| Post/Author/DateTime | Post |
|---|---|
| LoneFlame12-18-07, 02:57 PM | Where does it come from, and what does it do? I've seen it referenced at various places on the Wizard's Psionics section of their site, but I can't find it there. I've looked in Complete & Expanded Psionics and couldn't find it. If it's in a book, could someone tell me the what book and what page number? And if it's online, could someone link me to it? |
| Tempest Stormwind12-18-07, 03:08 PM | Where does it come from, and what does it do? I've seen it referenced at various places on the Wizard's Psionics section of their site, but I can't find it there. I've looked in Complete & Expanded Psionics and couldn't find it. If it's in a book, could someone tell me the what book and what page number? And if it's online, could someone link me to it? It's from 3.0 psionics, where powers NEVER scaled. Any psionics articles from before April 2004 are 3.0 psionics, and therefore obsolete. |
| GuyrtheadamantineOne12-18-07, 04:09 PM | It's from 3.0 psionics, where powers NEVER scaled. Any psionics articles from before April 2004 are 3.0 psionics, and therefore Evil-Born Crap. Fixed for you. Cower in fear, kids! The 3.0 Psionics are coming! |
| LoneFlame12-18-07, 04:20 PM | A Lv 1, 3.5 healing power would be nice, even if it only healed like 1d6. |
| Lycanthromancer12-18-07, 04:23 PM | Body adjustment (3.5) is widely considered a pitiful power. Combined with body purification, bumped down one level, and with a slightly better healing ratio, and you just might have a power worth...having. |
| LoneFlame12-18-07, 04:30 PM | The d12's not that bad, but it doesn't quite measure up to magical healing(especially at the lv the Psion gets it) for the same lv. |
| Lycanthromancer12-18-07, 04:36 PM | I was thinking augment-wise. I'd rather heal 1d6 per pp than 1d12 per 2 pp, myself. |
| Tinari12-18-07, 06:16 PM | I never take Vigor (can't get myself over how much I dislike "temporary HPs" for flavor/mechanical reasons) so I always take Body Adjustment when I am playing my healer style wilder/psion. |
| InkBlot12-18-07, 06:44 PM | I was thinking augment-wise. I'd rather heal 1d6 per pp than 1d12 per 2 pp, myself. It's the initial 5pp investment that really hurts. Cure x wounds heals 1d8 per spell level, plus caster level. It's the plus caster level that puts it over the top though. 3x Cure Light > 1x Cure Serious (before 15th level). If psionic healing were like that, then there'd be a 1st level power that heals 1d8 + manifester level, plus 1d8 per 2 power points. Maybe 1d8+1 plus 1d8+2 per 2 power points. Either way, it would be vastly more efficient out of combat to heal 1 power point at a time. And I'm convinced that infinite (or nigh-infinite) out-of-combat healing is a good thing. If body adjustment (as it is now) were a 1st level power then there would be absolutely nothing wrong with it. It would almost be on par with Cleric healing, but self-only. |
| Bacris12-19-07, 10:18 AM | Touch of Health is 1st level, but it's Life mantle, not Psion/Wilder or Egoist. It also only heals a flat 2 hp. I've used a house-ruled version that heals a flat 3 hp and it worked out pretty nicely. It's in Complete Psionic. |
| LoneFlame12-19-07, 10:26 AM | A d8 + max of 5 is 13, but can heal anyone. Looking at it, that d12 at lv 1, while seeming like a lot, really isn't, since it's self only & takes an entire round to use(as opposed to just a standard action, like the cures). Since Psionics has a wide array of blasting abilities(though many are useless or redundant), one could argue that they shouldn't get healing that's on par with Divine spells. However, it's unreasonable for them to have really sucky healing that they don't get until 2 lv(or later) powers. They should instead have mediocre healing that they get at lv 1 So my questions now are, "as a 1rst lv power, should it heal a d6 or d8 initially? And should it improve on a 2 power point or 1 power point scale?" |
| Wizard Random12-19-07, 08:21 PM | Touch of Health is 1st level, but it's Life mantle, not Psion/Wilder or Egoist. It also only heals a flat 2 hp. I've used a house-ruled version that heals a flat 3 hp and it worked out pretty nicely. It's in Complete Psionic. So houserulling CP stuff makes it work out nice eh :rolleyes: |
| Slagger the Chuul12-20-07, 05:00 AM | I never take Vigor (can't get myself over how much I dislike "temporary HPs" for flavor/mechanical reasons) so I always take Body Adjustment when I am playing my healer style wilder/psion. Some of that depends on style; for an egoist, it works well when described as a limited form of automatic healing "the wound closes instantly", while for a kineticist it might appear as an ablative field of energy. It generally makes more sense if you describe it as the psychic never really taking damage (or not much damage) because of the protection. |
| Tinari12-20-07, 04:44 PM | Kinetic Inertia Field Psychokinesis Level: Psion/wilder 1, psychic warrior 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 You surround yourself in an inertial field, slowing and turning away incoming harmful effects, effectively granting 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment For every additional power point you spend, the number of temporary hit points you gain increases by 5. If this were the case, I'd probably have less beef with it. As it is, I just ignore it for simplicities sake. :P However, I still do not like the mechanical aspect of "temporary hitpoints" still. |
| Bacris12-20-07, 05:06 PM | I dunno, I like temp HP - they sort of act like damage reduction, just for all effects. The only thing I could see taking issue with temp HP would be something like mind-affecting damage... but you could just view it as a sort of magical "buffer", rather than actual "hit points", since hit points as a concept are a rather abstract idea as to toughness, physique, durability, etc. |
