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Using Heal skill to actually cure wounds without rest.

TessarrianDM

First Post
Proposed additional use of the Heal skill:

As a full-round action that incurs an attack of opportunity, you may attempt to cure the hit point damage of a conscious, wounded target. You must have at least one rank in Heal to use this ability. Roll a Heal check. For every point your roll exceeds 20, cure 1 hit point of damage. For example, if you roll a 25 on your Heal check, you cure 5 hit points of damage.
You may take 10 if you are not threatened. You make take 20 on this roll, but anything that breaks your concentration during the two minutes necessary to do so means you must start over again (you can attempt a Concentration check to prevent this).

I do not want this to become a replacement for clerics, cure potions, etc., which is why it can only be used on a conscious target, requires training, and takes at least a full-round action to use. Feedback?
 

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Xath

Moder-gator
I would use this as a viable alternative in a no-magic or low-magic campaign setting. In a normal magic game, I don't see it being that useful, but I don't see it as being that game-breaking either.

I'd limit the number of heal checks you can make to 1 per day though. Or 1 per wound.
 

Archade

Azer Paladin
I'm using a house rule based on the SWSRPG ... you can use the Heal skill for 'surgery' with a healing kit.

A heal check of DC 10 + total hp lost takes 1 hour - if you succeed, the character regains 1d6 hp. If the check fails by 5 or more, the character loses 1d6 hp.

This way, nicks and scrapes can be fixed by Heal, and constantly putting ranks into Heal is worthwhile at higher levels. But if the character is down 40 hp, magic is the way to go ...
 

Knight-of-Roses

Historian of the Absurd
This is the house rule we are currently using:

Battlefield Medicine- Takes one minute, on a successful DC 15 heal check heals 1 points +1 for each 3 points the DC is exceeded by. A treatment of a wound must be begin within 5 minutes of taking it. Only one battlefield medicine check may be made on a person in any hour.

Lack of a healer’s kit add +5 to the DC.

Poor conditions adds +1-10 to the DC.

A clean and warm room reduces gives a +1 circumstance bonus to the battlefield medicine check, a first aid station +3 and a hospital +5.

Note: A healer’s kit does not provide any bonuses for a battlefield medicine check, but it does negate penalties. A masterwork healer’s kit provides a +2 equipment bonus on a battlefield medicine checks but costs 100 and 40 to restock.

A healer’s kit provides enough supplies for ten battlefield medicine or first aid checks. Restocking a healer’s kit costs 25.
 

Bobitron

Explorer
The amount healed seems too low for such a high DC. This would be most useful at low levels when magical healing can't really keep up with the damage a party takes, but the 20+ DC limits the amount it can help at level 1-5 or so.

Why not just use the Treat Injury skill from D20 Modern? I pasted it below.

[sblock]Treat Injury (Wis)

Check: The DC and effect depend on the task attempted.

Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate—3 hit points per character level or 3 ability points restored per day of complete rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care.

A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least ½ hour of the day to each patient the character is caring for.

Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day.

Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is an attack action.

A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.

Stabilize Dying Character (DC 15): With a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he or she stops losing them. The character must have a medical kit to stabilize a dying character.

Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.

Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.

A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill.

Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to his or her ranks in this skill.

Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.

Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character by means of an operation.

A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.

Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check.

A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The character takes a –5 penalty on your check any time he or she treats his or herself.

A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks.

Time: Treat Injury checks take different amounts of time based on the task at hand, as described above. [/sblock]

That would give you a skill more useful at low levels or by classes without healing magic without being too overpowered. Any cleric would still need to go through his stock of healing in combat situations, but it will cut back downtime a bit and help deal with poisons/disease a little easier.
 

Archade

Azer Paladin
I tried to make the DC sliding, so that at low and high levels, the use of the Heal skill to restore hit points is relevant.

At 1st level, if the character is down 6 hp, the DC is 16, and that's an acheivable number for someone invested in Heal. 4 Ranks, Wis 16, a healer's kit and Skill Focus (heal) would get you +12. That's pretty good.

At 10th level, if the character is still invested in Heal, they would have around a +20, which would be good to heal people down 5-10 hp reliably.

I'm also using an SWSRPG feat that allows a surgery check in 10 minutes rather than 1 hour.
 

Herobizkit

Adventurer
** EDIT ** Gotta learn to read more...

From the d20 Modern SRD:

Treat Injury (has all the Heal bits, plus Surgery);

Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a -4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient's full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
 
Last edited:

Archade said:
I'm using a house rule based on the SWSRPG ...

I use the 'first aid' rule from Star Wars Saga Edition.

As a full round action, make a DC 15 Treat Injury (Heal) check. On a success, your patient recovers his level in HP, plus one point per point by which your check exceeds the DC of 15. A character can only be successfully treated in this way once per 24 hour period...

Later
silver
 

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