| Sumutherguy |
| 18 people marked this as a favorite. |
Alright, so I've recently been looking into the treat deadly wounds bit of the heal skill in combination with skill unlocks to see if there's any way to make this thing useful. Unfortunately, it seems that this action has a hard limit on the one-hour duration that it takes to apply such care. The skill unlocks, however, make the healing provided useful, if not ideal, come late levels, enabling healing for 240 hp each use by level 20 (natural rate of 2/level/day, three effective days, x2 for long term care effect). This healing still presents a problem, however: it can only be done after someone has been hurt, and the time required means that it must be away from any fighting where a character could just heal naturally anyway.
Enter the preemptive surgeon. Have you ever been elbow-deep in some yahoo who got himself cut up, thinking "boy, tending to dying people is a hassle. I wish there was some way that I could fix them before they get themselves all messy." Well, dream no longer, because with occult powers there is a way!
For this advanced and new technique of surgery we need the following:
1. ranks in the heal skill.
2. a being (hereafter referred to as your Meatbag) which is alive or otherwise able to be tended to.
3. the Psychic Sensitivity feat, to unlock faith healing
4. the Psychic Healer feat.
This last one is the real cornerstone of this combination. The Psychic Healer feat, you see, allows you to make a Treat Deadly Wounds check, and add an additional number of temporary hit points to your Meatbag equal to the amount healed. This seems a little underwhelming at first, given that you still have to take an hour to do this, but these temporary hit points last for a further hour, plenty of time to find mortal danger! Know you are going into a fight soon? Lay your Meatbag onto a table and sew him up, before the injuries even happen!
The temporary hit points gained will be as follows at each skill unlock tier, assuming that you beat the DC by at least 5:
Levels 1-4: 1/level+WIS (4-9, assuming 16 Wisdom)
Levels 5-9: 2/level (10-18
Levels 10-14: 4/level (40-56)
Levels 15-19: 6/level (90-114)
Level 20: 240
That's a pretty respectable chunk of temporary hit points for your lucky Meatbag! But wait, there's more!
Let's say that your Meatbag is level 10. Said Meatbag buys an otherwise rather unassuming item called Comfort's Cloak. This cloak does many things, but we only care about one effect here: "When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points." This means that when your Meatbag "recovers hit points and ability damage as if it had rested for a full day" it is multiplied by this effect!
This means that if your Meatbag gets a booboo, your level 10 heal check on said Meatbag will heal them for 10 times their hd, giving them 100 temporary hit points to run around with for the next hour. We can add Bandages of Rapid Recovery to this to make it 140 instead.
Now, 140 temporary hit points for an hour sounds pretty powerful at level ten, but why stop there? Your Meatbag can purchase a Periapt of Wound Closure at the very next level and double that healing rate, bumping the total heal and the total temp. hp to 300! At level 20 this would cap out at a whopping 1200 temporary hp, no small benefit for two feats! Even at level 5 some simple Bandages of Rapid recovery will give them 18 temp hit points to soften up the first blows that they take, or 27 if they are a werebear-kin with the Reviving Rest trait. Treating others not enough? Be a tiefling with the Friendless trait! Want to do this multiple times a day? take the Battlefield Surgeon trait and pump your Meatbag up an additional time!
Healing wounded companions is a practice for a more primitive time, be a modern medical practitioner and heal your patients for wounds they will receive in the future! Unlock the potential of Psychic Surgery™ and leave those silly divine healers in the dust! Remember, their cries of "abomination!", "monster!" and "unethical!" are just envy of your intellect and medical prowess.
PS: I realize that some among those who may read this may say "wait a minute, you can only get as much temporary hp as was missing from your Meatbag in the first place!" To that I say that from my reading of RAW, excess healing may be lost but the healing still technically occurs (just normally without effect) and therefore permits the gain of temporary hit points beyond what missing hit points were regained in the healing process.
PPS: even if that's not the case, just poke your Meatbag with a scalpel for awhile (I hear those Zon-Kuthon types are into that sort of thing), and give him/her/it extra temporary hp equal to their total hp-1.
TLDR:
1. get two feats and some items
2. give ally (or self) 1,200 temp. hp at level 20,
3. ???
