The heal skill


Homebrew and House Rules


The heal skill is almost entirely useless in pathfinder. Yes you can use it to stabilize someone, but then any healer class has access to the stabilize orison which is, I remind you, a ranged spell. The only time a person would use a heal check is in an anti magic field. And sure, you can see how much you've hurt something, but since in almost all combat, you generally just keep clubbing, slashing, or poking, whatever it is until it stops moving does it really matter? Whose going to waste skill points for that? A rogue?

So I propose that any healer can add the ranks they have in their heal check to any healing spells they cast. This would suggest that the higher a person's heal ability the more they understand about anatomy. With a greater understanding of how the body works it makes sense that you could focus your healing energy to the more important areas.

I also think if a character has at least 10 ranks in their heal check they should be able to increase the range of their heal spell by one step. Perhaps at 20 they can increase it by 2 steps. If you feel this is too powerful this could require a spelcraft check using your heal ability.


Not all parties have a dedicated healer, nor do all healers have stabilize prepared. I've had two characters die in the past from blood loss because no one was paying attention or failed a healing check on the last round...

Silver Crusade

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Pathfinder Adventure Path Subscriber
Moorningstaar wrote:

The heal skill is almost entirely useless in pathfinder. Yes you can use it to stabilize someone, but then any healer class has access to the stabilize orison which is, I remind you, a ranged spell. The only time a person would use a heal check is in an anti magic field. And sure, you can see how much you've hurt something, but since in almost all combat, you generally just keep clubbing, slashing, or poking, whatever it is until it stops moving does it really matter? Whose going to waste skill points for that? A rogue?

So I propose that any healer can add the ranks they have in their heal check to any healing spells they cast. This would suggest that the higher a person's heal ability the more they understand about anatomy. With a greater understanding of how the body works it makes sense that you could focus your healing energy to the more important areas.

I also think if a character has at least 10 ranks in their heal check they should be able to increase the range of their heal spell by one step. Perhaps at 20 they can increase it by 2 steps. If you feel this is too powerful this could require a spelcraft check using your heal ability.

You realise that the Heal skill can be used to heal HP damage in Pathfinder, freeing up your precious spell slots a bit until you can purchase a happystick and have all your healing woes covered?

Dark Archive

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Between 1st and 6th level (before neutralize poison shows up for clerics), the Heal skill (and alchemical antitoxins, and the delay poison spell, and the overlooked resistance cantrip) are pretty much the only things standing between PCs and death-by-poison.

For instance, a 3rd to 4th level party running through the 1st or 2nd book of an AP that will only be named in a spoiler

Spoiler:
Jade Regent, the multiple ninja encounters
can expect to encounter deathblade poison *four to six times in a single encounter.* In the one I ran through, the druid healer had to choose which of his allies would get to live and which got to die, and his animal companion was one that he had to just let die from the poison, because he couldn't heal multiple dying individuals a round.

If he didn't have the Heal skill (and antitoxin) *everybody* would have died, including himself, because *everybody* was poisoned (and deathblade's no joke...).

The Heal skill might also be the only thing saving a PC from becoming a ghoul because of ghoul fever (or suffer ability drain or permanent penalties from other diseases), before remove disease is available at 5th level (for clerics) or 6th level (for oracles) or the 10th of never (if your 'healer' is a wand of cure light wounds).


Gorbacz wrote:
You realise that the Heal skill can be used to heal HP damage in Pathfinder, freeing up your precious spell slots a bit until you can purchase a happystick and have all your healing woes covered?

Only once per day per person, and each attempt takes an hour. If this is before you get a happy stick, you're probably looking at 1 or 2 HP healed. I'd hardly call that useful in most cases.


Lessee.. 20th level cleric

20 Max ranks
Say....+6 Modifier on Wisdom. No doubt greater

So taking an hour can heal someone 26 HP. At that point, Cure Critical Wounds wands are available for 1 poke every round.

