Battle Medicine


Rules Discussion

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Matthew Downie wrote:
KrispyXIV wrote:
If it ISNT in there, at what point do people concede, "Well, maybe they DO mean what they printed."
When someone from the design team confirms it.

So even if they print another CRB errata tomorrow and BM is still the same that wouldn't be good enough? So for your purposes you are correct until the Devs tell you that its wrong?


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Pathfinder Adventure Path Subscriber

Having finally got my APG, and read the Medic feat descriptions in print, it has become exceedingly obvious that IF the Errata is only "You are holding healer's tools or are wearing them," Then that is the developers explicitly telling you that you do not need a free hand to use the feat, because they have the exact language figured out to tell you that they do require a free hand, and they chose not to use it for battle medicine. IF the Stealth Errata that we already have is the full and only official Errata to Battle Medicine, the question of number of hands is officially and fully resolved at 0.


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Pathfinder Rulebook Subscriber
Unicore wrote:
Having finally got my APG, and read the Medic feat descriptions in print, it has become exceedingly obvious that IF the Errata is only "You are holding healer's tools or are wearing them," Then that is the developers explicitly telling you that you do not need a free hand to use the feat, because they have the exact language figured out to tell you that they do require a free hand, and they chose not to use it for battle medicine. IF the Stealth Errata that we already have is the full and only official Errata to Battle Medicine, the question of number of hands is officially and fully resolved at 0.

This.

Its theoretically possible the stealth Errata that came out for Battle Medicine at around the same time as the APG is a mistake, but the APG itself makes it perfectly clear they know how to write this requirement such that a free hand is required.

If Battle Medicine retains a distinct Requirement to the Medic abilities which do require a free hand, then its pretty clear what's intended.

Its also possible it will be errataed to match those under Medic.

Until it is though, my assumption is that they meant what they wrote.


Talonhawke wrote:

A few others

Feast of the Fallen

Several of the Metamagics are manipulate but themselves don't seem to require hands for their own use.

I just went through core and skipped metamagic because "oh it follows the rules of somatic components!" possible argument.


Draco18s wrote:
Talonhawke wrote:

A few others

Feast of the Fallen

Several of the Metamagics are manipulate but themselves don't seem to require hands for their own use.

I just went through core and skipped metamagic because "oh it follows the rules of somatic components!" possible argument.

I went through everything Archives had listed with the trait and while somatics might be needed for the spells themselves the specific application of metamagic may not. Also one I left off Form Control


Talonhawke wrote:
Also one I left off Form Control

That one is metamagic, so "metamagic" covers it. :)


Talonhawke wrote:
So even if they print another CRB errata tomorrow and BM is still the same that wouldn't be good enough? So for your purposes you are correct until the Devs tell you that its wrong?

Just because something isn't in the first errata or second errata doesn't mean it won't be in the third or fourth. Just like BM doesn't need Healer's Tools, until suddenly it does. Maybe the design team is caught up in their own internal 'game balance versus realism' debate and that's why they haven't weighed in yet.

My gut feeling currently is that they would want it to require at least one hand, and they just haven't said so yet. It seems contrary to PF2's general 'shifting your grip is an action' attitude to hands that you merely need to wear healer's tools (perhaps as some type of hat?) to use them, you don't need to use a hand as well.

I'm trying to visualise how that could work, and finding it a struggle... Maybe it's a wound-management operation you can do with a couple of fingers, even with your sword hand... You know what? I think I could accept that. I think I will make my own ruling (purely hypothetical, since I'm not running a game) that you don't have to worry about hands. And if they later say that you do, I would not change my ruling for the duration of the (imaginary) game that I'm (not) running, because it's not fair on the (imaginary) player to undermine their build choices.

But I still think that they should answer this as it's a Frequently Asked Question and some people will not be easily persuaded to change their minds.


I think we are likely done with a FAQ system sadly, it'll be check the latest Errata and see if it updated.

But I find it disingenuous to work under the assumption that since they haven't said it's correct we should assume that it might get changed sometime years down the road. I mean it's stood and been known about for a year now. Even after updating the text we don't have a specific hands requirement.

Sure we could get another situation where the rule gets "clarified" down the way in a few years. But at that point a lot of people will be shocked and surprised that "it's always been that way" since its been a known issue for a while. I agree that nipping it in the bud sooner is better and even coming out and saying that we are working on potential errata for it would let people know something will change.

But if the last years have told us anything those type of answers are fewer and farther between coming and a lot of times it's just printed in the next run or fixed in the next book without even a post saying hey look here.


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Unicore wrote:
Having finally got my APG, and read the Medic feat descriptions in print, it has become exceedingly obvious that IF the Errata is only "You are holding healer's tools or are wearing them," Then that is the developers explicitly telling you that you do not need a free hand to use the feat, because they have the exact language figured out to tell you that they do require a free hand, and they chose not to use it for battle medicine. IF the Stealth Errata that we already have is the full and only official Errata to Battle Medicine, the question of number of hands is officially and fully resolved at 0.

LOL. No.

Look at "administer first aid." It has the manipulate trait, and it requires that you have healer's tools. Manipulate means that one "must physically manipulate an item or make gestures to use an action with this trait." Since there is no explicit mention of needing a hand (or hands) free, you're in effect arguing that one can perform first aid by gesturing so long as you have healer's tools in your possession. Like, even in your backpack.

Personally, I think that's obtuse. And while you're free to disagree, declaring the matter "officially and fully resolved" because you think it is, to put it kindly, incorrect.


