healar's touch artificer help [Archive] - Wizards Community

Post/Author/DateTimePost
Tomovasky

12-09-07, 03:50 PM
Hey guys need a hand with making this fair
Ok so a new player at my table is playing the first artificer in my group, he doing a great job of coming up with interesting infusions uses. The party having no cleric he trying to come up with a healing item, where he comes up with this idea.

“Upon rereading the Personal Weapon Augmentation infusion in comparison with others like it, I noticed that the Personal version does not affect projectiles. It can affect the crossbow, however. So, I took a look in the DMG at the Calculating Magic Item Gold Piece Values Table and came up with a suitable replacement for the cure bolts.

Healer's Touch (Lesser Armor Augmentation)
With this infusion, the artificer causes the arms of any suit of armor, from the elbows down, to glow faintly with white light. Upon command, the glow intensifies, wreathing the hands in positive energy. A successful touch attack will cure 1d8+1 points of damage to injured creatures or deal the same in damage to creatures of negative energy. This ability may only be used once a round, but is otherwise unlimited in use.

Dose this sound right? I do not see any thing in the books that could lead to a fist Lv artificer having unlimited healing for 10 minutes and than what about later when he 4 Lv and it last for 40 minutes and so on. I do want to be fair and now what I am talking about before talking to him. Am I missing something or is there a even way of handling this then saying you can use the spell storing infusion for only 1 use of cure light wound.
Edymnion

12-09-07, 04:33 PM
I wouldn't allow it, because of the unlimited healing. Thats generally a bad thing. I can't think of anything else in the game that gives you that. Everything that does give healing is either a one use item, or uses charges. Unlimited healing like that is just insanely powerful.
Tomovasky

12-09-07, 04:49 PM
I had thought about the charges idea, but then using the 5000 GP limit with the spell and the CL X 10gp for a first Lv spell, he would still be able to use 500 charges with a time limit of 10 min, which is still unlimited spells. Again I do not think that is fair. Looks like I may have to just say no to the armor as is
Edymnion

12-09-07, 05:21 PM
I had thought about the charges idea, but then using the 5000 GP limit with the spell and the CL X 10gp for a first Lv spell, he would still be able to use 500 charges with a time limit of 10 min, which is still unlimited spells. Again I do not think that is fair. Looks like I may have to just say no to the armor as isIts not unlimited, because of the charges. When you're out of charges, you're out of charges. The problem comes from the fact you're trying to let him make a charged item with a single infusion.

The usual limit to charges is 50 though, not 500, but thats for wands. For items like armor, charges are usually on a per day basis, and are 5 or less.

And the guidelines on making magical items is just that, guidelines. Obviously being able to cast all of the Cure Light Wounds you want per day is far superior to being able to cast all of the Comprehend Language spells you want per day, and should be priced higher as a result.

Best rule of thumb for pricing items:
If you would get it without thinking twice, then its underpriced.
If you would never think about getting it, then its overpriced.
If you have to stop and think about if you need it or not, then its probably priced just right.
Rekko

12-09-07, 05:28 PM
Buy a wand of cure light wounds and the like.

Rekko
Elderich

12-11-07, 11:22 AM
wand of lessor vigor.
Arcane Guyver

12-16-07, 02:17 PM
...or one of those healing belts from Magic Item Compendium.
Edymnion

12-17-07, 09:31 AM
All in all, the answer is "No, you should not allow anything like that for the expenditure of one lousy infusion. If he wants to use infusions for healing, make him use Spell Storing (Cure X Wounds) on a bandage."
rjsilverthorn

12-28-07, 04:50 PM
There was a thread awhile back about healing without a cleric that discussed options for the Artificer. One of the suggestions involved the Armor Enhancement infusion in conjunction with the Healing property from the MIC.

Certainly nowhere near as powerful as what he wanted to create, but it does give at least some healing potential.