Results 1 to 30 of 50
-
2008-08-21, 02:57 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-21, 02:58 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Surgical tools
Surgical Kit
Cost:200 Gold
Includes the following Surgical tools for surgeries:
Forceps
Scalpel
Drain
Magnification Glass
Syringe
Needle and thread
Bandages
Special: Without a surgical kit, tools must be improvised or done away with causing a -4 to precision rolls
Advanced surgical kit
Cost:400
All of the tools above and generic ones to make procedures easier
Special: With the advanced surgical kit you gain a +2 to Precision rolls
-
2008-08-21, 03:03 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Skill
Surgery (Dex, Trained only)
Allows the use of Surgical procedures in order to treat wounds
Special: Add half your ranks in Surgery to your precision roll
Step One
Knocking the Patient out
*Patients not knockout provide a -4 to precision rolls*
You don't want the patient to scream in pain every time you attempt to help them, their are several different approaches to Knocking your patient out
Defining "Knocked out"
Knocked out in this way means unable to feel the pain, Very dull pain, Unconscious, Dying, Trance. Your dm has final say on if the patient is Knocked out by your method.
Methods of knocking out.
Alcohol: Alcohol is a great way to dull the pain of surgery or even knock the patient out.
Alcohol
The Surgeon rolls a d20 adding the potency of the ale to the roll against the constitution score of the patient, if it succeeds the the patient is knocked out, if it fails by 3 or less, then it fails with a 24 hour reduction to the dc to knock out the patient by 2, the use is wasted. Failing by more wastes the use with no dc reduction.
Small: half a use of a bottle
Medium:1 use of a bottle
Large:2 uses of a bottle
Snow Water
"Wha' th' hell laddie I tol' you to get da booze!"
Cost:1gp
Uses:1
Potency:1
Weak Ale
"a Beginners drink"
Cost:7 gp per bottle
Uses:4
Potency:3
Surgical Alcohol
"Surgeons preferred"
Cost:12 gp per bottle
Uses:3
Potency:5
Moonshine
"This is the stuff"
Cost:15 gp per bottle
Uses:4
Potency:7
Dwarven Stout
"Not the common mans drink"
Cost:20
Uses:3
Potency:9
Magic and psionics
Spells that can "Knock out" Patients, are preferred by clerics *Besides dwarven ones.*
Force
By dealing enough nonlethal damage, patients are effectively Knocked out.
-
2008-08-21, 03:08 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Vital points, Precision roll and cure roll
Vital points are the *Health* of the body during surgery, if ever to reach 0 the patient dies. Under normal circumstances the vitals of the patient are 100, but depending on the injury, it can be lower. Vitals increase at a rate of 5 per hour.
Precision roll is the roll that determines whether you treat the problem or you fail to the first time. Failing the precision roll could Inflict damage to the Vitals of the patient.
First Incision
Not all surgeries require a incision into the body, *Such as external wound treatment* The base dc for the first Incision is 10, Add 2 for every point of Natural armor. Roll a Precision roll for this, if you succeed the precision roll then roll cure points 5 for the purpose of first incision. Failing the precision roll by 5 or less lowers the dc by 2, failing by more doesn't lower the Dc. Subtract 5 points from the vitals for failing the first Incision.
-
2008-08-21, 03:34 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Surgery Index
Acid Draining (Incision) *Done*
Broken Bones(Incision) *Done*
Burn treatment (varies)*Done*
External Lacerations (no Incision) *done*
Foreign Object Removal (Varies) *Done*
Infection (Varies)
Hemoraging (varies) *Done*
Internal Lacerations (Incision *Done*
Limb Reattachment (varies) *Done*
Multiple Problems (Varies) *Done*
Mummy rot Curing (Incision) *Done*
Parasite Removal (varies)
Poison draining (Incision) *Done*
Slimy doom Removal (Incision) *Done*
Tumor Removal (Varies) *Done*
Unknown Illness treating (Unknown) *Done*
Infection Index
To be announced
New disease Index
To be announced
Parasite Index
TBA
Required variant, Critical Injuries
On a successful crit, instead of double damage roll a d100 on this chart.
