| Post/Author/DateTime | Post |
|---|---|
| Douglas Zuver01-29-06, 10:35 PM | Augment Healing adds +2 points per spell level to the amount of damage healed by any conjuration (healing) spell that you cast. and EMPOWER SPELL [METAMAGIC] Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level. Now using that on Cure Light Wounds, what happens??? I roll a 5 for the 1d8 then how do I figure it out? 5 (+1caster level) (+2 Augment healing) equals 8 8 times 1.5 equals 12 total or 5 (+1caster level) equals 6 6 times 1.5 equals 9 add (+2 Augment healing) equals 11 total Thanks for explaining |
| PhoenixInferno01-29-06, 10:50 PM | The bonus from Augment Healing is not a "variable numeric effect." It changes, but is fixed for each different healing spell. |
| X-Codes01-30-06, 12:24 AM | The bonus from Augment Healing is not a "variable numeric effect." It changes, but is fixed for each different healing spell. What I want to know is what "variable numeric effect" actually means. It used to just mean the dice, didn't it? |
| PhoenixInferno01-30-06, 12:29 AM | I'm pretty sure that's what it means. |
| X-Codes01-30-06, 12:40 AM | I'm pretty sure that's what it means. Ok, I need an example... Lets make a 5th level Cleric... he Empowers a Cure Light Wounds spell... How much HP does he heal? |
| PhoenixInferno01-30-06, 12:58 AM | EDIT: Hukd on fonics wurked fore me! |
| copper_wyrmling01-30-06, 02:01 AM | PhoenixInferno, I disagree. The feat entry for Empower Spell in the PHB states: "For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile)." (emphasis mine) This implies that by "effects of an empowered spell" the feat description means properties such as damage, healing, number of targets etc. A spell that does (1d6+10) damage has "damage" as one of its variable numeric effects, so the damage is multiplied by 1.5. The Magic Missile example implies that a 5th-level cleric casting Empowered Cure Light Wounds would heal 1.5*(1d8+5) damage. I don't think the rules really resolve how Augment Healing and Empower Spell interact. I personally think that you can apply Augment Healing and then Empower the augmented spell, in the same way that the damage from Weapon Specialisation is multiplied on an attack that deals double damage (such as a lance charge). I wouldn't argue with a GM who felt differently though. |
| JosephKell01-30-06, 02:19 AM | Please tell me you mean to use Divine Metamagic to empower. Because anything else is terrible. Example: Empowered Cure Light Wounds is a 3rd level spell. (1d8+5+2)*1.5 is a max of 24 healing (avg 16). A Cure Serious Wounds at CL 5 is 3d8+5+6 avg 24.5 Hmmm.. What about Empowered Cure Moderate Wounds with Augment Healing vs Cure Critical Wouns with Augment Healing.. CL 9: (2d8+9+4)*1.5 (avg 33, min 22, max 43) vs 4d8+9+8 (avg 35, min 21, max 49) CL 10: (2d8+10+4)*1.5 (avg 34.5, min 24, max 45) vs 4d8+10+8 (avg 36, min 22, max 50) It starts to almost catch up I guess... But not really. Since Critical and Serious wounds can keep going up as you level. But like I said before, if you are using Divine Metamagic Sudden or the Radiant Servant Class features it is kind of amazing. |
| Douglas Zuver01-30-06, 03:18 AM | So true, Empower Spell is not very good for Healing, because healing always has a better higher level spell. This is why I never dealt with it before. Then I saw this: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. I am thinking about taking this multiple times: I don't see why I can't take it for my 6th thru 18th level feats. Description: http://www.wizards.com/dnd/images/mhbk_gallery/76942_CN.jpg Charity Human Healer level 1 (I will not multiclass) Female 36 point buy 08 Strength (0 points) 10 Dexterity (2 points) 10 Constitution (2 points) 14 Intelligence (6 points) 16 Wisdom (10 points) 18 Charisma (16 points) Add +1 to Wisdom at 4th, 8th, 12th, and 16th levels. HP 8 Starting Gold 160 Carrying Capacity 26/53/80 Movement 20’/30’ if without Side Pouch Armor Penalty: -3 for medium load/ -0 if without Side Pouch Initiative +0 Saves: Fortitude +2, Reflexes +0, Will +5 Armor Class 12, Touch 10, Flat footed 12 Alignment: Pure Good Languages: Common, Sylvan, and Draconic Height 5’ 2” Weight 105 lb Hair Brown Eyes Brown Left Handed Age 17 (Adult) Dedicated to the Cause of Healing Carries the Holy Symbol of the Goddess of Love Attack -1 Melee Spear 1d8-1, x3, piercing, (20 ft. +0 Ranged attack) Spells per day 4/4 Save vs. spells is 10 plus Charisma bonus plus spell level plus feat bonuses Partial Healer Spell List (It does not include additions made by the Spell Compendium) 0 level Create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic 1 level Bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals 2 level Calm emotions, close wounds, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration {Spell Compendium Errata: Close wounds cures 1d4 + 1 hp per caster level (limit +5) it is a immediate action short range spell which can be used anytime.} 3 level Create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status 4 level Cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea {Panacea cures most all afflictions, but not major things like levels lost.} Default Memorization unless otherwise noted: Zero Level 4 Cure Minor Wounds (heals 1+1+4 = 6 hp) First Level 4 Cure Light Wounds heals (1d8+1+2+4 = 1d8+7 hp) Skill Points starting at 28 (4+2+1=7 per level) Max Ranks 4/2 +4 Concentration 4 ranks +0 Constitution +2 Craft (anything) 0 ranks +2 Intelligence +0 Artisan’s Tools +8 Diplomacy 4 ranks +4 Charisma +8 Handle Animal 4 ranks +4 Charisma +12 Heal 4 ranks +3 Wisdom +2 Healer’s Kit +3 Skill Focus Heal +6 Knowledge (religion) 4 ranks +2 Intelligence +3 Listen (cc) 0 ranks +3 Wisdom +0 Ride (cc) 0 ranks +0 Dexterity +2 Search (cc) 0 ranks +2 Intelligence +7 Sense Motive 4 ranks +3 Wisdom +3 Spot (cc) 0 ranks +3 Wisdom +9 Survival 4 ranks +3 Wisdom +2 Survival Kit Concentration and Heal will always be at Maximum ranks. First Level: AUGMENT HEALING (page 79 Complete Divine) Requirement Heal 4 ranks Benefit: Add +2 hp healing per spell level to any Conjuration (healing) spell cast {Heal gains +12 hp healing because it is a 6th level spell.} {Cure Minor Wounds gains +1 healing because 0 level spells are considered one-half.} SKILL FOCUS [GENERAL] Heal Choose a skill. Benefit: You get a +3 bonus on all checks involving that skill. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Second Level: Bonus Feat due to already having taken Skill Focus Heal SPONTANEOUS HEALER Requirement Knowledge (religion) 4 ranks (being a healer meets the other requirements) Benefit: Spontaneously cast cure spell like a cleric. Useable times per day is the same as your Wisdom Modifier. Third Level: SUDDEN EXTEND: [Metamagic] (Miniature’s Handbook page 28) Once per a day apply the Extend Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Sixth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Ninth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Twelfth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Fifteenth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Eighteenth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Healers cannot wear metal armor or use shields. They have light armor Proficiency, simple weapon proficiency. They must not refuse to heal allies, must be of Good alignment, and have a very limited spell list that does not include attack spells. First level: Healing Hands: add Cha Bonus to all Healer Spells that heal HP. Second level: Skill Focus Heal Third level: Cleanse Paralysis (Remove Paralysis once per day as a spell like ability) Fourth level: Cleanse Disease (Remove Disease once per day as a spell like ability) Fifth level: Cleanse Fear (Remove Fear once per day as a spell like ability) Sixth level: Cleanse Poison (Neutralize Poison once per day as a spell like ability) Seventh level: Effortless Healing (Healer Conjuration (Healing) spells do not