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healing [2019/12/31 15:03] davehealing [2020/02/03 19:12] – [The Injury Roll] andrew
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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).  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: Stable Touch, Heal Wound, Blessing of St'. Luke, Blessing of the Holy Spirit.  The Great Heal, 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.
   - The Cleric archetype feature that heals all allies 1 hp within 100' also stabilizes incapacitated allies. As does the Templar/Hermit archetype feature Lay on Hands.   - The Cleric archetype feature that heals all allies 1 hp within 100' also stabilizes incapacitated allies. As does the Templar/Hermit archetype feature Lay on Hands.
   - 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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 |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| +|8-13|Maimed|Lose a body part:  player's choice ([[conditions|armless, blinded, disfigured, dumb, lame, maimed, mauled, 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|
  
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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:  Blessed Healing (1d8);  Greater Blessed Healing (all hp)   - Divine Potions:  Blessed Healing (1d8);  Greater Blessed Healing (all hp)
-  - Divine Spells:  Heal Wound (1d8); Great Heal (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 (1hp), Hermit and Templar Lay on Hands (2hp/level).   - Zealot Archetype or Class Feature:  Zealot-2 heal ally (1d6/level); Cleric heal all allies (1hp), Hermit and Templar Lay on Hands (2hp/level).
-  - Special Drinks:  Liver Squeezings (1d4) +  - Special Drinks:  Liver Squeezings (1d4, chance of blindness) 
-  - Herbals:  Healing Salve (1d6), Wound Wart (1)+  - 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)
   - Arcane Spells:  Drink Life (1/2 of 3d6)   - Arcane Spells:  Drink Life (1/2 of 3d6)
  
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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 Divine Spell will heal all lost ability score points and restore all missing limbs.
   * 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