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Which feats shouldn't be feats
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<blockquote data-quote="Celebrim" data-source="post: 6106152" data-attributes="member: 4937"><p>Feat? Why should this require a feat? I've basically beyond this design point for about the last 8 years.</p><p></p><p>[CODE]HEAL (WIS)</p><p>Check: The DC and effect depend on the task you attempt.</p><p></p><p>Task Heal DC1</p><p>Stabilize 15</p><p>Long-term care 15</p><p>Remove arrow 15</p><p>Treat wound from caltrop, spike growth, or spike stones 15</p><p>[B]First Aid 15[/B]</p><p>Treat poison Poison’s save DC</p><p>Treat disease Disease’s save DC</p><p>[B]Revive 30[/B]</p><p></p><p>You suffer a -5 penalty on heal checks if you are trying to treat yourself. You must normally have a healer’s kit to attempt effective heal checks. Exceptions to this rule are noted.</p><p>Stabilize: You may stabilize an injury which is causing continuing loss of hit points, such as a bleeding wound, an amputated limb, or a dying character. A stabilized character regains no hit points but stops losing them. You do not have to have a healer’s kit to attempt to stabilize a dying character, but if you lack it you suffer a -5 penalty.</p><p>Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 1 hit point per level for a full 8 hours of rest in a day, or 2 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.</p><p>You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on). These are usually easy to come by in settled lands, but cost 5 sp per patient per day. Providing long-term care counts as light activity for the healer. You cannot give long-term care to yourself.</p><p>Remove Arrow: You can remove an embedded arrow (for example, from a critical hit) and cause no additional damage with a DC 15 heal check. If you fail the check, removing the arrow causes 1 point of damage. If you fail the check by 5 or more, removing the arrow causes 1d4 points of damage. If you fail the check by 10 or more, you inflict 1d4 points of damage and the arrow remains embedded.</p><p>Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty.</p><p>A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.</p><p>First Aid: You may use first aid to treat any recently suffered wound. If you are successful, you reduce the pain and trauma caused by the wound and mitigate some of the damage so that the wound heals quickly and bothers the patient less. As a result, the treated character heals 0-3 hit points (1d4-1) up to the maximum amount of damage that has received in the last 24 hours or since the last treatment. However, you may not retreat the patients wounds unless they suffer further damage.</p><p>Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison. Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.</p><p>Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.</p><p>Revive: As first aid, except that you treat a person who has just died within the past minute. If the check is successful and if the gained hit points are sufficient to restore the character above their minimum hit points, the character is returned to life. You cannot revive yourself.[/CODE]</p><p></p><p>There are feats to get better at that stuff, perform better first aid, more miraculous revivals, allow you to perform surgery to heal injuries, etc. But why should you need a feat to perform something so basic (conceptually, CPR) that even people with minimal training as a healer can do it? Isn't it wierd that a guy with superheroic heal skill (+20 bonus or something), doesn't have even a chance of pulling off a revive without a 'feat'? What does the skill and the feat represent in that case?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6106152, member: 4937"] Feat? Why should this require a feat? I've basically beyond this design point for about the last 8 years. [CODE]HEAL (WIS) Check: The DC and effect depend on the task you attempt. Task Heal DC1 Stabilize 15 Long-term care 15 Remove arrow 15 Treat wound from caltrop, spike growth, or spike stones 15 [B]First Aid 15[/B] Treat poison Poison’s save DC Treat disease Disease’s save DC [B]Revive 30[/B] You suffer a -5 penalty on heal checks if you are trying to treat yourself. You must normally have a healer’s kit to attempt effective heal checks. Exceptions to this rule are noted. Stabilize: You may stabilize an injury which is causing continuing loss of hit points, such as a bleeding wound, an amputated limb, or a dying character. A stabilized character regains no hit points but stops losing them. You do not have to have a healer’s kit to attempt to stabilize a dying character, but if you lack it you suffer a -5 penalty. Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 1 hit point per level for a full 8 hours of rest in a day, or 2 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on). These are usually easy to come by in settled lands, but cost 5 sp per patient per day. Providing long-term care counts as light activity for the healer. You cannot give long-term care to yourself. Remove Arrow: You can remove an embedded arrow (for example, from a critical hit) and cause no additional damage with a DC 15 heal check. If you fail the check, removing the arrow causes 1 point of damage. If you fail the check by 5 or more, removing the arrow causes 1d4 points of damage. If you fail the check by 10 or more, you inflict 1d4 points of damage and the arrow remains embedded. Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC. First Aid: You may use first aid to treat any recently suffered wound. If you are successful, you reduce the pain and trauma caused by the wound and mitigate some of the damage so that the wound heals quickly and bothers the patient less. As a result, the treated character heals 0-3 hit points (1d4-1) up to the maximum amount of damage that has received in the last 24 hours or since the last treatment. However, you may not retreat the patients wounds unless they suffer further damage. Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison. Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher. Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher. Revive: As first aid, except that you treat a person who has just died within the past minute. If the check is successful and if the gained hit points are sufficient to restore the character above their minimum hit points, the character is returned to life. You cannot revive yourself.[/CODE] There are feats to get better at that stuff, perform better first aid, more miraculous revivals, allow you to perform surgery to heal injuries, etc. But why should you need a feat to perform something so basic (conceptually, CPR) that even people with minimal training as a healer can do it? Isn't it wierd that a guy with superheroic heal skill (+20 bonus or something), doesn't have even a chance of pulling off a revive without a 'feat'? What does the skill and the feat represent in that case? [/QUOTE]
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