provoke an attack of opportunity) Eighth level: Unicorn Companion Ninth level: Cleanse Blindness (Remove Blindness once per day as a spell like ability) Tenth level: Cleanse Spirit (Greater Restoration once per day as a spell like ability) Thirteenth level: Cleanse Petrification: Stone to Flesh once per day as a spell like ability) Fifteenth level: New Limb (Regenerate once per day as a spell like ability) Twentieth level: (True Resurrection once per week as a spell like ability) (Total weight 51 lb (24.5 lb if Large Side Pouch is dropped onto ground)) (Total Cost 140.67 gp) Green Leather Armor with brown trim 10 gp, 15 lb (Craft DC difficulty 12, Craft Check 12, Time required 1 Week, Raw Material Cost to Craft 3.33 gp) Fancy white shirt and grey pants worn underneath Leather armor 5 sp Green Leather Arm bands 1 sp Green Tall Leather Boots 5 sp Wool Socks 5 cp Large Leather Belt 1 sp White Woolen Cloak rolled up and tied to rear of belt 4 sp Right Hand: Spear with red ribbon 1d8, x3, piercing, 20 ft., 2 gp, 6 lb (Craft DC difficulty 12, Craft Check 12, Time required 1 Week, Raw Material Cost to Craft .66 gp) Small Leather Backpack 1 gp 1 lb (Total weight of 3.5 lb including contents) (Total cost of 114.85 gp including contents except for extra money) Inside Small Backpack: 1) Healer’s Kit 50 gp 1 lb 2) Survival Kit 50 gp 1 lb 3) Extra Wool Socks 5 cp 4) Flint and Steel 1 gp 5) Wooden Holy Symbol of Love 1 gp 6) Wooden Holy Symbol of Love hidden in secret pocket 1 gp 7) Extra money hidden in secret pocket (currently: gp) 8) Waterskin 1 gp empty 9) Signal Whistle 8 sp 10) Healing Guild Signet Ring hidden in secret pocket 5 gp 11) Manuel of Healing and Red Cross Armbands (Healing Guild standard issue) 12) Bell 1 gp 13) Long Term Healing Care Kit (Extra Bandages, Ointment, Splint, small amount of silk rope, odd and ends) 3 gp ½ lb Brown Leather Large Side Pouch worn over shoulder 2 gp 1 lb (Total weight of 26.5 lb including contents) (Total cost of 15.17 gp including contents) Inside Side Pouch: 1) 4 Loafs of Bread 8 cp 2 lb 2) 2 Hunks of Cheese (coated in wax) 2 sp 1 lb 3) 1 Bag of Nuts 1 sp 1 lb 4) 1 Bag of Dried Fruit 1 sp 1 lb 5) 4 Pints Oil 4 sp 4 lb 6) Lantern Hooded, 30’/60’, 6 hours per pint oil, 7 gp 2 lb 7) 8 Holy Water 24 cp 8 lb 8) Heavy Wool Blanket 1 gp 1 lb 9) Waterskin with water 1 gp 4 lb 10) Set of Artist Quality Colored Chalk and pencils 1 gp 11) Artist Quality Drawing Book 1 gp ½ lb 12) Cooking Mess Kit 1 gp 1 lb 13) Extra Wool Socks 5 cp Equipment Left at Home: Artisan’s Tools 5 gp 5 lb Cold Weather Outfit (Free) Charity was injured and orphaned at an early age. The Healing Guild Center in Briontia City treated her, but didn’t have the heart to send the cheerful little girl away when she was well. She “helped” work at the Healing Center as she grew up. She spent some of her free time on art since art materials were provided for some of the patients for something to do. Eventually, she began training in the advanced arts of healing. After analysis, it was decided that she could be most beneficial in the Diplomacy Department, which is primarily concerned with preventing conflicts with the churches and government powers as well as promoting good will among the citizens of Lalshara. It is a small, but growing organization that avoids political confrontations or religious preferences. Charity travels to different Healing Guild Centers to help in many ways. Sir Zachary approached the Healing Guild looking for a healer or cleric to augment his party, and while she is not part of the adventuring division, she does have authorization to partake in adventures. She felt it would be good diplomatically if she assisted him in this matter. Charity does not know who her real family is, but she does know that she would like to obtain a cloak of charisma and a ring of invisibility someday. |
