So In PF1 a living creature with decernable anatomy with 40 hitpoints takes more than 10hp from a single critical, or precision attack/trap/hazard that ONLY does HP damage. This then causes 1 STR, DEX, CON, or 5ft movement penalty (one chosen at random).
If the creature goes 10 rounds without receiving a single healing spell equal to or more than that particular damage, or a dc 15 heal check while no longer in combat or in a situation where the character performing the heal check is considered under pressure then the damage is treated as if it was ability drain. Unlike other forms of drain this can be recovered via Surgery.
Surgery is as follows.
The creature is put into a magical or poison based sleep. If it is immune to these types of sleep, it must be prevented from moving but not magically held. The surgeon then spends 1 hour making either two heal checks (for humaniods) or an appropriate knowledge (for non humanoids) and heal check. The DC of both checks is 20+penalties repaired+years since oldest penalty. The surgeon can use magical and mundane aid to the checks that targets himself. If the surgeon does not have the appropriate knowledge check, an assistant can make the knowledge check, but both checks are increased by 1. The surgeon (and assistants) may try again once for each check adding an hour to the procedure. Failure means the penalties are not restored and now can only be restored by magical means.
This process does 25% of the creature's total hit points, and requires the creature to receive the heal skill's long-term care full day's rest with no magical assistance for 1 day/per penalty. In this case long-term care does not double the number of hit points healed. After the required days any hit points can then be recovered magically.
#TTRPG,
#Homebrew,
#CruncyFlavor #PF1