One of my players is an investigator who has taken the secular medic background. He is enjoying his character, but his one point of problem is that he doesn’t have a way to use his intelligence or Lore: Anatomy to roll for treat wounds or battlefield medicine.

I understand the math in PF2e is very tight, so how ‘breaking’ would it be to give him the chance to take a homebrew feat that is basically the Crystal Healing feat but for Lore: Anatomy or Lore: Surgery? I’m thinking I would call it “Surgical Training”

Thoughts? Am I missing a feat that already does this? Please let me know!

  • Zagaroth
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    1011 months ago

    Not breaking at all. Heck, alchemists get to use crafting, and a class feat can be used to make Nature the skill check. You should probably look at Herbalist archetype for wording.

  • @KoboldCoterie@pawb.social
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    611 months ago

    I don’t know of a feat that does that, but I strongly doubt this would be a balance concern. Treat wounds and battlefield medicine are pretty limited anyway, and certainly aren’t game-breaking. I’d draw a comparison to bards’ Hymn of Healing, which amounts to free, unlimited healing with a 10-minute-per-8-hp-per-2-levels use timer, and also costs a single feat to obtain.

    • @chaddricOP
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      511 months ago

      Thanks for the input!

  • GolGolarion
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    611 months ago

    Assurance: Medicine precludes the need to roll altogether, and honestly is a near-mandatory pick for the tabletime it saves. You might save a little in-universe time by manually rolling with a high modifier, but unless your campaign is running at breakneck pacing, the difference isn’t worth the real time spent. Recall Knowledge checks with medicine are the only reason I’d want to manually roll, and Anatomy Lore covers a huge swathe of that subject anyway.

    All that to say, ehhhh its probably fine to brew up that Medicine->Anatomy Lore feat. I wouldnt reccomend doing something similar for any other skills though.