| Meirril |
So lets say I want to make a character to use Healer's Hands and Signature Skill to do healing. Can anyone think of different ways to perform the full round Heal skill check at range?
| LordKailas |
Mage hand?
I was thinking one of the various magic items/abilities that a character to use disable device at range would work, but in every case I could find they explicitly called out disable device and/or sleight of hand. Which would mean by default these are the only skills you can use with them.
| Wonderstell |
Well, the rules for TDW didn't really account for in-combat use when they were written.
Would you be able to TDW within your reach? In that case you could enlarge yourself, cast longarm before fights, or both.
You could also do the conga line with Passing Grace, using a companion to form the link between you and other allies.
The benefit of passing grace is that you could buff up the effectiveness of TDW on yourself, and let your allies benefit from it.
So instead of healing your ally for 10 HP at level 5, you could pump those numbers up with the Reviving Rest and Resilient Martyr traits. Then you could heal yourself for 45 HP, with the excessive healing going to your ally. And if you're a gnome, that would be 67 HP healed.
| Meirril |
Passing Grace is a teamwork feat. Difficult to convince people to take and...if they are adjacent I could just use the skill on them.
Reviving Rest is a racial trait for Skinwalker-Werebear kin. Resilient Martyr requires the character to be a Videllis worshiper. I don't think I'd want to spend the extra feats to try and fit a gnome in this.
I did some brainstorming myself and the best I could come up with was getting an Animal Companion, bump its int to 3 and then train its feats to give it Healer's Hand, skill focus: Heal, and Signature Skill: Heal. Add a Headband of Vast Intellect +4 with skills Heal and KS: Planes to finish the combination out.
But this just basically introduces a follower to do the same trick the character is suppose to do. It isn't any safer. Actually its more likely for the animal companion to die than it is for the character and the animal is bound to be worse at heal than the PC.
For the actual character I'm waffling between a Druid with Herbalism focus, or a Cleric. It might sound like I'm focusing too much on healing, but I figure I could avoid healing spells and focus on buffs and utility instead. Honestly I'm not really married to a class yet, just trying to think of a way to get this trick to work. Aether Kinetisist is doable, just I'm not too thrilled with the idea. Though it could be good once I could get some condition removal wild talents.
| Wonderstell |
Passing Grace is a teamwork feat. Difficult to convince people to take and...if they are adjacent I could just use the skill on them.
Yes, you could. Which is why I pointed out the benefits of being able to target yourself.
And the idea was to target yourself, then let it affect your adjacent companion, which is adjacent to another ally. Making a conga line of healing.Reviving Rest is a racial trait for Skinwalker-Werebear kin. Resilient Martyr requires the character to be a Videllis worshiper. I don't think I'd want to spend the extra feats to try and fit a gnome in this.
Race trait. But yeah, they're both quite flavored traits. For one you're probably adopted by werebears, and the other decides your faith.
The benefit of those two traits would be 4.5 times as much healing done when you target yourself. Going from 40 to 180 HP healed at level 10 is the difference between healing your ally for half of their HP, and fully treating both of you at the same time.
| Wheldrake |
Surely, when you provide first aid, you need your patient immobile and his wound open and accessible (out from under armor, etc). I can't see it just being a melee touch attack, or using it during combat when your patient is using his dodge bonus to evade the enemy.
| Meirril |
Surely, when you provide first aid, you need your patient immobile and his wound open and accessible (out from under armor, etc). I can't see it just being a melee touch attack, or using it during combat when your patient is using his dodge bonus to evade the enemy.
Well, if you aren't using Healer's Hands then yes, trying to Treat Deadly Wounds would be a mundane skill that requires an hour. But with healer's hands you use your connection to the Positive elemental plane to poke your glowy fingers into your patient and Treat Deadly Wounds as a full round action. That is 1/360th of the time it normally takes. You also don't use any actual medical gear.
It is ridiculous trying to use this in combat, but not so ridiculous trying to use it on someone that is unconscious during combat. Though I am fully intending to do it while the person is still fighting. Because, it is convenient.