| Sanam Natreb |
OOC Don't worry about it. You said that you did not run solo campaigns before. It is hard to judge what to throw at them, especially at first level. I am very strong but two very similar opponents should kill me nearly every time.
HP: 0+1 (16+2)
Rage: 2 (7)
Confusion from being attacked in his home and the desperation of annihilation brings forth an unpredictable attack, I swing screaming my family's name.
"N A T R E B ! ! !"
Attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12
| Sanam Natreb |
I am stable at 0. I was confused about how the barbarian temporary hit points work but understand it now.
I was mainly looking for papers or maybe a potion. I do not care about the weapons. I was going to take one round to do that and then my remaining 4 rounds of my rage to search my father's hall.
| Sanam Natreb |
Well crap. I just looked up 0 hit points so I could understand how long it takes to hit 1 hit point. Apparently, I am not unconscious. I assume you would rather play through this as if the rule did not apply, but for future reference:
When your current hit point total drops to exactly 0, you are disabled.
You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.
Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.
You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).
I probably could have found a secret entrance for safety and eventually try to escape the town.
I am still looking for the time required to gain 1 hit point. I will post my next move after I find it.
| Sanam Natreb |
I am asking in the rules section. I honestly do not know. I do need 8 hours to gain 1 hit point so I would have my rage back. I will use my rage until it breaks, then shut it off.
In any case, I will try to bend the lock until it breaks.
(Rage 3/7) Strength: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
(Rage 4/7) Strength: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
(Rage 5/7) Strength: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
(Rage 6/7) Strength: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
(Rage 7/7) Strength: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27