Healing



 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2 slots
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W-2
MEDICINE && FIRST AID
Locating Plants
Proficiency in Plant Lore
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INJURIES && TREATMENT
First Aid Equipment
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Diancecht (god of healing)
Itzamna (god of healing)
Nuru-ah (god of healing)
Luthic (goddess of healing)
Mishakal (goddess of healing)
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Pelor (god of healing)
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WILDERNESS PROFICIENCIES
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WSG

<full text done for the Medicine & 1st Aid Chapter>

SUMMARY
    * 1st Aid (d20-1) : Cures d3 points of damage on a wound, within 1 round of the infliction of that wound.
    * Long-Term Care : 1 additional point is healed per day, even if not resting (limit: 1 patient per healer)
    * Treat Poison : +2 on save result (requires start in same round + 5 treat poison actions in succeeding rounds + poisoned character to wait for 10 rounds)
    * Cure Disease (d20-1) : severity lessened by one step, or, if mild then duration is 1/2 (requires use within 3 turns of the onset of symptoms, requires 2 curing sessions per day)


Healing (2*, WIS, +2):

A character with this proficiency can be a valuable
member of any adventuring party, although the healing proficiency
is in no way a substitute for a cleric’s restorative spells.

If a character with healing proficiency tends to a character’s
wounds immediately (within one round) after they have been
inflicted, and makes a successful Proficiency Check, the
wounded character recovers 1d3 HP.
If the character with healing proficiency tends to a character’s wounds regularly, that
character can recover lost HP at the rate of one point per
day, even if he does not rest completely.
Under the ministrations of a healer, a character at complete REST can recover HP at the rate of two per day.

A healer can also attempt to aid a character who has been poisoned
by venom injected through the skin, such as from the bite of a poisonous snake or the strike of an assassin’s envenomed dagger.
If the healer can aid the stricken character immediately, the character’s save vs. Poison receives a +2 modifier.
However, the character making the saving throw must remain at
complete rest for one turn, and the healer is completely occupied
with ministering to him for five melee rounds. These time constraints
apply even if the character would have made the saving
throw normally. If the wounded character is forced to move or the
healer’s ministrations are somehow interfered with, the character
must make another (unmodified) save vs. Poison, and
abide by the results of that check.


WSG: A character with this proficiency knows how to use
substances found in the wilderness to aid a wounded or ill character
or creature, and also has some knowledge of “doctoring”
techniques that can accelerate the healing of wounds.
If a character with healing proficiency tends to a wounded character
within one round after a wound has been inflicted, and
makes a successful Proficiency Check, his ministrations will
cause the immediate restoration of a maximum of ld3 hit points
to the victim. No more hit points can be restored than were lost in
the round preceding the application of treatment; if a wound
caused only 1 or 2 hit points of damage, then only 1 or 2 hit points
can be restored regardless of the result of the die roll.
If a wounded character remains under the care of someone
with healing proficiency, he can recover lost hit points at the rate
of 1 point per day even while traveling or engaging in nonstrenuous
activity. If the wounded character rests while he is being
cared for, he can recover two hit points per day instead of the
one point that is normally allowed. This “continuous care” aspect
of the healing proficiency does not require a Proficiency
Check, and is assumed to be benefitting the wounded character
as long as the patient and the healer remain in the same group.
However, this skill cannot be used on more than one character
during the same day.

A character with healing proficiency can attempt to aid a character
or creature who has been poisoned by venom entering his
body through a wound. If the victim can be ministered to immediately
(beginning in the same round that the poisoning occurs),
then his saving throw versus poison is taken at a +2 bonus. No
Proficiency Check is required to exercise this ability. However,
the bonus to the saving throw can only be retained if the victim remains
at complete rest for one turn thereafter, and if the healing
character continues to aid the victim for at least 5 rounds following
the round in which the poisoning took place. If either of
these time requirements is not met, the victim must make another
saving throw versus poison, with no bonus, and abide by the result
of that roll. Note that unless someone in the party has proficiency
in animal handling, it may be fruitless to try to aid (for
instance) a horse that has been poisoned, since it is unlikely that
anyone will be able to keep the animal calm and resting for one
turn.

A character with healing proficiency can also attempt to help a
character who has been taken ill, either by a disease occurring
because of the condition of the character or the environment or
by a disease resulting from parasitic infestation (see pages 13-14,
DMG, for a discussion of both types of disease).

If the healing character begins tending to the victim within
three turns of the onset of symptoms, and if that character makes
a successful Proficiency Check, then the severity of the disease
will be one step lower than indicated by the die roll (terminal becomes
severe, or severe becomes mild). If the severity of the disease
was already determined to be mild, then the disease will run
its course in half the time that would have been required otherwise.
These benefits will only continue to apply to the diseased
character as long as he receives aid from the healing character at
least twice per day, at regular intervals, until the disease runs its
course. If two of these “medicine sessions” are missed consecutively,
or if a total of three of them are missed during the duration
of the disease, then the illness reverts to the level of severity that
was originally indicated.

