BltzKrg242 |
Part of the Heal Skill:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC of 20 by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
This seems like it'd be a handy way to get your players to roll thru at least one more encounter per day without a healbot and doesn't seem overpowered to allow it as a full round action.
At low levels this is a significant healing (assuming a decent heal skill and WIS modifier)
Has anyone else rolled it from a 1 hour process to a 1 round process?
The Crusader |
So:
Once per day, at a cost of 2 uses from a Healer's Kit (10 gp), and a Full-Round Action, you can make a DC 20 Heal Check to restore 1 hit point per hit die to a creature that's taken damage within the last 24 hours.
In a low-magic setting this would probably be a worthwhile change. In a world with 750 gp wands of CLW, however...
Da'ath |
I've used the same basic rule for a while now and it hasn't been an issue in the slightest. The thing I noticed most? People started using the heal skill more frequently.
My campaign is not low-magic by any means, but there are rules I use for item availability based on location, size of the settlement, and racial acceptance - a system I use based off the one presented in the Bestiary of Krynn (but expanded) to put emphasis on the different degrees of racial hatreds, tolerance, acceptance, and so on which are prevalent in my campaign setting. Thankfully, this has toned down the issue mentioned by The Crusader regarding the "750 gp wands of CLW" without appearing heavy handed.