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*Pathfinder & Starfinder
Healing Surge and recovery after extended rest effect modification...
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<blockquote data-quote="hida_jiremi" data-source="post: 4307988" data-attributes="member: 18717"><p><strong>Healing Surges</strong></p><p></p><p>Here are the healing rules for my 4E campaign, Heroes of Jade, a Japanese fantasy setting.</p><p></p><p></p><p>HEALING SURGES</p><p></p><p>All characters gain healing surges as normal, but their use is somewhat more limited in the Heroes of Jade setting. To reflect that damage is more persistent, a character can only use Second Wind once per day, rather than once per encounter. An ability that gives a character another use of Second Wind works normally. This prevents characters from completely healing outside of combat without the aid of trained healers or magical healing (which still draw on the character’s healing surges as normal).</p><p>A character trained in the Heal skill can make a DC 15 Heal check as a full-round action to give another character an extra daily use of Second Wind. No character can benefit from this effect more than once per day. So, a character might use his Second Wind in a combat, then afterward have a trained healer give him the ability to use another one that day. The first character could use his Second Wind immediately, or save it for a later time; after gaining the use of his Second Wind back from the Heal skill, whether he uses it or not, he cannot gain yet another use from any character using the Heal skill on him.</p><p>If a character drops below bloodied, then healing surges no longer allow him to gain hit points above that amount. For example, a character with 30 hit points is bloodied at 15. Once he goes below 15 hit points, no effect that relies on healing surges can restore him to more than 15 hit points. Abilities that heal damage without using healing surges (like the cure light wounds daily power) can do so normally. If brought above bloodied through such an ability, healing surges work normally once more.</p><p></p><p></p><p>NATURAL HEALING</p><p></p><p>Natural healing is also somewhat slower in the Heroes of Jade setting than in the core rules. This is, again, to emphasize the lethal nature of combat and to instill a certain amount of wariness in warriors. It is also to improve the verisimilitude (or “realism”) of the setting.</p><p>After an extended rest, a character recovers one healing surge and a number of hit points equal to his character level. If the character is at full healing surges, he instead recovers hit points equal to twice his character level. Characters can take the Quick Healer feat (see below) to improve this recovery rate.</p><p></p><p></p><p>Jeremy Puckett</p></blockquote><p></p>
[QUOTE="hida_jiremi, post: 4307988, member: 18717"] [b]Healing Surges[/b] Here are the healing rules for my 4E campaign, Heroes of Jade, a Japanese fantasy setting. HEALING SURGES All characters gain healing surges as normal, but their use is somewhat more limited in the Heroes of Jade setting. To reflect that damage is more persistent, a character can only use Second Wind once per day, rather than once per encounter. An ability that gives a character another use of Second Wind works normally. This prevents characters from completely healing outside of combat without the aid of trained healers or magical healing (which still draw on the character’s healing surges as normal). A character trained in the Heal skill can make a DC 15 Heal check as a full-round action to give another character an extra daily use of Second Wind. No character can benefit from this effect more than once per day. So, a character might use his Second Wind in a combat, then afterward have a trained healer give him the ability to use another one that day. The first character could use his Second Wind immediately, or save it for a later time; after gaining the use of his Second Wind back from the Heal skill, whether he uses it or not, he cannot gain yet another use from any character using the Heal skill on him. If a character drops below bloodied, then healing surges no longer allow him to gain hit points above that amount. For example, a character with 30 hit points is bloodied at 15. Once he goes below 15 hit points, no effect that relies on healing surges can restore him to more than 15 hit points. Abilities that heal damage without using healing surges (like the cure light wounds daily power) can do so normally. If brought above bloodied through such an ability, healing surges work normally once more. NATURAL HEALING Natural healing is also somewhat slower in the Heroes of Jade setting than in the core rules. This is, again, to emphasize the lethal nature of combat and to instill a certain amount of wariness in warriors. It is also to improve the verisimilitude (or “realism”) of the setting. After an extended rest, a character recovers one healing surge and a number of hit points equal to his character level. If the character is at full healing surges, he instead recovers hit points equal to twice his character level. Characters can take the Quick Healer feat (see below) to improve this recovery rate. Jeremy Puckett [/QUOTE]
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Healing Surge and recovery after extended rest effect modification...
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