diff --git a/dying.html b/dying.html new file mode 100644 index 0000000..fcba6d2 --- /dev/null +++ b/dying.html @@ -0,0 +1,1065 @@ + + + + + + PF2e Hit Points, Healing & Dying + + + + + +
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PF2e Hit Points, Healing & Dying

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Death & Recovery Reference — Player Core

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Dying Flow Chart

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State transitions for player characters — W = Wounded value added to every dying increase

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Alive
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Dying 1
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Dying 2
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Dying 3
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Unconscious
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Dead
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Key Rules

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  • Recovery Check is a flat check (no modifiers) with DC = 10 + current dying value, made at the start of each turn while dying.
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  • Wounded is added to every dying value increase — being Wounded 2 and failing a recovery check means dying increases by 3 (1+2).
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  • Doomed X reduces your death threshold from 4 to (4−X). Doomed 1 means dying 3 kills you. Decreases by 1 per full night’s rest.
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  • Heroic Recovery: Spend all Hero Points at the start of your turn or when dying would increase. You lose the dying condition and stabilize at 0 HP. Wounded does not increase from this.
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  • Nonlethal KO: Reduced to 0 HP by a nonlethal attack causes Unconscious with no dying condition. You wake naturally after 10+ minutes.
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  • Massive Damage: Instant death if you take damage equal to or greater than double your maximum HP in one blow.
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  • Losing dying: Each time you lose the dying condition (except via Heroic Recovery) you gain Wounded 1 or increase Wounded by 1.
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  • Clearing Wounded: A successful Treat Wounds action, or restored to full HP and resting 10 minutes.
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Situation Simulator

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Step through dying state transitions interactively — set conditions first, then choose what happens

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+ Wounded + + 0 + +
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+ Doomed + + 0 + +
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Current State
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Alive
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What happens?
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History
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