The biggest problem of being able to keep up with damage when you get tagged without using a Heal spell has yet to be addressed. I've seen a high level barbarian on these boards not bother with armor outside of something to stack buffs. He used a Ring of Blinking for defense and unloaded Reckless Assault/Power Attack until things died.


Best reason for heal skill: poison and disease. Makes dealing with both much easier.


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I like it for healing during rests. You get more bang for your buck and it frees up some resources.

Now, if you get the skill unlocks for Heal, treat deadly wounds becomes VERY cost efficient. I made mention of this elsewhere so I'll just quote that post.

Garbage-Tier Waifu wrote:
An unchained rogue with Psychic Sensitivity (For Psychic Healing), Psychic Healing, the skill unlock for Heal, a (Superior) Healer's Satchel, Bandages of Rapid Recovery and some means of accessing the Healing (Medicine) subdomain 1st level ability can grant an unbelievable amount of hit point and then temporary hit points of healing in under a minute (the domain isn't really necessary though). Once per day for each creature. But still, very, VERY powerful when used before a significant fight, and only gets better as you level. The fighter will love you.


The Heal skill works for its intended purpose. Using it to buff magic is not a good idea. Throws some feats right out the window for no reason.


Honestly the skill unlocks do a lot for the skill, i recommend using them if you want a fairly decent boost without reinventing the wheel.


Okay I've read all of your posts and I appreciate your feedback. I really appreciate not getting trolled in a forum for the first time ever lol.
I've also looked at the rules you've stated and personally I don't think heal is still worth anything. In order to save a pc from a poison or disease the healer can do nothing but attend that one character (as most poisons and diseases you might obtain in combat seem to have a 1/round frequency). Whilst doing so they are provoking attacks of opportunity and not healing anyone at all, and all just so they can give a +4 competence bonus to the afflicted. Now that's certainly not worth the limited skill points most healer classes get IMHO. And if the enemy has attacks that cause these issues you can't help the rest of the party, which pretty much means TPK.
And, as pointed out above, using the heal skill to heal HP damage provides minimal help. Personally I feel that a healer should be able to negate the damage of one damage dealing class with their abilities for balance reasons, and as the game is designed this is just not so.
Nor am I the first person to note this. One of my players found 3.5 rules that let you use your heal skill to cast cure spells (based upon the ranks you had in the skill).
That being said, I can certainly understand many of your concerns about tipping the balance too far in the other direction. So, after consulting with some of my players I've decided to add three feats to the game that they can take:

Healer
Prerequisites - Must be able to cast divine spells
Boon - When casting a spell or spell like ability that repairs HP damage add an amount of bonus healing to that effect equal to half your heal check bonus.

Improved Healer
Prerequisites - Healer, Must be able to cast divine spells, CL 5
Boon - when casting a spell or spell like ability that repairs HP damage you may choose to eschew the bonus healing provided by the Healer feat to increase the range of that spell by one step

Superior Healer
Prerequisites - Healer, Improved Healer, Must be able to cast divine spells, CL 10
Boon - The bonus healing from Healer is now equal to the caster's heal check bonus. Additionally the caster of the spell can choose to increase the spell's range by up to 2 steps. For each step of increase they eschew half of the bonus healing applied via the Healer feat.

That said I have two more questions.
1) I'm considering a 4th feat that grants the caster a check to end a single poison or disease ability afflicting the target.
2) Should these feats exclude healing from channeling or lay on hands?

I appreciate your time and consideration.


P.S. I'm considering a fourth feat that would allow any overhealing to be treated as temporary HP.


Moorningstaar, diseases do not have a 1/round frequency. They typically take days to resolve, not rounds.

As for poisons, most combat lasts for a few rounds, using heal to resolve the poison after combat ends will save a poisoned character from suffering the effects for several rounds.

I have seen the heal skill make all the difference at low levels to deal with poison and disease.