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Pathfinder Adventure Path Subscriber
bugleyman wrote:
Unicore wrote:
Having finally got my APG, and read the Medic feat descriptions in print, it has become exceedingly obvious that IF the Errata is only "You are holding healer's tools or are wearing them," Then that is the developers explicitly telling you that you do not need a free hand to use the feat, because they have the exact language figured out to tell you that they do require a free hand, and they chose not to use it for battle medicine. IF the Stealth Errata that we already have is the full and only official Errata to Battle Medicine, the question of number of hands is officially and fully resolved at 0.

LOL. No.

Look at "administer first aid." It has the manipulate trait, and it requires that you have healer's tools. Manipulate means that one "must physically manipulate an item or make gestures to use an action with this trait." Since there is no explicit mention of needing a hand (or hands) free, you're in effect arguing that one can perform first aid by gesturing so long as you have healer's tools in your possession. Like, even in your backpack.

Personally, I think that's obtuse. And while you're free to disagree, declaring the matter "officially and fully resolved" because you think it is, to put it kindly, incorrect.

Why not just say: "Have healer's tools" then? In what context would wearing healer's tools make any difference what-so-ever? With picking a lock, treating poison, and most other skills, the "have x tools" seems pretty explicit that you have them at hand for the task.

SO why specify that you could be wearing the healer's tools? And if wearing them was intended as the language that allows you to use the tools with only one hand, why specify in other abilities that you require one hand?

Again, if the current stealth Errata is the full extent of the Errata, any other interpretation of Battle medicine than it requires no hands is reading extra requirements into a action that is deliberately different than other actions that do require some number of hands.


Unicore wrote:
Why not just say: "Have healer's tools" then?

This difference could be attributed to the activities which say "have healer's tools" being mostly Exploration activities where the exact number of actions being used isn't being tracked, and this activity being more specific that to do it you must already have the tools in hand or "wearing them" in a bandolier which let's you draw them as part of the action itself is because it is definitely taking place in Encounter mode where the precise number and order of actions matters.

Meaning that this could be a case of the authors trying to be clear and using language that means the same thing, but readers are insisting different words = different intended meaning even if it looks synonymous.


Unicore wrote:
bugleyman wrote:
Unicore wrote:
Having finally got my APG, and read the Medic feat descriptions in print, it has become exceedingly obvious that IF the Errata is only "You are holding healer's tools or are wearing them," Then that is the developers explicitly telling you that you do not need a free hand to use the feat, because they have the exact language figured out to tell you that they do require a free hand, and they chose not to use it for battle medicine. IF the Stealth Errata that we already have is the full and only official Errata to Battle Medicine, the question of number of hands is officially and fully resolved at 0.

LOL. No.

Look at "administer first aid." It has the manipulate trait, and it requires that you have healer's tools. Manipulate means that one "must physically manipulate an item or make gestures to use an action with this trait." Since there is no explicit mention of needing a hand (or hands) free, you're in effect arguing that one can perform first aid by gesturing so long as you have healer's tools in your possession. Like, even in your backpack.

Personally, I think that's obtuse. And while you're free to disagree, declaring the matter "officially and fully resolved" because you think it is, to put it kindly, incorrect.

Why not just say: "Have healer's tools" then? In what context would wearing healer's tools make any difference what-so-ever? With picking a lock, treating poison, and most other skills, the "have x tools" seems pretty explicit that you have them at hand for the task.

SO why specify that you could be wearing the healer's tools? And if wearing them was intended as the language that allows you to use the tools with only one hand, why specify in other abilities that you require one hand?

Again, if the current stealth Errata is the full extent of the Errata, any other interpretation of Battle medicine than it requires no hands is reading extra requirements into a action that is deliberately different than other...

if it said only have healer's tool, then people would say what if you have a bandolier. the whole point of the bandolier is that it specially reducing the number of hands for the healers tools.

the other reason is that the other actions where this should apply arent abused or people accept the internal logic of the rules. If you tried to pick a lock the vast majority of GMs are going to say you need your hands free and have the picks in your hand, even though by raw you only need to have them. Repair by raw deosnt require your being free either or that the tools are in your hand. However most Gms don't allow such abuses in those cases.

the question now, is that since the APG has been forced to specify how treat wounds is suppose to work in the medic archtype. Is now the same level specificty required for all the other actions that doesn't specify that the tools are actually in your hands, thieving, performance, craft, et al.

Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.


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ikarinokami wrote:
whether or not you need to open your repair kit to do repairs

Unlike some other actions, Repair is actually specific about this.

"You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands."

I'm guessing this is because the Quick Repair feat allows you to use the Repair action in combat at higher proficiency levels.


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Page 272, under wielding items:

"You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don’t have to wield it."

So, for treat wounds, or pick a lock, the requirement is that "You have X Tools"

For such a requirement, you do not need to wield it, which is defined as "holding it in the number of hands needed to use it effectively"

Which is to say, you don't need to hold it.

It may seem silly, it may be hard to imagine, or it may be some weird abstraction, but, by the rules, you explicitly do not need to hold your healer's tools in order to treat wounds.

Drake has said in another thread that the hands listing in gear tables, and the "Hands" text on page 287 overrides this rule, but does it? It just tells you the number of hands needed to wield the tools, while the text on 272 (and the requirement on the action) tells you you don't need to wield them. Also, some tool actions do require that you "use" them.

Additionally, the text on 287 reads, "This lists how many hands it takes to use the item effectively," mirroring the text for wielding, which is explicitly excepted for items you merely need to "have." That is, yes, you need to hold healer's tools in 2 hands to use them effectively, which means wielding them, but actions which require that you merely have them do not require you to wield them.

Battle medicine is also explicit, you need to hold or wear them.

Hopefully, we get an errata, and they make it even more clear, but the RAW is clear, even if the RAI isn't.

As for bandoliers reducing hands to 1, nothing in bandolier says this. Ikarinokami, if you're saying that's your interpretation, I can't argue with it, but if you're saying that it's in the rules, please let me know where.


