Da Rules
Death: If your character is reduced to zero hit points you must save vs. Death Ray to avoid death. If the save is failed, the character is immediately dead. If the save is made, the character remains alive for 2d10 rounds; if the character's wounds are bound (or he or she receives healing magic) within this time frame, death is averted. The character remains unconscious for the full 2d10 rounds rolled. If they receive healing/wound binding, they awaken at the end of this period; if not, they die at the end of it.
Binding the wounds of the dying character requires a full round action. It stabilizes him or her at zero hit points. Non-magical healing will require a full week to restore the first hit point; after this, healing proceeds at the normal rate.
Battlefield medicine: A character who has been wounded can benefit from battlefield medicine. Another character can spend a turn treating their wounds, which will restore 1 hit point. A character can only benefit from this once per day, and wounds from the same event (i.e., the same combat) cannot be healed further on subsequent days.
Example: On Monday, Fortis the Brave has 10 hit points and is struck by a crossbow bolt fired by a bandit, causing 4 points of damage. Blotto the Mage removes the bolt and binds his wound after the combat, bringing his hp total to 7. On Tuesday, Fortis can't benefit from Blotto's bandaging skills. On Wednesday a goblin nicks Fortis with a short sword, causing 2 points of damage. Blotto is able to attend to that wound after the combat, giving Fortis 1 hit point.
Performing battlefield medicine requires expending a healing kit, which costs 1gp and is sized to fit in a belt pouch.
This message was last edited by the GM at 15:09, Wed 27 Feb 2019.