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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="smbakeresq" data-source="post: 7258881" data-attributes="member: 28301"><p>The healing kit scales up a lot slower then your HP. At first level its half your hp or more, much less later. At 8th level your d8 for HP with 14 con will have about 56 HP, your healers kit will be doing 13-18 healing using PHB rules, that's only %25-%33 of your HP. Or a total of 52-76 to a 4 person group. Aura of Life will be 20-120, or 70-170 by someone with a level of Life Cleric (highly recommended!)</p><p></p><p>I encourage the use of the "utility" feats like this one by using medicine skill instead of flat +4 and durable (I use the benefit of the feat whenever any dice are rolled to regain HP.) These feats are good IMO but clearly worse to then some others.</p><p></p><p>By doing this I can "break" the pattern of 2 combats then SR (using up their 1/2 their daily healing dice) then 2 more (using rest of healing dice) and push the party into 3 - 4 damaging encounters per short rest, which is more exciting for the party. Also allows party to adventure over several consecutive days, which is good for the campaign.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7258881, member: 28301"] The healing kit scales up a lot slower then your HP. At first level its half your hp or more, much less later. At 8th level your d8 for HP with 14 con will have about 56 HP, your healers kit will be doing 13-18 healing using PHB rules, that's only %25-%33 of your HP. Or a total of 52-76 to a 4 person group. Aura of Life will be 20-120, or 70-170 by someone with a level of Life Cleric (highly recommended!) I encourage the use of the "utility" feats like this one by using medicine skill instead of flat +4 and durable (I use the benefit of the feat whenever any dice are rolled to regain HP.) These feats are good IMO but clearly worse to then some others. By doing this I can "break" the pattern of 2 combats then SR (using up their 1/2 their daily healing dice) then 2 more (using rest of healing dice) and push the party into 3 - 4 damaging encounters per short rest, which is more exciting for the party. Also allows party to adventure over several consecutive days, which is good for the campaign. [/QUOTE]
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Community
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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