| Douglas Zuver01-30-06, 03:43 AM | Actually, what I would be doing is even more complicated. Take a look: Cure Critical Wounds Conjuration (Healing) Level: Brd 4, Clr 4, Drd 5, Healing 4 This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20). A seventh level healer with augment healing and a charisma of 18 casts this spell and uses Sudden Empower on it. Basic Spell 4d8+7 Healing Hands Bonus +4 Augment Healing Bonus +8 I roll 6, 5, 2, and 2. Basic Spell 6+5+2+2+7=22 Empower it alone equals 33 Then add Healing Hands equals 37 Then add Augment Healing equals 45 or Basic Spell 6+5+2+2+7=22 Then add Healing Hands equals 26 Then add Augment Healing equals 34 Empower it together equals 51 As you can see, it makes quite a difference. |
| Aramul01-30-06, 03:45 AM | You can't take it multiple times because it doesn't say you can. Only feats that specifically state that they can be taken multiple times can be taken more than once. See Extra Invocation in the same book for an example. |
| Douglas Zuver01-30-06, 03:49 AM | Thanks |
| Vaelan01-30-06, 03:54 AM | I am thinking about taking this multiple times: I don't see why I can't take it for my 6th thru 18th level feats. Because feats that do not state that they may be taken more than once may not be taken more than once. Also, it doesn't affect Heal, though most metamagic feats don't. |
| Douglas Zuver01-30-06, 04:10 AM | Fixed Thanks Description: http://www.wizards.com/dnd/images/mhbk_gallery/76942_CN.jpg Charity Human Healer level 1 (I will not multiclass) Female 08 Strength (0 points) 10 Dexterity (2 points) 10 Constitution (2 points) 14 Intelligence (6 points) 16 Wisdom (10 points) 18 Charisma (16 points) Add +1 to Wisdom at 4th, 8th, 12th, and 16th levels. HP 8 Starting Gold 160 Carrying Capacity 26/53/80 Movement 20’/30’ if without Side Pouch Armor Penalty: -3 for medium load/ -0 if without Side Pouch Initiative +0 Saves: Fortitude +2, Reflexes +0, Will +5 Armor Class 12, Touch 10, Flat footed 12 Alignment: Pure Good Languages: Common, Sylvan, and Draconic Height 5’ 2” Weight 105 lb Hair Brown Eyes Brown Left Handed Age 17 (Adult) Dedicated to the Cause of Healing Carries the Holy Symbol of the Goddess of Love Attack -1 Melee Spear 1d8-1, x3, piercing, (20 ft. +0 Ranged attack) Spells per day 4/4 Save vs. spells is 10 plus Charisma bonus plus spell level plus feat bonuses Partial Healer Spell List (It does not include additions made by the Spell Compendium) 0 level Create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic 1 level Bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals 2 level Calm emotions, close wounds, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration {Spell Compendium Errata: Close wounds cures 1d4 + 1 hp per caster level (limit +5) it is a immediate action short range spell which can be used anytime.} 3 level Create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status 4 level Cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea {Panacea cures most all afflictions, but not major things like levels lost.} Default Memorization unless otherwise noted: Zero Level 4 Cure Minor Wounds (heals 1+1+4 = 6 hp) First Level 4 Cure Light Wounds heals (1d8+1+2+4 = 1d8+7 hp) Skill Points starting at 28 (4+2+1=7 per level) Max Ranks 4/2 +4 Concentration 4 ranks +0 Constitution +2 Craft (anything) 0 ranks +2 Intelligence +0 Artisan’s Tools +8 Diplomacy 4 ranks +4 Charisma +8 Handle Animal 4 ranks +4 Charisma +12 Heal 4 ranks +3 Wisdom +2 Healer’s Kit +3 Skill Focus Heal +6 Knowledge (religion) 4 ranks +2 Intelligence +3 Listen (cc) 0 ranks +3 Wisdom +0 Ride (cc) 0 ranks +0 Dexterity +2 Search (cc) 0 ranks +2 Intelligence +7 Sense Motive 4 ranks +3 Wisdom +3 Spot (cc) 0 ranks +3 Wisdom +9 Survival 4 ranks +3 Wisdom +2 Survival Kit Concentration and Heal will always be at Maximum ranks. First Level: AUGMENT HEALING (page 79 Complete Divine) Requirement Heal 4 ranks Benefit: Add +2 hp healing per spell level to any Conjuration (healing) spell cast {Heal gains +12 hp healing because it is a 6th level spell.