Hit Points and Healing
Damage that does not reduce your hit-points to below zero will not be interpreted as a real wound. In this case, damage taken represents exhaustion, pain, minor bruises and loss of morale. This is why healing, especially of the magical kind, is effective immediately.
However, if your character is reduced to below zero HP, it will be interpreted as a serious wound requiring an immediate CON save and/or treatment, and natural rest to heal. For details see below.
Injury and Death
Your character isn’t hindered in any way until your hit points drop to zero or below. If they do, you are wounded. If they drop to a negative amount equal to your Constitution score, you’re dead. Death is irrevocable in this campaign.
New: Being Wounded (0 or less HP)
If a character is reduced to zero or fewer HPs, he must immediately succeed on a DC 10 fortitude save modified by the number of his HP below zero. If he succeeds, he becomes stable but is disabled. If he fails, he falls unconscious and is dying: He loses 1 hit point every round due to bleeding until the character dies or becomes stable.
Making dying characters stable
Dying characters can become stable either through a successful DC 10 Constitution check (rolled once per round, at a penalty on this roll equal to his negative hit point total), or a DC 15 Heal check, or any sort of magical healing applied by another character. Becoming stable makes the character conscious and disabled.
Being disabled (= at negative HP)
A disabled character may not take any full-round actions and can only take a single move action or standard action each round (as well as swift, immediate, and free actions). He thus moves at half speed, or at normal speed if he is aided by another character. Any standard action is at a penalty equal to his negative HP. Likewise, spellcasting requires a successful DC 10 Spellcraft (Knowledge Arcana or Religion) check at a penalty equal to his negative HP plus spell level; on a failure the spell is lost.
New: Regaining HP when HP are below zero
A disabled character with negative hit points can only recover hit points naturally; magical healing does not function.
Treating Deadly Wounds
A DC20 heal check (“treating deadly wounds”) applied within 24 hours of being wounded restores 1 hit point per level of the creature. If the healer exceeds the DC by 5 or more, he may add his Wisdom modifier (if positive) to this amount. He must expend two uses from a healer’s kit to perform this task and takes a –2 penalty on his heal skill check for each use from the healer’s kit that he lacks. A creature can only benefit from this once per day.
Rest and Recovery (Natural Healing)
As per the rules, with a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest or inadequate shelter prevents you from healing that night. Complete bed rest for an entire day and night recovers twice your character level in hit points. A successful application of the heal skill at DC 15, modfied by the patient’s negative HP doubles this amount: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest.
Changes to Cure Spells and Healing Potions
Instead of a number of standard d8, all cure spells and potions now use the hit dice of the recipient to determine the number of points regained. This is to say, fighters are healed 1, 2 or 3 d10, druids and rogues d8 and sorcerers d6.