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Forbiddenwar
2009-08-29, 07:26 PM
Don't know if this is the right place but here it goes:

This is for D&D 3.5
After asking if there is any pre-existing game mechanic for using the Healing skill to augment magical healing, and getting essentially a negative. I drew up this feat called Amplified healing which does it. Is there any comments, questions? Is this too overpowered for a feat? under powered? It is the first feat I've tried to make.

Feat: Amplified Healing:
Prerequisites: Healing 5 ranks, Able to cast 2nd level Divine spells
Benefit: When player with this feat casts any spell of the Healing subtype targeting any non-undead being, player can make a Healing skill check (DC 10+spell level) to add to the hit point damaged healed by the spell. Neither 10 nor 20 can be taken on this skill check. If the player succeeds on the healing check, the amount of Hit points added to the effect of the spell is equal to the amount the healing check beat the DC by, but no more than twice the maximum the spell normally heals. It functions the same even if the Healing spell does not normally repair Hit point damage, except there is no limit.

For example:
Amy casts cure light wounds. As a part of that standard action, she makes a healing skill check and the result is 15. She rolls 1d8+2 for the spell and gets a total of 6. 4 more is added due to the skill check (DC 10+1=11, 15-11=4) for a total of 10.

lsfreak
2009-08-29, 07:59 PM
Depends on what you want healing to do. If you want to change how powerful healing is (as in, can actually be used in combat without it being wasted actions), something along those lines would work. Keep in mind, though that you'd be making level 1 spells much better (it's fairly trivial to get a roll of 25-30 at 5th level, making your Cure Light go from 1d8+5 to around 1d8+20).

Another option would be a flat additive, like for every +5 modifier you have to heal, you heal an additional number of hit points equal to the spell level. So if you have a +18 heal modifier (from skill ranks, skill focus, high wisdom, whatever), you'd add 3 hit points per spell level. Say you're level 12 with a +10 item, max ranks and such, you'd probably be adding ~6 points per spell level without much problem.

Forbiddenwar
2009-08-29, 08:53 PM
Another option would be a flat additive, like for every +5 modifier you have to heal, you heal an additional number of hit points equal to the spell level. So if you have a +18 heal modifier (from skill ranks, skill focus, high wisdom, whatever), you'd add 3 hit points per spell level. Say you're level 12 with a +10 item, max ranks and such, you'd probably be adding ~6 points per spell level without much problem.

This. Is. Much Better. Easier and clear and does what I was looking for, drawing a direct connection between healing skill to improved magical healing.

Permission to use?

Amplified Healing

Prerequisites: Healing 5 ranks, Able to cast 2nd level Divine spells

Benefit: When casting any spell by the Healing subtype on a non-undead target, the spell heals an additional amount of hitpoints. For every +5 healing modifier, the additional healing is +1 hitpoint per spell level of the healing spell used.(1/5 healing skill modifier(rounded down) X spell level) This feat functions even if the Healing spell doesn't normally heal hit point damage.

For example: Amy has +11 Healing and casts Cure moderate wounds. In addition to the 2d8+5 hit points healed from the spell, this feat heals 4 Hit points.

lsfreak
2009-08-29, 10:28 PM
Permission to use?


Sure. fillerfillerfiller

Strawman
2009-08-29, 10:55 PM
This will be a nice way for skill monkeys with just a little bit of divine magic to feel more useful. It would be a great homebrew rule for low-magic settings.

Iferus
2009-08-30, 02:21 AM
Amplified Healing
Prerequisites: Healing 5 ranks, Able to cast 2nd level Divine spells
Benefit: When player with this feat casts any spell or uses a spell-like effect of the Healing subtype targeting any non-undead being, that player can make a Healing skill check (DC 10+3 * spell level) to add to the hit point damaged healed by the spell. The casting time of the spell extends to one round (as summoning spells). Neither 10 nor 20 can be taken on this skill check. If the player succeeds on the healing check, he may reroll the lowest die until he gets a higher result. For every five points he exceded the DC, he may reroll an additional die.



How about that? It rewards points in the Heal skill for extra effectiveness mainly out of battle.