} {Cure Minor Wounds gains +1 healing because 0 level spells are considered one-half.} SKILL FOCUS [GENERAL] Heal Choose a skill. Benefit: You get a +3 bonus on all checks involving that skill. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Second Level: Bonus Feat due to already having taken Skill Focus Heal SPONTANEOUS HEALER Requirement Knowledge (religion) 4 ranks (being a healer meets the other requirements) Benefit: Spontaneously cast cure spell like a cleric. Useable times per day is the same as your Wisdom Modifier. Third Level: SUDDEN EXTEND: [Metamagic] (Miniature’s Handbook page 28) Once per a day apply the Extend Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Sixth Level: SUDDEN MAXIMIZE: [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Maximize Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Ninth Level: SUDDEN EMPOWER [Metamagic] (Miniature’s Handbook page 28) Prerequisite: any metamagic feat Once per a day apply the Empower Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Twelfth Level: SUDDEN WIDEN: [Metamagic] (Miniature’s Handbook page 28) Once per a day apply the Widen Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Fifteenth Level: SUDDEN ENLARGE: [Metamagic] (Miniature’s Handbook page 28) Once per a day apply the Enlarge Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Eighteenth Level: SUDDEN SILENT: [Metamagic] (Miniature’s Handbook page 28) Once per a day apply the Silent Spell Feat to any spell that you cast without increasing the level of the spell or specifically preparing it ahead of time. Healers cannot wear metal armor or use shields. They have light armor Proficiency, simple weapon proficiency. They must not refuse to heal allies, must be of Good alignment, and have a very limited spell list that does not include attack spells. First level: Healing Hands: add Cha Bonus to all Healer Spells that heal HP. Second level: Skill Focus Heal Third level: Cleanse Paralysis (Remove Paralysis once per day as a spell like ability) Fourth level: Cleanse Disease (Remove Disease once per day as a spell like ability) Fifth level: Cleanse Fear (Remove Fear once per day as a spell like ability) Sixth level: Cleanse Poison (Neutralize Poison once per day as a spell like ability) Seventh level: Effortless Healing (Healer Conjuration (Healing) spells do not provoke an attack of opportunity) Eighth level: Unicorn Companion Ninth level: Cleanse Blindness (Remove Blindness once per day as a spell like ability) Tenth level: Cleanse Spirit (Greater Restoration once per day as a spell like ability) Thirteenth level: Cleanse Petrification: Stone to Flesh once per day as a spell like ability) Fifteenth level: New Limb (Regenerate once per day as a spell like ability) Twentieth level: (True Resurrection once per week as a spell like ability) (Total weight 51 lb (24.5 lb if Large Side Pouch is dropped onto ground)) (Total Cost 140.67 gp) Green Leather Armor with brown trim 10 gp, 15 lb (Craft DC difficulty 12, Craft Check 12, Time required 1 Week, Raw Material Cost to Craft 3.33 gp) Fancy white shirt and grey pants worn underneath Leather armor 5 sp Green Leather Arm bands 1 sp Green Tall Leather Boots 5 sp Wool Socks 5 cp Large Leather Belt 1 sp White Woolen Cloak rolled up and tied to rear of belt 4 sp Right Hand: Spear with red ribbon 1d8, x3, piercing, 20 ft., 2 gp, 6 lb (Craft DC difficulty 12, Craft Check 12, Time required 1 Week, Raw Material Cost to Craft .66 gp) Small Leather Backpack 1 gp 1 lb (Total weight of 3.5 lb including contents) (Total cost of 114.85 gp including contents except for extra money) Inside Small Backpack: 1) Healer’s Kit 50 gp 1 lb 2) Survival Kit 50 gp 1 lb 3) Extra Wool Socks 5 cp 4) Flint and Steel 1 gp 5) Wooden Holy Symbol of Love 1 gp 6) Wooden Holy Symbol of Love hidden in secret pocket 1 gp 7) Extra money hidden in secret pocket (currently: gp) 8) Waterskin 1 gp empty 9) Signal Whistle 8 sp 10) Healing Guild Signet Ring hidden in secret pocket 5 gp 11) Manuel