Question about the wounded condition.


Rules Discussion

Envoy's Alliance

Pathfinder Adventure, Lost Omens, PF Special Edition, Rulebook Subscriber; Starfinder Superscriber

According to the rules when you get the wounded condition-
"You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.

The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."

What happens if you get wounded 5/6 by effects and you don't fall into the dying condition? Can you stack wounded past 4?


A piggy-back question.
You have been seriously injured

Can you ever get the wounded condition just by losing hit points? Or do you first have to have the dying condition?


There doesn't seem to be a reason to go past wounded 4 since that'll instantly kill you if you drop to 0 HP even with Diehard.

Theres also no way to reduce the wounded condition without outright removing it. So going past wounded 4 seems to not matter in any way.


Dancing Wind wrote:

A piggy-back question.

You have been seriously injured

Can you ever get the wounded condition just by losing hit points? Or do you first have to have the dying condition?

You only get wounded when you lose the dying condition. Or when an effect explicitly tells you you gain it, like the Orc Ferocity feat.


There may be a monster that inflicts the Wounded effect, though most abilities w/ "Wound" in their names seem to give a Bleed effect (sometimes one that's very hard to end).
Bleeding or other Persistent Damage seem to be frequent causes of death if you have those conditions when you go down. Something to note beforehand!

Also there's Doomed, which reduces how far Dying you can go before death so in a way it stacks w/ Wounded & Dying. Doomed doesn't appear until later levels and doesn't stack w/ itself until the highest levels. Enough of those can get you to inst-death at zero hit points, so if your hit points go near zero often you're going to want Die Hard (though an awesome Fort save/Juggernaut will often avoid the Doomed status to begin with). Unlike the others, it's difficult to get rid of Doomed.


Blave wrote:
You only get wounded when you lose the dying condition. Or when an effect explicitly tells you you gain it, like the Orc Ferocity feat.

Thanks

Shadow Lodge

Dancing Wind wrote:
Blave wrote:
You only get wounded when you lose the dying condition. Or when an effect explicitly tells you you gain it, like the Orc Ferocity feat.
Thanks
I do see two creatures on AoN that can specifically inflict the Wounded condition:
  • Hyaenodon (Level 3) - Technically speaking, their 'Bonecrunching Bite' specifically inflicts Wounded 1 and doesn't increase any pre-existing wounded condition.
  • Grendel (Unique Level 19) - 'Tooth Grind' looks like it could be extremely painful...
But other than that, you only get the Wounded condition by recovering from (or actually 'skipping') Dying or actual death.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Insofar as I'm aware, the wounded condition can go past 4. There usually isn't much reason to track it higher than that though.


Blave wrote:
Dancing Wind wrote:

A piggy-back question.

You have been seriously injured

Can you ever get the wounded condition just by losing hit points? Or do you first have to have the dying condition?

You only get wounded when you lose the dying condition. Or when an effect explicitly tells you you gain it, like the Orc Ferocity feat.

It just so happens in the Orc Ferocity case that it's basically a shortcut around "go to 0 and Dying, heal 1, also don't drop your stuff" so its kind of the same thing already.

The difference is that it bypasses the "if you are Dying 4 you're dead" check, so you could have Wounded 3, hit 0 hp, activate Orc Ferocity and still be alive.

AFAICT this is the only way to actually have Wounded 4 (without having Diehard, Wounded 5 with Diehard). Any other way of gaining wounded requires having Dying of the same value first (and Dying 4 kills you outright) and increasing it further would either (a) involve being actually dead, where it resets, or (b) more Orc Ferocity, which is explicitly once per day.


Draco18s wrote:

It just so happens in the Orc Ferocity case that it's basically a shortcut around "go to 0 and Dying, heal 1, also don't drop your stuff" so its kind of the same thing already.

The difference is that it bypasses the "if you are Dying 4 you're dead" check, so you could have Wounded 3, hit 0 hp, activate Orc Ferocity and still be alive.

AFAICT this is the only way to actually have Wounded 4 (without having Diehard, Wounded 5 with Diehard). Any other way of gaining wounded requires having Dying of the same value first (and Dying 4 kills you outright) and increasing it further would either (a) involve being actually dead, where it resets, or (b) more Orc Ferocity, which is explicitly once per day.

NPC characters with ferocity can get higher if they only go down once per round thanks to it being a reaction and not daily limited.

But yeah, it is a strange set of circumstances.


The Gleeful Grognard wrote:

NPC characters with ferocity can get higher if they only go down once per round thanks to it being a reaction and not daily limited.

But yeah, it is a strange set of circumstances.

Fair point. Wasn't something I had readily available to look at.

Shadow Lodge

Draco18s wrote:
Blave wrote:
Dancing Wind wrote:

A piggy-back question.

You have been seriously injured

Can you ever get the wounded condition just by losing hit points? Or do you first have to have the dying condition?

