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*Pathfinder & Starfinder
Heal skill instead of Cure spells
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2226643" data-attributes="member: 20805"><p><strong>Variant Heal</strong></p><p></p><p>I have been thinking of this all morning.. well, at least the 2.5 hour drive up to my weekend work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I came up with an idea, which is kinda rough and I have not talked them over with anyone yet..unless I count y'all.</p><p></p><p>Addition to the Heal Skill description:</p><p></p><p>Emergency Care:</p><p> Convert some damage from Lethal to Non-Lethal within the 'Golden Time' shortly after the character is wounded. </p><p>With a successful Heal check vs DC 15 and 2 full round actions spent within the 'Golden Time'</p><p>from when the character was wounded, you convert a number of damage points from Lethal to Non-Lethal. This number is a Cure Roll, detailed below. While performing this action, you and your patient are denied DEX and you must have both hands free to tend the wounds.</p><p>You must also be able to reach the wounded portion of the patient.</p><p> If you take damage while performing this skill use, you must make a Concentration check DC 5 + all damage taken that round. Failure extends the time required to apply Emergency Care by 1 Full round action.</p><p> You cannot 'Take 10' or 'Take 20' as use of Emergency Care may cause damage to the patient.</p><p> Retry: A failed check increases the DC by +5.</p><p> Any previous successful attempts that day increases the Cure Roll penalty to the amount of hit points converted. {Essentially, it becomes much harder to improve on natural healing and easier to mess up}</p><p> Hurried Care: You may hurry the attempt, increasing the base DC to 25 and reduce the check to one full round action.</p><p> Hasty Care: You may work even faster, increasing the base DC to 35 and reduce the check to a standard action.</p><p> </p><p>'Golden Time': Emergency care must be provided within 1 minute (10 rounds ) of the injury</p><p></p><p>Cure Roll: A negative results in the character losing that number of hit points and begins Bleeding 1 hit point per round until stabilized.</p><p>The base penalty is 2, which may be increased by previous succesful cures {as noted above}.</p><p>The Base Die type is 1D4.</p><p></p><p>If you have 5 ranks in the Heal skill and use a Healers kit, you increase the Base Die by one step.</p><p>You can use either Herbology *or* Alchemy to improve the benefit of a Healing Kit:</p><p>If you have 5 ranks in the Herbalist skil, and use a Herbalist Bag, you increase the Base Die by one step. </p><p>If you have 5 ranks in the Alchemy skill and use an Alchemist Bag, you increase the Base Die by one step. </p><p> {these bags cost 1/2 the price of a normal Healers kit.. more detail on them is floating around in my head somewhere <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> }</p><p></p><p>If you have 5 ranks in Religion and use Blessed Sacrements, you increase the Base Die by one step, however the patient must have faith that this will work. They must make a Devotion Check, a WILL save modified by Knowledge: Religion ranks vs DC 20, or the Cure has no effect. Making this save indicates a devotion to the attendee's diety and can have negtive impact on divine casters abilities. The patient can choose to fail this save.</p><p> {Blessed Sacrements can be made using a 1st Level spell similar to Magic Weapon. It can affect up to 50 sacrements, normally wafers of bread, or one object. If used on a single object, that object becomes a Holy Symbol. still, more in my head on that one...}</p><p></p><p>Feats:</p><p> Expert Healer: General</p><p> Requirements: 5 ranks of Heal.</p><p> Benefit: The 'Golden Time' you can use Emergency Care in expands to 1 hour</p><p> Normal: The 'Golden Time' you can use Emergency Care is 1 minute {10 rounds}</p><p></p><p> Surgeon: General</p><p> Requirements: Expert Healer, 5 ranks in either Alchemy or Herbalist</p><p> Benefit: You can use additonal Cure Rolls equal to your INT modifier. For each additional Cure Roll you use, you cause 1 point of CON drain to the patient.</p><p> Normal: You only have 1 Cure Roll per use of Emergency Care.</p><p></p><p> Faith Healer: General</p><p> Requirements: Expert Healer, Religion: 5 Ranks</p><p> Benefit: You can use additional Cure Rolls equal to your CHR modifier. For each additional Cure Roll you use, you cause 1 point of WIS drain. If your Patient is willing, they automatically make the Devotion Check.</p><p> Normal: You only have 1 Cure Roll per use of Emergency Care and a Devotion save is required to benefit from a religious healing.</p><p> {I am thinking of adding a benefit along the lines of:</p><p> You can trade Cure rolls for various miraculous healing. However, when doing so, you cause 1 point of WIS Damage for each Cure Roll used in this manner.</p><p> 1 Cure roll to Negate Poisen</p><p> 2 Cure Rolls to remove Blindness/Deafness</p><p> 3 Cure Rolls to remove Paralysis.</p><p> .. etc.. not very sure on the cost/benefit of this ...}</p><p></p><p></p><p>Interaction with Magical Healing:</p><p> Emergency Care is ineffective if the patient has received Magical Healing for the wounds, altho a negative Cure Roll will still cause damage.