Heal, Rebuilt (3.5e Skill)

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Author: Leziad (talk)
Date Created: 16th October 2018
Status: Complete
Editing: Clarity edits only please
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Heal

A rebuilt version of the SRD Heal ability that does not instantly negate any poison and disease anyone has and provide benefits for those with magical healing. Without rank in heal it is always based on Wisdom, however if a character place ranks in it she may choose to base on either her Dexterity or Intelligence instead. If a character has 8 or more ranks in heal or Skill Focus (Heal) and at least 1 ranks she gain access to Advanced Medical.

Check
DC Examples
5 Check Vital Sign.
10 Identify Common Type.
10 Staunch Bleeding.
15 First Aid.
15 Long Term Care.
20 Identify Symptoms.
20 Identify Exotic Type.
20 Improve Magical Healing.
Variable Identify Cause of Death.
Variable Treat Disease.
Variable Treat Poison.

Check Vital Sign: As a move action you check the vital sign of a living creature, determining if it alive, dying or dead. If a creature has an ability or feature which allow it to fake death, if it specify a DC it override this one.

Staunch Bleeding: As a standard action you may You can stop or reduce 1 point of bleed (or bleedout) for every 5 points of your heal check. The version granted by Advanced Medical has a lower DC and can be accelerated.

Fist Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops losing them.

Long-Term care: You treat a patient for a day or more, spending at least of light activity 1 hour each day per patient you care for. If the check is successful the patient recover double the amount of hit point and ability damage through resting. You may care for more than one patient, each time increasing the DC of the heal check by 2. The items require to heal a creature this way such as bandages, clean water and others are included in a Healer's Kit but using a charge is unnecessary.

Identify Symptoms: This check allow the healer to determine if the target is under a negative effect, such as a poison, disease or even a spell affect which is undermining their physiognomy. If successful it will identify that the target is under such an effect and what is the nature of the effect, such as determining the character has ability damage or drain. If the DC is beaten by 5 or more, the healer identify the exact effect, such as determining exactly which poison was on the target. If the effect was caused by a spell add it effective spell level to the DC of the effect.

Identify Type: As a move action you may identify a creature's type, this is done by touch but can be done within line of sight by taking a -10 penalty. The DC is 10 for common type such as animal, humanoid, magical beast, monstrous humanoid, ooze and giant while it is 20 for other type. If you beat the DC by 10 or more you may even identify a subtype. If a creature is Disguised as another type you may only determine it type by touch.

Improve Magical Healing: As a standard action you may observe the wounds of a creature, learning how to maximize your healing abilities. During the next minute or until they next take damage, any magical healing effect used on them heal an additional 5 hit points. For each 5 you beat the DC increase the healing by 5 as well. If the magical healing effect apply fast healing or long duration effect this only apply for the 1st round.

Identify Cause of Death: You attempt to identify the cause of death of a creature by studying a corpse for 1 minute, obvious causes such as sword wounds have a DC of 5, while more complex cause such poison and drowning will have a DC of 15. If a cause is truly exotic, such as negative level it may be necessary to have ranks in the appropriated Knowledge skill before being able to identify the cause of death. If a creature attempted to mask the cause of death, a Bluff check opposed by your own check is necessary to discover the true cause of death, to a minimum DC of 15 (even if the bluff would be lower). A mutilated or rotten corpse increase the DC by 10, obviously a destroyed or completely rotten corpse make it impossible to determine. You may rush this from 1 minute to 1 round by taking a -10 penalty or to one standard action by taking a -20 penalty. Alternatively may take 1d4 hours to study a corpse, gaining a +10 on your check instead.

Treat Disease: While giving long-term care to a character you may also treat his or her diseases. If your long-term care heal check exceed the DC of the disease, the patient receive a +8 bonus on it next saving throw against it.

Treat Poison: As a full-round action, the healer suck venom out of a wound, washes the affected membranes and other treatment. If the DC is met this end the poison early. This uses consume a single use of a single charge on a Healer's Kit.

Action

Usually a standard action unless otherwise noted. Healing requires you to be in touch range so you can physically interact with the target.

Try Again

Varies. Generally speaking, you can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.

Untrained

Heal cannot be used untrained with the exception of First Aid and Staunch Bleeding.



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Leziad's Homebrew (4431 Articles)
Leziadv
AuthorLeziad +
Identifier3.5e Skill +
Rated ByCatgirldreamer3100 +
RatingRating Pending +
SummaryA rebuilt version of the SRD Heal ability that does not instantly negate any poison and disease anyone has and provide benefits for those with magical healing. +
TitleHeal, Rebuilt +