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Unicore wrote:
Again, if the current stealth Errata is the full extent of the Errata, any other interpretation of Battle medicine than it requires no hands is reading extra requirements into a action that is deliberately different than other actions that do require some number of hands.

If only repeating something made it true...

Meanwhile, I think I'll chose option 3 (which, by the way, we *know* to be true): Paizo's designers, being human, are sometimes inadvertently inconsistent.

But sure...you got ahead and declare it "officially and fully" resolved. I'll just "officially and fully" ignore you.


ikarinokami wrote:
Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.

I see you're new here... ;-)


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Pathfinder Rulebook Subscriber
bugleyman wrote:


Meanwhile, I think I'll chose option 3 (which, by the way, we *know* to be true): Paizo's designers, being human, are sometimes inadvertently inconsistent.

So its a mistake until it says what you want it to say.

Imagine if it it read identically to the requirement on Treat Condition as of now, and people were suggesting that was a mistake and it was probably intended to not include the bit about a free hand.

You can't just declare that its wrong until it agrees with you - its written the way it is as of less than two weeks ago, and it deserves the presumption that they knew what they were writing until the moment the author contradicts that.


bugleyman wrote:
ikarinokami wrote:
Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.
I see you're new here... ;-)

Should we show them the 10ft jump thread?


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Draco18s wrote:

Dropping items (Release, Free Action p470)

Grab an Edge (a critical success means you don't even drop stuff!)
Interact (470, presumably you can interact with an object that is occupying your hands without needing extra hands, open doors with your hands full (if I can do this carrying two bags of groceries, then so should my character))
Train Animal (268, hands are not mentioned)
Conceal an Object (251, if I can put it in my pocket and show my hands are empty, then I do not need hands in order to perform this action)
Impersonate (245)
Quaking Stomp (93, go on, tell me this needs hands)

Thanks for providing these, this is helpful. At the risk of spinning out of control, I'd like to analyze these actions/activities to contrast them with Battle Medicine. I am currently operating off of the assumption that the errata on Archives of Nethys is correct (however, I'm unaware of any official confirmation from Paizo). First, I want to revisit the Manipulate trait:

Manipulate: "You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions."

Now, just because it says 'or,' this does not guarantee that you always have the choice to either 'physically manipulate an item' or to 'make gestures' in every single case that the Manipulate trait applies. I think we all agree on that. The task is to determine which option applies to an individual case, or if both can apply. In either case, it remains consistent that a "creature without a suitable appendage can't perform actions with this trait.

Now let's look at the actions/activities list that Talonhawke and Draco18 provided. Please note that when I list Requirements below, I'm referring to a capital 'R' Requirements entry as opposed to the colloquial requirements in each action/activity's description (with the exception of Impersonate, as noted in its entry):

BATTLE MEDICINE:
- Requirements: "You are holding or wearing healer's tools."
- Hands needed?: Currently in dispute (my interpretation is that at least one free hand is needed).
- Manipulating what?: Currently in dispute (my interpretation is the healer's tools and the creature being healed)

RELEASE:
- Requirements: N/A
- Hands needed?: Yes, "You release something you're holding in your hand or hands."
- Manipulating what?: An item, "This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action."

GRAB AN EDGE:
- Requirements: "Your hands are not tied behind your back or otherwise restrained"
- Hands needed?: Yes, except for a critical success, which specifies, "You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example)." In this case, your hand is occupied with the object and the object functions as a tool to latch onto the edge. You still need to use your hand to hold this tool to avoid falling.
- Manipulating what?: "an edge or other handhold"

INTERACT:
- Requirements: N/A
- Hands needed?: Yes, "You use your hand or hands to manipulate..."
- Manipulating what?: "... manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect."

TRAIN ANIMAL (note that this is a Downtime activity):
- Requirements: N/A
- Hands needed?: Not specified. But I don't recommend trying training your dog at home holding knives in each hand for hours on end and never setting them down to reward your good boy.
- Manipulating what?: Not specified. I interpret it as the animal and any number of treats, toys, or other teaching aids.

CONCEAL AN OBJECT (an odd case, so I'm going to list it in full):

Core Rulebook pg. 251 wrote:

Conceal an Object [Single Action]

(Manipulate, Secret)

You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

~ Success: The object remains undetected.
~ Failure: The searcher finds the object.

As this is a single action, I interpret the action being spent hiding the object, in which case you are using a hand to place the object in your pocket or other hiding spot. My evidence: "You hide a small object on your person (such as a weapon of light Bulk)." I could see one interpreting the action as being spent while passing the observer: "When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check," but I interpret this as a retroactive check, initially enabled when you spent the Conceal An Object action itself earlier by hiding the object. Why do it this way? Because it avoids requiring the GM to remember the results of the Conceal An Object check in the interim between the act of hiding it and the moment it might be observed.

- Requirements: N/A
- Hands needed?: At some point, yes. The 'when' could be more clear.
- Manipulating what?: the object being hidden or the material that hides the object.

IMPERSONATE (this is an Exploration activity):
- Requirements: A disguise kit is mentioned as a requirement for a "convincing disguise" within the activity's description.
- Hands needed?: Yes, unless magic is at play, assembling the disguise would logically require hands, "You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit, but a simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion."
- Manipulating what?: The contents of the disguise kit, plus the costume as it is assembled, and/or the creature being disguised.

QUAKING STOMP:
- Requirements: N/A
- Hands needed?: No, "You stomp the ground with such force that it creates a minor earthquake." Everyone that I know of stomps with their feet, thus I would consider your foot to be a "suitable appendage" as described in the Manipulate trait. However, changing this to say 'you stomp your foot on the ground' would be more clear.
- Manipulating what?: the ground.

