Ninja

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*** Pathfinder Society GM. 59 posts. No reviews. No lists. No wishlists. 20 Organized Play characters.


Sczarni

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@breithauptclan the +10 not allowed is from feat restriction, not gm’s ruling, and i already know the math for the cost and healing hp variables... not sure if you understood and answered my question.

you think the resources needed (medical expert feat, medicine skill boost, 150+ credits in equipment, and 5 levels of mystic — build in option 1) to maxing a healing of 9 hp is *balanced* with spending no resources except 50-100 cr for possible 2-16 hp (in option 2)?

if in combat and out of heal spells, i am just not seeing how it wouldn’t be better just to load up on a bunch of serums to treat deadly wounds, rather than building/allocating (at this point, useless) feat and (wasting) skill points to achieve such minimal gains. furthermore, the restrictions and high dc to fanagle for treating deadly wounds in option 1 has about 50% to work to gain 5hp, if lucky 9hp at 25%, whereas serum is 100% sure thing despite the variable amount of heal.