|Angel Hunter D|
It stops on its own eventually.
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.
Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don’t take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition.
You also get to roll a flat check to try and stop persistent damage after taking it at the end of each of your turns. The Administer First Aid activity in the Medicine also allows you to make a check and give the bleeding PC another chance at making the flat check to stop bleeding.