FEAST ON THE FALLEN:
- Requirements: N/A
- Hands needed?: No, "The vulture consumes a piece of the defeated foe, regaining 18 Hit Points." Every vulture that I know of consumes unconscious/dying foes using its mouth, thus I would consider its mouth to be a "suitable appendage" as described in the Manipulate trait.
- Manipulating what?: the foe

In each case, when a hand is obviously not required (as with Quaking Stomp, Feast On The Fallen, and a crit success to Grab An Edge) it is justified within the description, as it should be. The other examples listed above either do use hands in one way or another (despite their lack of Requirement listings) or are Downtime/Explorations activities that probably use hands in one way or another at some point during the activity. Either way, Exploration and Downtime activities are not measured by actions. Contrast this with the actions/activities commonly accepted as requiring hand usage, but that don't actually explicitly list hand requirements:
- Other Medicine skill uses
- Pick a Lock
- Palm An Object

Finally, let's look at what Battle Medicine says one more time:

Core Rulebook pg. 258 wrote:

Battle Medicine [one action] - Feat 1

(General, Healing, Manipulate, Skill)

Prerequisites: trained in Medicine
Requirements: You are holding or wearing healer's tools.

You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

What "suitable appendage" makes the most sense to do the manipulation in Battle Medicine's case? What is that appendage manipulating?


KrispyXIV wrote:

So its a mistake until it says what you want it to say.

Imagine if it it read identically to the requirement on Treat Condition as of now, and people were suggesting that was a mistake and it was probably intended to not include the bit about a free hand.

You can't just declare that its wrong until it agrees with you - its written the way it is as of less than two weeks ago, and it deserves the presumption that they knew what they were writing until the moment the author contradicts that.

No...your interpretation of what is written is a mistake, because it doesn't make a lick of sense.

Or should we also assume that crawling doesn't require limbs? After all, the crawl action doesn't list "limbs" as a requirement. What about jumping? Turns out you don't need limbs for that, either!

This is precisely the position you're taking. So yes, I'm going to ignore your position. Because your position is profoundly silly.


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Pathfinder Rulebook Subscriber
bugleyman wrote:
KrispyXIV wrote:

So its a mistake until it says what you want it to say.

Imagine if it it read identically to the requirement on Treat Condition as of now, and people were suggesting that was a mistake and it was probably intended to not include the bit about a free hand.

You can't just declare that its wrong until it agrees with you - its written the way it is as of less than two weeks ago, and it deserves the presumption that they knew what they were writing until the moment the author contradicts that.

No...your interpretation of what is written is a mistake, because it doesn't make a lick of sense.

Or should we also assume that crawling doesn't require limbs? After all, the crawl action doesn't list "limbs" as a requirement. What about jumping? Turns out you don't need limbs for that, either!

This is precisely the position you're taking. So yes, I'm going to ignore your position. Because your position is profoundly silly.

...you don't actually need limbs to either crawl, or jump.

Ask a Snake.

No one is here debating the 'reasonableness' or 'reality' of using Battle Medicine with no hands. There's no point, because doing meaningful first aid in six seconds is already ridiculous and silly.

We're discussing a Game Mechanic, and to see if you can utilize a Game Mechanic, you check the rules. Reason takes a back seat.

And the rules are clear when you need a free hand - see Treat Condition. Until the Requirement on Battle Medicine reads like the one on Treat Condition, you clearly don't need any free hands.

Sczarni

El Luchacabra wrote:
bugleyman wrote:
ikarinokami wrote:
Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.
I see you're new here... ;-)

Should we show them the 10ft jump thread?

Despite the FAQ, the conflicting text in the Core Rulebook that caused that argument has yet to be changed.


Bast L. wrote:
It just tells you the number of hands needed to wield the tools, while the text on 272 (and the requirement on the action) tells you you don't need to wield them.

I think page 272 and 287 create a square & rectangle sort of rule:

using an item requires a certain number of hands (rectangle)
wielding an item is a more specific thing (square)

You don't need to wield your tools, but you do have to use them. You also don't have to "wield" a potion to use it, just hold it in one hand (and drink).

Of course, I could be wrong and the entire paragraph on page 287 could be a waste of text that could instead have been an additional sentence on page 272 referencing the hands column (and maybe even the hands section on page 279 could have been cut out too).


KrispyXIV wrote:
And the rules are clear when you need a free hand - see Treat Condition. Until the Requirement on Battle Medicine reads like the one on Treat Condition, you clearly don't need any free hands.

I don't see Treat Condition. How about "Treat Wounds"?

Treat Wounds
Exploration | Healing | Manipulate
Requirements: You have healer’s tools.

It reads that you "have" (but not that you must be holding) healer's tools. Nothing about needing a free hand, either, though it has the manipulate trait, which means that "you must physically manipulate an item or make gestures to use an action with this trait."

So by your logic, someone who has healer's tools in their backpack, and who literally HAS NO HANDS can treat wounds. Because they can gesture.

Blatant chicanery. And no, ignoring logic "because dragons" doesn't make it any better. Quite the contrary, in fact.

Grand Lodge

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KrispyXIV wrote:
...clearly...

I'm sorry, but you/we/all can keep saying that, but it doesn't make it any more true than it was yesterday, last week, last month, or last year.


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TwilightKnight wrote:
KrispyXIV wrote:
...clearly...
I'm sorry, but you/we/all can keep saying that, but it doesn't make it any more true than it was yesterday, last week, last month, or last year.

Exactly. It is manifestly not "clear."


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Pathfinder Rulebook Subscriber
bugleyman wrote:
KrispyXIV wrote:
And the rules are clear when you need a free hand - see Treat Condition. Until the Requirement on Battle Medicine reads like the one on Treat Condition, you clearly don't need any free hands.

I don't see Treat Condition. How about "Treat Wounds"?

