| Fergie |
Despite some issues, Channel Energy seems to make the game more fun to play. It seems a shame to limit this fun increase only to groups that have a positive energy cleric (or 4th level and up paladin).
Also, with the addition of more hit points for player characters, a potion of cure light just ain't what it used to be, but the price is.
Since money talks, what is a single use item that has the effect of a 1st level Channel Energy worth in cold hard gp?
(Made by level 3 Cleric - Wis 11, Cha 10 with brew potion or craft wondrous item).
Note: While it could be said that such things can not be bought or sold, other magic items feature channeled positive or negative energy (see cure light wounds potion), why not this?
| Dennis da Ogre |
Holy Hand Grenade:
Aura faint conjuration; Cl 5th
Price 750 gp; Weight 1 lbs
Description
As a standard action the wielder of this fist sized item can pull a small pin out of the end of the object and target it location (use the rules for splash weapons), 3 seconds after the object is thrown it activates, releasing a burst of positive energy as if a 5th level cleric had channeled positive energy. All living creatures in a 30' radius are healed for 3d6 points of damage. Undead creatures take a like amount of damage and must make a Will save (DC 12) or flee for 1d4 rounds.
Construction
Requirements Craft Wondrous Item, channel positive energy
Cost 375 gp
Heh... just a WAG, assuming it's roughly equivalent to a 3rd level spell.
| Abraham spalding |
Yeah I would do it as a portion of the best spell they can cast. somewhere between 80%~150% (depending on deity and DM), but the whole party can benefit from buying just one.
Side idea... It could be for a good cleric of a healing deity that going out in the community and healing everyone once or twice a day is a duty he must perform for free. This would allow the community to benefit, provide reason for community members to look very favorably towards the clerics, and allow a party without a healer to have a means to get HP back faster if needed.
Mosaic
|
It could be for a good cleric of a healing deity that going out in the community and healing everyone once or twice a day is a duty he must perform for free.
Totally logical extension of the idea, but what does this do to the world? Every sick and injured person in town crowding into a radius twice a day. Eventually the exact area of the effect would be permanently marked. Healing plazas with a raised stand for the cleric. Twice a day, every sickie in town, cured. Those merely fatigued from long days of work would crowd in to to remove non-lethal damage as well. The mortality rate would plummet and productivity would skyrocket!
| Abraham spalding |
Abraham spalding wrote:It could be for a good cleric of a healing deity that going out in the community and healing everyone once or twice a day is a duty he must perform for free.Totally logical extension of the idea, but what does this do to the world? Every sick and injured person in town crowding into a radius twice a day. Eventually the exact area of the effect would be permanently marked. Healing plazas with a raised stand for the cleric. Twice a day, every sickie in town, cured. Those merely fatigued from long days of work would crowd in to to remove non-lethal damage as well. The mortality rate would plummet and productivity would skyrocket!
Injured yes Sick no. It heals HP not diseases. Also if everyday the farmer treks into town from his farm waits around for the cleric then treks back he could be losing ALOT of production time. fatigued is a condition that healing doesn't help. It would only help those that have been in fights, injured at a job, et al. Truthfully it comes down almost like the cleric walking out and casting bless on everyone once a day... nice but it doesn't really last long enough to do any good.
Finally if 85% of the world are commoners how much damage can they really take before they are dead anyways? Most the time they will heal most their HP just from sleeping at night.