Willow thinks a seconds and tries making a Salve. It works! It's not much, but a little curing is better than none, and she can try making more over the next minutes, too!
OOC: Try Salve again next turn: roll twice, that's so nice!
Willow thinks a seconds and tries making a Salve. It works! It's not much, but a little curing is better than none, and she can try making more over the next minutes, too!
He is going to have to get a lot Closer if he wants to really examine the Altar. He does have an Advantage in this sort of thing, so if he goes right up to it, maybe he will be able to tell you more about it.Naugrim shrugs non-committally in response, at a rare loss for words.
Chirurgeon background: Roll twice take highest, 1d20+INT against DC12+ to heal the number of points you succeed by, once per person and only once per turn.
That sounds very fair. (It should be less than 1d6+1.) The Ranger's core class ability does 1hp on DC 12 or 1d6+1 on a DC 15 with no advantage and loses it on a failure. The priest does 1d6+1 on DC 11, needs a Talent to get advantage, and loses it on failure. Does the Backround house rule give the healing ability AND advantage?shaidar wrote: ↑Sat Mar 23, 2024 8:16 am Sorry Rex, you got the worst roll but still got some healing. I had some very good rolls there. Makes me wonder if it should be something like heals the number you rolled above 11, halved, round up. So a minimal success of 12 gives 1hp, a 20 would give 9/2=5.
Agreed, or if you don't mind an extra roll just have any success be 1d3 or 1d4 or whatever you decide on.Marullus wrote: ↑Sat Mar 23, 2024 12:30 pmThat sounds very fair. (It should be less than 1d6+1.) The Ranger's core class ability does 1hp on DC 12 or 1d6+1 on a DC 15 with no advantage and loses it on a failure. The priest does 1d6+1 on DC 11, needs a Talent to get advantage, and loses it on failure. Does the Backround house rule give the healing ability AND advantage?shaidar wrote: ↑Sat Mar 23, 2024 8:16 am Sorry Rex, you got the worst roll but still got some healing. I had some very good rolls there. Makes me wonder if it should be something like heals the number you rolled above 11, halved, round up. So a minimal success of 12 gives 1hp, a 20 would give 9/2=5.