Carrion Crown - Home Campaign
Key Attribute: Charisma
The healing skill is intended to be used on creatures with a familiar anatomy. If it seems unlikely that a healer would know how to work on a particular target due to physiological differences, which generally means not a familiar type, they suffer a -5 penalty to their check.
DCs and Check Modifiers
|Treat deadly wounds||see text||–|
|Treat poison||Poison’s save DC||–|
|Treat disease||Disease’s save DC||–|
|Treat symptoms||see text||Apothecary|
|Treat ability damage/drain||25||Surgeon|
|Rushing a 1 minute action to a 2 round action||-5|
|Rushing a 2 round action to a standard action||-5|
|Rushing a 1 round or full-round action to a standard action||-3|
|Rushing a standard action to a move action||-2|
|Rushing a standard or move action to a swift action||-5|
You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Conditions for rules on bleed damage). In addition, first aid removes the movement penalty from caltrops, spike growth and spike stones.
Providing long-term care means treating a wounded person for a day or more. If your Healing check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend to as many as six patients at a time, plus another for every 2 points that you exceed the DC. Giving long-term care counts as light activity for the healer. You can give long-term care to yourself, but you count as two patients and can’t benefit from complete bed rest.
Treat Deadly Wounds
Using this healing ability requires one minute of work and a check against DC 10 + their level or your level (whichever is less). The amount that you heal is based on your check result, as indicated below. You may even heal damage that requires magical healing with in this fashion. If the damage simply requires magical healing, this ability meets that criteria. If you must succeed on a caster level check to heal the damage, you are considered to have a caster level equal to your ranks in Healing.
Each additional check on the same patient before they have taken a night’s rest imposes a cumulative -5 penalty to your checks to heal them in this fashion.
- DC+5 and above: You heal your patient either one half of their maximum hit points or one half of your maximum hit points, whichever is less.
- DC+0 to DC+4: You heal your patient either one quarter of their maximum hit points or one quarter of your maximum hit points, whichever is less.
- DC-1 and below: You deal nonlethal damage equal to your level to your patient. You can only push a body so far.
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.
You can tell what conditions a helpless or willing target is suffering from with a move action and a DC 15 Healing check. A successful check tells you their exact current and maximum hp, and also reveals whether or not the target is actively suffering from any bleeding effects, diseases, or poisons (although it does not necessarily reveal their quantity). Diseases and poisons in their incubation periods are not detected with this ability, however.
In addition to the above, for every 2 points you exceed the DC by, you can learn one of the following pieces of additional information:
- the lowest unknown DC of a disease they are suffering from (in the event of a tie, determine randomly)
- the effect of a failed save against a disease of known DC
- the lowest unknown DC of a poison they are suffering from
- the time remaining until next poison save
- the effect of a failed save against a poison of known DC
- the duration of a bleeding or injury based debility effect.
You can relieve the blinded, dazed, dazzled, deafened, exhausted, fatigued, nauseated, sickened, and stunned conditions from those you treat, though you can not treat permanent conditions with this ability. You may treat another as standard action, or yourself as a move action.
When you treat sufferers, make a healing check against the effect’s save DC + half the effect initiator’s character level. If you succeed on the check, you suppress the condition in your patients as indicated in the check result table below. A successful check will suppress the condition even if they remain in the area and would normally still be subject to the ongoing effect. You only make one roll for the round, and compare that roll to the DCs for each effect to see which are suppressed or removed and which are not.
- DC+10 and above: Your patient is freed from the condition, and no longer suffers its effects. If they remain in an area that would normally cause the condition to return, they are immune to the condition from any source against which they have been treated.
- DC+0 to DC+9: You suppress the effect in your patient for one round, starting immediately after your action. Next round, the effects return if their duration has not expired and your patient is still within its area of effect, though you may make a new check as above to suppress them again.
- DC-1 to DC-5: You fail to help your patients at all this round, but may try again next round if you wish.
