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healing [2020/02/05 14:05] – style andrewhealing [2020/07/21 14:22] (current) – [The Injury Roll] andrew
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-Any combatant that reaches 0 hit points is Incapacitated and unable to act.  They're dead if not stabilized within 1 minute (10 combat turns)  or by the end of the fight  (whichever is later).+Any combatant that reaches 0 hit points is [[conditions#Incapacitated|Incapacitated]] and unable to act.  They then start a 10 round count down, and if they are not stabilized at the end of 10 rounds, death occurs.
  
 ===== Stabilization ===== ===== Stabilization =====
  
-An ally (PC or NPC) can attempt to stabilize an incapacitated character in several ways:+An ally (PC or NPC) can attempt to stabilize an incapacitated character to prevent death in several ways:
   * Roll a Medicine Skill Check (or Intelligence Check if they don't have Medicine).  If the character uses a Healer's Kit, the roll is made at Advantage.  The character attempting Medicine/INT check must have some sort of bandage material or a needle and thread, or the attempt will be made at disadvantage.   * Roll a Medicine Skill Check (or Intelligence Check if they don't have Medicine).  If the character uses a Healer's Kit, the roll is made at Advantage.  The character attempting Medicine/INT check must have some sort of bandage material or a needle and thread, or the attempt will be made at disadvantage.
   * The following Divine Spells will stabilize an incapacitated character: Sustaining Touch, Heal Wound, Blessing of St'. Luke, Blessing of the Holy Spirit.  Restoration, however, takes too long to cast to do any good.   * The following Divine Spells will stabilize an incapacitated character: Sustaining Touch, Heal Wound, Blessing of St'. Luke, Blessing of the Holy Spirit.  Restoration, however, takes too long to cast to do any good.
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 When a character has been stabilized after reaching 0 hit points, he returns to 1 hit point (or more if the magic involved healed hit points).  He still must roll on the Injury Table for an effect.  If you apply a Poultice of Regeneration or if your Stabilization Check was a critical success, then the injury roll will be made at advantage. When a character has been stabilized after reaching 0 hit points, he returns to 1 hit point (or more if the magic involved healed hit points).  He still must roll on the Injury Table for an effect.  If you apply a Poultice of Regeneration or if your Stabilization Check was a critical success, then the injury roll will be made at advantage.
 +
  
 ^d20^Description^Effect^ ^d20^Description^Effect^
-|1|False Hope|dead| +|1|False Hope|The stabilization effect was unsuccessful and the target is already dead| 
-|2|Feeble|lose 1D6 STR| +|2|Feeble|Lose 1D6 STR| 
-|3|Shaky|lose 1D6 DEX| +|3|Shaky|Lose 1D6 DEX| 
-|4|Weak|lose 1D6 CON| +|4|Weak|Lose 1D6 CON| 
-|5|Addled|lose 1D6 INT| +|5|Addled|Lose 1D6 INT| 
-|6|Confused|lose 1D6 WIS|+|6|Confused|Lose 1D6 WIS|
 |7|Disfigured|Lose 1D6 CHA| |7|Disfigured|Lose 1D6 CHA|
-|8-13|Maimed|Lose a body part:  player's choice ([[conditions|armless, blinded, disfigured, dumb, lame, maimed, mauled, scarred]])|+|8-13|Maimed|Lose a body part. The loss could lead to one of the following permanent conditions. ([[conditions#armless|armless]][[conditions#blinded|blinded]][[conditions#disfigured|disfigured]][[conditions#dumb|dumb]][[conditions#enucleated|enucleated]], [[conditions#lame|lame]][[conditions#maimed|maimed]][[conditions#mauled|mauled]][[conditions#scarred|scarred]])|
 |14-19|Busted Up|Disadvantage to all checks until safe rest| |14-19|Busted Up|Disadvantage to all checks until safe rest|
-|20|Standing |immediately heal 1D8 HP|+|20|Standing |Immediately heal 1D8 HP| 
 + 
 + 
  
-A Medicine check (only attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or Disadvantage to checks for hours.  Character must have bandages and/or needle and thread or suffer Disadvantage to the check.  If he uses a healer's kit, he gets advantage.  +A Medicine check (only one attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or Disadvantage to checks for eight hours.  Character must have bandages and/or needle and thread or suffer Disadvantage to the check.  If he uses a healer's kit, he gets advantage.  
  
