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House Rules: Healing, Criticals.

Posted by GM StarMasterFor group 0
GM StarMaster
GM, 1298 posts
Fri 20 Jun 2014
at 23:41
  • msg #1

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.
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