Endurance as quasi-cure wounds?

Sure, you could pre-cast Endurance ... if you knew who was going to go down. Or if you had one for each member of the party. ("Now, Merlin! You know you shouldn't give out Endurance spells unless you have one for everybody. You Dispel that right now!) And if you knew that the dangerous encounter wouldn't happen before the duration expired.

Best, I think, to hold that slot until someone needs it. Although it would be reasonable to bop the barbarian with it when he's down to 8 hit points out of 112. Especially if he's raging and gets the Con bonus ... Hey, do those stack? :D
 

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Ravellion said:
Perfectly fine oin both accounts (though I have read your house rules on your cure spells, so I can see how this would tick you off).

I haven't read your house rules, but I'm going to suggest that you just have the bonus not give you hps... make a party have to rest or cure to get them, but have the spell only increase your max not your current hps.

My group thought that that was the way it was anyway... but this thread proves that wrong, so I'll be chatting it up with them :)
 

I haven't read your house rules, but I'm going to suggest that you just have the bonus not give you hps... make a party have to rest or cure to get them, but have the spell only increase your max not your current hps.

And how do you suggest treating Con damage - say through poison? Decrease current, or only max?

If a 5th level fighter with 20/40 hit points loses 4 points of Con, his revised hit points are 10/30. If he gains 4 points of Con, he's on 30/50.

-Hyp.
 

Well, I generally don't use house rules for healing as I don't have much of an issue with the way the rules are... but if one really wants to be concerned about people healing the hps through endurance, then I'd prolly let con changes only affect max hps. Gaining con wouldnt' help your hit points, and loosing it would affect your max and only your current if it would end up higher than your max.

*shrugs*
 

Hyp, have you considered using False Life as a psedo-cure? 1d10+lvl (up to 10) can be plenty to give you enough to run away. Also, since they are temperary hit points, they get used first and you can recast the spell.

What are your house rules on healing, anyway?
 

Hyp, what are your house rules on healing, anyway?

I think you mean Hong... I don't have any house rules on healing.

Actually, I take that back. I usually allow natural recovery of 1 hit point per level overnight regardless of light or heavy activity. No ability damage recovery with heavy activity, though.

-Hyp.
 

My healing house rules, for those who are curious:
  • Cure minor wounds: cures 1 hit point, when cast on a creature with positive hit points. It stabilises the target (but does not cure any hit points) when cast on a creature with 0 or negative hit points.
  • Cure light wounds: cures 1d8 hit points, +1 point per target level (not caster level) when cast on a creature with positive hit points. It cures 1 hit point and stabilises the target when cast on a creature with 0 or negative hit points.
  • Cure moderate wounds: cures 1d8 hit points, +2 points per target level when cast on a creature with positive hit points. It cures 2 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
  • Cure serious wounds: cures 1d8 hit points, +3 points per target level when cast on a creature with positive hit points. It cures 3 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
  • Cure critical wounds: cures 1d8 hit points, +4 points per target level when cast on a creature with positive hit points. It cures 4 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
  • Heal: cures 8 hit points per target level.
 
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