You only get wounded when you lose the dying condition. Or when an effect explicitly tells you you gain it, like the Orc Ferocity feat.

It just so happens in the Orc Ferocity case that it's basically a shortcut around "go to 0 and Dying, heal 1, also don't drop your stuff" so its kind of the same thing already.

The difference is that it bypasses the "if you are Dying 4 you're dead" check, so you could have Wounded 3, hit 0 hp, activate Orc Ferocity and still be alive.

AFAICT this is the only way to actually have Wounded 4 (without having Diehard, Wounded 5 with Diehard). Any other way of gaining wounded requires having Dying of the same value first (and Dying 4 kills you outright) and increasing it further would either (a) involve being actually dead, where it resets, or (b) more Orc Ferocity, which is explicitly once per day.

There are other abilities like Orc Ferocity, so you theoretically could actually 'bounce' multiple times in a day.A 20th Level Orc Barbarian with the 'Firebrand Braggart' archetype and one or more Catfolk allies could get a very high Wounded value without quite getting the Dying condition...

Also, I'm not 100% certain you'd get the chance to use Orc Ferocity if you are already at Wounded 4+: The actual trigger on this feat is "You would be reduced to 0 Hit Points but not immediately killed." I could see hitting Dying 4 (or 5) being interpreted as 'immediately killed.'


Hm...
That's a good point about not being immediately killed.

So lets see here...

Bravo's Determination requires not already being at 1hp while X-Juggernaut requires currently being raging. Caterwaul also has "not immediately killed" language.

So that gives an order:
(1) Bravo has to go off first (Wounded 1, assuming a success* on the Deception check)
(2) Caterwaul and Orc Ferocity go next in either order (Wounded 2, then 3)
(3) X-Juggernaut goes last (+2, bringing us to Wounded 5).

At this point the theoretical orc barbarian is at 1 hp, not raging, and would immediately die if dropped to 0 (even with Diehard). At this point none of the four effects can trigger and the barbarian can't rage again for about a minute, precluding a second use of X-Juggernaut.

*A critical success doesn't increase the wounded value, but even after X-Juggernaut, the situation would be the same, just with Wounded 4: Even with Diehard the barbarian would die instantly.

Shadow Lodge

Draco18s wrote:

Hm...

That's a good point about not being immediately killed.

So lets see here...

Bravo's Determination requires not already being at 1hp while X-Juggernaut requires currently being raging. Caterwaul also has "not immediately killed" language.

So that gives an order:
(1) Bravo has to go off first (Wounded 1, assuming a success* on the Deception check)
(2) Caterwaul and Orc Ferocity go next in either order (Wounded 2, then 3)
(3) X-Juggernaut goes last (+2, bringing us to Wounded 5).

At this point the theoretical orc barbarian is at 1 hp, not raging, and would immediately die if dropped to 0 (even with Diehard). At this point none of the four effects can trigger and the barbarian can't rage again for about a minute, precluding a second use of X-Juggernaut.

*A critical success doesn't increase the wounded value, but even after X-Juggernaut, the situation would be the same, just with Wounded 4: Even with Diehard the barbarian would die instantly.

As long as he gets at least one point of healing first, Bravo (though less likely to succeed give the wounded penalty) and Caterwaul (from a different catfolk ally) could come into play again.

Also, Barbarian's don't have to wait a full minute to rage again at these levels:

Quick Rage (Level 17) wrote:
You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.

So, as long as he gets a lot of heals, a Barbarian with a double-digit Wounded rating is possible (though very unlikely).


Plus you can accumulate Wounded values before activating the preventive abilities.


Castilliano wrote:
Plus you can accumulate Wounded values before activating the preventive abilities.

Only to a point. If you start the process with Wounded 3, then you can't trigger either Caterwaul or Orc Ferocity (if you have Diehard, then only one of them).

Shadow Lodge

Just noticed one 'odd' specific rule:

Regenerate (Spell 7) wrote:

Healing, Necromancy, Positive

Source Core Rulebook pg. 363 1.1
Traditions divine, primal
Cast Two Actions somatic, verbal
Range touch; Targets 1 willing living creature
Duration 1 minute
An infusion of positive energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3, though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
Heightened (9th) The regeneration increases to 20.

While it is very specific to the Regenerate spell, it might indicate that the developers didn't intend for characters to be active with a Wounded rating equal to or exceeding their maximum Dying rating (this wouldn't be the first 'reference to a rule not actually found anywhere else' in this edition).

Or, it could just be they didn't want the Regenerate spell to make characters completely unstoppable so they added a specific limitation to it (with odd implications if the target gets their Wounded Rating up without actually going unconscious as mentioned above).


Yeah, that's the general fast healing rules. Nethys has it, as it was added with the 1.1 errata, but otherwise the only place its listed is that spell.

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