| Post/Author/DateTime | Post |
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| #1forgeofthearmorsmithApr 01, 2010 22:55:58 | Alright, here's da score. I'm in a tabletop game where the DM kinda wings it, but really well, so think of it as an upper lower class game, almost lower middle, as far as quality goes. The problem is he rolls on the Magic Item Compendium for loot, the party thinks we need to keep EVERYTHING (even blatantly useless stuff), and people keep swapping characters; thus characters who use the found loot like the Belt of Battle (12k gp) leave, taking it with them, essentially cutting our loot to peasant standards. |
| #2daedhaedApr 02, 2010 0:50:40 | Learn the spell Mass Lesser Vigor and take the feat Augment Healing. This will boost your healing spells. As for the metamagic feat take Empower Spell as it will boost the level of you vigor spell and thus increasing the healing everyone recieves each round. If you get it for your healer class you can add your cha to the healing. you'll be healing the party somewhere around 20 hp per round as a 5th level spell. |
| #3forgeofthearmorsmithApr 02, 2010 10:01:26 | Sorry, it doesn't work like that. I've had arguments about Vigor spells before, but feats like Augment Healing and Magic of the Land just don't make sense to ADD to the faster healing. For example, at level 5 with Augment Healing a Cure Light Wounds would heal 1d8+7, but that doesn't turn Lesser Vigor from Fast Healing 1 for 15 rounds into Fast Healing 3 for 15 rounds. Did you see my character? That would mean 2 HP from Augment Healing, 2 HP from Magic of the Land, and 5 from my Healing Hands as a Healer. That means adding 9 HP. There's no way Lesser Vigor would be allowed to heal 10 HP per round for 15 rounds. Read all those feat and ability descriptions; they all say they heal more HP, but that just means they add to the DURATION of the spell. Ergo, those feats would make Lesser Vigor, normally maxed at 15 rounds, give Fast Healing 1 for an additional 9 rounds for a total 24 rounds. Anyway, Empower and Maximize spell are kinda meek, I mean using a more powerful healing spell? Sure it sounds good but for a maximized Cure Light Wounds I could use Cure Serious; and with BOTH Augment Healing and Magic of the Land those feats become useless. I have a question as far as rules go. If two spells like Resist Energy and Protection from Energy are cast on someone they overlap, they don't stack. But what about races and feats? If I become a Saint I get Resistance to fire 10, and Vow of Poverty grants Resistance to Fire 15 - do these two stack to 25 or do i just take the better of the two? |
| #4daedhaedApr 02, 2010 12:46:29 | Sorry, it doesn't work like that. First off idk Magic of the Land. AUGMENT HEALING [GENERAL] Prerequisite: Heal 4 ranks Benefi t: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell). And Vigor Happens to be an Conjuration Healing spell. I did this at a Sanctioned 3.5 event and the DM's there said it was legal. Don't argue with WoTC man. Did you see my character? That would mean 2 HP from Augment Healing, 2 HP from Magic of the Land, and 5 from my Healing Hands as a Healer. That means adding 9 HP. There's no way Lesser Vigor would be allowed to heal 10 HP per round for 15 rounds. Thats how it works tho man. Read all those feat and ability descriptions; they all say they heal more HP, but that just means they add to the DURATION of the spell. Ergo, those feats would make Lesser Vigor, normally maxed at 15 rounds, give Fast Healing 1 for an additional 9 rounds for a total 24 rounds. Cite source on that one plz. Anyway, Empower and Maximize spell are kinda meek, I mean using a more powerful healing spell? Sure it sounds good but for a maximized Cure Light Wounds I could use Cure Serious; and with BOTH Augment Healing and Magic of the Land those feats become useless. I was referring to Vigor. Empower spell actually raises the effective level of the spell which increases save DC's a boost from Augment Healing and probably Magic of the Land with the added bonus of making them heal or dmg. 1.5* the amount they normally would. But if you really don't like it then the optimal choice is Extend Spell as it is really amazing. I have a question as far as rules go. If two spells like Resist Energy and Protection from Energy are cast on someone they overlap, they don't stack. But what about races and feats? If I become a Saint I get Resistance to fire 10, and Vow of Poverty grants Resistance to Fire 15 - do these two stack to 25 or do i just take the better of the two? Resistance never stacks unless it says so you always take the better of the two. Same with DR |
