• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Getting healing right

Simplicity said:
Paladin's Judgement Paladin Attack 1
Your melee attack punishes your enemy and heals an ally.
Daily ? Divine, Healing, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 3d8 + 4 damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Fixed it for you. ;)
 

log in or register to remove this ad

crosswiredmind said:
If I am not mistaken Healing Word cannot be used on an unconscious character because you need to be conscious to use a healing surge. The Cure power seems to work even when the character in unconscious.
Not correct according to what I'm reading on page 12 of the Adventure Book. Under "Healing in Combat" in the second paragraph it says "Even when a PC is unconscious, the power uses the PC's healing surge to restore hit points."
 

Phoenix8008 said:
If I have it right, just starting a healing effect jumps the dying PC up to 0 HP's and then his healing surge adds 10 more so that he is instantly concious again and sitting at 10 HP's total. Is this right?

He'd be healed to 13 (10 + 3, cause he has that healing lore ability) in this case, right.
 

Plus clerics have that handy ranged attack that does 1d6+wis damage while granting a nearby ally either +2 temp hp, or a new saving throw. I can't imagine leaving home without it. Its like the swiss army knife of clerical powers.
 

Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) ? Divine, Healing
Special: You can use this power once per day.

What's the point of making this At-Will, but with a "special" that you can only use it once per day? Why not just make it daily?

It's a class feature rather than a power, so it's not a matter of taking up an "At-Will" vs. a "Daily" slot, right?

Edit: I see from another thread the number of times per day is based on Wisdom. So I imagine the quote is from the description of a specific paladin (the KotS pregen I imagine), whose Wisdom is such that he can use it only once per day.
 
Last edited:


Based on some of the ways I've seen PCs get blown to pieces, especially by enemy casters, I'd say that another benefit of Cure Light Wounds is that you can heal someone that way ALSO, in the same round. That is, if the defender (or whoever) is really screwed up, you use Healing Word as a minor action and Cure Light Wounds as a standard action. Suddenly he has one less healing surge, and he has 50% of his hit points + 1d6 + the cleric's Wis modifier in hit points back. Especially at low-ish levels, that's impressive. I assume it will scale. =)

Haven
 

Heh, I misread healing strike as healing word at first it and edited it really fast after - you actually quoted after the edit, but likely saw my first bit where I had the 1d6.
 

Phoenix8008 said:
I'll throw this question in just to make sure I've got it right in my head. Under "Healing the Dying" it says the following:
So, I understand that a PC doesn't die from damage until their HP's are equal to their Bloodied number but negative. Lets use an example PC with 40 HP's and therefore 20 Bloodied and Healing Surges of 10. Say they've been damaged to the point where they are at -15 HP's. The Cleric uses his Healing Strike power to allow this dying PC to use a healing surge. If I have it right, just starting a healing effect jumps the dying PC up to 0 HP's and then his healing surge adds 10 more so that he is instantly concious again and sitting at 10 HP's total. Is this right?

Yes, That's correct. Negative hit points do not represent a "tax" that you have to pay. In other words, for purposes of healing (as opposed to dying), you either have positive hit points or no hit points.

Negative hit points are a way of modelling the ability of a heroic character to endure greater punishment. In the absence of receiving healing, characters are far more likely to die from failing 3 death saving throws than from falling to their negative hp total.

The negative hp total is just a way to ALLOW for the possibility of an instant kill. It's essentially a scaling massive damage threshold that only goes into effect at low hit point totals.
 


Into the Woods

Remove ads

Top