Damage and healing [Archive] - Wizards Community

Post/Author/DateTimePost
kicktothehead

11-20-07, 10:40 AM
I am still getting used to the game mechanics and I am having a tough time with a level 1 character. He is a dwarven fighter with 13hp.
In a battle with some Goblins he ended up taking 12pts of damage. (2 real bad rolls got him)
Once the goblins were killed we were supposed to move into the cave.

How the heck do I even attempt going into the cave with 1hp left?

What are my real options? Retreat for 12 days to heal? If I read the rules correctly I can heal 1pt per day.

Have the 1st level cleric heal me what, 1pt?

Confused minds want to know what you would do.
RobbyPants

11-20-07, 11:05 AM
How the heck do I even attempt going into the cave with 1hp left?
You don't, unless you like rolling up new characters. :P

What are my real options? Retreat for 12 days to heal? If I read the rules correctly I can heal 1pt per day.
Well, if you can get full bed rest, you'll heal at a faster rate.

Have the 1st level cleric heal me what, 1pt?
Does the cleric only have Cure Minor Wounds left? If they have any single 1st level spell slot open, have him cast Cure Light Wounds for 1d8+1 HP. It's still only an average of 5.5 HP per round, but two castings should give you 11 HP.

For future reference:

At low levels (level 1), if you're worried about needing to go deep in some dungeon, have the cleric stock up on a few scrolls of CLW. They're only 25 gp apiece. For that matter, if you have access to the Spell Compendium, use scrolls of Lesser Vigor. Each one will restore 11 hp over 11 rounds. When you get to slightly higher levels, wands of CLW and LV are by far the cheapest route. Each costs 750 gp, which works out to 15 gp per charge. Given that a wand of LV heals 11 hp per charge, with 50 charges, you'll get 550 hp per wand. That's only 1.36 gp per charge.

Also, as soon as you can afford them, invest in a Healing Belt (Magic Item Compendium) for a mere 750 gp. You can use it over and over again, up to three times per day.
kicktothehead

11-20-07, 11:40 AM
Wow, thank you for the information.

Here is where I am getting confused:

Scrolls can only be used once and then they are tossed, correct?

Cure minor/light wounds.....that can only be used once per day, correct?
You mentioned per round....I was under the assumption is was per day....
RobbyPants

11-20-07, 11:57 AM
Wow, thank you for the information.
No problem.

Scrolls can only be used once and then they are tossed, correct?
Correct. Still, for their cost, at low levels, it's about the cheapest way you can bring extra healing with you in a dungeon. Your cheapest way out of the dungeon would be to have a 1st level NPC cleric or durid cast Lesser Vigor on you. It only costs 10 gp (caster level x spell level x 10 = 1 x 1 x 10 gp).

Cure minor/light wounds.....that can only be used once per day, correct?
For a cleric? It's basically, how ever many times they prepared it. Assuming you're talking about a good or neutral cleric, they can probably spontaneously cure, as well. So any non-domain spell prepared can be turned into a "cure" spell of the same level. Thus, a cleric that prepared Bless could instead use the spell slot to cast Cure Light Wounds. A 1st level cleric has one 1st level spell slot, plus one 1st level domain slot, and he's likely going to have a bonus 1st level spell. So, he has a total of three slots, two of which can be freely converted to Cure Light Wounds. He should also have three 0-level spell slots, all of which can be spontaneiously converted to Cure Minor Wounds.

Also, in case you're confused, a person can benifit from multiple castings per day as well. So you can receive multiple cures each day.

You mentioned per round....I was under the assumption is was per day....
If you're talking about when I mentioned getting 1d8+1 (average 5.5 HP) per round, what I menat is that each casting (which can be done once per round) would heal that much. It won't keep healing you (so one casting only heals you for one round), but if the cleric keeps casting each round back to back (until he runs out of spells, of course), you can expect to get 1d8+1 per round that he's casting.

Now, the excpetion of this is Lesser Vigor which I mentioned earlier. This one is nice out of combat (when you have a bit of down time), but not so useful in combat. It grants fast healing 1 for 10 rounds +1 per caster level (max 15). So, if a 1st level caster casts it on you, you get fast healing 1 for 11 rounds. Thus, for 11 rounds, you heal 1 HP. Overall, it gives you greater healing than Cure Light Wounds, but it is spread throughout 11 rounds (which is why it's not such a good idea in combat).

Hope that clears things up :D
kicktothehead

11-20-07, 12:47 PM
Yes it does, thank you very much for that explanation.

I find I need to keep re-reading the spell casting section from the PHB.

I get confused easily about who, what, when, where, how many,on and on!!

I am nervous to play a magic wielding character. I don't have a firm grasp on the magic section yet.
Rulebook

11-20-07, 01:37 PM
play a magic user then. you'll learn the systems REAL fast lol
tyrecian

11-20-07, 06:44 PM
with regards to What are my real options? Retreat for 12 days to heal? If I read the rules correctly I can heal 1pt per day

from the SRD under the Heal skill Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.



Now i think that you can also get HPs per level of HD each night of rest as well, so you could potentially get more healing than simply 1 per night from a healer checking to make it. The DC for long term care is 15, and you can get a Healer's Kit which gives a +2 bonus on that check for 50gp. heal is a nice skill, as it can also nonmagically stabilize people, worth knowing :)

There are also spells like "Summon Elysian Thrush" which is 2nd level, so out of range, but they double healing overnight if i recall, and probably stack with all kinds of other features of healing.

Of course magical healing is the best way to get the job done, but sometimes you just don't have anyone playing a Cleric... although that is an untenable situation at later levels.

Welcome to DnD,
:D