| Post/Author/DateTime | Post |
|---|---|
| Fallenangel35907-06-07, 02:48 PM | I was about to play a dnd game with my Labuyoff azurin mineral warrior swordsage 1, monk 1, fighter 1, totemist 2, samurai 2, 1 iaijutsu master (I know, way over multiclassed, with no xp penalties from multiclassing :P... I love partial base attack variant). I was taking leadership, and my cohort is (with LA buyoff), an assimar healer, with augment healing, and spellgifted conjuration trait, aswell as the reserve feat for healing... Our starting stats were a bit rediculous (our group standard is to raise CR by 2, but give 2 18s, 2 16s, and 2 14s.) So I ended up with a cohort with 20 charisma. I started doing some math. 6 caster level, +1 spell gifted, +2 from reserve healing puts caster level at 9, and with augment healing, thats 3*2, plus 5 charisma, that makes it so the close wound spell, which can be cast on other peoples turn heals for 21-24hp... a wee bit crazy, as for a non augmented cleric casting the same spell at level 6, it could be 7-10hp That seems kinda cool isn't it kinda odd that all other reserve feats raise CL by 1, and heal does by 2? also isn't reserve heal a wee bit strong... at level 6, 9hp per standard action, maxing out a partial use over half hp. How much does this healing reserve feat effect the per day balance? |
| RobbyPants07-06-07, 03:14 PM | also isn't reserve heal a wee bit strong... at level 6, 9hp per standard action, maxing out a partial use over half hp. Maybe I'm wrong (I don't own Complete Champion), but I don't think you add in the +3 for the reserve feat. I think that only applies to spells and reserve feats count as Supernatural abilities (again, I think). How much does this healing reserve feat effect the per day balance? Well, it's very weak during combat, so unless you have nothing else to do, your action could be better spent doing something else. It is nice outside of combat though. Even with it capping at 1/2 HP, it really helps for staying power. This helps from having low HP, or blowing through all the spells for healing. I don't think it'd break the game though. |
| rironin07-06-07, 03:47 PM | Agreed. When I first saw a healing reserve feat my eyes popped. However, since its benefits are pretty much for out-of-combat healing and it's got the half max cap, as a cleric I'd be asking myself "Do I really want to spend a feat on this just so I can save the group the cost of some wands?" |
| Silverthumb12807-06-07, 04:05 PM | "Do I really want to spend a feat on this just so I can save the group the cost of some wands?" Gnome Cleric + Reserve Healing = Profit/Deific Brownie(Gnome Pun) points. :D |
| Fallenangel35907-07-07, 01:18 AM | reserve feat is great for healer cohorts :P |
| aelryinth07-07-07, 04:47 PM | It's effectively the same as the Draconic Shaman Aura, but doesn't work much during combat. At 3 hp/spell level, sure, it looks nice...but 15 hp/rd while you have Mass Cure Light Wounds in memory to exactly one person is less then the average curing of a Cure Moderate Wounds at that level...and again, restricted to when they are below half hp. The best thing about it IS that it saves on out of combat healing. The worst thing about it is that you could probably use company gold to do the same with a wand, and heal ALL their hp. However, the best thing about reserve feats is, as long as you've got ONE spell, you've got a lot of spell potential, limited as it may be. ===Aelryinth |