112
edits
mNo edit summary |
No edit summary |
||
Line 27: | Line 27: | ||
==Heal== | ==Heal== | ||
Medicinal | EFU does not use "Healing Kits", instead there are 3 items available that utilize the Heal skill. | ||
'''Medicinal Herbs''' | |||
Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal doubles this to 2 hp/round. The total amount healed is the difference between your Heal check and the DC. | |||
While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed. | |||
While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 21 to determine the amount healed. | |||
:::'''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds. | |||
'''Antitoxins''' | |||
This item neutralizes poisons with a successful Heal check of 1d20+Heal vs DC. | |||
While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated. | |||
While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated. | |||
'''Salutatory Tonics''' | |||
This item cures diseases with a successful Heal check of 1d20+Heal vs DC. | |||
While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated. | |||
While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated. | |||
The Heal skill is also used in [[Crafting#Herbalism|Herbalism]]. | |||
==Hide== | ==Hide== |
edits