low caster healing

Post/Author/DateTimePost
#1

arogenith

Mar 30, 2009 5:11:26
So my DM started a new low-magic campaign last night and I, the only COer, was blessed with the only caster allowed in our party. I went cleric :P Now, I want to be nice to this fella, for doing me such a favour, and so presently I'm not breaking the game, I'm also thinking of sticking out lvl 20 cleric depending on how far this party progresses. Anyways, right now whats happening is I'm sticking the 75% healing route, and want to maximize it so that enemies feel my wrath through my healing.

So far at level one (no flaws allowed at least he caught on that much) I grabbed DMM extend (DM dubbed it required to grab DMM persist, which makes sense, and doesn't bother me cuz I was stuck with a 15 on charisma) and augment healing. I'm also digging into the healing domain for +1CL and SC for those oh so glorious vigor spells. Presently, I can cast Cure Light Wounds for an amazing 5-13 health, or vigor for 72 hp. I think we all know where thats going.

At the end of session one we levelled, and are continuing in a day or two from there, and I want to make my healings even more beastly. I'm thinking extra turnings and maybe Sacred Boost (CD) or something similar. Sadly we also were experiments and one of our decisions prevented us from going back to the magic-filled world of D&D, and now we're stuck in modern times, so no more unicorns to cast my healing spells as rays (forget what book that was from). Any suggestions so far? Oh, I forgot, I also have fast healing one (10 rounds/day. Side effect of the experiments) which is going to scale with my level supposedly, not sure how though. Might also get free regenerating limbs and whatnot, its a flavour aspect to drown out the low magic.

I can already feel the craft items requests coming, and its on my to do list, but right now I am looking for anything that takes minimal down time to prepare (we usually run 1-3 encounters per day)
#2

pithica

Mar 30, 2009 10:29:22
or vigor for 72 hp.

Question, how are you casting vigor (3rd level spell) at 1st?

Or, Question, assuming you meant lesser vigor, how are you hitting 72 hitpoints? The most I can hit is 60, at CL 5 (Extend + Healthful Rest = double twice).
#3

volatris

Mar 30, 2009 12:15:04
I think he meant 12 HP with lesser vigor.

I recommend these:
- Touch of Healing (Complete Champion) - Your 3rd level feat
- Divine Spell Power (Complete Divine) - Use turning check to boost caster level and turn those turn attempts into a few more points of healing
- Sacred Boost (Complete Divine)
- Spurn Death's Touch (Libris Mortis) - Can wait until higher levels, heal ability damage and negative levels from undead with turn attempts
- Protection Devotion (Complete Champion) - Not healing exactly, but the sacred bonus to AC is hard to come by and can buff your whole party
- close wounds (Spell Compendium) - Your first life-saver spell
#4

arogenith

Mar 30, 2009 14:02:48
yeah, sorry, meant lesser vigor. Augment healing increases the health that I heal on any conjuration (healing) spell by 2. lesser vigor lasts for 10+CL rounds, so 10+1 cleric +1 healing domain *2 DMMextend =24 rounds, healing 3 hp/round, meaning 24*3=72 health. Also thanks for the feats, I'll try to figure out some progression
#5

pithica

Mar 30, 2009 14:29:14
That math's wrong. The increase from Augment healing is flat, not cumulative, it only applies once to the casting of a spell not to every round.

So it's caster level = 2 which makes it last for 12 rounds * 2 for extend which increases it to 24 rounds + 2 for augment healing which knocks it up to 26 points healed.

If you add in healthful rest, that becomes 52hp total.

The augment healing question is in the FAQ...

What effect does the Augment Healing feat (CD 79)
have on lesser vigor (CD 186) and similar spells?

Augment Healing adds twice the spell’s level to the total
healing it provides. The simplest method is to have the spell
apply the extra healing to the first round of fast healing. Thus,
lesser vigor (a 1st-level spell) would cure an extra 2 hp of
damage in the first round, for a total of 3 hit points. Each round
thereafter it would heal the normal 1 hp of damage. Mass lesser
vigor (a 3rd-level spell) would cure an extra 6 hp of damage to
each target in the first round (for a total of 7 hit points), and
would heal 1 hp of damage each round thereafter as normal

#6

arogenith

Mar 30, 2009 14:41:22
I was worried that something like this might be the case, but the DM was there when I was undergoing creation and said its fine, so I can at least utilize that. Also, empower spell, does it round up or down? If up, then at CL 5 instead of getting 60 your build would be getting 120. Always a nice little bonus. Also, healthful rest...where abouts could I find this? Sounds like it could really help the build
#7

pithica

Mar 30, 2009 14:50:12
It's a 1st level cleric spell out of Spell Compendium. For 24 hours, it doubles 'natural healing rate' of 1 target/cl. Fast healing, according to the DMG is natural healing, so any spell or ability that grants fast healing gets doubled as well.

One more reason to one-level dip into cloistered cleric on your next barbarian build.
#8

arogenith

Mar 30, 2009 14:55:39
my god, so true. Its odd how people can soo easily look over these amazing spells. I still don't know what the hype is on CC, but I can see me grabbing a few different spells ASAP in my campaign. I also just realized I rarely see you posting anymore, what happened? You were the first CO name I learned
#9

pithica

Mar 30, 2009 15:21:40
CC grants more skillpoints and gives the knowledge domain for free, which you can trade for Knowledge Devotion, again, for free. Knowledge Devotion is 6 lbs of awesome in a 5 lb bag.

I go in spurts, days of nothing then 30 or 40 posts, then back to nothing. That's just how I roll.
#10

arogenith

Mar 30, 2009 15:45:19
ah. I tend to roll 1s. Nice seein ya though
#11

Weezel

Mar 30, 2009 19:06:36
Not that this will probably help you much, but it might be worth being aware that to take Divine Metamagic, you need to have the metamagic feat you are using it with. I noticed at level one you have DMM-Extend, but not the feat extend spell, so you can't actually use it...
#12

saxis

Mar 31, 2009 11:13:35
How are you getting around the duration cap on Lesser Vigor?

Duration: 10 rounds + 1 round/level (max 15 rounds)

Sure you can extend it, but it'll only get you an extra 3 rounds: 15 max = 10 + 2 CL + 3 extended.
Heck, you can even persist it! It'll last all day until it hits the cap at 15 rounds...
#13

volatris

Mar 31, 2009 12:18:14
Same way an empowered fireball is up to 15d6?

That part of the duration cap is just the caster-level dependent part. Even if you're caster level 40, it's still 15 rounds, but if you extend it, it's 30 rounds.
#14

sofawall

Mar 31, 2009 16:36:20
How are you getting around the duration cap on Lesser Vigor?



Sure you can extend it, but it'll only get you an extra 3 rounds: 15 max = 10 + 2 CL + 3 extended.
Heck, you can even persist it! It'll last all day until it hits the cap at 15 rounds...

Did you seriously just say that?