Healer's Hands and Incredible Healer


Rules Questions


Quote:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer’s kit that you lack.

My character has the Healer's Hands feat:

Quote:
You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

We just leveled and I want to have him take Incredible Healer:

Quote:
When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.

My problem is that I can't figure out how the feats interact?

I have +21 Heal check (10 ranks, skill focus, Wisdom bonus +5) and 10 ranks in Knowledge Planes.
The DC for Treat Deadly Wounds is 20.
If I take 10 I automatically get a 31.

The normal amount I'd heal a target would be Their level + my Wisdom Modifier (15 for any of the other PCs).

But if I use my Healer's Hands what counts as "the normal amount"? When do I check to see if I get to add my Planes ranks?

Taking 10 when using Healer's Hands at my current level would I heal a party member 25, 31, or 41 HP?

Liberty's Edge

Your Healer's Hands, Knowledge (Planes) included, is the "normal amount". You replace it completely when you use Incredible Healer.

So you cure 25 points when using Healer's Hands and 31 when using Incredible Healer.


Diego Rossi wrote:

Your Healer's Hands, Knowledge (Planes) included, is the "normal amount". You replace it completely when you use Incredible Healer.

So you cure 25 points when using Healer's Hands and 31 when using Incredible Healer.

Can use both feats together though? So when I use Healer's hands, if I take 10, I still get to heal the person 31

The Exchange

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Nuclearspatula wrote:
Diego Rossi wrote:

Your Healer's Hands, Knowledge (Planes) included, is the "normal amount". You replace it completely when you use Incredible Healer.

So you cure 25 points when using Healer's Hands and 31 when using Incredible Healer.

Can use both feats together though? So when I use Healer's hands, if I take 10, I still get to heal the person 31

That is correct, 31 instead of 25, though I would question whether or not 6 hp per use is worth a feat.

If your GM allows it you might want to take the Signature Skill feat and get the Heal Skill Unlock instead.

You could also invest in a Healer's Satchel which, if you make DC25, adds double your wisdom modifier instead of just once.


For my Titan Fighter, I have always used Incredible Healer's ability to heal the amount of the Heal check, then added my ranks in Know:Planes from Healing Hands. So, I would have Harley Quinn heal someone 41 points taking 10 (31) with 10 ranks in Know:Planes...

Signature Skill [Heal], and/or Psychic Sensitivity (for Faith Healing) are both really, REALLY good on this sort of character. If you worship Zon-Kuthon, you can take a trait, called Battlefield Surgeon that allows you to treat deadly wounds an additional time per day per creature.


Quote:
That is correct, 31 instead of 25, though I would question whether or not 6 hp per use is worth a feat.

In combat where I can't take 10 on the check is where I think it would really matter, if I choose to use Healer's Hands instead of casting a spell. (Because with Healer's Hands I can tread deadly wounds in combat)

My minimum roll is 22 (not enough to add my Wis or Planes to the roll, so a PC in the group would heal only 10. That becomes 22 with Incredible Healer. My maximum without using incredible healer becomes 25 (If I roll a 9 for a total heal check of 30), but the number I roll for the heal check is always better than what I can get from Healer's Hands alone.

So, in that aspect I definitely think its worth it.

Quote:
If your GM allows it you might want to take the Signature Skill feat and get the Heal Skill Unlock instead.

So I want to make sure, are the abilities from the Unchained Skill Unlockes supposed to stack with what you normally get when you Treat Deadly Wounds, or does it instead does it replace the normal?

The Exchange

Nuclearspatula wrote:
Quote:
That is correct, 31 instead of 25, though I would question whether or not 6 hp per use is worth a feat.

In combat where I can't take 10 on the check is where I think it would really matter, if I choose to use Healer's Hands instead of casting a spell. (Because with Healer's Hands I can tread deadly wounds in combat)

My minimum roll is 22 (not enough to add my Wis or Planes to the roll, so a PC in the group would heal only 10. That becomes 22 with Incredible Healer. My maximum without using incredible healer becomes 25 (If I roll a 9 for a total heal check of 30), but the number I roll for the heal check is always better than what I can get from Healer's Hands alone.

So, in that aspect I definitely think its worth it.

You seem really heal-focused, so I'm wondering a bit about your minimum roll. Is Heal not a class skill (+3) for you? Do you not have a healer's kit (a Healer's Satchel counts as one)? That's a +2 circumstance bonus for having one. Does your group not have buffs like heroism running most of the time? A cracked incandescent blue sphere ioun stone is only 200 gp for a +1 competence bonus to any one Wisdom-based skill (choose heal). A cracked magenta prism is 800gp for +2 competence instead.

Quote:
Quote:
If your GM allows it you might want to take the Signature Skill feat and get the Heal Skill Unlock instead.
So I want to make sure, are the abilities from the Unchained Skill Unlockes supposed to stack with what you normally get when you Treat Deadly Wounds, or does it instead does it replace the normal?

