| Post/Author/DateTime | Post |
|---|---|
| echoota07-23-07, 07:35 AM | So a friend is playing a warforged fighter and in the last game what came up was the problem of doing some efficient healing for the guy. He had to carry around a bag of repair oils which really made it tough for him to heal effectively during an encounter. I've been flipping through various books and I swear I saw somewhere that at least a few of the base classes were getting repair spells added to their lists, but I can't find where I saw that. Any ideas? |
| Harliquinn07-23-07, 08:23 AM | Technically (if you ignore the, in my opinion, erroneous ruling of the Sage in a non-official source) the Lesser Vigor spell is probably the most efficient non-repair spell to use on a Warforged. |
| Marcus Majarra07-23-07, 09:07 AM | if you ignore the, in my opinion, erroneous ruling of the Sage in a non-official source Whoa there, Nelly. The FAQ is official. I'll provide the reference for you: Does a warforged benefit from the vigor spells in Spell Compendium? Yes, but the warforged would get only half the normal value of fast healing, rounded down. Thus, the lesser vigor spell would be useless to a warforged (fast healing 1 halved, rounded down, is fast healing 0). Vigor or vigorous circle would provide a warforged with fast healing 1, while greater vigor would grant fast healing 2 to the warforged. This said, there are a few ways of helping out with warforged healing: 1) Carry wands of repair damage; it's more cost-effective than oils. 2) Have the warforged take tanks in an appropriate Craft skill. It's a good way to spend the night. 3) Having a dragon shaman helps a lot. 4) Artificers also help a lot in this field. |
| Harliquinn07-23-07, 10:17 AM | Ah, forgot it was in a FAQ. I was thinking it was in an Answers by the Sage article. Still though, his ruling seems to come from nowhere, since there are exceptions to the rule for damage and HP, from which healing is a part. In either case, you are right, and I guess we need to live by that though in the campaign. Seems odd an undead who saves against a Cure Minor Wounds takes 1 damage but healing a warforged heals 0. |
| Tabiani07-23-07, 10:54 AM | I've been flipping through various books and I swear I saw somewhere that at least a few of the base classes were getting repair spells added to their lists, but I can't find where I saw that. Any ideas?The Eberron Campaign Setting (pg 108) adds the repair spells to the wizard and sorcerer spell lists as well as the artifacer class introduced in in that book. I don't imagine too many sorcerers are going to use one of their spells known for a repair spell unless they partner regularly with warforged, however. Wizards are in a similar situation as they are unlikely to have purchased the spells for their spellbooks. So, as Marcus pointed out, artifacers are the most likely to have the spells. But at least the spells are on the spell list for wizards and sorcerers for the purpose of wand-wielding. |
| Harliquinn07-23-07, 10:55 AM | Warforged should always buy their own wands of repair in my opinion. I know that my Duskblade buys a wand of cure light even though he can't use it; he gives it to the healer to use on him (and only him unless otherwise specified :) ) |
| Herrbard07-23-07, 10:59 AM | And wizards and sorcerers have the spell Repair (various) damage as an open spell that they can take for their spellbooks/spell list. That means they can heal the warforged. Xen'drik Expeditions Campaign Standards page 12: "Rules items found in the Player's Handbook, Eberron Campaign Setting, Expanded Psionincs Handbook Appendix (spells only), and in the Dungeon Master's Guide (adamantine, alchemical silver, cold iron, mithral, and darkwood armor and weapons only) are always unlimited items. So they do not require expansion slots to unlock the spells from the ECS. So get your arcane casters to use those spells. :D Edit: and two people answered in the time it took me to type this and verify it! |
| lseelba07-23-07, 01:06 PM | Warforged Artificers, Wizards, Sorcerors, and Monks can repair themselves effectively, as can 'forged Clerics with the Magic Domain (and a wand). All the other classes are less effective at repairing warforged. Getting repaired during combat is often hard, as you have given the blasty wizard the difficult choice between healing you or, well...blasting. Out of combat repairing is easy as long as you packed enough wands. |
| Timlagor07-28-07, 09:17 PM | Every single one of my characters has a wand for healing themselves. It's important to have oils too in case there is no arcanist or UMDer but being able to use them yourself would certainly be useful. My Warforged has been extremely happy to get access and a discount to Augment Crystals of Life Drinking -it's based on Vampiric Touch (necormancy not conjuration) so I can't see any basis for claiming it's positive energy but it does use the word "heal" (not "cure") so I suppose it could be argued ..and should probably be clarified somewhere. ...and he's not a TWFer either. |
| Garden_State_Gamer08-02-07, 05:56 PM | A Warforged with a maxed craft skill, masterwork tools, and skill focus can often return more HP than a standard humanoid after 8 hours of sleep. 5th Level Warforged: 8 skill ranks, +2 MW Tools, +3 Skill Focus, +1 Int Bonus -15 = 0-19 HP healed after 8 hours. Course in the heat of battle that's not really an option. |
| Istaran08-02-07, 06:26 PM | Your warforged should buy himself a wand of repair light damage (or more than one if you feel it necessary) and be sure to party with someone that can use it (any sorcerer, most wizards (might lose it due to specialization), magic domain cleric, anyone with good UMD, etc). You will likely have to live without combat healing, but you don't bleed to death (don't even need to burn APs to stabilize) and warforged are generally a good race for acquiring a high AC and HP so you don't need combat healing quite as much. And maxing a craft skill is a good idea too, though I wouldn't sink the feat for skill focus myself. |