Self-Sufficient feat

Jdvn1 said:
You can't use Heal to tie a bandage on yourself?

Sure, but you won't get any benefit from it.

The two instances where bandaging yourself via heal actually helps is Long Term Care (expressly forbidden by the rules) and First Aid (helping someone at neg HP's).

So... yeah. You can bandage yourself after a battle in which you suffered wounds, but all you'll get from it is a golf clap from the other players for good roleplaying.
 

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dcollins said:
In the 3.0 PHB at least you could also use "Treat Wound from Caltrop..." on yourself.

OK, let's say you still can.

How often will that come up with regard to one of the many uses of the Heal skill ?

Yet, They thought that Heal would be one of the two skills which should benefit from a feat called "Self Sufficient" with which "you can take care of yourself in harsh environments and situations".

Very poor design.
 


Trainz said:
How often will that come up with regard to one of the many uses of the Heal skill ?

So really, it's not that you can't use the Heal skill on yourself that you have a problem with... it's really that there's just one single useful feature that you're prohibited from, namely "Long-Term Care". Similarly, that's only been used once or twice in my games, even on ally PCs.
 


dcollins said:
So really, it's not that you can't use the Heal skill on yourself that you have a problem with... it's really that there's just one single useful feature that you're prohibited from, namely "Long-Term Care". Similarly, that's only been used once or twice in my games, even on ally PCs.

You didn't read the thread now, did you ?

I have NO problem with the fact that you can't mostly use Heal on yourself. I agree with that. It makes sense. Doctors don't operate on themselves. I find it quite nice that the Heal skill is a skill that someone picks to help others. IMC, TWO characters have ranks in the Heal skill. The one with the highest skill takes care of the team, the other one helps out Doctor Healer when he needs it. I think it works just fine like that.

What I find LUDICROUS is that a SELF-SUFFICIENT feat boosts the HEAL skill which is mostly for helping OTHERS.

This thread is just a tongue-in-cheek thread that saw something that doesn't make sense, no matter WHAT you think about the heal skill, points at it, and goes "HA HA !".

That's all there is to it. No more, no less.
 

Trainz said:
So... yeah. You can bandage yourself after a battle in which you suffered wounds, but all you'll get from it is a golf clap from the other players for good roleplaying.

Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

... etc.

-Hyp.
 
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Hypersmurf said:

Why do I even BOTHER posting rant threads when I know perfectly well that your are there, lurking around, ready to burst my bubble at a moments notice with your damn rules lawyering...

;)
 
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