Stabilizing and Ferocity


Rules Questions


Relevant info:

Ferocity
Stable
Dying

So here are my questions:

1) Does someone who has Ferocity and is at negative hitpoints roll Constitution checks to stabilize and stop taking the 1 point of damage per round?

2) Can someone who has Ferocity and is at negative hitpoints receive a Stabilize spell or similar effect to stem the 1 point of damage per round?

ARG Orc Feat:

Ferocious Action
You ferocity is quick but shorter lived.
Prerequisites: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you
lose 2 hit points each round, but you are not staggered.
If you are in a rage (such as that caused by the barbarian
rage class feature), you instead only lose 1 hit point
per round.

3) How does 1 and 2 interact with this feat?


1 no

2hmmm... would be a waste of an action each round, but yes you could technically do it. it wouldnt stop the damage each round though.

3 doesnt affect 1 or 2 at all.


Any rules quotes on any of that? I don't see anything that says you don't need to make the Constitution checks. I'm not saying that your interpretation is incorrect, but I want to perfectly clear from a RAW POV.

Sczarni

Dying:
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

1)& 2)
Ferocity nullifies unconscious condition and creature can take 1 standard action( staggered ) instead of being able take no actions.
Ferocity does not stop dying process, therefore dying resumes and creature rolls stabilization checks per normal on it's turn.

That's how I read it.

3)
Instead of the above, creature dies faster ( 2hp dmg per round ) but can perform standard and move action or full round actions even.


I agree with Malag although it could also be read otherwise (see the note below).

Example of a creature with Ferocity and in the negatives:

Round 1:
Make stabilization check. Success = no hp loss from dying. Failure = -1hp. (let us assume success for the moment.)
Next use standard action: lose a hp and resume dying.

Round 2: Make stabilization check as before (since the creature is dying again).

Example of question 3)
Make stabilization check. Success = no hp loss from dying. Failure = -2hp. Then upon a standard or full round action lose another hp and resume dying.

Note: all of that is predicated upon the belief that Ferocity and Ferocious Action are an extension of the dying rules. An utterly strict reading of either ability does not state that dying checks continue to be made. However, they do not state that the dying checks do not continue to be made either.

- Gauss

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