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healing [2020/03/18 14:48] – [Healing Hit Points Through Rest] 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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 ^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|
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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 Features:  Zealot heal ally (1D6/level), heal all allies (1 HP), 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)
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   * 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.
healing.1584542883.txt.gz · Last modified: 2020/03/18 14:48 by andrew