Is bleed worth it?


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Silver Crusade

meabolex wrote:
Quote:
-Bleed damage, RAW, cannot be stopped by Channeled Positive Energy, Fast Healing, or Regeneration.
Quote:
This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
Quote:
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like.
Quote:
Channel Energy (Su)
I'm pretty sure that channeled positive energy is magical, thus it stops bleeding.

Except that "This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing." isn't the text of the rule.

The text of the rule is: "Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage)."

Channeled Energy is not a "Spell that cures hit point damage."


Just going to throw out that this one might be one of those "spirit of the rules" things.

Silver Crusade

Azaelas Fayth wrote:
Doesn't Fast Healing make you immune to continual Bleed Damage, just not the initial first bleed damage?

Fast Healing (Ex):
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Regeneration (Ex):
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Neither explicitly says that they stop bleed. Furthermore bleed:

Bleed:
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.

Therefore, since neither fast healing nor regeneration explicitly say that they stop bleed and bleed says you need either a DC 15 heal check or a SPELL that cures hit point damage, then neither fast healing nor regeneration stop bleed. Neither does Channeled Energy.

James Jacobs is on the record saying that he thinks they should, and I'm inclined to agree, but RAW, they do not stop bleed.

Silver Crusade

Cheapy wrote:
Just going to throw out that this one might be one of those "spirit of the rules" things.

Oh certainly. The idea that a creature who can regrow it's head but can't stop a bleeding wound, while a bandage applied with a heal check can is ludicrous.

But at the same time, RAW, that is the case and was the point I was trying to make.


Poor Alchemists with their not-actually-spells!

Eh, what does RAW matter anyways when it clashes with the intent.


So Fast Healing 1 isn't as valuable as people think.

Silver Crusade

3 people marked this as a favorite.
Cheapy wrote:

Poor Alchemists with their not-actually-spells!

Eh, what does RAW matter anyways when it clashes.

I have found that the importance of RAW depends greatly on whether or not it helps your side of the argument.

Silver Crusade

Azaelas Fayth wrote:
So Fast Healing 1 isn't as valuable as people think.

Well it will auto stabilize you if you are dying. Unless you're bleeding as well.


Well that's a cynical way of looking at things.

Silver Crusade

Cheapy wrote:
Well that's a cynical way of looking at things.

You're telling me you've never been at a table before and someone has argued that you should be going off the RAI, not the RAW, only to weeks later complain that it doesn't matter what the RAI is if it conflicts with the RAW?


Nope, my groups tend not to have cheeseweasels playing in them.

Silver Crusade

Cheapy wrote:
Nope, my groups tend not to have cheeseweasels playing in them.

...Cheeseweasels...that is officially my favorite term ever.

I've had some problems with playing PFS.

Also, lets be honest, bleed isn't the only rule in the game where sometimes things make no sense.

Heck, take my wizard for example.

If I sneak into a tent at night and try to kill someone with my dagger, I can't just cut their throat or stab them in the heart and kill them. Instead, I have to coup de grace them, which involves me rolling my pathetic 1d4-2 damage and doubling it, resulting in the enemy having to make a DC 12 Fort Save. I'm literally too weak to murder someone in their sleep.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Actually, different things stop bleed, depending on what ability description you are reading.


Isn't there plenty of ways to Auto-Stabilize?

And I am so glad my groups prefer Flavor over cheese. Though admittedly sometimes that leads to them finding Cheese...

EDIT: I prefer the term Mouse over Cheeseweasel. & I see a wizard instead of stabbing them just blowing them to kingdom come or Dominating the one on Guard Duty to do it for them.

Silver Crusade

My home groups tend to be pretty good. PFS, you take what you get. I haven't had TOO much trouble, but I'd be lying if I said you occasionally didn't get a cheeseweasel (god I love that) or two.


Yea wait a second...

Universal Monster Rules wrote:

Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.

Format: bleed (2d6); Location: Special Attacks and individual attacks.

That's from the most up-to-date Universal Monster Rules.

Silver Crusade

Cheapy wrote:

Yea wait a second...

Universal Monster Rules wrote:

Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.

Format: bleed (2d6); Location: Special Attacks and individual attacks.

That's from the most up-to-date Universal Monster Rules.

Hmm, well I can tell you that the CRB says what I posted, I checked the errata and the PRD before I posted it.

So under the Universal Monsters Rules, Channeled Energy would effect it, since it's a Supernatural ability. I believe Fast Healing and Regeneration are both extraordinary abilities however.


I just checked the various mentions of Bleed in the CRB, and most seemed to mention that any magical healing fixed them.

The condition itself mentions any spell that cures HP damage, which I suspect is in error.


Elamdri wrote:
-Bleed damage forces concentration checks (although as was mentioned, the difficulty of these is suspect, but there's always the 5% chance of rolling a 1)

I'm pretty sure only attack rolls and saves automatically fail on a 1. Was that changed in Pathfinder?


You are correct MPL, barring some houserule you can pass concentration checks and most skill checks even if you roll a 1, although some skills explictly fail on a 1.


Bleed I think should not be stoped by fast heal... For it whole role in my pont of view is to turn off fast heal. If fast heal(x) and am taking bleed of (x)it net 0 gain till it heal wich I think is a win.

Side note im my game we made +1 weapon enchament that dose 1d4 bleed that dose not stack with it self but over laps. Also +2 verison that dose 2d4 bleed. I find it dose about the same amout of damage in a combat as Fire, cold, acid ect +1d6 or +2d6.


Sidenote to the Sidenote: The CRB already has a bleed enhancement :) Although this version stacks, which I guess is a fairly major difference.

Silver Crusade

I'm going to make a side post about what stops Bleed in the rules forum so we don't get off topic.

Link


Elamdri wrote:
My home groups tend to be pretty good. PFS, you take what you get. I haven't had TOO much trouble, but I'd be lying if I said you occasionally didn't get a cheeseweasel (god I love that) or two.

Happy Cheese Weasel Day!

Who brings the cheese on April 3rd?
The Cheese Weasel
He’s not a silly bunny or a raindeer or a bird,
He’s the Cheese Weasel
He’s got a cute black tail
And tiny buck teeth
He doesn’t bring fish, and he
Doesn’t bring beef
So you’d better be good if you wanna get some cheese
From the Cheese Weasel.

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