</p><p> Any converted damage must be healed, either by natural recovery of non-lethal damage or by spending magical healing points on it, before lethal damage can be repaired through magical means. </p><p>=======================</p><p>This grants a focused faith healer the abilty to reliably heal 1D10-2 points of damage to his allies once a day, presuming they are of his faith.</p><p></p><p>Hope that all makes as much sense to you as it does to me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2226643, member: 20805"] [b]Variant Heal[/b] I have been thinking of this all morning.. well, at least the 2.5 hour drive up to my weekend work :) I came up with an idea, which is kinda rough and I have not talked them over with anyone yet..unless I count y'all. Addition to the Heal Skill description: Emergency Care: Convert some damage from Lethal to Non-Lethal within the 'Golden Time' shortly after the character is wounded. With a successful Heal check vs DC 15 and 2 full round actions spent within the 'Golden Time' from when the character was wounded, you convert a number of damage points from Lethal to Non-Lethal. This number is a Cure Roll, detailed below. While performing this action, you and your patient are denied DEX and you must have both hands free to tend the wounds. You must also be able to reach the wounded portion of the patient. If you take damage while performing this skill use, you must make a Concentration check DC 5 + all damage taken that round. Failure extends the time required to apply Emergency Care by 1 Full round action. You cannot 'Take 10' or 'Take 20' as use of Emergency Care may cause damage to the patient. Retry: A failed check increases the DC by +5. Any previous successful attempts that day increases the Cure Roll penalty to the amount of hit points converted. {Essentially, it becomes much harder to improve on natural healing and easier to mess up} Hurried Care: You may hurry the attempt, increasing the base DC to 25 and reduce the check to one full round action. Hasty Care: You may work even faster, increasing the base DC to 35 and reduce the check to a standard action. 'Golden Time': Emergency care must be provided within 1 minute (10 rounds ) of the injury Cure Roll: A negative results in the character losing that number of hit points and begins Bleeding 1 hit point per round until stabilized. The base penalty is 2, which may be increased by previous succesful cures {as noted above}. The Base Die type is 1D4. If you have 5 ranks in the Heal skill and use a Healers kit, you increase the Base Die by one step. You can use either Herbology *or* Alchemy to improve the benefit of a Healing Kit: If you have 5 ranks in the Herbalist skil, and use a Herbalist Bag, you increase the Base Die by one step. If you have 5 ranks in the Alchemy skill and use an Alchemist Bag, you increase the Base Die by one step. {these bags cost 1/2 the price of a normal Healers kit.. more detail on them is floating around in my head somewhere :) } If you have 5 ranks in Religion and use Blessed Sacrements, you increase the Base Die by one step, however the patient must have faith that this will work. They must make a Devotion Check, a WILL save modified by Knowledge: Religion ranks vs DC 20, or the Cure has no effect. Making this save indicates a devotion to the attendee's diety and can have negtive impact on divine casters abilities. The patient can choose to fail this save. {Blessed Sacrements can be made using a 1st Level spell similar to Magic Weapon. It can affect up to 50 sacrements, normally wafers of bread, or one object. If used on a single object, that object becomes a Holy Symbol. still, more in my head on that one...} Feats: Expert Healer: General Requirements: 5 ranks of Heal. Benefit: The 'Golden Time' you can use Emergency Care in expands to 1 hour Normal: The 'Golden Time' you can use Emergency Care is 1 minute {10 rounds} Surgeon: General Requirements: Expert Healer, 5 ranks in either Alchemy or Herbalist Benefit: You can use additonal Cure Rolls equal to your INT modifier. For each additional Cure Roll you use, you cause 1 point of CON drain to the patient. Normal: You only have 1 Cure Roll per use of Emergency Care. Faith Healer: General Requirements: Expert Healer, Religion: 5 Ranks Benefit: You can use additional Cure Rolls equal to your CHR modifier. For each additional Cure Roll you use, you cause 1 point of WIS drain. If your Patient is willing, they automatically make the Devotion Check. Normal: You only have 1 Cure Roll per use of Emergency Care and a Devotion save is required to benefit from a religious healing. {I am thinking of adding a benefit along the lines of: You can trade Cure rolls for various miraculous healing. However, when doing so, you cause 1 point of WIS Damage for each Cure Roll used in this manner. 1 Cure roll to Negate Poisen 2 Cure Rolls to remove Blindness/Deafness 3 Cure Rolls to remove Paralysis. .. etc.. not very sure on the cost/benefit of this ...} Interaction with Magical Healing: Emergency Care is ineffective if the patient has received Magical Healing for the wounds, altho a negative Cure Roll will still cause damage. Any converted damage must be healed, either by natural recovery of non-lethal damage or by spending magical healing points on it, before lethal damage can be repaired through magical means. ======================= This grants a focused faith healer the abilty to reliably heal 1D10-2 points of damage to his allies once a day, presuming they are of his faith. Hope that all makes as much sense to you as it does to me :) [/QUOTE]
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