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General Tabletop Discussion
*Pathfinder & Starfinder
Heal skill instead of Cure spells
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<blockquote data-quote="Nareau" data-source="post: 2224362" data-attributes="member: 969"><p>Here's my thinking:</p><p>The Heal skill already has rules for treating disease and poison. Indeed, it's pretty easy for a higher-level character with a decent wisdom and heal skill to cure any disease or poison by taking 10 on their check. Unless there's a really good reason, I'd leave them as they are.</p><p></p><p>The skill allows neither HP nor ability damage to be restored.</p><p></p><p>Assuming they use all their spells for it (except Orisons), and they've got a wis of at least 16:</p><p>A 1st level cleric can typically heal 2d8+2hp/day. (1d8+1 x2)</p><p>a 5th level cleric can typically heal 16d8+45hp/day. (1d8+5 x4) + (2d8+5 x3) + (3d8+5 x2)</p><p> They can also cure diseases magically, and Restore ability damage.</p><p>a 10th level cleric starts to get fuzzy, as they can cast Heal. They can also Raise Dead, Restore level drain, etc.</p><p></p><p>Since a cleric has to use up their spells to do these things, I think the healing from a cleric should be substantially more useful than healing from a skill. This utility can be reflected in material costs, amount healed, time required, uses per day, skill ranks, and even feats.</p><p></p><p>There should be a pretty significant limitation on how much they can heal someone in a day. Off the top of my head, I might suggest that a target can normally only be healed by a number of HP equal to your ranks in the Heal skill.</p><p></p><p>For example: Joe the barbarian takes 8 hp during a fight. Phil the monk tries to heal him. He makes his checks, spends some time, and is able to heal Joe 4 hp (since Phil only has 4 ranks in Heal). Barbara the wizard comes over to see what she can do, but she can't help any more (since she's also only got 4 ranks in Heal). If they go visit a 5th-level healer (who has, say, 8 ranks in Heal), Joe can be healed up to full hp.</p><p></p><p>Not many characters that aren't divine spellcasters have a high wisdom. Let's assume someone wants to play a monk who's also a pretty skilled healer. They've got a Wis of 16.</p><p></p><p>They max out their heal skill, take 10 on checks, and consistently get a 17 at 1st level. So a 17 should be enough to heal someone, but certainly not more than 2d8+2 hp. Being able to heal one person for 4 hp at 1st level seems pretty reasonable.</p><p></p><p>How about this:</p><p>Feat: Medic [General]</p><p>Prerequisites: At least 1 Rank in the Heal skill</p><p>The user of this feat can use the Heal skill to cure damage. The target cannot be healed this way for more HP than the medic has ranks in the Heal skill during a 24-hour period. Each use of this ability requires 2GP worth of herbs, bandages, and the like to perform. A standard Healer's Kit provides 25 such uses, and provides a +2 bonus on all heal checks.</p><p>Curing HP in this way requires a standard action.</p><p></p><p>DC 10: Heals 1 hp</p><p>DC 15: Heals 1d4+1 hp</p><p>DC 20: Heals 2d4+2 hp</p><p>For every additional 5 points of the heal check, the medic can restore 1d4+1 additional hp.</p><p></p><p>Feat: Greater Medic [General]</p><p>Prerequisites: At least 8 Ranks in the Heal skill, Medic feat</p><p>The user of this feat can use the Heal skill to cure ability damage</p><p>Curing ability damage in this way requires 1 hour per check. It requires 10GP worth of medical supplies to accomplish.</p><p>DC 20: Heals 1 ability 1 point</p><p>DC 25: Heals 1 ability 1d4+1 points</p><p>DC 30: Heals 1 ability 2d4+2 points</p><p>For every 5 points of the heal check, the medic can restore 1d4+1 additional ability score damage.</p><p>Furthermore, this feat allows the medic to cure a target a number of HP equal to twice her ranks in Heal.</p><p></p><p></p><p>So, what does this mean?</p><p>Our 1st level monk can pretty easily heal his friends 1 hp during combat. Outside of combat, he can heal each of his friends by 4 hp each day. It costs him a feat and some skill points, but he can at least help his friends out.</p><p></p><p>At 6th level, he can take the Greater Medic feat and be able to heal his friends even more. He can easily cure up to 9 points of ability damage to his friends, although that would take 9 hours. Furthermore, he can now heal his friends up to 18 hp/day pretty easily. Not great, especially considering that his friends probably have a lot more total HP than that. But good enough.