Well if you still feel like you need to add more to the skill, you can alsways use the Kirthfinder rules for it. It won't affect your spells (other than being needed to prepare/learn them) but it allows for a single roll per person after combat to heal up to the damage they took in that combat to be healed.


The other thing I have used Heal for is forensics. I have an investigator and that's basically his shtick, using the heal skill to figure out what attacked someone, how long they've been dead, etc. I'd love for it to give you a cure spell or whatever, but it's not meant to be a magical skill.


Moorningstaar wrote:

Okay I've read all of your posts and I appreciate your feedback. I really appreciate not getting trolled in a forum for the first time ever lol.

I've also looked at the rules you've stated and personally I don't think heal is still worth anything. In order to save a pc from a poison or disease the healer can do nothing but attend that one character (as most poisons and diseases you might obtain in combat seem to have a 1/round frequency). Whilst doing so they are provoking attacks of opportunity and not healing anyone at all, and all just so they can give a +4 competence bonus to the afflicted. Now that's certainly not worth the limited skill points most healer classes get IMHO. And if the enemy has attacks that cause these issues you can't help the rest of the party, which pretty much means TPK.
And, as pointed out above, using the heal skill to heal HP damage provides minimal help. Personally I feel that a healer should be able to negate the damage of one damage dealing class with their abilities for balance reasons, and as the game is designed this is just not so.
Nor am I the first person to note this. One of my players found 3.5 rules that let you use your heal skill to cast cure spells (based upon the ranks you had in the skill).
That being said, I can certainly understand many of your concerns about tipping the balance too far in the other direction. So, after consulting with some of my players I've decided to add three feats to the game that they can take:

Healer
Prerequisites - Must be able to cast divine spells
Boon - When casting a spell or spell like ability that repairs HP damage add an amount of bonus healing to that effect equal to half your heal check bonus.

Improved Healer
Prerequisites - Healer, Must be able to cast divine spells, CL 5
Boon - when casting a spell or spell like ability that repairs HP damage you may choose to eschew the bonus healing provided by the Healer feat to increase the range of that spell by one step

Superior Healer
Prerequisites - Healer,...

If you're going to make those feats don t go caster level go heal ranks.

Otherwise I won't put a single rank in heal, and you've given me reach on all my heal spells by level 5 for 2 feats


That's a very good point Cavall


shaventalz wrote:
Gorbacz wrote:
You realise that the Heal skill can be used to heal HP damage in Pathfinder, freeing up your precious spell slots a bit until you can purchase a happystick and have all your healing woes covered?
Only once per day per person, and each attempt takes an hour. If this is before you get a happy stick, you're probably looking at 1 or 2 HP healed. I'd hardly call that useful in most cases.

Brings the main healer back on line.


I'm also considering kicking the requirements to 1 rank in heal for the first, 7 or 8 ranks for the second and 14 or 15 for the third.


Flagged to move to Homebrew/House rules forum.


For the feats, I'd suggest the requirement be "able to cast cure [x] wounds or prepare infused extracts of cure light wounds" instead. And clarify that the CL 5 is in the class able to cast cure light wounds. Opens up the feat to witches or bards or alchemists or White Mages, which also have more skills to use on heal in the first place.

Dark Archive

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I'd also prefer basing it on Heal ranks, and not the Heal bonus.

Ditto opening it up to non-divine casters of cure X wounds spells (such as alchemists, bards and witches), but explicitly not any healing spell or effect, so that it won't enhance spells like infernal healing, that grant fast healing or regeneration.

Gating the extra healing effects off with a Feat seems like a good way to go.

A feat to increase the range of a cure X wounds spell seems like it may be a little too good, as written, and seems completely unrelated to this Heal spell affecting curing business. Limiting the extra range to a number of people / day (designated when you prepare spells) equal to your spellcasting ability modifier (Cha for bards, Wis for clerics, etc.) might be one way to have that utility, without just arbitrarily upping all cure spells to Close range with a single feat. Other balancing options might be to require that the ranged healing only works on targets of your faith (and therefore limiting that one to divine casters, making clerics potentially better cure-ers than other classes with the same spells), or that the person to be cured at range be carrying a token or holy symbol that you've given them, through which the healing energy is transmitted, etc. also exist.

