Teemu said:Is the "one extended rest per day" a new thing we didn't know about?
ShinRyuuBR said:Stabilizing is one use of the Heal skill, and another use might be (I'm extrapolating here) to activate a Healing Surge beyond any Second Wind used. Nevertheless, it is clear that the stabilized character does not have to make more death saving throws and if not damaged any further, will wake up with full HP after 6 hours. I don't see any problem there: you should have a leader or healing potions to heal him sooner or you only have yourself to blame.
Cactot said:what browser do you use? i open them in a new window in firefox and they look fine
I also find it intriguing that Endurance is now a skill.
I realize I am only barely computer literate, but I cannot get those big enough to read. No matter what I use to open them they are teeny tiny. Any suggestions?
Keterys, where did you find out that the nat 20 death save activates your Second Wind as opposed to just any ol' Healing Surge. Same for Heal checks?
All negative HP are imaginary. Any healing raises you first to 0 HP and is applied from there. There is no situation (at least with what we know now) that would have you getting healed and still at negative HP.bjorn2bwild said:Keterys, You're awesome.
Not having picked through these with a fine-toothed comb yet, I can't be certain, but my interpretation, as of now, of the "stabilize success triggers a healing surge and does X" is:
It triggers a healing surge and you are healed 1/4 of your hit points. That does not necessarily mean that you are healed TO 1/4 of your hit points. If you're deep enough in the negatives, the surge may not even heal you to positive hit points. You're stable (as in you don't need to make any more checks to see if you're dying), but you're still in negative hit points.
A Second Wind also grants a +2 to all defenses (AC, Fort, Ref, Will) until your next turn. This effect is always granted when something triggers a Second Wind, be it the character himself or another through means of Heal skill.breschau said:I think the confusion here is the new terms. A Second Wind is a character triggered healing surge upon himself. When other characters do things to heal you, they are limited to your number of healing surges (for clerics and those with Heal skill), or their own number of healing surges (for the paladin). When you have a healing surge you gain the number of HP listed. If it's a spell, there could be more.
A Second Wind is the only time a character can give himself a healing surge (without a spell or using Heal skill).
Only if you shout, "You were the Chosen One! You were to bring balance to the Force!" while you do it.Tuft said:... or that far-to-common rock in the middle of molten lava?