Replace. So if you have 10 ranks in Heal, a 10 HD creature would heal 40 HP. Plus your K:P ranks and your Wis Mod if you get to a DC 30.

Incredible Healer still wouldn't stack with it because of how that feat is worded. The result of your Heal check OR normal, whichever is higher. If you rolled a 31, you would have to choose between 31 (from Incredible Healer) or 55 (Wis + K:P + 4xHD). If you rolled a 22 you would have to choose between 22 (from Incredible Healer) or 40 (4xHD). You're never going to take the Incredible Healer result if you have the skill unlock.

The Exchange

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Ran a quick spreadsheet because I was curious. The short version is:

With your bonuses (and any higher bonuses) the roll from Incredible Healer is always going to result in more than your base amount of healing. +11.5 avg right now and going up as your bonus goes up.

Your normal healing from Signature Skill (Healing) is always going to result in more healing than the roll from Incredible Healer until your heal skill bonus gets insanely high. (+36 for a 10 HD creature. . .if you roll a Nat 20. +40 for 11 HD, +44 for 12HD, etc.)

Incredible Healer and Heal Skill Unlock don't stack in any form, so there's no point in having both. Take the Skill Unlock if allowed.


Belafon wrote:
You seem really heal-focused, so I'm wondering a bit about your minimum roll. Is Heal not a class skill (+3) for you? Do you not have a healer's kit (a Healer's Satchel counts as one)? That's a +2 circumstance bonus. Does your group not have buffs like heroism running most of the time? A cracked incandescent blue sphere ioun stone is only 200 gp for a +1 competence bonus to any one Wisdom-based skill (choose heal). A cracked magenta prism is 800gp for +2 competence instead.

Sorry, my math was slightly off. We are leveling to 9. I have max ranks, Skill Focus, and Wis +5.

9+3+5+3= 20. So I should have said my minimum is 21, not 22

I have a healer's kit, but I (sadly) never thought to use it when using Healing Hands (because it isn't needed).

No, we don't have anyone in the group who can cast Heroism.

I don't have any magic items that increase my healing. And we don't have an item crafter in the group either.

I'm not as heal focused as it may seem, but I'm the only character in the group who has any ranks in the skill or can cast a healing spell. I'm actually a Speaker for the Past Life Shaman. (I honestly planned on only dedicating 2 feats to this.) This is actually a third feat, because we really seem to need it.

Quote:
Replace. So if you have 10 ranks in Heal, a 10 HD creature would heal 40 HP....

okay

The Exchange

Nuclearspatula wrote:

Sorry, my math was slightly off. We are leveling to 9. I have max ranks, Skill Focus, and Wis +5.

9+3+5+3= 20. So I should have said my minimum is 21, not 22

Yeah, so next level you should get +1 (rank) +3 (skill focus), add in +2 for a healer's kit and you're up to +26. Almost enough to guarantee that DC30. If you can convince your GM to let you buy a cracked magenta prism somewhere you're at +28. Healing 55 points is better single-target healing than almost anything a character can do at level 10. Even at level 11 it's better than anything short of an actual heal spell.


Heal Skill Treating Deadly Wounds takes 1hr and a target can only benefit once per day(24hrs).
It's an out-of-combat activity and you are spending feats on it. I understand, just don't let your group guilt you into being the healer. Generally preventing damage(buffs, AC, deflection, concealment, etc) comes before healing.

Comment

check out Items that can save you thread
you should be able to buy many things based on your level and size of the town.

If you are having trouble buying items but have time(downtime) - get Craft Wand and skip the store. It is very important to have back up wands of curing or infernal healing. Craft Wondrous Item is better but access to spells via wands is #1. That would give your party more access to healing than relying on your touches (what if your PC goes unconscious?!) and open up your spellcasting as basic spells will be covered by the wands. If you can buy the wands move onto Craft Wondrous.
Someone in the party (not your PC) better have Use Magic Device with 9 skill ranks at 9th level!

Sometimes you cannot get to a creature in time to save it. Reach metamagic can help and a Bear's Con at range can be better than a Cure 2d8 in the moment.
Invigorating Repose:C5 and Breath of Life:C5 and the First Aid Gloves[hands] $4500.


Azothath wrote:

Heal Skill Treating Deadly Wounds takes 1hr and a target can only benefit once per day(24hrs).

It's an out-of-combat activity and you are spending feats on it. I understand, just don't let your group guilt you into being the healer.

I am the party healer regardless, as I'm not just the only character with ranks in the heal skill, but also the only one capable of casting a cure spell.

Also, I took the feat "Healer's Hands" Its noted in the OP.

The feat allows you to Treat Deadly Wounds as a standard action, without need of a healer's kit, and (if you exceed the DC by 10) add your ranks in Knowledge Planes to the roll. You can only use the feat a number of times per day equal to your ranks in Knowledge Planes. Its a Conduit Feat.


And I forgot to mention, Healer's Hands also allows you to heal the same person multiple times per day.

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