Natural Medicine versus Treat Wounds


Skills, Feats, Equipment & Spells

Grand Lodge

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The addition of Treat Wounds ability of Medicine is nice for normal out of combat healing given enough time but it does seem to make the Natural Medicine Obsolete.

I understand these are two different skills the comparison before with Battle Medic the two stood out as being complementary, a in battle check versus an out of battle check. Battle Medic is bolstered on use, Natural Medicine is bolstered by healing.

The inclusion of Treat Wounds provides Medicine an equivalent and clearly makes Natural Medicine inconsequential. First the DC is 20 versus the medium DC for the level. At level 4, when natural medicine becomes available (Expert Nature at 3, skill feat at 4) the DC for Treat Wounds is only 16 while this does go up over time, it scales with level making it less concerning once you get to level 7 when the DC for Treat Wounds is higher but at that point you are looking at a probably plus 13 to checks (lvl, expert, 4 from Wis, +1 healing kit) versus the +12 to nature (no item equivalent unless you take an expert nature tool?)

Now I can see how Natural Medicine on one character could stack with Treat Wounds on another character in that both could happen at the same time. It does however make it less useful for a character trained in Medicine to ever consider taking. Given that with a minimum level of 4 as long as they have a 14 Con or better, you will heal roughly the same amount without worrying about die rolls (1d8 + 4 vs. 8 or higher.

Stacking is nice but I wonder if natural medicine would work better if the feat allowed you to use Treat Wounds based off Nature rather than its current form, possibly still adding a 1d8 if materials are around.


There's another thread about this around somewhere. General consensus agrees with you.


I also agree that making it instead allow you to use Treat Wounds with Nature makes a lot more sense, as it will also allow Druids to be primary healers.

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