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healing [2020/01/01 23:19] davehealing [2020/02/05 15:50] – [The Injury Roll] andrew
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-=====HEALING AND INJURY======+====== Healing and Injury ====== 
 + 
 +===== Incapacitation and Death =====
  
-====Incapacitation and Death==== 
  
 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 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).
  
-====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 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. 
-  A Poultice of Regeneration will stabilize an incapacitated character. +  A Poultice of Regeneration will stabilize an incapacitated character. 
-  The various roots and herbs are too slow acting to aid in stabilization.+  The various roots and herbs are too slow acting to aid in stabilization.
  
-====The Injury Roll==== +===== The Injury Roll =====
-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|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| +|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|
  
-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.  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 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.  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 Safe Rest.
   * A PC heals 1 hit point per night of Unsafe Rest.   * A PC heals 1 hit point per night of 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.
  
-====Healing Hit Points through Magic, Food 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 (1 HP), Hermit and Templar 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 Limbs =====
  
   * 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 limbs 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 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.
  
 +{{ :bloodletting-leech-method-science-source_1_.jpg?400 |}}
healing.txt · Last modified: 2020/07/21 14:22 by andrew