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*Pathfinder & Starfinder
Cleric healing - how does it stack (or not)?
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<blockquote data-quote="DarkLord Of DForce" data-source="post: 5284239" data-attributes="member: 85416"><p>Okay, I've summarized some powers that might be used by the average cleric (replacement suggestions welcome!) and how the various feats and items might affect them. Can the Cleric guru's here look it over and correct/suggest as needed? Thanks gang - you guys are just awesomeness incorporated! <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>(fairly long post - apologies!) (assumes a lev30 cleric, with a +4 charisma mod)</p><p></p><p>-----------------------------------------------------------------------------</p><p>Channel Divinity / Encounter Powers / Utility Powers:</p><p>-----------------------------------------------------------------------------</p><p>01. HEALING WORD - Usage: 3 times per encounter - once per round. Supreme </p><p> (Minor Action) Healer-Targets 2 Allies. Radiant Vessel - if Radiant power</p><p> hit previous round one Ally gets extra 2d6. Gamblers Word</p><p> - if critical hit, 1 extra use of Healing Word for this</p><p> encounter. Close Burst 15.</p><p></p><p> Healing Surge value plus 6d6, Healer's Lore +6, Healer's</p><p> Brooch +6, Defensive Healing Word - all Defs. +4 until Hit</p><p> /EOYNT, Symbol of the Holy Nimbus - all Allies within 5sqs</p><p> get 10 temp. hit points, Mark of Healing - free saving</p><p> throw. Gloves of the Healer - 1 Ally regains 2d6.</p><p></p><p>02. WORD OF VIGOR - You and each Ally in Close Burst 1 can spend a Healing</p><p> (Minor Action) Surge, and regain an additional 2d6 HPs. Healer's Lore</p><p> +6, Healer's Brooch +6. Gloves of the Healer - 1 Ally</p><p> regains 2d6. Utility Power.</p><p></p><p>03. HEALER'S MERCY - Healing Surge value for each Bloodied Ally. Healer's Lore</p><p> (Standard Action) +6, Healer's Brooch +6, Gloves of the Healer - 1 Ally</p><p> regains 2d6. Close Burst 5. Weakened. Channel Divinity.</p><p></p><p>04. STRENGTHEN THE FAITHFUL - On a hit, you + each Ally adjacent to the target</p><p> (Standard Action) spend a HS. Healer's Lore +6, Healer's Brooch +6</p><p> Gloves of the Healer - 1 Ally regains 2d6. Add</p><p> your Charisma Modifier to HPs regained (+4) (A).</p><p></p><p>05. HEALING TORCH - On a hit, you and each Ally gain a +4 bonus to AC EOYNT,</p><p> (Standard Action) and spend a Healing Surge. Healer's Lore +6, Healer's</p><p> Brooch +6, add your Charisma Modifier to HPs regained (+4)</p><p> Gloves Of The Healer - 1 Ally regains 2d6. Area Burst 5 </p><p> within 10 squares (A).</p><p>------------------------------------------------------------------------------</p><p>Daily Powers:</p><p>------------------------------------------------------------------------------</p><p>06. RETURN FROM DEATH'S DOOR - Trigger; Ally fails Death Saving Throw within</p><p> (Immediate Interrup) 20 sqrs. Ally succeeds on the Death Saving </p><p> Throw and can spend a Healing Surge. Healer's</p><p> Lore +6, Healer's Brooch +6, Gloves of the </p><p> Healer - 1 Ally regains 2d6 HPs. Utility Power.</p><p></p><p>07. STREAM OF LIFE - Take ongoing 5 damage (SE) - whenever you take this dmg.,</p><p> (Minor Action) an Ally within 5 squares regains 15 HP. Healer's Brooch</p><p> +6. Utility Power.</p><p></p><p>08. MASS CURE SERIOUS WOUNDS - You and each Ally in Close Burst 5 can regain</p><p> (Standard Action) HPs as if spending 2 Healing Surges. Healer's</p><p> Brooch +6. Utility Power.</p><p>------------------------------------------------------------------------------</p><p>Daily Item Powers:</p><p>------------------------------------------------------------------------------</p><p>09. RING OF TENACIOUS WILL - When you would be reduced to 0 Hit Points or less</p><p> (No Action) you are instead reduced to -1- Hit Point. If you</p><p> have reached a Milestone today, regain HP's equal</p><p> to your Level (30).</p><p></p><p>10. HEALER'S SASH - You and 1 Ally within 10 squares or 2 Allies within 10 sqrs,</p><p> (Minor Action) spend a Healing Surge but regain no HPs. You and 1 Ally</p><p> within 10 squares or 2 Allies within 10 squares then regain</p><p> HPs, as if they had spent a HS. Healer's Brooch +6.