| Post/Author/DateTime | Post |
|---|---|
| Evicmar07-16-07, 12:05 PM | Prereqs: Heal skill rank 1 Description: After a combat you may roll a heal skill check on each injured person once. DC is 15 +1/5 points of damage they sustained in the combat. If successful you convert upto your ranks in heal of lethal damage to nonlethal damage for that person. Special: Use of this feat requires the possession of a healers kit. Healers kits are exhausted after ten uses. Each target who benefits from the use of this feat counts as a single use of the healers kit. Note: If healed during combat, only the damage received after the combat healing may be converted to nonlethal. This would allow a group without a healing caster to recover in less time. Any thoughts out there on balance and usefulness? |
| tarkin07-16-07, 12:15 PM | WoTC had the chance to make healing that easy and choose not to do so. It was not an oversight, they intentionally made the Heal skill not do such a huge amount of healing. The game as written requires healing to be harder to do. What you propose is a major change, not a minor one. If you were to put in some limits to prevent just doing it again and again on the same person, I would consider your feat to be acceptable in a Power Game. But when comes down to it you are asking for a single feat to let someone heal their level +3 for an unlimited number of people. That is far beyond the existing feats that increase the ability for Paladins to Lay on Hands. The hands of Healer feat from Book of Exalted Deeds effectively that means a Paladin can take a single feat to add their LEVEL in healing. This is clearly far less powerfull than your feat. |
| Corvus_Obscurus07-16-07, 12:31 PM | actually that feat does not allow to heal lethal damage but to convert lethal to non-lethal it's better to read before replying... |
| Evicmar07-16-07, 12:34 PM | Also a healers kit runs out after 10 uses as per PHB. And you can't attempt to patch someone up without it(stop bleeding to death). I'll add a line to explicitly state such. I don't see how this is broken since you do not actually heal anything. The rate of recovery for some of the damage is reduced to 1 hp per hour for the nonlethal damage. You still need time to recover the hitpoints. The big benefit is a decrease in the need for raise/resurrection, since nonleathal damage will not kill you. |
| Evicmar07-16-07, 01:07 PM | I looked up Hands of the Healer in the book of exalted deeds and it just adds to lay on hands ability. Since this feat is based on actual skill ranks there is no way to improve it other than level. Also as far as usefulness and being a major change, Touch of Healing from complete champion is far more powerful and a major change when compared to this feat. And Touch of Healing is also a feat. If anything this may be underpowered for casters. Which is why I stated that it was intended for groups without a healing caster. I do appreciate the input thou. Please keep it coming. |
| foxtail07-16-07, 01:30 PM | If you're looking for a way to let a character with ranks in Heal cure actual hit point damage, consider house ruling in some of the applications of the Treat Injury skill from the d20 Modern core rules, located here. (http://www.wizards.com/default.asp?x=d20/article/msrd) Of course, this implies more advanced medical knowledge than a medieval character would likely have, so take it all with a grain of salt. For example: Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day. Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion. |
| Evicmar07-16-07, 01:45 PM | I do like the write up of treat injury for a modern setting. The Physician feat was intended for a fantasy setting to speed up the time a group without a magical healer takes to recover from a battle without making a magical healer obsolete via a feat or skill. |
| duboisjf07-16-07, 01:58 PM | Prereqs: Heal skill rank 1 Description: After a combat you may roll a heal skill check on each injured person once. DC is 15 +1/5 points of damage they sustained in the fight. If successful you convert your ranks in heal of normal damage to nonlethal damage for that person. NOTE: The character using this feat must have a healers kit. This would allow a group without a healing caster to recover in less time. Any thoughts out there on balance and usefulness? Was that intend for low-level character ? Low pre-requistes and the small amount of damages changed make me think so ? Is there a easy way for a PC to ignore (or cure instantly) non-lethal damage ? (don't know much about non-lethal). If so, this feat could be lead to a complete short-cut of "normal" magical healing. Some restrictions ideas : - Could use enterely the healer's kit in one use - Time restriction between damages were received and the feat used. - Time required to use the feat - Limited uses by days - Higher pre-requistes (More healing ranks, abilty to craft healer's kit,..) |
| Evicmar07-16-07, 02:13 PM | Was that intend for low-level character ? Low pre-requistes and the small amount of damages changed make me think so ? The intent was for low level characters. At higher levels wands and potions are more abundant. It has less of an impact at higher levels than it does for starting characters. Is there a easy way for a PC to ignore (or cure instantly) non-lethal damage ? (don't know much about non-lethal). If so, this feat could be lead to a complete short-cut of "normal" magical healing. Nope, Magical healing heals nonlethal before it heals lethal damage as per rules. It just shortens the time to heal up. Some restrictions ideas : - Could use enterely the healer's kit in one use - Time restriction between damages were received and the feat used. - Time required to use the feat - Limited uses by days - Higher pre-requistes (More healing ranks, abilty to craft healer's kit,..) -I thought about using the entire healers kit per shot but 50 gp per use of a feat was too expensive to ever be useful. 10 gp per use is enough of a monetary restriction when a potion of cure light wounds is 50 gp. -There is a time and damage restriction of the prior combat. This feat is ment to be used right after the combat concluded as was done historicaclly before the existence of firearms. -Money is the limiting factor in it's usage. -Higher prereqs go against the intent of the feats use at low levels. Please keep the comments and questions coming. I'd like to make sure it is in no way broken or worthless. |
| GawainBS07-16-07, 02:38 PM | Nope, Magical healing heals nonlethal before it heals lethal damage as per rules. It just shortens the time to heal up. The almighty SRD says: When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage. http://www.systemreferencedocuments.org/35/sovelior_sage/injuryAndDeath.html I think you should keep the idea of converting lethal into non-lethal damage. Somehow, it feels right. |
| JLaurHughes07-16-07, 02:42 PM | Prereqs: Heal skill rank 1 Description: After a combat you may roll a heal skill check on each injured person once. DC is 15 +1/5 points of damage they sustained in the fight. If successful you convert your ranks in heal of normal damage to nonlethal damage for that person. NOTE: The character using this feat must have a healers kit. This would allow a group without a healing caster to recover in less time. Any thoughts out there on balance and usefulness? I think NOTE should be closer to this: Special: Use of this feat requires the possession of a healers kit. Healers kits are exhausted after ten uses. Each target who benefits from the use of this feat counts as a single use of the healers kit. |
| Evicmar07-16-07, 03:22 PM | The almighty SRD says: When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage. http://www.systemreferencedocuments.org/35/sovelior_sage/injuryAndDeath.html I think you should keep the idea of converting lethal into non-lethal damage. Somehow, it feels right. I just found it in the SRD. Wow, there's an other change I didn't notice from 3.0 or a rule I was running wrong. This really does help out healing rates then with a caster. I think I may add a restriction on the damage to during the last combat after any healing. Since spells are supposed to close wounds and do a lot of the same work. JLaurHughes: I changed the NOTE to Special as you suggested. Keep the info coming. :) |