Healer & Healing

 

Healers

(See Death and Dying)

Anyone can learn to be a Healer by studying under an accomplished one for at least 6 months. The extended time period is needed to learn to identify the various plants and herbs used in their various stages of growth.

Healer Levels are gained with experience points that must be DEDUCTED from those points earned in the character’s primary class. The character may decide how much experience is transferred, from 1% to 10%. NO MORE then 10% of any experience award can be transferred to Healer.

Example: A Ranger with a sub class of Healer earns 650 EXP on an adventure. The Ranger may assign UP TO 65 exp to Healer, putting the remaining 585 exp into the Ranger class.

Having a Healer (of any level) in attendance to an injured individual, increases Natural Healing rate to 2hp per day for the first 30 days, then 6hp per day there after.  (SEE 7th level description below.)

A Healer MUST have a Healer’s Bag with him or her in order to administer First Aid.

The Healer gains abilities and Formulas as they advance in levels.

1st level: Basic First Aid. This is more the Binding Wounds to stop bleeding (which anyone can do.) This stops the bleeding and restores 1-3 hit points damage. It takes 1 turn to administer. It may be applied only once per character, per day.

2nd level: Formula for mixing and preserving Elvin Wound Tea.

3rd level: Enhanced First Aid. This enhanced form of First Aid stops bleeding and restores 1d6 hit points damage. It takes 1 hour to administer. It may be applied only once per character, per day. The subject must then rest for 8 hours for the treatment to be effective.

4th level: Formula for mixing and preserving Elvin Venom Poultice

5th level: Formula for mixing and preserving Elvin Wound Balm

6th level: Formula for mixing and preserving Elvin Burn Balm

7th level. Physician A Healer with this level of skill doubles natural daily healing (to 4hp per day for the first 30 days then 12hp per day thereafter) of those attended PLUS 1-3 hit points recovered each day, adding the result to the natural healing for the day.

8th level: Formula for mixing and preserving Elvin Elvish Health Elixir

9th level: Master Physician. Master Physician triples natural daily healing of those attended PLUS 1-4 hit points recovered each day, adding the result to the natural healing for the day.

Level

Experience Points

1st

1-1,200

2nd

1,201-2,400

3rd

2,401-4,800

4th

4,801-9,600

5th

9,601-19,200

6th

19,201-38,400

7th

38,401-76.800

8th

76,801-153,600

9th

153,601-

Most Healers work in a community, aiding the locals and the poor. To these, and to adventurers who are injured aiding the community, most Healers charge minimal amounts (sometimes nothing) for their services. But when adventurer types blow into town looking to buy up all the healing, the prices jump! NOTE: A Healer will never sell all of the stock, less a local might need something before it can be replenished.

Cost to Make reflects an area where the ingredients can be found.

Formula/Service

Cost to Make

Sale Price to Locals

Sale Price to Outsiders

Healing Tea

5sp/flask

7sp/flask

5gp+/flask

Wound Balm

10sp/jar

12sp/jar

15gp+/jar

Burn Balm

7sp/jar

9sp/jar

10gp+/jar

Venom Poultice

8sp/poultice

10sp/poultice

12gp+/poultice

Health Elixir

1gp/flask

22sp/flask

50gp+/flask

First Aid treatment

Varies

2sp+

1gp

Enhanced First Aid Treatment

Varies

5sp+

2gp

Physician Treatment

Varies

10sp+

5gp+

Elvin Healing Formulas

Sages claim that these formulas were created by the Wood Elves thousands and thousands of years ago. The formulas, made of various herbs, salts and minerals, were shared by the Elves with humans, halflings and, grudgingly, Dwarves. Today, Healers of all races learn the art of making these substances.

Elvin Healing Tea  Drinking this heals 1d4hp per flask.  An individual can only consume two these in a 24 hour period.  Additional doses in that time period will give no benefit.

Elvin Venom Poultice  Applying this reduces damage from natural poisons (snake, spider, etc) by 50% recovering that damage over 8 hours the poultice is in place over the bite/sting.  Note: Must be left in place for at least 8 hours or the effect is lost.  One use per poultice.

Elvin Wound Balm  Heals 1d6hp per application 2 applications per jar. 

Elvin Burn Balm  Heals 2d6hp of Burn Damage ONLY.  1 application per jar.

Elvish Health Elixir 1 flask can cure MOST natural diseases. (DM’s choice.  Examples: Cholera, Dysentery, Infections, Malaria, Fever, Plague. ) BUT NOT curses or diseases unique to monsters.

 

Healer Bag  (115gp)
This is usually a leather satchel that will, at the minimum, contain prepared bandages for attending to 10 people.  It will usually contain a bottle of some type of alcohol based cleaning solution for wounds.  A light oil used for dressing abrasions and mild burns.  Splinting materials. Tourniquet materials.  2 bottles of Wound Tea. 2 pots of Wound Balm,  2 pots of Burn Balm. 1 Venom Poultice. 1 Health Elixir.