| LoneFlame12-20-07, 05:21 PM | I never really dealt with Temporary Hit Points much. They kinda seem lame... Anywayz. How does this sound: Body Adjustment Psychometabolism (Healing) Level: Psion/wilder 1, psychic warrior 1 Display: Auditory and material Manifesting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Power Points: Psion/wilder 1, psychic warrior 1 You take control of your body’s healing process, curing yourself of 1d8 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed. Augment For every 1 additional power point you spend, this power heals an additional 1d6 points of damage. |
| hovnarr12-21-07, 11:11 AM | Temp hp is awesome and Vigor is king. Temp hp is the in-combat solution to healing until you get vast pools of hp and Heal effects. It's because the hp system is binary, that is to say, only the last hp matters. It doesn't matter if you take damage, as long as you don't take enough to roll fort or die (temp hp probably helps here too), and as long as you don't get to 0 hp or less. If you're under attack and take damage, manifest Vigor! It's superior to divine healing when compared pound for pound, and doesn't use your total hp as a cap. Imagine taking 12 damage. Now you could: *Cure serious wounds for 2d8+3 hp. Some healing could be lost, at any rate you won't improve beyond +12 hp. *Or 3 pp Vigor for 15 temp hp. No dice rolling, perfectly predictable, soaks up more than the "top layer" of your normal hp would. Between battles, you can use low level divine healing to freshen up and take care of minor wounds. Also, in major battles when you know you're gonna take damage, Vigor in advance saves action time in combat compared to reactive healing. |
| LoneFlame12-21-07, 05:12 PM | You still need use legitimately heal, though. Temporary HP are just that, Temporary. |
| archerpwr12-21-07, 06:11 PM | You still need use legitimately heal, though. Temporary HP are just that, Temporary. I like empathatic transfer+share pain+vigor(shared with psicrystal). Pretty efficient. Takes a bit to set up though (vigor at the start of combat then run in to use empathatic transfer when ally takes damage). Efficient pp-wise, but costly action-wise. |
| The_Mess12-21-07, 06:39 PM | You don't need to legitimately heal if you Vigor first and Vigor often enough to keep ahead of the damage. |
| hovnarr12-21-07, 06:40 PM | You still need use legitimately heal, though. Temporary HP are just that, Temporary. Eventually yes. But with time, you can even heal naturally from bedrest. Magical or psionic healing is not necessary for personal reasons. Think of hp as a "death shield". As long as you have hp, you don't die. It doesn't matter if you have 20/40 hp + 20 temp hp, or if you have 40/40 hp. Preferably, you have both (for a total "death shield" of 60 damage) before going into a tough fight. But getting temp hp is cheaper than getting healing. Having hp lets you survive to the end of the battle - long enough to kill the opposition. That's all its there for. If you're at 2 hp when the fight is over or at 60 hp doesn't matter, as long as you're not out of juice and there's another monster lurking around the corner. A full hp meter is an aesthetical desire. In practice, only the last hp counts - not the first ones. They just waste opponent actions (unless the action investment actually leads to a kill, to death by hp damage, then it was not a waste). |
| LoneFlame12-21-07, 08:54 PM | Not an unreasonable argument, but Temporary HP usually do have a duration. If they do(which if I'm not mistaken, they all do), there's you'll probably have to deal with it. When they're gone, what are you left with? Whatever is left of your HP. They'll disappear after awhile and then you're going to really be hurting. More Importantly, what if your enemy finds a way to suppress your Temporary HP? You're screwed. Period. Hence why I'd like to stick to real, solid healing. |
| The_Mess12-21-07, 11:17 PM | Unless I've been doing it wrong all this time, temporary hit points suck up the damage first. If you Vigor yourself 20 hit points, then take 22 points of damage, when the Vigor time period ends, you only have 2 damage, not 22. |
| CrimsonDeath12-21-07, 11:25 PM | Not an unreasonable argument, but Temporary HP usually do have a duration. If they do(which if I'm not mistaken, they all do), there's you'll probably have to deal with it. The temporary HP gained by a Vampire with its Energy Drain ability have no listed duration. That's the only example I can think of off the top of my head. |
| LoneFlame12-22-07, 12:21 AM | Unless I've been doing it wrong all this time, temporary hit points suck up the damage first. If you Vigor yourself 20 hit points, then take 22 points of damage, when the Vigor time period ends, you only have 2 damage, not 22. If you just lost your gained Temp HP, then it doesn't matter when the duration ends, you're down 2 HP, which you won't have again until you get some real healing. Anywayz, I have little real interest in this topic, and I don't have any really good ways to argue against Temp HP vs Real Healing, other than what I've covered. The point is that psionics needs some solid, legitimate healing that isn't the equivalent of putting a board on a pot-hole in the road rather than actually filling it in. |
| hovnarr12-22-07, 05:02 AM | Yes, there is a duration to temp HP, which means it can be dispelled. Pushing healing through in combat isn't a guaranteed success either though. My original argument was that Vigor > Cure X Wounds spells in combat. Obviously, it's better to start a new fight fully healed than half beaten to death. Getting to "fully healed" between fights might not require that much healing however, if you Vigor when you're supposed to. Hopefully, you have someone who can cast Cure X Wounds in your party so you can start each encounter fresh as long as you have spells to spare. If you don't though, Vigor still increases survivability pound for pound more once the sh-t hits the fan. But it only works on you. In short, it's a way to compensate for your d4 hit dice as a psion, or make the cleric's burden lighter as a psychic warrior. |