</p><p></p><p>11. GLOVES OF THE HEALER - You spend a HS. An *adjacent* Ally regains the HPs</p><p> equal to the HS you spent. Healer's Brooch +6</p><p>-----------------------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="DarkLord Of DForce, post: 5284239, member: 85416"] Okay, I've summarized some powers that might be used by the average cleric (replacement suggestions welcome!) and how the various feats and items might affect them. Can the Cleric guru's here look it over and correct/suggest as needed? Thanks gang - you guys are just awesomeness incorporated! :) (fairly long post - apologies!) (assumes a lev30 cleric, with a +4 charisma mod) ----------------------------------------------------------------------------- Channel Divinity / Encounter Powers / Utility Powers: ----------------------------------------------------------------------------- 01. HEALING WORD - Usage: 3 times per encounter - once per round. Supreme (Minor Action) Healer-Targets 2 Allies. Radiant Vessel - if Radiant power hit previous round one Ally gets extra 2d6. Gamblers Word - if critical hit, 1 extra use of Healing Word for this encounter. Close Burst 15. Healing Surge value plus 6d6, Healer's Lore +6, Healer's Brooch +6, Defensive Healing Word - all Defs. +4 until Hit /EOYNT, Symbol of the Holy Nimbus - all Allies within 5sqs get 10 temp. hit points, Mark of Healing - free saving throw. Gloves of the Healer - 1 Ally regains 2d6. 02. WORD OF VIGOR - You and each Ally in Close Burst 1 can spend a Healing (Minor Action) Surge, and regain an additional 2d6 HPs. Healer's Lore +6, Healer's Brooch +6. Gloves of the Healer - 1 Ally regains 2d6. Utility Power. 03. HEALER'S MERCY - Healing Surge value for each Bloodied Ally. Healer's Lore (Standard Action) +6, Healer's Brooch +6, Gloves of the Healer - 1 Ally regains 2d6. Close Burst 5. Weakened. Channel Divinity. 04. STRENGTHEN THE FAITHFUL - On a hit, you + each Ally adjacent to the target (Standard Action) spend a HS. Healer's Lore +6, Healer's Brooch +6 Gloves of the Healer - 1 Ally regains 2d6. Add your Charisma Modifier to HPs regained (+4) (A). 05. HEALING TORCH - On a hit, you and each Ally gain a +4 bonus to AC EOYNT, (Standard Action) and spend a Healing Surge. Healer's Lore +6, Healer's Brooch +6, add your Charisma Modifier to HPs regained (+4) Gloves Of The Healer - 1 Ally regains 2d6. Area Burst 5 within 10 squares (A). ------------------------------------------------------------------------------ Daily Powers: ------------------------------------------------------------------------------ 06. RETURN FROM DEATH'S DOOR - Trigger; Ally fails Death Saving Throw within (Immediate Interrup) 20 sqrs. Ally succeeds on the Death Saving Throw and can spend a Healing Surge. Healer's Lore +6, Healer's Brooch +6, Gloves of the Healer - 1 Ally regains 2d6 HPs. Utility Power. 07. STREAM OF LIFE - Take ongoing 5 damage (SE) - whenever you take this dmg., (Minor Action) an Ally within 5 squares regains 15 HP. Healer's Brooch +6. Utility Power. 08. MASS CURE SERIOUS WOUNDS - You and each Ally in Close Burst 5 can regain (Standard Action) HPs as if spending 2 Healing Surges. Healer's Brooch +6. Utility Power. ------------------------------------------------------------------------------ Daily Item Powers: ------------------------------------------------------------------------------ 09. RING OF TENACIOUS WILL - When you would be reduced to 0 Hit Points or less (No Action) you are instead reduced to -1- Hit Point. If you have reached a Milestone today, regain HP's equal to your Level (30). 10. HEALER'S SASH - You and 1 Ally within 10 squares or 2 Allies within 10 sqrs, (Minor Action) spend a Healing Surge but regain no HPs. You and 1 Ally within 10 squares or 2 Allies within 10 squares then regain HPs, as if they had spent a HS. Healer's Brooch +6. 11. GLOVES OF THE HEALER - You spend a HS. An *adjacent* Ally regains the HPs equal to the HS you spent. Healer's Brooch +6 ----------------------------------------------------------------------------------------- [/QUOTE]
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Cleric healing - how does it stack (or not)?
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