4. PROFIT
| Sumutherguy |
Sounds like another fun ability is going to be nerfed into nonexistence due to optimization.
This combo requires two feats and two 15kish magical items (three feats if you aren't a rogue), has some pretty glaring weaknesses (time and uses/day, particularly), and scales rather reasonably with level from what I can tell (1.2k hp at level 20 < the shenanigans that wizards can still do), so I don't think its particularly overpowered, especially considering that by the time it hits peak effectiveness most spell-casters can laugh heartily at the notion that mere hit points will save anyone from them.
It is accessible to martials though, so that may mean that it is indeed doomed.
| Knitifine |
Knitifine wrote:Sounds like another fun ability is going to be nerfed into nonexistence due to optimization.This combo requires two feats and two 15kish magical items (three feats if you aren't a rogue), has some pretty glaring weaknesses (time, particularly), and scales rather reasonably with level from what I can tell (1.2k hp at level 20 < the shenanigans that wizards can still do), so I don't think its particularly overpowered, especially considering that by the time it hits peak effectiveness most spell-casters can laugh heartily at the notion that mere hit points will save anyone from them.
It is accessible to martials though, so that may mean that it is indeed doomed.
I don't think it's particularly overpowered either, but I also don't think that has any baring on if it gets nerfed. (See Scarred Witch Doctor).
| Sumutherguy |
No one will ever actually try to use this in a game. It is too circumstantial given the amount of character resources that have to go into it.
Mostly its just an unexpected and funny rules combination.
I'm playing a ratfolk alchemist in Giantslayer who's getting Psychic Sensitivity for the skill unlocks anyway and am my group's only healer, so I will certainly be doing this for the party's fighter/meatshield.
| Cevah |
Lets linkafy...
Alright, so I've recently been looking into the treat deadly wounds bit of the heal skill in combination with skill unlocks to see if there's any way to make this thing useful. Unfortunately, it seems that this action has a hard limit on the one-hour duration that it takes to apply such care. The skill unlocks, however, make the healing provided useful, if not ideal, come late levels, enabling healing for 240 hp each use by level 20 (natural rate of 2/level/day, three effective days, x2 for long term care effect). This healing still presents a problem, however: it can only be done after someone has been hurt, and the time required means that it must be away from any fighting where a character could just heal naturally anyway.
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Action/Time: 1 hour.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Requires 2 uses of a Healer's Kit at 50gp each or -2 to the check for each use lacking.
You restore damaged hp. You cannot heal more than they have been damaged.
Enter the preemptive surgeon. Have you ever been elbow-deep in some yahoo who got himself cut up, thinking "boy, tending to dying people is a hassle. I wish there was some way that I could fix them before they get themselves all messy." Well, dream no longer, because with occult powers there is a way!
For this advanced and new technique of surgery we need the following:
1. ranks in the heal skill.
2. a being (hereafter referred to as your Meatbag) which is alive or otherwise able to be tended to.
3. the Psychic Sensitivity feat, to unlock faith healing
4. the Psychic Healer feat.
Prerequisite(s): Cha 11, Psychic Sensitivity or the ability to cast psychic spells, Heal 3 ranks.
Benefit(s): As an additional use of the faith healing skill unlock, you can attempt to manipulate a creature's psychic form to heal damage to its physical form. This works as the treat deadly wounds use of the Heal skill, but also grants the creature a number of temporary hit points equal to the amount of damage healed. These temporary hit points last for 1 hour. Psychic healing doesn't require a healer's kit. A creature can benefit from psychic healing only once per day, and can't benefit from both this ability and treat deadly wounds in the same day.
Two items of note:
"doesn't require a healer's kit" -- Since this works like TDW, do you still take -2 per missing healer's kit? RAW: I think so, RAI: I don't think so.
"grants the creature a number of temporary hit points equal to the amount of damage healed" -- temp hp = damaged healed. Excess healing is wasted and does not heal damage, so excess does not convert to temp hp.
"A creature can benefit from psychic healing only once per day, and can't benefit from both this ability and treat deadly wounds in the same day." -- Can use one or the other, not both, each day.
