Adapting Lone Wolf feat to final Pathfinder rules.


Rise of the Runelords


Given how the rule concerning stabilizing when dying is written in the final ruleset of Pathfinder, how would modify the Lone Wolf feat in the Player's Guide so that it's actually worth taking?


My suggestion:

Whenever you are dying, you must make a DC 5 Constitution check to become stable. Your vigorous health also grants you a +1 bonus on Fortitude saves.


erian_7 wrote:

My suggestion:

Whenever you are dying, you must make a DC 5 Constitution check to become stable. Your vigorous health also grants you a +1 bonus on Fortitude saves.

Sounds about right.

Dark Archive

Pathfinder Roleplaying Game Superscriber
erian_7 wrote:

My suggestion:

Whenever you are dying, you must make a DC 5 Constitution check to become stable. Your vigorous health also grants you a +1 bonus on Fortitude saves.

For my game, I wrote it as follows:

Lone Wolf
Although you may have grown up in the city, you led a lonely childhood and were forced to fend for yourself.
Prerequisite: 1st level, cannot have City Born or Country Born.
Benefit: You take a penalty on Constitution checks to become stable equal to half your negative hit point total, rounded down (minimum 0). Your vigorous health also grants you a +1 trait bonus on Fortitude saves.
Normal: You take a penalty on Constitution checks to become stable equal to your negative hit point total.

I wanted to maintain the integrity of the new DC while rewarding those who took the feat. Of course, reducing the DC to 5 is a bit simpler.


Yep, I thought about more complex bonuses that might more precisely mirror the statistical advantage granted by the original feat, but in the end went for simplicity.


Another possibility playing more on the PRPG death and stabilization rules could be this:
+1 on Fortitude saves and with regard to death and recovery your characters Constitution score is considered two points higher. I.e. the character dies -2 hp lower than normal and gets an additional bonus to constitution checks to stabilize and recover from injury.


The Grandfather wrote:

Another possibility playing more on the PRPG death and stabilization rules could be this:

+1 on Fortitude saves and with regard to death and recovery your characters Constitution score is considered two points higher. I.e. the character dies -2 hp lower than normal and gets an additional bonus to constitution checks to stabilize and recover from injury.

That doesn't work as well as increasing the number of rounds before you die only increases the penalty you get to make your stabilization check. This makes it less likely you'll stabilize and more likely you will die. Without something to improve your actual stabilization roll, the bonus constitution doesn't really do it, you really aren't making someone who is a Lone Wolf. You are making someone who relies on having someone who can heal him in order to survive after going negative.


This has been a niggler for me as well - my best thought so far was to grant a +4 bonus to stabilization checks (which is basically the same as setting the DC at 6). That makes it 20% more likely to succeed.

The hard to judge part is what does Lone Wolf really do? Does it:

  • Make you stabilize half the time?
  • Make you five times as likely to stabilize?
  • Make you 40% more likely to stabilize?
  • Make you not die some complicated percentage of the time, depending on your negative hp total?

    The last *actually* seems like the major effect. In 3.5, you will fail to survive only once in 2^(10+hp total) times. -9, one in two times. -1, one in 512 times.

    Since the new rule sort of sets the base chance at 50% (DC 10), I think adding a +4 keeps the spirit of "you have a better but not absolute chance of not dying", whereas a +8 (equal to 40% better) would virtually ensure it.

    Oh... hmm... It *could* negate the effect of your hp total on the DC/roll.

    Lone Wolf
    Prerequisites: do not have the City Born or Country Born feats.
    Benefit: When attempting to stabilize from dying, do not modify your roll by your current hp total. The Constitution check remains DC 10.

    The only thing "wrong" with that, is that if someone got a +9 Constitution modifier, they would never fail the check. Note the "air-quotes".

    And for anyone wondering, this feat is in the Rise of the Runelords Player's Guide as one of the bonus background feats.

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