Treat Wounds
Exploration Healing Manipulate
Requirements You have healer’s tools.

It reads that you "have" (but not that you must be holding) healer's tools. Nothing about needing a free hand, though it has the manipulate trait, which means that "you must physically manipulate an item or make gestures to use an action with this trait."

So by your "logic," someone who has healer's tools in their backpack, and who literally HAS NO HANDS can treat wounds. Because they can gesture. Right?

Blatant chicanery. And no, ignoring logic "because dragons" doesn't make it any better. Quite the contrary, in fact.

Did you look for Treat Condition?

https://2e.aonprd.com/Feats.aspx?ID=2029

Conflating realism and game mechanics doesn't help anyone. Game mechanics - because they're an abstraction - do not necessarily have to follow the rules of reality. Its perfectly acceptable to handwave a lack of free hands for certain abilities, even when it would make sense, if the game is more balanced and fun because you don't impose extra restrictions on the guy who decided to do the party a favor and pick up extra healing.


KrispyXIV wrote:

Did you look for Treat Condition?

https://2e.aonprd.com/Feats.aspx?ID=2029

Conflating realism and game mechanics doesn't help anyone. Game mechanics - because they're an abstraction - do not necessarily have to follow the rules of reality. Its perfectly acceptable to handwave a lack of free hands for certain abilities, even when it would make sense, if the game is more balanced and fun because you don't impose extra restrictions on the guy who decided to do the party a favor and pick up extra healing.

My point about treat wounds stands. By strict RAW, a person with stumps instead of hands and a healer's kit in their backpack can treat wounds with a gesture. You sure you want hitch your wagon to that one simply because "games mechanics are an abstraction"?


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Pathfinder Rulebook Subscriber
bugleyman wrote:
KrispyXIV wrote:

Did you look for Treat Condition?

https://2e.aonprd.com/Feats.aspx?ID=2029

Conflating realism and game mechanics doesn't help anyone. Game mechanics - because they're an abstraction - do not necessarily have to follow the rules of reality. Its perfectly acceptable to handwave a lack of free hands for certain abilities, even when it would make sense, if the game is more balanced and fun because you don't impose extra restrictions on the guy who decided to do the party a favor and pick up extra healing.

My point about treat wounds -- which you have (understandably) avoided addressing -- stands. By strict RAW, an person with stumps for hands and a healer's kit in their backpack can treat wounds. You sure you want hitch your wagon to one simply because "games mechanics are an abstraction"?

Absolutely.

Your example of a person with no hands is hyperbolic, and meant to make my position look absurd - despite the fact that what I'm arguing is incredibly reasonable in the context of Roleplaying Games.

Regardless, your example about Treat Wounds is flawed in that Treat Wounds is an Exploration activity, with no action cost. Its not equivalent. The number of hands required during Exploration is essentially immaterial. Treat Condition on the other hand, is exactly the same sort of scenario as Battle Medicine and has a Requirement line is that essentially identical to that of Battle Medicine, except for the fact that it tells you you need a hand free.

Are you arguing that despite the literal text and meaning of the words being different for Battle Medicine and Treat Conditions requirement lines that they are actually identical? Because they factually are not.


KrispyXIV wrote:
Your example of a person with no hands is hyperbolic, and meant to make my position look absurd - despite the fact that what I'm arguing is incredibly reasonable in the context of Roleplaying Games.

But still RAW. You claim logic is irrelevant, that all that matters is the RAW...yet you discount my as hyperbolic...on what grounds, again?

Your position looks absurd because it is absurd.


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thenobledrake wrote:
Bast L. wrote:
It just tells you the number of hands needed to wield the tools, while the text on 272 (and the requirement on the action) tells you you don't need to wield them.

I think page 272 and 287 create a square & rectangle sort of rule:

using an item requires a certain number of hands (rectangle)
wielding an item is a more specific thing (square)

You don't need to wield your tools, but you do have to use them. You also don't have to "wield" a potion to use it, just hold it in one hand (and drink).

Of course, I could be wrong and the entire paragraph on page 287 could be a waste of text that could instead have been an additional sentence on page 272 referencing the hands column (and maybe even the hands section on page 279 could have been cut out too).

You cut too much. Also, the text on 279 is about weapons specifically. Also, hands do matter for any abilities which require that you "use" the tools (as some do).

The text explicitly saying you don't need to wield (as in hold in the number of hands needed to use the item) something to satisfy a "have" requirement can't be escaped. I think I said it clearly, but here are some syllogisms:

1: An ability with a "have item" requirement doesn't require you to wield it. (page 272)
2: Wielding an item means holding it in the number of hands needed to use it effectively. (page 272)
C: An ability with a "have item" requirement doesn't require you to hold the item in the number of hands needed to use it effectively. (unless there is an additional requirement, or text, requiring that you "use" the item)

1: Using an item effectively requires that you satisfy the hands requirement (as in wield it). (page 287).
2: Some abilities require you to use an item.
C: Abilities that require you to use an item require the number of hands listed in the hands column of the item table.

So, the hands text, and the hands entries on the table are not superfluous, but they do only apply to certain abilities. Other abilities are excepted by their "have" requirement alone, without a "use" requirement or text.

Of course, this could all be errata'd out tomorrow, but the rules as written on this issue are clear, and would not require errata.

I will ask, to what, do you think, the "have item" text on page 272 does refer? I'm trying to think of an example, from your perspective, but I can't think of one.


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Pathfinder Adventure Path Subscriber

The current Errata'd text for Battle Medicine is different from 2 medic feats that are otherwise very similar.

Arguing that there is no fundamental difference between the wording of the updated battle medicine and the new feats in the APG is illogical.

Some people are arguing that they hope the Errata changes to match that of the APG. That is an understandable position, however it seems unlikely at this point if they decided on the current Errata after almost a year of deliberation and chose not to include text about the number of hands.

