TheThan
2009-09-09, 12:45 PM
Ok guys I知 working on a low magic variant for dnd 3.5. One of the new rules is that all casters suffer a static 30% spell failure chance. While this should weaken spellcasters enough for the feel I知 looking for; it also has the side effect of weakening magical healing. So I have decided to beef up non-magical healing in order to make up for it. Below is what I have so far, I知 wondering what you all think? question, comments and suggestions are all welcome,
Mundane healing:
With the new spell failure chance, magical healing suffers as much as any other spell casting. As a result the heal skill has been changed to reflect greater use of it.
Heal (wis)
The heal skill allows a character to restore another痴 lost hit points suffered from combat and cure diseases, poisons and other adverse conditions.
First aid:
You provide first aid to another creature. With a DC 15 heal check you restore 1d4 +1/3 your character level of hit points to your target. First aid takes a full round action and provokes an Attack of Opportunity.
Long term care:
The long-term care option allows a character to treat another character over an extend period of time. The character using this option cannot do anything but tend to his patent for the time period. He restores 1d6 +1/2 his character level hit points to his patent for every hour of healing he provides. The patent can do nothing but rest and be attended to during this time. This healing is automatic and no checks are required. You may look after multiple patents, but if you do, the healing is reduced to 1d4 +1/2 your character level.
Treat conditions
Some times characters are injured in ways other than hit point damage. Not all condition effects can be healed with this skill. Treating these conditions require a DC 25 heal check. Characters that have been affected by ability damage gain 1d4 ability points back. This cannot heal more points than they originally had in that ability. Healing conditions is a full round action that provokes an Attack of Opportunity.
Other conditions are healed with a DC 20 heal check. Only the following conditions can be healed with this skill: blinded, confused, deafened, nauseated, paralyzed, sickened, and unconscious.
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痴 injuries and succeeding on a Heal check against the spell痴 save DC.
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 (or suffer some other effect). 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.
Bonuses:
5 ranks in Knowledge: (nature) grants +2 synergy to the heal check
5 ranks in Survival grants +2 synergy to the heal check
A character with the self-sufficient feat gets +2 hit points back when healed.
Using a healer痴 kit allows you to restore +2 hit points when using first aid.
Mundane healing:
With the new spell failure chance, magical healing suffers as much as any other spell casting. As a result the heal skill has been changed to reflect greater use of it.
Heal (wis)
The heal skill allows a character to restore another痴 lost hit points suffered from combat and cure diseases, poisons and other adverse conditions.
First aid:
You provide first aid to another creature. With a DC 15 heal check you restore 1d4 +1/3 your character level of hit points to your target. First aid takes a full round action and provokes an Attack of Opportunity.
Long term care:
The long-term care option allows a character to treat another character over an extend period of time. The character using this option cannot do anything but tend to his patent for the time period. He restores 1d6 +1/2 his character level hit points to his patent for every hour of healing he provides. The patent can do nothing but rest and be attended to during this time. This healing is automatic and no checks are required. You may look after multiple patents, but if you do, the healing is reduced to 1d4 +1/2 your character level.
Treat conditions
Some times characters are injured in ways other than hit point damage. Not all condition effects can be healed with this skill. Treating these conditions require a DC 25 heal check. Characters that have been affected by ability damage gain 1d4 ability points back. This cannot heal more points than they originally had in that ability. Healing conditions is a full round action that provokes an Attack of Opportunity.
Other conditions are healed with a DC 20 heal check. Only the following conditions can be healed with this skill: blinded, confused, deafened, nauseated, paralyzed, sickened, and unconscious.
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痴 injuries and succeeding on a Heal check against the spell痴 save DC.
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 (or suffer some other effect). 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.
Bonuses:
5 ranks in Knowledge: (nature) grants +2 synergy to the heal check
5 ranks in Survival grants +2 synergy to the heal check
A character with the self-sufficient feat gets +2 hit points back when healed.
Using a healer痴 kit allows you to restore +2 hit points when using first aid.