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More house rules for heal checks
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<blockquote data-quote="Nareau" data-source="post: 3201690" data-attributes="member: 969"><p>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!</p><p></p><p><strong>Medic [General]</strong></p><p>Prerequisites: Heal 1 rank</p><p>Benefit</p><p>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.</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>Curing HP in this way requires a standard action.</p><p></p><p></p><p><strong>Greater Medic [General]</strong></p><p>Prerequisites: Heal 8 ranks, Medic</p><p>Benefit</p><p>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.</p><p></p><p></p><p><strong>Surgeon [General]</strong></p><p>Prerequisites: Heal 8 Ranks, Medic</p><p>Benefit</p><p>You can cure ability damage, ability drain, and certain conditions.</p><p></p><p>Curing ability damage requires 1 hour per check. It requires 10GP worth of medical supplies to</p><p>accomplish.</p><p></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></p><p>Curing ability drain requires 1 day per check. It requires 100GP worth of medical supplies to accomplish.</p><p></p><p>DC 30: Heals 1 ability 1 point</p><p>DC 35: Heals 1 ability 1d4+1 points</p><p>DC 40: 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 drain.</p><p></p><p>The time and cost required to remove a condition varies.</p><p>Blinded/Deafened: DC 25, 1 day, 100GP</p><p>Dazed/Dazzled: DC 15, 1 Standard Action, 5GP</p><p>Energy Drained: DC 25, 1 day, 100GP (Removes 1 negative level)</p><p>Exhausted: DC 15, 1 Standard Action, 5GP; makes target Fatigued</p><p>Fatigued: DC 15, 1 Standard Action, 5GP</p><p>Nauseated: DC 25, 1 Standard Action, 5GP</p><p>Sickened: DC 20, 1 Standard Action, 5GP</p><p>Stunned: DC 20, 1</p></blockquote><p></p>
[QUOTE="Nareau, post: 3201690, member: 969"] 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! [B]Medic [General][/B] 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. [B]Greater Medic [General][/B] 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. [B]Surgeon [General][/B] 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 [/QUOTE]
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