Risky Surgery on a 0 HP Target


Rules Discussion


If someone is at 0 HP and Wounded 1, what happens if you use Risky Surgery on them?


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Well, you take sufficient damage to cause you to go below 0 hp, which means you are dying. Again. The potential healing would help with that, but you would likely end up with wounded 2 and hopefully slightly more HP than you started with.

You might want to reserve aggressive treatments for when the patient is in a more stable condition.


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lemeres wrote:

Well, you take sufficient damage to cause you to go below 0 hp, which means you are dying. Again. The potential healing would help with that, but you would likely end up with wounded 2 and hopefully slightly more HP than you started with.

You might want to reserve aggressive treatments for when the patient is in a more stable condition.

Since it's part of Treat wounds action, increasing the wounded is irrelevant since Treat Wounds will remove it afterwards either way.

So, on Wounded 1 target what happens is:
Risky surgery deals it damage and give it's bonus.

Target goes to Dying 2

If you succeed the check, it critically succeds instead, so You heal him for 4d8+whatever and you remove the Wounded Condition.

If you fail the Check, the Target is left Dying 2 and Wounded 1.


You administer first aid (or cast stabilize) and continue with the surgery.

Shadow Lodge

shroudb wrote:
lemeres wrote:

Well, you take sufficient damage to cause you to go below 0 hp, which means you are dying. Again. The potential healing would help with that, but you would likely end up with wounded 2 and hopefully slightly more HP than you started with.

You might want to reserve aggressive treatments for when the patient is in a more stable condition.

Since it's part of Treat wounds action, increasing the wounded is irrelevant since Treat Wounds will remove it afterwards either way.

So, on Wounded 1 target what happens is:
Risky surgery deals it damage and give it's bonus.

Target goes to Dying 2

If you succeed the check, it critically succeds instead, so You heal him for 4d8+whatever and you remove the Wounded Condition.

If you fail the Check, the Target is left Dying 2 and Wounded 1.

Since treating wounds takes 10 minutes, you'll probably want to stop and actually stabilize your patient right away, which makes the whole endeavor kinda pointless.


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Risky Surgery deals its damage just before applying the effects of Treat Wounds so after the 10 minutes have elapsed. As such, it's a perfectly valid strategy, as long as you avoid to fail your check.


SuperBidi wrote:
Risky Surgery deals its damage just before applying the effects of Treat Wounds so after the 10 minutes have elapsed. As such, it's a perfectly valid strategy, as long as you avoid to fail your check.

it might be valid, but it lives up to its name. I am not sure I would trust the dice gods.


I think the point was that the patient will either recover (and be at 1hp) or dead (dying 4) before the effects from your attempt ever go off.


Draco18s wrote:
I think the point was that the patient will either recover (and be at 1hp) or dead (dying 4) before the effects from your attempt ever go off.

No, you're not guaranteed to wake up after 10 minutes anyway and you could stabilize the patient before starting treatment.

The concern was more "If someone uses Risky Surgery on you at 0 HP then the 1d8 damage is negated because you can't go negative." So the main drawback is rendered moot which seems it may not be intended. Assuming you're not Wounded 3 to start of course.

If negative HP existed still this wouldn't be a concern...but if you roll an 8 on damage and then two 1s on the extra 2d8 then you'd normally cause the target to LOSE 6 HP in a worst case scenario. ...unless they're already at 0 HP in which case they gain 2 more from the feat.


Draco18s wrote:
I think the point was that the patient will either recover (and be at 1hp) or dead (dying 4) before the effects from your attempt ever go off.

How so? You apply the check just before you apply the effects. So you work for the 10 minutes, then deal 1d8 (putting them to dying 2), then immediately roll the Medicine check for Treat Wounds.

Just don't crit fail. That would be awkward with them at dying 3.


Pathfinder Roleplaying Game Superscriber
Cyouni wrote:
Draco18s wrote:
I think the point was that the patient will either recover (and be at 1hp) or dead (dying 4) before the effects from your attempt ever go off.

How so? You apply the check just before you apply the effects. So you work for the 10 minutes, then deal 1d8 (putting them to dying 2), then immediately roll the Medicine check for Treat Wounds.

