First Aid at range


Advice


So I'd like to use the Heal skill at range, specifically the Provide First Aid action combined with a Healer's Satchel.

Is there anything like the Ranged Legerdemain ability (that makes Disable Device and Sleight of Hand work at range), but for Heal?

Or a magic item that lets you act as if you were close by, such as the Gloves of the Shortened Path (but a bit cheaper)?


A kineticist with telekinetic finesse could do it. Probably not what you're looking for though.

On the other hand, everything else I can think of nails down what you can do with remote action too hard to allow the heal skill use.


avr wrote:
A kineticist with telekinetic finesse could do it. Probably not what you're looking for though.

25 ft range for a one level dip isn't half-bad, but I'd prefer to manage it without class levels.

avr wrote:
On the other hand, everything else I can think of nails down what you can do with remote action too hard to allow the heal skill use.

Yup. Couldn't find anything specific to the heal skill, which I'm guessing is because magical healing is more interesting.

I guess I could use a pair of Ring Gates if I need to heal some one specific at long range, and then work on increasing the natural reach of the healer to reach everyone else.


2 levels for 30' - kineticists get their first wild talent at 2nd level. Loads of natural reach is going to work better for anyone who wasn't planning to play a kineticist anyway, true.

Also, most familiars share your skill ranks. Many improved familiars can become invisible and using heal shouldn't break that. It's not actually heal at a distance but it certainly looks like it.


Invisibility works great until the moment it doesn't, which happens rather frequently at higher levels. Definitely worth it to keep a familiar at the ready for emergencies, though.


Would the Possessed Hand line of feats, specifically Detached Hand, work? Three feat investment is steep, though.


...I guess?

I'd probably need Gloves of Improvised Might with the Returning property, but then I could throw my arm at an ally needing the heal check every turn.


The new Magic Trick feat options for Mage Hand include the ability to use Aid Another, Disable Device and Sleight of Hand at range. It doesn't list Heal as such, but it might be enough to request that it enables that too.


Id assume first aid is less then 5 lbs so mage hand could do it.


Is there a reason you really want to do first aid over some ranged magical healing option?


Artificial 20 wrote:
The new Magic Trick feat options for Mage Hand include the ability to use Aid Another, Disable Device and Sleight of Hand at range. It doesn't list Heal as such, but it might be enough to request that it enables that too.

I'll have to check the language when I can, but hopefully it gives a bit of leeway.

McDaygo wrote:
Id assume first aid is less then 5 lbs so mage hand could do it.

Since there are a lot of abilities which allows you to use Disable Device/Sleight of Hand with Mage Hand, I'd assume that anything requiring finesse isn't allowed with Mage Hand.

But one could argue that providing First Aid is as simple as scooching the insides in where they belong (only takes a Standard action after all), so maybe that works.

Claxon wrote:
Is there a reason you really want to do first aid over some ranged magical healing option?

The ability of the Healer's Satchel is that your First Aid check heals the target up to 0 HP. So when my Skald gives out Deathless Frenzy, I can heal my ally up from beyond the grave no matter how much punishment they took during the round.

But I can think of multiple scenarios when I'd rather not have to run up to my ally to heal them, and even more when I'm prevented from doing so.


Wonderstell wrote:

The ability of the Healer's Satchel is that your First Aid check heals the target up to 0 HP. So when my Skald gives out Deathless Frenzy, I can heal my ally up from beyond the grave no matter how much punishment they took during the round.

But I can think of multiple scenarios when I'd rather not have to run up to my ally to heal them, and even more when I'm prevented from doing so.

I was actually thinking something along those lines was what was intended and it brought me back to the half-orc fighter I was tinkering with that effectively 'died' at some ridiculous negative hit point amount (I THINK it was around -70 or so). Being able to return them to 0 hp in a single action would make a really good combo.


I see. So it's the very peculiar combination effect of two things. Normally a Healer's satchel wouldn't be able to heal for more than a characters con score, since they would be dead. But since you can eliminate the barrier at which they die, you can get them back to 0.

I don't know of anyways to help you do this, but good luck.


DeathlessOne wrote:
Wonderstell wrote:

The ability of the Healer's Satchel is that your First Aid check heals the target up to 0 HP. So when my Skald gives out Deathless Frenzy, I can heal my ally up from beyond the grave no matter how much punishment they took during the round.

But I can think of multiple scenarios when I'd rather not have to run up to my ally to heal them, and even more when I'm prevented from doing so.

I was actually thinking something along those lines was what was intended and it brought me back to the half-orc fighter I was tinkering with that effectively 'died' at some ridiculous negative hit point amount (I THINK it was around -70 or so). Being able to return them to 0 hp in a single action would make a really good combo.

This requires the Specialized Healer's Satchel. [3000 gp rather than 1500 gp.]

The Mage Hand Tricks do not change Mage Hand's Target of one non-magical object. The satchel is magical and has several items, so cannot be the target of the spell.

You need to hit a DC of 20 to do this, and it uses up 2 of the 10 daily uses of the satchel, meaning you can only do this 5 times for a given satchel. It does give you a +4 circumstance bonus on the First Aid check [as opposed to the normal +2].

Get some Bloodblock (25 gp) to get a +5 alchemical bonus on the check.
Get some Dianxue Gloves (3000 gp) to get a +4 competence bonus on the check.
With the feat Holy Water Assault, and 5 ranks, you can use Healing Water for a +4 bonus on the check.
With the teamwork feat Combat Medic, you provoke no attacks of opportunity, and can take 10 on the check.

/cevah


Yup, five attempts per day for 3000 gp is pretty good all things considered. And since we're talking lv 12 at the earliest we can afford multiple satchels.

I considered having my allies wear a satchel each, and using a horde of undead to run up and make heal checks when needed. Bloodblock helps out a lot, but since Charnel Soldiers wouldn't help I'll prob have to take one of the dwarven teamwork helmets.

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