healing
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healing [2019/12/31 15:01] – created dave | healing [2020/01/19 20:50] – dave | ||
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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 in several ways: | ||
- Roll a Medicine Skill Check (or Intelligence Check if they don't have Medicine). | - Roll a Medicine Skill Check (or Intelligence Check if they don't have Medicine). | ||
- | - The following Divine Spells will stabilize an incapacitated character: | + | - The following Divine Spells will stabilize an incapacitated character: |
- The Cleric archetype feature that heals all allies 1 hp within 100' also stabilizes incapacitated allies. As does the Templar/ | - The Cleric archetype feature that heals all allies 1 hp within 100' also stabilizes incapacitated allies. As does the Templar/ | ||
- A Blessed Healing Potion or Greater Blessed Healing potion (or a pint of Liver Squeezings wine) will stabilize an incapacitated character, but will only heal ½ normal hit points, because of the difficulty of drinking in an incapacitated state. | - A Blessed Healing Potion or Greater Blessed Healing potion (or a pint of Liver Squeezings wine) will stabilize an incapacitated character, but will only heal ½ normal hit points, because of the difficulty of drinking in an incapacitated state. | ||
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^d20^Description^Effect^ | ^d20^Description^Effect^ | ||
|1|False Hope|dead| | |1|False Hope|dead| | ||
- | |2|Feeble| | + | |2|Feeble|lose 1d6 STR| |
|3|Shaky|lose 1d6 DEX| | |3|Shaky|lose 1d6 DEX| | ||
- | |4|Weak| | + | |4|Weak|lose 1d6 CON| |
- | |5|Addled| | + | |5|Addled|lose 1d6 INT| |
- | |6|Confused| | + | |6|Confused|lose 1d6 WIS| |
- | |7|Disfigured| | + | |7|Disfigured|Lose 1d6 CHA| |
- | |8-13|Maimed| | + | |8-13|Maimed|Lose a body part: player' |
- | |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 1 attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or disadvantage to checks for 8 hours. | A Medicine check (only 1 attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or disadvantage to checks for 8 hours. | ||
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* 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. | ||
- | ====Healing Hit Points through Magic or Herbalism==== | + | ====Healing Hit Points through Magic, Food or Herbalism==== |
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: | - Divine Potions: | ||
- | - Divine Spells: | + | - Divine Spells: |
- Zealot Archetype or Class Feature: | - Zealot Archetype or Class Feature: | ||
- | - Special Drinks: | + | - Special Drinks: |
- | - Herbals: | + | - Special Foods: |
+ | - Herbals: | ||
- Arcane Spells: | - Arcane Spells: | ||
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* 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 Great Heal Divine Spell will heal all lost ability score points and restore all missing limbs. | + | * The Restoration |
* The Mold the Flesh Atlantean blasphemy can restore missing body parts. | * The Mold the Flesh Atlantean blasphemy can restore missing body parts. | ||
healing.txt · Last modified: 2020/07/21 14:22 by andrew