1-20:Normal Critical hit damage
21-30:Broken Arm
31-40:Broken Leg
41-50:Other part Broken
51-60:external Lacerations
61-65:Internal Lacerations
66-70:Foreign Object Removal
71-80:Infected injury
81-83:Loss of body part (Broken bone is weapon used is Bludgeoning)
84-90:roll twice and take both
91-100:No Injury
-
2008-08-21, 06:08 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Acid Draining
Causes: Blade or Ingested
Pair ups: This injury would best be paired up with Burn from the corrosive acid and Lacerations if injury occurred because of a poisoned blade.
Above 0 HP vitals: -10 from Max Vitals
Below 0 HP Vitals: -50 from Max Vitals
Step One:First Incision (Standard action)
Step Two: Drain the Acid, Precision Difficulty Dc 14 (Full round action)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)
Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None
Road to recover: Sickened for a week
If left untreated: Continuous Acid's effect
Possible Infections or Complications: Operable Internal Burns
-
2008-08-21, 07:05 PM (ISO 8601)
- Join Date
- Oct 2007
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Trama Center:
"I've finished up all my med training, and I'm finally able to take on some true medicinal work in the field. Lives are at stake, and I'm here to save them, one by one!"
"Doctor there's a car crash patient in the E.R."
"We must hurry! What's the diagnosis?"
"There are deep lacerations in the sternum...WHERE ALIENS HAVE TAKEN OVER HIS BODY!!!1!!!"
"Huuu-WHAAAA?!?!?!"
"QUICK, USE YOUR ZAPPY GUN TO STOP THEM!!1!!1!"
...........sorry. I love Egoraptor too much
Right, I don't even know where to start on this stuff, I usually just use Heal as a catch-all for sewing limbs back on....
-
2008-08-21, 07:12 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Broken Bones
Causes: Force to the bone
Special: Roll a D6
1:Left Arm.
2:Right Arm.
3:Left Leg.
4:Right leg.
5:Head
6:Reroll and chose twice, If 6 is rolled again then no damage.
Pairups: Internal Lacerations
Above 0 HP: -0 Vitals
Bellow 0 Hp: -40
Step One:First Incision (Standard action)
Step Two: Pick up all bone Shards, Dc 15 (2 Full round actions)
Step Three: Set bone shards into place, Dc 14 (2 full round actions)
Step Four: Burn the bone together, Dc12 (Standard action)
Step Five: Clamp the wound, Dc12 (Full round action)
Step Six: Thread the First incision, Dc 14 (Two full round actions)
Step seven: Bandage the Closed wound. Dc 10 (full round action)
Step One Fail: -5 Vitals
Step Two Fail: -3 Vitals
Step Three Fail: -4 Vitals, spend a round to pick up shard dropped
Step Four Fail: -6 Vitals
Step Five Fail: -8 Vitals
Step Six Fail: -6 Vitals
Step Seven Fail: None
Road to recover: Limbs Unable to use Limb for Six Months and -4 to Dex and Str checks. Head: -2 to Wisdom and Intelligence checks
If left untreated: Improper healing, if unfixed in a week then theirs a permanant -2 reduction to str and dex scores until the Bones are put in the right place, Replace step 2 with Break Bone, Dc 16 (1 full round action)
Fail break bone, -5 vitals.
Possible Infections or Complications: Parasite
-
2008-08-21, 07:13 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-21, 07:55 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Burn Treatment
Causes: Acid, Fire, Magic.
Pairups: Hemoraging, Burns can bring on Hemoraging.
