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More house rules for heal checks
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<blockquote data-quote="Nareau" data-source="post: 3202476" data-attributes="member: 969"><p>I don't much like the idea of basing the healing off the target's HD. While that kinda jibes with the "natural healing" rules, it somehow doesn't sit right with me. I guess it's because I want the skill of the healer to be the determining factor in recovery, not the beefiness of the target. If there were some way to use both while keeping it elegant and much less useful than magic, I could be into that.</p><p></p><p>Rather than thinking of HP loss as a percentage thing, I think of it as a wound thing. If a wizard and a fighter both get stabbed three times by the same dagger, why would it be easier for a medic to sew up the fighter just because he could survive another 10 stabbings?</p><p></p><p>Here's a revision. Looking at it, I realize it would be far less powerful than the original. I'm tempted to change the cap from "max damage healed = max rank" to "max damage healed = total bonus on your roll". I dunno. Thinking of a 1st level character being able to take 20 on a heal check and restore their entire party 2d6 hp each over a few hours kinda seems like a lot. </p><p></p><p><strong>Medic [General]</strong></p><p>Prerequisites: Heal 1 rank</p><p>Benefit</p><p>You are able to convert some wounds into subdual damage 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. </p><p></p><p>DC 15: Converts 1d6 hp</p><p>DC 20: Converts 2d6 hp</p><p>For every additional 5 points of the Heal check, the medic can restore an additional 1d6 hp.</p><p></p><p>Converting damage in this way takes 1 minute, and requires one use from a Healer's Kit. A standard Healer's Kit provides 10 such uses, and provides a +2 bonus on all heal checks. Larger, more advanced Healer's Kits can be purchased at a cost of 5GP per use.</p><p></p><p>You can attempt to cure damage instead of converting it by taking a -5 penalty on your check.</p><p>You can attempt to perform first aid as a standard action by taking a -10 penalty on your check.</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 convert twice as many wounds to subdual damage. When making a Heal check to convert wounds, you convert twice the amount listed. The amount converted cannot exceed 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 5 uses from a Healer's Kit.</p><p></p><p>DC 20: Heals 1 ability 1 point</p><p>DC 25: Heals 1 ability 1d6 points</p><p>DC 30: Heals 1 ability 2d6 points</p><p>For every 5 points of the heal check, the medic can restore an additional 1d6 points of ability score damage.</p><p></p><p>Curing ability drain requires 1 day per check. It requires 20 uses from a Healer's Kit.</p><p></p><p>DC 30: Heals 1 ability 1 point</p><p>DC 35: Heals 1 ability 1d6 points</p><p>DC 40: Heals 1 ability 2d6 points</p><p>For every 5 points of the heal check, the medic can restore an additional 1d6 points of ability score drain.</p><p></p><p>The time and cost required to remove a condition varies. Note that conditions caused by magical effects with a duration other than "instantaneous" cannot be cured by the Heal skill.</p><p>Blinded/Deafened: DC 25, 1 day, 20 uses</p><p>Dazed/Dazzled: DC 15, 1 Standard Action, 1 use</p><p>Energy Drained: DC 25, 1 day, 20 uses (Removes 1 negative level)</p><p>Exhausted: DC 15, 1 Standard Action, 1 use; makes target Fatigued</p><p>Fatigued: DC 15, 1 Standard Action, 1 use</p><p>Nauseated: DC 25, 1 Standard Action, 1 use</p><p>Sickened: DC 20, 1 Standard Action, 1 use</p><p>Stunned: DC 20, 1 Standard Action, 1 use</p><p></p><p>Thanks for all the input, guys!</p><p></p><p>Nareau</p></blockquote><p></p>
[QUOTE="Nareau, post: 3202476, member: 969"] I don't much like the idea of basing the healing off the target's HD. While that kinda jibes with the "natural healing" rules, it somehow doesn't sit right with me. I guess it's because I want the skill of the healer to be the determining factor in recovery, not the beefiness of the target. If there were some way to use both while keeping it elegant and much less useful than magic, I could be into that. Rather than thinking of HP loss as a percentage thing, I think of it as a wound thing. If a wizard and a fighter both get stabbed three times by the same dagger, why would it be easier for a medic to sew up the fighter just because he could survive another 10 stabbings? Here's a revision. Looking at it, I realize it would be far less powerful than the original. I'm tempted to change the cap from "max damage healed = max rank" to "max damage healed = total bonus on your roll". I dunno. Thinking of a 1st level character being able to take 20 on a heal check and restore their entire party 2d6 hp each over a few hours kinda seems like a lot. [B]Medic [General][/B] Prerequisites: Heal 1 rank Benefit You are able to convert some wounds into subdual damage 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. DC 15: Converts 1d6 hp DC 20: Converts 2d6 hp For every additional 5 points of the Heal check, the medic can restore an additional 1d6 hp. Converting damage in this way takes 1 minute, and requires one use from a Healer's Kit. A standard Healer's Kit provides 10 such uses, and provides a +2 bonus on all heal checks. Larger, more advanced Healer's Kits can be purchased at a cost of 5GP per use. You can attempt to cure damage instead of converting it by taking a -5 penalty on your check. You can attempt to perform first aid as a standard action by taking a -10 penalty on your check. [B]Greater Medic [General][/B] Prerequisites: Heal 8 ranks, Medic Benefit You are able to convert twice as many wounds to subdual damage. When making a Heal check to convert wounds, you convert twice the amount listed. The amount converted cannot exceed 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 5 uses from a Healer's Kit. DC 20: Heals 1 ability 1 point DC 25: Heals 1 ability 1d6 points DC 30: Heals 1 ability 2d6 points For every 5 points of the heal check, the medic can restore an additional 1d6 points of ability score damage. Curing ability drain requires 1 day per check. It requires 20 uses from a Healer's Kit. DC 30: Heals 1 ability 1 point DC 35: Heals 1 ability 1d6 points DC 40: Heals 1 ability 2d6 points For every 5 points of the heal check, the medic can restore an additional 1d6 points of ability score drain. The time and cost required to remove a condition varies. Note that conditions caused by magical effects with a duration other than "instantaneous" cannot be cured by the Heal skill. Blinded/Deafened: DC 25, 1 day, 20 uses Dazed/Dazzled: DC 15, 1 Standard Action, 1 use Energy Drained: DC 25, 1 day, 20 uses (Removes 1 negative level) Exhausted: DC 15, 1 Standard Action, 1 use; makes target Fatigued Fatigued: DC 15, 1 Standard Action, 1 use Nauseated: DC 25, 1 Standard Action, 1 use Sickened: DC 20, 1 Standard Action, 1 use Stunned: DC 20, 1 Standard Action, 1 use Thanks for all the input, guys! Nareau [/QUOTE]
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