Pstemarie wrote...
I opted to completely rework healing kits so that they function like the pnp counterpart - "It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses" (from the SRD).
Of course this also meant a complete rework of the healing skill - implementing it as an activated feat that appears on the class menu. This allowed me to implement the healing skill in a manner almost identical to pnp - to stop bleeding (I use the HCR's bleed system), provide long term care, and remove poison and disease.
The removal of poison and disease is a compromise caused by the hard-coding of both effects. In pnp, the healing skill is supposed to modify the secondary saving throw for both effects - assuming you are under the care of a character with the healing skill.
Any chance of sharing that with the community?