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Living 4th Edition
Proposal: Divine Power
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<blockquote data-quote="Tinwe" data-source="post: 4895769" data-attributes="member: 83593"><p>My mistake. I was thinking Holy Healer's Weapon, but even that is Healing Word, not all healing.</p><p></p><p>Add +2d6 + Cha for Compassionate Healer PC, +Cha for Beatific Healer, +5 for Beacon of Hope, and with Symbol of the Warpriest, you also toss out additional small heals each time you hit with Astral Seal, so call it another +5 there (it's not a power, so nothing adds to it). Power of Life gives an additional 8 temp HP when Astral Seal hits.</p><p></p><p>Now we're looking at 2+ 3*7 (Cha) + 7 (Wis) + 5 (healer's implement) + 5 (brooch) + 6 (potent) + 5 (Beacon) + 5 (symbol) + 2d6 = <u>62 average</u> + 8 temp hp. That's at level 21 aka "early epic". </p><p></p><p>At the same level, a Healing Word affect two targets (retrain feat to Supreme Healer at 21) and does Surge + 5d6 (base) + 3*7 (Cha) + 7 (Wis) + 5 (healer's implement) + 5 (brooch) + 6 (potent) + 5 (Beacon) + 5 (symbol) + 5 (holy healer) + 2d6 (compassion) + 2d6 (gloves of the healer) + 3d6 (pacifist) +2d6 (radiant vessel + sacred flame) = <u>Surge + 108 average </u>+ Cha to defenses + saving throw. </p><p></p><p>Too much, you say? It doesn't matter... it'll be mostly wasted? Then you need to meet the pacifist healer's little friend: the Cincture of Vivacity:</p><p>Did I get the attention of everyone who's seen a battlerager?</p><p></p><p>Finally, a "pacifist" healer is only penalized for damaging <u>bloodied enemies</u>. He can still, say, use Sacred Flame to clear minions. He can stun, daze, apply vulnerabilities, cleanse status effects, and slowly help chew a monster's hp down (to bloodied anyway) just like any other leader. The difference is that he does it while providing fantastic healing. </p><p></p><p>At the very least, Potent Restorables should only affect Artificer healing powers. This would bring it in line with other leader healing boosting feats. I believe that stacking ability mod bonuses multiple times isn't a great idea, either.</p></blockquote><p></p>
[QUOTE="Tinwe, post: 4895769, member: 83593"] My mistake. I was thinking Holy Healer's Weapon, but even that is Healing Word, not all healing. Add +2d6 + Cha for Compassionate Healer PC, +Cha for Beatific Healer, +5 for Beacon of Hope, and with Symbol of the Warpriest, you also toss out additional small heals each time you hit with Astral Seal, so call it another +5 there (it's not a power, so nothing adds to it). Power of Life gives an additional 8 temp HP when Astral Seal hits. Now we're looking at 2+ 3*7 (Cha) + 7 (Wis) + 5 (healer's implement) + 5 (brooch) + 6 (potent) + 5 (Beacon) + 5 (symbol) + 2d6 = [U]62 average[/U] + 8 temp hp. That's at level 21 aka "early epic". At the same level, a Healing Word affect two targets (retrain feat to Supreme Healer at 21) and does Surge + 5d6 (base) + 3*7 (Cha) + 7 (Wis) + 5 (healer's implement) + 5 (brooch) + 6 (potent) + 5 (Beacon) + 5 (symbol) + 5 (holy healer) + 2d6 (compassion) + 2d6 (gloves of the healer) + 3d6 (pacifist) +2d6 (radiant vessel + sacred flame) = [U]Surge + 108 average [/U]+ Cha to defenses + saving throw. Too much, you say? It doesn't matter... it'll be mostly wasted? Then you need to meet the pacifist healer's little friend: the Cincture of Vivacity: Did I get the attention of everyone who's seen a battlerager? Finally, a "pacifist" healer is only penalized for damaging [U]bloodied enemies[/U]. He can still, say, use Sacred Flame to clear minions. He can stun, daze, apply vulnerabilities, cleanse status effects, and slowly help chew a monster's hp down (to bloodied anyway) just like any other leader. The difference is that he does it while providing fantastic healing. At the very least, Potent Restorables should only affect Artificer healing powers. This would bring it in line with other leader healing boosting feats. I believe that stacking ability mod bonuses multiple times isn't a great idea, either. [/QUOTE]
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