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I couldn’t see a thread that this would fit in..
Anyway I was wondering if it would be better for a character that recovers to go to 50% of max hp rather than to 1 (maybe with a Heropoint spend). Sort of an adrenaline boost effect.
With the introduction of the new treat wounds ability in the heal skill, the Natural Medicine feat seems a little underwhelming. Can it be updated to allow the use of Treat Wounds with the Nature skill instead of the Heal skill? NATURAL MEDICINE FEAT 2
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to restore an additional 1d8 Hit Points on a success or critical success, subject to the GM’s determination. TREAT WOUNDS
A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously. Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to just your level, whichever is higher.
I'm working on a campaign where magic has been tainted (similar to Dark Sun or Wheel of Time) and using it I has become dangerous. I'm planning on introducing a corruption value when a spell is cast, but I'd like to balance this out with a reward. So my question is, would reducing the 8 hours rest time before you regain your used spell slots to just 1 hour be too powerful a reward. Keeping in mind that just casting a spell will potentially corrupt the casters soul... If you think it's too good, I'm interested in hearing your thoughts on alternatives as well. Cheers.
I'm hoping that we'll get to see some creative use of magic. One of the features you tend to see as technology advances is increasing complexity or refined simplicity. I'd like to see this happening with magic, rather than see the old pathfinder spells.. I'm thinking that more complicated magic might be available at lower level etc.
My gaming group are planning on running a horror themed game and rather than wait for the new horror book we came up with our own rules for insanity and madness. I was curious if the collective wisdom here thought they were fair and workable... Suggested Insanity rules When your GM requires it, a Will saving throw maybe required to resist mental damage. This save is normally the result of encountering “The Others” the creatures that don’t make sense in our world or when encountering particularly powerful supernatural events and effects. The save DC is 10 to 55 depending on the source of the insanity as determined by the story teller. When encountering the supernatural: 10 + CR if of this world but using the supernatural
If you pass the save you feel stressed and uncomfortable but suffer no long term effects. If you fail the save you suffer insanity damage: 1 point and move down the fear tree one step. If you roll a 1 on your Will save you critically fail. As a result you suffer 1D4 insanity and move down the fear tree one step. Insanity Damage The higher the damage the more unhinged a character becomes, to the point that they have a true insanity. A human can suffer insanity damage up to the total of their Wisdom score (not modifier) at which time they gain a Mental Affliction. A character who gains Insanity Damage equal to twice their Wisdom Score suffers a second Mental Affliction and so on. Mental Affliction’s
d% Mental Affliction
Healing Insanity Damage You can use the Heal skill to Provide Long-Term Psychiatric Care. The DC for this check is 15 + Insanity point damage. Providing long-term care means treating a psychotic person for a day or more. If your Heal check is successful, the patient recovers insanity damage at the rate of 1 insanity points per level for a full 8 hours of rest in a day, or 2 insanity points per level for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies (drugs, pleasant environments, therapy, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. Action/Time: 8 hours or 24 hours. Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure. If you retry without changing your therapy you suffer -4 to the roll. Spells to heal Insanity Lesser Restoration heals 1 insanity damage.
Removing Mental Affliction If your Insanity points are reduced to below your Wisdom score then each week of rest you may make a Will save against the DC of the Mental Affliction to remove it. You can use the Heal skill to Treat Mental Affliction To treat a Mental Affliction means to tend to a single afflicted character. Every time the afflicted character makes a saving throw against Mental Affliction, you make a Heal check. If your Heal check exceeds the DC of the Mental Affliction, the character receives a +4 competence bonus on his saving throw against the Mental Affliction. Action/Time: 10 minutes. Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure. Restoration adds your caster level to the next save to over come a Mental Affliction.
New Traits Strong Minded
Benefit: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Mental Affliction. Psychiatric Healer
Benefit: You gain a +2 trait bonus to Heal checks to treat Mental Affliction’s, and Heal is always a class skill for you. |