Blood of the Right hand


Pathfinder Second Edition General Discussion


Is it just me or is the Gnoll feat Right Hand Blood the worst ancestry feat pizo made? Not only do you have to take 2d8 damage to only get a +1 item bonus to treat wounds, but you have a flaw in wisdom. It is also a level 5 feat, and a +1 (item bonus) healers tools is level 3.


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Seems like an exaggeration. Like many feat choices in PF2, it's situational and occasionally dependent on the sorts of games that you play in. I could very much see situations where this feat would shine. The point isn't "you get a +1," but rather that you are always considered to have a set of healer's tools on hand for emergencies.


You are still taking 2d8 damage. Afterwards you need to heal yourself, and you can't realistically use this on yourself because treat wounds heals for 2d8.
So what situation would this shine in?


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Dragonhearthx wrote:
...because treat wounds heals for 2d8...

Plus a scaling static value based on proficiency and DC.

And it heals for 4d8 on a critical success.


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Dragonhearthx wrote:

You are still taking 2d8 damage. Afterwards you need to heal yourself, and you can't realistically use this on yourself because treat wounds heals for 2d8.

So what situation would this shine in?

So, I will say that an average of 9 damange taken during the Exploration mode at level 5 is pretty negligable when PCs have around 40 to 50 HP and should likely have few threats facing them. Like I said, this is less about the damage healed or damage taken and more about having the ability to do so without a healer's kit. It's not "I do not need to purchase a healer's kit" so much as it is, "I have been put into a situation where I don't have access to one."

Again, depending on how your group plays it is situationally good, but by no means a terrible option. I could see this coming up in games like Quest for the Frozen Flame where resources are scarce or something like Agents of Edgewatch where you are occasionally left without access to things you may take for granted.

EDIT: Not to mention free-hand stabilizing someone mid-combat had a bit more weight pre-errata. And Pixel Popper pointing out that Right Hand's self-damage doesn't scale while the healing from Medicine scales fantastically.


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It allows you to wear a different skill kit. If you're frequently swapping (or more likely wishing you could be swapping) between skill kits in combat (w/ one of those being a Healer's Kit), that's like getting free actions.
Is that niche? Yes, as there are only a few in-combat kits.
Do I have builds that would cherish getting access to multiple kits during combat? Also yes, were they Gnolls.
Between that and a Grappling bite attack, Gnolls seem to be kings of gaining spare hands. You could wear one kit, carry another, take this feat, and use all three kits with your free hand even while grappling an enemy. Lol. Trapper healing Alchemist...I guess?


Pixel Popper wrote:
Dragonhearthx wrote:
...because treat wounds heals for 2d8...

Plus a scaling static value based on proficiency and DC.

And it heals for 4d8 on a critical success.

You have a flaw in wisdom. So the likelihood of you having a high enough medicine score to constantly hit crits or the higher DC, would be difficult as you are one step behind the norm.

Silver Crusade

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Dragonhearthx wrote:
Pixel Popper wrote:
Dragonhearthx wrote:
...because treat wounds heals for 2d8...

Plus a scaling static value based on proficiency and DC.

And it heals for 4d8 on a critical success.

You have a flaw in wisdom. So the likelihood of you having a high enough medicine score to constantly hit crits or the higher DC, would be difficult as you are one step behind the norm.

There is multiple ways to get around that flaw (flaws, the variant rule, etc).

Also if you’re not investing in Medicine you wouldn’t take this feat to begin with.


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Dragonhearthx wrote:
Pixel Popper wrote:
Dragonhearthx wrote:
...because treat wounds heals for 2d8...

Plus a scaling static value based on proficiency and DC.

And it heals for 4d8 on a critical success.

You have a flaw in wisdom. So the likelihood of you having a high enough medicine score to constantly hit crits or the higher DC, would be difficult as you are one step behind the norm.

Have you just never used Medicine skill healing?

Assurance Treat Wounds will hit the DC 20 expert proficiency at level 7. So at that point you are taking 2d8 damage and healing 2d8+10.

And I would agree with the others. The point isn't that you get a bonus to the roll, it is that you can make the checks and use the actions without a toolkit.

For most campaigns that would not be necessary or useful. But an ancestry feat that duplicates a cantrip is certainly not the worst ancestry feat printed.


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You can not like an ancestry feat, that's okay! There really isn't that much to discuss about it. It's situational - certainly not the best in every scenario, but a far cry from useless.

And even before the errata, having an ability flaw doesn't mean it's impossible to utilize that ability score. You've always been able to adjust your stats at the start to negate ability flaws. With the errata allowing for all ancestries to get two free boosts, it's even easier.

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