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Mental-physical Skills: Chirurgery to Foraging
Chirurgery (Mental 1, Physical 1, Intelligence/Knowledge -2, Dexterity/Aim -2) — A character with a Healing skill score of at least 50% can learn to use the Chirurgery skill.
Some healers are also trained to act as chirurgeons (surgeons). While a dungeon or battlefield is not an ideal operating theater, this problem is counteracted to an extent by the greater inherent survivability shown by characters. Nonetheless, the best that can be expected is a sort of rough-and-ready, chop-and-sew procedure.

Table 5.6.00: Chirurgical Healing Rates
Skill Score
HP healed per turn
Chirurgical kit required
01-49
2
basic
50-59
3
basic
60-69
4
basic
70-79
6
advanced
80-89
8
advanced
90+
10
advanced

A chirurgeon with the proper tools can on a successful skill check repair damage equal to a third of the damage sustained by a character in a given melee. This healing is done at a rate according to the chirurgeon’s skill level as detailed on Table 5.6.0 below. All types of wounds can be healed with this skill including normal wounds, burns and wounds caused by spells. In addition, the chirurgeon can heal critical wounds and set broken bones if the damage suffered by the victim is a third or less of his total hit points.
For example, a character has 30 hit points and suffers 16 hit points of damage in a melee. A chirurgeon can restore up to 5 hit points given enough time and the proper tools.
If a patient has been reduced below half his normal hit points, some form of anesthesia must be used in the chirurgery. If no anesthesia is available, the treatment can continue, but two or more people with a cumulative Strength/Muscle score of three times that of the patient must hold him down. Treatment under this circumstance is difficult and the chirurgeon suffers a -20% penalty to his skill check. In addition, because of the noise caused by the patient, the chance for encountering a wondering monster is doubled during the treatment (when appropriate). If an encounter should occur, the chirurgeon and those holding the patient suffer a -5 penalty to their surprise checks.
A chirurgeon requires special tools to perform his trade. A basic chirurgeon’s kit costs 75 gp and is relatively small, encumbering a character slightly more than a dagger. It includes a scalpel, needle and retractor/clamp.
An advanced kit is required to gain the full benefits of a skill score of 70% or higher. The advanced kit fits in a container roughly 12" x 6" x 6" in size and includes the following items: scalpels, needles, retractors, clamps, a bone saw, lancets, and probes. An advanced kit cost 450 gp and weighs 5 lbs. The use of an advanced kit has the additional benefit of giving a +3 bonus to the number of hit points a chirurgeon can heal and is required for healing critical wounds.
In addition to the chirurgery kit, a chirurgeon requires linen bandages soaked in alcohol which are wrapped in dried animal bladders. A supply of these bandages can be purchased for 5 gp and is sufficient for approximately 10 chirurgery attempts.
Chirurgeons prefer to make their own chirurgical thread. Closely wrapped linen thread that has been carefully coated with beeswax can be used, but silk is a better material. Silk thread can be obtained from the cocoon of a silk worm which provides approximately 2000' to 3000' of thread (enough for hundreds of chirurgery attempts) or from certain rare spiders. Both are difficult to obtain in the wild, but fortunately silk thread can be purchased in most major cities at the cost of around 20 gp per 100' spool. The use of silk thread in chirurgery adds one hit point to the damage healed.
Enemy Reading (Mental 1, Physical 1, Observation -2) — Before a combatant makes an attack, he often must position his feet, change the grip on his weapon, bend his knees or make some other preparatory move. In combat, this preparation is called “telegraphing” the move to the enemy. While many people can see these moves, only highly skilled fighters can “read” this telegraphing quickly enough to react to it. A character with this skill who makes a successful skill check at the beginning of the combat receives a +1 bonus to his Armor Class when fighting an armed opponent.
A character cannot learn this skill at first level.
Feign/Detect Sleep (Mental 1 or Physical 1, Observation) — People who pretend to be sleeping seldom do it right. However, most people don’t know how to tell the fakers from those really asleep. Characters with this skill are trained to feign sleep accurately and to determine when others are feigning sleep.
This skill is of special use to a character on guard duty or infiltrating a secure site. A character can use this skill when listening to seemingly sleeping guards and guests. If he detects one who is breathing wrong, he can take steps to capture or silence the faker. Likewise, this skill can be used to convince an intruder that the character is truly asleep, so that he can creep up on the intruder from behind.
The Acting skill can convey the ability to feign sleep, but the Acting skill check is made at a -20% penalty.
Racial modifiers: Kobolds, by nature, have a talent for this skill and have refined it to a fine art. They receive a +15% bonus when using this skill.
Foraging (Mental 1 or Physical 1, Observation -2) — By using this skill, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire or a component required for a spell. The character must spend 2d4 hours searching and the material must theoretically be available in the area being searched (for instance an icicle isn’t available in the desert, nor dry kindling on the ocean floor).
The DM doesn’t confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn’t in the area, no skill check is necessary; he merely reveals that the search was in vain.
If the DM decides the material is indeed available, a successful skill check means the character has found what he was looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (if searching for a few leaves of a particular plant used as a spell component, the character may instead find an entire field).
If the check fails, the material isn’t found. The character may search a different area, requiring another 2d4 hours and a new skill check.
This skill also helps a character to survive in wilderness environments. When paired with the Survival skill the character can locate an abundance of edible or potable substances. While every character with Survival has an equal chance of locating food in the wilderness, the character who also has Foraging can locate enough food and water to sustain two people on a successful Foraging skill check in the terrain he is knowledgeable about.
A character who makes a successful Foraging skill check while using his Herbalism skill to locate a particular herb receives a +10% bonus to his Herbalism search modifier.

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