Healing PF2

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Healing wounds is of the essence.

Healing is slightly nerfed in Hökaland because Pathfinder 2 doesn't support attrition in games through continued use of the Treat Wounds activity. Please note that these rules are still work in progress and your feedback is welcome.

Original rules

You can heal through:

Important:

Magical

Core rules: Magical healing recoved a HP deficit up to full HP pool.

Other than allowing a receiver of magical healing to direct healing towards its wounds, there are no changes to this rule.

However: If a character wants to play a character with Lay on Hands or Goodberry, this section will have to be revised.

Healer's Tools

Core rules: Used for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

The game mechanic is unchanged, however the kit comes with charges for things like herbs and bandages. A new kit comes with 5 charges at purchase (5 or 50 gold as normal). Additional charges cost 1 silver each, regardless of tool quality. Up to 10 charges can be fit into the kit without the use of additional bulk. A separate pack with up to 15 charges equates to 1 bulk.

Treat Wounds

Core rules: Activity if you have Healer's Tools to spend 10 minutes treating a wound, doing a Medicine check at DC15 (typical) to heal 2d8 HP. 4d8 if criticval success and 1d8 damage if fail. Experts or higher can roll a higher DC to heal more HP. If used, it also removes the Wounded condition. After use, the target is immune to Treat Wounds for 60 minutes (including treatment; so not 70 min).

The two main changes are that the immune period is increased and the Wounded condition is NOT cured automatically (se #Wounds).

After having Treat Wounds applied to a character they gain the Treated 1 condition. Each subsequent Treat Wounds application increase the numerical (Treated 2, Treated 3...). The time of immunity to the Treat Wounds activity is x2 the Treated condition numerical.

For example: After using Treat Wounds on a character, she gains Treated 1 and a new application can be made after 2 hours. After having a second application of Treat Wounds, she gains Treated 2 and after 4 more hours a third application can be made. After having a third application To make a fourth after 6 additional hours until the next 8 hour rest.

When performing the Treat Wounds activity on a character, you may choose to cure a Wound with a deficit 20HP or lower, rather than gaining HP. If the check is a critical success you may choose to add 2d8 HP or cure a second Wound with a deficit 20HP or lower.

Continual Recovery

Core rules: Treat Wounds cause patient to become immune for only 10 minutes instead of 1 hour (only for your Treat Wounds activities; not others patient receives).

Core rules are used as long as the target does not have a Treated condition, in which case you use the house rules: The first, third and every odd numbered Treat Wounds that you apply which would add a Treated condition does instead not add a Treated condition.

For example: A character that has used a Long-Term Rest and has Treat Wounds applied to them by a physician with Continual Recovery will experience a 10 minute immunity to Treat Wounds from this physician (60 minutes to others) and receive no Treated condition. After a second application by this physician, the immunity is again 10 minutes since it is the first application that WOULD add a Treated condition, but it's not and no Treated condition is added. When the third application is applied, the patient receives the Treated 1 condition and immunity to Treat Wounds for 2 hours.


Resting

Core rules: 8 hours of rest (interruptions are OK as long as the total is 8) will:
  • Regain HP - CON modifier (min 1) x lvl; may be less if resting without shelter/comfort.
  • Losing the Fatigued condition.
  • Reduce Doomed and Drained conditions by 1.
  • Most spellcasters need to rest to regain spells.

The core rules are used, but add an additional 1HP/lvl. Regained HP is doubled if resting in especially comfortable accomodations, and/or a place with no stress.


Long-Term Rest

Core rules: Spend an entire day and night resting to recover CON modifier (min 1) x lvl x 2. Not applicable in Exploration Mode, this is a Downtime Activity.

The core rules are used, but add an additional 2HP/lvl and Doomed and Drained conditions reduce by 1. Regained HP is doubled if resting in especially comfortable accomodations, and/or a place with no stress.

A character may provide Treat Wounds to remove Wounds during a Long-Term Rest; each patient may receive one such Treat Wounds. Trained characters can perform 4 such Treat Wounds, Experts can perform 7, Masters can perform 11 and Legendary users can perform 16 during a Long-Term Rest Downtime Activity.


Wounds

Core rules: If you reach 0HP and are brought back to 1 or more HP, you gain the Wounded 1 condition. If you again reach 0HP, you receive Dying 1 + your Wounded condition. If you have Wounded 3 and reach 0HP, you die.

Each wound represent a real danger and are harder to heal than in the core rules, but the mechanics of wounds themselves are unchanged.

A wound represent its own HP deficit, i.e. a number of hit points usually needs to be healed to remove the condition. A wound has a HP deficit of 4 x level (min 1), plus the CON modifier.

For example a level 3 character with a -2 CON modifier would have a deficit of 4 x 3 = 12 with a -2 modifier, resulting in a total deficit of 14 (or "-14 HP") or a lvl 4 character with a +3 CON modifier would have a deficit of 4 x 4 = 16 with a +3 modifier, resulting in a total deficit of 13. When increasing level or altering the CON score, wounds do not change deficits.

When receiving healing, the receiving character can choose how to distribute the HP gain between its main HP pool and any wounds. If any wound has a deficit of 0, the condition is removed.





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