GlassEye
Adventurer
The last time I played face-to-face the session was pretty rough for the characters. They stumbled into an area that was a bit beyond their skill (5 characters going through the Caverns of Thracia). The party doesn't have a cleric but does have a druid who spent many of her spells on healing and using the fast healing alternate class feature. I noticed that the druid's player was getting a bit frustrated with his difficulty in keeping the characters alive.
So I got to thinking. What could I do as a DM to make the cleric less of an indispensible character and help parties that don't have a cleric member at all? This is what I came up with and I'd like your thoughts on balance, etc.
HEALING HANDS (Manipulation skill trick)
Prerequisite: Heal 5 ranks
Benefit: You can treat each wounded character once per encounter provided they were wounded during that encounter. If you succeed on a heal check, that character heals 1d3 points of damage.
If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
HEALING SALVE 25 gp; 1 lb.
You can apply this natural curative to a wounded character once per encounter. Application of a single dose takes a standard action and heals 1d3 points of damage. Each stoppered pot of healing salve holds 5 doses of the salve. You can create healing salve with a successful DC 12 Craft (Herbalism) check.
CONVICTION
Cost: 2 conviction points
Result: "Second Wind": As a standard action heal 1 hit point per level plus CON bonus.
What do you think?
So I got to thinking. What could I do as a DM to make the cleric less of an indispensible character and help parties that don't have a cleric member at all? This is what I came up with and I'd like your thoughts on balance, etc.
HEALING HANDS (Manipulation skill trick)
Prerequisite: Heal 5 ranks
Benefit: You can treat each wounded character once per encounter provided they were wounded during that encounter. If you succeed on a heal check, that character heals 1d3 points of damage.
If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
HEALING SALVE 25 gp; 1 lb.
You can apply this natural curative to a wounded character once per encounter. Application of a single dose takes a standard action and heals 1d3 points of damage. Each stoppered pot of healing salve holds 5 doses of the salve. You can create healing salve with a successful DC 12 Craft (Herbalism) check.
CONVICTION
Cost: 2 conviction points
Result: "Second Wind": As a standard action heal 1 hit point per level plus CON bonus.
What do you think?