Above 0 HP: -20 Vitals
Bellow 0 Hp: -40 Vitals
Step One:First Incision (Standard action) *Internal only*
Step Two: Cut the burnt skin off, Dc 16 (1 Full round action)
Step Three: Drain the Blood, Dc 14 (1 standard action)
Step Four: Clamp the wound, Dc12 (Full round action)
Step Five: Thread the wound, Dc 14 (Two full round actions)
Step Six: Bandage the wound. Dc 10 (full round action)
Step One Fail: -5 Vitals
Step Two Fail: -6 Vitals
Step Three Fail: -2 Vitals, Spend another standard action to drain the blood
Step Four Fail: -8 Vitals
Step Five Fail: -6 Vitals
Step Six Fail: -0 Vitals
Road to recover: 2 weeks, no serious recovery effects
If left untreated:nonstop hemorrhaging,every day remove one point of con temporarily until wound is treated.
Possible Infections or Complications: Parasite
-
2008-08-21, 07:59 PM (ISO 8601)
- Join Date
- Apr 2006
- Location
- Akron
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Spoiler
Avatar
XBL: EtaTyrant (L4D2, BF3, RE5)
Battle.net: Pwned101
Damned Good Shop of the Damned
Dread Spells
Complete Lich
Dark God-themed PrCs
Explorer - Politician - Shadowcaster 2 - Devotee Paladin
-
2008-08-21, 08:15 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
External Lacerations
Pairups: None Expected, but lacerations can be expected depending on core disease.
Special: Due to Ease of surgery, Lack of anesthetic isn't a problem and won't effect precision rolls.
Above 0 HP: -0 Vitals
Bellow 0 Hp: -20 Vitals
Step One: Clamp the wound Dc12 (Full round action)
Step Two: Thread the wound, Dc 14 (Two full round actions)
Step Three: Bandage the wound. Dc 10 (full round action)
Step One Fail:-8
Step Two Fail:-6
Step Three Fail:-0
Road to recover: 5 Days, no serious effects
If left untreated: Infection, will heal into a fairly visible scar in a week
Possible Infections or Complications: Parasite
-
2008-08-21, 10:43 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- center of earth
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
[QUOTE=Lappy9000;4759409]Trama Center:
"I've finished up all my med training, and I'm finally able to take on some true medicinal work in the field. Lives are at stake, and I'm here to save them, one by one!"
"Doctor there's a car crash patient in the E.R."
"We must hurry! What's the diagnosis?"
"There are deep lacerations in the sternum...WHERE FLAMING ALIENS HAVE TAKEN OVER HIS BODY!!!1!!!"
"Huuu-WHAAAA?!?!?!"
"QUICK, USE YOUR ZAPPY GUN TO STOP THEM!!1!!1!"
QUOTE]
fixed
Last level of trauma center.Last edited by Pie Guy; 2008-08-21 at 10:44 PM.
-
2008-08-23, 12:02 AM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-23, 08:16 AM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Foreign Object Removal
Causes: Caltrop, Blade Shard, Arrow
Pairups: Hemoraging and Lacerations, broken bones.
Above 0 HP: -0 Vitals
Bellow 0 HP: -30 Vitals
Step .05: Make the incision (Deep object)
Step One:Cut off larger parts of the foreign object DC 13 (Full round)
Step two: Remove The Foreign object DC 16 (move action)
Step three: Clamp the wound Dc12 (Full round action)
Step four: Thread the wound, Dc 14 (Two full round actions)
Step Five: Bandage the wound. Dc 10 (full round action)
Step .05 Fail: -5 Vitals
Step One Fail: -2 Vitals
Step two fail: -6 vitals
Step Three Fail:-8 Vitals
Step Four Fail:-6 Vitals
Step Five Fail:-0 Vitals
Road to recover: 2 weeks, -2 dex -2 strenght
If left untreated: Infection, 1d6 damage per day.
Possible Infections or Complications: Parasite
-
2008-08-23, 10:36 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Elemental Plane of Purple
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Somehow I think this would go over much better in a D20 Modern game than in a 3.5 game.
