Healing is a Common skill, and is modified by your Wisdom.
Healing is a vital ability that allows characters to tend to injuries, treat ailments, and ensure the survival of their companions in even the harshest conditions. A skilled healer can stabilize the critically wounded, mend broken bones, and even craft salves and poultices from herbs and other natural ingredients found during their travels. Unlike magical healing, which can restore vitality in the blink of an eye, the Healing skill requires knowledge, preparation, and time, offering a grounded and reliable method of care for adventurers who may not always have access to spells or divine aid. Whether on the battlefield or during Downtime, this skill is essential for mitigating long-term consequences of injuries and keeping the party in fighting shape.
Beyond its immediate use in stabilizing unconscious allies or cleansing wounds, the Healing skill also encompasses advanced techniques like curing poisons, treating diseases, and even alleviating the effects of magical curses in conjunction with alchemical or herbal remedies. Characters with this skill can create restorative kits, such as bandages, tonics, or anti-venoms, giving their party a proactive edge against the dangers of The Land.
Any character can make a First Aid check as a Combat Action on themselves, or another adjacent ally, but those trained in Healing gain a benefit to it. A First Aid check immediately restores health equal to 2D6 + your ranks in Healing + your ranks in Combat Medic. Additional skills, and items, can increase this value (usage of a Weak Healing Kit can increase it by 1d6, for example).
As your skill in Healing grows, you will gain additional benefits from it.
Increased Affinity: When you first attain a new title in Healing (Initiate or Apprentice), you gain a 25% Affinity increase in either the Combat Medic, Healing, Hygiene, or Necromancy skills. You can gain this affinity even if you did not have a previous Affinity Bonus or Ranks in the chosen skill.
Initiate (Ranks 10-19):
Healing Application: When you use a spell or alchemical item to restore Health to an ally, increase the amount restored by 10% (rounded up).
Apprentice (Ranks 20-34):
Wound Closure: Whenever you roll a Fortitude check to reduce Ongoing damage, or end Persistant Poison or Disease effects, on either you or an adjaent ally, you may add a bonus to your ranks in Healing to the check.
All of these bonuses are cumulative.
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