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The Society of 3.5 Revisionists
New use for the Heal skill
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<blockquote data-quote="Hawken" data-source="post: 4543589" data-attributes="member: 23619"><p>Here's a couple of suggestions for Heal:</p><p></p><p>Treat Injury: On a successful Heal check DC 15, the character treats the target who recovers 1hp per HD, plus 1hp per point of the check over 15, up to a maximum healed equal to 2hp per HD. This can be done once per day per patient. </p><p></p><p>(I'd suggest letting it treat lethal/non-lethal the same just to keep things quick and simple). </p><p></p><p>Revivify: On a successful Heal check DC 25, you can revive a character that has died within 1 round of the Heal check. If you are successful, the character is unconscious and stable at 0hp. For every 5 points of the check over the DC, you can revive someone who has been dead for 1 additional round, so, a Heal check 35 could revive someone who has been 'dead' for up to 3 rounds.</p><p></p><p>To help prevent abuse of these uses, I'd suggest that a Healer's Kit is mandatory for both of these uses of the Heal skill and each Kit has enough bandages, ointments, etc. for 10 Heal checks. </p><p></p><p>Kerrick, even though you limit it with your method to 1/day, someone with a decent or even exceptional Heal check can easily be treating patients much better than a Cure Wounds spell or as a good as a Heal spell. Ranks, magic items and a wild assortment of modifiers could result in checks that heal well over 100hp on a good check. </p><p></p><p></p><p>ALTERNATE RULE ON DYING AND STABILIZING</p><p>Dying: Any character that is Dying (-1 to -9hp) has a 10% chance (1-10 on d100) per round to stabilize and stop losing hp. When the character makes his % check to stabilize, his Base Fort save modifies the check. This adds 2% per +1 Base Fort modifier to all rolls to stabilize.</p><p></p><p>Anyone attempting to stop the bleeding (full round action, no ranks in Heal) adds 5% to the stabilization check. Anyone with ranks in heal adds 10% to the target's Stabilization check instead of 5%, with a + 5% bonus if the healer has 10 or more ranks in Heal. If a DC 15 Heal check is made, then another 10% bonus is added to the chance to stabilize.</p><p></p><p>DC 15 Heal checks will no longer automatically stabilize. This represents the fact that other factors are at play that the healer may not know about and cannot control and working someone over for 6 seconds (1 round) isn't always going to be successful. A healer can help someone stabilize, but ultimately, it depends on the person they are trying to help.</p><p></p><p>Admittedly, this makes using the Heal skill to stabilize less certain of success, but stabilization should not be an automatic thing either. This kind of uncertainty adds some impetus to treating the character and eliminates the "oh, he's <em>only</em> at -5hp, we've got plenty of time" attitude.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4543589, member: 23619"] Here's a couple of suggestions for Heal: Treat Injury: On a successful Heal check DC 15, the character treats the target who recovers 1hp per HD, plus 1hp per point of the check over 15, up to a maximum healed equal to 2hp per HD. This can be done once per day per patient. (I'd suggest letting it treat lethal/non-lethal the same just to keep things quick and simple). Revivify: On a successful Heal check DC 25, you can revive a character that has died within 1 round of the Heal check. If you are successful, the character is unconscious and stable at 0hp. For every 5 points of the check over the DC, you can revive someone who has been dead for 1 additional round, so, a Heal check 35 could revive someone who has been 'dead' for up to 3 rounds. To help prevent abuse of these uses, I'd suggest that a Healer's Kit is mandatory for both of these uses of the Heal skill and each Kit has enough bandages, ointments, etc. for 10 Heal checks. Kerrick, even though you limit it with your method to 1/day, someone with a decent or even exceptional Heal check can easily be treating patients much better than a Cure Wounds spell or as a good as a Heal spell. Ranks, magic items and a wild assortment of modifiers could result in checks that heal well over 100hp on a good check. ALTERNATE RULE ON DYING AND STABILIZING Dying: Any character that is Dying (-1 to -9hp) has a 10% chance (1-10 on d100) per round to stabilize and stop losing hp. When the character makes his % check to stabilize, his Base Fort save modifies the check. This adds 2% per +1 Base Fort modifier to all rolls to stabilize. Anyone attempting to stop the bleeding (full round action, no ranks in Heal) adds 5% to the stabilization check. Anyone with ranks in heal adds 10% to the target's Stabilization check instead of 5%, with a + 5% bonus if the healer has 10 or more ranks in Heal. If a DC 15 Heal check is made, then another 10% bonus is added to the chance to stabilize. DC 15 Heal checks will no longer automatically stabilize. This represents the fact that other factors are at play that the healer may not know about and cannot control and working someone over for 6 seconds (1 round) isn't always going to be successful. A healer can help someone stabilize, but ultimately, it depends on the person they are trying to help. Admittedly, this makes using the Heal skill to stabilize less certain of success, but stabilization should not be an automatic thing either. This kind of uncertainty adds some impetus to treating the character and eliminates the "oh, he's [i]only[/i] at -5hp, we've got plenty of time" attitude. [/QUOTE]
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New use for the Heal skill
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