| #5forgeofthearmorsmithApr 02, 2010 14:13:53 | As far as citing the source, I cite Augment Healing: it says right there +2 HP healed per level of the spell. Now, I know you can do such stuff at sanctioned events, but really, they're probably trying to avoid technicalities to keep games moving. Magic of the Land is essentially Augment Healing, but it applies to all non-aligned non-necroitc spells. I think I see a bit of clarification. A spell like Vigor would be absolutely broken in the hands of a Healer, and according to Spell Compendium, it's in the hands of a Healer. The feats Augment Healing and Magic of the Land only say the spell heals an additional +2 HP per spell level; while I thought it meant stuff like Lesser Vigor just had an icreased duration, that doesn't mathematically work out fo rthe other Vigor spells. I think it just works like a Cure spell; if my character here cast Lesser Vigor it would grant Fast Healing 1 for 15 rounds and on the first round heal an additional 9 HP. This is just using a literal interpretation. Augment Healing says the spell heals an additional 2HP. That's regardless of duration; if it were under the effect of a Twin or Repeat Metamagic feat I could understand, but a normal spell would just get a burst heal. And yes, I ran all around the Wizard's 3.5 archives and found nothing on this. And unfortunately I was a little disheartened when the last updates for that place came around 2007. Anyone know a way to contact an official WotC rules-lawyer? |
| #6daedhaedApr 02, 2010 15:17:13 | technically your DM can limit it but the way it works is they would have fast healing 10 for 15 round or in my case fast healing 32 for 15 rounds |
| #7forgeofthearmorsmithApr 03, 2010 18:18:39 | What about spells? I'm a little learned on spells but not quite sure on what the best way to prepare my spells would be. For example, I like how Ayailla's Radiant Burst does damage and blinds evil creatures, but should I prepare such an alignment based spell that wouldn't affect 2/3 of the enemy? |
| #8snakeman830Apr 03, 2010 19:48:21 | Things like Augment Healing and Healing Hands apply when you cast the spell. They don't increase the duration, and obviously they don't apply every round. |
| #9forgeofthearmorsmithApr 03, 2010 21:34:03 | Yeah, I'm pretty sure it works like that - Magic of the Land works the same way in that ANY spell you cast can heal HP like Augment Healing - and it applies it alongside, not concurrent, to spell effects (like lesser restoration: +1d4 ability damage restored and +4HP), so Vigor spells would get a bit of burst healing - I thought this over myself, and it seems there's some opinion to that effect as well. I mean I realize its my character but DMs want to see bloodshed and me granting fast healing 10 would mean instead of fighting intelligently he'd just put in higher damage output - and healing a sorcerer who took 164 points of damage and is at -102 HP is a bit impossible. I think I'll play things the most mechanically pleasing...for now. The funniest part?I introduced my character at the last session and I got called 'broken'. Yeah, here at the CO boards I don't even have to explain how that's funny. |
| #10gorfnad_the_shiznitApr 04, 2010 0:36:38 | There may be some stuff in this handbook that you can exploit The Healer's Handbook |
| #11SenevriApr 04, 2010 5:56:20 | well, a healer is oft thought to be weakened and infirm :P www.google.fi/search?sourceid=chrome&ie=... But, yeah. Play a commoner herdmaster next :P |
| #12snakeman830Apr 04, 2010 7:08:46 | well, a healer is oft thought to be weakened and infirm :P Or a Cluck-fu Master. If you get called "broken", whack them over the head with your holy chicken. |