Touch of Healing [Reserve] feat from Complete Champion Excerpt


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cignus_pfaccari said:
Or wands. But it means you use less charges. The dragon shaman's still more efficient in the long run (as they can do something else like count loot while healing people to 1/2 hp).

It's still a very handy feat, potentially, but it's not a must-have.

Brad

Er, that kind actually makes my point.

Pre-Touch of Healing - Buy a wand of lesser vigor. Use a charge. Result, Max Hp.
Post-Touch of Healing - Use "The Touch". Still need a charge from wand of lesser vigor.

It doesn't save you any money or am I totally wrong here?...
 


AllisterH said:
Er, that kind actually makes my point.

Pre-Touch of Healing - Buy a wand of lesser vigor. Use a charge. Result, Max Hp.
Post-Touch of Healing - Use "The Touch". Still need a charge from wand of lesser vigor.

It doesn't save you any money or am I totally wrong here?...
You're totally wrong. ;) With this feat, you'll use fewer charges.

Say your max hp is 40, and you've been beaten down to 0. Normally it'd take 4 charges from a wand of lesser vigor (and four minutes of time) to bring you to max. But using this feat can heal you up to 20, so you only have to use up 2 charges from the wand. Over a few adventures you'll spend a lot less money on wands.
 

AllisterH said:
I think the difference is that instead of requiring two spells of level X to get someone back to max, it will require one spell of level X.

Looking at it another way, would you take a feat that doubled the hit points cured from every curing spell you had at twice the casting time? It's a good feat, at that rate, and saves you somewhere around 750 gp per week in expenses.
 


cignus_pfaccari said:
The dragon shaman's still more efficient in the long run (as they can do something else like count loot while healing people to 1/2 hp).

The cleric is still a lot faster at getting one person up at a time. If everyone needs 30 points of healing to be at half, it'll take a 2 point aura 15 rounds to do it. If the fighter alone needs 60 points to be at half it'll take a 5th level reserved spell 4 rounds to do it.

Of course, having both in the party would speed things up even more, but is probably overkill unless the campaign involves a lot of time sensitive strings of encounters.
 

DungeonMaester said:
My guess is that it will be usable=caster level/a day.

---Rusty

Nope, I got the book. You can use it as long as you have a 2nd level conjuration (healing) spell available to cast. You heal one touched creature (3 x level of highest conjuration (healing) spell) damage but only up to 1/2 max hp, at a standard action a pop. Doesn't say whether you can hurt undead with it.

Another perk is that your caster level is considered +1 for all conjuration (healing) spells.
 

Kahuna Burger said:
Yeah, my characters always purchase wands of cure light (and other divine spell trigger or spell activation items) from the church they are associated with
Because all PCs around the world are associated with a church, right?

Kahuna Burger said:
or one that shares the adventuring party's overall goals.
Because there's always a near church that shares "the adventuring party's overall goals", right?
 

blargney the second said:
If you've got a barbarian in the party, this feat is likely to save your group some money on wands over the long haul.

In the future everyone will have one level of barbarian, and the amulet of health will become a group item. :p
 

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