Healing

  • This Proficiency is an "Any Use" Skill, meaning that anyone can use it with a 1-2/10% chance.
  • The cost to unlock this skill is one Proficiency Point.
  • The Attribute Modifier for this skill is Wisdom.
    A character who has unlocked this proficiency knows how to use substances found in the wilderness to aid a wounded or ill character or creatures, and has some knowledge in "doctoring" techniques that can accelerate the healing of wounds, while those who haven't unlocked it may guess at the proper procedure. Regardless, a proficiency check is required (to accurately guess and perform for locked, and to precisely perform for unlocked).
When using this proficiency to tend to a wounded character within one round after a wound has been inflicted, and makes a successful proficiency check, his or her ministrations will cause the immediate restoration of a maximum of 1d4 hit points to the victim (1-2 if not unlocked). No more hit points can be restored than were lost in the round proceeding the application of treatment; if a wound caused 1-2 hit points of damage, then only 1-2 hit points can be restored regardless of the result of the die roll. Additionally, all bleeding will be stopped with the proper equipment (bandages).
If a wounded character remains under the care of someone with healing proficiency, he or she can recover lost points at the rate of 1 point per day even while traveling or engaging in non strenuous activity. If the wounded character rests while he or she is being cared for, he or she can recover two hit points per day instead of the original one per day. This continuous care 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. Skill cannot be used on more than one character during the same day.
A character with healing proficiency unlocked can attempt to aid a character or creature who has been poisoned by venom entering his or her body through a wound. If the victim can be ministered to immediately (beginning in the same round that the poisoning occurs), then his or her 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 five rounds following the round in which the poisoning took place. If either of these time requirements are not met, the victim must make another saving throw versus poison, with no bonus and abide by the results of that roll. NOTE: Unless someone in the party has a proficiency in animal handling, it is fruitless to tend to poisoned animals.
A character with healing proficiency unlocked 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 infection. If the healing character begins tending 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. 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. NOTE: To use this skill, character needs appropriate medicinal substances.