Maybe the stealth Errata is not a full update, we will have to wait and see, but until it changes, there is no reason to insist that playing the game the according to the rules as written is absurd.

You are always welcome to house rule things however you want.


Pathfinder Rulebook Subscriber
bugleyman wrote:
KrispyXIV wrote:
Your example of a person with no hands is hyperbolic, and meant to make my position look absurd - despite the fact that what I'm arguing is incredibly reasonable in the context of Roleplaying Games.

But still RAW. You claim logic is irrelevant, yet you immediately discount my 100% RAW counter-example as hyperbolic...on what grounds, again?

Your position looks absurd because it is absurd.

Your argument is that the text for the Requirements for Battle Medicine and Treat Condition is identical.

It is demonstrably not.

In one case, a Free Hand is not mentioned. In the other, it is.

The reasonable conclusion is that in one case, a Free Hand is not relevant, and in the other, it is.

Unless you presuppose, with no evidence at all, the one of the two is in error. Which it may be, but we don't have any reason to believe that until it is made clear by the authors.

Reality and reasonableness for the description of the actions is essentially irrelevant - this is a game, not a simulation.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
El Luchacabra wrote:
bugleyman wrote:
ikarinokami wrote:
Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.
I see you're new here... ;-)

Should we show them the 10ft jump thread?

Don't knock it too hard. That 10-foot jump thread made it so you have to beat DC 25 to jump over a 20-foot pit in 2nd Edition.


KrispyXIV wrote:
Your argument is that the text for the Requirements for Battle Medicine and Treat Condition is identical.

No, it's not. Not even close, in fact.

My argument is that cleaving to RAW without any regard for logic whatsoever results in people who are completely bereft of hands being able to treat wounds. Which it does.

KrispyXIV wrote:
Reality and reasonableness for the description of the actions is essentially irrelevant - this is a game, not a simulation.

The rules don't say that characters need an atmosphere to survive, either. If you want to run a game with vacuum-dwelling, bilateral-amputee healthcare providers, you're certainly free to do so. But pretending that's the default, or that those who don't follow suite are "imposing extra restrictions"? Yeah...not so much.

Sczarni

Ravingdork wrote:
El Luchacabra wrote:
bugleyman wrote:
ikarinokami wrote:
Going by the logic of the last few posts, there is now an open questions of whether or not you really need to have lock picks in your hands to pick a lock, whether or not you need to open your repair kit to do repairs. That such an absurd situation has blown up this way, i would have never have imagined.
I see you're new here... ;-)

Should we show them the 10ft jump thread?

Don't knock it too hard. That 10-foot jump thread made it so you have to beat DC 25 to jump over a 20-foot pit in 2nd Edition.

I feel vindicated.


Bast L. wrote:
I will ask, to what, do you think, the "have item" text on page 272 does refer? I'm trying to think of an example, from your perspective, but I can't think of one.

I think that what is being lost from the point I am trying to communicate is the root of why you can't think of an example that fits my perspective. To try and correct that, I'll address this:

Bast L. wrote:
The text explicitly saying you don't need to wield (as in hold in the number of hands needed to use the item) something to satisfy a "have" requirement can't be escaped.

Where you believe that the text effectively equates wielding an item and holding that item in it's required number of hands for effective use, I believe that there are actually two separate states: 1) holding an item in the required number of hands for use (which all of the "have item" things still require because the text on page 287 establishes how to "use" an item and never includes the word "wield" because that's separate), and 2) wielding an item (which happens to be a more-specific kind of holding the item in the right number of hands).

To try and add clarity through analogy in case it isn't there yet:
I think treating the text on page 272 as applying across all item types despite their individual hands paragraphs having different language is like taking the knowledge that Tim is a man and Tim has red hair and concluding that all red-haired men are named Tim.


@Drake

So, the wielding text says, "You’re wielding an it [an item] any time you’re holding it in the number of hands needed to use it effectively."

So
1) You're wielding an item
2) You're holding an item in the number of hands needed to use it effectively

2 => 1

Hopefully, that much is clear? If not, I'll ask, how can you both hold an item in the number of hands needed to use it effectively, yet not be wielding it? Is it during a non-time?

Now, a contrapositive of a conditional is true if the conditional is true, so:

!1 => !2

This means that if you're not wielding an item, you are not holding it in the number of hands needed to use it effectively.

3) You use an ability that has a "have" requirement, but not a "use" requirement.
4) You do not have to wield the item.

3 => 4, from the wield text. Agreed?

So, 3 => 4, so you don't have to wield it, so wielding it is optional, yes?

So we can choose not to wield it, and we will, so !1.
But we've already established that !1 => !2.

So therefore, 3 => optionally !1 => !2, or,
Using an ability with a "have" item, but not a "use" item requirement, means you don't have to wield it, and if you don't wield it, then you aren't holding it in the number of hands needed to use a required item effectively.

Edit: but as to your last paragraph, I'll ask again, to what does the "have an item" text on 272 refer?


bugleyman wrote:
KrispyXIV wrote:
Your argument is that the text for the Requirements for Battle Medicine and Treat Condition is identical.

No, it's not. Not even close, in fact.

My argument is that cleaving to RAW without any regard for logic whatsoever results in people who are completely bereft of hands being able to treat wounds. Which it does.

KrispyXIV wrote:
Reality and reasonableness for the description of the actions is essentially irrelevant - this is a game, not a simulation.
The rules don't say that characters need an atmosphere to survive, either. If you want to run a game with vacuum-dwelling, bilateral-amputee healthcare providers, you're certainly free to do so. But pretending that's the default, or that those who don't follow suite are "imposing extra restrictions"? Yeah...not so much.

