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Astral Seal = The Most Broken Ability
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<blockquote data-quote="Aulirophile" data-source="post: 5147672" data-attributes="member: 86312"><p>Wait till you get to level 6 and he picks up Consecrated Ground. </p><p></p><p><em>With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.</em></p><p><strong>Daily</strong> <img src="http://www.wizards.com/dndinsider/compendium/images/bullet.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>Divine</strong>, <strong>Healing</strong>, <strong>Radiant</strong>, <strong>Zone</strong></p><p><strong>Standard Action</strong> <strong>Close</strong> burst 1</p><p><strong>Effect</strong>: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier.</p><p><strong>Sustain Minor</strong>: The zone persists.</p><p></p><p></p><p>Heal keyword, so all bloodied allies gain 1+4+4 (standard 18/18 wis/cha array for a Healic), +Healers Implement should add a couple. But a <em>dying </em>creature is still bloodied. So unless you die, you'll heal at the start of your turn no matter how low you get, from 0. So long as a party stays in the zone no normal encounter should be able to kill them. Ever. Including the Cleric. Zone lasts till EoNT, he gets healed at start of turn, sustains, everything is okey-dokey. Only thing he has to worry about is stun.</p><p></p><p>To the question: Eh, Astral Seal isn't any more/less abuseable then other stuff. It just makes fights take longer, which I actually think makes it kinda suck.</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5147672, member: 86312"] Wait till you get to level 6 and he picks up Consecrated Ground. [I]With a wave of your hand, jagged lines of radiant light spread across the ground around you like a crackling web, moving at your whim. Enemies that stand upon this ground suffer the wrath of your deity.[/I] [B]Daily[/B] [IMG]http://www.wizards.com/dndinsider/compendium/images/bullet.gif[/IMG] [B]Divine[/B], [B]Healing[/B], [B]Radiant[/B], [B]Zone[/B] [B]Standard Action[/B] [B]Close[/B] burst 1 [B]Effect[/B]: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + your Charisma modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1 + your Charisma modifier. [B]Sustain Minor[/B]: The zone persists. Heal keyword, so all bloodied allies gain 1+4+4 (standard 18/18 wis/cha array for a Healic), +Healers Implement should add a couple. But a [I]dying [/I]creature is still bloodied. So unless you die, you'll heal at the start of your turn no matter how low you get, from 0. So long as a party stays in the zone no normal encounter should be able to kill them. Ever. Including the Cleric. Zone lasts till EoNT, he gets healed at start of turn, sustains, everything is okey-dokey. Only thing he has to worry about is stun. To the question: Eh, Astral Seal isn't any more/less abuseable then other stuff. It just makes fights take longer, which I actually think makes it kinda suck. [/QUOTE]
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