</p><p></p><p>It might even be worth creating a third feat in the chain, that would allow the curing of blindness, creation of non-magical healing salves, etc.</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 2224362, member: 969"] Here's my thinking: The Heal skill already has rules for treating disease and poison. Indeed, it's pretty easy for a higher-level character with a decent wisdom and heal skill to cure any disease or poison by taking 10 on their check. Unless there's a really good reason, I'd leave them as they are. The skill allows neither HP nor ability damage to be restored. Assuming they use all their spells for it (except Orisons), and they've got a wis of at least 16: A 1st level cleric can typically heal 2d8+2hp/day. (1d8+1 x2) a 5th level cleric can typically heal 16d8+45hp/day. (1d8+5 x4) + (2d8+5 x3) + (3d8+5 x2) They can also cure diseases magically, and Restore ability damage. a 10th level cleric starts to get fuzzy, as they can cast Heal. They can also Raise Dead, Restore level drain, etc. Since a cleric has to use up their spells to do these things, I think the healing from a cleric should be substantially more useful than healing from a skill. This utility can be reflected in material costs, amount healed, time required, uses per day, skill ranks, and even feats. There should be a pretty significant limitation on how much they can heal someone in a day. Off the top of my head, I might suggest that a target can normally only be healed by a number of HP equal to your ranks in the Heal skill. For example: Joe the barbarian takes 8 hp during a fight. Phil the monk tries to heal him. He makes his checks, spends some time, and is able to heal Joe 4 hp (since Phil only has 4 ranks in Heal). Barbara the wizard comes over to see what she can do, but she can't help any more (since she's also only got 4 ranks in Heal). If they go visit a 5th-level healer (who has, say, 8 ranks in Heal), Joe can be healed up to full hp. Not many characters that aren't divine spellcasters have a high wisdom. Let's assume someone wants to play a monk who's also a pretty skilled healer. They've got a Wis of 16. They max out their heal skill, take 10 on checks, and consistently get a 17 at 1st level. So a 17 should be enough to heal someone, but certainly not more than 2d8+2 hp. Being able to heal one person for 4 hp at 1st level seems pretty reasonable. How about this: Feat: Medic [General] Prerequisites: At least 1 Rank in the Heal skill The user of this feat can use the Heal skill to cure damage. The target cannot be healed this way for more HP than the medic has ranks in the Heal skill during a 24-hour period. Each use of this ability requires 2GP worth of herbs, bandages, and the like to perform. A standard Healer's Kit provides 25 such uses, and provides a +2 bonus on all heal checks. Curing HP in this way requires a standard action. DC 10: Heals 1 hp DC 15: Heals 1d4+1 hp DC 20: Heals 2d4+2 hp For every additional 5 points of the heal check, the medic can restore 1d4+1 additional hp. Feat: Greater Medic [General] Prerequisites: At least 8 Ranks in the Heal skill, Medic feat The user of this feat can use the Heal skill to cure ability damage Curing ability damage in this way requires 1 hour per check. It requires 10GP worth of medical supplies to accomplish. DC 20: Heals 1 ability 1 point DC 25: Heals 1 ability 1d4+1 points DC 30: Heals 1 ability 2d4+2 points For every 5 points of the heal check, the medic can restore 1d4+1 additional ability score damage. Furthermore, this feat allows the medic to cure a target a number of HP equal to twice her ranks in Heal. So, what does this mean? Our 1st level monk can pretty easily heal his friends 1 hp during combat. Outside of combat, he can heal each of his friends by 4 hp each day. It costs him a feat and some skill points, but he can at least help his friends out. At 6th level, he can take the Greater Medic feat and be able to heal his friends even more. He can easily cure up to 9 points of ability damage to his friends, although that would take 9 hours. Furthermore, he can now heal his friends up to 18 hp/day pretty easily. Not great, especially considering that his friends probably have a lot more total HP than that. But good enough. It might even be worth creating a third feat in the chain, that would allow the curing of blindness, creation of non-magical healing salves, etc. Spider [/QUOTE]
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Heal skill instead of Cure spells
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