Sentinel animal spirt help

Grimmjow

First Post
So last night i played a sentinel in a two v one campaign and i looked in all the rules and such but i couldn't find on how to heal my wolf, so i ended up letting it die and bringing it back with a minor action and a surge. So today my question is (or at least one of them) how do i heal my wolf?
 

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Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
Also, the compendium says your animal is considered an ally, and that it spends surges out of your surge pool. So any healer could heal your wolf, and you'd be docked a surge.
 

i am saying this from memory but i think
* (as Locutus Zero said) you could have someone use a power on it that lets it heal, which would use up one of your healing surges. So a healing word from a cleric or even your own healing word that you get as a sentinel. Or any other power that someone might have that lets an ally heal
* when you use your second wind, your wolf also heals an amount equal to your own surge value (which is about half of its hit points depending on what sort of surge value modifiers and rounding you have)
* (if it's alive but injured) during a short or extended rest it fully heals without using any actions or surges of yours
* (if it's dead) during a short or extended rest you can spend a surge to have it at full
* (if it's dead) as a minor action during combat spend a surge to bring it back with hp equal to your surge value

again, i'm saying this from memory. you'll want to double check if in doubt.
 

An open question is how much it heals if you use a Healing Word on it. Is it 1/4 of your HPs or 1/8? You're spending the surge, but what's the surge value?

I went with 1/4 (so a single surge gets your beastie to half their max HPs), because otherwise it's just wasteful.

-O
 

efficient use of the wolf is to let it die and resummon it, over and over. Save your two heals per encounter for other party members.

The wolf is sort of a proactive party heal, in that it lets you spend surges to replace lost hp as a minor, at will action - as long as those hp are on the wolf and not a PC, and only when the wolf drops. So try to get it hit a lot; each hit it takes is one that someone else didn't take. If it ends the fight with a few hp left, even better - all those lost hp are replenished at no cost at all!

If the monsters ignore the wolf... well, everyone gets CA, and the wolf gets OAs, and that's not bad either.

Useful adjuncts: Durable feat gives you more surges to spend on wolf summoning. Toughness feat gives you, and therefore your wolf and any summoned creatures, more HP. The Friend's Gift item lets the wolf come back with 1/2hp+5 instead of 1/2hp when summoned in mid-combat.

I play a hybrid sentinel/ bow ranger who summons toads and alligators, then stands behind the wall o critters and shoots while the summoned beasts make instinctive attacks with CA granted by the wolf. The wolf doesn't actually bite very often, because I'd usually rather twin strike with CA and quarry.
 

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