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*Pathfinder & Starfinder
So there will be 1 troll on this thread, I can already tell
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<blockquote data-quote="On Puget Sound" data-source="post: 5553708" data-attributes="member: 68988"><p>The section on healing and dying is worth a review.</p><p>Each character can Second Wind once per encounter. Absent magical healing, that is the only healing you have, and unless you are a dwarf it takes up a standard action. The value of a Leader class (not necessarily a cleric) is that they can trigger healing surges above and beyond Second Wind. You still have to have a surge to spend, to benefit from (most) healing. </p><p></p><p>Temporary Hit Points can often serve as a healing substitute; many characters have ways to gain them or give them to others. Remember that they do not stack; if you had 3 THP and you gain 5 THP, you now have 5 THP, not 8.</p><p></p><p>The Heal skill lets you trigger an ally's second wind for them (DC10) if they haven't already used it in this encounter. This works even if they are unconscious.</p><p></p><p>If they have already used their Second wind and are dying, the Heal skill can still save their life, but it is now a DC15 and only stabilizes them; they are still knocked out.</p><p></p><p>Negative HP does not equal dead, it means you are dying. Each turn you roll a d20. 1-9= one FAIL. 10-19= no change. 20= a miracle! Spend a healing surge, gain your surge value and regain consciousness. Three FAILS in the same encounter, even if they are from different episodes of unconsciousness, means you die. If the encounter ends, stop rolling death saves; it's assumed that without the distraction of combat your allies can patch you back together.</p><p></p><p></p><p>When you are at negative HP and you gain any HP, first reset your HP to zero then gain them; you don't have to make up the negative points.</p><p></p><p>negative (bloodied value) = actually dead. So if you start at 26 HP and get to -13, you are dead.</p><p></p><p>There was probably a way to save your dwarf.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5553708, member: 68988"] The section on healing and dying is worth a review. Each character can Second Wind once per encounter. Absent magical healing, that is the only healing you have, and unless you are a dwarf it takes up a standard action. The value of a Leader class (not necessarily a cleric) is that they can trigger healing surges above and beyond Second Wind. You still have to have a surge to spend, to benefit from (most) healing. Temporary Hit Points can often serve as a healing substitute; many characters have ways to gain them or give them to others. Remember that they do not stack; if you had 3 THP and you gain 5 THP, you now have 5 THP, not 8. The Heal skill lets you trigger an ally's second wind for them (DC10) if they haven't already used it in this encounter. This works even if they are unconscious. If they have already used their Second wind and are dying, the Heal skill can still save their life, but it is now a DC15 and only stabilizes them; they are still knocked out. Negative HP does not equal dead, it means you are dying. Each turn you roll a d20. 1-9= one FAIL. 10-19= no change. 20= a miracle! Spend a healing surge, gain your surge value and regain consciousness. Three FAILS in the same encounter, even if they are from different episodes of unconsciousness, means you die. If the encounter ends, stop rolling death saves; it's assumed that without the distraction of combat your allies can patch you back together. When you are at negative HP and you gain any HP, first reset your HP to zero then gain them; you don't have to make up the negative points. negative (bloodied value) = actually dead. So if you start at 26 HP and get to -13, you are dead. There was probably a way to save your dwarf. [/QUOTE]
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So there will be 1 troll on this thread, I can already tell
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