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wiki:healing

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Healing

See also: Medicine

When a player or non-player character is harmed, or has a disease or ailment, you can use your skills to heal them. Aquamancers and Pyromancers can learn abilities which allow them to use ki energy to heal another creature or themselves. You can also use traditional skills to heal them via Medicine. Either way, you will use your abilities to pass a Difficulty Check depending on how serious the wound/ailment is. Damage types and categories are found here.

Ailment/InjuryDifficulty Check
Light Damage10
Moderate Damage15
Serious Damage20
Critical Damage30
Mild Disease/Ailment10
Moderate Disease/Ailment15
Serious Disease/Ailment25

If your result is equal to or greater than the difficulty check, then you have initially healed your patient. Injuries will still leave wounds which will continue to heal if they are given continued care. However, if you beat the Difficulty Check by more than 4, the recovery time will be reduced to half the normal time.

Wounds

Wounds, if left untreated, will continue to incur additional initiative penalties every time a player does any action that will aggravate the wound, unless the player passes a Will Save with a difficulty from the table below.

Untreated WoundWill Save DC
Light Wound10
Moderate Wound14
Serious Wound18
Critical Wound22

After initial healing or tending to a wound, the wound must still be given time to heal before a complete recovery can be realized. Until the wound completely heals, any strenuous actions (GM discretion) invoke a Will Save DC. The difficulty is the same as an untreated wound, except that for each day since the initial wound, the DC is reduced by 2. When the DC becomes zero, a full recovery has been made.

Conditions that reduce the healing period reduce the DC of the wound and therefore also the time it takes for the DC to reduce to zero.

If you pass a Will Save for a wound by more than 5, the DC is additionally reduced by 2.

wiki/healing.1427829708.txt.gz ยท Last modified: 2015/09/07 22:11 (external edit)