| Post/Author/DateTime | Post |
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| Xtian02-07-08, 11:47 AM | The 4e article on death and dying inspired me to think about healing characters with dangerously low HP. Oftentimes, if a party member is dropped to within 10% or lower of their total HP, people will find it too dangerous or not worth the effort to heal the person, especially for high level parties where there are rarely the heals required to fill people's HP totals or in parties that don't have a dedicated healer and rely on wands and potions or a multiclass divine caster for emergency heals. I designed this feat to allow characters to always have an ability to rush in and try to save their near-fallen comrade. Succor for the Fallen - Your healing spells give the most benefit when your targets are most in need. Prereq: Ability to cast Conjuration (Healing) spells Benefit: If you cast a Conjuration (Healing) spell (except Cure Minor Wounds) on a target whose current HP is equal to less than 25% of their total HP, your spell heals them to 25% of their total HP before applying the normal healing benefit. For example, if a cleric with this feat cast a 15 HP healing spell on a character with 100 total HP and 0 current HP, that character would end the spell with 40 HP. Note: I think that the Rejuvenation "gain fast healing x for y rounds" shouldn't interact with this feat, but I can't remember if they're Conjuration (Healing) or not. I think the real advantage is for parties who need some emergency combat healing to back up their after-combat wand charges. I realize that percentages is weird to see in a 3.5 feat, and requires calculation that does complicate the game. But I have yet to find a legitimate hard number that scales as well as % of total HP, so if that number existed, it would be preferable. Also, I realize that an epic-level character could keep a swarm of lvl 1 healers with them to constantly heal up to 25%, doing obscene amounts of healing with Cure Light Wounds. To a certain extend, it doesn't matter, because before any epic character gets to below 25% HP, some AOE effect will have massacred the lvl 1 clerics. Also, the nice thing about the percentage base is that it means that no matter what spell is applied, the character is going to be sitting at a little more than quarter health, which while still being in the danger range, puts characters beyond the random death to monster crit range. |
| Malchius02-07-08, 11:53 AM | I like it, particularly for the uber healbots. I agree it shouldn't work with the vigors. If you're concerned about the percentages, you could but it as 1 die equal to their highest hit dice plus con modifier, but that may be too little(mages or extremely high level) or too low. Or you could say it automatically heals Con Modifier(minimum 1)x(HD/2), which(unfortunately) is still quite a bit of math. It may be a little too powerful for fist level, you may want to add a prequisite so it can't be taken at 1st level, maybe Heal 5 Ranks? |