of Healing and Red Cross Armbands (Healing Guild standard issue) 12) Bell 1 gp 13) Long Term Healing Care Kit (Extra Bandages, Ointment, Splint, small amount of silk rope, odd and ends) 3 gp ½ lb Brown Leather Large Side Pouch worn over shoulder 2 gp 1 lb (Total weight of 26.5 lb including contents) (Total cost of 15.17 gp including contents) Inside Side Pouch: 1) 4 Loafs of Bread 8 cp 2 lb 2) 2 Hunks of Cheese (coated in wax) 2 sp 1 lb 3) 1 Bag of Nuts 1 sp 1 lb 4) 1 Bag of Dried Fruit 1 sp 1 lb 5) 4 Pints Oil 4 sp 4 lb 6) Lantern Hooded, 30’/60’, 6 hours per pint oil, 7 gp 2 lb 7) 8 Holy Water 24 cp 8 lb 8) Heavy Wool Blanket 1 gp 1 lb 9) Waterskin with water 1 gp 4 lb 10) Set of Artist Quality Colored Chalk and pencils 1 gp 11) Artist Quality Drawing Book 1 gp ½ lb 12) Cooking Mess Kit 1 gp 1 lb 13) Extra Wool Socks 5 cp Equipment Left at Home: Artisan’s Tools 5 gp 5 lb Cold Weather Outfit (Free) Charity was injured and orphaned at an early age. The Healing Guild Center in Briontia City treated her, but didn’t have the heart to send the cheerful little girl away when she was well. She “helped” work at the Healing Center as she grew up. She spent some of her free time on art since art materials were provided for some of the patients for something to do. Eventually, she began training in the advanced arts of healing. After analysis, it was decided that she could be most beneficial in the Diplomacy Department, which is primarily concerned with preventing conflicts with the churches and government powers as well as promoting good will among the citizens of Lalshara. It is a small, but growing organization that avoids political confrontations or religious preferences. Charity travels to different Healing Guild Centers to help in many ways. Sir Zachary approached the Healing Guild looking for a healer or cleric to augment his party, and while she is not part of the adventuring division, she does have authorization to partake in adventures. She felt it would be good diplomatically if she assisted him in this matter. Charity does not know who her real family is, but she does know that she would like to obtain a cloak of charisma and a ring of invisibility someday. |
| Gaekyn01-30-06, 10:43 AM | I personnaly prefer Twin Spell feat first then Repeat Spell feat. Your character cast two spells for the cost of only one. So, you double your healing spells power. Then, you can use Empower Spell and Maximize Spell at last. Note that Maximize Spell is the worst feat to inhance spell variables. It just secures the effect needed. For an healer concept character, I think the best way is to be a Radiant Servant of Pelor 2 to reach Empower Healing class feat (I don t know if you can apply it only on your domain spells and so if you must have Healing Domain), then reach one level of Hierophant and bring Maximize Healing class feat. Of course, you will choose Twin Spell and Repeat Spell feat, think about using a Divine Metamagic feat on one of them or on Quicken Spell. Have fun to cast three spells a round: one quickened, one twice. Have fun to cast six spells a round (high level :D ): Quicken+Repeat+Twin (3 times effect/spell), Repeat+Twin (add one spell/round with Innate Spell+Quicken Spell-Like Ability, read the Hierophant special class feat + Quicken Spell-Like Ability) To maximize a healer, the more you cast in a short time the best you are too. note: Empower Spell empowers only dice variables. Heighen Spell + Divin Metamagic (Heighen Spell) + Augment Healing could be an idea but doesn t seem to be a good one. |
| Douglas Zuver01-30-06, 01:13 PM | I don't think the rules really resolve how Augment Healing and Empower Spell interact. I personally think that you can apply Augment Healing and then Empower the augmented spell, in the same way that the damage from Weapon Specialisation is multiplied on an attack that deals double damage (such as a lance charge). I think that you have summed it up very nicely, Thank You! |