[Item] Regenerating Kit

Started by Throndir, April 28, 2012, 03:28:11 PM

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Throndir

Light/Moderate/Serious Regenerating Kit
The regenerating kit not only contains various herbs, bandages, and salves, common in most other healers' kits, but it also has small bottles of magical liquid (and tools specified for handling such liquid) in order to speed up the regenerating and growth rate of an individual. However, if placed incorrectly, the liquid may instead cause damage to a subject's tissue, and only the most skilled healers should work with such dangerous material.

Light Regenerating Kit

  • +0 roll modifier
  • 50 gp
  • Max 10 healing
  • 1 use
Moderate Regenerating Kit

  • +5 roll modifier
  • 300 gp
  • Max 20 healing
  • 1 use
Serious Regenerating Kit

  • +10 roll modifier
  • 750 gp
  • Max 30 healing
  • 1 use
Masterwork Light/Moderate/Serious Regenerating Kit

  • +2 to roll modifier (along with previous bonuses)
  • +100 to cost
Stabilizing
Herbs/Salve - Requires Knowledge (nature) +2 to rolls, using up 1d4 herbs. Can only be applied once.
Healer's Kit - Requires Heal as Class Skill +1 to rolls, uses up 2 'charges' of the Healer's kit. Max +5.

On Use
Target: Selected
Range: Touch
Duration: Instant, 1 Standard Action
Amount Healed: 1d20 + Heal skill (includes wisdom modifier and skill ranks) + Regenerating Kit Modifier - 20 = Amount Healed or Damaged

  • If the result is negative, the target not only takes damage but has to succeed a fortitude save against poison at DC 10.
  • Poison has 1d2 initial damage, and 1d4 secondary damage (1 minute later/10 rounds later).
  • If a 1 is rolled, target is poisoned.