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3

In older editions of D&D it was simple: These effects was necromantic, like: Cure Serious Wounds (Necromantic) Reversible And constructs always possessed traits making them immune to necromancy. And then someone thought about making healing something other. In Pathfinder, it's conjuration. And "fun" starts. From "Repair Construct" rules The most ...


7

Funnily enough, works by RAW. There is no prohibition of magical healing in construct traits, though some constructs are explicitly immune to magic except select few effects. There is also no prohibition in the heal spell. Technically, you can do it, but expect a heavy book thrown by your DM. He will also probably houserule it away, at least I personally ...


5

I don't know if this answer will be pertinent to your group and it doesn't strictly answer the question, but mine was once in a very similar situation and, as we learned to play the game (this was 2nd edition), we noticed that the problem eventually disappeared due to a slight change in our combat approach. We were somehow doing it "wrong", and it was ...


13

The problem you have encountered was once known as the 15-minute workday. Since health, spells, etc are all things that are regained over time, the safest strategy is usually to do one fight, then back off to a safe distance and regenerate to full power before tackling the next challenge. SevenSidedDie wisely suggests ensuring that the world does not wait ...


9

There are two techniques that can go 90% of the way to making playing-initiated retreats like this not boring or tedious. "Time passes" Use your role as DM to control the passage of time. Skip the uneventful parts. Do you know that nothing will inconvenience them on the way out of the dungeon? Narrate to skip ahead then. You backtrack through the halls ...


10

You have several major options depending on your desired playstyle. Easy Game Mode - Either level them up so they overwhelm the dungeon, or sprinkle in more magic (especially healing), or just change the rules so they can recover everything with a short rest. There are infinite variations on this. No death penalty! If you kill an enemy you regain your ...


1

Every character "has" the medicine skill, proficiency just makes you better at it. So you can use it often without spending a proficiency slot on it. I would use it for any "medical" type question. Plus proficiency in it could be a nice 'tween adventure profession and probably earn a comfortable or even wealthy lifestyle (certainly better than those hippy ...


0

Additional things I would allow a Wisdom (Medicine) DC 10 ability check to be used for: Determining amount of hit points remaining on another humanoid. Determining the Charisma, Dexterity or Strength saving throw modifiers of another humanoid. A higher DC could be optionally used for non-humanoids. While RAW is not explicit on these uses, they fall in ...


19

Does the Medicine skill have hidden uses you don't know about? Doesn't every skill? Remember that skills are abstractions of both knowledge, expertise and ability. So in addition to the mechanical benefits (that of stabilizing a character when a healing kit isn't available), it also has other benefits. Things that would require a medicine check: ...



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