I can't speak for Krispy but in my case on the free hand argument its not that hands aren't needed. It's that a free hand isn't needed. I would think for this type of quick patch up that needs the kit worn (assuming they mean bandoleer) or in hand you could still be pulling some bandages off a roll while gripping a sword in your hand or smearing some salve on or what ever is needed. I think needing suitable appendages and having those appendages free are 2 completely different things. My stance on this has been about free hands and people sticking with the argument that [Manipulate] means you have to have a hand free.


Pathfinder Rulebook Subscriber
Talonhawke wrote:
bugleyman wrote:
KrispyXIV wrote:
Your argument is that the text for the Requirements for Battle Medicine and Treat Condition is identical.

No, it's not. Not even close, in fact.

My argument is that cleaving to RAW without any regard for logic whatsoever results in people who are completely bereft of hands being able to treat wounds. Which it does.

KrispyXIV wrote:
Reality and reasonableness for the description of the actions is essentially irrelevant - this is a game, not a simulation.
The rules don't say that characters need an atmosphere to survive, either. If you want to run a game with vacuum-dwelling, bilateral-amputee healthcare providers, you're certainly free to do so. But pretending that's the default, or that those who don't follow suite are "imposing extra restrictions"? Yeah...not so much.
I can't speak for Krispy but in my case on the free hand argument its not that hands aren't needed. It's that a free hand isn't needed. I would think for this type of quick patch up that needs the kit worn (assuming they mean bandoleer) or in hand you could still be pulling some bandages off a roll while gripping a sword in your hand or smearing some salve on or what ever is needed. I think needing suitable appendages and having those appendages free are 2 completely different things. My stance on this has been about free hands and people sticking with the argument that [Manipulate] means you have to have a hand free.

I've not addressed the absurd "limitless medics" case because its an an example of both Reductio Ad Absurdum and Slippery Slope fallacies. Allowing Battle Medicine without a Free Hand is neither absurd, nor does it lead to ridiculous results.

As far as what it looks like in game, who knows - each table can explain it how they like. Maybe you just handwave the action cost of setting aside your weapon momentarily. Maybe narrative-time pauses while you resolve the first aid, like in a movie where dialog happens when time seems pressing. Or maybe your stuff in your hands is just gone or ignored, video game style.

It doesnt really matter - its perfectly valid for Battle Medicine to not require a free hand for entirely gameplay and balance reasons. Insisting that it must require a free hand for simulation/reality reasons is forgetting that Pathfinder is a game.

FWIW, I find thenobledrakes argument about tools requiring hands per the equipment table to be the most compelling counterpoint - however, this is problematic in combat for a number of reasons. The biggest being that needing two hands for tools for a large number of combat actions that dont seem to make that assumption adds unnecessary extra action costs to those actions.


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Bast L. wrote:
Hopefully, that much is clear? If not, I'll ask, how can you both hold an item in the number of hands needed to use it effectively, yet not be wielding it? Is it during a non-time?

It's clear to me how you read this, yes - has been the whole time.

What hasn't been clear to me is the text outside of the wielding items paragraph that doesn't quite seem to line up.

By which I mean the distinct difference between the Hands section on page 279 (which continues to use the "wield" language, so is definitely consistent with page 272), and the Hands section on page 287 (which says "This lists how many hands it takes to use the item effectively." rather than "This lists how many hands it takes to wield the item." and thus creates an inconsistency).

That difference and inconsistency holds two possibilities; the first is that it's just synonymous language looking like a difference unintentionally, but the second is that it's establishing a difference on purpose - a thing which I only currently believe because further text (the descriptions of some tools) have the "use" language rather than "wield" language, which implies there is "using" and "wielding" and that while all "wielding" is also "using", perhaps not all "using" is also "wielding"

Thus resulting in my current belief that when an activity says "have" it still means "use" even if it doesn't mean "wield"

And that view is reinforced for me because of the way a bandolier interacts with a set of tools, because why would it matter that a bandolier lets you draw the tools as part of the action to use them when the majority of tool-related actions say "have" so it doesn't actually change anything?

For a specific example: A player reading through equipment and such might feel like the book is saying "buy a bandolier and keep your thieves tools in it so you don't have to spend extra actions getting your picks out to Pick a Lock in combat" - but the Pick a Lock action requirement actually says "You have theives' tools" so, unless I'm right about wielding and using actually being different things and have still meaning use, the player could have actually skipped the bandolier and left their theives' tools in their backpack and they could Pick a Lock just fine.

While I would be fine if it is intended to work that way because I don't stress realism much in games - it just seems like the authors wouldn't have written bandoliers interact with tool kits like they did just for the random edge cases like Disable a Device that actually use the word "use" in their tool-referencing requirements.


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Pathfinder Adventure Path Subscriber

I agree that if an ability says that it requires you to have the tools, then you need to be holding them when you use them. I think there might have been a discrepancy in the language between tools and items when the rule book was being written as far as the use of have vs wield.

However, that doesn't make battle medicine require that you have the tools in hand, if the Errata says have or wearing. That language, without the addition of a number of hands, really looks to me like it is pointing at battle medicine not requiring a free hand.

Another important question though is going to be whether you can get the bonus from improved healer's tools to Battle Medicine without them changing the language of healer's tools themselves to include Battle Medicine as an action that can benefit from them. In retrospect, if the plan was always to introduce new actions that will require or use the healer's tools, I really don't understand the purpose of spelling out specific actions in the description of the core rulebook that can use them. It makes for a pretty messy situation as more content gets added.


Unicore wrote:
However, that doesn't make battle medicine require that you have the tools in hand, if the Errata says have or wearing. That language, without the addition of a number of hands, really looks to me like it is pointing at battle medicine not requiring a free hand.