Just don't crit fail. That would be awkward with them at dying 3.

This is my reading, as well. Put another way, you don't actually make your Medicine roll until after spending the ten minutes, and Risky surgery doesn't deal damage until just before the roll.

Shadow Lodge

MaxAstro wrote:
Cyouni wrote:
Draco18s wrote:
I think the point was that the patient will either recover (and be at 1hp) or dead (dying 4) before the effects from your attempt ever go off.

How so? You apply the check just before you apply the effects. So you work for the 10 minutes, then deal 1d8 (putting them to dying 2), then immediately roll the Medicine check for Treat Wounds.

Just don't crit fail. That would be awkward with them at dying 3.

This is my reading, as well. Put another way, you don't actually make your Medicine roll until after spending the ten minutes, and Risky surgery doesn't deal damage until just before the roll.

Yep, this sounds correct: My original understanding of the timing on this feat was mistaken.


Don't perform a Risky Surgery on someone Wounded 3


Sounds like Risky Surgery on someone in bad condition is...just what it sounds like. You heal a little more (not a ton more because the 1d8 damage offsets the extra 2d8 from a crit) and have a better chance to succeed, the risk being that if you fail you not only waste time (possibly a lot of time without Continual Recovery) but also make the patient even more wounded, and a critical fail probably means actual death if they're wounded at all.

Horizon Hunters

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Alfa/Polaris wrote:
Sounds like Risky Surgery on someone in bad condition is...just what it sounds like. You heal a little more (not a ton more because the 1d8 damage offsets the extra 2d8 from a crit) and have a better chance to succeed, the risk being that if you fail you not only waste time (possibly a lot of time without Continual Recovery) but also make the patient even more wounded, and a critical fail probably means actual death if they're wounded at all.

High risks, high rewards. You could hypothetically roll a 1 on the d8 and then max the 4d8. Not likely, sure, but it could happen.

I just like the thought of playing the Medic from TF2. That's the only reason I'm planning on taking the feat.


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Pathfinder Roleplaying Game Superscriber
Cordell Kintner wrote:
Alfa/Polaris wrote:
Sounds like Risky Surgery on someone in bad condition is...just what it sounds like. You heal a little more (not a ton more because the 1d8 damage offsets the extra 2d8 from a crit) and have a better chance to succeed, the risk being that if you fail you not only waste time (possibly a lot of time without Continual Recovery) but also make the patient even more wounded, and a critical fail probably means actual death if they're wounded at all.

High risks, high rewards. You could hypothetically roll a 1 on the d8 and then max the 4d8. Not likely, sure, but it could happen.

I just like the thought of playing the Medic from TF2. That's the only reason I'm planning on taking the feat.

One of my players in one of my games is a Kuthonite cleric and the party healer. Risky Surgery seemed like a mandatory feat to her, and she insists on using it no matter how life-threatening it may be. XD

Liberty's Edge

MaxAstro wrote:
One of my players in one of my games is a Kuthonite cleric and the party healer. Risky Surgery seemed like a mandatory feat to her, and she insists on using it no matter how life-threatening it may be. XD

I am opposite for my cleric. I have faith in my ability to heal so I don't need to fall back to risky methods to help my patient get better.

But that is a personal choice. Maybe I will make a character sometime that is a more reckless.

Liberty's Edge

shroudb wrote:
If you fail the Check, the Target is left Dying 2 and Wounded 1.

Are up sure this can happen? I already read the Dying and Wounded as opposite and complimentary condition. If you have one, you can't have the other.

Horizon Hunters

Gary Bush wrote:
shroudb wrote:
If you fail the Check, the Target is left Dying 2 and Wounded 1.
Are up sure this can happen? I already read the Dying and Wounded as opposite and complimentary condition. If you have one, you can't have the other.

You keep your wounded condition when you go into Dying. When you gain the Dying condition, you increase it by your Wounded value. When you lose the Dying condition, your Wounded value increases by one.

The only way to remove Wounded is through Treat Wounds, or resting for 10 minutes at full HP.

Or, well, dying.

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