Nareau
Explorer
My campaign world has very, very few divine casters. I'm trying to work out a way to deal with healing, and this is what I've come up with: three feats that let you use the Heal skill in new ways. I'd love to hear your feedback!
Medic [General]
Prerequisites: Heal 1 rank
Benefit
You are able to cure some wounds using non-magical medical procedures. 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 5GP worth of herbs, bandages, and the like to perform. A standard Healer's Kit provides 10 such uses, and provides a +2 bonus on all heal checks.
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.
Curing HP in this way requires a standard action.
Greater Medic [General]
Prerequisites: Heal 8 ranks, Medic
Benefit
You are able to cure twice as many wounds as before. When making a Heal check to cure HP damage, you cure twice the amount listed. The target cannot be healed this way for more HP than twice your ranks in Heal during a 24-hour period. The cost, time, and other effects remain the same.
Surgeon [General]
Prerequisites: Heal 8 Ranks, Medic
Benefit
You can cure ability damage, ability drain, and certain conditions.
Curing ability damage 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.
Curing ability drain requires 1 day per check. It requires 100GP worth of medical supplies to accomplish.
DC 30: Heals 1 ability 1 point
DC 35: Heals 1 ability 1d4+1 points
DC 40: Heals 1 ability 2d4+2 points
For every 5 points of the heal check, the medic can restore 1d4+1 additional ability score drain.
The time and cost required to remove a condition varies.
Blinded/Deafened: DC 25, 1 day, 100GP
Dazed/Dazzled: DC 15, 1 Standard Action, 5GP
Energy Drained: DC 25, 1 day, 100GP (Removes 1 negative level)
Exhausted: DC 15, 1 Standard Action, 5GP; makes target Fatigued
Fatigued: DC 15, 1 Standard Action, 5GP
Nauseated: DC 25, 1 Standard Action, 5GP
Sickened: DC 20, 1 Standard Action, 5GP
Stunned: DC 20, 1
Medic [General]
Prerequisites: Heal 1 rank
Benefit
You are able to cure some wounds using non-magical medical procedures. 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 5GP worth of herbs, bandages, and the like to perform. A standard Healer's Kit provides 10 such uses, and provides a +2 bonus on all heal checks.
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.
Curing HP in this way requires a standard action.
Greater Medic [General]
Prerequisites: Heal 8 ranks, Medic
Benefit
You are able to cure twice as many wounds as before. When making a Heal check to cure HP damage, you cure twice the amount listed. The target cannot be healed this way for more HP than twice your ranks in Heal during a 24-hour period. The cost, time, and other effects remain the same.
Surgeon [General]
Prerequisites: Heal 8 Ranks, Medic
Benefit
You can cure ability damage, ability drain, and certain conditions.
Curing ability damage 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.
Curing ability drain requires 1 day per check. It requires 100GP worth of medical supplies to accomplish.
DC 30: Heals 1 ability 1 point
DC 35: Heals 1 ability 1d4+1 points
DC 40: Heals 1 ability 2d4+2 points
For every 5 points of the heal check, the medic can restore 1d4+1 additional ability score drain.
The time and cost required to remove a condition varies.
Blinded/Deafened: DC 25, 1 day, 100GP
Dazed/Dazzled: DC 15, 1 Standard Action, 5GP
Energy Drained: DC 25, 1 day, 100GP (Removes 1 negative level)
Exhausted: DC 15, 1 Standard Action, 5GP; makes target Fatigued
Fatigued: DC 15, 1 Standard Action, 5GP
Nauseated: DC 25, 1 Standard Action, 5GP
Sickened: DC 20, 1 Standard Action, 5GP
Stunned: DC 20, 1