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Black company too deadly
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<blockquote data-quote="Old One" data-source="post: 2120058" data-attributes="member: 83"><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />!</p><p></p><p>To be an effective healer, you need three things:</p><p></p><p>1) Physician Character Background - Grants damage conversion of 1d2 up to 1d12 for heal checks of 16+ (1x per day per character). Also allows healing of hit point or ability damage at 3x the normal rate for a maximum of 12 patients. A 5th level PC under the care of a physician would heal 15 hps with 8 hours of rest and 30 hps for a full day of bed rest...not too bad!</p><p></p><p>2) Physician Feat - This requires 12 ranks of Heal, so it isn't available until 9th level, but it is pretty good. It allows you to convert your ranks in Heal with a successful Heal check of DC 15 + Damage/5 1x per day per patient. There is theoretically no limit on patients, but each check takes 30 minutes, so you are functionally limited to 16 patients per 8 hour period. If you have the Physician Character Background, you convert an additional 1d4.</p><p></p><p>3) Healing Talent - You have to be 1st magnitutude to select this spell talent, so that means a minimum of 4 wizard levels. Initially, you can't do much with it, but as you increase in power, you can help out quite a bit. A 4th level wizard with maxed out Magic Use ranks and 16 CHA will have a base Magic Use bonus of +14 (7 ranks + 3 CHA mod + 4 1st Magnitude mod). The DC for them to convert 3d6 damage is a seemingly out-of-reach DC 45. But, given extra time and some props, they could hit this. With an Apptitude of 11 (7 ranks of Magic Use + 4 1st Mag mod), it would normally take DC 45 - Apptitude 11 = 34 = 8 actions to cast the spell (Table 10-2, page 151). By extending the time 3 degrees from rounds to minutes to 10 mintues to 1 hour, the caster gets a x4 magnitude bonus modifier, increasing the Magic Use bonus to +26 (Taking Extra Time, page 152). By adding in a somatic prop, a material prop and a fetish prop (+4 for each, page 156), the Magic Use bonus increase to +38...enough to hit DC 45 by "taking 10".</p><p></p><p>So, with an hour of time, some props/fetishes and spell drain of 1d8+9 (less spell energy), this caster could convert 3d6 damage automatically. Doesn't sound like a lot compared to regular 3.x, but pretty darn powerful under the BCCS system. If the caster wanted to burn a point of spell energy, he/she could hit DC 50 automatically for 4d6 conversion, but drain would increase to 2d8+10 (less remaining spell energy).</p><p></p><p>A 10th level (2nd Magnitude) Wizard with maxed Magic Use and 18 CHA has a base Magic Use bonus of +25. Add in a somatic prop (+4), a material prop (+4) and an 800 XP fetish (+16) and he/she can convert 5d6 (DC 55) by "taking 10" or convert 6d6 (DC 60) by rolling anything greater than 1 on a d20. Either one would take 8 actions (4 full casting rounds). </p><p></p><p>Again...not 3.x level healing, but incredibly powerful in the BCCS setting.</p><p></p><p>NOTE: I haven't even taken into account various synergies. For instance, 5 or more ranks in Knowledge: Aracana grants a +2 bonus to all Magic Use checks. In addition, 5 or more ranks in heal grants a +2 Magic Use bonus to all Healing Talent castings. Either one of these would allow our 4th level wizard to hit DC 50 (4d6 conversion) by "taking 10", without burning a point of spell energy.</p><p></p><p>NOTE II: One of the quirks of the BCCS magic system is that it is more effective (at low levels) to add in more smaller dice than convert to larger dice. For instance, it cost +10 DC to increase from 1 hit point converted to 1d4 hit points converted. It costs an additional +10 DC to go from 1d4 to 1d6. However, you could increase from 1d4 to 3d4 for the <u>same</u> +10 DC increase. This holds true until you start throwing 6 or 7 dice (I think), at which time it is worth paying the extra +10 DC cost to move to higher dice.</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2120058, member: 83"] Thanks :)! To be an effective healer, you need three things: 1) Physician Character Background - Grants damage conversion of 1d2 up to 1d12 for heal checks of 16+ (1x per day per character). Also allows healing of hit point or ability damage at 3x the normal rate for a maximum of 12 patients. A 5th level PC under the care of a physician would heal 15 hps with 8 hours of rest and 30 hps for a full day of bed rest...not too bad! 2) Physician Feat - This requires 12 ranks of Heal, so it isn't available until 9th level, but it is pretty good. It allows you to convert your ranks in Heal with a successful Heal check of DC 15 + Damage/5 1x per day per patient. There is theoretically no limit on patients, but each check takes 30 minutes, so you are functionally limited to 16 patients per 8 hour period. If you have the Physician Character Background, you convert an additional 1d4. 3) Healing Talent - You have to be 1st magnitutude to select this spell talent, so that means a minimum of 4 wizard levels. Initially, you can't do much with it, but as you increase in power, you can help out quite a bit. A 4th level wizard with maxed out Magic Use ranks and 16 CHA will have a base Magic Use bonus of +14 (7 ranks + 3 CHA mod + 4 1st Magnitude mod). The DC for them to convert 3d6 damage is a seemingly out-of-reach DC 45. But, given extra time and some props, they could hit this. With an Apptitude of 11 (7 ranks of Magic Use + 4 1st Mag mod), it would normally take DC 45 - Apptitude 11 = 34 = 8 actions to cast the spell (Table 10-2, page 151). By extending the time 3 degrees from rounds to minutes to 10 mintues to 1 hour, the caster gets a x4 magnitude bonus modifier, increasing the Magic Use bonus to +26 (Taking Extra Time, page 152). By adding in a somatic prop, a material prop and a fetish prop (+4 for each, page 156), the Magic Use bonus increase to +38...enough to hit DC 45 by "taking 10". So, with an hour of time, some props/fetishes and spell drain of 1d8+9 (less spell energy), this caster could convert 3d6 damage automatically. Doesn't sound like a lot compared to regular 3.x, but pretty darn powerful under the BCCS system. If the caster wanted to burn a point of spell energy, he/she could hit DC 50 automatically for 4d6 conversion, but drain would increase to 2d8+10 (less remaining spell energy). A 10th level (2nd Magnitude) Wizard with maxed Magic Use and 18 CHA has a base Magic Use bonus of +25. Add in a somatic prop (+4), a material prop (+4) and an 800 XP fetish (+16) and he/she can convert 5d6 (DC 55) by "taking 10" or convert 6d6 (DC 60) by rolling anything greater than 1 on a d20. Either one would take 8 actions (4 full casting rounds). Again...not 3.x level healing, but incredibly powerful in the BCCS setting. NOTE: I haven't even taken into account various synergies. For instance, 5 or more ranks in Knowledge: Aracana grants a +2 bonus to all Magic Use checks. In addition, 5 or more ranks in heal grants a +2 Magic Use bonus to all Healing Talent castings. Either one of these would allow our 4th level wizard to hit DC 50 (4d6 conversion) by "taking 10", without burning a point of spell energy. NOTE II: One of the quirks of the BCCS magic system is that it is more effective (at low levels) to add in more smaller dice than convert to larger dice. For instance, it cost +10 DC to increase from 1 hit point converted to 1d4 hit points converted. It costs an additional +10 DC to go from 1d4 to 1d6. However, you could increase from 1d4 to 3d4 for the [U]same[/U] +10 DC increase. This holds true until you start throwing 6 or 7 dice (I think), at which time it is worth paying the extra +10 DC cost to move to higher dice. ~ OO [/QUOTE]
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