Second Wind

You experience a surge of adrenaline that allows you to keep fighting, despite serious injury. As a swift action, you gain a number of temporary hit points equal to one-quarter your maximum hit point value. The temporary hit points last for a certain number of rounds equal to 3 + your Constitution modifier. At the end of your second wind, you lose all remaining temporary hit points gained from this ability, and become fatigued. A successful Heal check (DC 15), a full day’s rest, or at least 1 point of magical curing removes the fatigued condition. You can use this ability a certain number of times per day equal to your Constitution modifier, but only once per encounter.

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