Bleed Damage

Ending the Bleeding condition can be a difficult task. Bleeding can be stopped by a Heal check to deliver First Aid, DC 15 plus 1 per point of bleed damage the character is currently suffering from their Bleeding condition. This use of the First Aid skill requires a use from a healer’s kit, or 10gp worth of appropriate herbs and improvised bandages, Alternately, the Bleeding condition can be ended with the application of any healing that exceeds the bleed damage the character is suffering per round. For instance, if attempting to end the Bleeding condition on a character currently suffering 5 points of bleed damage per turn, the character needs 6 points of healing or a DC 20 Heal check. If this healing is administered over multiple sources, it must all be administered in sufficient amounts before the character bleeds again, otherwise the sum required is reset. Finally, the Bleeding condition is ended whenever instantaneous effects that would reduce the bleed damage a character is suffering (such as Cauterize) reduce the bleed damage all the way to zero.

Ability Damage or Ability Drain

If a character’s Bleeding condition isn’t just inflicting bleed damage, but is inflicting ability damage or ability drain, ending the Bleeding condition is much more difficult. If suffering ability damage, the DC for the First Aid check to end the Bleeding condition is equal to 25 plus 1 per point of ability bleed damage the character is currently suffering. If suffering ability drain, the DC for the First Aid check to end the Bleeding condition is equal to 35 plus 1 per point of ability drain damage the character is currently suffering. If, in either case, this would result in a lower DC for the Heal check to end the Bleeding condition, use the higher of the two DCs. (i.e., if a character is suffering 1 point of Constitution bleed damage per round and 30 points of bleed damage per round, the DC would be 45 to end their Bleeding condition). Alternately, this form of the Bleeding condition can be ended with the application of any healing that exceeds the bleed damage the character is suffering per round and also puts the character at full hit points.

Effects that reduce bleed damage do not reduce ability bleed damage or drain unless explicitly noted.

Clotting

The organic body is naturally able to close wounds, clotting over to prevent further blood loss and begin the mending process. Bleeding typically reflects larger wounds the body cannot so readily heal and threaten the very real possibility of bleeding out. Unfortunately, this may not well reflect wounds on sufficiently large creatures or for creatures with sufficiently large health pools. If a creature suffering Bleeding would not be expected to bleed out at their current rate within a reasonable number of hours, the GM may allow the bleeding to slow and eventually stop during the last hour or two they choose to have the bleed continue for. In this case, “reasonable” may be difficult to determine, but the GM is encouraged to consider the types of weaponry and damage that started the bleeding and how easily they believe those types of wounds would heal. At the very mildest, wounds sufficient to Bleeding should be expected to carry on for at least 10 minutes.

Bleed Damage

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