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  1. - Top - End - #1
    Bugbear in the Playground
     
    Kiren's Avatar

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    Default 3.5 Heal Skill Redux: Putting a Price on Battlefield wounds. (Posting Now Open)

    The Heal Skill Redux: Part One

    Surgery

    The attempt to replace the heal skill with 2, Surgical and Medical.
    Last edited by Kiren; 2008-08-24 at 08:23 PM.

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    Default 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
    Last edited by Kiren; 2008-08-21 at 03:00 PM.

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    Default 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.
    Last edited by Kiren; 2008-08-23 at 12:46 PM.

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    Default 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.
    Last edited by Kiren; 2008-08-23 at 08:17 AM.

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    Default 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
    Last edited by Kiren; 2008-08-26 at 12:52 PM.

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    Default 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
    Last edited by Kiren; 2008-08-21 at 07:16 PM.

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    Default 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....

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    Default 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
    Last edited by Kiren; 2008-08-21 at 07:38 PM.

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    Default Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center

    Quote Originally Posted by Lappy9000 View Post
    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....
    It could patch your Avatar up better, lol

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    Default 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
    Last edited by Kiren; 2008-08-21 at 08:06 PM.

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    Default Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center

    Quote Originally Posted by Kiren View Post
    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
    I hear you there. </sketchy>

    Nice job.

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    Default 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

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    Default 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.

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    Default Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center

    *Update*

    Im working on the next part of the Heal skill redux, been busy today and yesterday.

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    Default 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

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    Default 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

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    Default Re: 3.5 Heal skill Redux, Surgery: Because I played too much Trauma center

    Compications

    Infection

    TO BE ADDED

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    Default 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

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    Default 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

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    Default 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

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    Default 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.
    Last edited by Kiren; 2008-08-24 at 07:24 PM.

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    Default 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
    Last edited by Kiren; 2008-08-26 at 12:51 PM.

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    Default Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.

    Procedure

    Parasite Removal

    TO BE ADDED

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    Default 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

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    Default 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

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    Default 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

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    Default 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.

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    Default Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.

    *Spot saved*

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    Default Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.

    *Saving spot for Future use*

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    Default Re: DnD 3.5 Heal skill Redux: Putting a Price on Battlefield wounds.

    *I need a total of Five Saved spots*

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