Self-Sufficient feat

Trainz

Explorer
The Self-Sufficient feat on p. 100 of the PHB goes "You can take care of yourself in harsh environments and situations" and it goes to give you a +2 on Heal checks and Survival checks...

... but you can't use the Heal skill on yourself.

:p
 

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wha? I must have missed that...Well I can see not allowing a Heal Check over a certain DC but not being able to bind your own wounds...ever?

I dont think so. This is were Common Sense takes precedence over whatver the rules say.
 

The Heal skill prevents you from providing long-term care for yourself and from healing yourself of caltrop, spikestones, or spike growth wounds. You can still use First Aid, Treat Poison, and Treat Disease on yourself.

Ciao
Dave
 

ElectricDragon said:
The Heal skill prevents you from providing long-term care for yourself and from healing yourself of caltrop, spikestones, or spike growth wounds. You can still use First Aid, Treat Poison, and Treat Disease on yourself.

Ciao
Dave

phew! Much better...If I had my rulebooks with me I would've went running to them.
 

ElectricDragon said:
The Heal skill prevents you from providing long-term care for yourself and from healing yourself of caltrop, spikestones, or spike growth wounds. You can still use First Aid, Treat Poison, and Treat Disease on yourself.

Oh... and how do you figure you can use First Aid on yourself ?

And the gist of Treat Poison and Treat Disease suggests that you are doing it on someone else, and given that other uses of Heal outright specify that you can't use it on yourself, it's pretty much a "treat other" skill.
 

hero4hire said:
phew! Much better...If I had my rulebooks with me I would've went running to them.

... and you would have discovered that first aid applies on characters at negative hit points, and you would then scratch your head trying to figure out how someone UNCOUNSCIOUS could possibly treat himself.

Just saying, z'all.
 



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