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General Tabletop Discussion
*Pathfinder & Starfinder
Can the First Aid Skill "Use Second Wind" be used on unconscious characters?
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4704529" data-attributes="member: 82732"><p>this mirrors my experience with second wind. Other than dwarves it tends to be reserved for the pc who is "trapped" in some way where his current hit points are very low and the odds of someone getting him out of the current situation before he takes unconscious damage is very small. I'll sometimes take a second wind with my mage when I'm adjacent to a melee creature and don't want to prompt an OA, as swinging my staff with 8 strength is frequently not that strong an option. My at wills are scorching burst and ray of frost because my dm likes to run away with the loot and ray can prevent that. I would prefer to opt for thunderwave, though I've been mulling over fast runner and retraining to wave for a while, I also have a few close encounter powers and magic items. The only problem with scorching and wave is hitting individual targets our rogue and fighter are flanking, this partly doesn't matter since by the time they only have one bad guy standing I don't really have to contribute that much. </p><p></p><p>Interesting tactic. I wasn't aware of the revive via heal until I read this thread. But second wind will revive you from anywhere short of - bloody and put you at 25% hp which isn't bad so there is a strong argument that saving it is pretty smart.</p><p></p><p>Me too, we normally play with 4 pc's so keeping everyone standing is very important. We had an encounter recently where I was in negative hitpoints and had ongoing 5 taking me precariously close to negative bloodied. The cleric was not only stunned but in the grip of a grell with nearly no chance to escape as his acrobatics and athletics are not very good. Things looked bleak until we got a lucky roll on the grell beak attack.</p><p></p><p>This is our deciding factor in pressing forward. 3 surges minimum. We've had fights that burn up 5 surges for one guy so even this is dangerous but going on when you're below 3 surges is asking for trouble unless you're pressed for time.</p><p></p><p>We try to save our healing potions until after the encounter powers are spent just because finding new ones is quite difficult but we spend a big chunk of our gold pursuing healing potions.</p><p></p><p>Exactly right. This is a mechanic designed to part pc's from their gold while giving decent healing options at each tier. The enormous jump in price when compared to jump in utility coupled with the healing surge mechanic prevents anyone from using a potion that is costed for a lower level group effectively. It's actually kind of an elegant solution to money making pc's nearly unkillable.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4704529, member: 82732"] this mirrors my experience with second wind. Other than dwarves it tends to be reserved for the pc who is "trapped" in some way where his current hit points are very low and the odds of someone getting him out of the current situation before he takes unconscious damage is very small. I'll sometimes take a second wind with my mage when I'm adjacent to a melee creature and don't want to prompt an OA, as swinging my staff with 8 strength is frequently not that strong an option. My at wills are scorching burst and ray of frost because my dm likes to run away with the loot and ray can prevent that. I would prefer to opt for thunderwave, though I've been mulling over fast runner and retraining to wave for a while, I also have a few close encounter powers and magic items. The only problem with scorching and wave is hitting individual targets our rogue and fighter are flanking, this partly doesn't matter since by the time they only have one bad guy standing I don't really have to contribute that much. Interesting tactic. I wasn't aware of the revive via heal until I read this thread. But second wind will revive you from anywhere short of - bloody and put you at 25% hp which isn't bad so there is a strong argument that saving it is pretty smart. Me too, we normally play with 4 pc's so keeping everyone standing is very important. We had an encounter recently where I was in negative hitpoints and had ongoing 5 taking me precariously close to negative bloodied. The cleric was not only stunned but in the grip of a grell with nearly no chance to escape as his acrobatics and athletics are not very good. Things looked bleak until we got a lucky roll on the grell beak attack. This is our deciding factor in pressing forward. 3 surges minimum. We've had fights that burn up 5 surges for one guy so even this is dangerous but going on when you're below 3 surges is asking for trouble unless you're pressed for time. We try to save our healing potions until after the encounter powers are spent just because finding new ones is quite difficult but we spend a big chunk of our gold pursuing healing potions. Exactly right. This is a mechanic designed to part pc's from their gold while giving decent healing options at each tier. The enormous jump in price when compared to jump in utility coupled with the healing surge mechanic prevents anyone from using a potion that is costed for a lower level group effectively. It's actually kind of an elegant solution to money making pc's nearly unkillable. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Can the First Aid Skill "Use Second Wind" be used on unconscious characters?
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