Spell-less Ranger - how does Nature's Healing work?


Product Discussion


Nature’s Healing (Ex) - Beginning at 3rd level, the ranger gains a +2 bonus to Heal skill checks. If he can beat the appropriate Heal DC check, the ranger heals an additional 1d6 hit points of damage plus 1 for every three ranger levels. Nature’s healing can only be used when a ranger is in one of his favored terrains. A ranger does not need a Healer’s Kit in order to use this ability.

How is this intended to work?

Heal can be used to:
First Aid
Long-term care
Treat wounds from caltrops, spike growth, or spike stones
Treat deadly wounds
Treat poison
Treat disease

Which of these uses would get the 1d6+1 extra healing? I assume long-term care and/or treat deadly wounds, but how about the others? If it works with say First Aid, or to stop a Bleeding weapon, is it supposed to have a times per day per target limitation? Otherwise you could do like 1 bleed damage, heal for 1d6+1, do 1 damage, heal for 1d6+1 and so on which seems... weird.

I'm after a reasonable answer of how you think it's supposed to work (or even better if you know for sure), not RAWy-RAWiness of RAW because that I can figure out ;)


My first thought is that it should apply to long-term care and treat deadly wounds. The ability is intended to heal additional hit points and those two abilities are the ones that heal hit points in the first place so only in this case the term additional would be in place.


Seems reasonable.

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