This last one is the real cornerstone of this combination. The Psychic Healer feat, you see, allows you to make a Treat Deadly Wounds check, and add an additional number of temporary hit points to your Meatbag equal to the amount healed. This seems a little underwhelming at first, given that you still have to take an hour to do this, but these temporary hit points last for a further hour, plenty of time to find mortal danger! Know you are going into a fight soon? Lay your Meatbag onto a table and sew him up, before the injuries even happen!
The temporary hit points gained will be as follows at each skill unlock tier, assuming that you beat the DC by at least 5:
Levels 1-4: 1/level+WIS (4-9, assuming 16 Wisdom)
Levels 5-9: 2/level (10-18
Levels 10-14: 4/level (40-56)
Levels 15-19: 6/level (90-114)
Level 20: 240That's a pretty respectable chunk of temporary hit points for your lucky Meatbag! But wait, there's more!
Numbers could use better explaining, but exact amount not relevant to concept.
Let's say that your Meatbag is level 10. Said Meatbag buys an otherwise rather unassuming item called Comfort's Cloak. This cloak does many things, but we only care about one effect here: "When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points." This means that when your Meatbag "recovers hit points and ability damage as if it had rested for a full day" it is multiplied by this effect!
DESCRIPTION
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfort’s cloak grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, endure elements; Cost 7,800 gp.
Key wording here: "for 8 hours of rest", "When taking a full 24 hours of rest". This works when 8 hours or 24 hours is spent, not effectivly 8 or 24 hours spent.
The cloak does not say anything about improved ability damage recovery.
This means that if your Meatbag gets a booboo, your level 10 heal check on said Meatbag will heal them for 10 times their hd, giving them 100 temporary hit points to run around with for the next hour. We can add Bandages of Rapid Recovery to this to make it 140 instead.
Description
These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity. A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction Requirements
Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
key words:
"actually receiving long-term care" -- 8 hours
"complete bed rest" -- 24 hours
Again, real time, not effective time.
Now, 140 temporary hit points for an hour sounds pretty powerful at level ten, but why stop there? Your Meatbag can purchase a Periapt of Wound Closure at the very next level and double that healing rate, bumping the total heal and the total temp. hp to 300! At level 20 this would cap out at a whopping 1200 temporary hp, no small benefit for two feats! Even at level 5 some simple Bandages of Rapid recovery will give them 18 temp hit points to soften up the first blows that they take, or 27 if they are a werebear-kin with the Reviving Rest trait. Treating others not enough? Be a tiefling with the Friendless trait! Want to do this multiple times a day? take the Battlefield Surgeon trait and pump your Meatbag up an additional time!
DESCRIPTION
This stone is bright blue and dangles on a silver chain meant to be worn on the neck.
The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, heal; Cost 7,500 gp
key words:
"doubles the wearer's normal rate of healing" -- this doubles normal healing, but not abnormal healing. Remember, a doubled double is a triple. So you add the normal rate of healing to whatever abnormal rate you can get.
Prerequisite(s) Werebear-kin
Benefit(s) Whenever you undergo complete bed rest for 24 hours, you recover an amount of hit points equal to three times your character level.
key words: "for 24 hours". Again, real time.
Benefit You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.
RAW: might not apply to the feat. RAI: flavor sais this works.
Benefit(s) Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
Get to use it twice a day. Yea! Too bad it does not affect psychic healing, and if you use PH, you cannot use TDW and gain no benefit from this. If you use TDW, you can use it again, but you don't get PH benefits.
Healing wounded companions is a practice for a more primitive time, be a modern medical practitioner and heal your patients for wounds they will receive in the future! Unlock the potential of Psychic Surgery™ and leave those silly divine healers in the dust! Remember, their cries of "abomination!", "monster!" and "unethical!" are just envy of your intellect and medical prowess.
PS: I realize that some among those who may read this may say "wait a minute, you can only get as much temporary hp as was missing from your Meatbag in the first place!" To that I say that from my reading of RAW, excess healing may be lost but the healing still technically occurs (just normally without effect) and therefore permits the gain of temporary hit points beyond what missing hit points were regained in the healing process.
PPS: even if that's not the case, just poke your Meatbag with a scalpel for awhile (I hear those Zon-Kuthon types are into that sort of thing), and give him/her/it extra temporary hp equal to their total hp-1.