Debby
-
2008-08-24, 12:29 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-24, 12:44 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Hemoraging
Causes: Foreign Objects, Other
Pairups: Broken bones, Foreign object,
Above 0 HP: -10 Vitals
Bellow 0 HP: -30 Vitals
Step One: First incision (If internal hemoraging)
Step two: Drain the blood, Dc 14 (1 standard action)
Step three: Cut open blood pocket, Dc 12 (Move action)
Step four: Drain blood pocket, Dc 14 (1 standard action)
Step Five: Thread the Blood pocket, Dc 16 (One full round actions)
Step Six: Clamp the First incision, Dc12 (Full round action) (If internal)
Step seven: Thread the first incision,Dc 14(Two full round actions)(If Internal)
Step Eight: Bandage the wound, Dc 10 (full round action) (If Internal)
Step One Fail: -5 Vitals
Step two fail: -2 Vitals, Spend another standard action to drain the blood
Step three fail: -3 Vitals
Step four fail: -2 Vitals, Spend another standard action to drain the blood
Step five fail: -3 vitals
step six fail: -8 Vitals
step seven fail: -6 Vitals
step eight fail: -0 Vitals
Road to recover: 1 day, no serious effects
If left untreated: Infection, 1d4 temporary con damage per day
Possible Infections or Complications: Parasite
-
2008-08-24, 07:02 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedure
Internal Lacerations
Pairups: Broken Bones
Above 0 HP: -10 Vitals
Bellow 0 Hp: -30 Vitals
Step One: First Incision (Standard action)
Step Two: Thread the wound, Dc 12 (One full round actions)
Step three: Clamp the incison Dc12 (Full round action)
Step four: Thread the incision, Dc 14 (Two full round actions)
Step Five: Bandage the incision. Dc 10 (full round action)
Step One Fail: -5 Vitals
Step Two Fail: -3 Vitals
Step Three Fail:-8 Vitals
Step Four Fail:-6 Vitals
Step Five Fail:-0 Vitals
Road to recover: 5 Days, no serious effects
If left untreated: Infection, hemorrhage in 1d6 days
Possible Infections or Complications: Parasite
-
2008-08-24, 07:20 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Procedures
Limb Reattachment
Special: The Limb must be less then a day cut off, a Gentle repose allows indefinite storage, Limb reattachment is always paired up with Broken Bones,
Special: Limbs over a day old can be revived, the Limb must be placed in a container of holy water for 6 days and have a cure spell every hour. The limb then will be alive 2 days, With some odd side effects if the circumstances are right.
Special: With Dms consent and enough money a Limb of stone, Metal or any other material can be Grafted and fully usable, Considering Magic is a big part of the setting *or small if someone can procure a magic limb.
The Rules for inorganic limbs aren't present, The dm can easily come up with the stats for the limb, the surgery for connecting, Ect.
Pairups: Broken Bones
Above 0 HP: -20 Vitals
Bellow 0 Hp: -40 Vitals
Step One: First Incision (Standard action)
Step Two: Reconnect vains Dc 20 (10 full round actions) At this point limb is healthy and wont be dying
Step Three: Fix Broken Bones
Step Four: Burn the flesh from the limb together DC 14 (2 full round actions)
Step Five: Thread Limb together DC 16 (4 full round actions)
Step Six: Wrap Whole Limb and part of body connected to limb DC 12 (full round action)
Step One Fail: -5 Vitals
Step Two Fail: -15 Vitals
Step Three Fail: *Special*
Step Four Fail: -5 Vitals
Step Five Fail: -4 Vitals
Step Six Fail: -0 Vitals
Road to recover: 4 Months, Unable to Use limb during this time, -4 to strength and dexterity checks, after four months the limb will be good as new.
If left untreated: Infection, Unable to use limb again,
Possible Infections or Complications: Parasite
-
2008-08-24, 07:22 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center
Multiple Problems
When dealing with multiple problems Starting deductions from each sickness is halfed then added together.
The Surgeries must be completed in a Realistic order *Dm has final say*
The Road to Recoveries happen within each other so one injury from the surgery could heal while another is still healing.
-
2008-08-24, 07:47 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.
