Johaan05
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I wanted to clarify for my game, that you may use Virtue every round to gain 1 hp while taking damage from the Oracle Life Link question. Even if taking them in only 1 round actions to prevent concentration checks. It would seem they should work together but I forsee hearing "Cheese Factor nearing Maximum, Captain!"
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage...
| Quandary |
I`m not sure what you`re referencing with the 1 round action to prevent concentration checks part, AFAIK there`s no such option, and I`d say it looks like you`re mis-reading the rules... I don`t think this effect would actually count as `ongoing damage` anyways (only possibly if your allies are STILL at/below -5 HPs after healing 5 hps, i.e. it will trigger again next round, but if they receive any other healing then it doesn`t trigger next round, so I probably wouldn`t call even that case continuous damage)
but I don`t see any problem with this, and I don`t even know why you find it `cheesy`: How is it different than if the Oracle was sitting in a vat of acid doing 5 dmg/round and minorly reducing the damage (effectively) by casting Virtue? It`s hardly a powerful effect, you`re wasting your Standard action so you can take 4 dmg instead of 5 dmg... If you have a ton of HP you might last several more rounds (doing nothing else valuable), so if you really want to (or your playerr does), go right ahead I say.
EDIT: Life Link definitely cannot `heal all party damage` as HaraldKlak suggests, it only heals 5 dmg IF THEY ARE BELOW -5 HPs, i.e. can AT BEST bring them to 0 HPs (staggered) and then doesn`t do anymore. Even in a scenario where they are taking on-going damage (which would need to be 5 or more dmg, since between 0 and -4 the ability doesn`t work, but not more than their CON score which kills them)), it`s basically just like Fast Healing 5 (which doesn`t work once they are above -5 hps, and can only bring them to 0 hp in the best case).
I don`t see why Channeling Energy or Mass Cure Spells wouldn`t be a better option (unless you are totally out of Channels and Spellslots)
| HaraldKlak |
By RAW it is legal.
I wouldn't really have a problem with it, as it won't break anything. You life oracle should be able to spam healing anyways, so you probably don't wan't the waste the time on it.
However if two life oracles started doing it, to heal all party damage, using no resources at all, then I find my trusty ol' chess bat and give them a proper hiding.
| FarmerBob |
I wanted to clarify for my game, that you may use Virtue every round to gain 1 hp while taking damage from the Oracle Life Link question. Even if taking them in only 1 round actions to prevent concentration checks. It would seem they should work together but I forsee hearing "Cheese Factor nearing Maximum, Captain!"
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage...
Looks fine to me as well, but if you have Life Link running on multiple allies, you'll quickly need to start healing. In our game, the Oracle is generally absorbing 10-15 hp/round with life link and has to resort to channel energy or healing herself within the first couple rounds. From that point on, she's only using healing effects.
Side note, I didn't notice before that Virtue temp hp stacked. In the future, it isn't a bad idea when possible to "buff" for a minute to get 10 hp to start a combat, which will then slowly diminish each round (or get consumed immediately by Life Link).
| FarmerBob |
I don`t think Temp HP from the same source stack... PRPG didn`t change anything from 3.5 here.
Virtue and Vampiric Touch and any other Temp HP source don`t overlap, but Virtue x10 is superfluous.
Thanks for the reminder. I was poking around looking at temp hp rules (which appear to stack), and I completely forgot about this:
Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
| HaraldKlak |
Looks fine to me as well, but if you have Life Link running on multiple allies, you'll quickly need to start healing. In our game, the Oracle is generally absorbing 10-15 hp/round with life link and has to resort to channel energy or healing herself within the first couple rounds. From that point on, she's only using healing effects.
Playing a life oracle (lvl 9), I've had much use of shield other instead of life link. Spreading the damage around, and then healing a whole batch of it with channeling, have made healing really worthwhile in combat.
| FarmerBob |
Playing a life oracle (lvl 9), I've had much use of shield other instead of life link. Spreading the damage around, and then healing a whole batch of it with channeling, have made healing really worthwhile in combat.
No reason why you can't use both. You can LL the whole party, or everyone but the one with Shield Other.
As a matter of course, our Oracle has LL running on all party members 24x7. If a party member gets damaged for > 4 hp, the Oracle will know about it next round. Makes for a nice way to signal the Oracle silently (do non-lethal damage to yourself), or automatically awaken the Oracle during a night encounter, etc.
| Blave |
EDIT: Life Link definitely cannot `heal all party damage` as HaraldKlak suggests, it only heals 5 dmg IF THEY ARE BELOW -5 HPs, i.e. can AT BEST bring them to 0 HPs (staggered) and then doesn`t do anymore.
Where do you read that? The description clearly states they are healed when they are 5 HP below their maximum.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Otherwise, the Revelation would be almost completely pointless.