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Vest of Surgery
Price 3,000 gp; Aura faint conjuration; CL 5th; Weight 4 lbs.
This emerald vest has four prominent and bulging pockets along its front. The wearer is always treated as if using a healer's kit when making Heal checks . Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage.
It dose not let you take 20. It dose something if you make a DC 20 heal check that can not normally be done.
I'm Hiding In Your Closet
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Now then, how is this beneficial to someone who has a heal skill of 20+?
I believe the answer is: You can't normally use the Heal skill to cure ability damage, AND you no longer need to screw around with ordinary Healer's Kits. It's your daily pocketful of free lesser restoration.
It's not bad, actually. What sourcebook is it in? I think I've got a character who might like it.
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Eric Saxon wrote:
Now then, how is this beneficial to someone who has a heal skill of 20+?I believe the answer is: You can't normally use the Heal skill to cure ability damage, AND you no longer need to screw around with ordinary Healer's Kits. It's your daily pocketful of free lesser restoration.
It's not bad, actually. What sourcebook is it in? I think I've got a character who might like it.
TY for the response, yeah its in the Ultimate Equipment Guide.
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Healer's Gloves
Price 2,500 gp; Aura faint conjuration; CL 5th; Weight —
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. The wearer gains a +5 competence bonus on Heal checks.
Heal Skill Ranks + Wis Mod + Class Skill + 5 Competence Bonus +1D20 =
Total Day Job RollThe Vest dose not adjust the heal skill. It lets you do something new with the skill. Healer's Gloves give a bonus to the heal skill. It requires you to have the Temple (4PP) vanity. To use the heal skill as a day job check.
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Actually the Vest allows you to be treated as if you were using a Healing Kit, every time you use the Healing Skill, giving a +2 competence bonus. As this item is not a rechargeable item and does not require any components to practice your craft, it wouldn’t fall under the category of a perishable or a one-time use item.
I wonder if anyone at Paizo is looking at this and debating it at HQ or if its not important enough to take notice off.
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The boost to the skill is nice as far as the gloves are concerned but I'd have to do 50 more adventures to pay for them. Since a +5 to your basic score will get you +50gp extra.
As a side question, if any of you've gone beyond lvl. 8, does the Heal skill ever get used to such a degree that you need more than 10 Healing kits per adventure?
It seems that paying 3,500gp for an item like the Vest of Surgery, would mean that you'd have to expect to use your heal skill more than 350 times before the end of the PCs career, to pay for it. I've yet to actually burn a healing kit yet, so I'm wondering if it comes into play later in the game of if this is just a craft skill that's pointless.
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In my personal experience, we have used te heal skill at high levels to:
Identify wounds on a creature or cause of death
Provide a fellow player with a bonus to their next save when fighting a poison or disease
Provide bed care when resting overnight so other players can receive double the rest bonus.
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I am curious as to the reasoning why it would not apply to a day job check.
Healer's Kit: This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
With the Vest of Surgery "The wearer is always treated as if using a healer's kit when making Heal checks." So, you combine always treated as having a healer's kit and the kit placing no restrictions on how the Heal skill is being used (such as only for treating deadly wounds). With that I cannot see why the character would not "always be treated as" being "provide[d] a +2 circumstance bonus on Heal checks." Since it is effectively a permanent bonus it should apply to day job checks when using Heal.
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I'm not sure we have an 'official' ruling on this topic. There seem to be a lot of opinions but your opinion Mike is as valid as anyone else's on the topic, until we hear from MB who seems to have the final say on these matters. Or if someone can definitively tell me that this ruling has already been made in the past.
On a side matter:
The other question I have for everyone is, do you need a skill to go beyond 19 at any point in the game? At this point I have an effective skill of 19 in healing, so even on a roll of 1, I make every DC 20 check.
(3 Wis, 3 class skill, 6 levels of 1 point each, gloves of healing +5 and a Healing Kit, which essentially puts me in the NEVER fail range.) So, are there any poisons or diseases that give a (-) negative bonus to heal checks, that I should expect? Or is 19, pretty much as good as I need to get it?
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Task DC
First aid 15
Long-term care 15
Treat wounds from caltrops, spike growth, or spike stones 15
Treat deadly wounds 20 (25 Wis Mod to amount healed_)
Treat poison Poison's save DC
Treat disease Disease's save DC
You can auto success on every thing in the heal skill at a 24. With the exception of some poisons, and diseases. If your using it for day job there is no cap on it.
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calagnar wrote:If your using it for day job there is no cap on it.Sure there is; the GP award tops out at a result of 40 (150gp), which combined with the ability to take ten on Day Job checks, means there really isn't a point of increasing it past +30.
If you have the "Prosperity" boon it raises the cap to 50 (300gp).
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The other question I have for everyone is, do you need a skill to go beyond 19 at any point in the game? At this point I have an effective skill of 19 in healing, so even on a roll of 1, I make every DC 20 check.
If you want to make skill checks with a DC greater than 20 when your die roll is 1, then yes.
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PDR wrote:Task DC
First aid 15
Long-term care 15
Treat wounds from caltrops, spike growth, or spike stones 15
Treat deadly wounds 20 (25 Wis Mod to amount healed_)
Treat poison Poison's save DC
Treat disease Disease's save DCYou can auto success on every thing in the heal skill at a 24. With the exception of some poisons, and diseases. If your using it for day job there is no cap on it.
Can I ask why 24? It seems that every one of those checks succeeds at 20. I understand the Day Job roll but the 24 I'm not sure about, since you succeed at 20 on each of the above mentioned checks.
| AlastarOG |
Using my old necromancy skill but... Having a high heal skill (+15 or somesuch) is somewhat useful in ressource management.
Assume a party of 4 level 8 who's cleric(druid, Inquisitor, warpriest, other) has 24 wisdom and +15 in heal.
Take ten treat deadly wounds means he heals char level+ Wis, so 15, once per day per character.
So everyday that's a free 60 HP of healing. As we know, a wand of fiendish heritage coats 750 go and heals 500 hp, so the base cost for hp recovery is 1.5 gp per hp.
So outside of day job, this items saves you 90 go per day of adventuring. Not awesome but not shabby.
Now if you factor in lesser restoration wands...
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Using my old necromancy skill but... Having a high heal skill (+15 or somesuch) is somewhat useful in ressource management.
Assume a party of 4 level 8 who's cleric(druid, Inquisitor, warpriest, other) has 24 wisdom and +15 in heal.
Take ten treat deadly wounds means he heals char level+ Wis, so 15, once per day per character.
So everyday that's a free 60 HP of healing. As we know, a wand of fiendish heritage coats 750 go and heals 500 hp, so the base cost for hp recovery is 1.5 gp per hp.
So outside of day job, this items saves you 90 go per day of adventuring. Not awesome but not shabby.
Now if you factor in lesser restoration wands...
That's also 4 hours of downtime to do that 90gp, which is actually free since you can spend 2 PP to get the wand to do the healing with. So it's 4 hours in game to not use some free wand charges.