to the character’s race and class as shown on Table 4.4.2. A loss of Life Points in this manner cannot be restored through the use of a restoration spell or any other known magic, but can be negated through divine intervention.
 

Table 4.4.2: Life Point loss from resurrection and raise dead
Race Life Point Loss
human, mul, goblin, half-ogre, hobgoblin, kobold, lizard man, orc, half-orc 1
dwarf, half-elf, halfling 2
gnome, uldra 3
elf 4

Natural aging

As a character grows older he loses life points also. Character’s whose age category is not yet “mature” are considered to have double their total normal Life Points. “Mature” characters have the standard amount,
When a character reaches middle age he loses 25 percent of his remaining Life Points (round down). When the character reaches the Old Age category he loses half his remaining Life Points (round down) and when the character reaches Venerable Age he loses half the Life Points remaining since he reached Old Age (round down). The character can survive with only one Life Point, indefinitely. However, if the character is permanently reduced to zero or fewer Life Points through any means, he will die without the possibility of resurrection, A character with at least one Life Point dies when he reaches the age of death as determined in secret by the DM.
 

Luck Points

In the Dungeons and Dragons game, luck is what separates an adventurer from the masses. Luck is an unexplainable force that makes itself known at the most opportune times, often acting to save a character's life or by allowing a character to perform an otherwise impossible or heroic act. Luck Points are a way to reflect in AD&D game terms the effects of this special force which distinguishes a hero from the unwashed masses.
 

Starting Luck Points

A first-level human character begins play with 1d4+2 Luck Points. All other characters (demihuman and humanoid) begin with 1d4 Luck Points.
In addition to these starting Luck Points, a multi-classed character receives a bonus Luck Point for each class beyond the first. Thus a wizard/fighter/thief will receive 1d4+3 Luck Points at first level. One or more bonus Luck Points may also be received as a benefit of the kit selected by the character.
A character may also receive bonus Luck Points at first level for a high Ego/Aura ability score. Bonus Luck Points received for a high Aura are a onetime benefit gained by the character at first level.
 

Gaining additional Luck Points

A character that survives beyond first level usually possesses a greater quotient of luck than the average peasant. To reflect this Dungeons and Dragons game terms, the character receives an additional Luck Point every time he advances in level (a multi-classed or dual-classed character gains a Luck Point for each level he advances in all his classes). The DM may also award Luck Points at his discretion at the completion of an adventure or as a reward for good roleplaying.
 

Using Luck Points

In game terms, Luck Points can be used for a variety of purposes. However, all uses of Luck Points are at the DM’s discretion. In general, Luck Points are more powerful when used before a die roll is made. However, Luck Points can be used after a roll is made, but with lesser effect. In all cases, the use of a Luck Point(s) must be declared during the round in which the action to be affected takes place.
Following are some examples of a how one or more Luck Points declared before a die roll is made can be used.
 
Use of single Luck Point before die roll:
• Automatically make a saving throw normally rolled without penalty;
• Automatically hit or parry an opponent's attack;
• Change a successful hit to a natural 20 (with a chance for a critical hit);
• Cause an opponent to suffer maximum damage from a successful hit by the character or a spell which has fixed damage of 20 hit points or less or uses only one die to determine damage;
• Reroll 1s and 2s for damage caused by a spell or special ability which uses more than one die to determine damage (for example, a wizard casting a 10d6 fireball could reroll any one or two result when determining damage);
• Automatically win initiative or attack one phase more quickly than normal;
• Automatically make an ability or skill check;
• Make an extra attack;
• Avoid an automatic attack by an opponent;
• Complete a heroic task without rolling for success, such as leaping a chasm, tearing a door of its hinges or lifting a heavy (man-sized) object.
 
Use of two Luck Points before a die roll:
• Automatically make any saving throw;
• Receive a saving throw of 20 modified by special protections (such as a ring of protection) against an attack or effect which normally doesn't allow a saving throw (such as life draining attacks by undead);
• Automatically roll a natural 20 (no to hit roll necessary) with a normal chance for a critical hit;
• Automatically make a called shot on an opponent;
• Automatically cause an opponent(s) to suffer maximum damage from a spell or special ability which uses more than one die to determine damage;
• Avoid a magical or mechanical trap that has already sprung;
• Make two extra attacks in a round;
• Attack two phases more quickly than normal;
• Complete a heroic task without rolling for success, such as leaping a chasm while carrying a companion, lifting a large- or huge-size object or breaking through a thin stone or brick wall.
 
Use of three Luck Points before a die roll:
• Automatically score a random critical hit on an opponent;
• Cause an opponent to suffer maximum damage from a spell or special ability and to suffer the effects of a critical strike (opponent still receives a saving throw at -4 if applicable);
• Make an extra three attacks in a round;
• Attack or act first in a round, regardless of the opponent's initiative or special abilities;
• Complete an action which is normally outside the scope of the Dungeons and Dragons rules.
Use of Luck Point before the beginning of a round:
A Luck Point can also be used at the beginning of a round to affect all of a single category of actions taken by a character during the round. Some examples of this type of Luck Point usage follow:
• +4 to hit on all attacks;
• +4 to damage on all attacks;
• +4 bonus to Armor Class;
• +4 to all saving throws.
 
Use of a Luck Point after a die roll is made:
A Luck Point may be used after a die roll has been made to reroll the die. A reroll must be declared immediately after the die roll in question is failed. For example, a Luck Point could be used for the following:
• Reroll a failed saving throw;
• Reroll a failed attack or parry;
• Reroll an unsatisfactory damage roll;
• Reroll an ability or skill check;
• Force an opponent to reroll damage from a physical attack (the character deflects or dodges part of the blow);
• To stop bleeding from a critical wound or when the character is reduced to -1 hit points or less;
• To negate an opponent's use of Luck Point.
The only limit to the number of Luck Points that can be used in a round is the number of Luck Points the character possesses. For example, a character could use multiple Luck Points to repeatedly reroll a saving throw or to repeatedly counter an opponent's Luck Points.
However, a character may never transfer a Luck Point to a companion or another creature. For example, a character could not use a Luck Point to enable his comrade to automatically score a successful hit, but he could use a Luck Point to maximize the benefits of the cure light wounds spell he uses to heal his comrade.
In addition, Luck Points may never be used during the character creation process (when rolling ability scores, hit points, checks for psionic wild talents, etc.).
NPC and creature Luck Points
Player characters are not the only ones who receive Luck Points. Powerful NPCs and monsters may also have Luck Points at their disposal at the DM's discretion.
 

Use of Life Points as Luck Points

A character may, at his discretion, expend his life force to complete heroic deeds. A character may exchange Life Points for Luck Points on a one-to-one basis for this purpose. Life Points used in this manner are lost permanently. Note, the reverse is not possible. Luck Points may not be exchanged for Life Points.
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