It doesn't say "have or wearing" though, it says "holding or wearing" - and the presumption hear is that "wearing" is meant to be the same, but more specific, as "have"

The disagreement at that point being that I believe you still need your hands to actually use the tools you are "wearing" and others believe it's "wearing" with a full stop so you can have your hands occupied with weapons/shields other items and still take the Battle Medicine action.


So then, Drake, are you saying that:

If you're holding an item in the number of hands needed to use it correctly, you're not necessarily wielding it?

And if so, how do you square that with the text of wielding that says, "You’re wielding an it [an item] any time you’re holding it in the number of hands needed to use it effectively."

Are you saying the book is wrong, or is there some difficulty with the idea of "any time"?

If the latter, it's just a way of phrasing a conditional. "Any time", "Whenever", "Every time", things like that are ways of saying x => y.

You could argue (and you did) that it's not a definition, though it does read as such, but I suppose you could have situations where you wield something, yet don't hold it in h hands (tentacles, wield with your mind, whatever). But it is at least a conditional, if not a bi-conditional. That is, if the sentence in the book is not wrong, you can't hold it in h hands while not wielding it.

There is no inconsistency with the hands and wield text. The hands text tells you the number of hands needed to use an item effectively, the wield text tells you when you need to do that, and when you don't.

Additionally, your bandolier example fails to make the wield text non-superfluous, from your perspective, as bandoliers take 0 hands to use effectively. While my perspective, the one that assumes the book is not wrong, has numerous examples that make the text non-superfluous.

Finally, while no one's said it, I understand that treat wounds may seem off-topic, but surely, if you can treat wounds without needing free hands, based on the wording of the rules governing the action, than the argument that battle medicine wouldn't require free hands, by its wording, is bolstered. Actually, this is not quite the case, because while BM doesn't say it does need free hands, treat wounds, via all the rules, says that it does not need to hold the tools (nothing about free hands though).


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Talonhawke wrote:
My stance on this has been about free hands and people sticking with the argument that [Manipulate] means you have to have a hand free.

That isn't the argument being made, though. The argument being made is that manipulate sometimes means you have to have a hand free, but that the rules aren't consistent about making the distinction.

It appears that both sides are destined to continue talking past one another, but I'll give it one more try. Treat wounds not only doesn't explicitly require a free hand, but it doesn't even specify that you have to be holding or using the healer's kit...merely that you "have" one. Meanwhile, the manipulate trait reads "you must physically manipulate an item or (emphasis mine) make gestures to use an action with this trait." Since a gesture certainly doesn't require a free hand, per the RAW a character can treat wounds without using his hands in any capacity whatsoever. Which is patently absurd. That leaves two options:

1. The rules intend absurdity.
2. The rules do not intend absurdity, but are inconsistent about specifying when the manipulate trait requires a free hand.

Personally, option #2 seems much more plausible (not to mention charitable), but seeing as how it has been cast as a grievous affront to the designers, I suppose I'd better add that YMMV. :P

After hundreds of posts in multiple threads stretching back a year, the only thing that is truly clear is that we're not going to settle this ourselves.

So, for the love of god, can we PLEASE get an official answer, already?


Bast L. wrote:
...how do you square that with the text of wielding that says, "You’re wielding an it [an item] any time you’re holding it in the number of hands needed to use it effectively."

That's just it - I'm not squaring what I believe the other bits of text indicate with this sentence. That's why I was using the word "inconsistency" before.

Bast L. wrote:
Are you saying the book is wrong...

I'm saying there appears to be an inconsistency. That could mean the book is "wrong," or it could mean that some of the language is less clear than it could be.

Bast L. wrote:
Additionally, your bandolier example fails to make the wield text non-superfluous, from your perspective, as bandoliers take 0 hands to use effectively. While my perspective, the one that assumes the book is not wrong, has numerous examples that make the text non-superfluous.

I keep seeing people say bandoliers take 0 hands to use... and I have no idea where they are getting that from.

The text I see when I look up bandolier says "A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them." - that means you need just as many hands as you would to use the tools without the bandolier, you just don't have to spend an action to Draw them before you use them (or presumably to store them again after). No effect at all on how many hands it takes.

What it is that makes the bandolier text superflous is that, if requirements that say "have" don't require you to draw the tools, then the vast majority of actions which rely on tools do not benefit from those tools being in a bandolier in any way. The only ones I'm currently aware of are Disable a Device (and that one is only for "some devices") and the FAQ-adjusted Battle Medicine that has unique language of saying you need to hold or wear the tools.

Where as if a requirement like "[b]Reguirements[b] You have alchemist's tools." means you draw and use those tools, then a bandolier actually has an effect that matters in more than just the odd edge case.


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The real question is if this thread will still be around by the time PF3 launches...


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bugleyman wrote:
Treat wounds not only doesn't explicitly require a free hand, but it doesn't even specify that you have to be holding or using the healer's kit...merely that you "have" one.

Because it's a downtime activity and it doesn't matter.

As such, nobody on either side is referencing it as supporting material.

Quote:
Since a gesture certainly doesn't require a free hand, per the RAW a character can treat wounds without using his hands in any capacity whatsoever.

I like how you jumped from "doesn't require a free hand" to "does not require hands at all" which is absurd.


@Drake:
Bandoliers take 0 hands to use, because of the '-' entry for hands in the gear table. Drawing from a bandolier, on the other hand, takes h hands, where h is the number of hands being used to draw the item (could be 1 or 2, but if it is a 2 hands item, you need to change grip before using the item).

Okay, so you think the book text is wrong. My argument is predicated on the wield text being correct, so it doesn't work for you. You are, of course, free to homebrew any errata that you want, but my reasoning was based on the RAW.

@Draco:
Actually, I'm referencing treat wounds.

@Bugleyman:
Manipulate requires a "suitable appendage", suitable, presumably, being up to the GM.

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