I put together some additions to heal to replace the cure spells in my campaign world. There aren't any clerics in the world so I wanted to have something in place to help the characters out.
Additions to the Heal Skill:
One can now use the heal skill to heal hitpoints and to remove
ailments. A character can take a full round action that provokes
attacks of opportunity to cure hitpoints(Cure Action). This action
requires doses. Doses can be gathered using the survival skill.
Using the survival skill in this manner is equivalent to gathering
food. Doses can also be acquired from a healing kit. The standard
dose in a healing kit is equivalent to 5 doses when used with this
application of the skill.
When using this skill a character may add a portion of the amount they
exceed the skill check to the hitpoints they heal.
Normal Use
Doses Effect DC
1 d4 (+ max 5) 12
1 2d4 (+ max 5) 14
1 3d4 (+ max 5) 16
1 4d4 (+ max 5) 18
Use with a healing kit or the Advanced Healer Feat
Doses Effect DC
1 d6 (+ max 5) 12
1 2d6 (+ max 10) 14
1 3d6 (+ max 15) 16
1 4d6 (+ max 20) 18
The following appliations of the skill use the greater of the casting
time of the spell or a full round action.
Other applications of the skill :
Doses Effect DC
2 Restoration, Lesser 14
2 Remove Disease 16
3 Restoration 18
4 Restoration, Greater 24
Feat: Advanced Healer [General]
The user of this feat treats all does as if they came from a healer's
kit when using a Cure Action. A Cure Action is also considered to be
a standard action that provokes attacks of opportunty for the
character. Lastly, a character with this feat gains the heal skill a
class skill.
Additions to the Heal Skill:
One can now use the heal skill to heal hitpoints and to remove
ailments. A character can take a full round action that provokes
attacks of opportunity to cure hitpoints(Cure Action). This action
requires doses. Doses can be gathered using the survival skill.
Using the survival skill in this manner is equivalent to gathering
food. Doses can also be acquired from a healing kit. The standard
dose in a healing kit is equivalent to 5 doses when used with this
application of the skill.
When using this skill a character may add a portion of the amount they
exceed the skill check to the hitpoints they heal.
Normal Use
Doses Effect DC
1 d4 (+ max 5) 12
1 2d4 (+ max 5) 14
1 3d4 (+ max 5) 16
1 4d4 (+ max 5) 18
Use with a healing kit or the Advanced Healer Feat
Doses Effect DC
1 d6 (+ max 5) 12
1 2d6 (+ max 10) 14
1 3d6 (+ max 15) 16
1 4d6 (+ max 20) 18
The following appliations of the skill use the greater of the casting
time of the spell or a full round action.
Other applications of the skill :
Doses Effect DC
2 Restoration, Lesser 14
2 Remove Disease 16
3 Restoration 18
4 Restoration, Greater 24
Feat: Advanced Healer [General]
The user of this feat treats all does as if they came from a healer's
kit when using a Cure Action. A Cure Action is also considered to be
a standard action that provokes attacks of opportunty for the
character. Lastly, a character with this feat gains the heal skill a
class skill.