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| PhantomTrain03-07-07, 10:38 AM | Hello all. I'm running a custom setting, low magic world. In the spirit of fair play, I want to make the Heal skill a more robust, useful skill since there is little to no magical healing in the world. I have come up with a couple of new feats that I hope will give the characters some flexibility as far as healing goes. I suspect the initial response will be that they are too powerful, but just remember that this is a gameworld wherein characters will have neither a party cleric nor access to temples for healing and go long periods of time without encountering significantly large towns. Here goes. Advanced Healing (general) You know how to really make the most of your knowledge of medicine Prerequisite: Skill Focus (Heal), Heal 6 Ranks Effect: +2 to heal checks. Additionally, when you make a successful heal check on a wounded character (for any reason), you can heal that character for 1d4 HP x your heal check divided by five. A patient can only benefit from this feat once per hour, reguardless of the source, and cannot be used if the patient has more than half his maximum health. Normal: Heal checks do not regain HP Bioalchemist (general) Your knowledge of medicine and alchemy have fused into a single dicipline. Prerequisite: Advanced Healing, Brew Potions, Craft (Alchemy) 8 Ranks, Heal 8 Ranks Effect: You can brew healing potions as a Cleric of half your character level (or your Cleric level, whichever is higher) rounded down. You must make a heal check equal to 25+spell level in order to successfully brew a potion based on a spell you cannot actually cast. This feat also lowers the creation time of all healing potions by 25%. Normal: Brew Potions can only be used to create potions of spells you can directly cast. Labless Alchemist (general) Your persuit of science cannot be hindered by the inconveniences of adventuring. Prerequisite: Skill Focus: Craft (Alchemy), Knowledge (Alchemy) 6 Ranks Effect: +2 to Craft (Alchemy) checks. Potions you brew cost 25% less to prepare, and you take no penatly from not having access to a proper alchemy lab. Normal: Brewing potions must be done with an alchemy lab. Thanks in advance. |
| tarkin03-07-07, 11:16 AM | 1/hour is a bad idea. At lower levels, it basically lets you heal them up by the end of the day at lower levels, but at higher levels it is worthless. It should be 1/day for your first feat. Then, an improved version can make it 1/hour. ------------------------------ As for the Bioalchemist feat, it is poorly designed. There are already non-magical Healing salves you can make using Craft (Alchmey). I would continue with that, instead of letting a non-caster make magical healing potions. If you think the Healing Salve is too weak, design a new one instead ----------- Labless Alchemist is too strong, you gave it three things, each of which is almost worth a feat by itself. (+2, 25% discount, no lab.) I could see doing any two of those things, but not all three. |
| JohnSnow03-07-07, 03:45 PM | First, anytime you talk about low magic worlds, you should consider the Reserve Point variant from Unearthed Arcana. Essentially, it duplicates the effect of clerics, without making the characters any more powerful in combat. Second, Iron Heroes, which also uses Reserve Points, has a feat mastery called Healing Lore, which has several feats which enhance healing. Healing also works better. While Iron Heroes does have a class with access to healing magic, it's not assumed that said class will be part of an adventuring group. So the game is balanced to function without it. You might find it very interesting. But definitely check out the Reserve Point variant. |