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HEALING & REST

Medicine of the Inner Sea

Medical practices within the Inner Sea have been rapidly improving for years. In the year 4706 AR medical practices lost since the Age of Darkness were rediscovered in ancient Thassilonian libraries. These practices, combined with advances in Alchemy and the spread of medical knowledge from Arcadia and Tian-Xia vastly improved the quality of life for those who could not afford expensive magical treatment. In 4712 AR the nation of Razmiran further increased the availability of advanced medicine by sharing their practices across the Inner Sea as a part of their alliance with Andoran during the Second Chelish Civil War.

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ADVANCED MEDICINE

As the Second Chelish Civil War raged on a lack of magical healing resources pushed advances in traditional, mundane medicinal practices. As such, non-magical healing is more reliable and faster than ever.

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When you use a Healer's Kit (Ultimate Equipment) to treat deadly wounds and succeed on your Heal check you may restore 1d8 points of damage to the injured target.

 

You may treat a specific target once per day plus 1 additional time per day for every 3 ranks of Heal you possess, restoring 1d8 points of damage each time. Alternatively, you may combine multiple uses of the skill into a single use of a Healer's Kit to restore cumulative damage.

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A single treatment of deadly wounds in this manner requires 1 hour of work. Any interruption causes the check to fail and takes 1 use of the Healer's Kit.

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Note: If you beat the DC to treat deadly wounds by 5 or more you add your Wisdom modifier to each die of healing your target receives.

SHORT REST

When a party is in the midst of an important challenge and cannot afford the time to properly rest and dress their wounds, it may become important to stop and regroup just long enough to keep on fighting. A short rest is differentiated from a full-night's sleep (also known as a long rest) by not replenishing as many resources and often only granting temporary relief. To take a short rest characters may stop to rest for 1 hour. A short rest is interrupted by any strenuous activity (such as fighting, traveling, or crafting). If a character is interrupted while taking a short rest the time spent resting is wasted and they must start over again to gain any benefit. A character may only take one short rest per day.

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After a short rest, characters gain a number of temporary hit points equal to 25% of their maximum hit point total (rounded down), plus 1 additional temporary hit point per point of base attack bonus the character possesses. These temporary hit points represent a second wind and cannot exceed a character's maximum hit points. Temporary hit points gained from a short rest are lost the next time the character would normally rest for 8 hours.

 

Additionally, spellcasters regain a number of spell levels worth of expended spell slots (or spells per day for a spontaneous spellcaster) equal to their primary ability score modifier for their spellcasting class (Intelligence for Wizards, Charisma for sorcerers, etc). For example, a wizard with an Intelligence modifier of +4 may regain up to 4 levels worth of spells. This could be four 1st-level spells, two 2nd-level, one 4th, or whatever combination they prefer. Prepared spellcasters may choose different spells than the ones they originally prepared to fill these regained spell slots.

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