| Cavall |
| 12 people marked this as FAQ candidate. |
Why does the trait devoted healer exist? Or better yet, how?
Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.
Take 20? Does this mean it takes 40 kit uses and 20 HOURS? how's this even possible if take 20 means it incurs the penalties of failure and you can only try once?
Does the trait Devoted Healer really mean take 10 and not take 20?
| Omagi |
Why does the trait devoted healer exist? Or better yet, how?
Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.
Take 20? Does this mean it takes 40 kit uses and 20 HOURS? how's this even possible if take 20 means it incurs the penalties of failure and you can only try once?
Does the trait Devoted Healer really mean take 10 and not take 20?
bump... Im curious too
| FalseIncarnate |
I'm very curious to see this clarified. I recently found this trait while building a healing-focused alchemist with whom I intend to blend alchemical/magical healing with more mundane methodologies, and really want to know if it is even possible to utilize at all.
Since the campaign is going for a pirate theme, we're going to be at sea a lot and I'd like to have options for healing when we are too far from a port or hapless merchant vessel to refill my alchemy reagents. Treat Deadly Wounds definitely fits that niche, as does Long Term Care, and I plan on getting myself one of those wonderful Healer's Satchels from the Healer's Handbook Companion ASAP so I can go full doctor without worry.
I suspect the author meant to say "take 10" instead of "take 20", because 20 hours to treat deadly wounds is outright ridiculous when you can heal way more with a Long Term Care check in 8 hours instead. That and you're getting awfully close to that 24 hour limit to treat the wounds, so heaven forbid you are 4 hours out from the safety of town/camp when the wound is inflicted, because I doubt you'd be attempting this in a dungeon if it is gonna take 20 hours (even 1 hour is a bit absurd to spend treating wounds in a dungeon).
I really want to like this trait... but I gotta see if the situation in which it applies can even occur first!