Assisted Recovery vs Stop Bleeding


Rules Discussion

Grand Lodge

Looking at the rules for Bleed, you could chose to help stop the bleeding using two actions using Assisted Recovery OR you could use Medicine to Stop Bleeding, again two actions, with the DC of the effect.

If that is true, why would you Stop Bleeding with a risk of failure when you could just Assisted Recovery and auto-success?


Assisted recovery just lets them make an extra flat check. That is, your assistance may auto-succeed, but their recovery still doesn't. Medicine actually stops the bleeding directly.

Grand Lodge

Sorry, but that is not correct...

from the CRB p248 wrote:

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

• Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).

• Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage (page 452), giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.

Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.

Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.

Grand Lodge

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TwilightKnight wrote:

Looking at the rules for Bleed, you could chose to help stop the bleeding using two actions using Assisted Recovery OR you could use Medicine to Stop Bleeding, again two actions, with the DC of the effect.

If that is true, why would you Stop Bleeding with a risk of failure when you could just Assisted Recovery and auto-success?

Assisted Recovery CR621

You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

The medicine check is actually how you attempt Assisted Recovery as outlined in this example:
For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.


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Assisted Recovery is no action, you can't say: I attempt Assisted Recovery. Assisted Recovery is the result of an action: you succeed at your Medicine check and the DM says that it counts as Assisted Recovery.

Horizon Hunters

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Assisted Recovery isn't an action, it's a section in Persistent Damage explaining that you can assist in the recovery of your allies. If you take two actions to help stop the persistent damage, it may grant a new roll to stop it, or give them a bonus, or a penalty (like throwing what you thought was water but actually oil on an ally who's on fire).

Administer First Aid is an example of an option that can help a character overcome bleed damage, and it explicitly states it grants another roll immediately.

You can't just spend two actions to immediately end persistent damage, unless it's an extraordinary circumstance, like yeeting your on fire gnome into a lake.

Shadow Lodge

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Cordell Kintner wrote:

Assisted Recovery isn't an action, it's a section in Persistent Damage explaining that you can assist in the recovery of your allies. If you take two actions to help stop the persistent damage, it may grant a new roll to stop it, or give them a bonus, or a penalty (like throwing what you thought was water but actually oil on an ally who's on fire).

Administer First Aid is an example of an option that can help a character overcome bleed damage, and it explicitly states it grants another roll immediately.

You can't just spend two actions to immediately end persistent damage, unless it's an extraordinary circumstance, like yeeting your on fire gnome into a lake.

Specifically, Assisted Recovery defaults to 'give the victim an additional flat check to remove the condition.' If the GM believes the action taken should be more effective (like tossing a burning character into a lake), the rules suggest reducing the flat check DC or just having the assist remove the condition automatically.


So it sounds like they're actually the same thing. Stop Bleeding is the check you make to provide Assisted Recovery.


yes, Assisted Recovery is the term of the effect.
That Activity to produce that effect varies based on what and how you are trying to stop, but it should be (at least) a 2 action Activity and it should provide (if succesful and applicable) at least an immediate roll.

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