making the heal skill better


Homebrew and House Rules


Hey all.

At low level healing can be problematic... Potions and wands can feel expensive, and not all parties got a dedicated healbot. The following buff to the heal skill is my way of dealing. Feel free to use at your leisure...

Long term care:

Normal: at a heal check DC 15 you raise the hp gain from 1/HD to 2/HD.

To this I add:

For each 5 you beat the DC, your patient gains 1 additional HP

Surgery:

A heal check DC 25 can followed at least 1 successful long term care exchange all hp gain to 1 ability damage.

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As stated in the beginning, if you like, feel free to use...


I make it even simpler:

Long-term care: regain hp equal to Heal check results.

Sovereign Court

Kirth Gersen wrote:

I make it even simpler:

Long-term care: regain hp equal to Heal check results.

That's got potential for breaking the stranglehold (mostly divine) casters have on healing, compared to mundanes.


That was part of the intent. I mean, why does the Heal skill as written even exist, if a wand of CLW supersedes it right out of the gate?


Kirth Gersen wrote:
That was part of the intent. I mean, why does the Heal skill as written even exist, if a wand of CLW supersedes it right out of the gate?

You could go further...

Take a round to make a Heal check with target DC as character's current hitpoints. Success equals restoration of +1 hitpoint, but not more than 50% of the character's max.


Rory wrote:

Take a round to make a Heal check with target DC as character's current hitpoints. Success equals restoration of +1 hitpoint, but not more than 50% of the character's max.

Maybe succeed, 1/round, at healing 1 hp, and only up to half max? That's a LOT worse than a wand, in all ways. It's the exact opposite of what the thread proposes.


Kirth Gersen wrote:
That was part of the intent. I mean, why does the Heal skill as written even exist,don't a wand of CLW supersedes it right out of the gate?

Prizes... One charge from a wand cost 15gp, where a mundane "doctor" is cheaper (at least in my world)

I don't want skills to be better than magic, but be useful to commoners...


If skills are only useful to commoners, and adventurers should use magic instead, then why do PC classes get skills at all? Why not reserve skills for NPC classes, and give spells to all PC classes, and be done with it?


Never said ONLY to commoners...

It may be my English skill that's too low, so I'll repeat myself:

This is a system that works for me and my group, if you like it, feel free to use it. If you don't like it, don't use it...


Kirth Gersen wrote:
Maybe succeed, 1/round, at healing 1 hp, and only up to half max? That's a LOT worse than a wand, in all ways. It's the exact opposite of what the thread proposes.

I wasn't comparing the heal skill to a wand. I was adding additional functionality to the heal skill.

To quote the OP:

"At low level healing can be problematic... Potions and wands can feel expensive, and not all parties got a dedicated healbot."

Having anyone be able to use the heal skill be able to heal up to half the character's hitpoint for free is a powerful addition to the heal skill.

Sovereign Court

I've seen slow-ish (slower than enemies inflict damage) "free healing up to half" in practice in 3.5, it didn't strike me as being OP. Doing that with the Heal skill is interesting.


What I could see to buff the heal skill is to allow first aid to give temp hp equal to char 1/HD but capped at the damage dealt.

I would see that in a way as you are still not healed but as the wound has been treated you can, again, take a little bit more of a beating before you go down.

Those temp HP would last 'till the damage is healed or the next bed rest.

Example: a 7th level barbarian gets out of a fight really messed up (lost 34 hp). there is no magic healing available so he, at least, he gets patched up by a comrade. By that he receives 7 temp hp.
His rogue pal, who was only nicked, could get no more than 5 temp hp because that's how many he lost.

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