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.


Changes

Important:

Healing sources:

Other:


Persistant Injury

Persistant injuries are those received in combat that don't immediately go away even though the wound is treated and bandages are in place. These injuries can't be remedied quickly without the use of magic.

These injuries are represented by the Persistant Injury condition which is a condition that stacks with itself and for every 1 point of Persistant Injury reduces a character's maximum HP pool. The HP pool reduction is 1 HP for every 2 lvls for each condition (min 1hp/condition).

Persistant Injury conditions become apparent after having Treat Wounds or Battle Medicine applied to a character or suffering a Wound. Each application of Treat Wounds or Battle Medicine add one Persistant Injury condition and every time a character receives a Wounded condition, she also receives a Persistent Injury conditions equal to the Wounded level. I.e.: A character who has Wounded 1 and Persistent Injury 1 who receives the Wounded 2 condition then receives two more Persistent Injury conditions, totalling at Persistent Injury 3.

A character can reduce her Persistant Injury conditions through Rest/Long Rest or HP gains. When receiving healing or HP gains, the receiving character can choose how to distribute the HP gain between its main HP pool and any Persistant Injury conditions. To remove one condition, use 2 unrolled d8s or 10 HP worth of healing to do so. Any unused healing is lost.


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.

Each wound is noted separately on your character sheet and has its own HP deficit, separate from your HP pool's. A wound can be healed through applying healing to set the HP deficit to 0 or an effect that removes a Wounded condition.

The size of a wound's deficit is 5 x lvl (min 1). When receiving the wound, you may lower its HP deficit by your CON modifier times half your level (min 1), rounded down.

When receiving healing or HP gains, 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.


Magical

Core rules: Magical healing recover 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 10 charges at purchase, regardless of quality. Additional charges cost 1 silver each, regardless of quality. Up to 10 charges can be fit into the kit without the use of additional bulk. If charges are stored in a separate container, 15 charges equates to 1 bulk.


Administer First Aid

Core rules: Used to Stabilize a Dying creature or Stop Bleeding

There is no specific change to Treat Wounds other than that each such action adds a Persistent Injury condition to the patient.


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).

Treat Wounds no longer heals the Wounded condition automatically on a success. Also each application adds a Persistent Injury condition to the patient.

When performing the Treat Wounds activity on a character, you may choose to treat a Wounded condition rather than gaining HP, as long as the deficit is not too great, .

  • Untrained = up to 5 HP
  • Trained = up to 10 HP
  • Expert = up to 20 HP
  • Master = up to 40 HP
  • Legendary = up to 60 HP

Alternatively, if you choose to increase the DC as per the Treat Wounds activity, you can then treat a Wounded condition with a deficit of 20 + increased HP x2.

If the check is a critical success you may choose to use those 2d8 HP as you wish between the regular HP pool, Wound conditions or Persistant Injury conditions without adding any Persistant Injury condition.


Battle Medicine

Core Rules: Treat Wounds as two actions in combat. Does not remove Wounded conditions.

Instead of 1 day immunity to Battle Medicine, the immunity is 6 hours. Applying Persistant Injury

Battle Medicine d8s can not be used to treat a Wound.


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.

Every time the character Rests, the Persistant Injury condition is reduced by 1. If the rest is very uncomfortable or the character is wholly/partly prevented from regaining lost HP, the Persistant Injury reduction likely also doesn't occur (GM's perogative). If a character receives extra HP during a rest because of beneficial circumstances, remove one additional Persistant Injury condition (GM's perogative).


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.

Every time a character use a Long-Term Rest, the Persistant Injury condition is reduced by 2. If the rest is very uncomfortable or the character is wholly/partly prevented from regaining lost HP, the Persistant Injury reduction likely also doesn't occur (GM's perogative). If a character receives extra HP during a rest because of beneficial circumstances, remove one additional Persistant Injury condition (GM's perogative).

A character may provide Treat Wounds to remove Wounds during a Long-Term Rest; each patient may receive one such Treat Wounds. The better trained a character is, they may apply more Treat Wounds without interrupting their own restful benefits.

  • Untrained = 1
  • Trained = 2
  • Expert = 4
  • Master = 8
  • Legendary = 12


Other

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).

No change other than that each application adds a Persistant Injury condition.


Godless Healing

Core Rules: Battle Medicine has +5 HP healed and 1 hour immunity instead of 1 day.

No change other than that each application adds a Persistant Injury condition.


Medic Dedication

Core Rules: Extra HP with Treat Wounds or Battle Medicine using higher DCs. Also some healing on temporarily immune targets.

No change other than that each application adds a Persistant Injury condition.


References



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