Healing rules
submitted by
J.P. on Feb 8th, 2010
Natural Healing
A character heals one hit point per day of rest plus one hit point for every thirty hit points the character has. So a character with sixty to eighty-nine hit points would heal three hit points per day of rest.
If the character is under the care of a healer or herbalist, someone with the healing or herbalism proficiency, the character’s healing rate is doubled, so a character with 45 hit points would get 4 hit points back per day of rest. If the character is under the care of a doctor, someone with both the healing and herbalism proficiencies, their healing rate is triples, so a character with 45 hit points would get 6 hit points back per day of rest.
If a wounded character does not get a day of rest the character most make a con check, probably highly modified, to get hit point(s) back that day. If a healer, herbalist, or doctor attends him he does not get to double or triple his healing rate but he gets a +2 bonus to his con from a healer or herbalist and a +3 bonus from a doctor.
If the character was negative hit points, he can not get out of bed and most make a con check to get back one hit point. Again healers and herbalists only give a +2 bonus to con and a doctor gives a +3 bonus to con. If you row 6 are more over your con you loss a hit point instead.
First Aid
Anyone can do bandaging it takes one round and it stops bleeding.
Someone with the healing proficiency can do first aid on a wounded character if he does it within one hour of the wounding and before magical healing is done. First aid takes 2d6 rounds and a proficiency check. If the check is successful the character get 1d3 times 10% of his hit points back. Drop fractions and a minimum of one hit point healed per 10%. This is 10% of total hit points not 10% of hit points lost. Once first aid is attempted it can not be try on the same character until he is wounded again but the second attempt can not give him more hit points then were lost since his last healing. First aid will only heal 1d3 hit points for someone with negative hit points.
Spells & Potions
Cure Light Wounds now cures 20% of the character’s hit points. Cure Serious Wounds is now 3rd level and cures 40% of the character’s hit points. Cure Critical Wounds cure 70% of the characters hit points. The reverse of the cure spells do the damage listed in the book.
A Healing potion restores (1d2+1) times 10% and an Extra-Healing potion restores (2d4+1) times 10% when wholly consumed, or 1d2 times 10% for each one-third that is drunk. Again this is a percentage of the total hit points not hit points lost, drop fractions and a minimum of one hit point per 10%. A potion of Vitality heals lost hit points at a rate of one every 4 hours plus one for every thirty hit points the character has.
What about the Heal spell? Full health?