Extra Healing Abilities (SNS)

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﻿The fact that healers concentrate so heavily on their chosen art means that they gain extra abilities and bonuses from their Healing and Herbalism proficiencies. Other classes may not receive these bonuses, no matter how closely they may follow the healer's path.
==Working with Poisons==
The healer adds an extra +1 bonus to his patient's saving throws vs. poison for every two proficiency slots he has in both the Healing and Herbalism proficiencies.
For example, Gnarvis spends two of his proficiencies on Healing and an additional two on Herbalism. Normally a character with the Healing proficiency could treat a poisoned wound and give the poisoned character a +2 bonus to his saving throw against the poison. Gnarvis, however, can add +3 to the saving throw.
Gnarvis's old teacher Narlick is a legendary healer. He has spent six slots on Herbalism and seven on Healing. This means that he adds +5 (+3 added to the basic bonus of +2) to a poisoned character's saving throw.
==Working with Disease==
Similarly, a skilled healer has a better chance of treating disease. For every three slots of Herbalism, the healer receives a +1 bonus to his Healing proficiency roll when treating a disease.
Gnarvis does not receive any modifiers since he only has two slots of Herbalism. Narlick, on the other hand, receives a +2 bonus to his healing proficiency roll when he treats a diseased patient.
==Working with multiple Patients==
Normally a character can only treat up to a maximum of 6 patients in a day. Healers, however, receive intense training in their field. To reflect this, healers can treat an additional patient per day for every slot of Healing that they possess. Gnarvis has two slots worth of healing and can handle up to 8 (6+2) patients. Narlick has 7 slots of healing and could treat 13 (6+7) patients at a time!
==Complex Wounds==
At the DM's discretion, certain injuries can be more difficult to work on than others. If a character has been beaten below 0 hit points (and the optional death's door rule is in effect), the victim suffers from complications that make treatment very difficult.
﻿In such cases, for each hit point of the patient below 0, the healer suffers a -1 penalty to his proficiency check. For example, if Martia was at -5 hit points when she was brought to Gnarvis, the healer would suffer a -5 penalty to his roll when trying to minister to her wounds.
==Focusing Attention==
Normally, a character with the Healing proficiency can only attempt to heal a particular patient once per day. A healer, however, can focus his attention on that patient and try several times to heal him. For a healer to focus his attention on one patient, though, he must spend less time with his other patients. In fact, a healer must give up the opportunity to treat two other patients for each additional healing attempt on the same patient. Furthermore, each successive attempt incurs a -1 penalty.
For example, Gnarvis currently has 10 people in his care. One of these patients suffers from a strong fever that the healer can't break. Gnarvis decides to focus his attention on the feverish patient. This means that two of Gnarvis' other patients cannot receive treatment from the healer this day. In addition, Gnarvis suffers a -1 to his healing proficiency check for the second healing attempt on the fever victim.
Note that a character can only be healed a maximum of 3 hit points per day from the Healing proficiency. Once a healer succeeds in restoring 3 hit points to a patient in a single day, there is nothing more he can do for the patient until the next day.
To work as a healer, a character must have access to certain tools and medicines. A healer's kit costs 100 gp per level of the healer. Every time the character goes up a level, he must pay another 100 gp to upgrade his kit. If the kit is lost or damaged at any time, it must be replaced.
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A healer can work without his kit, but suffers a-2 penalty to all Healing proficiency checks. Additionally, he cannot use his Herbalism proficiency to supplement his Healing proficiency without a healing kit.
==Offices and Hospitals==
Most healers work out of structure dedicated to treating the sick. The size of the edifice directly affects how many patients a healer can minister to each day, as he must have a bed for each patient.
Maintaining an office or hospital costs money. For each bed available, the healer must generate at least 5 gp per month. Often the local government will pitch in to help a healer who cannot maintain an office or hospital. After all, it's in the best interests of the community to have a healer on hand for emergencies. However, if the healer experiences a sudden windfall, the community will expect to have their funds repaid.
Often, several healers combine their offices to form a hospital. This is a way for the healers to share expenses while treating a large number of people.
When working in a hospital, the healer receives a +1 bonus to his Healing proficiency checks. This only applies if the patient in question actually has a bed in the hospital.
==Field Hospitals==
Many armies bring healers along with them to set up field hospitals. These are often little more than a number of cots set up under a large tent.
Field hospitals are no place to practice real medicine. Usually, the wounded are patched up quickly and either sent back into battle or transferred to a real hospital. Healers receive an additional -1 penalty to their Healing proficiency rolls when working in a field hospital on patients who have less than 0 hit points.
Many field hospitals have priests on hand to tend wounded officers or heroes. Few regular soldiers ever see a priest when they are wounded. That privilege is reserved for the elite and (upon occasion) the critically wounded.