Wildwood Red in Tooth and Claw [OOC]

Voadam

Legend
Another proposed house rule - modifying healing skill

I just read the treat injury skill from d20 modern and I'm liking it a lot, I'm considering swapping it for healing (nobody currently has any skill points in healing so no immediate character changes) and allowing the restore hp option to be 1/encounter with wounds instead of per day and grant another d4 hp for every 5 by which the DC is beat.

Treat Injury (Wis)
Check: The DC and effect depend on the task attempted.
Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate—3 hit points per character level or 3 ability points restored per day of complete rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care.
A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least ½ hour of the day to each patient the character is caring for.
Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day.
Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is an attack action.
A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.
Stabilize Dying Character (DC 15): With a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he or she stops losing them. The character must have a medical kit to stabilize a dying character.
Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill.
Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to his or her ranks in this skill.
Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character by means of an operation.
A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.
Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check.
A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The character takes a –5 penalty on your check any time he or she treats his or herself.
A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.
 

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Voadam

Legend
Daz, just wanted to be sure we were clear on how I read rules for spell targeting, blindness, and blindsight.

Specifically targeted spells (like charm person) require line of sight to target a creature. Being blind you don't have that, but blindsight is enough for me to say you can target within your blindsight (30 feet).

Area spells (like sleep's burst effect) do not require line of sight to target, simply line of effect. You could declare the sleep burst to start at a defined distance and it would go off there even if it is beyond your blindsight.
 

D20Dazza

Explorer
Cool, thanks for the clarification Voadam, as soon as I get the word from my team mates I'll drop a sleep on them, that should give us some time to get up the ropes (if the spell works)

Cheers

Daz
 

Voadam

Legend
Two things.

1 Endovior last posted on EnWorld 7/14, three weeks ago. Anyone know if he is gone for good? On a vacation and expected back at any time?

2 I'd like the pace of IC posting to increase. Even if you are just waiting for something else to happen, posting that your PC is waiting helps keep the game moving.
 

Watus

First Post
That's fair. I've been a little lax lately, getting my own game up to speed, but now that's done, I should be able to concentrate on other things again.

I'm out of town at the moment, and probably won't be able to post much until Monday. Which is probably fine, considering the order of initiative.

I try not to think of it as acting last, but as going first next round.
 

D20Dazza

Explorer
I'm a little slow at the moment because RL is keeping me so busy. Lot's of work, travel for work, family time and DJ work - I also had a reunion gig drop in my lap for an old band - it happened about 7 days ago and the gig is this weekend. I haven't really played since the band broke up 10 years ago and so, consequently, am having to do some catch up work :D

Cheers

Daz
 

Voadam

Legend
Just to be clear I don't expect people to post over the weekends, for me it is an anomoly if I do so. I do try and check the IC and OOC every weekday I'm not on vacation.

Also, I will be away this Friday on vacation (and for a little ftf game).
 

Voadam

Legend
Given that it has been three and a half weeks with no word from Endovior I'm going to open up recruiting to replace his character.
 

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