TLDR:
1. get two feats and some items
2. give ally (or self) 1,200 temp. hp at level 20,
3. ???
4. PROFIT
Nice concept, poor rules understanding. Anyone care to evaluate a best case scenario for the numbers?
/cevah
Imbicatus
|
I don't think it's particularly overpowered either, but I also don't think that has any baring on if it gets nerfed. (See Scarred Witch Doctor).
Scarred Witch Doctor was a concept change, not a nerf. Thanks to Fierce Intelligence, half-orcs can start with a 22 casting stat at first level.
You may not like the flavor change of removing con based casting, but in terms of power, it was a buff.
| Trimalchio |
It would be especially funny if the concerned DM suddenly took a page out of the positive energy plane and applied this mechanic:
However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, which kills it.
~~~
Of course getting a +19 fort save isn't that hard.
| Mark Seifter Designer |
| 3 people marked this as a favorite. |
It would be especially funny if the concerned DM suddenly took a page out of the positive energy plane and applied this mechanic:
However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, which kills it.
~~~
Of course getting a +19 fort save isn't that hard.
Even though in practice, Cevah seems to be right about a few of these components not working together, nonetheless I must say: This thread is full of hilarious!
| Sumutherguy |
Two items of note:
"doesn't require a healer's kit" -- Since this works like TDW, do you still take -2 per missing healer's kit? RAW: I think so, RAI: I don't think so.
I don't think so. Were that the case, the "doesn't require a healer's kit" part would be utterly meaningless, as you technically dont' have to use a healer's kit to treat deadly wounds anyway. In any case, not requiring a healer's kit does not mean that you can't use one.
"grants the creature a number of temporary hit points equal to the amount of damage healed" -- temp hp = damaged healed. Excess healing is wasted and does not heal damage, so excess does not convert to temp hp.
"A creature can benefit from psychic healing only once per day, and can't benefit from both this ability and treat deadly wounds in the same day." -- Can use one or the other, not both, each day.
Ill grant you the second point here, didn't read that the first time. So this is once per day. Your first point here I have addressed in my first post.
Numbers could use better explaining, but exact amount not relevant to concept.
using the heal skill unlock and assuming patient is of equal level:
Levels 1-4: base amount healed by deadly wounds is equal to 1/level+WIS (4-9, assuming 16 Wisdom)
Levels 5-9: amount healed is as if target rested for full day, or 2/level (10-18)
Levels 10-14: amount healed is as if target rested for full day with long term care, or 2/level (base full day rest) *2 (long term care effect) for 4/level (40-56)
Levels 15-19: target heals as if resting for three full days, or 2/level (base full day rest) * 3 (# of days rested) for 6/level (90-114)
Level 20: target heals as if resting for three full days with long term care, or 2/level(base) * 3 (days) * 2 (long term care) = 240
Key wording here: "for 8 hours of rest", "When taking a full 24 hours of rest". This works when 8 hours or 24 hours is spent, not effectively 8 or 24 hours spent.
The cloak does not say anything about improved ability damage recovery.
The disagreement here appears to be over whether the words "recovers hit points as if it had rested for..." under the skill unlocks for the heal skill. Now, if this only meant base healing rate under any/all circumstances, as you are claiming, then why even tie it to resting at all? why no just say that it's 2/lvl, 4/lvl, 6/lvl, and 12/lvl instead? instead, the use of the ability has been explicitly tied to the effects of another rule-set, namely the effects of resting. The healing done is not stated to be equal to the "base" amount of resting healing or the "unmodified" amount, but instead occurs "as if" resting had occurred, implicitly including all effects upon resting healing given no further qualifiers. Were such not the case, then the "as if" clause is entirely useless by RAW in any/all instances. "as if", as a clause, implies both the base function and any relevant modifiers or restrictions, and therefore encompasses modifiers attached to the emulated effect/action. The closest rules analogue I can think of for this is the Mighty Fist of Earth spell, which does damage "as if" a target had been hit with an unarmed strike. Modifiers to said unarmed strike damage are included there, so why not modifiers to rest healing here?
TLDR: "as if", so far as I understand it, emulates the specified effects (here, healing) of another action completely and therefore includes any relevant modifiers/restrictions.
