el-remmen
Moderator Emeritus
Using the heal skill to stabilize someone takes 10 rounds (5 rounds if someone is aiding)
Characters can go to a negative hit point total equal to 10 + their base fortitude save + Con mod* (thus a 10th level fighter with an Con of 16 would not potentially die until reaching -20 hit points).
In order to stabilize you must make a Con check against DC 18.
Once reaching your maxiumum negative hit point total you can no longer stabilize on your own. Instead each round you make a FORT save (DC 15 +1/additional check) or die.
And if you're curious, my group and I were using a similar system for 5 years, but the heal skill use time was 1d10+10, the max neg was 10 + 1/2 max. hps, and there was a straight up 5% chance of stabilization.
-------------------------------------------------
* Yes, if your Con is buffed it affects when you die, but if the spell's duration ends and your con drops you back down to normal you may die even if you are stabilized.
Characters can go to a negative hit point total equal to 10 + their base fortitude save + Con mod* (thus a 10th level fighter with an Con of 16 would not potentially die until reaching -20 hit points).
In order to stabilize you must make a Con check against DC 18.
Once reaching your maxiumum negative hit point total you can no longer stabilize on your own. Instead each round you make a FORT save (DC 15 +1/additional check) or die.
And if you're curious, my group and I were using a similar system for 5 years, but the heal skill use time was 1d10+10, the max neg was 10 + 1/2 max. hps, and there was a straight up 5% chance of stabilization.
-------------------------------------------------
* Yes, if your Con is buffed it affects when you die, but if the spell's duration ends and your con drops you back down to normal you may die even if you are stabilized.