Stop bleed without heal magic?


Rules Questions


Okay, sorry if this has been answered elsewhere, because i must have overlooked in the threads i've been through.

Both my party's monk and bones oracle can cause bleed.
I know magical healing or a DC15 heal can stop it. But when the hostile NPCs are KO, i think they bleed out unless helped. Fair enough yes?

However i am looking if there is a way to stabilize normally, since if an NPC is supposed to be story relevant or a potential recurring, they would bleed out. Or can one roll a fort save to become stable from that too, like the normal fort roll vs dying?


No such luck. As you have seen, it's a Heal check or magical healing. A periapt of wound closure wouldn't hurt either. If they're suitably mythic, the indomitable guardian path ability can help. I don't recall how regeneration and fast healing work with bleed off the top of my head; since they may not be magical healing per se, they may not work though may stave off the bleed.

Sovereign Court

They will just bleed out. If you don't use any of the methods above.

Sometime it is okay to just let a villain go. It happened to me sometime, a villain I had planned for a long time, just died , I keep on going and make up a new one. Sometime your players just did it and that's it.

Or you could just make him come back, as an undead, an evil outsider (Demon/devil) etc...

Scarab Sages

If you don't want a foe to die as a player, you don't use bleed effects. Even if you are a Hamatulatsu master and you cause nonlethal bleed, bleed damage doesn't stop until your foe is healed or dead. Nonlethal damage over the subjects total hitpoints is treated as lethal, and it's quite possible to die from nonlethal bleed.


No Imbicatus, you've misunderstood, i'm running the game and they deal the bleed dmg. The bones oracle even enjoys it....to the upset of the cleric.

Okay, thanks for the response guys.


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You are the GM. if you need the NPC to return alive he will. Don't let mechanics spoil your story.

This should stay a special thing though. If every bad guy comes back the PCs will be frustrated.


This is why I prefer villainous families as the big bad. If your villain dies you can just bring in his sister/cousin/father as the new antagonist.


Christophk-K wrote:
This should stay a special thing though. If every bad guy comes back the PCs will be frustrated.

Well i'm glad those 2 didn't get a hit in with the pirate captain.

He's going to turn out to be the monk's long lost father....harhar.
(I asked my players beforehand if their chars had a personal goal i might use as part of the road ahead. She was orphaned at the temple and hates her folks for doing so, despite not knowing the reason.)

@Melkiador; good point, one i'm aware of. A good mafia family has more than 1 sibling/cousin to come after their heads.

Grand Lodge

GM Chyro wrote:

Okay, sorry if this has been answered elsewhere, because i must have overlooked in the threads i've been through.

Both my party's monk and bones oracle can cause bleed.
I know magical healing or a DC15 heal can stop it. But when the hostile NPCs are KO, i think they bleed out unless helped. Fair enough yes?

However i am looking if there is a way to stabilize normally, since if an NPC is supposed to be story relevant or a potential recurring, they would bleed out. Or can one roll a fort save to become stable from that too, like the normal fort roll vs dying?

The First Aid application of Heal which is a DC 15 check can be used for stabilization and to stop bleed effects.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

Always carefully read the cause of the Bleed, not the generic Bleed condition.

All Bleeds are not the same, there is variety of DIFFERENT Bleeds.


LazarX wrote:
GM Chyro wrote:

Okay, sorry if this has been answered elsewhere, because i must have overlooked in the threads i've been through.

Both my party's monk and bones oracle can cause bleed.
I know magical healing or a DC15 heal can stop it. But when the hostile NPCs are KO, i think they bleed out unless helped. Fair enough yes?

However i am looking if there is a way to stabilize normally, since if an NPC is supposed to be story relevant or a potential recurring, they would bleed out. Or can one roll a fort save to become stable from that too, like the normal fort roll vs dying?

The First Aid application of Heal which is a DC 15 check can be used for stabilization and to stop bleed effects.
Seriously Dude You Quoted This wrote:
I know magical healing or a DC15 heal can stop it.


Christopk-K wrote:

You are the GM. if you need the NPC to return alive he will. Don't let mechanics spoil your story.

This should stay a special thing though. If every bad guy comes back the PCs will be frustrated.

As a DM I'm not a fan of this. Basically, if you want a recurring bad guy then you need to give them an exit plan ahead of time. Alternatively, don't stat up and fight with NPC's that you don't want to die. Don't take the victory away from your players, if they won fairly they should get to keep the win.

Who knows? Maybe that bad guy had a lieutenant who is really upset that his boss is dead.


Rynjin, i know i said that, but i'm trying to find out if there are more ways.
Ideas or solutions can come from many places after all don't they?


GM Chyro wrote:

Rynjin, i know i said that, but i'm trying to find out if there are more ways.

Ideas or solutions can come from many places after all don't they?

I was speaking to Lazar, who despite quoting your post had obviously not read it (as usual) and "informed" you of something you already said you were aware of.


Maybe he had a sip too much eggnog.
*nudge nudge ^^ *


Half-an-hour before the party showed up, the NPC took his daily dose of troll oil which was recommended by a physicker to help with the anemia caused by not getting enough sunshine.

----edit-----

troll oil


Fantastic, and appropriate.
The npc in the situation are previousy locked up aggressive patients...thanks.

Scarab Sages

If you want to go the magic item route there are a couple that can help.

The Scabbard of Stanching will flat out make the user immune to bleed (as long as the DC is less than 16 to counteract it)

The Stanching (+1 equivalent) magic armor property reduces bleed damage by the armor's enchantment bonus.

The Periapt of Wound Closure will also make the user immune to HP bleed damage.

The Shawl of Life-Keeping or Aegis of Recovery will heal the user if they fall below 0 HP, so at least the villain won't die, and with a good bluff check (s)he can just play dead and the get the surprise on those pesky PCs the next time.

Depending on your definition of "Magical Healing" an extended potion of Infernal Healing would be a 20 turn safety time for in combat.


Timebomb wrote:

If you want to go the magic item route there are a couple that can help.

The Scabbard of Stanching will flat out make the user immune to bleed (as long as the DC is less than 16 to counteract it)

The Stanching (+1 equivalent) magic armor property reduces bleed damage by the armor's enchantment bonus.

The Periapt of Wound Closure will also make the user immune to HP bleed damage.

The Shawl of Life-Keeping or Aegis of Recovery will heal the user if they fall below 0 HP, so at least the villain won't die, and with a good bluff check (s)he can just play dead and the get the surprise on those pesky PCs the next time.

Depending on your definition of "Magical Healing" an extended potion of Infernal Healing would be a 20 turn safety time for in combat.

I don't know how your party operates, but I almost always loot the corpse after a kill. If I had enough respect to leave his body undisturbed, I wouldn't be killing him in the first place.

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