
Healing Arts
Skill, Arts and Sciences
Medical knowledge: the character can identify what ails a patient (disease, poison, madness, lycanthropy) and prepare simple healing salves.
From the book
The healing arts let a character pin down what is wrong with a patient, whether disease, insanity, poisoning or lycanthropy; a save vs INT decides whether the diagnosis is right.
A healer can also mix salves, ointments and unguents with mild curative power. Each preparation takes 50 GP of materials and a full day to make, restores 2-5 (d4+1) points of damage, and lowers the chance of a wound becoming infected or diseased to just 1%. Alchemists learn the skill at first level.
At a glance
- Skill group
- Arts and Sciences
- Cost
- 2,000 XP (6 months' study if background/profession gives no access)
- How it works
- Save vs INT for accurate diagnosis; a salve costs 50 GP in materials and 1 day, heals d4+1 points and cuts wound infection risk to 1%
- Learned by
- Alchemist (1), Savant (optional, Divine Magic or Mysticism)