Courses / TH / Healing 1: First Aid

Healing 1: First Aid

Code:
TH 100
Required For:
Level:
1
Study DC:
9

Healing Training

Skill

Bonus to pass on tests of skill to:
Recommend or use medicines. Recommend or perform treatments. Assess diseases or poisons. Craft healing alchemicals.

This bonus to tests of skill is a training bonus.
If you have more than one training bonus which applies to the same roll, use the best one.

Tags: Skill, (Crafting Emphasis), Training

First Aid

Passive

Any medical kit you use heals an additional amount equal to your bonus to tests of Healing,
unless it would heal 0 HP without this bonus.

Free Vials

Passive

You keep a supply of healing items at the ready.

At the start of every adventure, you get a number of unstable Healing Vials (B).
Any of these vials which are unused by the end of the adventure turn into water.

You may use a Healing Vial to choose and use any healing item of the same or a lower grade than the vial from the healing list.
(Essentially, you go into every situation with some amount of healing items prepared, and you retroactively decide what was in each vial as the need arises.)

Tags: Item

Upgrades
Name Effort Requires Description
Skill 1 10 +1 to Healing (the skill, not the amount you heal)
You can use healing tools.
Skill 2 10 Skill 1 +2 to Healing
Skill 3 15 Skill 2 +3 to Healing
Your healing tools cost you no weight to carry.
(Healing items still take up weight as normal).
First Aid 0 Skill 1 Medical kits you use heal an additional amount equal to your bonus to tests of Healing.
Free Vial 1 0 Skill 1 At the start of every adventure, you get 1 unstable Healing Vial (B).
Free Vials 2 0 Skill 2 At the start of every adventure, you get +1 unstable Healing Vial (B).
Free Vials 3 0 Skill 3 At the start of every adventure, you get +1 unstable Healing Vial (B).
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