Note that in order for a character to be able to exercise his proficiency
in healing, he must possess or have immediate access to
any necessary materials or substances.
See the section on First Aid and Medicine for details on the availability of medical equipment && medicinal substances.

INJURIES && TREATMENT

With certain exceptions, the rules of the game do not account
for specific injuries or the effect of wounds on particular parts of
the body. Lost HP are simply lost HP; in practically
every case when a character is injured, the exact nature of his injury
is not specified and does not need to be.

However . . . there are occasions when logic and circumstances
strongly indicate that an injured character has a specific
problem. If this is the case, then prompt action on the part of an
injured character or a comrade can sometimes reduce the adverse
effect of a wound or other type of injury.

Some special methods of treatment are discussed in the description
of the healing proficiency. These methods include: restoring lost hit
points by promptly tending to a wound; caring for an injured comrade
to improve his recuperative powers; and aiding a character
who has been poisoned or has come down with a disease.

Besides these special skills, available only to a character with proficiency
in healing, there are some general first-aid skills that are
common knowledge among most adventurers and which can be
used by anyone who takes the time to perform them, assuming
that the necessary materials are available. Most of these general
skills are only useful if the DM rules -- with proper
reason, of course - that a character has suffered a specific type
of injury. Below is a list (far from exhaustive) of specific injuries
and the proper treatments that can reduce the effect of the injury
or improve the victim’s ability to recuperate.

Broken bone (arm or leg): Putting a splint on the injury will keep
the ends of the broken bone properly aligned and make healing
possible. A character who suffers a broken bone in an extremity
will not be able to regain any HP lost due to the injury until
he is fitted with a splint, and if he attempts to use the injured extremity
even while it is splinted he will immediately suffer an extra
1d6 points of damage; in addition, he will neutralize any healing
of the broken bone that had taken place up to that time. For purposes
of administering this rule, assume that for a character with
several injuries, the broken bone is the last injury for which HP are regained.
Most other types of injuries (burns, wounds, etc.) will heal before a broken bone is mended.

Minor burn: The best treatment for a burn is to deprive the affected
area of air by immediately immersing it in water for at least
two turns or by wrapping it tightly with a clean cloth. If these measures
are taken, the burn will heal at the normal rate (1 HP per day).
If the burn is not protected from the air,
the victim must take a - 1 penalty on all attack rolls and saving throws because of distraction due to the pain of the injury,
and the burn will heal only half as fast as normal.

Major burn: If more than half of a character’s body has been
burned, he must be treated as described above and in addition
he must be allowed to REST until he has regained at least half of
the hit points lost due to the burn. If he moves under his own
power or performs any other voluntary physical activity before he
is well on the way to recovery, he will forfeit all the hit points he
had regained up to that point and will suffer an additional ld4
points of damage for each round of activity. Also, the victim’s
“pain penalty” is -3 instead of - 1, applied on all attack rolls and
saving throws. A character suffering from major burns will usually
still be able to ride a mount or be carried by a comrade or on a
stretcher, so the party is not necessarily immobilized during his
recovery period.

Major wound:

If a character is hit by an opponent wielding an
edged melee weapon and the unmodified damage roll is 6 or
higher, the DM may rule (at his discretion, or on a
25% chance) that the weapon blow struck an artery, causing severe
bleeding. A character who suffers this type of major wound
will lose an additional 2-4 (1d3 + 1) HP per round thereafter
until the wound is tended to. Either a comrade or the victim himself
(if the wound is in an accessible place) can stem the bleeding
by applying pressure directly to the wound for 2-7 consecutive
rounds (1d6+1). While the pressure is being applied, the victim
will lose 1 HP per round until the required amount of time
has passed (at which point the bleeding has been stopped). Although
the bleeding can be halted by wrapping the wound tightly,
the victim will not be able to recover HP lost from this injury
unless this procedure is performed by a character with proficiency
in healing. If the pressure is released before the necessary
time has gone by, the benefit of the first aid is negated;
bleeding will begin again, and pressure must be applied for another
2-7 rounds (the DM can either use the original
result, or roll again for an added amount of randomness) before
the bleeding is stopped.
 
