Treat Wounds Alternative


Homebrew and House Rules


You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 10, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.

The target regains 2 Hit Points for every 1 point the result of your Medicine check exceeds the DC by, to a maximum of 10 Hit Points regained. If you’re an expert in Medicine, you can increase the maximum Hit Points regained to 20; If you’re a master in Medicine, you can increase the maximum Hit Points regained to 40; and if you’re legendary in Medicine, you can increase the maximum Hit Points regained to 60.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the maximum Hit Points they can regain and double the Hit Points they do regain from Treat Wounds.

Success The target regains Hit Points based on the result of the check, and its wounded condition is removed.
Failure The target does not regain Hit Points and its wounded condition is not removed. It is still temporarily immune to Treat Wounds actions for 1 hour.


The intent of this alternative is to maximise the compatibility and comparability with the existing Treat Wounds action, while minimising the decision making paralysis.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm not sure I see the "comparability" - with this rule, legendary Treat Wounds caps out around 45-50 HP healed on a natural 20 and 35-40 HP healed on an average roll.

Meanwhile, existing Treat Wounds averages 59 on a regular roll and 68 on a natural 20 - that's about a 20-point loss in healing.

EDIT: Nevermind, I misread the rule. I thought it was 1hp per point over the DC. My bad.


MaxAstro wrote:

I'm not sure I see the "comparability" - with this rule, legendary Treat Wounds caps out around 45-50 HP healed on a natural 20 and 35-40 HP healed on an average roll.

Meanwhile, existing Treat Wounds averages 59 on a regular roll and 68 on a natural 20 - that's about a 20-point loss in healing.

EDIT: Nevermind, I misread the rule. I thought it was 1hp per point over the DC. My bad.

No worries, thanks for taking interest.

To lay the thought process bare, trained Treat Wounds has DC 15. A normal success will heal 2D8. 2D8 on average is worth 9, which gently rounds up to 10. So trained Treat Wounds heals 10~.

Expert can increase DC by 5 and healing by 10 over trained.

Master can increase DC by 10 and healing by 20 over expert.

Legendary can increase DC by 10 and healing by 20 over master.

In summary, every rolled point over 10 produces 2 points of healing, not counting critical successes or failures. Removing those and choosing DC creates a simple "roll and see" check, for those wanting such a thing.

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