Help me with a new cure feat...


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Based on a house rule thread in here somewhere, I am considering a new feat that only allows results in the upper half of the die spectrum for cure and mass cure spells (i.e. a result of 1-4 would be re-rolled). Realistic prerequisites: cleric, able to spontaneously cast cure spells, healing domain.

Does that seem too powerful for a feat? If so, maybe require the cleric to spend a turn attempt to juice a cure spell, which would limit the number of times per day that it could be used?

Your thoughts are greatly appreciated.

Dark Archive RPG Superstar 2013 Top 32

Asberdies Lives wrote:

Based on a house rule thread in here somewhere, I am considering a new feat that only allows results in the upper half of the die spectrum for cure and mass cure spells (i.e. a result of 1-4 would be re-rolled). Realistic prerequisites: cleric, able to spontaneously cast cure spells, healing domain.

Does that seem too powerful for a feat? If so, maybe require the cleric to spend a turn attempt to juice a cure spell, which would limit the number of times per day that it could be used?

Your thoughts are greatly appreciated.

Since feats like Maximize Spell and Empower Spell can already be added to healing spells, you might want to consider just allowing clerics to sacrifice higher spell slots to use metamagic healing spells. Sacrificing a prepared 4th level spell for a maximized cure light wounds for example. Unless you're talking about a feat that would allow very low level clerics to do this, in which case my opinion is that such low level characters should not have the ability to amplify their healing abilities significantly yet.


Fatespinner wrote:


Since feats like Maximize Spell and Empower Spell can already be added to healing spells, you might want to consider just allowing clerics to sacrifice higher spell slots to use metamagic healing spells. Sacrificing a prepared 4th level spell for a maximized cure light wounds for example. Unless you're talking about a feat that would allow very low level clerics to do this, in which case my opinion is that such low level characters should not have the ability to amplify their healing abilities significantly yet.

Cure spells are the one example where metamagic feats go a bit awry, since they are already offered at multiple levels. Why cast a maximized Cure Serious Wounds when you could simply cast Cure Critical Wounds from the same spell slot and get a similar effect? The only cure spell to benefit would be Cure Critical, since there is no higher level Cure spell.

I see your point. This feat is more powerful than the metamagic feats, since it doesn't use up a higher spell slot. Then again, it is specific only to cure spells, not the entire spell gamut.

Dark Archive RPG Superstar 2013 Top 32

Asberdies Lives wrote:
Fatespinner wrote:


Since feats like Maximize Spell and Empower Spell can already be added to healing spells, you might want to consider just allowing clerics to sacrifice higher spell slots to use metamagic healing spells. Sacrificing a prepared 4th level spell for a maximized cure light wounds for example. Unless you're talking about a feat that would allow very low level clerics to do this, in which case my opinion is that such low level characters should not have the ability to amplify their healing abilities significantly yet.

Cure spells are the one example where metamagic feats go a bit awry, since they are already offered at multiple levels. Why cast a maximized Cure Serious Wounds when you could simply cast Cure Critical Wounds from the same spell slot and get a similar effect? The only cure spell to benefit would be Cure Critical, since there is no higher level Cure spell.

I see your point. This feat is more powerful than the metamagic feats, since it doesn't use up a higher spell slot. Then again, it is specific only to cure spells, not the entire spell gamut.

It sounds like what you want is the Divine Metamagic feat from the Complete Divine. It allows a cleric to sacrifice a number of turning attempts equal to the number of spell slots that the corresponding metamagic feat would use. Divine Metamagic must be taken with a specific feat in mind but does not require the cleric to have the Metamagic feat in question. For example, a cleric could take Divine Metamagic (Maximize) without having the Maximize Spell feat beforehand. However, Divine Metamagic must be taken each time a new metamagic effect is desired. In the example of maximizing, the cleric would sacrifice three turn attempts to maximize any spell he could cast (even his highest level ones!) without raising the spell level. I don't recall the exact prerequisites, but it sounds like that should solve your problem. Plus, it doesn't HAVE to be used for healing only. Your cleric players will probably appreciate the diversity.

Scarab Sages

Hey there Asberdies Lives, how about this amendment to your feat. The enable the heightened healing ability of a cure spell the caster must succeed at a Heal check vs a DC based on the nature of the majority of the damage sustained by the target of the spell. The more common that damage the lower the DC the more rare or magical in nature the higher the DC.

Tam


What Fatespinner says is about right, but I think you do have to have the feat in question. I think it was changed in the errata.


I don't recommend a "rerolling 1-4 on the d8" feat. It essentially changes each d8 to a 1d4+4, giving you an average per die of 6.5; in practice, the end effect is that your healing dice are 44% more effective on average and you end up taking longer to roll dice. It doesn't affect any spells but cure, so at high level when you're using heal your feat is no good.

In other words, it's about on par with Empower Spell. Use that instead; remember that you can apply it to spontaneously converted cure spells as long as you have a prepared spell of the right level.

Liberty's Edge

In "complete divine", you've got that feat "augment healing".

Each time you cast a healing spell, you add 2 points healed per level of the spell.

For example with a 6th level cleric :
- cure light does d8 + 5 (max for level) +2 (feat)
- cure moderate does 2d8 +6 +4 (feat)
- cure serious does 3d8 +6 +6 (feat)

It's like adding "2" to each dice rolled (average score is 6,5 with this feat, it's 6,5 with your method).

However, it's kinda cool for mass cure spells.

For an 11th cleric casting cure moderate, mass, heals 2d8 +10 +12 (feat) to everybody concerned...

I think this feat is quite enough, not too powerful but very efficient.

A good augmented cure spell is always what you need in dire times !!


Quote:
The feat should be exlated, have scared vow and 13 ranks in heal as some of its prerequists and be called "healers vow" and the vow part is that anyone that asks you to heal them must be healed to the best of your ability. anyone you heal this way who is evil gets a "mark of justice" that ativates when that person commits a evil act (other than lying, cheating and stealing, for a good cause of course). you can chose which punishment it is.


Thanks for all of the input everyone! I think Augment Healing does the trick perfectly. It's a slightly different way of getting to the same result, without using coveted higher spell slots or requiring a Heal check. The cleric in my campaign decided at 1st level that as long as he had an orison that mimicked a Heal check (i.e. cure minor wounds), he wouldn't spend the skill points on Heal.

Good gaming to you all.

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