 

Minor wound: It is assumed that any character who suffers a
wound that breaks the skin will at least BANDAGE the wound, or
have it bandaged by a comrade, at the first available opportunity.
Any wound that does not cause severe bleeding (see above) will
not get worse, in terms of lost HP, if it is not tended to. However,
a character who totally disregards his injuries by not even
bothering to have them covered should be penalized by having a
greater chance of contracting a disease due to infection. Perhaps
he won’t get sick -- but if he does, he and his comrades will soon
learn to appreciate the good sense of caring for injuries when
they occur.

Skin ailments: This category of injury includes rashes and insect
bites. Neither type of injury is important, and neither one
should be dealt with in game terms, unless the DM
rules that the ailment has a noticeable effect on the victim. The
itching or pain that results from such an ailment may impair a
character’s ability to perform a delicate task, such as a thief attempting
to disarm a trap or a spell-caster concentrating during
the casting of a spell. The DM should attach a penalty
to the chance of success that is appropriate for the situation.
For instance, a thief’s chance to remove a trap should be reduced
by one-quarter or one-third of the usual percentage, depending
on the severity of the affliction; the chance of a spell
being ruined during casting should be set at from 2% to 10% for
each segment of the spell’s casting time. A magic-user casting
feather fall (casting time 1/10 segment) will be able to get the spell
off even if he is itching like crazy, but he is better off not trying to
cast find familiar (casting time at least 1 hour) until the itching or
pain has subsided. A minor skin disorder will clear up by itself in
1d3 days if it is not aggravated, and the healing time can be reduced
by the application of an appropriate medicinal plant such
as chaulmoogra oil or plantain (see DMG, Appendix J).

Other types of injuries - sprains, concussions, internal injuries,
pulled muscles, torn ligaments, and so forth -- are not considered
here for 2 primary reasons.

* 1st, adventurers (who are
generally presumed to be in good shape and possessed of good
sense) do not suffer these sorts of injuries very often, and so any
rules concerning their likelihood and their treatment would probably
have little usefulness.

** 2nd, there is a tremendous
amount of variability in the intensity of these sorts of injuries and
their effect on the victim. If it is important to the participants in a
campaign to have rules on how to handle a minor sprain versus a
severe sprain or a pulled leg muscle versus a pulled shoulder
muscle, it should be a fairly simple matter for the DM
to develop rules for how such injuries affect a character and
how the injury is best treated to enable the victim to heal as
quickly as possible.

First Aid Equipment

    Unless characters expect to go through an adventure unscathed
(and what adventurer in his right mind expects that?), it
is a good idea for the party to include in its gear some of the necessary
materials for administering aid to those who are injured in the
line of duty. Brief descriptions of some of the esssentials are
given below.

Bandages:

At least one person's backpack should contain several
swatches of {clean} fabric for covering and binding wounds
and burns. In a pinch, some article of clothing can be torn into
strips and used as bandages, but an adventurer's clothing is
usu. not clean (so that there is a possibility of infection even if
the wound is bandaged) -- and what will you wear after you USE
the shirt off your back to cover and protect your wounds?

Splints: If characters know they are going to be traveling
through a wooded AREA during at least part of their journey
through the wilderness, it may not be necessary to set out with
splints among their gear. But if they have to climb a mountain or
cross a desert, it is wise to pack at least a couple of straight, short
(2-3 feet long) pieces of wood or some other rigid material that
can be bound along the sides of a broken limb to keep the bones
properly aligned. A large piece of thick leather or untanned hide
(perhaps acquired along the way) can be used as a splint, as long
as it is large enough and rigid enough  to keep the limb and the
joints on both sides of the limb immobilized, in the same manner
that a plaster CAST is used in present-day medicine.

Stretcher: Although a stretcher can be fashioned from its component
parts before it is needed and then transported as part of a
party’s gear, most groups of adventurers will prefer to carry the
parts separately and assemble a stretcher if and when it is
needed. The necessary parts are a pair of poles at least as long
as the injured character’s height, one or more pieces of sturdy
cloth || leather large enough to offer a surface upon which the
victim can recline, and some means (rope || cord of sufficient
length) of binding the poles to the edges of the cloth or leather.
Two comrades can carry an injured character on a stretcher, as
long as each of them is able to support half of the victim’s weight
without being too encumbered to move.

Litter: This piece of equipment is essentially the same as a
stretcher, except that extra rope || cord is required to bind the
victim to the frame. One character (or one mount or beast of burden)
can transport a character who is bound into a litter, as long
as the carrier is able to support half of the victim’s weight without
being too encumbered to move. It is usually not wise to try to
transport a character in a litter over rugged || very rugged terrain, <e>
because one end of the litter is always on the ground and the injured character
can be jostled as the litter skids and bumps along the ground. If it
is important for the victim to be kept more or less motionless because
of the nature of his injuries, the DM may decide
that a trip over rugged or very rugged terrain will actually
cause the character to suffer further damage as a result of the
rough handling.