| Post/Author/DateTime | Post |
|---|---|
| #1KronovanMay 01, 2014 7:46:53 | An issue came up in our game session the other day in which my Runepriest was tasked with a very difficult Healing check. My Runepriest has a decent 23 rank in healing, but the DC on the Heal was high enough that even with that Heal rank the odds for making the Heal check below sub 50%. I was under the impression that there was a Healers Kit in 4e similar to 3.5, but I couldn't find such an item in any of the PHB's or Adventures' Vault books. Does such a kit, or similar Heal enhancing item exist? |
| #2RedSiegfriedMay 03, 2014 22:01:18 | You know, I was also under the impression that there was a kit of some sort, maybe in the MME, that gave you a bonus to a Heal check in 4e, but I can't for the life of me find it with the Compendium so I guess I'm imagining things.
AV items I can find are Cloak of the Chirurgeon and Phylactery of Divinity.
Side note: IMO, the most underutilized use of a Heal check is to grant someone a saving throw. People forget they can do this, and depending on the circumstances, getting an extra saving throw at some time other than end-of-turn (which does not worsen things that get worse on a failed save) can tilt the direction of the battle in the party's favor. |
| #3iserithMay 04, 2014 4:28:25 | Yeah, the old Heal check for a save is useful from time to time. It just stings though because it's a standard action to pull it off. (I like having my minions do this to elites or solos.)
Wasn't there a healing salve that'd give a bonus or something? |
| #4thespaceinvaderMay 07, 2014 3:04:38 | Probably.
What you need to remember about Heal Checks is that the DC on them doesn't scale (for the 'grant a save/stabilise/second wind' actions, anyway, of course it does for other applications). Once you have a +9 heal (which you get from level relatively soon if you have even a little WIS), you can't fail to give someone their second wind, and once you get to +14 you can't fail to grant a save attempt or stabilise someone. |