Death and recovery question


Rules Questions


Hello everyone, I have a large playgroup(15 or so people) for a rotating group similar to society play called "The Hungover Gnome". We have 4 different GMs that focus on trying To flesh out rulings and make sure we have balanced and consistent gameplay. However there is a rule in regards to death and dying...breath of life heals and can save you. My character has both an amulet with contingency and a lesser Talisman of life's breath. The amulets condition is "falling unconscious" to teleport me to the last location I left my arcane mark at. What I don't understand is the correct way magical healing works.

Easiest way to say it...character Goes negative, he is healed by their own magic items to positive.
Do you just roll the 10% chance hourly, Fort save or since you were tended by a magical source you wake up easier.


Ragnarokjoe wrote:

Hello everyone, I have a large playgroup(15 or so people) for a rotating group similar to society play called "The Hungover Gnome". We have 4 different GMs that focus on trying To flesh out rulings and make sure we have balanced and consistent gameplay. However there is a rule in regards to death and dying...breath of life heals and can save you. My character has both an amulet with contingency and a lesser Talisman of life's breath. The amulets condition is "falling unconscious" to teleport me to the last location I left my arcane mark at. Since I still went out cold the talisman would go off still and stabilize me far away(later nerz). What I don't understand is the correct way magical healing works in this situation.

Easiest way to say it...character Goes negative, he is healed by their own magic items to positive.
Do you just roll the 10% chance hourly, Fort save or since you were tended by a magical source you wake up easier.


The contingency happens immediately when the condition is fulfilled (under 0 HP). If you die instantly (from positive HP to under negative CON), the lesser talisman works, but not the contingency - you didn't go unconscious, but went straight to being dead.

I don't recall if there is a rule when you wake up from unconsciousness. Probably should go and have a look...


Vatras seems to have the order right.
In regards to recovery, a very brief overview:
Once stabilised, if tended, you can recover consciousness after 1 hour with a DC(10+negative HP) con check. You get another check every hour. Once conscious you are treated as disabled (staggered) and can start to heal naturally

If you are not tended things look a lot bleaker as a failed check means you lose 1hp (arguably this means you are no longer stable and need to stabilise again). You also don't start to heal naturally until you succeed at a daily DC (10+negative HP) con check.


Vatras wrote:

The contingency happens immediately when the condition is fulfilled (under 0 HP). If you die instantly (from positive HP to under negative CON), the lesser talisman works, but not the contingency - you didn't go unconscious, but went straight to being dead.

I don't recall if there is a rule when you wake up from unconsciousness. Probably should go and have a look...

Why would the contingency not work? Do I need to set it to use on death instead?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Because the condition for the amulet you stated as "falls unconscious", not "drop below 0 hp". A character who drops from 1 hp to -Con in a single hit is dead, but doesn't ever have the unconscious condition, so the amulet wouldn't trigger.


Chemlak wrote:
Because the condition for the amulet you stated as "falls unconscious", not "drop below 0 hp". A character who drops from 1 hp to -Con in a single hit is dead, but doesn't ever have the unconscious condition, so the amulet wouldn't trigger.

So "drop below 0 hp" is my proper use. Then the order will then be....

Slain, amulet teleport away and life's breath. Then if I go positive will make the Con check to wake up?


With "drop below 0 hp" the sequence should be:

Case A: damage was not enough to kill you
Contingency triggers and whisks you away. You may stabilize or bleed out, depending on your rolls. Once you actually die the amulet triggers and tries to save you.
It usually will, but a really bad roll plus a high CON might make that fail (i.e. stay below zero and bleed out again). This case may take a while.

Case B: damage kills you instantly
Contingency fires and then the amulet tries to save you without a bleeding out delay.

According to the book you wake up when you go above zero HP by magical healing.
I had already cases where Breath of Life failed to work, because the damage was too high (the victim was at -56). The spell was not able to get the victim back to the treshold and he died anyway. The setup is a good insurance, but not foolproof.

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