About to get Revivify [Archive] - Wizards Community

Post/Author/DateTimePost
Donai

02-23-08, 03:13 PM
Hi, I'm about to hit 9th with my cleric of Heironeous (War, Glory) and I'm looking at spells (or items) to help me get to a group member quick enough to cast Revivfy within a round. My DM will likely let me keep the scroll accessible enough to draw like a weapon (combine with move) but even with that, getting to a PC is tricky enough without RPing whether you know he is dead or not.

I pretty much just have ok to use PH, PHII and Spell Compendium for spells; but I'll probably have to take two status spells (since each would cover 3 people - and there are 5 others including an NPC) as well as probably increasing my number of Close Wounds (this alone has brought PCs back twice) from one to two. I had been considering Quick March as a swift to increase my movement but because I am in full plate and using Boots of Springing and Striding it looks like I'd only get up to 40 with the spell. Any thoughts of swift/immediate spells to increase movement? I see Knight's Move to flank a foe - would there be a similar one to get to an ally?

Getting there may trigger multiple AoOs.. I have good AC in the group and one daily use of the Armband of Avoidance.. I have scribe scroll, craft wondrous and craft arms/armor so if you know of inexpensive items that would help, feel free to let me know. I saw there is an item to give a couple of close wounds (running short on level II spells!) and I could make a pearl of power and use that for the second status spell. Before I did that I thought I'd ask for suggestions...

What's the best (cheapest!) method to know an ally is dead and get to him quickly enough to cast revivify presumably from a scroll) ?

Thanks!
Donai

EDIT: I saw the Spirit Companion to get a status power - I just don't know if the group would give up the cash/xp for it.
LazyNinja

02-23-08, 05:48 PM
Take a look at the 4th lvl Cleric spell Revenance (SC pg. 175). Brings an ally that's been dead for up to 1 rd/level back to life for a short time before dying again. Cast it after the battle's over, wait for it to expire, then cast Revivify the next round.

The extra 8 rounds of leeway will take the pressure off you, letting you continue fighting or take your time getting to the corpse. Should make status spells less necessary as well, since you won't need to always be on your toes. As long as no one's sprawled on the ground for more than a minute, they should be okay.
Donai

02-23-08, 06:12 PM
Hmm, that would be good as I could even carry scrolls of Revenance around and not need to worry about my daily allotment. Death hasn't been common yet; but I imagine it will increase.

My DM can be a bit of a stickler for rules (we're still debating if recitation affects the caster because some spells says allies includes self and sometimes not - even though the 'fluff' says it includes self) so additional replies will be good for backup. I will do a search for sage advice or similar to see if there has ever been official approval of the combo. Even though Revenance says he's alive and dies - I'm still worried about DM approval of the tactic. :)

Thanks!
dman11235

02-23-08, 06:19 PM
DMs generally don't allow the tactic due to cheesy-ness of it. One thing you could do to identify a dead person is use a heal check. Yes, the skill is useful for clerics! A small DC heal check (maybe 5 at the most) can identify dead, at a range it would be higher since you aren't handling the body. May even require a spot check. As for speed, Haste does wonders, and I am wondering why it's not cast every battle. Less armor also works, but that requires use of other various tactics like a Monk's Belt to get the AC back. Also, mobility might be useful to you, I think there is an item that grants it to you. Check the MiC.
Donai

02-23-08, 06:42 PM
Another party member was able to make a heal check (I think it was free and not a move); but knowing the DM the DC to check for death (vs bleeding) was likely 10 or 15. He was close, while my priest was 20 feet away in a melee so I doubt he'd give me the check for free. I plan to start taking Divine Insight for use once a day; but a better tactic might be to just take more Close Wounds and he'd let me know if the heal didn't "take". If I wasn't in range to cast it, I wouldn't be in range to move and cast Revivify anyway.

Revenance+Revivify would be great, of course, if allowed. What could happen just as likely is they'd die again during the revenance while the battle still raged; but hopefully I'd be sticking to them like glue.
brockc

02-23-08, 07:23 PM
Get a pair of QuickSilver Boots from the Magic Item Compendium. They allow you to move your speed as a swift action a limited number of times a day.

Have Springing and Stridign added to them, so you speed is 10' better.
Donai

02-23-08, 08:55 PM
Thanks for the suggestion on those boots. It's a little pricey for me (the party won't likely chip in) and I already added "Boots of Landing" as a cheap 2nd power to my Boots of Springing and Striding so that would be my first attempt at asking to add a 3rd power...

One thing that is interesting about the Boots of Springing and Striding is that I think more of the price actually comes from the jump bonus. I could be wrong on pricing, but the +5 skill bonus would be 2500, the movement would be like a continuous use of a level one spell with an hour/level duration (longstrider) which would normally be 2000. The 2000 is at 50% extra because it is a 2nd power, bringing the total to 5500. Does that sound right? Is there some other published item out there that just gives +10 enhancement to speed for 2000? Quicksilver Boots + 10' movement for just 3000 more sounds better and I would just have to try my luck giving up the bonus to jump. I'll switch to mithral full plate eventually and lower the armor check penalties a little bit anyway (and maybe keep a scroll of air walk).

I had looked at quick march but since it wouldn't stack with the boots and my char has full plate I'd only go up to 40 instead of 30.
Xavon

02-23-08, 09:04 PM
What's the best (cheapest!) method to know an ally is dead and get to him wuickly enough to cast revivify presumable from a scroll) ?

Thanks!
Donai



Coup de Grace. That will make sure their dead before you revive them.

----------------------

But somewhat seriously:

"Even psychiatrists can tell the difference between patients who are alive or dead."

A Heal check to determine if the patient is living is a fairly low DC...
Donai

02-23-08, 09:42 PM
hehe. Coup de Grace after the revenance to make sure they don't wander off and get killed before I can Revivify them, too. :) Just hold still, it will only hurt a moment.

Maybe you both are right about a Heal check being pretty low. My cleric and the ranger (with some ranks and a good wis) in the party could each try to see, then I have Close Wounds as well before risking moving to the body... Maybe I don't need the status spells.
MAdgryphon

02-23-08, 10:29 PM
Boots of the Unending Journey are 4000 for just the +10 to speed, but only if you're NG, LN, TN, CN, or NE. There's also relic powers, if you qualify for them. In any case, they're cheaper than striding and springing, but don't have the skill bonus.
Xavon

02-24-08, 01:34 AM
hehe. Coup de Grace after the revenance to make sure they don't wander off and get killed before I can Revivify them, too. :) Just hold still, it will only hurt a moment.


You know, this might actually be a viable way to transport royalty/VIPs cross-country in D&D. Kill them, stuff them into a BoH (or Heward's handy Haversack for easier retrieval and to preserve freshness), then raise them when you reach the location.