| FalseIncarnate |
I'm very curious to see this clarified. I recently found this trait while building a healing-focused alchemist with whom I intend to blend alchemical/magical healing with more mundane methodologies, and really want to know if it is even possible to utilize at all.
Since the campaign is going for a pirate theme, we're going to be at sea a lot and I'd like to have options for healing when we are too far from a port or hapless merchant vessel to refill my alchemy reagents. Treat Deadly Wounds definitely fits that niche, as does Long Term Care, and I plan on getting myself one of those wonderful Healer's Satchels from the Healer's Handbook Companion ASAP so I can go full doctor without worry.
I suspect the author meant to say "take 10" instead of "take 20", because 20 hours to treat deadly wounds is outright ridiculous when you can heal way more with a Long Term Care check in 8 hours instead. That and you're getting awfully close to that 24 hour limit to treat the wounds, so heaven forbid you are 4 hours out from the safety of town/camp when the wound is inflicted, because I doubt you'd be attempting this in a dungeon if it is gonna take 20 hours (even 1 hour is a bit absurd to spend treating wounds in a dungeon).
I really want to like this trait... but I gotta see if the situation in which it applies can even occur first!