Here's a variation on the notion of Heal skill boosted curing magic, just so you know that I'm not opposed to the idea;

Spoiler:
Venicaan Apothecary
Prerequisites must be able to use cure light wounds as a spell or infusion, must maintain ranks in the Heal skill equal to your character level
Benefits You have learned to augment your healing magic with your mundane surgical skills, and vice versa. Whenever you make a Heal check to provide first aid, long-term care, treat caltrop wounds or treat deadly wounds, you add an insight bonus to the check equal to the highest level cure spell (or infusion) you have prepared or available to cast (if a spontaneous caster). Whenever you make a Heal check to treat disease, you gain a +3 insight bonus if you have remove disease prepared. Whenever you make a Heal check to treat poisoning, you gain a +2 insight bonus if you have delay poison available or a +4 insight bonus if you have neutralize poison available.
Whenever you cast a spell or use an infusion that cures hit point damage and has cure in the name, you can make a DC 20 Heal check as a move action to also Treat Deadly Wounds, as per the Heal skill. With the exception of the time taken, this is treated as a normal use of Treat Deadly Wounds, including bonus healing if you exceed the DC by five, expending 2 uses from a healer’s kit and needing to occur within 24 hours of an injury. This magically-enhanced use of Treat Deadly Wounds can however be applied to a single individual more than once in a 24 hour period, although the Heal check DC increases by 5 for each attempt after the first.
Additionally, whenever you use remove disease or neutralize poison as a spell or infusion, you gain a bonus to your caster level check equal to half your ranks in Heal.
Special If your total ranks in the Heal skill ever fall behind your character level, you lose the benefits of this feat until you catch up your training.


Certainly do it on Heal ranks, not bonus. The bonus can get rather large, even at 1st level, eg +1 (rank) +3 (class skill) +4 (wisdom) +2 (masterwork stethoscope) = +10. So that's +5 on a CLW with just 1 feat.

Alternatively, you might envisage that the Heal skill allows the caster to apply his spells more accurately while not increasing their overall power. So he takes the greater of the die (or dice) roll and the Heal ranks when casting a CLW, CMW, etc.

For example, a 4th level cleric with 3 ranks cast CLW. He rolls a 1. Instead of healing 1+4=5 hp, he heals 3+4=7. A 9th level bard with 8 ranks casts CLW. He'll always heal 8+5=13. If he casts CMW, he'll heal a minimum of 8+9=17.

And you can extend the idea to Remove Disease and Neutralise Poison. The minimum roll on the d20 caster level check is your Heal skill.

(edit - I wouldn't require a feat to do it this way)


Some good points here. I hadn't realized that there were non divine casters that could cast cure. I'd considered wording it the way you did but thought they were the same and that divine caster was a simpler way to state it. That said, I'm not sure alchemists need a boost considering that their healing bombs use the exact same modifiers as their attack bombs. ATM alchemists are probably the most effective healers there are, and they can heal at range. Personally, considering they are just as effective at dealing damage, and they don't even have to prepare bombs in advance, it seems that an actual healing class should be healing for more than them.

One of my players did express concerns about the extension of healing spell range, pointing out that a 10th level healer (assuming they somehow got a feat at 10) could cast a cure spell at a range of 90 ft, which is outside most classes' charge. One player proposed that the healing be increased by increments of land speed, but I don't understand why magic energy would be based on a physical attribute. It would be like suggesting that your healing bonus be based on your strength.
Furthermore, upon further reflection I'm not sure this is really an issue. A) I'll add that the healer must retain line of sight (although I do like the idea of giving trinkets that might allow healing, so perhaps that could circumvent this. I'll probably require a heft gold investment and a failure chance of the item binding to the carrier)
B) In consideration there are plenty of classes that have a balancing factor for this: Gunslingers, Rangers, and virtually any caster class can cast damaging spells from further away. Rogues can stealth and sneak up on the caster (who is now too far away for its allies to help immediately). So this doesn't make casters broken, it simply requires the group to be more tactical about the expenditure of their resources.

