Leader encounter healing thing: OP?

Post/Author/DateTimePost
#1

ifritus

Dec 20, 2009 6:41:56
well, as we all know, one think that ALL leaders get, is their (special) encounter power that lets them heal themselves or an ally within burst 5/10/15.

and we also know that one little difference is a secondary effect: such as the shammy: one ally gains surge hp, and another gains #D6 hps...


so id like to see if mine is OP, or even already thought of!


Endure                   Attack 1
You invoke an ancient primal energy, to grant an ally the energy to stay in the fight.
Encounter(special)* Primal
Standard Action                   Close Burst 5
                                           (10 at 11th level, 15 at 21st level)
Target: you or one ally
Effect: the target can spend a healing surge and regain an additional 1D6 hit points. Also, one ally adjacent to the target gains temporary hit points equal to your Wisdom modifier.
Level 6: 2D6 additional hit points, and 2 + Wisdom modifier temporary hit points.
Level 11: 3D6 additional hit points, and 4 + Wisdom modifier temporary hit points.
Level 16: 4D6 additional hit points, and 6 + Wisdom modifier temporary hit points.
Level 21: 5D6 additional hit points, and 8 + Wisdom modifier temporary hit points.
Level 26: 6D6 additional hit points, and 10 + Wisdom modifier temporary hit points.

and oh yeah... any thoughts on what the Heroic feat for this power can do?

cheers folks!!

#2

pluisjen

Dec 21, 2009 6:24:39
I'd call it weaker then the Cleric's, which adds extra healing equal to Wis Mod to the main target, so it's probably fine. (Well... except the increase in extra Temp HP, but I think that's a fair deal for them being temp HP and on another target)
#3

nachtsieger

Dec 22, 2009 3:31:46
I'd personally remove one die off of the main target's healing and increase the range of the secondary target's THP to any ally within a close burst 3 of the main target.