 ===== Healing Hit Points Through Rest ===== ===== Healing Hit Points Through Rest =====
-  * A PC heals 1 hit point per level per night of Safe Rest. +  * A PC heals 1 hit point per level per night of [[rest|Safe Rest]]
-  * A PC heals 1 hit point per night of Unsafe Rest.+  * A PC heals 1 hit point per night of [[rest|Unsafe Rest]].
   * Woundwart herb applied to wounds adds 1 additional point of healing per night.   * Woundwart herb applied to wounds adds 1 additional point of healing per night.
   * Herbal Healing salve forces 1 hour of rest/sleep, but heals 1D6 Hit Points.   * Herbal Healing salve forces 1 hour of rest/sleep, but heals 1D6 Hit Points.
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 There are manifold ways to heal hit points through magic and herbalism and the like. There are manifold ways to heal hit points through magic and herbalism and the like.
  
-  Divine Potions:  Blessed Healing (1D8);  Greater Blessed Healing (all hp+  * [[potions#Divine Potions|Divine Potions]]:  Blessed Healing (1D8);  Greater Blessed Healing (all HP
-  Divine Spells:  Heal Wound (1D8); Restoration (all HP)Blessing of St. Luke (3D8)Blessing of the Holy Spirit (4D8). +  Divine Spells:  Heal Wound (1D8); Restoration (all HP)Blessing of St. Luke (3D8)Blessing of the Holy Spirit (4D8) 
-  Zealot Archetype or Class Feature:  Zealot-2 heal ally (1D6/level); Cleric heal all allies (1 HP), Hermit and Templar Lay on Hands (2hp/level). +  Zealot Archetype or Class Features:  Zealot heal ally (1D6/level)heal all allies (1 HP), Lay on Hands (2hp/level) 
-  Special Drinks:  Liver Squeezings (1D4, chance of blindness) +  Special Drinks:  Liver Squeezings (1D4, chance of blindness) 
-  Special Foods:  Mighty Haggis (1D4)Awesome Pie (1D4) (either only once per day) +  Special Foods:  Mighty Haggis (1D4)Awesome Pie (1D4) (either only once per day) 
-  Herbals:  Healing Salve (1D6 1 dose at a time)Wound Wart (1 per day)Comfrey Root (1D4--once per day) +  Herbals:  Healing Salve (1D6 1 dose at a time)Wound Wart (1 per day)Comfrey Root (1D4 once per day) 
-  Arcane Spells:  Drink Life (1/2 of 3D6)+  Arcane Spells:  Drink Life (1/2 of 3D6)
  
-===== Healing Ability Scores or Lost Limbs =====+===== Healing Ability Scores or Lost Body Parts =====
  
   * Ability Scores heal 1 point per week of Safe Rest, or 1 point per 2 weeks of Unsafe Rest.   * Ability Scores heal 1 point per week of Safe Rest, or 1 point per 2 weeks of Unsafe Rest.
-  * Lost limbs do not return from rest.+  * Lost body parts do not return from rest.
   * A successful dose of Black Lotus will restore 1D4 points of Intelligence damage.   * A successful dose of Black Lotus will restore 1D4 points of Intelligence damage.
   * A successful dose of White Lotus will restore 1D4 points of Wisdom damage.   * A successful dose of White Lotus will restore 1D4 points of Wisdom damage.
-  * The Restoration Divine Spell will heal all lost ability score points and restore all missing limbs.+  * The Restoration Divine Spell will heal all lost ability score points and restore all missing body parts.
   * The Mold the Flesh Atlantean blasphemy can restore missing body parts.   * The Mold the Flesh Atlantean blasphemy can restore missing body parts.
 +  * Certain Atlantean artifacts may be used to replace missing body parts.
  
 +{{ :bloodletting-leech-method-science-source_1_.jpg?400 |}}
healing.1580911557.txt.gz · Last modified: 2020/02/05 14:05 by andrew