Veterinary Healing

Veterinary Healing: This is the same as Healing (above), but this skill pertains to creatures that are neither humans nor demihumans—in other words, nonhumans, monsters, normal animals, and so forth. A character can take this skill in one of two ways: 1) as a General Veterinary Healing skill, which means that he makes his roll with a + 1 penalty for every type of creature he treats; or 2) as a Specialized Veterinary Healing skill that pertains to one class of creatures (for example, equines). The character with a Specialized Veterinary Healing skill takes no penalty when treating the creatures that are his specialty, but he takes a + 2 penalty with all other types of creatures. (A character could take the skill twice, one General and one Specialized; he would have his listed roll for the creatures that were his specialty and only have a + 1 penalty when treating all other creatures.) A character with Veterinary Healing skill trying to treat a human or demihuman rolls at a + 3 penalty.

🐾 Racial Variants #

VariantNameDescription
ElvenSympathetic MendingElves “feel” an animal’s pain. When treating a Natural Animal, they ignore the +1 General penalty. If the animal is magically charmed or enraged, their treatment also acts as a Calm Animals spell.
DwarvenBeast-of-Burden SmithDwarves treat heavy labor animals (ponies, rams, lizards) like machines. They are experts at treating hoof/claw issues and spinal strain. They gain a +4 bonus to treat any animal currently wearing barding or a saddle.
GnomishAnatomical CatalogerGnomes use specialized lenses to study “Monster Biology.” They can identify a monster’s internal organs with a successful roll, allowing them to treat Monsters with only a +1 penalty instead of the usual specialization gap.
LizardfolkCold-Blooded KinshipThey specialize in reptilian and draconic biology. They take no penalty for treating dinosaurs, hydras, or drakes. Their saliva has natural antiseptic properties for these creatures, adding +1 HP to the 1d3 healed.

🗺️ Regional Variants #

  1. The Royal Equerry (Metropolitan/Specialized)

Trained in the high-stakes world of noble stables and racing circuits.

  • Specialty: Peak Performance. (Specialized: Equines). If they succeed on a roll by 5 or more, the horse’s Movement Rate is increased by 10% for the next 24 hours as they clear up minor respiratory or muscle issues.
  1. The Frontier Cattle-Driver (Wilderness/General)

Trained to keep a diverse herd alive through predators, parasites, and rough terrain.

  • Specialty: Herd Triage. They can treat up to three animals of the same type in a single “set of wounds” period. If they roll a natural 20, they only deal damage to one of the three animals.
  1. The Desert “Camel-Witch” (Arid/Specialized)

Specializes in the hardy, water-storing beasts of the wastes.

  • Specialty: Desiccation Recovery. (Specialized: Camels/Desert Dwellers). They can “heal” an animal’s exhaustion caused by thirst. A successful roll restores the animal’s ability to travel at full speed for one extra day without water.
  1. The Menagerie Keeper (Metropolitan/General)

Trained in the exotic pits and royal zoos where monsters from all planes are kept.

  • Specialty: Sedation Mastery. They know how to “subdue” a monster while treating it. A successful roll ensures a monster remains “Neutral” toward the party for 1d4 rounds after being healed, even if it was previously hostile.

🧪 The “Human-Treatment” Penalty #

As per the rule, treating a human or demihuman incurs a +3 penalty.

  • The “Rough Medicine” Rule: Because the veterinarian is used to tougher hides and larger dosages, a human treated by a veterinarian must make a Saving Throw vs. Poison or be “Stunned” by the sheer intensity of the medicine/treatment for 1d6 rounds, even if they are healed 1d3 HP. 

⚖️ Synergy with Other Skills #

  • Veterinary Healing + Animal Training: The trainer can use their Veterinary skill to “Force-Molt” or “Calm” an animal, making it more receptive to learning new tricks (+2 to training rolls).
  • Veterinary Healing + Science (Biology): The character can identify a monster’s “Anatomical Weak Point,” granting the party a +1 to hit that specific species in combat.

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Updated on February 24, 2026