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magic items for a healer cleric
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5954040" data-attributes="member: 19675"><p>Caveat: I don't know all the rules for E6.</p><p></p><p>Metamagic rods are good for healers. MR: Maximize makes sure you heal the most possible damage. If you were buffing, MR: Extend would be a no brainer. Its still a winner if you use the Vigor spells for healing, since they grant Fast Healing over a certain period of time.</p><p></p><p>Which reminds me... Since you haven't played him, may I suggest an unusual feat combination: Extra Turning and Sacred Healing (the CompDiv version). Being able to burn a Turn Undead attempt to give everyone in a 60' burst* Fast Healing 3 for (1 + Cha bonus)rds is <strong>surprisingly</strong> cost effective healing. It doesn't sound like much, but it has enabled my Sorc/Clc/MT/Geomancer to keep his party fairly healthy, almost without expending actual spells for healing. Burning 3 TUs translates into 45HP of healing for everyone in that burst.</p><p></p><p>Bonuses: If a target with it active drops below zero HP, it auto-stabilizes them. It also stops continuous damage effects like the Wounding weapon enchantment.</p><p></p><p></p><p></p><p></p><p></p><p>* <em>EVERYBODY</em>- your party, allies or enemies- so be careful when you use it.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5954040, member: 19675"] Caveat: I don't know all the rules for E6. Metamagic rods are good for healers. MR: Maximize makes sure you heal the most possible damage. If you were buffing, MR: Extend would be a no brainer. Its still a winner if you use the Vigor spells for healing, since they grant Fast Healing over a certain period of time. Which reminds me... Since you haven't played him, may I suggest an unusual feat combination: Extra Turning and Sacred Healing (the CompDiv version). Being able to burn a Turn Undead attempt to give everyone in a 60' burst* Fast Healing 3 for (1 + Cha bonus)rds is [B]surprisingly[/B] cost effective healing. It doesn't sound like much, but it has enabled my Sorc/Clc/MT/Geomancer to keep his party fairly healthy, almost without expending actual spells for healing. Burning 3 TUs translates into 45HP of healing for everyone in that burst. Bonuses: If a target with it active drops below zero HP, it auto-stabilizes them. It also stops continuous damage effects like the Wounding weapon enchantment. * [I]EVERYBODY[/I]- your party, allies or enemies- so be careful when you use it. [/QUOTE]
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