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*Pathfinder & Starfinder
Touch of Healing [Reserve] feat from Complete Champion Excerpt
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<blockquote data-quote="Jer" data-source="post: 3507716" data-attributes="member: 19857"><p>Hrm. Doesn't seem that bad to me, really. But then, I'm all for changing the focus from a "per day" resource management task to a "per encounter" resource management task anyway. This feat basically gives the cleric the ability to cast unlimited less-powerful-than-average Cure spells for his level that can't be affected by meta-magic feats, require touch delivery, and only affect one character at a time. At the lowest levels it will impact the game a lot, but the mid and higher levels (where everyone seems to get healed up completely between encounters anyway), not so much. And since the cleric can't get it until 3rd level minimum, it's only going to really be helpful for a few levels before you get to those higher levels.</p><p></p><p>I can kind of see the "suspension of disbelief" arguments, as the village cleric providing unlimited healing to his village seems like a stretch at first. But then again, a village cleric of 3rd level probably could be providing the equivalent of "unlimited healing" to his village in the current D&D system anyway, since these are Cure Wounds spells for dealing with damage, and not Cure Disease spells, and that type of thing isn't going to come up all that often. I don't have a problem with the village cleric always having a "lay on hands" ability handy for when Timmy falls out of a tree and cracks his skull open or when Farmer Brown gets kicked in the gut by his horse. That seems like exactly what divine magic would be used for in a high-magic D&D world to me. OTOH, that same cleric is going to be just as taxed dealing with a plague sweeping through the streets as he is without the feat, so the major medical threats to the village are still there.</p><p></p><p>I'm somewhat more interested in the Domain Reserve Feats like Protective Ward and Fragile Construct. Those seem to be available to 1st level clerics, which breaks one of the assumptions that I had about Reserve Feats (that they wouldn't be available to starting characters). Providing even a +1 bonus to AC for a 1st level character that can be "always on" and can be granted to another character is a nice effect. Not necessarily overpowering, but a nice thing to have.</p><p></p><p>(I like the idea of Fragile Construct too, not to use against constructs, but for 1st level PCs to use against doors...)</p></blockquote><p></p>
[QUOTE="Jer, post: 3507716, member: 19857"] Hrm. Doesn't seem that bad to me, really. But then, I'm all for changing the focus from a "per day" resource management task to a "per encounter" resource management task anyway. This feat basically gives the cleric the ability to cast unlimited less-powerful-than-average Cure spells for his level that can't be affected by meta-magic feats, require touch delivery, and only affect one character at a time. At the lowest levels it will impact the game a lot, but the mid and higher levels (where everyone seems to get healed up completely between encounters anyway), not so much. And since the cleric can't get it until 3rd level minimum, it's only going to really be helpful for a few levels before you get to those higher levels. I can kind of see the "suspension of disbelief" arguments, as the village cleric providing unlimited healing to his village seems like a stretch at first. But then again, a village cleric of 3rd level probably could be providing the equivalent of "unlimited healing" to his village in the current D&D system anyway, since these are Cure Wounds spells for dealing with damage, and not Cure Disease spells, and that type of thing isn't going to come up all that often. I don't have a problem with the village cleric always having a "lay on hands" ability handy for when Timmy falls out of a tree and cracks his skull open or when Farmer Brown gets kicked in the gut by his horse. That seems like exactly what divine magic would be used for in a high-magic D&D world to me. OTOH, that same cleric is going to be just as taxed dealing with a plague sweeping through the streets as he is without the feat, so the major medical threats to the village are still there. I'm somewhat more interested in the Domain Reserve Feats like Protective Ward and Fragile Construct. Those seem to be available to 1st level clerics, which breaks one of the assumptions that I had about Reserve Feats (that they wouldn't be available to starting characters). Providing even a +1 bonus to AC for a 1st level character that can be "always on" and can be granted to another character is a nice effect. Not necessarily overpowering, but a nice thing to have. (I like the idea of Fragile Construct too, not to use against constructs, but for 1st level PCs to use against doors...) [/QUOTE]
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Touch of Healing [Reserve] feat from Complete Champion Excerpt
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