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General Tabletop Discussion
*Pathfinder & Starfinder
Non-magical healing
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<blockquote data-quote="GlassEye" data-source="post: 3930819" data-attributes="member: 40413"><p>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.</p><p></p><p>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.</p><p></p><p><strong>HEALING HANDS (Manipulation skill trick)</strong></p><p>Prerequisite: Heal 5 ranks</p><p>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.</p><p></p><p>If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.</p><p></p><p><strong>HEALING SALVE</strong> 25 gp; 1 lb.</p><p>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.</p><p></p><p><strong>CONVICTION</strong></p><p>Cost: 2 conviction points</p><p>Result: "Second Wind": As a standard action heal 1 hit point per level plus CON bonus.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="GlassEye, post: 3930819, member: 40413"] 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. [b]HEALING HANDS (Manipulation skill trick)[/b] 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. [b]HEALING SALVE[/b] 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. [b]CONVICTION[/b] Cost: 2 conviction points Result: "Second Wind": As a standard action heal 1 hit point per level plus CON bonus. What do you think? [/QUOTE]
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