House Rules: Healing, Criticals
HOUSE RULE: Healing
Binding Wounds: Since the Heal skill can be used untrained, doing so is the equivalent of binding someone's wounds. This restores 1d4hp without requiring a check. A DC 10 Heal check will restore an extra 1hp per 5 points over the DC of 10. However, a 'fumble' (a natural roll of 1) will actually cause 1d4 points of additional damage.
Heal: If you have at least one rank in the Heal skill, then binding wounds restores a base of 1d6hp without requiring a check. A DC 10 Heal check, however, will restore an extra 1hp per 3 points over the DC of 10. A 'fumble' (a natural roll of 1) is simply unsuccessful; no damage is done.
Out of Combat: When not in combat, all healing spells, potions, remedies, wands, channeling and Heal checks automatically do maximum healing.
HOUSE RULE: Criticals
Natural 20, no confirm: If you roll a natural 20, all damage variables for that attack are maximized (including sneak attacks, stealth attacks, and weapon magic such as Bane).
Natural 20 with confirm critical: As above but the max variables are also multiplied.