Friday, August 15, 2008

Keep 'em alive and kicking - A Complete Guide to healing part 3/3

Heal Checks – Take 20
Game Designer Sean K. Reynolds suggests on his website that you can ‘take a 20’ on heal checks except for treating poison.
www.seankreynolds.com

New spell

OGC by Andy Collins www.andycollins.net

Share Injury
Conjuration (Healing)
Level: Clr 2, Drd 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless) and see text
Spell Resistance: Yes (harmless) and see text

You cure 2d4 points of temporary ability damage to one of the subject’s ability scores (such as from poison or disease), but suffer temporary Constitution damage equal to half the number of points cured. There is no saving throw allowed for the caster to resist this damage, nor does spell resistance apply. This spell does not restore permanent ability drain.

Quick reference for maxed heal checks for mundane npc healers
Healers charge 1gp per treatment plus 1sp per additional hour for long term care. For every hit point healed the character must pay 1sp for material like bandages, salves, ointments, etc. This does not count for the use of healing incense which costs extra.

Expert Level / Heal Check
1 / 10
2 / 11
3 / 12
4 / 13
5 / 14
6 / 15
7 / 16
8 / 18
9 / 19
10 / 20
11 / 21
12 / 22
13 / 23
14 / 24
15 / 15
16 / 27
17 / 28
18 / 29
19 / 30
20 / 31
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KEEP 'EM ALIVE AND KICKING is open game content and is available for use under the terms of the OGL. To use it correctly, please add the following line to the section 15 of the OGL linked below:

KEEP 'EM ALIVE AND KICKING copyright 2008 by Markus Brixius (exepct when otherwise noted)

This article is published under the open gaming licence.

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