Oli Ironbar
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I've always wanted to make Heal a skill that can scale up past the first few levels and I believe I have found a way if enough of these stack.
So d****it Jim, I'm a doctor, not a power gamer!
Full Day Rest - 2hp/lvl, 1pt ability damage
- baseline for long term care
Long Term Care - doubles rate of healing from rest
- based on things multiplying, this will be added with others that multiply
Mobile Hospital - doubles rate from long term care
- with long term care, up to 6hp/lvl or 3pt ability damge
Healer Satchel (long term care) - doubles rate or 1 ability drain
- with long term care and hospital, up to 8hp/lvl or 4pt ability damage
- with mobile hospital, 2pts of ability drain
Restful Sleep - full day = x3 lvl hp instead of x2
- with long term care, hospital, and satchel 12hp/lvl
Nap Stack - 4 full days of rest in 8 hours
- with satchel, hospital, and long term care either 16 pts ability damge or 8 pts of ability drain
I think this last spell in combination with the healer satchel allow Heal to outpace restoration in terms of gp/ point of ability damage:
4,000gp for the satchel and hospital, then 475gp for a scroll of Nap Stack, which can be divided among 6 characters = 745.8gp/ character (up to 8 pts) with 8 hrs rest
This is little less than six characters using a scroll of restoration to remove drain from a single score -- 850gp/ character -- and in theory, the resting characters could divide the 8 pts among four different abilities.
Does this mean a healer with 8 hrs of time could finally outperform a healing spell?
| Fuzzy-Wuzzy |
The mobile hospital and healer satchel are subject to the usual "two doublings is a tripling" rule. The spells should stack nicely IMHO.
Does this mean a healer with 8 hrs of time could finally outperform a healing spell?
Occasionally....
Creatures can only enjoy the benefits of this spell once in any 1-week period.