1.3 update and Natural Healing feat


Skills, Feats, Equipment & Spells


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With the introduction of the new treat wounds ability in the heal skill, the Natural Medicine feat seems a little underwhelming.

Can it be updated to allow the use of Treat Wounds with the Nature skill instead of the Heal skill?

NATURAL MEDICINE FEAT 2
Prerequisites expert in Nature
You can spend 10 minutes applying natural cures to heal a creature, after which you must attempt a DC 20 Nature check. On a success, the target regains Hit Points equal to 1d8 plus your Wisdom modifier. If you’re a master of Nature, the target regains an additional 1d8 Hit Points. You can use this feat to heal a particular creature only once per day.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to restore an additional 1d8 Hit Points on a success or critical success, subject to the GM’s determination.

TREAT WOUNDS
Requirements You must use healer’s tools (see page 186).
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for your level, though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds.

A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.

Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to just your level, whichever is higher.
Critical Success As success, but increase the healing by your level × 3.
Critical Failure The patients are bolstered against your Treat Wounds.


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You're not wrong. It looks like they probably heal roughly the same amount at level 4, unless you get that wilderness boost. And the DC for narture is 20 where the medium 4 DC is 16.

The only thing Natural Healing has going for it now is that it can't bolster someone on a botched first attempt. I think using nature in place of medicine as you propose, and perhaps allowing a little extra HP when in the wilderness, sounds like a decent fix.

That would be an especially interesting change if you made medicine key off Intelligence instead of Wisdom by default. Some sort of healing Religion based ritual could serve as a the new WIS default option for clerics. That might let everyone have their cake and eat it too. The folks that think Treat Wounds breaks immersion would have other equally cost effective options to use instead.

Scarab Sages

Captain Morgan wrote:

You're not wrong. It looks like they probably heal roughly the same amount at level 4, unless you get that wilderness boost. And the DC for narture is 20 where the medium 4 DC is 16.

The only thing Natural Healing has going for it now is that it can't bolster someone on a botched first attempt. I think using nature in place of medicine as you propose, and perhaps allowing a little extra HP when in the wilderness, sounds like a decent fix.

That would be an especially interesting change if you made medicine key off Intelligence instead of Wisdom by default. Some sort of healing Religion based ritual could serve as a the new WIS default option for clerics. That might let everyone have their cake and eat it too. The folks that think Treat Wounds breaks immersion would have other equally cost effective options to use instead.

I picked up Natural Medicine with a Ranger character I made thinking it was worth it for the chance at free out of combat healing. It was decently worth a feat at the time, but the update 1.3 basically made a better version of what that feat does as a trained medicine check that only requires a medicine kit. The same issue comes up with the Battle Medic Feat. Not enough power in the feat as compared to the check anyone can do with the medicine skill.


Angus_The_Bounty_Hunter wrote:
Not enough power in the feat as compared to the check anyone can do with the medicine skill.

You can do it without a kit in the middle of combat as a single action. That seems pretty good.


Draco18s wrote:
Angus_The_Bounty_Hunter wrote:
Not enough power in the feat as compared to the check anyone can do with the medicine skill.
You can do it without a kit in the middle of combat as a single action. That seems pretty good.

You might be thinking of Battle Medic, a completely different feat. Natural Medicine is a nature feat and takes 10 minutes, as thoroughly described by the OP.

Grand Lodge

Lady Melo wrote:
Draco18s wrote:
Angus_The_Bounty_Hunter wrote:
Not enough power in the feat as compared to the check anyone can do with the medicine skill.
You can do it without a kit in the middle of combat as a single action. That seems pretty good.
You might be thinking of Battle Medic, a completely different feat. Natural Medicine is a nature feat and takes 10 minutes, as thoroughly described by the OP.

He actually was refering to Battle Medic. Read the rest of Angus_The_Bounty_Hunter's post.


If they introduce a limited use healing kit, I wonder if natural healing needs much change. Maybe just increase in the number of people you can treat?

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