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Core Rulebook / Chapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying

Conditions Related to Death and Dying

Source Core Rulebook pg. 459 4.0
To understand the rules for getting knocked out and how dying works in the game, you’ll need some more information on the conditions used in those rules. Presented below are the rules for the dying, unconscious, wounded, and doomed conditions.

Dying

Source Core Rulebook pg. 459 4.0
You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.

If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition.

Unconscious

Source Core Rulebook pg. 459 4.0
You’re sleeping, or you’ve been knocked out. You can’t act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.

If you’re unconscious because you’re dying, you can’t wake up as long as you have 0 Hit Points. If you’re restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.

If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.

If you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.

  • You take damage, provided the damage doesn’t reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.)
  • You receive healing, other than the natural healing you get from resting.
  • Someone nudges or shakes you awake using an Interact action.
  • Loud noise is being made around you—though this isn’t automatic. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.
  • If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest.

Wounded

Source Core Rulebook pg. 460 4.0
You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn’t already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition’s 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.

Doomed

Source Core Rulebook pg. 460 4.0
Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you’re no longer doomed.

Your doomed value decreases by 1 each time you get a full night’s rest.