When I first considered building this feat I originally envisioned using heal ranks as opposed to heal bonus, but the math just did not work out. At level one any fighter class who takes power attack (and really, why wouldn't they?) and uses a weapon with a d8 for damage is hitting a max of 14 damage with the possibility of critting. A healing class using this feat can only heal for 13 max. At level five that same fighter (who we can be certain has at least a +1 weapon with an element) is now hitting for a max of 23 (again with the possibility of critting) and the healer is healing for a max of 35. Now admittedly at this level the healer is overhealing, but this won't continue.
At level 10 that fighter can be assumed at having a +1 weapon with 3 elements and is reliably hitting for 2 attacks and a strength bonus of 5 for a total max damage of 76 (with a 20% crit chance) whereas a similarly statted healer is healing for a max of 60. And this isn't even considering what gunslingers and wizards are doing.
At level 15 that fighter could easily have a +4 weapon with 4 elements and a +8 str modifier while hitting reliably for 3 attacks giving damage max of 156 (162 if he has weapon specialization, 168 if greater) damage. A similarly statted healer is healing for a max of 73 with a cure spell or for 176 if he chooses to use one of his 4 level 6 spells (if a prepared caster) or one of 7 (if a spontaneous caster).
And at level 20 we can assume a +10 str bonus, +5 weapon with 4 elements and reliably hitting for 4 attacks (3 minimum) for a max damage of 204 (220 with weapon specializations). A similarly statted healer heals for a max of 87 (with skill focus healing) or 235 with Heal.
And keep in mind that a rogue or gunslinger puts this damage dealing to shame, with both capable of dealing over 300 damage a turn (ignoring critting) without burning limited spell slots and without considering the advantages conferred by the two weapon fighting tree.

Now no one has weighed in my question of whether this should work with channel or lay on hands. My final decision was to let the bonus healing work for lay on hands (as it gets other goodies) and to let them work for channel at a 1/3 bonus.

@ Set
I'd say that what you've built there is most definitely a very interesting class, but it is far too complex to implement as a feat or general rule change. I'm also not concerned with granting spells that give fast healing some bonus damage as that might actually make it worth while. Lets face it, even at level one, the advantage of fast healing one gets lost in your opponent's rolls when they are doing ten times that damage.

@ Mudfoot
You might have noticed I did not include your masterwork stethoscope in my calculations. This is because the only stethoscope I could find only granted a +5 bonus to hearing based perception checks not healing. I'm not sure where your finding this.

P.S. Does anyone know how to move a thread to the house rules/homebrew forum?


Using Heal skill on healer because they are incapacitated...
Really I do see the skill being inferior in a magic heavy setting, though in moderate to light, it does see a bit of use, and does have other uses as noted above.


You are really conflating the Heal skill with the curative magic available.

All of these work so that if patient is negative -> stabilized, and are available at low levels.
Stabilize [level 0] = only if patient is negative, standard action, 0 hp healed, 25 feet + 5 feet / 2 levels
Heal check = only if patient is negative, standard action, DC15 to Provide First Aid, 0 hp healed
Heal check = 1 hour, DC20 to Treat Deadly Wounds, heals d4 + level (no max), once per person per day
Rebuke Death [Healing domain, level 1 ability] = only if patient is negative, heals d4 + cleric level / 2
Cure Light Wounds [level 1 spell] = standard action, d8 + level (max +5)
CLW, memorized with Reach Spell metamagic [level 2 spell] = standard action, d8 + level (max +5)
CLW, spontaneous with Reach Spell metamagic [level 2 spell] = full-round action, d8 + level (max +5)
Rod of Reach Spell metamagic, lesser = 3,000 gp, usable on spell levels 1 - 3, 3 times/day
Potion of CLW = standard action, [usually] level 1, d8 + 1 [50 gp]
Wand of CLW = standard action, [usually] level 1, d8 + 1 [750 gp]
Wand of CLW, with Reach Spell metamagic = standard action, [usually] level 2 cost, d8 + 1 [4,500 gp]
First Aid Gloves = standard action, up to Breath of Life [5d8 + 9] [4,500 gp]

