Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| priority:skills:heal [2026/07/04 04:28] – [Table] elfinlocks | priority:skills:heal [2026/08/29 00:53] (current) – [Table: Common Heal Uses] elfinlocks | ||
|---|---|---|---|
| Line 10: | Line 10: | ||
| | Provide First aid | 15 | Half Action | | Provide First aid | 15 | Half Action | ||
| | Perform Surgery to heal Wounds | | Perform Surgery to heal Wounds | ||
| - | | Provide Long-term care | 15 | 8 hours | | + | | Provide Long-term care | 15 | 8 hours* | |
| | Treat damage from caltrops, spike growth, or spike stones | | Treat damage from caltrops, spike growth, or spike stones | ||
| | Treat injuries | | Treat injuries | ||
| Line 16: | Line 16: | ||
| | Treat disease | | Treat disease | ||
| - | ==== Treating Wound Damage ==== | + | ---- |
| - | The Heal skill can be used to treat [[game_systems: | ||
| ==== Provide First Aid ==== | ==== Provide First Aid ==== | ||
| You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. 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. | You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. 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. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| + | ==== Perform Surgery to heal Wounds ==== | ||
| + | |||
| + | To perform surgery, you must roll a [[priority: | ||
| + | |||
| + | Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority: | ||
| + | |||
| + | {{tablelayout? | ||
| + | ^ Wound ^[[priority: | ||
| + | | Head | 30 | | ||
| + | | Body | 20 | | ||
| + | | Legs | 15 | | ||
| + | | Arms | 15 | | ||
| + | |||
| + | ---- | ||
| ==== Provide Long-Term Care ==== | ==== Provide Long-Term Care ==== | ||
| - | Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) | + | Providing long-term care means treating a wounded person for an 8-hour period |
| + | |||
| + | * **Wounds:** Cared-for creature restores 1 additional Wound point per 24 hours. | ||
| + | * **Hit Points:** Cared-for creature restores additional Hitpoints per hour equal to your ranks in Heal. | ||
| + | |||
| + | You can tend to a number | ||
| + | |||
| + | |||
| + | ---- | ||
| - | You can tend up to (your ranks in Heal) patients simultaneously. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. | ||
| ==== Treat Wounds from Caltrops, Spike Growth, or Spike Stones ==== | ==== Treat Wounds from Caltrops, Spike Growth, or Spike Stones ==== | ||
| - | A creature wounded by stepping on a caltrop | + | A creature wounded by stepping on a caltrop |
| A creature wounded by a [[priority: | A creature wounded by a [[priority: | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| ==== Treat Injury ==== | ==== Treat Injury ==== | ||
| - | When treating | + | When treating |
| + | |||
| + | |||
| + | ---- | ||
| ==== Treat Disease ==== | ==== Treat Disease ==== | ||
| 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 bonus equal to your Wisdom modifier on his saving throw against the disease. | 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 bonus equal to your Wisdom modifier on his saving throw against the disease. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| ==== Treat Poison ==== | ==== Treat Poison ==== | ||
| 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 bonus equal to your Wisdom modifier on his saving throw against the poison. | 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 bonus equal to your Wisdom modifier on his saving throw against the poison. | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
