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Hello All,

Does anyone happen to have any home rules for using Knowledge Nature/Survival to find Herbs to create minor healing bonuses? My GM is trying to come up with a rule set so individuals other than Divine casters can heal in smaller amounts.

Any Advice?

Thanks All!


Use the skill healing that is what it is for.


I think he wants w check to find the necessary ingredients to perform a heal check


Using Heal is still a good option as only a healer would really know what herbs and the like have healing properties.

On the other hand a Craft (Alchemy) check could be used too to find such things.

Either way. I would say that because you want to use herbs to heal less than the spell, make the DC to find a herb that heals 1d4 points of damage a 15, and increase the DC by 5 for every damage dice you want to attempt to heal. DC 20 to find one that cures 1d6 hp and so on up to a DC 35 to find a herb that heals 1d12 hp. This skill check can only be done a number of times per day equal to the modifier relating to the check, with about an hour of searching in a forested, grassy, or other area where an abundant of plants would grow. You could also increase the DC by 5 or 10 depending on if its in an area such as an abandoned village or cavern (Chances are something grew there but its very unlikely). This simulates that quick healing with ingredients can be done but it doesnt outshine the healing spells. Healing spells will always be the way to go, but this is for situations where your stuck in a hostile area and cant rest and your healer is out of spells. Herbs collected lose their potency after say 2 days, so you cant stock up on it and make it better than the spells again.

Just my thoughts on a house rule.

Editor

Profession (herbalist) is probably the best option, though most PCs won't have it.

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