Here is a good discussion on Heal skill vs. the others:
https://rpg.stackexchange.com/questions/96820/what-is-the-reason-to-use-the -heal-skill-assuming-that-other-means-of-healing-ar


The primary purpose of the heal skill is to give a non-magical alternative to healing. It does not, and was not meant to match magical healing. It may not directly help an adventurer when there is a magical healer but that was not its intended use. Think of it as a slightly more useful craft, or professional skill.

Creating feats to make it more useful for a spell caster is not worth it. Magical healing is already powerful enough and does not need a boost. This will only serve to reduce the importance of the skill even more. The heal skill is what people who cannot afford magical healing use.

While the game focuses on the players remember that there is more to the world than just that. Heal may not be useful for the party, but it is very useful for the ordinary people of the world. Honestly you are trying to fix something that is not broken.


Other options:

Sorceress with Celestial bloodline:
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Wand of Infernal Healing: heals 1 point per round for 10 rounds, 750 gp

Wand of Celestial Healing, level 20: heals 1 point per round for 10 rounds, 750 gp * 20 = 15,000 gp

Feat Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Cleric Healing Domain:
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Life Oracle mystery:
Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Cure Minor Wounds cantrip from 3.5: level 0 and cures exactly 1 hp
http://www.d20srd.org/srd/spells/cureMinorWounds.htm


shaventalz wrote:


Only once per day per person, and each attempt takes an hour. If this is before you get a happy stick, you're probably looking at 1 or 2 HP healed. I'd hardly call that useful in most cases.

Not picking on you, but since you brought it up: a character attacking at 1 hp is no different than a character attacking at 150 hp. Sure, their defense is affected, but their offense is unimpeded. Bringing someone back into the fight (from 0 hp to 1 hp) can turn the tide of the upcoming battle. In addition, a character with 1 hp can suggest things to you such as "Let's not get revenge today and go sleep it off," as opposed to you just deciding all by yourself to get revenge for your friend's corpse.

Grand Lodge

Something I did one time back in 3.5 D&D was make the healing a lot better. For each rank in it you could cast CLW 1 time a day at a 1 hour casting time. I have not had to use that in any pathfinder games but it worked in that game well. Yes it did add a good amount of healing to the party for out of combat but not realy as much as a Wand of CLW would have. This also gave a reason why even the every day man had access to healing and so almost every one was at max health when not in a combat.

P.S. The party did not have a healer in that game as it was a 3 man party with a fighter, rouge and a wiz. I also made "high level healers" less common since so many people can do the low stuff.


Moorningstaar wrote:

@ Mudfoot

You might have noticed I did not include your masterwork stethoscope in my calculations. This is because the only stethoscope I could find only granted a +5 bonus to hearing based perception checks not healing. I'm not sure where your finding this.

It's a generic masterwork tool, costs 50gp, weighs 1 lb and gives +2 to the relevant skill under appropriate circumstances. Doesn't have to be a stethoscope; could be a scalpel, an endoscope, an ear syringe or a tongue depressor. CRB p58.


The "Goblins" webcomic has characters who are aware that they live in a D&D world, and the author does something neat with characters at negative hit points: they can still talk. I think he doesn't does this because despite the rules, players tend to share information anyways. The characters are still helpless and can't take actions.

I'm glad the negative HP you die at is your chance instead of a flat 10, but I'd like to see character level added to that number, and some more ways to gain a bonus on stabilization checks.

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