Procedures
Mummy rot Curing
Pairups:None Common
Above 0 HP: -15 Vitals
Bellow 0 Hp: -35 Vitals
Step One: Cut off Infected Skin Dc14 (standard action)
Step Two: Drain Blood of the patient -10 Vitals Dc 16 (2 full round actions)
Step three: Wipe wound clean, Dc 10 (Move action)
Step Four: Thread the Wound Dc 14 (Two full round actions)
Step Five: Wrap wound in bandages Dc 10 (full round action)
Step One Fail: -5 vitals
Step two: -15 vitals
Step three: -0 Vitals
Step Four: -6 Vitals
Step five:-0 Vitals
Road to recover: 1 day, No serious after effects
If left untreated: Mummy rot effect
Possible Infections or Complications: Parasite
Special: Roll 1d20, 10 and up the treatment was ineffective and the Rot returns at the beginning stages of the diesese 1d6 days later
-
2008-08-24, 07:48 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-24, 07:53 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.
Procedure
Poison draining
Pairups: Lacerations, Foreign Object removal
Above 0 HP: -10 Vitals
Bellow 0 Hp: -20 Vitals
Step One: First Incision (Standard action)
Step Two: Drain the Poison, Dc 14 (Full round action)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)
Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None
Road to recover: 1 day, No serious after effects
If left untreated: Poison Effect
Possible Infections or Complications:Parasite
-
2008-08-24, 07:58 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.
Procedure
Slimy doom Removal
Pairups: Lacerations
Above 0 HP: -15 Vitals
Bellow 0 Hp: -25 Vitals
Step One: First Incision (Standard action)
Step Two: Drain the Stomach of Slime, Dc 18 (Two Full round actions)
Step Three: Clamp first incision Dc 12 (Full round action)
Step Four: Thread the first incision Dc 14 (Two full round)
Step Five: Bandage the threaded incision Dc 10 (Full round action)
Step One Fail: -5 Vitals
Step Two Fail: -15 Vitals
Step Three Fail: -8 Vitals
Step Four Fail: -6 Vitals
Step Five Fail: None
Road to recover: 2 weeks, Nasueated, -2 dex and con
If left untreated: Slimy Doom effect
Possible Infections or Complications:Parasite, Return of Slimy doom
Special: Roll 1d20, 10 and up the treatment was ineffective and the doom returns 1d6 days later
-
2008-08-24, 08:06 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.
Procedure
Tumor Removal *Based On the Trauma center method* (Powell procedure)
Pairups: None common
Above 0 HP: -15 Vitals
Bellow 0 Hp: -25 Vitals
Step One: First Incision (Standard action)
Step Two: Cut skin to tumor, Dc 14, (Move action)
Step Three:Drain the Cytoplasm Dc 14 ( Standard action)
Step Four: Cut the Tumor out Dc 12 (standard action)
Step Five: Thread the wound closed Dc 14 (Full round action
Step Six: Clamp first incision Dc 12 (Full round action)
Step Seven: Thread the first incision Dc 14 (Two full round)
Step Eight: Bandage the threaded incision Dc 10 (Full round action)
Step One Fail: -5 Vitals
Step Two Fail: -4 Vitals
Step Three Fail: -6 vitals
Step Four Fail:-5 vitals and repeat step three if failed twice
Step Five Fail: -4 vitals
Step Six Fail: -8 Vitals
Step Seven Fail: -6 Vitals
Step Eight Fail: None
Road to recovery: 1 week, no serious side effects
Possible Infections or Complications: Parasite
-
2008-08-24, 08:08 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.
Unknown Illness treating (Unknown)
When treating a unknown illness or injury the surgeon should make a search check every procedure *First incision, and the closing of first incision doesnt count* Dc 16 to figure out the next step.
Besides that a Unknown illness is a Home brewed procedure.
-
2008-08-24, 08:09 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-24, 08:10 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender
-
2008-08-24, 08:12 PM (ISO 8601)
- Join Date
- Jul 2007
- Gender