Improved Treat Deadly Wounds (Buffing the Heal skill)


Homebrew and House Rules

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Currently, Treat Deadly Wounds expends uses from a Healer's Kit, unless you can take -4. The base DC is 20. End result: Heals target 1hp per character level, + your wisdom if you beat the DC by 5 or more. And it takes you an hour.

Too little too late for too much investment, I think. Everyone just gets wands of CLW, as they should. I'm not a big fan of the healstick paradigm though, so I want to buff this.

Here's my take:

Treat Wounds (DC 10, trained only): When treating wounds, you can restore hit points to a damaged creature. Treating wounds restores 25% of the creature's maximum hit points. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount.
Time: 5 minutes
Special: Each time a creature has wounds treated, the DC increases by 4 (this is cumulative). The DC resets to 10 after the creature has fully rested (generally 8 hours). You can usually take 10 when Treating Wounds.
Retry: If you fail a Heal check to Treat Wounds, you cannot try again on the same creature until it has fully rested.

By being percentage based, the skill stays relevant into higher levels. Becoming a trained healer allows you to more often fix up allies. 5 minutes per use limits it in dungeons, keeping magical healing useful as it is instant.

Thoughts? I'm open to shifting some numbers around.

RPG Superstar Season 9 Top 16

No feedback?


I'm in favor of eliminating the reliance on wands of CLW. In my opinion, however, the DC of your alternative is too low and its a bit too much like 4E's healing surges. If I had to change the existing rule, I would lower the DC by 5 and have it cost 1 healers kit use instead of 2.


Ciaran Barnes wrote:
I'm in favor of eliminating the reliance on wands of CLW. In my opinion, however, the DC of your alternative is too low and its a bit too much like 4E's healing surges. If I had to change the existing rule, I would lower the DC by 5 and have it cost 1 healers kit use instead of 2.

That's still really prohibitive since it's only once a day and takes an hour. Maybe keep the two uses of a healer's kit and lower the time down to 5 or 10 minutes?

It should also have some better method of scaling since having a higher skill doesn't make it better, just easier. Perhaps you heal 1 additional hit point for point you beat the DC by?


A character who gains the benefit of treat deadly wounds can still benefit from long term care.


Ciaran Barnes wrote:
A character who gains the benefit of treat deadly wounds can still benefit from long term care.

Yeah, but long term care doesn't help an adventurer in the middle of an adventure. I think the idea of this is to make the heal skill more useful in standard play.

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