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*Pathfinder & Starfinder
Heroes of Shadow: Assassins, Hexblades, and Necromancers!
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<blockquote data-quote="Malisteen" data-source="post: 5223864" data-attributes="member: 44380"><p>There are some serious problems with that power. Healer feature healing is supposed to be pretty reliable. That ability would only let you heal an ally in need if they were the next one to hit the monster (other allies better delay, and the guy who needs healing better not miss!). It's just not reliable enough to serve as a healer feature power. Makes a good encounter power tacked to damage, though.</p><p> </p><p>Necromancy has had access to temporary hit points in the past. I'd rather just go with that.</p><p> </p><p>False Life</p><p><em>You channel necrotic energy into your ally, filling them with</em></p><p><em>unnatural vigor and vitality</em></p><p>minor action, 2/encounter (+1 at lvl 16)</p><p>close burst 5, one ally in burst</p><p>the ally may spend a healing surge, but gains no hit points. instead the ally may make a saving throw against one effect that a save can end, and gains temporary hit points equal to his healing surge modifier +d6 (with additional dice based on level)</p><p> </p><p>note the saving throw is there to give the necro a reason to hold onto the power and use it during an encounter, rather then just dropping them up front.</p><p> </p><p>Then again, i'd prefer something that involves undead puppets in some way. perhaps key the range off of a pet? I don't know.</p><p> </p><p>but a leader's base healing needs to be a little more reliable.</p></blockquote><p></p>
[QUOTE="Malisteen, post: 5223864, member: 44380"] There are some serious problems with that power. Healer feature healing is supposed to be pretty reliable. That ability would only let you heal an ally in need if they were the next one to hit the monster (other allies better delay, and the guy who needs healing better not miss!). It's just not reliable enough to serve as a healer feature power. Makes a good encounter power tacked to damage, though. Necromancy has had access to temporary hit points in the past. I'd rather just go with that. False Life [i]You channel necrotic energy into your ally, filling them with unnatural vigor and vitality[/i] minor action, 2/encounter (+1 at lvl 16) close burst 5, one ally in burst the ally may spend a healing surge, but gains no hit points. instead the ally may make a saving throw against one effect that a save can end, and gains temporary hit points equal to his healing surge modifier +d6 (with additional dice based on level) note the saving throw is there to give the necro a reason to hold onto the power and use it during an encounter, rather then just dropping them up front. Then again, i'd prefer something that involves undead puppets in some way. perhaps key the range off of a pet? I don't know. but a leader's base healing needs to be a little more reliable. [/QUOTE]
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Heroes of Shadow: Assassins, Hexblades, and Necromancers!
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