Hit Points and Dying
HP equals ancestry + class (with CON) per level; reaching 0 HP triggers [[compendium:condition:Dying]] condition requiring Recovery Checks before reaching [[compendium:condition:Dying]] 4 (death).
HP Calculation: At level 1: Ancestry HP + Class HP (which includes Constitution modifier). At each subsequent level: Add Class HP + Constitution modifier.
Example: Fighter (10+CON) with Dwarf ancestry (10 HP) and CON 16 (+3) = 10 + 10 + 3 = 23 HP at level 1.
The Dying Condition: When you reach 0 HP, you fall unconscious and gain the Dying 1 condition. When you take further damage while at 0 HP, Dying increases by 1 (or more for massive hits).
- Dying 1-3: At the start of each turn, you make a Recovery Check — a flat check (no modifiers) with DC = 10 + your current Dying value. Critical Success: Dying value decreases by 2. Success: Dying value decreases by 1. Failure: Dying value increases by 1. Critical Failure: Dying value increases by 2.
- Dying 4: You are dead.
Wounded Condition: When you're brought back from Dying, you gain Wounded 1 (or increment it). The Wounded value is added to your Dying value if you fall unconscious again. This creates escalating danger.
Healing: Any healing at 0 HP removes the Dying condition and wakes you (with at least 1 HP).
Instant Death: Damage equal to or greater than your maximum HP at once kills you instantly, no Dying condition.