- DC-6 and below: Sometimes the treatment is worse than the illness. You become unable to affect this instance of the condition at all, and your patients suffer the condition as normal. Any further retries are futile.
Treat Ability Damage/Drain
You may attempt to repair ability damage or drain in an individual. This takes time and commitment from both you and the patient, however. You make a check as a standard action against a DC 25 to begin the healing. If you succeed, you can continue spending actions each round to continue healing without a check, up to the maximum duration for your check result. This is treated as a use of treat deadly wounds, and you suffer a -5 penalty to your check for each previous attempt to treat deadly wounds on the target since they were last fully rested.
- DC+10 and above: You recover 6 points of damage to one ability per round, may select a different ability each round, and may continue healing ability damage on the target for up to 5 minutes. You may also trade 3 points of ability damage to heal 1 point of ability drain.
- DC+5 to DC+9: You recover 3 points of damage to one ability per round, may select a different ability each round, and may continue healing ability damage on the target for up to 1 minute. You may also trade 3 points of ability damage to heal 1 point of ability drain.
- DC+0 to DC+4: You recover 1 point of damage to one ability per round, may not select a different ability each round, and may continue healing ability damage on the target for up to 3 rounds.
- DC-1 and below: You fail to heal any ability damage this round, but don’t make things worse either. You may try again on subsequent rounds, but this failure still counts as an attempt.
As a 1 round action, you can attempt to bring someone who recently died back to life. The DC for this check is 10 + their level, and +1 for every round since they died. Each use of this ability counts as an attempt to treat deadly wounds, and you suffer a -5 penalty for each previous attempt to treat deadly wounds since their last rest. The results of your check are indicated in the table below. As the patient hasn’t fully entered the afterlife yet, they have no idea who is attempting to bring them back and would be unable to resist even if they did.
- DC+10 and above: You bring the target back from the dead. Their current hit points are set to either one half of their maximum or one half of your maximum, whichever is less.
- DC+5 to DC+9: You bring the target back from the dead. Their current hit points are set to either one quarter of their maximum or one quarter of your maximum, whichever is less.
- DC+0 to DC+4: You bring the target back from the dead. Their current hit points are set to 0.
- DC-1 to DC-5: You fail to bring the dead back this round. You’re welcome to continue pounding on their chest screaming “live, dammit, live!” next round.
- DC-6 and below: You not only fail to bring the dead back this round, but you’ve made certain that you can’t bring them back in future rounds with this ability.
You can perform emergency surgery in the heat of combat.
Prerequisites: Healing 1 rank
Benefit: You can use the Healing skill to perform triage. in addition, treating deadly wounds takes a standard action instead of a 1 minute action.
Normal: You take a -10 penalty to rush a treat deadly wounds check to a standard action.
You can alleviate the symptoms of poison and disease.
Prerequisites: Healing 3 ranks
Benefit: You can use the Healing skill to treat symptoms. In addition, when you use the Healing skill to treat poison or treat disease, the target can use your check result in place of their next saving throw if it’s higher.
Sometimes you can’t wait for bed rest.
Prerequisites: Healing 5 ranks, Hospitaller
Benefit: You can use the Healing skill to treat ability damage/drain. In addition, when you use the Healing skill to perform triage, you also gain information about incubating diseases and poisons, ability damage and drain, and negative levels.
You spend enough time putting arms back into sockets, and you get pretty good at it.
Prerequisites: Healing 7 ranks, Apothecary
Benefit: When you treat symptoms, a successful check suppresses the effect for 3 rounds, and can remove even permanent conditions. In addition, your patients when you provide long-term care heal twice as quickly, recover from ability drain as if it were ability damage, and recover from one negative level per day.
His heart has been ripped out and his brains are on the floor, but you can probably still save him.
Prerequisites: Healing 9 ranks, Surgeon
Benefit: You can use the healing skill to resuscitate patients. In addition, you gain a +5 bonus to treat deadly wounds.