Periapt of Wound Closure, Bandages of Rapid Recovery, and Reviving Rest I can give you, granted that the wording on each is rather ambiguous ("natural rate of healing", "when receiving bed rest""complete bed rest".) Comfort's Cloak, however, I consider to be more clear-cut in its effects, which is simply to increase the healing granted by the rest actions with none of these other riders. Given my interpretation of the "as if" clause above, I'm p. sure this applies.
Anyone care to evaluate a best case scenario for the numbers?
the best case scenario numbers according to your interpretation are 1-4+WIS, 10-18, 40-56, 90-114, and 240 respectively for each tier of the skill unlock.
PS. I have never actually seen a ruling on the exact mechanics of action/effect emulation in pathfinder, so I'm going of of what makes the most logical sense to me here. If the default form of emulation is base/unmodified emulation only then I of course concede this case under protest that such is no fun at all.
| Knitifine |
Knitifine wrote:I don't think it's particularly overpowered either, but I also don't think that has any baring on if it gets nerfed. (See Scarred Witch Doctor).Scarred Witch Doctor was a concept change, not a nerf. Thanks to Fierce Intelligence, half-orcs can start with a 22 casting stat at first level.
You may not like the flavor change of removing con based casting, but in terms of power, it was a buff.
A mechanic buff that bleeds the flavor out of something is a nerf in my eyes. You can call it a 'concept change' all you want.
Thewms
|
| 1 person marked this as a favorite. |
It would be especially funny if the concerned DM suddenly took a page out of the positive energy plane and applied this mechanic:
However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, which kills it.
~~~
Of course getting a +19 fort save isn't that hard.
Weapons will never make it inside. Surveillance is too tight to try improvised weapons. Disguise yourself as a medical professional and bluff your way past the initial guards. Use your extensive medical knowledge to appear as though you are intended to be there. They dont suspect a thing...
You work your way into the higher security area, you've made some friends by now with your pleasant demeanor and slip in unnoticed. You begin "treating" your target. His condition improves so no one questions your work. Over the next 24-hours you do you job. You wipe a bead of sweat from your brow as the targets body begins to glow. You shield your eyes as the target explodes blinding nearby guards. You use the panic and confusion to escape from the building.
MISSION COMPLETE
| Cevah |
Cevah wrote:Key wording here: "for 8 hours of rest", "When taking a full 24 hours of rest". This works when 8 hours or 24 hours is spent, not effectively 8 or 24 hours spent.
The cloak does not say anything about improved ability damage recovery.The disagreement here appears to be over whether the words "recovers hit points as if it had rested for..." under the skill unlocks for the heal skill. Now, if this only meant base healing rate under any/all circumstances, as you are claiming, then why even tie it to resting at all? why no just say that it's 2/lvl, 4/lvl, 6/lvl, and 12/lvl instead? instead, the use of the ability has been explicitly tied to the effects of another rule-set, namely the effects of resting. The healing done is not stated to be equal to the "base" amount of resting healing or the "unmodified" amount, but instead occurs "as if" resting had occurred, implicitly including all effects upon resting healing given no further qualifiers. Were such not the case, then the "as if" clause is entirely useless by RAW in any/all instances. "as if", as a clause, implies both the base function and any relevant modifiers or restrictions, and therefore encompasses modifiers attached to the emulated effect/action. The closest rules analogue I can think of for this is the Mighty Fist of Earth spell, which does damage "as if" a target had been hit with an unarmed strike. Modifiers to said unarmed strike damage are included there, so why not modifiers to rest healing here?
TLDR: "as if", so far as I understand it, emulates the specified effects (here, healing) of another action completely and therefore includes any relevant modifiers/restrictions.
Actually, the disagreement is not the skill unlocks, but what the magic item does. I see it as rewarding resting for large periods of time with increased hp recovery. You see it as modifying the rate of recovery.
The time used by the psychic healing is one hour, not eight or twenty four. Your patient is not resting eight or twenty four hours, so the cloak does not kick in.
/cevah
| Sumutherguy |
Sumutherguy wrote:Cevah wrote:Key wording here: "for 8 hours of rest", "When taking a full 24 hours of rest". This works when 8 hours or 24 hours is spent, not effectively 8 or 24 hours spent.
