New Feat: Accupunture Healing [Archive] - Wizards Community

Post/Author/DateTimePost
tarkin

07-13-07, 03:49 PM
Accupunture Healing

Pre-req: At least 5 ranks in Heal skill, at least 5 ranks in Nature

Benefit: You are knowledgable about the secret art of Accupunture based healing.

By spending 10 minutes, you may Heal any person 1 point, by making a Heal check, DC 20. You may do this no more than once per person per hour. So if you have six wounded companions, you may heal all of them by 1 pt every hour. You may do this as part of providing Long Term care.

Special: In addition to the extra single point, if you have at least 10 ranks in Knoweldge (Nature), all your targetted healing spells have the capacity to do double healing.

When casting any healing spell that requires a touch, you may attempt to precisely hit the perfect accupunture point. This is dificult to do, requiring a lot of luck. It only happens on a natural 20 on your touch attack roll (not a critical, so no confirmation needed). When you succeed, you heal double the normal amount of hitpoints. This ability only works on real healing, not on inflict spells and not at all on creatures harmed by healing spells.

Both uses of this feat only work on Humanoids, Animals, fey, giants, monstrous humanoids, plants, and vermin.
NobodyRemembersThis

07-13-07, 04:55 PM
Instead of HP, why not allow acupuncture to remove ability damage? Flavor wise, it makes more sense for acupuncture to reawaken weakened abilities instead of HP
Thiez

07-13-07, 05:02 PM
Instead of HP, why not allow acupuncture to remove ability damage? Flavor wise, it makes more sense for acupuncture to reawaken weakened abilities instead of HP

Healing ability damage is much more powerful than healing hitpoints.

I think nobody's ever going to take this feat. You need to be at least second level to take it, so you've got exactly 1 level to enjoy it before you get a wand of Cure Light Wounds and abandon the Heal skill for the purpose of healing hitpoint damage. I suggest you make this feat a lot more powerful.
tarkin

07-13-07, 05:08 PM
1. It heals without wasting charges. Not a lot, but if you have 6 victims, you can do it all day long. I will clarify that section more.

2. Read the Special section. At 7th level, this ability becomes usefull when you use any cure spell. On a natural 20, it doubles the healing done. That was part of my original post, but I will clarify it
NobodyRemembersThis

07-13-07, 05:09 PM
Healing ability damage is much more powerful than healing hitpoints.Heal skill can already do this, but it takes at least a day. This feat would speed up the natural progression.

I think nobody's ever going to take this feat. You need to be at least second level to take it, so you've got exactly 1 level to enjoy it before you get a wand of Cure Light Wounds and abandon the Heal skill for the purpose of healing hitpoint damage. I suggest you make this feat a lot more powerful.Agreed. I think 1HP/rank would work better.
WackyOne

07-13-07, 05:43 PM
This is dificult to do, requiring a lot of luck. It only happens on a natural 20 on your touch attack roll (not a critical, so no confirmation needed).

A touch spell already doubles on a confirmed critical - so, after a confirmed 20, that's a triple heal.

How about instead doing +2 hp/lvl of spell with a skill check, coupled with some other effect (something interesting that a cleric would find himself doing even in combat, or the 1 hp/rank suggestion should work...)?
Traverse

07-13-07, 05:59 PM
I think this would work a lot better as just a substitute or an addition to the heal skill.

I say that because it would be cool to then create some heal-based feats that allow a character to paralyze an enemy using a acupuncture needle in the right spot, etc. :D
tarkin

07-13-07, 06:40 PM
A touch spell already doubles on a confirmed critical - so, after a confirmed 20, that's a triple heal.

How about instead doing +2 hp/lvl of spell with a skill check, coupled with some other effect (something interesting that a cleric would find himself doing even in combat, or the 1 hp/rank suggestion should work...)?

No it does not.

Criticals only do damage, you can not crit on healing.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.


That was my original reason for making this feat to LET a touch healing spell do something like critting.
WackyOne

07-14-07, 03:06 AM
Oops... you're right - I thought "touch spell = weaponlike spell".
I guess that's why no one bothers rolling to hit with touch spells to friends: on a 1 you'll miss anyway, and on a 20 you don't crit!

Still, it's bound to happen quite rarely if the effect needs a natural 20.
Why not just being it a "on critical" effect? Even with improved critical, it's happening once every 10 tries (how many cures do you see cast in a "generic" encounter? - not after, but during, as healing after combat is just a question of how many wand charges you lose. A "passive" feat should kick in at least once every other encounter IMHO, if not more)