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Healing (Skill)

Brian Hill edited this page Oct 5, 2026 · 1 revision

Healing (Skill)

(Active) WIS
  Possessed By: Some Humans, Barbarians, Bards, Druids, Monks, Paladins, Priests, Rangers, Rogues, Warriors, Earthsingers, Loremasters, Tattoo Mystics, Twilight Huntsmen.
  Effects:  The Heal skill has the following uses. Note that in all cases except Improved Healing, a character can only try to treat a given ailment once per day using the Heal skill. The Heal skill requires a kit to use, and cannot be used in combat.
   * Improved Healing (Active): Normally, characters heal ([Character Level + 3] x Constitution) / 5 hit points worth of damage every time they rest for a night. However, characters that have Heal as a class skill instead heal ([Character Level + Heal Skill Rating + 3] x Constitution) / 5 hit points per night, which can easily be enough to restore even mid-level characters from seriously wounded to fully healed overnight.
   * Treat Attribute Damage (Active): The base DC for a Heal check to treat Attribute Damage is 10 + 2 per point of damage the attribute has suffered. Beating this DC heals one point of attribute damage, plus one per full 5 points the character's check result exceeds the base DC by.   Characters can only treat attribute damage with Heal once per day, and they cannot treat both disease or poison and attribute damage in the same day. In this specific case, the player must choose whether it's better tactically to treat the damage to an attribute, or to try and remove the cause of that damage -- the poison or disease -- overall.
   * Staunch Bleeding (Active): The Heal skill can also be used to stop bleeding. This requires a skill check against a DC of 10 plus 3 times the number of hit points being lost per turn as a result of bleeding.
   * Treat Blindness (Active): A truly skilled healer may be able to cure blindness. This requires a Heal check against DC 30 (permanant blindness), DC 25 (blindness lasting days), or DC 10-20 (blindness with a shorter-term duration).
   * Treat Poison/Disease (Active): A Heal check can be made to attempt to treat a poison or disease, but only once per affliction. The DC of the heal check is the same as the DC of the Fortitude saving throw against the disease or poison. A variable number of successful Fortitude saving throws are required to overcome a specific disease or poison. A successful Heal check counts as at least one successful saving throw; for every +5 the check exceeds the base DC by, it counts as another successful save against the poison or disease. Thus, a sufficiently high Heal check can purge a poison or disease instantly, while a less overwhelming one will at least lessen its effect and speed the time it takes for the character's body to overcome it naturally.
   * Forestall Petrification (Active): Petrification is a magical effect, and the Healing skill alone cannot cure it. However, by the application of careful herbal remedies and other obscure treatments, a successful Heal check against DC 20 can delay the onset of petrification by [Heal Skill x 20] combat rounds.

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