The cloak does not say anything about improved ability damage recovery.The disagreement here appears to be over whether the words "recovers hit points as if it had rested for..." under the skill unlocks for the heal skill. Now, if this only meant base healing rate under any/all circumstances, as you are claiming, then why even tie it to resting at all? why no just say that it's 2/lvl, 4/lvl, 6/lvl, and 12/lvl instead? instead, the use of the ability has been explicitly tied to the effects of another rule-set, namely the effects of resting. The healing done is not stated to be equal to the "base" amount of resting healing or the "unmodified" amount, but instead occurs "as if" resting had occurred, implicitly including all effects upon resting healing given no further qualifiers. Were such not the case, then the "as if" clause is entirely useless by RAW in any/all instances. "as if", as a clause, implies both the base function and any relevant modifiers or restrictions, and therefore encompasses modifiers attached to the emulated effect/action. The closest rules analogue I can think of for this is the Mighty Fist of Earth spell, which does damage "as if" a target had been hit with an unarmed strike. Modifiers to said unarmed strike damage are included there, so why not modifiers to rest healing here?
TLDR: "as if", so far as I understand it, emulates the specified effects (here, healing) of another action completely and therefore includes any relevant modifiers/restrictions.
Actually, the disagreement is not the skill unlocks, but what the magic item does. I see it as rewarding resting for large periods of time with increased hp recovery. You see it as modifying the rate of recovery.
The time used by the psychic healing is one hour, not eight or twenty four. Your patient is not resting...
except that the skill unlocks specify that the treat deadly wounds use grants the same benefits as such rest and have the same effect. If something modifies the effect of the rest therefore, it also modifies the effect of the emulation of such rest which is explicitly stated to mimic it. In this case, the actual time taken is irrelevant, as the effect is treated as if it were indeed a 24 hour rest anyway.
/me
| Sumutherguy |
You missed the point. I agree with you on how the skill unlocks work.
What I am saying is that this item does not affect the rate of healing.Do you think that an item that 1/day heals you 5 hp affects the rate of healing? That seems to be what you are arguing.
/cevah
I think that an item which alters the effect of rest does just that. Whether or not it is intended as a "reward" for anything is both unknowable and irrelevant, as it's effect is to alter the result of a rest, and therefore things which are tied to and duplicate the effects of rest.
The only definition of natural rate of healing which I have found in the rules shows up in the Attuned to the Wild feat here. In this feat, it is defined as "the amount of hit points and ability damage you heal from a full night's rest." They are, therefore, tied inexorably together. Things which alter one's natural rate of healing then also alter the effects of rest, and vice versa. This would mean that both Comfort's Cloak and the Periapt of Wound Closure function to alter natural rate of healing, the effects of rest, and subsequently the effects of functions which emulate rest/natural healing.
| Cevah |
I guess we will just have to disagree then. 'nuf said.
Noticed some other things about Faith Healing.
Check: You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can't use faith healing on yourself.
key words:
"You can use faith healing once per day." -- nothing in the other stuff mentioned a way to use it more than once.
"You can't use faith healing on yourself." -- this makes the Friendless trait unusable for this application.
----
This combo requires two feats and two 15kish magical items (three feats if you aren't a rogue)
Not sure I follow. You don't need Rogue's Edge, the advanced talent Cutting Edge, or the Signature Skill feat. Psychic Sensitivity opens the skill unlocks for Appraise, Diplomacy, Heal, Knowledge [arcana], Linguistics, Perception, Sense Motive, and Survival. Psychic Healing uses the heal unlock to get the goods. Rogue's Edge and Signature Skill only opens one, while Cutting Edge opens two.
----
Occult Skill Unlocks
key words: "Occult skill unlocks require intense concentration and strenuous effort, so the amount a character can use each skill unlock is limited to once per day or per week. This limit is for all uses of the skill unlock" -- If you use one form of Faith Heeling, you cannot use Faith Healing in any form until the next day.
If you want to use an unlock more than once a day, then you need Rogue's Edge, Signature Skill, or Cutting Edge.
/cevah
| Sumutherguy |
I guess we will just have to disagree then. 'nuf said.
Noticed some other things about Faith Healing.
** spoiler omitted **
key words:
"You can use faith healing once per day." -- nothing in the other stuff mentioned a way to use it more than once.
