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 #
| Variant | Name | Description |
|---|---|---|
| Elven | Sympathetic Mending | Elves “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. |
| Dwarven | Beast-of-Burden Smith | Dwarves 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. |
| Gnomish | Anatomical Cataloger | Gnomes 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. |
| Lizardfolk | Cold-Blooded Kinship | They 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 #
- 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.
- 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.
- 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.
- 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.
