Dungeons and Dragons Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 107: Line 107:
   
 
NOTE: An unconscious and bleeding patient will, of course, bleed out and die within one or two minutes - 10 to 20 rounds at 1 HP/round is usually lethal - and one may wonder what good the extra time does with advancing Healing Ranks. Quite simply, the extra minutes to begin treatment allows for the treatment of stabilized patients, as well as walking patients, so the time is valuable. This means, however, it is often of utmost importance to render First Aid to an unconscious patient - often even during combat - not to regain a few lost HPs, but to save their very life. You can always make a Healing Skill Roll after someone has received First Aid, as long as you are quick enough.
 
NOTE: An unconscious and bleeding patient will, of course, bleed out and die within one or two minutes - 10 to 20 rounds at 1 HP/round is usually lethal - and one may wonder what good the extra time does with advancing Healing Ranks. Quite simply, the extra minutes to begin treatment allows for the treatment of stabilized patients, as well as walking patients, so the time is valuable. This means, however, it is often of utmost importance to render First Aid to an unconscious patient - often even during combat - not to regain a few lost HPs, but to save their very life. You can always make a Healing Skill Roll after someone has received First Aid, as long as you are quick enough.
  +
  +
 
SYNERGY: Having the Herbalism Profession or the Apothecary Profession adds to your Healing Roll in a synergistic manner.
 
In Orlantia, you add +M to your Healing Roll where M = the highest Rank you have in either the Herbalism or Apothecary Profession, but this bonus may NOT exceed your Healing Rank. Thus, if you have Herbalism Rank 6 but only Healing Rank 3, the synergistic bonus to your Healing Roll from your Herbalism Profession would be only +3, and not +6.
   
 
For Healing Rank 2, the GM may assume, for simplicity's sake, to just allow two wounds to be treated per patient and be done with it. If they only have one wound, then only one wound may be treated, no matter how big it is. And if the wound is only 2 HPs, only 1 HP may be restored since at least 1 HP of damage must remain for each wound.
 
For Healing Rank 2, the GM may assume, for simplicity's sake, to just allow two wounds to be treated per patient and be done with it. If they only have one wound, then only one wound may be treated, no matter how big it is. And if the wound is only 2 HPs, only 1 HP may be restored since at least 1 HP of damage must remain for each wound.
Line 115: Line 119:
   
 
Another advantage of the Healing Skill Rank 2 is the Healer effectively stabilizes the patient after one round of treatment, if their Roll was successful or not. This is better than the Rank 1 Healer since the lesser Healer must make their Roll to do this, or they must choose not to risk it and take the time to simply administer First Aid first. The reason this happens is the patient would otherwise continue to bleed at 1 HP/round during a multiple round application, and after one round, the patient is therefore considered stabilized. They do NOT lose 1 HP for that round. Once the Healer begins a treatment - First Aid or Healing past Rank 1, the bleeding is assumed to stop immediately, and no more HPs will be lost. If the Healer is interrupted before one round, however, and does not make their concentration check, the patient is not stabilized, nor are they Healed, and if they had been bleeding they WILL lose 1 HP for that round.
 
Another advantage of the Healing Skill Rank 2 is the Healer effectively stabilizes the patient after one round of treatment, if their Roll was successful or not. This is better than the Rank 1 Healer since the lesser Healer must make their Roll to do this, or they must choose not to risk it and take the time to simply administer First Aid first. The reason this happens is the patient would otherwise continue to bleed at 1 HP/round during a multiple round application, and after one round, the patient is therefore considered stabilized. They do NOT lose 1 HP for that round. Once the Healer begins a treatment - First Aid or Healing past Rank 1, the bleeding is assumed to stop immediately, and no more HPs will be lost. If the Healer is interrupted before one round, however, and does not make their concentration check, the patient is not stabilized, nor are they Healed, and if they had been bleeding they WILL lose 1 HP for that round.
βˆ’  
βˆ’  
SYNERGY: Having the Herbalism Profession or the Apothecary Profession adds to your Healing Roll in a synergistic manner.
 
In Orlantia, you add +M to your Healing Roll where M = the highest Rank you have in either the Herbalism or Apothecary Profession, but this bonus may NOT exceed your Healing Rank. Thus, if you have Herbalism Rank 6 but only Healing Rank 3, the synergistic bonus to your Healing Roll from your Herbalism Profession would be only +3, and not +6.
 
   
   
Please note that all contributions to the Dungeons and Dragons Wiki are considered to be released under the CC-BY-SA
Cancel Editing help (opens in new window)