"You can't use faith healing on yourself." -- this makes the Friendless trait unusable for this application.----
Sumutherguy wrote:This combo requires two feats and two 15kish magical items (three feats if you aren't a rogue)Not sure I follow. You don't need Rogue's Edge, the advanced talent Cutting Edge, or the Signature Skill feat. Psychic Sensitivity opens the skill unlocks for Appraise, Diplomacy, Heal, Knowledge [arcana], Linguistics, Perception, Sense Motive, and Survival. Psychic Healing uses the heal unlock to get the goods. Rogue's Edge and Signature Skill only opens one, while Cutting Edge opens two.
----
Occult Skill Unlocks
key words: "Occult skill unlocks require intense concentration and strenuous effort, so the amount a character can use each skill unlock is limited to once per day or per week. This limit is for all uses of the skill unlock" -- If you use one form of Faith Heeling, you cannot use Faith Healing in any form until the next day.
If you want to use an...
you need it for the Treat Deadly Wounds standard skill unlocks.
| Azten |
Imbicatus wrote:A mechanic buff that bleeds the flavor out of something is a nerf in my eyes. You can call it a 'concept change' all you want.Knitifine wrote:I don't think it's particularly overpowered either, but I also don't think that has any baring on if it gets nerfed. (See Scarred Witch Doctor).Scarred Witch Doctor was a concept change, not a nerf. Thanks to Fierce Intelligence, half-orcs can start with a 22 casting stat at first level.
You may not like the flavor change of removing con based casting, but in terms of power, it was a buff.
Diego Rossi
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Let's say that your Meatbag is level 10. Said Meatbag buys an otherwise rather unassuming item called Comfort's Cloak. This cloak does many things, but we only care about one effect here: "When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points." This means that when your Meatbag "recovers hit points and ability damage as if it had rested for a full day" it is multiplied by this effect!
Someday I will check other things, but here is a glaring error.
Check how multipliers work in this game.Teh cloak increasing your healing rate from x2 to x5 don't mean that it multiplies all the effects that help with your healing rate by *2.5 so making a x4 a x10.
It means that it add +3 to your multiplier.
So x4 become x7.
| Cavall |
There exists feats that allow you to wield a weapon as of it's one thing but that doesn't allow it to be a prerequisite for something.
For instance. A lance is not a bludgeoning weapon. Even if you can do bludgeoning damage with it.
So I feel under that as a sort of precedent we can look at items that say "rest for 24 hours" and feats that say "as if 24 hours" and realize they may not interact.
In that spirit I agree with Cevah.
They would not stack up. I do feel it's still a wonderful item.
| JAMRenaissance |
Thread resurrecting, as I am trying something similar (using a Sensei monk with high Heal as a backup healer/condition person).
A few thoughts:
* A Healer's Kit has 10 uses. That means that you're actually paying 10gp each time you use these abilities, not 100.
* A single level dip into Cleric or Inquisitor and then taking the Medicine Subdomain. This is the game changer, IMO.
Your divine patron guides your healing hands, allowing you to perform minor miracles with mundane cures. You can use this ability as a free action when using the Heal skill in order to roll the check twice and take the higher result. When you’re using this ability, any use of the Heal skill requiring 1 hour instead takes at most 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
This reduces Treat Deadly Wounds, Disease, Caltrops, Restore Vitality, and Suspend Affliction all down to 1 minute usages, rolling your Heal check twice and taking the best result. Combined with Battlefield Surgeon and good rolls, you can let someone regain (LVL+WIS)*2 in two minutes. The Signature Skill for Heal applies a multiplier to that. Psychic Healing allows you to give someone temp hit points a minute before the fight, with Trepanation and/or Psychic Maestro allowing you to "power up" multiple people before a fight.
* Half-Elf seems to be the go-to race if you want to do this, as it provides a couple of different ways to get Psychic Sensitivity without dropping a feat (trading either Keen Senses and Multitalented, or trading out Adaptability). I'm actually doing the former, to be able to Skill Focus (Heal). You're now two feats down the road to doing this. A Half-Elf Wendo Caller Medium would have EVERYTHING needed without dropping a feat OR multiclassing (Channelling a Wendo for the Healing domain).